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Marek Gulawski 2020-06-09 22:44:38 +00:00
parent 290c78cf6e
commit c3bf650a8c
5 changed files with 427 additions and 308 deletions

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@ -1,292 +1,292 @@
#!/usr/bin/python
# -*- coding: utf-8 -*-
import pygame, sys, random
from objects.Bomb import Bomb
from objects.Saper import Saper
from objects.Wall import Wall
from pygame.locals import *
# Defining the program environment
# list containing the map of the game
saper_map = []
# Define the Frames Per Second setting
FPS = 30
fpsClock = pygame.time.Clock()
# Define window size for the environment to run in
WINDOW_WIDTH = 1000
WINDOW_HEIGHT = 700
# Define saper coordinates - Those are just arbitrary, the map will decide position
saper_x = 0
saper_y = 0
# Define the coordinates of the saper movement
saper_x_movement = 0
saper_y_movement = 0
# List containing the coordinates of the bombs on the map
dest = []
# List containing the bomb priority and their respective coordinates from the 'dest' list
priority = []
# List containing the Path to follow found by the A star algorithm
Solution_A = []
# List of used graphics
Saper_A_image = pygame.image.load("images/saper_A.png")
Bomb_Image = pygame.image.load("images/Bomb.png") # Instead of Bomb_A
Bomb_Defused = pygame.image.load("images/Bomb_Defused.png") # Instead of thumbs up
Wall_image = pygame.image.load("images/Wall.png")
# defused bomb counter
defused = 0
# Defining all the functions
# -------------------------------------------------------------------------------------------------------------------- #
# Procedure used to calculate the cost by returning the distance from our point to the target point
def heuristic_function_cost(start, goal):
return abs(start[0] - goal[0]) + abs(start[1] - goal[1])
def A_star_pf(Grid, start, dest, priority): #A_star(map, [x, y], dest, priority)
Closed_set = []
Open_set = [start]
Saper_came_from = []
g_Score = []
f_Score = []
Grid2 = []
goal = dest[priority.index(min(priority))]
dest.pop(priority.index(min(priority)))
priority.pop(priority.index(min(priority)))
for i in range(len(Grid)):
g_Score.append([])
f_Score.append([])
Saper_came_from.append([])
Grid2.append([])
for j in range(len(Grid[i])):
g_Score[i].append(1000)
f_Score[i].append(1000)
Saper_came_from[i].append([i, j])
if Grid[i][j] is None or Grid[i][j].__class__.__name__ == "Saper" or (i == goal[0] and j == goal[1]):
Grid2[i].append(None)
else:
Grid2[i].append(Wall())
g_Score[start[0]][start[1]] = 0
f_Score[start[0]][start[1]] = heuristic_function_cost(start, goal)
flag3 = True
while (len(Open_set) > 0) and flag3:
current = Open_set[0]
current_id = 0
for l in range(len(Open_set)):
if f_Score[Open_set[l][0]][Open_set[l][1]] < f_Score[current[0]][current[1]]:
current = Open_set[l]
current_id = l
if current[0] == goal[0] and current[1] == goal[1]:
flag3 = False
Open_set.pop(current_id)
Closed_set.append(current)
for k in range(4):
flag2 = False
if k == 0 and Grid2[current[0] + 1][current[1]].__class__.__name__ != "Wall":
neighbor = [current[0] + 1, current[1]]
flag2 = True
if k == 1 and Grid2[current[0] - 1][current[1]].__class__.__name__ != "Wall":
flag2 = True
neighbor = [current[0] - 1, current[1]]
if k == 2 and Grid2[current[0]][current[1] + 1].__class__.__name__ != "Wall":
flag2 = True
neighbor = [current[0], current[1] + 1]
if k == 3 and Grid2[current[0]][current[1] - 1].__class__.__name__ != "Wall":
flag2 = True
neighbor = [current[0], current[1] - 1]
if flag2:
flag1 = True
for l in range(len(Closed_set)):
if Closed_set[l][0] == neighbor[0] and Closed_set[l][1] == neighbor[1]:
flag1 = False
if flag2 and flag1:
for l in range(len(Closed_set)):
if Closed_set[l][0] == neighbor[0] and Closed_set[l][1] == neighbor[1]:
flag2 = False
if flag2:
flag1 = True
poss_g_Score = g_Score[current[0]][current[1]] + 1
for l in range(len(Open_set)):
if Open_set[l][0] == neighbor[0] and Open_set[l][1] == neighbor[1]:
flag1 = False
if flag1:
Open_set.append(neighbor)
elif poss_g_Score >= g_Score[neighbor[0]][neighbor[1]]:
continue
Saper_came_from[neighbor[0]][neighbor[1]] = [current[0], current[1]]
g_Score[neighbor[0]][neighbor[1]] = poss_g_Score
f_Score[neighbor[0]][neighbor[1]] = g_Score[neighbor[0]][neighbor[1]] + heuristic_function_cost(neighbor, goal)
Path = []
temp0 = goal[0]
temp1 = goal[1]
Path.append([temp0, temp1])
while not (temp0 == start[0] and temp1 == start[1]):
Path.append([Saper_came_from[temp0][temp1][0], Saper_came_from[temp0][temp1][1]])
help1 = temp0
help2 = temp1
temp0 = Saper_came_from[help1][help2][0]
temp1 = Saper_came_from[help1][help2][1]
for i in range(len(Path) - 1, 0, -1):
if Path[i][0] + 1 == Path[i - 1][0] and Path[i][1] == Path[i - 1][1]:
Solution_A.append("R")
elif Path[i][0] - 1 == Path[i - 1][0] and Path[i][1] == Path[i - 1][1]:
Solution_A.append("L")
elif Path[i][0] == Path[i - 1][0] and Path[i][1] + 1 == Path[i - 1][1]:
Solution_A.append("D")
elif Path[i][0] == Path[i - 1][0] and Path[i][1] - 1 == Path[i - 1][1]:
Solution_A.append("U")
if len(dest) > 0:
A_star_pf(Grid, Saper_came_from[goal[0]][goal[1]], dest, priority)
# -------------------------------------------------------------------------------------------------------------------- #
# Procedure translating an encoded map from a file to a usable format and adding it to the list of maps
def read_map(file):
f = open("maps/" + file, "r")
s = f.read()
saper_map.append([])
index = 0
for i in range(len(s)-1):
if s[i] == "0":
saper_map[index].append(None)
if s[i] == "1":
saper_map[index].append(Wall())
if s[i] == "2":
saper_map[index].append(Saper())
if s[i] == "3":
saper_map[index].append(Bomb(random.randint(200, 600), "A"))
if s[i] == "\n":
saper_map.append([])
index = index + 1
# Initialize all the required pygame modules
pygame.init()
# Call the translating function for the specified map
read_map("map2.txt")
# Procedure finding the saper coordinates on the translated map and assigning them to the objects XY coordinates
for i in range(len(saper_map)):
for j in range(len(saper_map[i])):
if saper_map[i][j].__class__.__name__ == "Saper":
saper_x = i
saper_y = j
# Procedure finding the bomb coordinates and the bomb priority
# and appending them respectively to the 'dest' list and 'priority' list
for i in range(len(saper_map)):
for j in range(len(saper_map[i])):
if saper_map[i][j].__class__.__name__ == "Bomb":
dest.append([i, j])
priority.append(saper_map[i][j].priority)
# Execution of the A star algorithm on the given map
A_star_pf(saper_map, [saper_x, saper_y], dest, priority)
# Set up the graphic environment of the program
GAMEBOARD = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT), 0, 32)
# set_mode((size_width, size height), flags, depth)
# Set the window name
pygame.display.set_caption('Autonomiczny Saper')
# Set the background image
background_image = pygame.image.load("images/background.png")
# Set up the flag to check if the saper is done clearing the bombs
saper_done_flag = True
# Control variable for movement operations
game_loop = 0
# Set up the main movement loop and action loop
while True:
# -------------------------------------------------------------------------------------------------------------------- #
if game_loop >= len(Solution_A) and saper_done_flag:
saper_done_flag = False
# -------------------------------------------------------------------------------------------------------------------- #
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
# -------------------------------------------------------------------------------------------------------------------- #
if saper_done_flag:
if Solution_A[game_loop] == "R":
if saper_x < len(saper_map) - 1:
saper_x_movement = saper_x + 1
saper_y_movement = saper_y
elif Solution_A[game_loop] == "L":
if saper_x > 0:
saper_x_movement = saper_x - 1
saper_y_movement = saper_y
elif Solution_A[game_loop] == "D":
if saper_y < len(saper_map[0]) - 1:
saper_y_movement = saper_y + 1
saper_x_movement = saper_x
elif Solution_A[game_loop] == "U":
if saper_y > 0:
saper_y_movement = saper_y - 1
saper_x_movement = saper_x
game_loop = game_loop + 1
if saper_x_movement != saper_x or saper_y_movement != saper_y:
if saper_map[saper_x_movement][saper_y_movement] is None:
saper_map[saper_x_movement][saper_y_movement] = saper_map[saper_x][saper_y]
saper_map[saper_x][saper_y] = None
saper_x = saper_x_movement
saper_y = saper_y_movement
elif saper_map[saper_x_movement][saper_y_movement].__class__.__name__ == "Bomb":
defused = defused + saper_map[saper_x][saper_y].defuse(saper_map[saper_x_movement][saper_y_movement])
saper_x_movement = saper_x
saper_y_movement = saper_y
# -------------------------------------------------------------------------------------------------------------------- #
GAMEBOARD.blit(background_image, (0, 0))
for i in range(len(saper_map)):
for j in range(len(saper_map[i])):
if saper_map[i][j].__class__.__name__ == "Saper":
if saper_map[i][j].tool == "A":
GAMEBOARD.blit(Saper_A_image, [i*50, j*50])
elif saper_map[i][j].__class__.__name__ == "Wall":
GAMEBOARD.blit(Wall_image, [i*50, j*50])
elif saper_map[i][j].__class__.__name__ == "Bomb":
if saper_map[i][j].type == "done":
GAMEBOARD.blit(Bomb_Defused, [i*50, j*50])
elif saper_map[i][j].type == "A":
GAMEBOARD.blit(Bomb_Image, [i*50, j*50])
# Refresh the GAMEBOARD screen
pygame.display.flip()
#!/usr/bin/python
# -*- coding: utf-8 -*-
import pygame, sys, random
from objects.Bomb import Bomb
from objects.Saper import Saper
from objects.Wall import Wall
from pygame.locals import *
# Defining the program environment
# list containing the map of the game
saper_map = []
# Define the Frames Per Second setting
FPS = 30
fpsClock = pygame.time.Clock()
# Define window size for the environment to run in
WINDOW_WIDTH = 1000
WINDOW_HEIGHT = 700
# Define saper coordinates - Those are just arbitrary, the map will decide position
saper_x = 0
saper_y = 0
# Define the coordinates of the saper movement
saper_x_movement = 0
saper_y_movement = 0
# List containing the coordinates of the bombs on the map
dest = []
# List containing the bomb priority and their respective coordinates from the 'dest' list
priority = []
# List containing the Path to follow found by the A star algorithm
Solution_A = []
# List of used graphics
Saper_A_image = pygame.image.load("images/saper_A.png")
Bomb_Image = pygame.image.load("images/Bomb.png") # Instead of Bomb_A
Bomb_Defused = pygame.image.load("images/Bomb_Defused.png") # Instead of thumbs up
Wall_image = pygame.image.load("images/Wall.png")
# defused bomb counter
defused = 0
# Defining all the functions
# -------------------------------------------------------------------------------------------------------------------- #
# Procedure used to calculate the cost by returning the distance from our point to the target point
def heuristic_function_cost(start, goal):
return abs(start[0] - goal[0]) + abs(start[1] - goal[1])
def A_star_pf(Grid, start, dest, priority): #A_star(map, [x, y], dest, priority)
Closed_set = []
Open_set = [start]
Saper_came_from = []
g_Score = []
f_Score = []
Grid2 = []
goal = dest[priority.index(min(priority))]
dest.pop(priority.index(min(priority)))
priority.pop(priority.index(min(priority)))
for i in range(len(Grid)):
g_Score.append([])
f_Score.append([])
Saper_came_from.append([])
Grid2.append([])
for j in range(len(Grid[i])):
g_Score[i].append(1000)
f_Score[i].append(1000)
Saper_came_from[i].append([i, j])
if Grid[i][j] is None or Grid[i][j].__class__.__name__ == "Saper" or (i == goal[0] and j == goal[1]):
Grid2[i].append(None)
else:
Grid2[i].append(Wall())
g_Score[start[0]][start[1]] = 0
f_Score[start[0]][start[1]] = heuristic_function_cost(start, goal)
flag3 = True
while (len(Open_set) > 0) and flag3:
current = Open_set[0]
current_id = 0
for l in range(len(Open_set)):
if f_Score[Open_set[l][0]][Open_set[l][1]] < f_Score[current[0]][current[1]]:
current = Open_set[l]
current_id = l
if current[0] == goal[0] and current[1] == goal[1]:
flag3 = False
Open_set.pop(current_id)
Closed_set.append(current)
for k in range(4):
flag2 = False
if k == 0 and Grid2[current[0] + 1][current[1]].__class__.__name__ != "Wall":
neighbor = [current[0] + 1, current[1]]
flag2 = True
if k == 1 and Grid2[current[0] - 1][current[1]].__class__.__name__ != "Wall":
flag2 = True
neighbor = [current[0] - 1, current[1]]
if k == 2 and Grid2[current[0]][current[1] + 1].__class__.__name__ != "Wall":
flag2 = True
neighbor = [current[0], current[1] + 1]
if k == 3 and Grid2[current[0]][current[1] - 1].__class__.__name__ != "Wall":
flag2 = True
neighbor = [current[0], current[1] - 1]
if flag2:
flag1 = True
for l in range(len(Closed_set)):
if Closed_set[l][0] == neighbor[0] and Closed_set[l][1] == neighbor[1]:
flag1 = False
if flag2 and flag1:
for l in range(len(Closed_set)):
if Closed_set[l][0] == neighbor[0] and Closed_set[l][1] == neighbor[1]:
flag2 = False
if flag2:
flag1 = True
poss_g_Score = g_Score[current[0]][current[1]] + 1
for l in range(len(Open_set)):
if Open_set[l][0] == neighbor[0] and Open_set[l][1] == neighbor[1]:
flag1 = False
if flag1:
Open_set.append(neighbor)
elif poss_g_Score >= g_Score[neighbor[0]][neighbor[1]]:
continue
Saper_came_from[neighbor[0]][neighbor[1]] = [current[0], current[1]]
g_Score[neighbor[0]][neighbor[1]] = poss_g_Score
f_Score[neighbor[0]][neighbor[1]] = g_Score[neighbor[0]][neighbor[1]] + heuristic_function_cost(neighbor, goal)
Path = []
temp0 = goal[0]
temp1 = goal[1]
Path.append([temp0, temp1])
while not (temp0 == start[0] and temp1 == start[1]):
Path.append([Saper_came_from[temp0][temp1][0], Saper_came_from[temp0][temp1][1]])
help1 = temp0
help2 = temp1
temp0 = Saper_came_from[help1][help2][0]
temp1 = Saper_came_from[help1][help2][1]
for i in range(len(Path) - 1, 0, -1):
if Path[i][0] + 1 == Path[i - 1][0] and Path[i][1] == Path[i - 1][1]:
Solution_A.append("R")
elif Path[i][0] - 1 == Path[i - 1][0] and Path[i][1] == Path[i - 1][1]:
Solution_A.append("L")
elif Path[i][0] == Path[i - 1][0] and Path[i][1] + 1 == Path[i - 1][1]:
Solution_A.append("D")
elif Path[i][0] == Path[i - 1][0] and Path[i][1] - 1 == Path[i - 1][1]:
Solution_A.append("U")
if len(dest) > 0:
A_star_pf(Grid, Saper_came_from[goal[0]][goal[1]], dest, priority)
# -------------------------------------------------------------------------------------------------------------------- #
# Procedure translating an encoded map from a file to a usable format and adding it to the list of maps
def read_map(file):
f = open("maps/" + file, "r")
s = f.read()
saper_map.append([])
index = 0
for i in range(len(s)-1):
if s[i] == "0":
saper_map[index].append(None)
if s[i] == "1":
saper_map[index].append(Wall())
if s[i] == "2":
saper_map[index].append(Saper())
if s[i] == "3":
saper_map[index].append(Bomb(random.randint(200, 600), "A"))
if s[i] == "\n":
saper_map.append([])
index = index + 1
# Initialize all the required pygame modules
pygame.init()
# Call the translating function for the specified map
read_map("map2.txt")
# Procedure finding the saper coordinates on the translated map and assigning them to the objects XY coordinates
for i in range(len(saper_map)):
for j in range(len(saper_map[i])):
if saper_map[i][j].__class__.__name__ == "Saper":
saper_x = i
saper_y = j
# Procedure finding the bomb coordinates and the bomb priority
# and appending them respectively to the 'dest' list and 'priority' list
for i in range(len(saper_map)):
for j in range(len(saper_map[i])):
if saper_map[i][j].__class__.__name__ == "Bomb":
dest.append([i, j])
priority.append(saper_map[i][j].priority)
# Execution of the A star algorithm on the given map
A_star_pf(saper_map, [saper_x, saper_y], dest, priority)
# Set up the graphic environment of the program
GAMEBOARD = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT), 0, 32)
# set_mode((size_width, size height), flags, depth)
# Set the window name
pygame.display.set_caption('Autonomiczny Saper')
# Set the background image
background_image = pygame.image.load("images/background.png")
# Set up the flag to check if the saper is done clearing the bombs
saper_done_flag = True
# Control variable for movement operations
game_loop = 0
# Set up the main movement loop and action loop
while True:
# -------------------------------------------------------------------------------------------------------------------- #
if game_loop >= len(Solution_A) and saper_done_flag:
saper_done_flag = False
# -------------------------------------------------------------------------------------------------------------------- #
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
# -------------------------------------------------------------------------------------------------------------------- #
if saper_done_flag:
if Solution_A[game_loop] == "R":
if saper_x < len(saper_map) - 1:
saper_x_movement = saper_x + 1
saper_y_movement = saper_y
elif Solution_A[game_loop] == "L":
if saper_x > 0:
saper_x_movement = saper_x - 1
saper_y_movement = saper_y
elif Solution_A[game_loop] == "D":
if saper_y < len(saper_map[0]) - 1:
saper_y_movement = saper_y + 1
saper_x_movement = saper_x
elif Solution_A[game_loop] == "U":
if saper_y > 0:
saper_y_movement = saper_y - 1
saper_x_movement = saper_x
game_loop = game_loop + 1
if saper_x_movement != saper_x or saper_y_movement != saper_y:
if saper_map[saper_x_movement][saper_y_movement] is None:
saper_map[saper_x_movement][saper_y_movement] = saper_map[saper_x][saper_y]
saper_map[saper_x][saper_y] = None
saper_x = saper_x_movement
saper_y = saper_y_movement
elif saper_map[saper_x_movement][saper_y_movement].__class__.__name__ == "Bomb":
defused = defused + saper_map[saper_x][saper_y].defuse(saper_map[saper_x_movement][saper_y_movement])
saper_x_movement = saper_x
saper_y_movement = saper_y
# -------------------------------------------------------------------------------------------------------------------- #
GAMEBOARD.blit(background_image, (0, 0))
for i in range(len(saper_map)):
for j in range(len(saper_map[i])):
if saper_map[i][j].__class__.__name__ == "Saper":
if saper_map[i][j].tool == "A":
GAMEBOARD.blit(Saper_A_image, [i*50, j*50])
elif saper_map[i][j].__class__.__name__ == "Wall":
GAMEBOARD.blit(Wall_image, [i*50, j*50])
elif saper_map[i][j].__class__.__name__ == "Bomb":
if saper_map[i][j].type == "done":
GAMEBOARD.blit(Bomb_Defused, [i*50, j*50])
elif saper_map[i][j].type == "A":
GAMEBOARD.blit(Bomb_Image, [i*50, j*50])
# Refresh the GAMEBOARD screen
pygame.display.flip()

View File

@ -7,6 +7,9 @@ from objects.Bomb import Bomb
from objects.Saper import Saper
from objects.Wall import Wall
from pygame.locals import *
from sklearn.datasets import load_digits
import matplotlib.pylab as pl
from sklearn import tree
# lista z ścieżką do przejścia znalezioną przez algorytm
Solution = []
@ -119,6 +122,42 @@ def read_map(file):
map.append([])
index = index + 1
def listToString(s):
# initialize an empty string
str1 = ""
# traverse in the string
for ele in s:
str1 += ele
# return string
return str1
def decode(code,counter,bomb_code):
pl.figure()
pl.gray()
i=1
r=[]
for x in code:
pl.subplot(1, len(code), i)
i=i+1
pl.matshow(digits.images[x], fignum=False)
photo = x_dig[x].reshape(1, -1)
r.append(str(classifier.predict(photo)))
res = listToString(r)
decoded = []
for a in res:
if a != "[" and a != "]":
decoded.append(a)
filename = "wyniki\ "+"bomba nr "+str(counter)+" kod odczytany "+listToString(decoded)+" kod prawdziwy "+str(listToString(bomb_code))+".png"
pl.savefig(filename)
pl.close()
return decoded
pygame.init()
FPS = 30 # frames per second setting
@ -181,7 +220,47 @@ loop = 0
# flaga do obsługi zakończenia przechodzenia Sapera po mapie
flag = True
#uczenie
digits = load_digits()
#Define variables
n_samples = len(digits.images)
x_dig = digits.images.reshape((n_samples, -1))
y_dig = digits.target
#Create random indices
sample_index = random.sample(range(int(len(x_dig))), int(len(x_dig)/5)) #20-80
valid_index=[i for i in range(len(x_dig)) if i not in sample_index]
#Sample and validation images
sample_images=[x_dig[i] for i in sample_index]
valid_images=[x_dig[i] for i in valid_index]
#Sample and validation targets
sample_target=[y_dig[i] for i in sample_index]
valid_target=[y_dig[i] for i in valid_index]
#Using the Random Forest Classifier
classifier = tree.DecisionTreeClassifier()
#Fit model with sample data
classifier.fit(sample_images, sample_target)
#Attempt to predict validation data
score=classifier.score(valid_images, valid_target)
#tree.export_graphviz(classifier, out_file='tree.doc')
print("Dokładność uczenia: "+str(score))
#fig, axes = pl.subplots(nrows = 1, ncols = 1, figsize = (4, 4), dpi=500)
#tree.plot_tree(classifier,
# feature_names = digits.feature_names,
# class_names= str(digits.target_names),
# filled = False)
#fig.savefig('tree.png')
#pl.close()
# główna pętla
bomb_counter = 1
while True:
if loop >= len(Solution) and flag:
flag = False
@ -192,7 +271,6 @@ while True:
if event.type == QUIT:
pygame.quit()
sys.exit()
if flag:
if Solution[loop] == "R":
if x < len(map) - 1:
@ -224,7 +302,22 @@ while True:
elif map[x_r][y_r].__class__.__name__ == "Bomb":
defused = defused + map[x][y].defuse(map[x_r][y_r])
#rozbrajanie bomby
real_code_temp=[]
for c in map[x_r][y_r].code:
real_code_temp.append(digits.target[c])
real_code = listToString(str(real_code_temp))
bomb_code=[]
for c in real_code:
if c != "[" and c != "]" and c != "," and c != " ":
bomb_code = bomb_code + list(c)
decode_rez = decode(map[x_r][y_r].code, bomb_counter,bomb_code)
defused_rez = map[x][y].defuse(map[x_r][y_r], decode_rez, bomb_code)
if defused_rez == 1:
defused += 1;
else:
detonated += 1;
bomb_counter = bomb_counter+1
x_r = x
y_r = y
@ -247,9 +340,6 @@ while True:
elif map[i][j].__class__.__name__ == "Bomb":
if map[i][j].time == 0 and map[i][j] != "exploded":
map[i][j].type = "exploded"
detonated += 1
if map[i][j].type == "exploded":
DISPLAYSURF.blit(Hole_image, [i * 50, j * 50])

29
main.py Normal file
View File

@ -0,0 +1,29 @@
#!/usr/bin/python
# -*- coding: utf-8 -*-
import os
import tkinter
window = tkinter.Tk()
window.title("Main Saper")
#def button_one():
# os.system('/home/lea/PSWMI/PriSap.py')
def button_two():
os.system('/home/lea/PSWMI/vw_saper.py')
def button_three():
os.system('/home/lea/PSWMI/vw_saper_zb.py')
#def button_four():
# os.system('/home/lea/PSWMI/Subproject_BSF.py')
#Button_1 = tkinter.Button(window, text="Find path to bombs by AStar", command=button_one, font=('Verdana', 24, 'bold'))
#Button_1.pack()
Button_2 = tkinter.Button(window, text="Find bomb with Wabbit", command=button_two, font=('Verdana', 24, 'bold'))
Button_2.pack()
Button_3 = tkinter.Button(window, text="Defuse by cutting the right cables", command=button_three, font=('Verdana', 24, 'bold'))
Button_3.pack()
#Button_4 = tkinter.Button(window, text="Defuse by reading the code", command=button_four, font=('Verdana', 24, 'bold'))
#Button_4.pack()
window.mainloop()

View File

@ -14,16 +14,16 @@ from pygame.locals import *
def check_type(Grid, x, y):
if x < 0 or x > len(Grid)-1 or y < 0 or y > len(Grid[0])-1:
return str("Outside")
return str(0)
if Grid[x][y] is None:
return str("Empty")
return str(10)
if Grid[x][y].__class__.__name__ == "Wall":
return str("Wall")
return str(1)
if Grid[x][y].__class__.__name__ == "Bomb":
if Grid[x][y].type == "done":
return str("Defused")
return str(5)
else:
return str("Bomb")
return str(50)
def saper_get_surrounding(grid, x, y):
@ -84,7 +84,7 @@ WINDOW_WIDTH = 1000
WINDOW_HEIGHT = 700
saper_map = []
read_map("map3.txt")
read_map("map1.txt")
saper_x = 0
saper_y = 0

View File

@ -146,16 +146,16 @@ def read_map(file):
def check_type(Grid, x, y):
if x < 0 or x > len(Grid)-1 or y < 0 or y > len(Grid[0])-1:
return str("Outside")
return str(0)
if Grid[x][y] is None:
return str("Empty")
return str(10)
if Grid[x][y].__class__.__name__ == "Wall":
return str("Wall")
return str(1)
if Grid[x][y].__class__.__name__ == "Bomb":
if Grid[x][y].type == "done":
return str("Defused")
return str(5)
else:
return str("Bomb")
return str(50)
def get_saper_surrounding(Grid, x, y):