import pygame class Field: def __init__(self, screen, x, y, center_x, center_y, is_shelf, is_occupied_by_agent, cost_of_travel): # Jakieś podstawowe rzeczy self.screen = screen self.x = x self.y = y self.center_x = center_x self.center_y = center_y self.is_shelf = is_shelf self.is_occupied_by_agent = is_occupied_by_agent self.cost_of_travel = cost_of_travel self.neighbors = [] # Te parametry są potrzebne do algorytmu A* self.g = 0 self.h = 0 self.f = 0 self.previous = None # Przedmiot, który podnosi agent self.item = [] # Te rzeczy są potrzebne do wyświetlenia pola self.image = pygame.image.load('img/Field.png') self.rect = self.image.get_rect() self.screen_rect = screen.get_rect() self.rect.center = (center_x, center_y) # Metoda do wyświetlania pola na ekranie def blitme(self): self.screen.blit(self.image, self.rect) def add_neighbors(self, board): if self.x > 0 and board[self.y][self.x - 1].is_shelf == False: self.neighbors.append(board[self.y][self.x - 1]) if self.x < 9 and board[self.y][self.x + 1].is_shelf == False: self.neighbors.append(board[self.y][self.x + 1]) if self.y > 0 and board[self.y - 1][self.x].is_shelf == False: self.neighbors.append(board[self.y - 1][self.x]) if self.y < 9 and board[self.y + 1][self.x].is_shelf == False: self.neighbors.append(board[self.y + 1][self.x])