SI-projekt-smieciarka/board

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from asyncio.windows_events import NULL
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from collections import deque
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from lib2to3.pgen2.token import CIRCUMFLEX
from queue import Queue
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import sys
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from unicodedata import name
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import pygame
screen = []
objectArray = []
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class Object:
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def __init__(self, name, xPos, yPos):
self.name = name
self.xPos = xPos
self.yPos = yPos
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class Field:
def __init__(self, xPos, yPos):
self.xPos = xPos
self.yPos = yPos
self.visited = False
self.parent = None
def printXandY(self):
print("X: " + str(self.xPos) + ". Y: " + str(self.yPos))
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def draw(square_num, objectArr):
#następne dwie linijki do odkomentowania, jak będzie wgrane zdjęcie do tła
#background = pygame.image.load("ścieżka do pliku").convert() #tu ścieżka do zdjęcia w tle
#screen.blit(background, (0, 0))
grid_color = (0, 0, 0) #kolor czarny
grid_size = 500 #rozmiar kraty
square = grid_size/square_num #rozmiar pojedyńczego kwadracika
a = 50
b = 10 #odległości kraty od krawędzi okna
for i in range(square_num):
pygame.draw.line(screen, grid_color, (a + i*square, b), (a + i*square, b + grid_size), 2)
pygame.draw.line(screen, grid_color, (a, b + i*square), (a + grid_size, b + i*square), 2)
pygame.draw.line(screen, grid_color, (a, b + grid_size), (a + grid_size,
b + grid_size), 2)
pygame.draw.line(screen, grid_color, (a + grid_size, b),
(a + grid_size, b + grid_size), 2)
## tutaj rysujemy agenta i inne obiekty juz na gotowej mapie
## RYSUJEMY AGENTA
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#agent_color = (255, 0, 0)
circleX = objectArr[0].xPos * square + square + square/ 2 #dodane jedno +square, by śmieciara nie wychodziła poza kratę
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circleY = objectArr[0].yPos * square - square / 2
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#radius = 10
#pygame.draw.circle(screen, agent_color, (a + circleX, b + circleY), radius)
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truck = pygame.image.load("car.png").convert_alpha() #tu ścieżka do zdjęcia w tle
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truck = pygame.transform.scale(truck, (square, square))
screen.blit(truck, (circleX, circleY))
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circleX = objectArray[1].xPos * square + square
circleY = objectArr[1].yPos * square
radius = 10
grid_color = (255, 0, 0)
pygame.draw.circle(screen, grid_color, (circleX, circleY), radius)
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def kb_listen(objectArray, gridLength):
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for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT and objectArray[0].xPos > 0:
objectArray[0].xPos = objectArray[0].xPos - 1
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print(objectArray[0].xPos)
if event.key == pygame.K_RIGHT and objectArray[0].xPos < gridLength - 1:
objectArray[0].xPos = objectArray[0].xPos + 1
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print(objectArray[0].xPos)
if event.key == pygame.K_UP and objectArray[0].yPos > 1:
objectArray[0].yPos = objectArray[0].yPos - 1
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print(objectArray[0].yPos)
if event.key == pygame.K_DOWN and objectArray[0].yPos < gridLength:
objectArray[0].yPos = objectArray[0].yPos + 1
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print(objectArray[0].yPos)
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if event.type == pygame.QUIT:
sys.exit()
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fieldQueue = []
isGoalAchieved = False
def startQueue(agentX, agentY, fieldList, gridNum):
currentX = agentX
currentY = agentY
currentIndex = currentY * gridNum + currentX
fieldQueue.append(fieldList[currentIndex])
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checkFlag = False
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while not checkFlag:
result = checkGoal(fieldList, gridNum)
if result:
checkFlag = True
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# print("NEXT CHECK GOAL")
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return result
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def checkGoal(fieldList, gridNum):
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currentField = fieldQueue.pop(0)
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currentY = currentField.yPos
currentX = currentField.xPos
currentIndex = currentY * gridNum + currentX
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# print("POPPED!!!")
# currentField.printXandY()
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##print(str(currentField.xPos) + " " + str(objectArray[1].xPos) + " " + str(currentField.yPos) + " " + str(objectArray[1].yPos))
## SPRAWDZAMY CZY DANE POLE JEST POLEM W KTORYM ZNAJDUJE SIE NASZ CEL
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if currentField.xPos == objectArray[1].xPos - 1 and currentField.yPos == objectArray[1].yPos - 1:
return currentField
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## SPRAWDZAMY CZY DANE POLE ZOSTALO JUZ WCZESNIEJ ODWIEDZONE - JEZELI NIE TO USTAWIAMY STATUS
if not currentField.visited:
currentField.visited = True
## JEZELI DANE POLE NIE ZOSTALO ODWIEDZONE, TO DODAJEMY DO KOLEJKI WSZYSTKIE POLA OBOK I LECIMY DALEJ
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if currentIndex + 15 <= 224 and fieldList[currentIndex + 15].visited == False:
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fieldQueue.append(fieldList[currentIndex + 15])
fieldList[currentIndex + 15].parent = fieldList[currentIndex]
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# print("APPENDED DOWN!!!")
# fieldList[currentIndex + 15].printXandY()
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if currentIndex - 15 > -1 and fieldList[currentIndex - 15].visited == False:
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fieldQueue.append(fieldList[currentIndex - 15])
fieldList[currentIndex - 15].parent = fieldList[currentIndex]
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# print("APPENDED UP!!!")
# fieldList[currentIndex - 15].printXandY()
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if (currentIndex + 1) % 15 != 0 and fieldList[currentIndex + 1].visited == False:
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fieldQueue.append(fieldList[currentIndex + 1])
fieldList[currentIndex + 1].parent = fieldList[currentIndex]
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# print("APPENDED RIGHT!!!")
# fieldList[currentIndex + 1].printXandY()
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if (currentIndex - 1) % 15 != 14 and not currentIndex - 1 < 0 and fieldList[currentIndex - 1].visited == False:
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fieldQueue.append(fieldList[currentIndex - 1])
fieldList[currentIndex - 1].parent = fieldList[currentIndex]
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# print("APPENDED LEFT!!!")
# fieldList[currentIndex - 1].printXandY()
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if __name__ == '__main__':
pygame.init() #inicjalizacja modułów, na razie niepotrzebna
#Tworzymy nowego playera, czy tam agenta
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agent = Object("smieciarka", 5, 6)
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target = Object("cel", 1, 2)
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objectArray.append(agent)
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objectArray.append(target)
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width = 600
height = 530
screen = pygame.display.set_mode((width, height)) #ustalanie rozmiarów okna
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## OBLICZANIE SCIEZKI
## GENEROWANIE WSZYSTKICH POL - FIELDS
fields = []
for y in range(15):
for x in range(15):
newField = Field(x, y)
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# newField.printXandY()
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fields.append(newField)
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result = startQueue(objectArray[0].xPos - 1, objectArray[0].yPos - 1, fields, 15)
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print("RED DOT X AND Y POSITION ============================")
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result.printXandY()
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print("TRUCK X AND Y POSITION ============================")
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print("X: " + str(objectArray[0].xPos - 1) + " Y: " + str(objectArray[0].yPos - 1))
result_parent = result.parent
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currentIndex = (objectArray[0].yPos - 1) * 15 + objectArray[0].xPos - 1
pathToTarget = deque()
pathToTarget.appendleft(result)
while result_parent.parent != None:
pathToTarget.appendleft(result_parent)
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result_parent = result_parent.parent
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pathToTarget.appendleft(fields[currentIndex])
print("PRINTING PATH TO TARGET ============================")
for node in pathToTarget:
node.printXandY()
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while 1:
c = (255, 255, 255) #tymczasowy kolor tła - do usunięcia, jak już będzie zdjęcie
screen.fill(c)
draw(15, objectArray)
kb_listen(objectArray, 15)
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pygame.display.update() #by krata pojawiła się w okienku - update powierzchni