Merge pull request 'astar' (#4) from astar-2 into master
Reviewed-on: #4
This commit is contained in:
commit
404586daf8
8
.idea/.gitignore
vendored
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8
.idea/.gitignore
vendored
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# Default ignored files
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/shelf/
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/workspace.xml
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# Editor-based HTTP Client requests
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/httpRequests/
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# Datasource local storage ignored files
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||||||
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/dataSources/
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||||||
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/dataSources.local.xml
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8
.idea/SI-projekt-smieciarka2.iml
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8
.idea/SI-projekt-smieciarka2.iml
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<?xml version="1.0" encoding="UTF-8"?>
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<module type="PYTHON_MODULE" version="4">
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<component name="NewModuleRootManager">
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<content url="file://$MODULE_DIR$" />
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<orderEntry type="inheritedJdk" />
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||||||
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<orderEntry type="sourceFolder" forTests="false" />
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</component>
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</module>
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6
.idea/inspectionProfiles/profiles_settings.xml
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6
.idea/inspectionProfiles/profiles_settings.xml
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<component name="InspectionProjectProfileManager">
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<settings>
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<option name="USE_PROJECT_PROFILE" value="false" />
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||||||
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<version value="1.0" />
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</settings>
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</component>
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4
.idea/misc.xml
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4
.idea/misc.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.9" project-jdk-type="Python SDK" />
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</project>
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8
.idea/modules.xml
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8
.idea/modules.xml
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|||||||
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<?xml version="1.0" encoding="UTF-8"?>
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||||||
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<project version="4">
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||||||
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<component name="ProjectModuleManager">
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<modules>
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<module fileurl="file://$PROJECT_DIR$/.idea/SI-projekt-smieciarka2.iml" filepath="$PROJECT_DIR$/.idea/SI-projekt-smieciarka2.iml" />
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</modules>
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</component>
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</project>
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6
.idea/vcs.xml
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6
.idea/vcs.xml
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<?xml version="1.0" encoding="UTF-8"?>
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||||||
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<project version="4">
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<component name="VcsDirectoryMappings">
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<mapping directory="$PROJECT_DIR$" vcs="Git" />
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</component>
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</project>
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78
board
78
board
@ -1,78 +0,0 @@
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import sys
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import pygame
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screen = []
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objectArray = []
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class Agent:
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def __init__(self, name, xPos, yPos):
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self.name = name
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self.xPos = xPos
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self.yPos = yPos
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def draw(square_num, objectArr):
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#następne dwie linijki do odkomentowania, jak będzie wgrane zdjęcie do tła
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#background = pygame.image.load("ścieżka do pliku").convert() #tu ścieżka do zdjęcia w tle
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#screen.blit(background, (0, 0))
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grid_color = (0, 0, 0) #kolor czarny
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grid_size = 500 #rozmiar kraty
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square = grid_size/square_num #rozmiar pojedyńczego kwadracika
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a = 50
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b = 10 #odległości kraty od krawędzi okna
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for i in range(square_num):
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pygame.draw.line(screen, grid_color, (a + i*square, b), (a + i*square, b + grid_size), 2)
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pygame.draw.line(screen, grid_color, (a, b + i*square), (a + grid_size, b + i*square), 2)
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pygame.draw.line(screen, grid_color, (a, b + grid_size), (a + grid_size,
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|
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b + grid_size), 2)
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pygame.draw.line(screen, grid_color, (a + grid_size, b),
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(a + grid_size, b + grid_size), 2)
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||||||
## tutaj rysujemy agenta i inne obiekty juz na gotowej mapie
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## RYSUJEMY AGENTA
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#agent_color = (255, 0, 0)
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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
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#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))
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screen.blit(truck, (circleX, circleY))
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|
||||||
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|
||||||
def kb_listen(objectArray, gridLength):
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for event in pygame.event.get():
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|
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if event.type == pygame.KEYDOWN:
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|
||||||
if event.key == pygame.K_LEFT and objectArray[0].xPos > 0:
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|
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objectArray[0].xPos = objectArray[0].xPos - 1
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if event.key == pygame.K_RIGHT and objectArray[0].xPos < gridLength - 1:
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objectArray[0].xPos = objectArray[0].xPos + 1
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if event.key == pygame.K_UP and objectArray[0].yPos > 1:
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objectArray[0].yPos = objectArray[0].yPos - 1
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if event.key == pygame.K_DOWN and objectArray[0].yPos < gridLength:
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objectArray[0].yPos = objectArray[0].yPos + 1
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if event.type == pygame.QUIT:
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sys.exit()
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if __name__ == '__main__':
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pygame.init() #inicjalizacja modułów, na razie niepotrzebna
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#Tworzymy nowego playera, czy tam agenta
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agent = Agent("smieciarka", 5, 7)
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objectArray.append(agent)
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width = 600
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height = 530
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screen = pygame.display.set_mode((width, height)) #ustalanie rozmiarów okna
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while 1:
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c = (255, 255, 255) #tymczasowy kolor tła - do usunięcia, jak już będzie zdjęcie
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screen.fill(c)
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draw(15, objectArray)
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kb_listen(objectArray, 15)
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pygame.display.update() #by krata pojawiła się w okienku - update powierzchni
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|
BIN
junkyard.png
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BIN
junkyard.png
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Binary file not shown.
After Width: | Height: | Size: 1.5 MiB |
51
src/astar.py
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51
src/astar.py
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from queue import PriorityQueue
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def heuristic(xy1, xy2):
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return abs(xy1[0] - xy2[0]) + abs(xy1[1] - xy2[1])
|
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|
||||||
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def neighbours(point):
|
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x, y = point
|
||||||
|
list=((x+1,y), (x,y+1), (x,y-1), (x-1,y))
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return list
|
||||||
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|
||||||
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#determining the cost of a specific field in the grid
|
||||||
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def checkCost(grid, xy):
|
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x, y = xy
|
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cost = grid[x][y]
|
||||||
|
return cost
|
||||||
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|
||||||
|
def aStar(grid, start, goal):
|
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|
openlist = PriorityQueue()
|
||||||
|
openlist.put(start, 0)
|
||||||
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|
||||||
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fScore = {}
|
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|
origin = {start: None}
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||||||
|
fScore[start] = 0
|
||||||
|
closedlist=[]
|
||||||
|
|
||||||
|
while openlist!= {} :
|
||||||
|
current = openlist.get()
|
||||||
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|
||||||
|
if current == goal:
|
||||||
|
path = []
|
||||||
|
#following from the succesors to the root our starting point
|
||||||
|
while current != start:
|
||||||
|
path.append(current)
|
||||||
|
current = origin[current]
|
||||||
|
path.reverse()
|
||||||
|
break
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||||||
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# successor function
|
||||||
|
for succ in neighbours(current):
|
||||||
|
#checking if didn't go out of the maze
|
||||||
|
if(succ[0] < 0 or succ[1] < 0 or succ[0] > 14 or succ[1] > 14):
|
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|
continue
|
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||||||
|
gScore = fScore[current[0],current[1]] + checkCost(grid, current)
|
||||||
|
if succ not in closedlist or gScore < fScore[succ[0],succ[1]]:
|
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|
closedlist.append(succ)
|
||||||
|
origin[succ[0],succ[1]] = current
|
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fScore[succ[0],succ[1]] = gScore
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priority = gScore + heuristic(goal, succ)
|
||||||
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openlist.put(succ, priority)
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return path
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195
src/board.py
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195
src/board.py
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|
import astar
|
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|
import pygame
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|
||||||
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screen = []
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||||||
|
objectArray = []
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||||||
|
collisionsMap = []
|
||||||
|
|
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|
weightsMap = ([1, 2, 1, 4, 5, 2, 7, 8, 5, 4, 15, 3, 4, 5, 8],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 5, 1],
|
||||||
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 5, 3],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 3, 3, 8, 5, 4],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 9, 5, 2],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 12, 4, 5, 6],
|
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 7, 3, 4, 5, 7],
|
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[5, 2, 1, 4, 5, 2, 7, 8, 1, 4, 17, 14, 4, 5, 1],
|
||||||
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 14, 3],
|
||||||
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 14, 2],
|
||||||
|
[5, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 14, 6],
|
||||||
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 13, 14, 15, 7],
|
||||||
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 14, 4, 14, 1],
|
||||||
|
[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 15, 2],
|
||||||
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 15, 2])
|
||||||
|
|
||||||
|
class Position:
|
||||||
|
def __init__(self, x, y):
|
||||||
|
self.x = x
|
||||||
|
self.y = y
|
||||||
|
|
||||||
|
def get_moved(self, delta_x, delta_y):
|
||||||
|
return Position(self.x + delta_x, self.y + delta_y)
|
||||||
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|
||||||
|
|
||||||
|
class Object:
|
||||||
|
def __init__(self, name, pos):
|
||||||
|
self.name = name
|
||||||
|
self.pos = pos
|
||||||
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|
||||||
|
def draw(self, square):
|
||||||
|
leftTopX, leftTopY = 50 + self.pos.x * square, 10 + self.pos.y * square
|
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|
pygame.draw.rect(screen, (0, 0, 0), (leftTopX, leftTopY, square, square))
|
||||||
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|
||||||
|
|
||||||
|
def detect_collision(newPos):
|
||||||
|
return collisionsMap[newPos.x][newPos.y]
|
||||||
|
|
||||||
|
|
||||||
|
def position_in_grid(pos, gridLength):
|
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|
return 0 <= pos.x < gridLength and 0 <= pos.y < gridLength
|
||||||
|
|
||||||
|
|
||||||
|
def movement_allowed(newPos, gridLength):
|
||||||
|
return position_in_grid(newPos, gridLength) and not detect_collision(newPos)
|
||||||
|
|
||||||
|
|
||||||
|
class Agent(Object):
|
||||||
|
def __init__(self, name, pos):
|
||||||
|
super().__init__(name, pos)
|
||||||
|
|
||||||
|
def draw(self, square):
|
||||||
|
## RYSUJEMY AGENTA
|
||||||
|
circleX = 52 + self.pos.x * square
|
||||||
|
circleY = 12 + self.pos.y * square
|
||||||
|
|
||||||
|
truck = pygame.image.load("car.png").convert_alpha() # tu ścieżka do zdjęcia w tle
|
||||||
|
truck = pygame.transform.scale(truck, (square, square))
|
||||||
|
screen.blit(truck, (circleX, circleY))
|
||||||
|
|
||||||
|
def move(self, gridLength, path):
|
||||||
|
for (x, y) in path:
|
||||||
|
newPos = self.pos.get_moved(x, y)
|
||||||
|
self.move_if_possible(newPos, gridLength)
|
||||||
|
|
||||||
|
def move_if_possible(self, newPos, gridLength):
|
||||||
|
if movement_allowed(newPos, gridLength):
|
||||||
|
self.pos = newPos
|
||||||
|
|
||||||
|
|
||||||
|
class House(Object):
|
||||||
|
def __init__(self, name, pos):
|
||||||
|
super().__init__(name, pos)
|
||||||
|
self.trash_cans = {
|
||||||
|
"paper": False,
|
||||||
|
"glass": False,
|
||||||
|
"plastic": False,
|
||||||
|
"bio": False
|
||||||
|
}
|
||||||
|
|
||||||
|
def draw(self, square):
|
||||||
|
x = 52 + self.pos.x * square
|
||||||
|
y = 12 + self.pos.y * square
|
||||||
|
|
||||||
|
house = pygame.image.load("house.png").convert_alpha() # tu ścieżka do zdjęcia w tle
|
||||||
|
house = pygame.transform.scale(house, (square, square))
|
||||||
|
screen.blit(house, (x, y))
|
||||||
|
|
||||||
|
|
||||||
|
class Junkyard(Object):
|
||||||
|
def __init__(self, name, pos):
|
||||||
|
super().__init__(name, pos)
|
||||||
|
self.heaps = {
|
||||||
|
"paper": True,
|
||||||
|
"glass": True,
|
||||||
|
"plastic": True,
|
||||||
|
"bio": True
|
||||||
|
}
|
||||||
|
|
||||||
|
def draw(self, square):
|
||||||
|
x = 52 + self.pos.x * square
|
||||||
|
y = 12 + self.pos.y * square
|
||||||
|
|
||||||
|
junkyard = pygame.image.load("junkyard.png").convert_alpha() # tu ścieżka do zdjęcia w tle
|
||||||
|
junkyard = pygame.transform.scale(junkyard, (square, square))
|
||||||
|
screen.blit(junkyard, (x, y))
|
||||||
|
|
||||||
|
|
||||||
|
class Hole(Object):
|
||||||
|
def __init__(self, name, pos):
|
||||||
|
super().__init__(name, pos)
|
||||||
|
|
||||||
|
def draw(self, square):
|
||||||
|
x = 52 + self.pos.x * square
|
||||||
|
y = 12 + self.pos.y * square
|
||||||
|
|
||||||
|
hole = pygame.image.load("hole.png").convert_alpha() # tu ścieżka do zdjęcia w tle
|
||||||
|
hole = pygame.transform.scale(hole, (square, square))
|
||||||
|
screen.blit(hole, (x, y))
|
||||||
|
|
||||||
|
|
||||||
|
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 = 510 # rozmiar kraty
|
||||||
|
square = grid_size // square_num # rozmiar pojedyńczego kwadracika
|
||||||
|
|
||||||
|
a = 50
|
||||||
|
b = 10 # odległości kraty od krawędzi okna
|
||||||
|
|
||||||
|
for o in objectArr:
|
||||||
|
o.draw(square)
|
||||||
|
|
||||||
|
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)
|
||||||
|
|
||||||
|
|
||||||
|
def kb_listen(objectArray, gridLength, path):
|
||||||
|
agent = objectArray[0]
|
||||||
|
agent.move(gridLength, path)
|
||||||
|
|
||||||
|
if __name__ == '__main__':
|
||||||
|
pygame.init() # inicjalizacja modułów, na razie niepotrzebna
|
||||||
|
gridSize = 15
|
||||||
|
|
||||||
|
# Tworzymy nowego playera, czy tam agenta
|
||||||
|
agent = Agent("smieciarka", Position(0, 0))
|
||||||
|
junkyard = Junkyard("wysypisko", Position(10, 10))
|
||||||
|
houses = [House(f'dom-{i}', pos) for i, pos in enumerate([Position(x, y) for x, y in [
|
||||||
|
(7, 4), (3, 10), (8, 10), (4, 5), (1, 2), (10, 4), (13, 14), (6, 9)
|
||||||
|
]])]
|
||||||
|
holes = [Hole(f'dziura-{i}', pos) for i, pos in enumerate([Position(x, y) for x, y in [
|
||||||
|
(4, 9), (5, 11), (11, 7), (13, 8)
|
||||||
|
]])]
|
||||||
|
objectArray.append(agent)
|
||||||
|
objectArray.append(junkyard)
|
||||||
|
objectArray += houses
|
||||||
|
objectArray += holes
|
||||||
|
|
||||||
|
collisionsMap = [[False] * gridSize for _ in range(gridSize)]
|
||||||
|
for object in objectArray[1:]:
|
||||||
|
collisionsMap[object.pos.x][object.pos.y] = True
|
||||||
|
|
||||||
|
width = 610
|
||||||
|
height = 530
|
||||||
|
screen = pygame.display.set_mode((width, height)) # ustalanie rozmiarów okna
|
||||||
|
|
||||||
|
startPos = (0, 0)
|
||||||
|
finalPos = (14, 14)
|
||||||
|
astarPath = astar.aStar(weightsMap, startPos, finalPos)
|
||||||
|
print(astarPath)
|
||||||
|
|
||||||
|
while True:
|
||||||
|
c = (255, 255, 255) # tymczasowy kolor tła - do usunięcia, jak już będzie zdjęcie
|
||||||
|
screen.fill(c)
|
||||||
|
draw(gridSize, objectArray)
|
||||||
|
kb_listen(objectArray, gridSize, astarPath)
|
||||||
|
pygame.display.update() # by krata pojawiła się w okienku - update powierzc
|
Loading…
Reference in New Issue
Block a user