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@ -1,14 +1,29 @@
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from asyncio.windows_events import NULL
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from lib2to3.pgen2.token import CIRCUMFLEX
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from queue import Queue
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import sys
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import sys
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from unicodedata import name
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import pygame
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import pygame
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screen = []
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screen = []
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objectArray = []
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objectArray = []
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class Agent:
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class Object:
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def __init__(self, name, xPos, yPos):
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def __init__(self, name, xPos, yPos):
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self.name = name
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self.name = name
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self.xPos = xPos
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self.xPos = xPos
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self.yPos = yPos
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self.yPos = yPos
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class Field:
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def __init__(self, xPos, yPos):
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self.xPos = xPos
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self.yPos = yPos
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self.visited = False
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self.parent = None
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def printXandY(self):
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print("X: " + str(self.xPos) + ". Y: " + str(self.yPos))
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def draw(square_num, objectArr):
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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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#następne dwie linijki do odkomentowania, jak będzie wgrane zdjęcie do tła
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@ -43,32 +58,112 @@ def draw(square_num, objectArr):
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truck = pygame.image.load("car.png").convert_alpha() #tu ścieżka do zdjęcia w tle
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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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truck = pygame.transform.scale(truck, (square, square))
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screen.blit(truck, (circleX, circleY))
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screen.blit(truck, (circleX, circleY))
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circleX = objectArray[1].xPos * square + square
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circleY = objectArr[1].yPos * square
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radius = 10
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grid_color = (255, 0, 0)
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pygame.draw.circle(screen, grid_color, (circleX, circleY), radius)
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def kb_listen(objectArray, gridLength):
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def kb_listen(objectArray, gridLength):
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for event in pygame.event.get():
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for event in pygame.event.get():
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if event.type == pygame.KEYDOWN:
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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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if event.key == pygame.K_LEFT and objectArray[0].xPos > 0:
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objectArray[0].xPos = objectArray[0].xPos - 1
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objectArray[0].xPos = objectArray[0].xPos - 1
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print(objectArray[0].xPos)
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if event.key == pygame.K_RIGHT and objectArray[0].xPos < gridLength - 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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objectArray[0].xPos = objectArray[0].xPos + 1
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print(objectArray[0].xPos)
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if event.key == pygame.K_UP and objectArray[0].yPos > 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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objectArray[0].yPos = objectArray[0].yPos - 1
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print(objectArray[0].yPos)
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if event.key == pygame.K_DOWN and objectArray[0].yPos < gridLength:
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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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objectArray[0].yPos = objectArray[0].yPos + 1
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print(objectArray[0].yPos)
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if event.type == pygame.QUIT:
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if event.type == pygame.QUIT:
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sys.exit()
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sys.exit()
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def validField():
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print("sda")
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fieldQueue = []
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isGoalAchieved = False
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def startQueue(agentX, agentY, fieldList, gridNum):
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currentX = agentX
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currentY = agentY
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currentIndex = currentY * gridNum + currentX
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fieldQueue.append(fieldList[currentIndex])
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while not checkGoal(currentIndex, fieldList, currentIndex):
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print("")
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def checkGoal(index, fieldList, currentIndex):
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currentField = fieldQueue.pop(0)
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print("POPPED!!!")
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print(currentField.printXandY())
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##print(str(currentField.xPos) + " " + str(objectArray[1].xPos) + " " + str(currentField.yPos) + " " + str(objectArray[1].yPos))
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## SPRAWDZAMY CZY DANE POLE JEST POLEM W KTORYM ZNAJDUJE SIE NASZ CEL
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if currentField.xPos == objectArray[1].xPos and currentField.yPos == objectArray[1].yPos:
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return True
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## SPRAWDZAMY CZY DANE POLE ZOSTALO JUZ WCZESNIEJ ODWIEDZONE - JEZELI NIE TO USTAWIAMY STATUS
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if not currentField.visited:
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currentField.visited = True
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## JEZELI DANE POLE NIE ZOSTALO ODWIEDZONE, TO DODAJEMY DO KOLEJKI WSZYSTKIE POLA OBOK I LECIMY DALEJ
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if currentIndex + 15 <= 224:
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fieldQueue.append(fieldList[currentIndex + 15])
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fieldList[currentIndex + 15].parent = fieldList[currentIndex]
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print("APPENDED!!!")
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print(fieldList[currentIndex + 15].printXandY())
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if currentIndex - 15 >= 0:
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fieldQueue.append(fieldList[currentIndex - 15])
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fieldList[currentIndex - 15].parent = fieldList[currentIndex]
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print("APPENDED!!!")
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print(fieldList[currentIndex + 15].printXandY())
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if (currentIndex + 1) % 15 != 0:
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fieldQueue.append(fieldList[currentIndex + 1])
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fieldList[currentIndex + 1].parent = fieldList[currentIndex]
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print("APPENDED!!!")
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print(fieldList[currentIndex + 15].printXandY())
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if (currentIndex - 1) % 15 != 14 or currentIndex - 1 >= 0:
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fieldQueue.append(fieldList[currentIndex - 1])
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fieldList[currentIndex - 1].parent = fieldList[currentIndex]
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print("APPENDED!!!")
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print(fieldList[currentIndex + 15].printXandY())
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if __name__ == '__main__':
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if __name__ == '__main__':
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pygame.init() #inicjalizacja modułów, na razie niepotrzebna
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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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#Tworzymy nowego playera, czy tam agenta
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agent = Agent("smieciarka", 5, 7)
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agent = Object("smieciarka", 1, 1)
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target = Object("cel", 10, 10)
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objectArray.append(agent)
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objectArray.append(agent)
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objectArray.append(target)
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width = 600
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width = 600
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height = 530
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height = 530
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screen = pygame.display.set_mode((width, height)) #ustalanie rozmiarów okna
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screen = pygame.display.set_mode((width, height)) #ustalanie rozmiarów okna
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## OBLICZANIE SCIEZKI
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## GENEROWANIE WSZYSTKICH POL - FIELDS
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fields = []
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for y in range(15):
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for x in range(15):
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newField = Field(x, y)
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newField.printXandY()
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fields.append(newField)
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startQueue(objectArray[0].xPos, objectArray[0].yPos, fields, 15)
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while 1:
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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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c = (255, 255, 255) #tymczasowy kolor tła - do usunięcia, jak już będzie zdjęcie
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