.
.
This commit is contained in:
parent
73a5d67d39
commit
a920f446b5
181
board
181
board
@ -5,69 +5,76 @@ from queue import Queue
|
||||
import sys
|
||||
from unicodedata import name
|
||||
import pygame
|
||||
import random
|
||||
import time
|
||||
|
||||
screen = []
|
||||
objectArray = []
|
||||
pathToPrint = []
|
||||
|
||||
|
||||
class Object:
|
||||
def __init__(self, name, xPos, yPos):
|
||||
self.name = name
|
||||
self.xPos = xPos
|
||||
self.yPos = yPos
|
||||
|
||||
|
||||
class Field:
|
||||
def __init__(self, xPos, yPos):
|
||||
def __init__(self, xPos, yPos, isObject):
|
||||
self.xPos = xPos
|
||||
self.yPos = yPos
|
||||
self.visited = False
|
||||
self.parent = None
|
||||
|
||||
number = random.randint(0, 9)
|
||||
if number > 7 and not isObject:
|
||||
self.isBlock = True
|
||||
else:
|
||||
self.isBlock = False
|
||||
|
||||
def printXandY(self):
|
||||
print("X: " + str(self.xPos) + ". Y: " + str(self.yPos))
|
||||
|
||||
|
||||
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
|
||||
|
||||
def draw(square_num, objectArr, pathToTarget, num):
|
||||
grid_color = (0, 0, 0)
|
||||
grid_size = 500
|
||||
square = grid_size/square_num
|
||||
a = 50
|
||||
b = 10 #odległości kraty od krawędzi okna
|
||||
b = 10
|
||||
|
||||
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 + 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 + 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
|
||||
circleX = objectArr[0].xPos * square + square + square / 2
|
||||
circleY = objectArr[0].yPos * square + square / 2
|
||||
|
||||
a = (10 + circleX, 5 + circleY)
|
||||
b = (20 + circleX, 5 + circleY)
|
||||
c = (15 + circleX, 20 + circleY)
|
||||
|
||||
|
||||
polygon = pygame.draw.polygon(screen, (0, 0, 255), (b, a, c))
|
||||
print(polygon)
|
||||
|
||||
## RYSUJEMY AGENTA
|
||||
#agent_color = (255, 0, 0)
|
||||
circleX = objectArr[0].xPos * square + square + square/ 2 #dodane jedno +square, by śmieciara nie wychodziła poza kratę
|
||||
circleY = objectArr[0].yPos * square - square / 2
|
||||
#radius = 10
|
||||
#pygame.draw.circle(screen, agent_color, (a + circleX, b + circleY), radius)
|
||||
# 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))
|
||||
pygame.draw.polygon(screen, (0, 0, 255), [(10 + circleX, 5 + circleY),(20 + circleX, 5 + circleY),(15 + circleX, 20 + circleY)])
|
||||
|
||||
circleX = objectArray[1].xPos * square + square
|
||||
circleY = objectArr[1].yPos * square
|
||||
|
||||
|
||||
circleX = objectArray[1].xPos * square + square * 2
|
||||
circleY = objectArr[1].yPos * square + square
|
||||
radius = 8
|
||||
grid_color = (255, 0, 0)
|
||||
pygame.draw.circle(screen, grid_color, (circleX, circleY), radius)
|
||||
|
||||
|
||||
def kb_listen(objectArray, gridLength):
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.KEYDOWN:
|
||||
@ -77,15 +84,16 @@ def kb_listen(objectArray, gridLength):
|
||||
if event.key == pygame.K_RIGHT and objectArray[0].xPos < gridLength - 1:
|
||||
objectArray[0].xPos = objectArray[0].xPos + 1
|
||||
print(objectArray[0].xPos)
|
||||
if event.key == pygame.K_UP and objectArray[0].yPos > 1:
|
||||
if event.key == pygame.K_UP and objectArray[0].yPos > 0:
|
||||
objectArray[0].yPos = objectArray[0].yPos - 1
|
||||
print(objectArray[0].yPos)
|
||||
if event.key == pygame.K_DOWN and objectArray[0].yPos < gridLength:
|
||||
if event.key == pygame.K_DOWN and objectArray[0].yPos < gridLength - 1:
|
||||
objectArray[0].yPos = objectArray[0].yPos + 1
|
||||
print(objectArray[0].yPos)
|
||||
if event.type == pygame.QUIT:
|
||||
sys.exit()
|
||||
|
||||
|
||||
|
||||
fieldQueue = []
|
||||
isGoalAchieved = False
|
||||
|
||||
@ -97,88 +105,115 @@ def startQueue(agentX, agentY, fieldList, gridNum):
|
||||
fieldQueue.append(fieldList[currentIndex])
|
||||
|
||||
checkFlag = False
|
||||
|
||||
|
||||
while not checkFlag:
|
||||
result = checkGoal(fieldList, gridNum)
|
||||
if result:
|
||||
checkFlag = True
|
||||
# print("NEXT CHECK GOAL")
|
||||
return result
|
||||
|
||||
|
||||
|
||||
def checkGoal(fieldList, gridNum):
|
||||
currentField = fieldQueue.pop(0)
|
||||
|
||||
currentY = currentField.yPos
|
||||
currentX = currentField.xPos
|
||||
currentIndex = currentY * gridNum + currentX
|
||||
# print("POPPED!!!")
|
||||
# currentField.printXandY()
|
||||
##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
|
||||
if currentField.xPos == objectArray[1].xPos - 1 and currentField.yPos == objectArray[1].yPos - 1:
|
||||
|
||||
# SPRAWDZAMY CZY DANE POLE JEST POLEM W KTORYM ZNAJDUJE SIE NASZ CEL
|
||||
if currentField.xPos == objectArray[1].xPos and currentField.yPos == objectArray[1].yPos:
|
||||
return currentField
|
||||
|
||||
## SPRAWDZAMY CZY DANE POLE ZOSTALO JUZ WCZESNIEJ ODWIEDZONE - JEZELI NIE TO USTAWIAMY STATUS
|
||||
|
||||
# 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
|
||||
if currentIndex + 15 <= 224 and fieldList[currentIndex + 15].visited == False:
|
||||
|
||||
# JEZELI DANE POLE NIE ZOSTALO ODWIEDZONE, TO DODAJEMY DO KOLEJKI WSZYSTKIE POLA OBOK I LECIMY DALEJ
|
||||
if currentIndex + 15 <= 224 and fieldList[currentIndex + 15].visited == False and fieldList[currentIndex + 15].isBlock == False:
|
||||
fieldQueue.append(fieldList[currentIndex + 15])
|
||||
fieldList[currentIndex + 15].parent = fieldList[currentIndex]
|
||||
# print("APPENDED DOWN!!!")
|
||||
# fieldList[currentIndex + 15].printXandY()
|
||||
if currentIndex - 15 > -1 and fieldList[currentIndex - 15].visited == False:
|
||||
if currentIndex - 15 > -1 and fieldList[currentIndex - 15].visited == False and fieldList[currentIndex - 15].isBlock == False:
|
||||
fieldQueue.append(fieldList[currentIndex - 15])
|
||||
fieldList[currentIndex - 15].parent = fieldList[currentIndex]
|
||||
# print("APPENDED UP!!!")
|
||||
# fieldList[currentIndex - 15].printXandY()
|
||||
if (currentIndex + 1) % 15 != 0 and fieldList[currentIndex + 1].visited == False:
|
||||
if (currentIndex + 1) % 15 != 0 and fieldList[currentIndex + 1].visited == False and fieldList[currentIndex + 1].isBlock == False:
|
||||
fieldQueue.append(fieldList[currentIndex + 1])
|
||||
fieldList[currentIndex + 1].parent = fieldList[currentIndex]
|
||||
# print("APPENDED RIGHT!!!")
|
||||
# fieldList[currentIndex + 1].printXandY()
|
||||
if (currentIndex - 1) % 15 != 14 and not currentIndex - 1 < 0 and fieldList[currentIndex - 1].visited == False:
|
||||
if (currentIndex - 1) % 15 != 14 and not currentIndex - 1 < 0 and fieldList[currentIndex - 1].visited == False and fieldList[currentIndex - 1].isBlock == False:
|
||||
fieldQueue.append(fieldList[currentIndex - 1])
|
||||
fieldList[currentIndex - 1].parent = fieldList[currentIndex]
|
||||
# print("APPENDED LEFT!!!")
|
||||
# fieldList[currentIndex - 1].printXandY()
|
||||
|
||||
if __name__ == '__main__':
|
||||
pygame.init() #inicjalizacja modułów, na razie niepotrzebna
|
||||
def generateStartEndPos():
|
||||
startX = random.randint(0, 14)
|
||||
startY = random.randint(0, 14)
|
||||
print(startX)
|
||||
targetX = None
|
||||
targetY = None
|
||||
|
||||
#Tworzymy nowego playera, czy tam agenta
|
||||
agent = Object("smieciarka", 5, 6)
|
||||
target = Object("cel", 1, 2)
|
||||
objectArray.append(agent)
|
||||
objectArray.append(target)
|
||||
while targetX == None and targetY == None or targetX == startX and targetY == startY:
|
||||
targetX = random.randint(0, 14)
|
||||
targetY = random.randint(0, 14)
|
||||
|
||||
return [startX, startY, targetX, targetY]
|
||||
|
||||
if __name__ == '__main__':
|
||||
pygame.init() # inicjalizacja modułów, na razie niepotrzebna
|
||||
|
||||
width = 600
|
||||
height = 530
|
||||
screen = pygame.display.set_mode((width, height)) #ustalanie rozmiarów okna
|
||||
|
||||
## OBLICZANIE SCIEZKI
|
||||
|
||||
## GENEROWANIE WSZYSTKICH POL - FIELDS
|
||||
screen = pygame.display.set_mode(
|
||||
(width, height)) # ustalanie rozmiarów okna
|
||||
|
||||
# OBLICZANIE RANDOMOWYCH POL START I END
|
||||
[sX, sY, eX, eY] = generateStartEndPos()
|
||||
|
||||
print(sX)
|
||||
print(sY)
|
||||
print(sX)
|
||||
print(eY)
|
||||
|
||||
# GENEROWANIE WSZYSTKICH POL - FIELDS
|
||||
fields = []
|
||||
for y in range(15):
|
||||
for x in range(15):
|
||||
newField = Field(x, y)
|
||||
if x == sX and y == sY or x == eX and y == eY:
|
||||
newField = Field(x, y, True)
|
||||
else:
|
||||
newField = Field(x, y, False)
|
||||
# newField.printXandY()
|
||||
fields.append(newField)
|
||||
|
||||
result = startQueue(objectArray[0].xPos - 1, objectArray[0].yPos - 1, fields, 15)
|
||||
|
||||
agent = Object("AGENT", sX, sY)
|
||||
target = Object("TARGET", eX, eY)
|
||||
|
||||
# if fields[agent.getX - 1 *
|
||||
|
||||
objectArray.append(agent)
|
||||
objectArray.append(target)
|
||||
|
||||
result = startQueue(objectArray[0].xPos,
|
||||
objectArray[0].yPos, fields, 15)
|
||||
|
||||
|
||||
print("RED DOT X AND Y POSITION ============================")
|
||||
result.printXandY()
|
||||
print("X: " + str(objectArray[1].xPos) + " Y: " + str(objectArray[1].yPos))
|
||||
print("TRUCK X AND Y POSITION ============================")
|
||||
print("X: " + str(objectArray[0].xPos) + " Y: " + str(objectArray[0].yPos))
|
||||
|
||||
|
||||
result_parent = result.parent
|
||||
|
||||
currentIndex = (objectArray[0].yPos - 1) * 15 + objectArray[0].xPos - 1
|
||||
currentIndex = (objectArray[0].yPos) * 15 + objectArray[0].xPos
|
||||
pathToTarget = deque()
|
||||
pathToTarget.appendleft(result)
|
||||
|
||||
@ -192,16 +227,24 @@ if __name__ == '__main__':
|
||||
node.printXandY()
|
||||
|
||||
while 1:
|
||||
c = (255, 255, 255) #tymczasowy kolor tła - do usunięcia, jak już będzie zdjęcie
|
||||
# tymczasowy kolor tła - do usunięcia, jak już będzie zdjęcie
|
||||
c = (255, 255, 255)
|
||||
screen.fill(c)
|
||||
draw(15, objectArray)
|
||||
|
||||
## TUTAJ RYSUJEMY SCIEZKE
|
||||
draw(15, objectArray, pathToTarget, 1)
|
||||
|
||||
# TUTAJ RYSUJEMY SCIEZKE
|
||||
for node in pathToTarget:
|
||||
if node == pathToTarget[-1]:
|
||||
if node == pathToTarget[0] or node == pathToTarget[-1]:
|
||||
continue
|
||||
green = (0, 255, 0)
|
||||
pygame.draw.circle(screen, green, ((node.xPos + 1) * 500 / 15 + 30, (node.yPos + 1) * 500 / 15), 5)
|
||||
pygame.draw.circle(screen, green, ((node.xPos + 1)
|
||||
* 500 / 15 + 30, (node.yPos + 1) * 500 / 15), 5)
|
||||
|
||||
for node in fields:
|
||||
## DRAWING BLOCKS
|
||||
if node.isBlock == True:
|
||||
black = (0, 0, 0)
|
||||
pygame.draw.rect(screen, black, pygame.Rect((node.xPos + 1) * 500 / 15 + 30, (node.yPos + 1) * 500 / 15 - 10, 10, 10))
|
||||
|
||||
kb_listen(objectArray, 15)
|
||||
pygame.display.update() #by krata pojawiła się w okienku - update powierzchni
|
||||
pygame.display.update() # by krata pojawiła się w okienku - update powierzchni
|
||||
|
Loading…
Reference in New Issue
Block a user