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This commit is contained in:
ddamiankowalski 2022-04-07 23:32:39 +02:00
parent 73a5d67d39
commit a920f446b5

181
board
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@ -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