diff --git a/board b/board index 0c848b5..0c79d4c 100644 --- a/board +++ b/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