astar #4

Merged
s459313 merged 7 commits from astar-2 into master 2022-04-29 04:38:00 +02:00
Showing only changes of commit 3680e50105 - Show all commits

232
board
View File

@ -1,78 +1,226 @@
import sys
from queue import PriorityQueue
import pygame
screen = []
objectArray = []
collisionsMap = []
class Agent:
def __init__(self, name, xPos, yPos):
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)
class Object:
def __init__(self, name, pos):
self.name = name
self.xPos = xPos
self.yPos = yPos
self.pos = pos
def draw(self, square):
leftTopX, leftTopY = 50 + self.pos.x * square, 10 + self.pos.y * square
pygame.draw.rect(screen, (0, 0, 0), (leftTopX, leftTopY, square, square))
def detect_collision(newPos):
return collisionsMap[newPos.x][newPos.y]
def position_in_grid(pos, gridLength):
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, event, gridLength):
if event.key == pygame.K_LEFT:
newPos = self.pos.get_moved(-1, 0)
self.move_if_possible(newPos, gridLength)
if event.key == pygame.K_RIGHT:
newPos = self.pos.get_moved(1, 0)
self.move_if_possible(newPos, gridLength)
if event.key == pygame.K_UP:
newPos = self.pos.get_moved(0, -1)
self.move_if_possible(newPos, gridLength)
if event.key == pygame.K_DOWN:
newPos = self.pos.get_moved(0, 1)
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
# 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
grid_size = 510 # rozmiar kraty
square = grid_size // square_num # rozmiar pojedyńczego kwadracika
a = 50
b = 10 #odległości kraty od krawędzi okna
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 + 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)
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
## 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))
def kb_listen(objectArray, gridLength):
agent = objectArray[0]
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT and objectArray[0].xPos > 0:
objectArray[0].xPos = objectArray[0].xPos - 1
if event.key == pygame.K_RIGHT and objectArray[0].xPos < gridLength - 1:
objectArray[0].xPos = objectArray[0].xPos + 1
if event.key == pygame.K_UP and objectArray[0].yPos > 1:
objectArray[0].yPos = objectArray[0].yPos - 1
if event.key == pygame.K_DOWN and objectArray[0].yPos < gridLength:
objectArray[0].yPos = objectArray[0].yPos + 1
agent.move(event, gridLength)
if event.type == pygame.QUIT:
sys.exit()
#moje
def manhattan(field1, field2):#nasze punktyNOWE
tuple1 = zip(field1, field2)#łączymy xpos1 z xpos2 i ypos1 z ypos2
for i, j in tuple1:
distance = sum(abs(i - j))#dodajemy wartości bezwzględne różnic x i y
return distance
class Node: #prawie jak Field w bfs
def __init__(self, state, parent, action):
self.state = state #position - (x, y, direction)
self.parent = parent
self.action = action
def algorithm():
opened = PriorityQueue()#może być też lista
closed = []#już odwiedzone, odrzucone wierzchołki
first_state = (0, 0, "Right")#x, y, kierunek
final_state = (14, 14, "Right")
starting_point = Node(first_state, False, False)
ending_point = Node(final_state, False, False)
pos1 = (starting_point.state[0], starting_point.state[1])
pos2 = (ending_point.state[0], ending_point.state[1])
opened.put((1, starting_point))
a = final_state[0]
b = final_state[1]
hole = Hole("astar", Position(a, b))#narysowana dziura w miejscu mety(celu), by sprawdzić, czy działa
objectArray.append(hole)
if __name__ == '__main__':
pygame.init() #inicjalizacja modułów, na razie niepotrzebna
pygame.init() # inicjalizacja modułów, na razie niepotrzebna
gridSize = 15
astar()
#Tworzymy nowego playera, czy tam agenta
agent = Agent("smieciarka", 5, 7)
# 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
width = 600
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
screen = pygame.display.set_mode((width, height)) # ustalanie rozmiarów okna
while 1:
c = (255, 255, 255) #tymczasowy kolor tła - do usunięcia, jak już będzie zdjęcie
c = (255, 255, 255) # tymczasowy kolor tła - do usunięcia, jak już będzie zdjęcie
screen.fill(c)
draw(15, objectArray)
kb_listen(objectArray, 15)
pygame.display.update() #by krata pojawiła się w okienku - update powierzchni
draw(gridSize, objectArray)
kb_listen(objectArray, gridSize)
pygame.display.update() # by krata pojawiła się w okienku - update powierzc