astar #4
8
.idea/.gitignore
vendored
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8
.idea/.gitignore
vendored
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# Default ignored files
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/shelf/
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/workspace.xml
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# Editor-based HTTP Client requests
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/httpRequests/
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# Datasource local storage ignored files
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/dataSources/
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/dataSources.local.xml
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8
.idea/SI-projekt-smieciarka2.iml
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8
.idea/SI-projekt-smieciarka2.iml
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<?xml version="1.0" encoding="UTF-8"?>
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<module type="PYTHON_MODULE" version="4">
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<component name="NewModuleRootManager">
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<content url="file://$MODULE_DIR$" />
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<orderEntry type="inheritedJdk" />
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<orderEntry type="sourceFolder" forTests="false" />
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</component>
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</module>
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6
.idea/inspectionProfiles/profiles_settings.xml
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6
.idea/inspectionProfiles/profiles_settings.xml
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<component name="InspectionProjectProfileManager">
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<settings>
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<option name="USE_PROJECT_PROFILE" value="false" />
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<version value="1.0" />
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</settings>
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</component>
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4
.idea/misc.xml
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4
.idea/misc.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.9" project-jdk-type="Python SDK" />
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</project>
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8
.idea/modules.xml
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8
.idea/modules.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="ProjectModuleManager">
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<modules>
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<module fileurl="file://$PROJECT_DIR$/.idea/SI-projekt-smieciarka2.iml" filepath="$PROJECT_DIR$/.idea/SI-projekt-smieciarka2.iml" />
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</modules>
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</component>
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</project>
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6
.idea/vcs.xml
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6
.idea/vcs.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="VcsDirectoryMappings">
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<mapping directory="$PROJECT_DIR$" vcs="Git" />
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</component>
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</project>
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78
board
78
board
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import sys
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import pygame
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screen = []
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objectArray = []
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class Agent:
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def __init__(self, name, xPos, yPos):
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self.name = name
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self.xPos = xPos
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self.yPos = yPos
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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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#background = pygame.image.load("ścieżka do pliku").convert() #tu ścieżka do zdjęcia w tle
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#screen.blit(background, (0, 0))
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grid_color = (0, 0, 0) #kolor czarny
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grid_size = 500 #rozmiar kraty
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square = grid_size/square_num #rozmiar pojedyńczego kwadracika
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a = 50
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b = 10 #odległości kraty od krawędzi okna
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for i in range(square_num):
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pygame.draw.line(screen, grid_color, (a + i*square, b), (a + i*square, b + grid_size), 2)
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pygame.draw.line(screen, grid_color, (a, b + i*square), (a + grid_size, b + i*square), 2)
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pygame.draw.line(screen, grid_color, (a, b + grid_size), (a + grid_size,
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b + grid_size), 2)
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pygame.draw.line(screen, grid_color, (a + grid_size, b),
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(a + grid_size, b + grid_size), 2)
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## tutaj rysujemy agenta i inne obiekty juz na gotowej mapie
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## RYSUJEMY AGENTA
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#agent_color = (255, 0, 0)
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circleX = objectArr[0].xPos * square + square + square/ 2 #dodane jedno +square, by śmieciara nie wychodziła poza kratę
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circleY = objectArr[0].yPos * square - square / 2
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#radius = 10
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#pygame.draw.circle(screen, agent_color, (a + circleX, b + circleY), radius)
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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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screen.blit(truck, (circleX, circleY))
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def kb_listen(objectArray, gridLength):
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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.key == pygame.K_LEFT and objectArray[0].xPos > 0:
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objectArray[0].xPos = objectArray[0].xPos - 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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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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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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if event.type == pygame.QUIT:
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sys.exit()
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if __name__ == '__main__':
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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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agent = Agent("smieciarka", 5, 7)
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objectArray.append(agent)
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width = 600
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height = 530
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screen = pygame.display.set_mode((width, height)) #ustalanie rozmiarów okna
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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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screen.fill(c)
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draw(15, objectArray)
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kb_listen(objectArray, 15)
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pygame.display.update() #by krata pojawiła się w okienku - update powierzchni
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BIN
junkyard.png
Normal file
BIN
junkyard.png
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Binary file not shown.
After Width: | Height: | Size: 1.5 MiB |
51
src/astar.py
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51
src/astar.py
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from queue import PriorityQueue
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def heuristic(xy1, xy2):
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return abs(xy1[0] - xy2[0]) + abs(xy1[1] - xy2[1])
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def neighbours(point):
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x, y = point
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list=((x+1,y), (x,y+1), (x,y-1), (x-1,y))
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return list
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#determining the cost of a specific field in the grid
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def checkCost(grid, xy):
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x, y = xy
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cost = grid[x][y]
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return cost
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def aStar(grid, start, goal):
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openlist = PriorityQueue()
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openlist.put(start, 0)
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fScore = {}
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origin = {start: None}
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fScore[start] = 0
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closedlist=[]
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while openlist!= {} :
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current = openlist.get()
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if current == goal:
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path = []
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#following from the succesors to the root our starting point
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while current != start:
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path.append(current)
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current = origin[current]
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path.reverse()
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break
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# successor function
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for succ in neighbours(current):
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#checking if didn't go out of the maze
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if(succ[0] < 0 or succ[1] < 0 or succ[0] > 14 or succ[1] > 14):
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continue
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gScore = fScore[current[0],current[1]] + checkCost(grid, current)
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if succ not in closedlist or gScore < fScore[succ[0],succ[1]]:
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closedlist.append(succ)
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origin[succ[0],succ[1]] = current
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fScore[succ[0],succ[1]] = gScore
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priority = gScore + heuristic(goal, succ)
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openlist.put(succ, priority)
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return path
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195
src/board.py
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195
src/board.py
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import astar
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import pygame
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screen = []
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objectArray = []
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collisionsMap = []
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weightsMap = ([1, 2, 1, 4, 5, 2, 7, 8, 5, 4, 15, 3, 4, 5, 8],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 5, 1],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 5, 3],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 3, 3, 8, 5, 4],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 9, 5, 2],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 12, 4, 5, 6],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 7, 3, 4, 5, 7],
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[5, 2, 1, 4, 5, 2, 7, 8, 1, 4, 17, 14, 4, 5, 1],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 14, 3],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 14, 2],
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[5, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 14, 6],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 13, 14, 15, 7],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 14, 4, 14, 1],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 15, 2],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 15, 2])
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class Position:
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def __init__(self, x, y):
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self.x = x
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self.y = y
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def get_moved(self, delta_x, delta_y):
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return Position(self.x + delta_x, self.y + delta_y)
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class Object:
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def __init__(self, name, pos):
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self.name = name
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self.pos = pos
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def draw(self, square):
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leftTopX, leftTopY = 50 + self.pos.x * square, 10 + self.pos.y * square
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pygame.draw.rect(screen, (0, 0, 0), (leftTopX, leftTopY, square, square))
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def detect_collision(newPos):
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return collisionsMap[newPos.x][newPos.y]
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def position_in_grid(pos, gridLength):
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return 0 <= pos.x < gridLength and 0 <= pos.y < gridLength
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def movement_allowed(newPos, gridLength):
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return position_in_grid(newPos, gridLength) and not detect_collision(newPos)
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class Agent(Object):
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def __init__(self, name, pos):
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super().__init__(name, pos)
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def draw(self, square):
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## RYSUJEMY AGENTA
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circleX = 52 + self.pos.x * square
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circleY = 12 + self.pos.y * square
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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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screen.blit(truck, (circleX, circleY))
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def move(self, gridLength, path):
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for (x, y) in path:
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newPos = self.pos.get_moved(x, y)
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self.move_if_possible(newPos, gridLength)
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def move_if_possible(self, newPos, gridLength):
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if movement_allowed(newPos, gridLength):
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self.pos = newPos
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class House(Object):
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def __init__(self, name, pos):
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super().__init__(name, pos)
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self.trash_cans = {
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"paper": False,
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"glass": False,
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"plastic": False,
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"bio": False
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}
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def draw(self, square):
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x = 52 + self.pos.x * square
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y = 12 + self.pos.y * square
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house = pygame.image.load("house.png").convert_alpha() # tu ścieżka do zdjęcia w tle
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house = pygame.transform.scale(house, (square, square))
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screen.blit(house, (x, y))
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class Junkyard(Object):
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def __init__(self, name, pos):
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super().__init__(name, pos)
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self.heaps = {
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"paper": True,
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"glass": True,
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"plastic": True,
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"bio": True
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}
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def draw(self, square):
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x = 52 + self.pos.x * square
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y = 12 + self.pos.y * square
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junkyard = pygame.image.load("junkyard.png").convert_alpha() # tu ścieżka do zdjęcia w tle
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junkyard = pygame.transform.scale(junkyard, (square, square))
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screen.blit(junkyard, (x, y))
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class Hole(Object):
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def __init__(self, name, pos):
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super().__init__(name, pos)
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def draw(self, square):
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x = 52 + self.pos.x * square
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y = 12 + self.pos.y * square
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hole = pygame.image.load("hole.png").convert_alpha() # tu ścieżka do zdjęcia w tle
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hole = pygame.transform.scale(hole, (square, square))
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screen.blit(hole, (x, y))
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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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# background = pygame.image.load("ścieżka do pliku").convert() #tu ścieżka do zdjęcia w tle
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# screen.blit(background, (0, 0))
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grid_color = (0, 0, 0) # kolor czarny
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grid_size = 510 # rozmiar kraty
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square = grid_size // square_num # rozmiar pojedyńczego kwadracika
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a = 50
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b = 10 # odległości kraty od krawędzi okna
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for o in objectArr:
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o.draw(square)
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for i in range(square_num):
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pygame.draw.line(screen, grid_color, (a + i * square, b), (a + i * square, b + grid_size), 2)
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pygame.draw.line(screen, grid_color, (a, b + i * square), (a + grid_size, b + i * square), 2)
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pygame.draw.line(screen, grid_color, (a, b + grid_size), (a + grid_size,
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b + grid_size), 2)
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pygame.draw.line(screen, grid_color, (a + grid_size, b),
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(a + grid_size, b + grid_size), 2)
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def kb_listen(objectArray, gridLength, path):
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agent = objectArray[0]
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agent.move(gridLength, path)
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if __name__ == '__main__':
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pygame.init() # inicjalizacja modułów, na razie niepotrzebna
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||||||
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gridSize = 15
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||||||
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# Tworzymy nowego playera, czy tam agenta
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||||||
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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
|
||||||
|
|
||||||
|
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
|
||||||
|
|
||||||
|
startPos = (0, 0)
|
||||||
|
finalPos = (14, 14)
|
||||||
|
astarPath = astar.aStar(weightsMap, startPos, finalPos)
|
||||||
|
print(astarPath)
|
||||||
|
|
||||||
|
while True:
|
||||||
|
c = (255, 255, 255) # tymczasowy kolor tła - do usunięcia, jak już będzie zdjęcie
|
||||||
|
screen.fill(c)
|
||||||
|
draw(gridSize, objectArray)
|
||||||
|
kb_listen(objectArray, gridSize, astarPath)
|
||||||
|
pygame.display.update() # by krata pojawiła się w okienku - update powierzc
|
Loading…
Reference in New Issue
Block a user