SI-projekt-smieciarka/board
2022-04-03 21:09:15 +02:00

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from asyncio.windows_events import NULL
from lib2to3.pgen2.token import CIRCUMFLEX
from queue import Queue
import sys
from unicodedata import name
import pygame
screen = []
objectArray = []
class Object:
def __init__(self, name, xPos, yPos):
self.name = name
self.xPos = xPos
self.yPos = yPos
class Field:
def __init__(self, xPos, yPos):
self.xPos = xPos
self.yPos = yPos
self.visited = False
self.parent = None
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
a = 50
b = 10 #odległości kraty od krawędzi okna
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, 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
## 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))
circleX = objectArray[1].xPos * square + square
circleY = objectArr[1].yPos * square
radius = 10
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:
if event.key == pygame.K_LEFT and objectArray[0].xPos > 0:
objectArray[0].xPos = objectArray[0].xPos - 1
print(objectArray[0].xPos)
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:
objectArray[0].yPos = objectArray[0].yPos - 1
print(objectArray[0].yPos)
if event.key == pygame.K_DOWN and objectArray[0].yPos < gridLength:
objectArray[0].yPos = objectArray[0].yPos + 1
print(objectArray[0].yPos)
if event.type == pygame.QUIT:
sys.exit()
fieldQueue = []
isGoalAchieved = False
def startQueue(agentX, agentY, fieldList, gridNum):
currentX = agentX
currentY = agentY
currentIndex = currentY * gridNum + currentX
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:
return currentField
## 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:
fieldQueue.append(fieldList[currentIndex + 15])
fieldList[currentIndex + 15].parent = fieldList[currentIndex]
print("APPENDED DOWN!!!")
fieldList[currentIndex + 15].printXandY()
if currentIndex - 15 > -1:
fieldQueue.append(fieldList[currentIndex - 15])
fieldList[currentIndex - 15].parent = fieldList[currentIndex]
print("APPENDED UP!!!")
fieldList[currentIndex - 15].printXandY()
if (currentIndex + 1) % 15 != 0:
fieldQueue.append(fieldList[currentIndex + 1])
fieldList[currentIndex + 1].parent = fieldList[currentIndex]
print("APPENDED RIGHT!!!")
fieldList[currentIndex + 1].printXandY()
if (currentIndex - 1) % 15 != 14 or not currentIndex - 1 < 0:
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
#Tworzymy nowego playera, czy tam agenta
agent = Object("smieciarka", 5, 5)
target = Object("cel", 1, 1)
objectArray.append(agent)
objectArray.append(target)
width = 600
height = 530
screen = pygame.display.set_mode((width, height)) #ustalanie rozmiarów okna
## OBLICZANIE SCIEZKI
## GENEROWANIE WSZYSTKICH POL - FIELDS
fields = []
for y in range(15):
for x in range(15):
newField = Field(x, y)
newField.printXandY()
fields.append(newField)
result = startQueue(objectArray[0].xPos, objectArray[0].yPos, fields, 15)
print("RESULT IS: ")
result.printXandY()
while 1:
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