movement_planning #2
@ -1,2 +1,3 @@
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def heuristicfn(startx, starty, goalx, goaly):
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def heuristicfn(startx, starty, goalx, goaly):
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return pow(((startx//50)-(starty//50)),2) + pow(((goalx//50)-(goaly//50)),2)
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return abs(startx - goalx) + abs(starty - goaly)
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# return pow(((startx//50)-(starty//50)),2) + pow(((goalx//50)-(goaly//50)),2)
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31
main.py
31
main.py
@ -24,6 +24,7 @@ FPS = 10
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FIELDCOUNT = 16
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FIELDCOUNT = 16
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FIELDWIDTH = 50
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FIELDWIDTH = 50
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class Agent:
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class Agent:
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def __init__(self, rect, direction):
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def __init__(self, rect, direction):
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self.rect = rect
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self.rect = rect
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@ -42,10 +43,10 @@ def randomize_map(): # tworzenie mapy z losowymi polami
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temp_priority.append(1)
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temp_priority.append(1)
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else:
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else:
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prob = random.uniform(0, 100)
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prob = random.uniform(0, 100)
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if 0 <= prob <= 10:
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if 0 <= prob <= 12:
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field_array_2.append(COBBLE)
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field_array_2.append(COBBLE)
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temp_priority.append(3)
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temp_priority.append(3)
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elif 10 < prob <= 20:
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elif 12 < prob <= 24:
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field_array_2.append(SAND)
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field_array_2.append(SAND)
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temp_priority.append(2)
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temp_priority.append(2)
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else:
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else:
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@ -57,37 +58,49 @@ def randomize_map(): # tworzenie mapy z losowymi polami
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return field_array_1, field_priority
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return field_array_1, field_priority
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def draw_window(agent, fields):
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def draw_window(agent, fields, flip):
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if flip:
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direction = pygame.transform.flip(AGENT, True, False)
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else:
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direction = pygame.transform.flip(AGENT, False, False)
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for i in range(16):
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for i in range(16):
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for j in range(16):
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for j in range(16):
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window.blit(fields[i][j], (i * 50, j * 50))
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window.blit(fields[i][j], (i * 50, j * 50))
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window.blit(AGENT, (agent.rect.x, agent.rect.y)) # wyswietlanie agenta
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window.blit(direction, (agent.rect.x, agent.rect.y)) # wyswietlanie agenta
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pygame.display.update()
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pygame.display.update()
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def main():
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def main():
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clock = pygame.time.Clock()
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clock = pygame.time.Clock()
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run = True
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run = True
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agent = GarbageTruck(0, 0, pygame.Rect(0, 0, 50, 50), 0) # tworzenie pola dla agenta
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x, y = [0, 0]
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agent = GarbageTruck(0, 0, pygame.Rect(x, y, 50, 50), 0) # tworzenie pola dla agenta
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fields, priority_array = randomize_map()
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fields, priority_array = randomize_map()
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print(priority_array)
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print(priority_array)
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print(priority_array[4][8])
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final_x, final_y = [100, 300]
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while run:
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while run:
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clock.tick(FPS)
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clock.tick(FPS)
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for event in pygame.event.get():
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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if event.type == pygame.QUIT:
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run = False
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run = False
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# keys_pressed = pygame.key.get_pressed()
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# keys_pressed = pygame.key.get_pressed()
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draw_window(agent, fields)
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draw_window(agent, fields, False) # false = kierunek east (domyslny), true = west
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steps = astar(State(None, None, 0, 0, 'E', priority_array[0][0], heuristicfn(0,0,300,100)), 300, 100, priority_array)
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steps = astar(State(None, None, x, y, 'E', priority_array[0][0], heuristicfn(x, y, final_x, final_y)), final_x, final_y, priority_array)
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for interm in steps:
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for interm in steps:
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if interm.action == 'LEFT':
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if interm.action == 'LEFT':
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agent.turn_left()
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agent.turn_left()
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draw_window(agent, fields, True)
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elif interm.action == 'RIGHT':
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elif interm.action == 'RIGHT':
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agent.turn_right()
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agent.turn_right()
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draw_window(agent, fields, False)
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elif interm.action == 'FORWARD':
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elif interm.action == 'FORWARD':
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agent.forward()
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agent.forward()
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draw_window(agent, fields)
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if agent.orientation == 0:
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draw_window(agent, fields, False)
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elif agent.orientation == 2:
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draw_window(agent, fields, True)
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else:
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draw_window(agent, fields, False)
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time.sleep(0.5)
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time.sleep(0.5)
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while True:
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while True:
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Loading…
Reference in New Issue
Block a user