import os import random import time from tkinter import * from bin.Classess.Field import Field from bin.Classess.Mine import Mine from bin.Classess.Player import Player import bin.Classess.Node as nd from resources.Globals import * # WINDOW_X = 533 + 1200 # WINDOW_Y = 950 # FRAME_WIDTH = 533 # FRAME_HEIGHT = 533 # # # Size of small image # IMAGE_SIZE = 50 # # AMOUNT_OF_MINES = 10 # # DELAY_TIME = 0.5 # Creating objects player = Player() field = Field() fringe = [] explored = [] action_list = [] def Arrow(direction): image = "" if direction == "north": image = player.arrow_north_image elif direction == "south": image = player.arrow_south_image elif direction == "west": image = player.arrow_west_image elif direction == "east": image = player.arrow_east_image field.small_field_canvas.itemconfig(player.image_canvas_id, image=image) # Putting images def Fill(bool): if bool: field.PuttingSmallImages() # Drawing red/green rectangles for el in field.state_of_cell_array: if el[0] != 0: field.small_field_canvas.create_rectangle(el[0], el[1], el[0] + player.step - 2, el[1] + player.step - 2, width=3, outline=el[2]) DrawingLargeImage() def DrawingLargeImage(): large_img_name = field.large_image_array[player.current_array_y][player.current_array_x] field.PuttingLargeImage(large_img_name) def NextDirection(action): # Define next direction current_direction = player.direction t = -1 for i in range(4): if player.directions[i] == current_direction: t = i break # Write next direction to Player if action == "Right": player.direction = player.directions[(t + 1) % 4] elif action == "Left": player.direction = player.directions[(t - 1) % 4] return player.direction def MovingForward(): if player.direction == "east" and field.small_field_canvas.coords(player.image_canvas_id)[0] + player.step < FRAME_WIDTH: field.small_field_canvas.move(player.image_canvas_id, player.step, 0) elif player.direction == "west" and field.small_field_canvas.coords(player.image_canvas_id)[0] > player.x_start: field.small_field_canvas.move(player.image_canvas_id, -player.step, 0) elif player.direction == "north" and field.small_field_canvas.coords(player.image_canvas_id)[1] > player.y_start: field.small_field_canvas.move(player.image_canvas_id, 0, -player.step) elif player.direction == "south" and field.small_field_canvas.coords(player.image_canvas_id)[1] + player.step < FRAME_HEIGHT: field.small_field_canvas.move(player.image_canvas_id, 0, player.step) def Moving(action): # Moving if action == "Right": # player.MovingRight() field.Moving() Fill(False) next_direction = NextDirection(action) Arrow(next_direction) elif action == "Left": # player.MovingLeft() field.Moving() Fill(False) next_direction = NextDirection(action) Arrow(next_direction) elif action == "Up": player.Moving() field.Moving() Fill(False) MovingForward() Arrow(player.direction) def ImagesInArray(directory, array): # Filling array from directory row = column = 0 for file in os.listdir(directory): image_name = file image_path = f"{directory}/{image_name}" if directory == "../files/large_images": image = PhotoImage(master=field.large_image_canvas, file=image_path) else: image = PhotoImage(master=field.small_field_canvas, file=image_path) is_done = False while not is_done: if array[row][column] == 0: array[row][column] = image is_done = True else: column += 1 if column == 10: column = 0 row += 1 column += 1 if column == 10: column = 0 row += 1 def CellDesignation(array, color): for element in array: if element[0] == 0: element[0] = player.current_x element[1] = player.current_y element[2] = color break def Action(action): if action in ["Right", "Left", "Up", "space"]: Moving(action) elif action in ["1", "2"]: if action == "1": CellDesignation(field.state_of_cell_array, "red") else: CellDesignation(field.state_of_cell_array, "green") # Modified by Artem to search in the status area def create_action_list(states, index): global fringe global action_list if index == 0: action_list.reverse() return True action_list.append(fringe[index].action) state_parent = [fringe[index].parent.coord, fringe[index].parent.direction] create_action_list(states, states.index(state_parent)) def MouseClickEvent(event): global fringe global explored global action_list start_position = field.small_field_canvas.coords(player.image_canvas_id) end_position = [] # print("Pierwsza pozycja: {} {}".format(start_position[0], start_position[1])) print(field.canvas_small_images) for i in range(0, len(field.canvas_small_images)): img_coords = field.small_field_canvas.coords(field.canvas_small_images[i]) if (img_coords[0] <= event.x and event.x <= img_coords[0] + IMAGE_SIZE) and (img_coords[1] <= event.y and event.y <= img_coords[1] + IMAGE_SIZE): end_position = img_coords # if len(end_position) == 2: # print("Koncowa pozycja: {} {}".format(end_position[0], end_position[1])) node = nd.Node() if len(fringe) == 0: node.state.coord = start_position node.state.direction = "east" else: states = [] for k in range(0, len(fringe)): new_state = fringe[k].state.coord states.append(new_state) index = states.index(start_position) start_node = fringe[index] node.state.coord = start_node.state.coord node.state.direction = start_node.state.direction fringe.clear() explored.clear() action_list.clear() fringe = nd.graph_search(fringe, explored, node.state, end_position) states = [] for i in range(0, len(fringe)): new_state = [fringe[i].state.coord, fringe[i].state.direction] states.append(new_state) if end_position[0] == fringe[i].state.coord[0] and end_position[1] == fringe[i].state.coord[1]: fringe = fringe[:i + 1] break create_action_list(states, -1) # for i in range(0, len(fringe)): # print('Node{} = State: {} {}, Parent: {} {}, Action: {}'.format(i + 1, fringe[i].state.coord, fringe[i].state.direction, fringe[i].parent.coord, fringe[i].parent.direction, fringe[i].action)) print(action_list) # Start moving AutoMove() def PutMines(mines_array): counter = 0 while counter < AMOUNT_OF_MINES: x = random.randint(0, 9) y = random.randint(0, 9) is_equal = False for mine in mines_array: if mine.array_x == x and mine.array_y == y: is_equal = True if not is_equal: mine = Mine(x, y) mines_array.append(mine) field.field_state_array[x][y] = True counter += 1 def MinesInArrays(mines_array, directory, imgs_array): counter = 0 temp_array = [] if directory == "../../files/small_mines_images": for file in os.listdir(directory): if counter < AMOUNT_OF_MINES: image_name = file image_path = f"{directory}/{image_name}" image = PhotoImage(master=field.small_field_canvas, file=image_path) temp_array.append(image) counter += 1 for i in range(AMOUNT_OF_MINES): mines_array[i].small_img = temp_array[i] # Add images in image array imgs_array[mines_array[i].array_x][mines_array[i].array_y] = temp_array[i] elif directory == "../../files/large_mines_images": for file in os.listdir(directory): if counter < AMOUNT_OF_MINES: image_name = file image_path = f"{directory}/{image_name}" image = PhotoImage(master=field.large_image_canvas, file=image_path) temp_array.append(image) counter += 1 for i in range(AMOUNT_OF_MINES): mines_array[i].large_img = temp_array[i] # Add images in image array imgs_array[mines_array[i].array_x][mines_array[i].array_y] = temp_array[i] def AutoMove(): for action in action_list: # Program wait for better illustration time.sleep(DELAY_TIME) # Move once Action(action) # Update main window field.win.update() # Draws rectangles that indicate type of cells def DrawRectangle(): x = player.x_start y = player.y_start color = None # Chose color for rectangle for i in range(len(field.cell_expense)): if field.cell_expense[i] == 10: color = "None" elif field.cell_expense[i] == 20: color = "yellow" elif field.cell_expense[i] == 30: color = "dodger blue" elif field.cell_expense[i] == 40: color = "green4" if color != "None": field.small_field_canvas.create_rectangle(x, y, x + IMAGE_SIZE, y + IMAGE_SIZE, width=3, outline=color) x += player.step if i > 0 and i % 10 == 0: x = player.x_start y += player.step def AddCostCellsToArray(amount, cost): counter = 0 while counter < amount: r = random.randint(0, 99) if field.cell_expense[r] == 0: field.cell_expense[r] = cost counter += 1 def CostingOfCells(): AddCostCellsToArray(amount_of_sand_cells, sand_cell_cost) AddCostCellsToArray(amount_of_water_cells, water_cell_cost) AddCostCellsToArray(amount_of_swamp_cells, swamp_cell_cost) AddCostCellsToArray(field.rows * field.columns - (amount_of_sand_cells + amount_of_water_cells + amount_of_swamp_cells), standard_cell_cost) # Draw rectangles DrawRectangle() def main(): # Creating the main window of an application win_size = f'{WINDOW_X}x{WINDOW_Y}' field.win.title("Sapper") field.win.configure(bg='gray') field.win.geometry(win_size) # Create array with mines objects mines_array = [] # Put mines on coordinates PutMines(mines_array) MinesInArrays(mines_array, "../../files/small_mines_images", field.small_image_array) MinesInArrays(mines_array, "../../files/large_mines_images", field.large_image_array) # Filling image arrays small_directory = "../../files/small_images" ImagesInArray(small_directory, field.small_image_array) large_directory = "../../files/large_images" ImagesInArray(large_directory, field.large_image_array) CostingOfCells() # Add arrow image to Player class images = [] for file in os.listdir("../../files/arrow"): path = f"../../files/arrow/{file}" img = PhotoImage(master=field.small_field_canvas, file=path) images.append(img) player.arrow_east_image = images[0] player.arrow_north_image = images[1] player.arrow_south_image = images[2] player.arrow_west_image = images[3] # Filling window with images Fill(True) # Drawing arrow (player) image = player.arrow_east_image player.image_canvas_id = field.small_field_canvas.create_image(player.current_x, player.current_y, anchor=NW, image=image) # Arrow(player.direction) # Rectangle(True, "None") # Rectangle() # Binding keyboard press to function # field.win.bind("", Action) field.small_field_canvas.bind("", MouseClickEvent) # Starting mainloop for window field.win.mainloop() if __name__ == '__main__': main()