small fix + pygad install

This commit is contained in:
Kacper 2023-06-15 14:03:24 +02:00
parent 72cc8dcac3
commit acafb05ae0
14 changed files with 120 additions and 285 deletions

View File

@ -15,7 +15,6 @@ b = [Image.open("b1.png").convert('RGBA'), Image.open("b2.png").convert('RGBA'),
def generate(water, fertilizer, plantf):
new_im = None
if water == 1:
new_im = Image.new('RGB', (100, 100),
(160 + random.randint(-10, 10), 80 + random.randint(-10, 10), 40 + random.randint(-10, 10)))
@ -81,4 +80,3 @@ for x in range(0, 1000):
generate(0, 1, random.randint(0, 2)).save('datasets/01/' + str(x) + '.png')
for x in range(0, 1000):
generate(1, 1, random.randint(0, 2)).save('datasets/11/' + str(x) + '.png')

View File

@ -2,13 +2,14 @@ import pathlib
import random
import torch
from PIL.Image import Image
from torch import nn
from torch.utils.data import DataLoader
from torchvision import datasets, transforms
from torchvision.transforms import Lambda
device = torch.device('cuda')
device = torch.device('cpu')
def train(model, dataset, n_iter=100, batch_size=2560000):
optimizer = torch.optim.SGD(model.parameters(), lr=0.01)
@ -40,8 +41,8 @@ train_data = datasets.ImageFolder(root="./datasets",
transform=data_transform,
target_transform=None)
model1=nn.Sequential(nn.Linear(30000, 10000),nn.ReLU(),nn.Linear(10000,10000),nn.ReLU(),nn.Linear(10000,10000),nn.Linear(10000,4),nn.LogSoftmax(dim=-1)).to(device)
model1 = nn.Sequential(nn.Linear(30000, 10000), nn.ReLU(), nn.Linear(10000, 10000), nn.ReLU(), nn.Linear(10000, 0000), nn.Linear(10000, 4), nn.LogSoftmax(dim=-1)).to(device)
model1.load_state_dict(torch.load("./trained"))
train(model1,train_data)
train(model1, train_data)
torch.save(model1.state_dict(), "./trained")

View File

@ -1,7 +1,6 @@
from operator import itemgetter
import cart
import copy
from classes import Field
class Istate:
@ -68,23 +67,23 @@ class Node:
self.y = y
def fieldCost(T,node):
def fieldCost(T, node):
c = 0
if T[node.x-1][node.y-1].plantType == 1:
c =2
c = 2
elif T[node.x-1][node.y-1].plantType == 2:
c =5
c = 5
elif T[node.x-1][node.y-1].plantType == 3:
c =13
c = 13
elif T[node.x-1][node.y-1].plantType == 4:
c =100000
c = 100000
else:
c=0
c = 0
if T[node.x-1][node.y-1].isWet == 1:
c = c + 4
else:
c=c+1
c = c+1
return c
@ -92,7 +91,7 @@ def fieldCost(T,node):
def cost(T, node):
cost = 0
while (node.get_parent() != None):
while node.get_parent() is not None:
cost = cost + fieldCost(T, node)
node = node.get_parent()
@ -103,7 +102,7 @@ def f(goaltest, map, node):
return cost(map, node) + heuristic(goaltest, node)
def goal_test(elem,goaltest):
def goal_test(elem, goaltest):
if elem.get_x() == goaltest[0] and elem.get_y() == goaltest[1]:
return True
else:
@ -132,7 +131,7 @@ def graphsearch(explored, f, fringe, goaltest, istate, map, succ): # przeszukiw
explored_tuple.append((x.get_direction(), x.get_x(), x.get_y()))
x = Node(action, state[0], elem[0], state[1], state[2]) # stworzenie nowego wierzchołka, którego rodzicem jest elem
p = f(goaltest, map, x) # liczy priorytet
#print('Koszt =', p)
# print('Koszt =', p)
if state not in fringe_tuple and state not in explored_tuple: # jeżeli stan nie znajduje się na fringe oraz nie znajduje się w liście wierzchołków odwiedzonych
fringe.append((x, p)) # dodanie wierzchołka na fringe
fringe = sorted(fringe, key=itemgetter(1)) # sortowanie fringe'a według priorytetu
@ -141,7 +140,7 @@ def graphsearch(explored, f, fringe, goaltest, istate, map, succ): # przeszukiw
for (state_prio, r) in fringe_tuple_prio:
if str(state_prio) == str(state):
if r > p:
fringe.insert(i, (x,p)) # zamiana state, który należy do fringe z priorytetem r na state z priorytetem p (niższym)
fringe.insert(i, (x, p)) # zamiana state, który należy do fringe z priorytetem r na state z priorytetem p (niższym)
fringe.pop(i + 1)
fringe = sorted(fringe, key=itemgetter(1)) # sortowanie fringe'a według priorytetu
break
@ -154,7 +153,7 @@ def heuristic(goaltest, node):
def print_moves(elem):
moves_list = []
while (elem.get_parent() != None):
while elem.get_parent() is not None:
moves_list.append(elem.get_action())
elem = elem.get_parent()
moves_list.reverse()
@ -184,7 +183,6 @@ def succ(elem):
temp_move_east = elem.get_x() + 1
temp_move_north = elem.get_y() + 1
if cart.Cart.is_move_allowed_succ(elem) == "x + 1":
actions_list.append(("move", (elem.get_direction(), temp_move_east, elem.get_y())))
elif cart.Cart.is_move_allowed_succ(elem) == "y + 1":
@ -194,8 +192,4 @@ def succ(elem):
elif cart.Cart.is_move_allowed_succ(elem) == "x - 1":
actions_list.append(("move", (elem.get_direction(), temp_move_west, elem.get_y())))
return actions_list

16
bfs.py
View File

@ -1,4 +1,3 @@
import sys
import cart
import copy
@ -67,23 +66,19 @@ class Node:
self.y = y
def goal_test(goaltest,elem):
def goal_test(goaltest, elem):
if elem.get_x() == goaltest[0] and elem.get_y() == goaltest[1]:
return True
else:
return False
# def graphsearch(explored, fringe, goaltest, istate, succ): # przeszukiwanie grafu wszerz
def graphsearch(explored, fringe, goaltest, istate): # przeszukiwanie grafu wszerz
def graphsearch(goaltest, istate): # przeszukiwanie grafu wszerz
node = Node(None, istate.get_direction(), None, istate.get_x(), istate.get_y())
fringe = []
#elem = []
explored = []
#action = []
fringe.append(node) # wierzchołki do odwiedzenia
# fringe = [node]
while True:
if not fringe:
return False
@ -109,7 +104,7 @@ def graphsearch(explored, fringe, goaltest, istate): # przeszukiwanie grafu wsz
def print_moves(elem):
moves_list = []
while (elem.get_parent() != None):
while elem.get_parent() is not None:
moves_list.append(elem.get_action())
elem = elem.get_parent()
moves_list.reverse()
@ -139,7 +134,6 @@ def succ(elem):
temp_move_east = elem.get_x() + 1
temp_move_north = elem.get_y() + 1
if cart.Cart.is_move_allowed_succ(elem) == "x + 1":
actions_list.append(("move", (elem.get_direction(), temp_move_east, elem.get_y())))
elif cart.Cart.is_move_allowed_succ(elem) == "y + 1":
@ -149,8 +143,4 @@ def succ(elem):
elif cart.Cart.is_move_allowed_succ(elem) == "x - 1":
actions_list.append(("move", (elem.get_direction(), temp_move_west, elem.get_y())))
return actions_list

View File

@ -1,6 +1,5 @@
import pygame
from screen import SCREEN
global BLACK
# global SCREEN
global BLACK
@ -8,9 +7,9 @@ global gridObjects
global imgTree
global imgTree
imgTree = pygame.image.load('img/tree.png')
gridObjects = {} # Store grid-box objects from Grid Class
class Grid(object):
# ta klasa rysuje kratę na ekranie
def __init__(self, x, y, sx, sy):
@ -27,6 +26,7 @@ class Grid(object):
BLACK = (0, 0, 0)
pygame.draw.rect(SCREEN, BLACK, (self.x, self.y, self.sx, self.sy), self.width)
class Box(object):
# global SCREEN
@ -43,6 +43,7 @@ class Box(object):
# global BLACK
pygame.draw.rect(SCREEN, self.color, pygame.Rect(self.x, self.y, self.sx, self.sy))
class Obstacle(object):
def __init__(self, mouseObj):
self.mseX = mouseObj[0]
@ -66,6 +67,7 @@ class Obstacle(object):
SCREEN.blit(imgTree, (self.posX, self.posY))
# pygame.display.update()
def getGridBoxes(grid_box):
global gridObjects
return gridObjects[grid_box]
global gridObjects
return gridObjects[grid_box]

View File

@ -25,7 +25,6 @@ class Cart:
def set_y(self, y):
self.y = y
def is_move_allowed(self,
cart_rect): # sprawdza czy dany ruch, który chce wykonać wózek jest możliwy, zwraca prawdę lub fałsz
if self.direction == definitions.CART_DIRECTION_EAST and cart_rect.x + definitions.BLOCK_SIZE < definitions.WIDTH_MAP:
@ -74,4 +73,3 @@ class Cart:
self.direction = 1
else:
self.direction = self.direction + 1

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@ -1,11 +1,12 @@
class Field:
def __init__(self, fieldType, plantType, isWet, wetTime, isFertilized, fertilizedTime):
self.fieldType =fieldType # good/bad
self.plantType =plantType # wheat/carrot/cabbage
self.isWet =isWet # yes/no
self.wetTime =wetTime # number
self.isFertilized =isFertilized # yes/no
self.fertilizedTime =fertilizedTime # number
self.fieldType = fieldType # good/bad
self.plantType = plantType # wheat/carrot/cabbage
self.isWet = isWet # yes/no
self.wetTime = wetTime # number
self.isFertilized = isFertilized # yes/no
self.fertilizedTime = fertilizedTime # number
class Plant:
def __init__(self, plantType, growthState):

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@ -1,5 +1,6 @@
import random
# Generowanie unikalnej losowej linii tekstu
def generate_unique_line(existing_lines):
while True:
@ -9,6 +10,7 @@ def generate_unique_line(existing_lines):
if line not in existing_lines:
return line
# Generowanie 200 unikalnych linii tekstu
lines = []
while len(lines) < 200:

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@ -1,6 +1,4 @@
#from sklearn.datasets import load_iris
# from sklearn.datasets import load_iris
from sklearn.tree import export_text
from sklearn.tree import DecisionTreeClassifier
@ -52,14 +50,14 @@ with open("decisionTree/database.txt", 'r') as f:
view.append(x)
X1.append(test_list)
f = open("decisionTree/learning_set.txt", "w") #zapisuje atrybuty s³ownie
f = open("decisionTree/learning_set.txt", "w") # zapisuje atrybuty s³ownie
for i in view:
f.write(str(i)+"\n")
f.close()
Y1 = []
with open("decisionTree/decissions.txt", 'r') as f: #czyta decyzje
with open("decisionTree/decissions.txt", 'r') as f: # czyta decyzje
for line in f:
line = line.strip()
test = int(line)
@ -67,7 +65,7 @@ with open("decisionTree/decissions.txt", 'r') as f: #czyta decyzje
dataset = X1
decision = Y1
labels = ['Rain','Plant','Temperature','Sun','Snow','Moisture','Rotten','Time']
labels = ['Rain', 'Plant', 'Temperature', 'Sun', 'Snow', 'Moisture', 'Rotten', 'Time']
model = DecisionTreeClassifier(random_state=0, max_depth=20).fit(dataset, decision)
filename = 'decisionTree/decisionTree.sav'
print("Model trained")

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@ -1,5 +1,3 @@
# definicje
import os
import pygame
pygame.init()

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293
main.py
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@ -1,18 +1,15 @@
import pygame
import pathlib
import random
import torch
from torch import nn
from torch.utils.data import DataLoader
from torchvision import datasets, transforms
from torchvision.transforms import Lambda
from PIL import Image
import astar
from classes import Field, Plant, Fertilizer, Player
from bfs import Node
from bfs import Istate, print_moves, succ
from classes import Field, Player
from bfs import Istate, succ
from bfs import graphsearch
from board import Grid, Box, Obstacle, getGridBoxes, gridObjects
from screen import SCREEN
@ -24,7 +21,7 @@ Ucelu = False
SCREENX = 500
SCREENY = 500
device = torch.device('cpu')
model1=nn.Sequential(nn.Linear(30000, 10000),nn.ReLU(),nn.Linear(10000,10000),nn.ReLU(),nn.Linear(10000,10000),nn.Linear(10000,4),nn.LogSoftmax(dim=-1)).to(device)
model1 = nn.Sequential(nn.Linear(30000, 10000), nn.ReLU(), nn.Linear(10000, 10000), nn.ReLU(), nn.Linear(10000, 10000), nn.Linear(10000, 4), nn.LogSoftmax(dim=-1)).to(device)
model1.load_state_dict(torch.load("./NN/trained"))
pygame.display.set_caption('Inteligentny Traktor')
@ -40,8 +37,8 @@ plants[2].append(Image.open("NN/ca2.png"))
plants[2].append(Image.open("NN/ca3.png"))
b = [Image.open("NN/b1.png").convert('RGBA'), Image.open("NN/b2.png").convert('RGBA'), Image.open("NN/b3.png").convert('RGBA')]
def generate(water, fertilizer, plantf):
new_im = None
if water == 1:
new_im = Image.new('RGB', (100, 100),
(160 + random.randint(-10, 10), 80 + random.randint(-10, 10), 40 + random.randint(-10, 10)))
@ -98,6 +95,7 @@ def generate(water, fertilizer, plantf):
return new_im
# COLORS
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
@ -124,18 +122,16 @@ obstacles = 1
# BFS Variables
startNode = Istate( 1,1,1)
goalNode = [1,1]
startNode = Istate(1, 1, 1)
goalNode = [1, 1]
graph = dict()
pathFound = [] # Store the path in a list box index to draw on later
def drawGrid(sizex,sizey):
def drawGrid(sizex, sizey):
spaceX = SCREENX // sizex
spaceY = SCREENY // sizey
width = 2
counter = 1
for i in range(sizex):
@ -144,16 +140,18 @@ def drawGrid(sizex,sizey):
g = Grid(50 + i*50, 50 + j*50, spaceX, spaceY)
gridObjects[counter] = g
counter += 1
def generateGraph(row,col):
def generateGraph(row, col):
# This function generates a graph based on the gridObjects instantiated!
sample_graph = {'A':['B','C','E'],
'B':['A','D','E'],
'C':['A','F','G'],
'D':['B'],
'E':['A','B','D'],
'F':['C'],
'G':['C']
}
# sample_graph = {'A': ['B', 'C', 'E'],
# 'B': ['A', 'D', 'E'],
# 'C': ['A', 'F', 'G'],
# 'D': ['B'],
# 'E': ['A', 'B', 'D'],
# 'F': ['C'],
# 'G': ['C']
# }
miniG = {}
for grid in range(len(gridObjects)):
@ -187,9 +185,9 @@ def generateGraph(row,col):
if grid > col: # Away from the Left Border of the Screen
if grid > (col*row)-col: # You are on the Right Border of the screen - You can't go East
miniG[grid] = [gN, gS, gW]
else: # Away from the Right Border of the Screen - You can go East
else: # Away from the Right Border of the Screen - You can go East
miniG[grid] = [gN, gS, gE, gW]
else: # You are on the Left Edge of the screen - You can't go West
else: # You are on the Left Edge of the screen - You can't go West
miniG[grid] = [gN, gS, gE]
# FILTER OUT OBSTACLES FROM THE GRAPH
@ -199,7 +197,7 @@ def generateGraph(row,col):
if grid not in gridObstacle:
# gridObjects.remove(grid) # Dict object has no attribute : 'remove'
# HACK
miniG2[grid] = miniG[grid] # Created a new dictionary that stored the values required
miniG2[grid] = miniG[grid] # Created a new dictionary that stored the values required
# IN-DEPTH FILTER - Filter out obstacles from the neighbors-list
for neigbor in miniG2[grid]:
if neigbor in gridObstacle:
@ -214,12 +212,13 @@ def generateGraph(row,col):
return miniG2
def drawGraph(pathF):
#Draws the path given the path-list
global Ucelu
#print(pathF)
if (Ucelu == False):
def drawGraph(pathF):
# Draws the path given the path-list
global Ucelu
# print(pathF)
if not Ucelu:
for grid in pathF:
# g = gridObjects[grid] # Get the grid-box object mentioned in the path
# x = g.x
@ -232,9 +231,9 @@ def drawGraph(pathF):
if grid == 'rotate_right':
player.rotation = (player.rotation - 90) % 360
if grid == 'rotate_left':
player.rotation = (player.rotation + 90) %360
player.rotation = (player.rotation + 90) % 360
#( player.rotation)
# (player.rotation)
if grid == 'move':
if player.rotation == 0:
@ -250,49 +249,11 @@ def drawGraph(pathF):
if player.y > 0:
player.y = player.y - 1
# if player.x < (x/50 - 1):
# a = 1
# if player.x > (x/50 - 1):
# a =2
# if player.y < (y/50 - 1):
# a =3
# if player.y > (y/50 - 1):
# a =4
#
# if a==1:
# # player.x = x/50 - 1
# player.rotation = 0
# if a==2:
# # player.x = x/50 - 1
# player.rotation = 180
# if a==3:
# # player.y = y/50 - 1
# player.rotation = 270
# if a==4:
# # player.y = y/50 - 1
# player.rotation = 90
# tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
# if player.rotation == 180:
# tmpImg = pygame.transform.flip(tmpImg, True, True)
# tmpImg = pygame.transform.flip(tmpImg, True, False)
#
# #player is seen on the way
# SCREEN.blit(tmpImg, (55 + 50 * player.x, 55 + 50 * player.y))
# pygame.display.update()
# # pygame.time.wait(300)
# player.y = y/50 - 1
# player.x = x/50 - 1
# -----------------------------
i = 0
while i < len(T):
j = 0
while j < len(T[i]):
#color = (255, 255, 255, 0)
# color = (255, 255, 255, 0)
if T[i][j].isWet == 0:
# a = 1
color = (160, 80, 40, 0)
@ -300,7 +261,7 @@ def drawGraph(pathF):
# a = 1
color = (50, 25, 0, 0)
#Covers 'player' on the way
# Covers 'player' on the way
pygame.draw.rect(SCREEN, color, pygame.Rect(50 + 50 * i, 50 + 50 * j, 50, 50))
if T[i][j].plantType == 1:
SCREEN.blit(imgWheat, (50 + 50 * i, 50 + 50 * j))
@ -318,7 +279,6 @@ def drawGraph(pathF):
for obs in obstacleObjects:
obstacleObjects[obs].draw()
for bx in boxObjects:
boxObjects[bx].draw()
@ -333,30 +293,21 @@ def drawGraph(pathF):
tmpImg = pygame.transform.flip(tmpImg, True, True)
tmpImg = pygame.transform.flip(tmpImg, True, False)
#player is seen on the way
# player is seen on the way
SCREEN.blit(tmpImg, (55 + 50 * player.x, 55 + 50 * player.y))
# --------------------------------------
# tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
# # if flip:
# # if flip == True:
# if player.rotation == 180:
# tmpImg = pygame.transform.flip(tmpImg, True, True)
# tmpImg = pygame.transform.flip(tmpImg, True, False)
#
# SCREEN.blit(tmpImg, (55 + 50 * player.x, 55 + 50 * player.y))
pygame.display.update()
pygame.time.wait(300)
SCREEN.fill((WHITE))
SCREEN.fill(WHITE)
# pygame.time.wait(50)
# pygame.draw.rect(SCREEN, WHITE, pygame.Rect(x, y, sx, sy))
Ucelu = True
def UIHandler(mouseObj):
def UIHandler():
# drawGrid(GRIDX, GRIDY)
global Ucelu
drawGrid(10,10)
drawGrid(10, 10)
for grid in gridObjects:
gridObjects[grid].draw()
@ -368,10 +319,10 @@ def UIHandler(mouseObj):
obstacleObjects[obs].draw()
if pathFound:
drawGraph(pathFound)
# Ucelu = False
drawGraph(pathFound)
def eventHandler(kbdObj,mouseObj):
def eventHandler(kbdObj, mouseObj):
global boxes
global obstacles
global startNode
@ -380,7 +331,7 @@ def eventHandler(kbdObj,mouseObj):
global Ucelu
if event.type == pygame.QUIT:
running = False
pygame.quit()
if event.type == pygame.KEYDOWN:
pygame.time.wait(DELAY)
@ -426,15 +377,10 @@ def eventHandler(kbdObj,mouseObj):
# If Key_f is pressed, set goal node
if kbdObj[pygame.K_f]:
gBox = getGridBoxes(int(len(gridObjects)))
# gBox = getGridBoxes()
#x = mouseObj[0]
#y = mouseObj[1]
# x = gBox.x
# y = gBox.y
sx = gBox.sx
sy = gBox.sy
# ----------------------------------------
mseX = mouseObj[0]
mseY = mouseObj[1]
@ -444,15 +390,11 @@ def eventHandler(kbdObj,mouseObj):
y = g.y
sx = g.sx
sy = g.sy
if mseX > x and mseX < x + sx:
if mseY > y and mseY < y + sy:
if x < mseX < x + sx:
if y < mseY < y + sy:
posX = x
posY = y
gridBox = grid
# SCREEN.blit(imgTree, (posX, posY))
# ---------------------------------------
bo = Box(posX, posY, sx, sy, BLUE)
boxObjects[boxes] = bo
# boxes += 1
@ -470,9 +412,6 @@ def eventHandler(kbdObj,mouseObj):
print(' goalNode x=', goalNode[0], 'goalNode y=', goalNode[1])
# pygame.display.update()
# goalNode = (x/sx) * (y/sy)
@ -482,10 +421,10 @@ def eventHandler(kbdObj,mouseObj):
# If Key_x is pressed, spawn tree
if kbdObj[pygame.K_t]:
w = random.randint(0, 1)
f=random.randint(0, 1)
f = random.randint(0, 1)
print(w)
print(f)
img = generate(w,f,random.randint(0,2))
img = generate(w, f, random.randint(0, 2))
img.save('./test/00/test.png')
data_transform = transforms.Compose([
@ -500,15 +439,15 @@ def eventHandler(kbdObj,mouseObj):
target_transform=None)
model1.eval()
res = model1(train_data[0][0])
if res[0] ==res.max():
if res[0] == res.max():
print("0 0")
if res[1] ==res.max():
if res[1] == res.max():
print("0 1")
if res[2] ==res.max():
if res[2] == res.max():
print("1 0")
if res[3] ==res.max():
if res[3] == res.max():
print("1 1")
#img.show()
# img.show()
if kbdObj[pygame.K_x]:
obs = Obstacle(mouseObj)
obstacleObjects[obstacles] = obs
@ -527,44 +466,22 @@ def eventHandler(kbdObj,mouseObj):
y = g.y
sx = g.sx
sy = g.sy
if mseX > x and mseX < x + sx:
if mseY > y and mseY < y + sy:
if x < mseX < x + sx:
if y < mseY < y + sy:
posX = x
posY = y
T[int((posX/50)-1)][int((posY/50)-1)].plantType=4
T[int((posX/50)-1)][int((posY/50)-1)].plantType = 4
pygame.display.update()
pygame.time.wait(DELAY)
# if Key_SPACE is pressed, start the magic
if kbdObj[pygame.K_SPACE]:
Ucelu = False
gBox = getGridBoxes(1)
x = gBox.x
y = gBox.y
sx = gBox.sx
sy = gBox.sy
x = (player.x +1) * 50
y = (player.y +1) * 50
# tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
# SCREEN.blit(tmpImg, (50 + 50 * player.x, 50 + 50 * player.y))
# pygame.display.update()
#when on it keeps flashing - among others
#bo = Box(x, y, sx, sy, RED)
#boxObjects[boxes] = bo
# boxes += 1
boxes = 1
# startNode.state = (10 * (player.x + 1) + (player.y + 1) - 10)
startNode.x = player.x + 1
startNode.y = player.y + 1
@ -579,15 +496,12 @@ def eventHandler(kbdObj,mouseObj):
print(' startNode x=', startNode.x, 'startNode y= ', startNode.y, 'startNode direction =', startNode.direction)
graph = generateGraph(GRIDY,GRIDX)
graph = generateGraph(GRIDY, GRIDX)
print(graph)
# if startNode != goalNode:
if startNode.x != goalNode[0] or startNode.y != goalNode[1]:
elem = []
move_list = (graphsearch([], [], goalNode, startNode)) # przeszukiwanie grafu wszerz
move_list = (graphsearch(goalNode, startNode)) # przeszukiwanie grafu wszerz
pathFound = move_list
@ -599,32 +513,11 @@ def eventHandler(kbdObj,mouseObj):
pygame.time.wait(DELAY)
# startNode = goalNode
if kbdObj[pygame.K_b]:
Ucelu = False
gBox = getGridBoxes(1)
x = gBox.x
y = gBox.y
sx = gBox.sx
sy = gBox.sy
x = (player.x +1) * 50
y = (player.y +1) * 50
# tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
# SCREEN.blit(tmpImg, (50 + 50 * player.x, 50 + 50 * player.y))
# pygame.display.update()
#when on it keeps flashing - among others
#bo = Box(x, y, sx, sy, RED)
#boxObjects[boxes] = bo
# boxes += 1
boxes = 1
# startNode.state = (10 * (player.x + 1) + (player.y + 1) - 10)
startNode.x = player.x + 1
startNode.y = player.y + 1
@ -639,22 +532,11 @@ def eventHandler(kbdObj,mouseObj):
print(' startNode x=', startNode.x, 'startNode y= ', startNode.y, 'startNode direction =', startNode.direction)
# startNode = (((player.x + 1)*10 - 9) * (player.y + 1) )
# startNode = 2
# tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
# SCREEN.blit(tmpImg, (55 + 50 * player.x, 55 + 50 * player.y))
# pygame.display.update()
# Delay to avoid multiple spawning of objects
#pygame.time.wait(DELAY)
graph = generateGraph(GRIDY,GRIDX)
graph = generateGraph(GRIDY, GRIDX)
print(graph)
# if startNode != goalNode:
if startNode.x != goalNode[0] or startNode.y != goalNode[1]:
elem = []
move_list = (astar.graphsearch([], astar.f, [], goalNode, startNode, T, succ)) # przeszukiwanie grafu wszerz
@ -665,17 +547,11 @@ def eventHandler(kbdObj,mouseObj):
print(move_list)
print('\n')
# else:
# startNode = (10 * (player.x + 1) + (player.y + 1) - 10)
# Ucelu = True
# Delay to avoid multiple spawning of objects
pygame.time.wait(DELAY)
#With it it keeps going, if without it turns off
# With it it keeps going, if without it turns off
# Ucelu = False
T = [[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,2,1,0,0,0),Field(1,3,0,0,0,0),Field(0,3,0,0,0,0),Field(0,0,1,0,0,0),Field(0,0,0,0,0,0),Field(1,3,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,0,1,0,0,0),Field(1,3,1,0,0,0),Field(0,0,0,0,0,0),Field(0,0,0,0,0,0),Field(0,0,0,0,0,0),Field(1,3,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
@ -688,20 +564,6 @@ T = [[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,2,1,0,0,0),Field(1,3,0,0,0,0
[Field(1,0,0,0,0,0),Field(0,2,0,0,0,0),Field(1,1,0,0,0,0),Field(1,0,1,0,0,0),Field(0,2,1,0,0,0),Field(0,3,0,0,0,0),Field(0,0,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
[Field(1,0,1,0,0,0),Field(0,0,0,0,0,0),Field(1,1,1,0,0,0),Field(1,0,0,0,0,0),Field(0,1,1,0,0,0),Field(0,0,1,0,0,0),Field(0,0,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)]]
#T = [[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,2,1,0,0,0),Field(1,3,0,0,0,0),Field(0,3,0,0,0,0),Field(0,0,1,0,0,0),Field(0,3,0,0,0,0),Field(1,0,1,0,0,0),Field(1,3,0,0,0,0),Field(1,2,1,0,0,0)],
# [Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,0,1,0,0,0),Field(1,3,1,0,0,0),Field(0,0,0,0,0,0),Field(0,0,0,0,0,0),Field(0,2,0,0,0,0),Field(1,1,0,0,0,0),Field(1,0,1,0,0,0),Field(1,1,0,0,0,0)],
# [Field(0,2,1,0,0,0),Field(0,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,0,0,0,0),Field(0,2,1,0,0,0),Field(0,1,1,0,0,0),Field(0,2,0,0,0,0),Field(1,0,0,0,0,0),Field(1,0,0,0,0,0),Field(1,1,0,0,0,0)],
# [Field(1,0,1,0,0,0),Field(0,0,1,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,3,1,0,0,0),Field(0,1,0,0,0,0),Field(0,0,0,0,0,0),Field(1,2,0,0,0,0),Field(1,0,0,0,0,0),Field(1,0,0,0,0,0)],
# [Field(1,3,0,0,0,0),Field(0,3,1,0,0,0),Field(1,2,1,0,0,0),Field(1,1,1,0,0,0),Field(0,1,1,0,0,0),Field(0,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,0,1,0,0,0),Field(1,3,0,0,0,0),Field(1,0,1,0,0,0)],
# [Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,1,0,0,0,0),Field(0,2,0,0,0,0),Field(0,1,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,1,1,0,0,0)],
# [Field(1,0,0,0,0,0),Field(0,0,0,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,0,1,0,0,0),Field(0,0,1,0,0,0),Field(0,1,0,0,0,0),Field(1,2,1,0,0,0),Field(1,2,1,0,0,0),Field(1,0,0,0,0,0)],
# [Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,3,1,0,0,0),Field(1,2,1,0,0,0),Field(0,0,1,0,0,0),Field(0,0,0,0,0,0),Field(0,1,1,0,0,0),Field(1,0,0,0,0,0),Field(1,1,1,0,0,0),Field(1,1,1,0,0,0)],
# [Field(1,0,0,0,0,0),Field(0,2,0,0,0,0),Field(1,1,0,0,0,0),Field(1,0,1,0,0,0),Field(0,2,1,0,0,0),Field(0,3,0,0,0,0),Field(0,0,0,0,0,0),Field(1,0,0,0,0,0),Field(1,2,1,0,0,0),Field(1,2,1,0,0,0)],
# [Field(1,0,1,0,0,0),Field(0,0,0,0,0,0),Field(1,1,1,0,0,0),Field(1,0,0,0,0,0),Field(0,1,1,0,0,0),Field(0,0,1,0,0,0),Field(0,1,0,0,0,0),Field(1,1,1,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0)]]
# =========================================================================================
# no i tutaj mamy główna pętlę programu
@ -718,12 +580,12 @@ while running:
for event in pygame.event.get():
kbd = pygame.key.get_pressed()
mse = pygame.mouse.get_pos()
UIHandler(mse)
UIHandler()
eventHandler(kbd, mse)
pygame.display.update()
# CLOCK.tick(FPS)
#screen.fill((175, 255, 50, 0))
# screen.fill((175, 255, 50, 0))
# SCREEN.fill((WHITE))
imgWheat = pygame.image.load('img/wheat.png')
@ -745,7 +607,7 @@ while running:
else:
# a = 1
color = (50, 25, 0, 0)
#colour from the beginning
# colour from the beginning
pygame.draw.rect(SCREEN, color, pygame.Rect(50 + 50 * i, 50 + 50 * j, 50, 50))
if T[i][j].plantType == 1:
SCREEN.blit(imgWheat, (50 + 50 * i, 50 + 50 * j))
@ -756,7 +618,6 @@ while running:
if T[i][j].plantType == 4:
SCREEN.blit(imgTree, (50 + 50 * i, 50 + 50 * j))
j = j + 1
i = i + 1
@ -770,34 +631,26 @@ while running:
obstacleObjects[obs].draw()
# if startNode.state != goalNode.state:
if startNode.x != goalNode[0] or startNode.y != goalNode[1] :
if startNode.x != goalNode[0] or startNode.y != goalNode[1]:
for bx in boxObjects:
boxObjects[bx].draw()
tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
if player.rotation == 180:
tmpImg = pygame.transform.flip(tmpImg, True, True)
tmpImg = pygame.transform.flip(tmpImg, True, False)
#player seen at the beginning
# player seen at the beginning
SCREEN.blit(tmpImg, (55 + 50 * player.x, 55 + 50 * player.y))
# if Ucelu == False:
# for bx in boxObjects:
# boxObjects[bx].draw()
font = pygame.font.SysFont('comicsans', 18)
label = font.render('f- punkt końcowy, x- drzewa, spacja- uruchomienie', 1, (0, 0, 0))
label1 = font.render('strzałki-ręczne poruszanie traktorem,', 1, (0, 0, 0))
label2 = font.render('a- obrót w lewo, d- w prawo, w-ruch naprzód', 1, (0, 0, 0))
label3 = font.render('b - uruchom A*', 1, (0, 0, 0))
SCREEN.blit(label, (10, 570))
SCREEN.blit(label1, (10, 590))
SCREEN.blit(label2, (10, 610))
font = pygame.font.SysFont('comicsans', 22)
label = font.render('F - cel | X - drzewo', True, (0, 0, 0))
label1 = font.render('ARROWS - ręczne poruszanie', True, (0, 0, 0))
label2 = font.render('A - lewo | D - prawo | W - ruch', True, (0, 0, 0))
label3 = font.render('SPACE - start BFS | B - start A*', True, (0, 0, 0))
SCREEN.blit(label, (10, 555))
SCREEN.blit(label1, (10, 580))
SCREEN.blit(label2, (10, 605))
SCREEN.blit(label3, (10, 630))
# pygame.display.flip()

View File

@ -1,2 +1,2 @@
import pygame
SCREEN = pygame.display.set_mode([600,665])
SCREEN = pygame.display.set_mode([600, 665])