small fix + pygad install #3

Merged
s473613 merged 1 commits from fix into master 2023-06-15 14:08:03 +02:00
14 changed files with 120 additions and 285 deletions

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

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

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@ -1,7 +1,6 @@
from operator import itemgetter from operator import itemgetter
import cart import cart
import copy import copy
from classes import Field
class Istate: class Istate:
@ -68,23 +67,23 @@ class Node:
self.y = y self.y = y
def fieldCost(T,node): def fieldCost(T, node):
c = 0 c = 0
if T[node.x-1][node.y-1].plantType == 1: if T[node.x-1][node.y-1].plantType == 1:
c =2 c = 2
elif T[node.x-1][node.y-1].plantType == 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: elif T[node.x-1][node.y-1].plantType == 3:
c =13 c = 13
elif T[node.x-1][node.y-1].plantType == 4: elif T[node.x-1][node.y-1].plantType == 4:
c =100000 c = 100000
else: else:
c=0 c = 0
if T[node.x-1][node.y-1].isWet == 1: if T[node.x-1][node.y-1].isWet == 1:
c = c + 4 c = c + 4
else: else:
c=c+1 c = c+1
return c return c
@ -92,7 +91,7 @@ def fieldCost(T,node):
def cost(T, node): def cost(T, node):
cost = 0 cost = 0
while (node.get_parent() != None): while node.get_parent() is not None:
cost = cost + fieldCost(T, node) cost = cost + fieldCost(T, node)
node = node.get_parent() node = node.get_parent()
@ -103,7 +102,7 @@ def f(goaltest, map, node):
return cost(map, node) + heuristic(goaltest, 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]: if elem.get_x() == goaltest[0] and elem.get_y() == goaltest[1]:
return True return True
else: 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())) 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 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 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 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.append((x, p)) # dodanie wierzchołka na fringe
fringe = sorted(fringe, key=itemgetter(1)) # sortowanie fringe'a według priorytetu 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: for (state_prio, r) in fringe_tuple_prio:
if str(state_prio) == str(state): if str(state_prio) == str(state):
if r > p: 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.pop(i + 1)
fringe = sorted(fringe, key=itemgetter(1)) # sortowanie fringe'a według priorytetu fringe = sorted(fringe, key=itemgetter(1)) # sortowanie fringe'a według priorytetu
break break
@ -154,7 +153,7 @@ def heuristic(goaltest, node):
def print_moves(elem): def print_moves(elem):
moves_list = [] moves_list = []
while (elem.get_parent() != None): while elem.get_parent() is not None:
moves_list.append(elem.get_action()) moves_list.append(elem.get_action())
elem = elem.get_parent() elem = elem.get_parent()
moves_list.reverse() moves_list.reverse()
@ -184,7 +183,6 @@ def succ(elem):
temp_move_east = elem.get_x() + 1 temp_move_east = elem.get_x() + 1
temp_move_north = elem.get_y() + 1 temp_move_north = elem.get_y() + 1
if cart.Cart.is_move_allowed_succ(elem) == "x + 1": if cart.Cart.is_move_allowed_succ(elem) == "x + 1":
actions_list.append(("move", (elem.get_direction(), temp_move_east, elem.get_y()))) actions_list.append(("move", (elem.get_direction(), temp_move_east, elem.get_y())))
elif cart.Cart.is_move_allowed_succ(elem) == "y + 1": 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": elif cart.Cart.is_move_allowed_succ(elem) == "x - 1":
actions_list.append(("move", (elem.get_direction(), temp_move_west, elem.get_y()))) actions_list.append(("move", (elem.get_direction(), temp_move_west, elem.get_y())))
return actions_list return actions_list

16
bfs.py
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@ -1,4 +1,3 @@
import sys
import cart import cart
import copy import copy
@ -67,23 +66,19 @@ class Node:
self.y = y 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]: if elem.get_x() == goaltest[0] and elem.get_y() == goaltest[1]:
return True return True
else: else:
return False return False
# def graphsearch(explored, fringe, goaltest, istate, succ): # przeszukiwanie grafu wszerz def graphsearch(goaltest, istate): # przeszukiwanie grafu wszerz
def graphsearch(explored, fringe, goaltest, istate): # przeszukiwanie grafu wszerz
node = Node(None, istate.get_direction(), None, istate.get_x(), istate.get_y()) node = Node(None, istate.get_direction(), None, istate.get_x(), istate.get_y())
fringe = [] fringe = []
#elem = []
explored = [] explored = []
#action = []
fringe.append(node) # wierzchołki do odwiedzenia fringe.append(node) # wierzchołki do odwiedzenia
# fringe = [node]
while True: while True:
if not fringe: if not fringe:
return False return False
@ -109,7 +104,7 @@ def graphsearch(explored, fringe, goaltest, istate): # przeszukiwanie grafu wsz
def print_moves(elem): def print_moves(elem):
moves_list = [] moves_list = []
while (elem.get_parent() != None): while elem.get_parent() is not None:
moves_list.append(elem.get_action()) moves_list.append(elem.get_action())
elem = elem.get_parent() elem = elem.get_parent()
moves_list.reverse() moves_list.reverse()
@ -139,7 +134,6 @@ def succ(elem):
temp_move_east = elem.get_x() + 1 temp_move_east = elem.get_x() + 1
temp_move_north = elem.get_y() + 1 temp_move_north = elem.get_y() + 1
if cart.Cart.is_move_allowed_succ(elem) == "x + 1": if cart.Cart.is_move_allowed_succ(elem) == "x + 1":
actions_list.append(("move", (elem.get_direction(), temp_move_east, elem.get_y()))) actions_list.append(("move", (elem.get_direction(), temp_move_east, elem.get_y())))
elif cart.Cart.is_move_allowed_succ(elem) == "y + 1": 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": elif cart.Cart.is_move_allowed_succ(elem) == "x - 1":
actions_list.append(("move", (elem.get_direction(), temp_move_west, elem.get_y()))) actions_list.append(("move", (elem.get_direction(), temp_move_west, elem.get_y())))
return actions_list return actions_list

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

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@ -25,7 +25,6 @@ class Cart:
def set_y(self, y): def set_y(self, y):
self.y = y self.y = y
def is_move_allowed(self, def is_move_allowed(self,
cart_rect): # sprawdza czy dany ruch, który chce wykonać wózek jest możliwy, zwraca prawdę lub fałsz 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: 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 self.direction = 1
else: else:
self.direction = self.direction + 1 self.direction = self.direction + 1

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

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@ -1,5 +1,6 @@
import random import random
# Generowanie unikalnej losowej linii tekstu # Generowanie unikalnej losowej linii tekstu
def generate_unique_line(existing_lines): def generate_unique_line(existing_lines):
while True: while True:
@ -9,6 +10,7 @@ def generate_unique_line(existing_lines):
if line not in existing_lines: if line not in existing_lines:
return line return line
# Generowanie 200 unikalnych linii tekstu # Generowanie 200 unikalnych linii tekstu
lines = [] lines = []
while len(lines) < 200: 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 export_text
from sklearn.tree import DecisionTreeClassifier from sklearn.tree import DecisionTreeClassifier
@ -52,14 +50,14 @@ with open("decisionTree/database.txt", 'r') as f:
view.append(x) view.append(x)
X1.append(test_list) 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: for i in view:
f.write(str(i)+"\n") f.write(str(i)+"\n")
f.close() f.close()
Y1 = [] 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: for line in f:
line = line.strip() line = line.strip()
test = int(line) test = int(line)
@ -67,7 +65,7 @@ with open("decisionTree/decissions.txt", 'r') as f: #czyta decyzje
dataset = X1 dataset = X1
decision = Y1 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) model = DecisionTreeClassifier(random_state=0, max_depth=20).fit(dataset, decision)
filename = 'decisionTree/decisionTree.sav' filename = 'decisionTree/decisionTree.sav'
print("Model trained") print("Model trained")

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

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

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