added prompt to asking user of target coorfinates

This commit is contained in:
Tomek Sidoruk 2021-05-04 16:43:01 +02:00
parent fa5339685d
commit 5773c6e1bb
Signed by: s452652
GPG Key ID: 3E83A65E74849A08
8 changed files with 185 additions and 30 deletions

3
.idea/.gitignore vendored Normal file
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# Default ignored files
/shelf/
/workspace.xml

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<?xml version="1.0" encoding="UTF-8"?>
<module type="PYTHON_MODULE" version="4">
<component name="NewModuleRootManager">
<content url="file://$MODULE_DIR$">
<excludeFolder url="file://$MODULE_DIR$/venv" />
</content>
<orderEntry type="jdk" jdkName="Python 3.8 (Projekt_Sztuczna_Inteligencja)" jdkType="Python SDK" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>

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<component name="InspectionProjectProfileManager">
<settings>
<option name="USE_PROJECT_PROFILE" value="false" />
<version value="1.0" />
</settings>
</component>

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.idea/misc.xml Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.8 (Projekt_Sztuczna_Inteligencja)" project-jdk-type="Python SDK" />
</project>

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.idea/modules.xml Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/Projekt_Sztuczna_Inteligencja.iml" filepath="$PROJECT_DIR$/.idea/Projekt_Sztuczna_Inteligencja.iml" />
</modules>
</component>
</project>

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.idea/vcs.xml Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="$PROJECT_DIR$" vcs="Git" />
</component>
</project>

172
main.py
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# libraries # libraries
import sys
import pygame import pygame
import time import time
from pyglet.gl import * # for blocky textures from pyglet.gl import * # for blocky textures
import random
# other files of this project # other files of this project
import project_constants as const import project_constants as const
import minefield as mf import minefield as mf
@ -27,42 +28,157 @@ def main():
minefield = mf.Minefield(const.MAP_RANDOM_10x10) minefield = mf.Minefield(const.MAP_RANDOM_10x10)
# get sequence of actions found by BFS algorithm # get sequence of actions found by BFS algorithm
action_sequence = bfs.graphsearch(
initial_state=bfs.State(
row=minefield.agent.position[0],
column=minefield.agent.position[1],
direction=const.Direction.UP),
minefield=minefield)
running = True
while running:
# FPS control running = False
clock.tick(const.V_FPS)
# graphics (from display_assets) # basic font for user typed
blit_graphics(minefield) base_font = pygame.font.Font(None, 32)
user_text1 = ''
user_text2 = ''
# create rectangle
input_rect1 = pygame.Rect(200, 200, 140, 32)
input_rect2 = pygame.Rect(200, 250, 140, 32)
# make the next move from sequence of actions randomb = pygame.Rect(200, 300, 140, 32)
if any(action_sequence): ok = pygame.Rect(200, 350, 140, 32)
x = pygame.Rect(180, 200, 140, 32)
y = pygame.Rect(180, 250, 140, 32)
okt = pygame.Rect(240, 305, 140, 32)
randtext = pygame.Rect(220, 355, 140, 32)
# color_active stores color(lightskyblue3) which
# gets active when input box is clicked by user
color_active = pygame.Color('lightskyblue3')
action = action_sequence.pop(0) # color_passive store color(chartreuse4) which is
# color of input box.
if action == const.Action.ROTATE_LEFT: color_passive = pygame.Color('chartreuse4')
minefield.agent.rotate_left() color1 = color_passive
elif action == const.Action.ROTATE_RIGHT: color2 = color_passive
minefield.agent.rotate_right() while True:
elif action == const.Action.GO: active1 = False
minefield.agent.go() active2 = False
time.sleep(const.ACTION_INTERVAL)
else:
while running== False:
for event in pygame.event.get(): for event in pygame.event.get():
# if user types QUIT then the screen will close
if event.type == pygame.QUIT: if event.type == pygame.QUIT:
running = False pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
if input_rect1.collidepoint(event.pos):
active1 = True
else:
active1 = False
if input_rect2.collidepoint(event.pos):
active2 = True
else:
active2 = False
if randomb.collidepoint(event.pos):
running = True
if ok.collidepoint(event.pos):
user_text1 = str(random.randint(0, 9))
user_text2 =str(random.randint(0, 9))
if event.type == pygame.KEYDOWN:
if active2 == True:
if event.key == pygame.K_BACKSPACE:
user_text2 = user_text2[:-1]
else:
user_text2 += event.unicode
if active1 == True:
if event.key == pygame.K_BACKSPACE:
user_text1 = user_text1[:-1]
else:
user_text1 += event.unicode
# it will set background color of screen
const.SCREEN.fill((255, 255, 255))
if active1:
color1 = color_active
else:
color1 = color_passive
if active2:
color2 = color_active
else:
color2 = color_passive
# draw rectangle and argument passed which should
# be on screen
pygame.draw.rect(const.SCREEN, color1, input_rect1)
pygame.draw.rect(const.SCREEN, color2, input_rect2)
pygame.draw.rect(const.SCREEN, color_passive, ok)
pygame.draw.rect(const.SCREEN, color_passive, randomb)
text_surface1 = base_font.render(user_text1, True, (255, 255, 255))
text_surface2 = base_font.render(user_text2, True, (255, 255, 255))
xd = base_font.render("x", True, (0, 0, 0))
yd = base_font.render("y", True, (0, 0, 0))
okd = base_font.render("ok", True, (0, 0, 0))
randd = base_font.render("random", True, (0, 0, 0))
# render at position stated in arguments
const.SCREEN.blit(xd, (x.x, x.y))
const.SCREEN.blit(yd, (y.x, y.y))
const.SCREEN.blit(okd, (okt.x, okt.y))
const.SCREEN.blit(randd, (randtext.x, randtext.y))
const.SCREEN.blit(text_surface1, (input_rect1.x + 5, input_rect1.y + 5))
const.SCREEN.blit(text_surface2, (input_rect2.x + 5, input_rect2.y + 5))
# set width of textfield so that text cannot get
# outside of user's text input
input_rect1.w = max(100, text_surface1.get_width() + 10)
input_rect2.w = max(100, text_surface2.get_width() + 10)
# display.flip() will update only a portion of the
# screen to updated, not full area
pygame.display.flip()
# clock.tick(60) means that for every second at most
# 60 frames should be passed.
clock.tick(60)
toy=int(user_text1)
tox = int(user_text2)
action_sequence = bfs.graphsearch(
initial_state=bfs.State(
row=minefield.agent.position[0],
column=minefield.agent.position[1],
direction=minefield.agent.direction),
minefield=minefield, tox=tox, toy = toy)
while running:
# FPS control
clock.tick(const.V_FPS)
# graphics (from display_assets)
blit_graphics(minefield)
# make the next move from sequence of actions
if any(action_sequence):
action = action_sequence.pop(0)
if action == const.Action.ROTATE_LEFT:
minefield.agent.rotate_left()
elif action == const.Action.ROTATE_RIGHT:
minefield.agent.rotate_right()
elif action == const.Action.GO:
minefield.agent.go()
time.sleep(const.ACTION_INTERVAL/5)
else:
running = False
time.sleep(const.ACTION_INTERVAL/5)
#'for event in pygame.event.get():
# if event.type == pygame.QUIT:
# running = False
if __name__ == "__main__": if __name__ == "__main__":

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@ -47,13 +47,15 @@ def get_successors(state: State, minefield: Minefield):
return successors return successors
def graphsearch(initial_state: State, minefield: Minefield, fringe: List[Node] = None, explored: List[Node] = None): def graphsearch(initial_state: State, minefield: Minefield, fringe: List[Node] = None, explored: List[Node] = None, tox: int = None,toy: int = None):
# fringe and explored initialization # fringe and explored initialization
global GOAL
if fringe is None: if fringe is None:
fringe = list() fringe = list()
if explored is None: if explored is None:
explored = list() explored = list()
if tox is not None and toy is not None:
GOAL = (tox, toy)
explored_states = set() explored_states = set()
fringe_states = set() fringe_states = set()