bfs
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__pycache__/bfs.cpython-39.pyc
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__pycache__/bfs.cpython-39.pyc
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__pycache__/colors.cpython-39.pyc
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__pycache__/colors.cpython-39.pyc
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__pycache__/house.cpython-39.pyc
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__pycache__/house.cpython-39.pyc
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__pycache__/text.cpython-39.pyc
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__pycache__/text.cpython-39.pyc
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__pycache__/trash.cpython-39.pyc
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__pycache__/trash.cpython-39.pyc
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__pycache__/truck.cpython-39.pyc
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__pycache__/truck.cpython-39.pyc
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55
bfs.py
55
bfs.py
@ -0,0 +1,55 @@
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from house import is_house
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import pygame
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class Node:
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def __init__(self, pos, direction, parent=None, action=None):
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self.pos = pos
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self.direction = direction
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self.parent = parent
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self.action = action
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def successor(pos, direction, houses):
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neighbours = []
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axis = 0 if direction in [0, 2] else 1
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move = 1 if direction in [0, 1] else -1
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neighbours.append([pos, (direction - 1) % 4, pygame.K_a])
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neighbours.append([pos, (direction + 1) % 4, pygame.K_d])
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if not axis: # x
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new_pos = [pos[0] + (move * 40), pos[1]]
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if not is_house(new_pos, houses):
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neighbours.append([new_pos, direction, pygame.K_w])
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else: # y
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new_pos = [pos[0], pos[1] + (move * 40)]
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if not is_house(new_pos, houses):
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neighbours.append([new_pos, direction, pygame.K_w])
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return neighbours
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def bfs(pos, direction, end_pos, houses):
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visited = []
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queue = []
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actions = []
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queue.append(Node(pos, direction))
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while queue:
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curr_node = queue.pop(0)
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print(curr_node.pos, curr_node.direction)
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if not is_house(curr_node.pos, houses) and curr_node.pos == end_pos:
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while curr_node.parent:
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print(curr_node.pos, end_pos)
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actions.append(curr_node.action)
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curr_node = curr_node.parent
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actions.append(curr_node.action)
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return actions
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visited.append(curr_node)
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for n_pos, n_direction, action in successor(curr_node.pos, curr_node.direction, houses):
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neighbour_node = Node(n_pos, n_direction, curr_node, action)
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if neighbour_node not in visited and neighbour_node not in queue:
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queue.append(neighbour_node)
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return actions
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71
main.py
71
main.py
@ -1,6 +1,6 @@
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import pygame
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import pygame
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from time import sleep
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from text import msg_display
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from colors import gray
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from colors import gray
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from house import create_houses
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from house import create_houses
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from truck import Truck
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from truck import Truck
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@ -12,13 +12,37 @@ from bfs import bfs
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pygame.init()
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pygame.init()
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def update_images(gameDisplay, truck, trash, houses, score):
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def game_keys(truck, trash, houses, auto=False):
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for event in pygame.event.get():
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if event.type == pygame.KEYDOWN:
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if auto:
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sleep(.2)
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if (event.key == pygame.K_w or event.key == pygame.K_UP):
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if truck.test_crash(houses):
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break
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truck.move()
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print('↑')
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if truck.pos == trash.pos:
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trash.new_pos(truck.pos, houses)
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break
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elif (event.key == pygame.K_a or event.key == pygame.K_LEFT):
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print('←')
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truck.rotate(-1)
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truck.rotate_image(90)
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break
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elif (event.key == pygame.K_d or event.key == pygame.K_RIGHT):
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print('→')
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truck.rotate(1)
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truck.rotate_image(-90)
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break
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def update_images(gameDisplay, truck, trash, houses):
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gameDisplay.fill(gray)
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gameDisplay.fill(gray)
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for house in houses:
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for house in houses:
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gameDisplay.blit(pygame.image.load('./img/house.png'), house.pos)
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gameDisplay.blit(pygame.image.load('./img/house.png'), house.pos)
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gameDisplay.blit(pygame.image.load('./img/trash.png'), trash.pos)
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gameDisplay.blit(pygame.image.load('./img/trash.png'), trash.pos)
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gameDisplay.blit(truck.image, truck.pos)
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gameDisplay.blit(truck.image, truck.pos)
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msg_display(gameDisplay, f'Trash collected: {score}')
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pygame.display.update()
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pygame.display.update()
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gameExit = False
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gameExit = False
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score = 0
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truck = Truck(game_w, game_h, grid_size)
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truck = Truck(game_w, game_h, grid_size)
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trash = Trash(game_w, game_h, grid_size)
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trash = Trash(game_w, game_h, grid_size)
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houses = create_houses(grid_size)
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houses = create_houses(grid_size)
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trash.new_pos(truck.pos, houses)
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trash.pos = [(game_w // 2)-160, (game_h // 2)]
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# trash.new_pos(truck.pos, houses)
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while not gameExit:
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while not gameExit:
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for event in pygame.event.get():
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for event in pygame.event.get():
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@ -50,29 +74,24 @@ def game_loop():
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pygame.quit()
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pygame.quit()
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quit()
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quit()
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if (event.key == pygame.K_b):
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if (event.key == pygame.K_b):
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bfs()
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actions = bfs(truck.pos, truck.dir_control,
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break
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trash.pos, houses)
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if (event.key == pygame.K_w or event.key == pygame.K_UP):
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if not actions:
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if truck.test_crash(houses):
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print('Path couldn\'t be found')
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break
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truck.move()
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print('↑')
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if truck.pos == trash.pos:
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score += 1
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trash.new_pos(truck.pos, houses)
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break
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elif (event.key == pygame.K_a or event.key == pygame.K_LEFT):
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print('←')
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truck.rotate(-1)
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truck.rotate_image(90)
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break
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elif (event.key == pygame.K_d or event.key == pygame.K_RIGHT):
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print('→')
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truck.rotate(1)
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truck.rotate_image(-90)
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break
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break
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update_images(gameDisplay, truck, trash, houses, score)
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print('##################################################')
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while actions:
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action = actions.pop()
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print(action)
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pygame.event.post(pygame.event.Event(
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pygame.KEYDOWN, {'key': action}))
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game_keys(truck, trash, houses, True)
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update_images(gameDisplay, truck, trash, houses)
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else:
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pygame.event.post(event)
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game_keys(truck, trash, houses)
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update_images(gameDisplay, truck, trash, houses)
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clock.tick(60)
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clock.tick(60)
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16
text.py
16
text.py
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from colors import white
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import pygame
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def text_objects(text, font):
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textSurface = font.render(text, True, white)
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return textSurface, textSurface.get_rect()
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def msg_display(gameDisplay, msg):
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msg_size = 35
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pos = (1100, 16)
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largeText = pygame.font.Font('freesansbold.ttf', msg_size)
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TestSurf, TextRect = text_objects(msg, largeText)
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TextRect.center = (pos)
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gameDisplay.blit(TestSurf, TextRect)
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