prawie bfs

This commit is contained in:
Michal Zmudzinski 2021-04-27 19:22:49 +02:00
parent 6c4176ab7f
commit f79a2d91d9
19 changed files with 174 additions and 64 deletions

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75
main/src/bfs.py Normal file
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@ -0,0 +1,75 @@
import pygame as pg
import sys
from os import path
from collections import deque
from time import sleep
def bfs():
class Map:
def __init__(self, x, y, state):
self.x = x
self.y = y
self.pos = [self.x, self.y]
self.nodes = []
self.prev = None
self.wall = False if state not in ('b', 'w') else True
self.visited = False
def add_nodes(self, arr):
if self.x < len(map_raw)-1:
self.nodes.append(arr[self.x+1][self.y])
if self.x > 0:
self.nodes.append(arr[self.x-1][self.y])
if self.y < len(map_raw[0])-1:
self.nodes.append(arr[self.x][self.y+1])
if self.y > 0:
self.nodes.append(arr[self.x][self.y-1])
def __str__(self):
return f'{self.x}, {self.y}'
game_path = path.join(path.dirname(__file__), 'map.txt')
map_raw = [line.strip() for line in open(game_path, 'rt')]
map_arr = []
queue = deque()
bfs_path = []
truck = [0, 0]
trash = [0, 0]
for x in range(len(map_raw)):
temp = []
for y in range(len(map_raw[0])):
temp.append(Map(x, y, map_raw[x][y]))
if map_raw[x][y] == 'P':
truck = temp[-1]
if map_raw[x][y] == 't':
trash = temp[-1]
map_arr.append(temp)
for x in range(len(map_raw)):
for y in range(len(map_raw[0])):
map_arr[x][y].add_nodes(map_arr)
queue.append(truck)
while True:
if len(queue) > 0:
cur_node = queue.popleft()
cur_node.visited = True
if cur_node == trash:
temp = cur_node
while temp.prev:
bfs_path.append(temp.prev)
temp = temp.prev
break
else:
for node in cur_node.nodes:
if not node.visited and not node.wall:
node.visited = True
node.prev = cur_node
queue.append(node)
return [node.pos for node in bfs_path[:-1]]

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@ -6,6 +6,7 @@ from truck1 import *
from walls import *
from settings import *
class Game:
def __init__(self):
pg.init()
@ -20,7 +21,8 @@ class Game:
self.map_data = []
with open(path.join(game_folder, 'map.txt'), 'rt') as f:
for line in f:
self.map_data.append(line)
self.map_data.append(line.strip())
print(line.strip())
def new(self):
self.all_sprites = pg.sprite.Group()
@ -75,10 +77,10 @@ class Game:
def show_go_screen(self):
pass
g = Game()
g.show_start_screen()
while True:
g.new()
g.run()
g.show_go_screen()

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@ -1,18 +1,18 @@
bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
bbbbb bbb bbb bb bb b bb
b t w b
b w w b
b w b
b w t w b
b wwwwww wwwww bbb
bbb w w w w b
b w t w b
b wwwww wwwwwww t bb
b w w b
b wwwww wwwwwww bb
b wwwwww w w b
b t w w www wwww bbbb
b w w www wwww bbbb
b w w w b
b wwwww www www w b
b w P ww w b
b t b
b w ww w b
b P b
b w www w www w ww b
b w wwww bb
b bbbb b b bb t b
b bbbb b b bb b
bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb

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@ -1,6 +1,8 @@
import random
import pygame as pg
from settings import *
from settings import TILESIZE
class Trash(pg.sprite.Sprite):
def __init__(self, game, x, y):
image = pg.image.load("img\\trash.png")
@ -19,7 +21,8 @@ class Trash(pg.sprite.Sprite):
self.randomize_position()
def randomize_position(self):
self.position = (random.randint(0, 32-1)*40, random.randint(0, 18-1)*40)
self.position = (random.randint(0, 32-1)*40,
random.randint(0, 18-1)*40)
def collected(self):
hits = pg.sprite.spritecollide(self, self.game.player, False)

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@ -1,36 +1,44 @@
import pygame as pg
from settings import *
from settings import TILESIZE, TRUCK_SPEED
from bfs import bfs
from time import sleep
class garbageTruck(pg.sprite.Sprite):
def __init__(self, game, x, y):
image = pg.image.load("img\\truck.png")
self.og_image = pg.image.load("img\\truck.png")
self.groups = game.all_sprites, game.player
pg.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.image = pg.Surface((TILESIZE, TILESIZE))
self.image.blit(image,(0,0))
self.image.blit(self.og_image, (0, 0))
self.rect = self.image.get_rect()
self.vx, self.vy = 0, 0
self.vx = 0
self.vy = 0
self.x = x * TILESIZE
self.y = y * TILESIZE
self.capacity = 0
self.max_capacity = 3000
self.position=[((self.x),(self.y))]
self.direction=0
self.position = [self.x, self.y]
self.directions = [-1, 1, 1, -1] # góra prawo dół lewo
self.d = 1
self.turned = False
self.bfs_path = bfs()
def get_position(self):
return self.position[0]
return [self.x, self.y]
def turn(self):
if self.direction==0:
self.direction=1
else:
self.direction=0
def turn(self, d):
self.og_image = pg.transform.rotate(
self.og_image, 90*d*-1)
self.image.blit(self.og_image, (0, 0))
self.d = (self.d+d) % 4
def move(self, r):
if self.direction==0:
self.vx=(TRUCK_SPEED*r)
def move(self):
if self.d in [1, 3]:
self.vx = (TRUCK_SPEED*self.directions[self.d])
else:
self.vy=(TRUCK_SPEED*r)
self.vy = (TRUCK_SPEED*self.directions[self.d])
def throw(self):
self.capacity = 0
@ -38,25 +46,18 @@ class garbageTruck(pg.sprite.Sprite):
def get_keys(self):
self.vx, self.vy = 0, 0
keys = pg.key.get_pressed()
if keys[pg.K_LEFT] or keys[pg.K_a]:
if self.direction == 0:
self.move(-1)
else: self.turn()
if keys[pg.K_RIGHT] or keys[pg.K_d]:
if self.direction == 0:
self.move(1)
else: self.turn()
if not self.turned and (keys[pg.K_LEFT] or keys[pg.K_a]):
self.turn(-1)
self.turned = True
if not self.turned and (keys[pg.K_RIGHT] or keys[pg.K_d]):
self.turn(1)
self.turned = True
if not (keys[pg.K_RIGHT] or keys[pg.K_d] or keys[pg.K_LEFT] or keys[pg.K_a]) and self.turned:
self.turned = False
if keys[pg.K_UP] or keys[pg.K_w]:
if self.direction == 1:
self.move(-1)
else: self.turn()
if keys[pg.K_DOWN] or keys[pg.K_s]:
if self.direction == 1:
self.move(1)
else: self.turn()
if self.vx != 0 and self.vy != 0:
self.vx *= 1
self.vy *= 1
self.move()
if keys[pg.K_g] and len(self.bfs_path) != 0:
self.navigate_bfs()
def collide_with_walls(self, dir):
if dir == 'x':
@ -98,6 +99,33 @@ class garbageTruck(pg.sprite.Sprite):
self.vy = 0
self.rect.y = self.y
def auto_drive(self, direction):
while self.d != direction:
self.turn(1)
if direction in [1, 3]:
self.x += self.directions[self.d] * TILESIZE
else:
self.y += self.directions[self.d] * TILESIZE
def navigate_bfs(self):
print(self.bfs_path)
dest = self.bfs_path.pop()
dest[0], dest[1] = dest[1]*TILESIZE, dest[0]*TILESIZE
pos = [int(i) for i in self.get_position()]
print(pos[0] - dest[0], pos[1] - dest[1])
if pos[0] - dest[0] < 0:
self.auto_drive(1)
elif pos[0] - dest[0] > 0:
self.auto_drive(3)
if pos[1] - dest[1] < 0:
self.auto_drive(2)
elif pos[1] - dest[1] > 0:
self.auto_drive(0)
def update(self):
self.get_keys()
self.x += self.vx * self.game.dt

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@ -1,5 +1,6 @@
import pygame as pg
from settings import *
from settings import TILESIZE
class Wall(pg.sprite.Sprite):
def __init__(self, game, x, y):
@ -15,6 +16,7 @@ class Wall(pg.sprite.Sprite):
self.rect.x = x * TILESIZE
self.rect.y = y * TILESIZE
class Wall1(pg.sprite.Sprite):
def __init__(self, game, x, y):
image = pg.image.load("img\\house.png")