404 lines
12 KiB
Python
404 lines
12 KiB
Python
import os
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import random
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import time
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from tkinter import *
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from bin.Classess.Field import Field
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from bin.Classess.Mine import Mine
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from bin.Classess.Player import Player
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import bin.Classess.Node as nd
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from resources.Globals import *
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# WINDOW_X = 533 + 1200
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# WINDOW_Y = 950
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# FRAME_WIDTH = 533
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# FRAME_HEIGHT = 533
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#
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# # Size of small image
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# IMAGE_SIZE = 50
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#
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# AMOUNT_OF_MINES = 10
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#
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# DELAY_TIME = 0.5
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# Creating objects
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player = Player()
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field = Field()
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fringe = []
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explored = []
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action_list = []
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def Arrow(direction):
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image = ""
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if direction == "north":
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image = player.arrow_north_image
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elif direction == "south":
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image = player.arrow_south_image
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elif direction == "west":
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image = player.arrow_west_image
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elif direction == "east":
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image = player.arrow_east_image
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field.small_field_canvas.itemconfig(player.image_canvas_id, image=image)
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# Putting images
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def Fill(bool):
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if bool:
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field.PuttingSmallImages()
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# Drawing red/green rectangles
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for el in field.state_of_cell_array:
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if el[0] != 0:
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field.small_field_canvas.create_rectangle(el[0], el[1], el[0] + player.step - 2,
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el[1] + player.step - 2, width=3, outline=el[2])
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DrawingLargeImage()
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def DrawingLargeImage():
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large_img_name = field.large_image_array[player.current_array_y][player.current_array_x]
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field.PuttingLargeImage(large_img_name)
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def NextDirection(action):
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# Define next direction
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current_direction = player.direction
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t = -1
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for i in range(4):
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if player.directions[i] == current_direction:
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t = i
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break
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# Write next direction to Player
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if action == "Right":
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player.direction = player.directions[(t + 1) % 4]
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elif action == "Left":
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player.direction = player.directions[(t - 1) % 4]
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return player.direction
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def MovingForward():
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if player.direction == "east" and field.small_field_canvas.coords(player.image_canvas_id)[0] + player.step < FRAME_WIDTH:
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field.small_field_canvas.move(player.image_canvas_id, player.step, 0)
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elif player.direction == "west" and field.small_field_canvas.coords(player.image_canvas_id)[0] > player.x_start:
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field.small_field_canvas.move(player.image_canvas_id, -player.step, 0)
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elif player.direction == "north" and field.small_field_canvas.coords(player.image_canvas_id)[1] > player.y_start:
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field.small_field_canvas.move(player.image_canvas_id, 0, -player.step)
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elif player.direction == "south" and field.small_field_canvas.coords(player.image_canvas_id)[1] + player.step < FRAME_HEIGHT:
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field.small_field_canvas.move(player.image_canvas_id, 0, player.step)
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def Moving(action):
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# Moving
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if action == "Right":
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# player.MovingRight()
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field.Moving()
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Fill(False)
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next_direction = NextDirection(action)
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Arrow(next_direction)
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elif action == "Left":
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# player.MovingLeft()
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field.Moving()
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Fill(False)
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next_direction = NextDirection(action)
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Arrow(next_direction)
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elif action == "Up":
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player.Moving()
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field.Moving()
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Fill(False)
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MovingForward()
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Arrow(player.direction)
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def ImagesInArray(directory, array):
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# Filling array from directory
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row = column = 0
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for file in os.listdir(directory):
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image_name = file
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image_path = f"{directory}/{image_name}"
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if directory == "../files/large_images":
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image = PhotoImage(master=field.large_image_canvas, file=image_path)
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else:
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image = PhotoImage(master=field.small_field_canvas, file=image_path)
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is_done = False
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while not is_done:
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if array[row][column] == 0:
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array[row][column] = image
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is_done = True
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else:
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column += 1
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if column == 10:
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column = 0
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row += 1
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column += 1
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if column == 10:
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column = 0
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row += 1
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def CellDesignation(array, color):
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for element in array:
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if element[0] == 0:
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element[0] = player.current_x
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element[1] = player.current_y
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element[2] = color
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break
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def Action(action):
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if action in ["Right", "Left", "Up", "space"]:
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Moving(action)
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elif action in ["1", "2"]:
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if action == "1":
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CellDesignation(field.state_of_cell_array, "red")
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else:
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CellDesignation(field.state_of_cell_array, "green")
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# Modified by Artem to search in the status area
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def create_action_list(states, index):
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global fringe
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global action_list
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if index == 0:
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action_list.reverse()
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return True
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action_list.append(fringe[index].action)
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state_parent = [fringe[index].parent.coord, fringe[index].parent.direction]
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create_action_list(states, states.index(state_parent))
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def MouseClickEvent(event):
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global fringe
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global explored
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global action_list
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start_position = field.small_field_canvas.coords(player.image_canvas_id)
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end_position = []
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# print("Pierwsza pozycja: {} {}".format(start_position[0], start_position[1]))
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for i in range(0, len(field.canvas_small_images)):
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img_coords = field.small_field_canvas.coords(field.canvas_small_images[i])
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if (img_coords[0] <= event.x and event.x <= img_coords[0] + IMAGE_SIZE) and (img_coords[1] <= event.y and event.y <= img_coords[1] + IMAGE_SIZE):
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end_position = img_coords
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# if len(end_position) == 2:
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# print("Koncowa pozycja: {} {}".format(end_position[0], end_position[1]))
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node = nd.Node()
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if len(fringe) == 0:
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node.state.coord = start_position
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node.state.direction = "east"
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else:
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states = []
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for k in range(0, len(fringe)):
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new_state = fringe[k].state.coord
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states.append(new_state)
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index = states.index(start_position)
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start_node = fringe[index]
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node.state.coord = start_node.state.coord
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node.state.direction = start_node.state.direction
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fringe.clear()
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explored.clear()
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action_list.clear()
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fringe = nd.graph_search(fringe, explored, node.state, end_position)
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states = []
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for i in range(0, len(fringe)):
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new_state = [fringe[i].state.coord, fringe[i].state.direction]
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states.append(new_state)
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if end_position[0] == fringe[i].state.coord[0] and end_position[1] == fringe[i].state.coord[1]:
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fringe = fringe[:i + 1]
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break
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create_action_list(states, -1)
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# for i in range(0, len(fringe)):
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# print('Node{} = State: {} {}, Parent: {} {}, Action: {}'.format(i + 1, fringe[i].state.coord, fringe[i].state.direction, fringe[i].parent.coord, fringe[i].parent.direction, fringe[i].action))
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print(action_list)
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# Start moving
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AutoMove()
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def PutMines(mines_array):
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counter = 0
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while counter < AMOUNT_OF_MINES:
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x = random.randint(0, 9)
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y = random.randint(0, 9)
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is_equal = False
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for mine in mines_array:
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if mine.array_x == x and mine.array_y == y:
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is_equal = True
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if not is_equal:
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mine = Mine(x, y)
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mines_array.append(mine)
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field.field_state_array[x][y] = True
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counter += 1
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def MinesInArrays(mines_array, directory, imgs_array):
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counter = 0
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temp_array = []
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if directory == "../../files/small_mines_images":
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for file in os.listdir(directory):
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if counter < AMOUNT_OF_MINES:
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image_name = file
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image_path = f"{directory}/{image_name}"
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image = PhotoImage(master=field.small_field_canvas, file=image_path)
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temp_array.append(image)
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counter += 1
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for i in range(AMOUNT_OF_MINES):
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mines_array[i].small_img = temp_array[i]
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# Add images in image array
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imgs_array[mines_array[i].array_x][mines_array[i].array_y] = temp_array[i]
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elif directory == "../../files/large_mines_images":
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for file in os.listdir(directory):
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if counter < AMOUNT_OF_MINES:
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image_name = file
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image_path = f"{directory}/{image_name}"
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image = PhotoImage(master=field.large_image_canvas, file=image_path)
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temp_array.append(image)
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counter += 1
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for i in range(AMOUNT_OF_MINES):
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mines_array[i].large_img = temp_array[i]
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# Add images in image array
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imgs_array[mines_array[i].array_x][mines_array[i].array_y] = temp_array[i]
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def AutoMove():
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for action in action_list:
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# Program wait for better illustration
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time.sleep(DELAY_TIME)
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# Move once
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Action(action)
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# Update main window
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field.win.update()
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# Draws rectangles that indicate type of cells
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def DrawRectangle():
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x = 4
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y = 4
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color = None
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# Chose color for rectangle
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for i in range(len(field.cell_expense)):
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if field.cell_expense[i] == 10:
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color = "None"
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elif field.cell_expense[i] == 20:
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color = "yellow"
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elif field.cell_expense[i] == 30:
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color = "dodger blue"
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elif field.cell_expense[i] == 40:
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color = "green4"
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if color != "None":
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field.small_field_canvas.create_rectangle(x, y, x + IMAGE_SIZE + 2, y + IMAGE_SIZE + 2, width=2, outline=color)
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x += player.step
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if i > 0 and i % 10 == 0:
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x = 4
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y += player.step
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def AddCostCellsToArray(amount, cost):
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counter = 0
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while counter < amount:
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r = random.randint(0, 99)
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if field.cell_expense[r] == 0:
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field.cell_expense[r] = cost
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counter += 1
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def CostingOfCells():
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AddCostCellsToArray(amount_of_sand_cells, sand_cell_cost)
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AddCostCellsToArray(amount_of_water_cells, water_cell_cost)
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AddCostCellsToArray(amount_of_swamp_cells, swamp_cell_cost)
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AddCostCellsToArray(field.rows * field.columns - (amount_of_sand_cells + amount_of_water_cells + amount_of_swamp_cells), standard_cell_cost)
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# Draw rectangles
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DrawRectangle()
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def main():
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# Creating the main window of an application
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win_size = f'{WINDOW_X}x{WINDOW_Y}'
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field.win.title("Sapper")
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field.win.configure(bg='gray')
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field.win.geometry(win_size)
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# Create array with mines objects
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mines_array = []
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# Put mines on coordinates
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PutMines(mines_array)
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MinesInArrays(mines_array, "../../files/small_mines_images", field.small_image_array)
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MinesInArrays(mines_array, "../../files/large_mines_images", field.large_image_array)
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# Filling image arrays
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small_directory = "../../files/small_images"
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ImagesInArray(small_directory, field.small_image_array)
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large_directory = "../../files/large_images"
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ImagesInArray(large_directory, field.large_image_array)
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CostingOfCells()
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# Add arrow image to Player class
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images = []
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for file in os.listdir("../../files/arrow"):
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path = f"../../files/arrow/{file}"
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img = PhotoImage(master=field.small_field_canvas, file=path)
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images.append(img)
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player.arrow_east_image = images[0]
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player.arrow_north_image = images[1]
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player.arrow_south_image = images[2]
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player.arrow_west_image = images[3]
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# Filling window with images
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Fill(True)
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# Drawing arrow (player)
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image = player.arrow_east_image
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player.image_canvas_id = field.small_field_canvas.create_image(player.current_x, player.current_y, anchor=NW,
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image=image)
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# Arrow(player.direction)
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# Rectangle(True, "None")
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# Rectangle()
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# Binding keyboard press to function
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# field.win.bind("<Key>", Action)
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field.small_field_canvas.bind("<Button-1>", MouseClickEvent)
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# Starting mainloop for window
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field.win.mainloop()
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if __name__ == '__main__':
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main()
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