added neighbours list for bfs and fields to search #14
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
51
bfs.py
Normal file
51
bfs.py
Normal file
@ -0,0 +1,51 @@
|
||||
import settings
|
||||
import math
|
||||
|
||||
|
||||
def generate_neighbours_list():
|
||||
width = settings.Field.horizontal_count()
|
||||
height = settings.Field.vertical_count()
|
||||
keys = [width for width in range(height * width)]
|
||||
neighbours_list = {key: [] for key in keys}
|
||||
for i in range(height):
|
||||
for j in range(width):
|
||||
point = i * width + j
|
||||
# point_row = math.floor(point/width)
|
||||
# point_column = point % width
|
||||
point_left = i * width + j - 1
|
||||
point_left_column = point_left - width * i
|
||||
point_right = i * width + j + 1
|
||||
point_right_column = point_right % width
|
||||
point_up = (i - 1) * width + j
|
||||
point_up_row = math.floor(point_up / width)
|
||||
point_down = (i + 1) * width + j
|
||||
point_down_row = math.floor(point_down / width)
|
||||
if point_left_column >= 0:
|
||||
neighbours_list[point].append(point_left)
|
||||
if point_right_column > 0:
|
||||
neighbours_list[point].append(point_right)
|
||||
if point_up_row >= 0:
|
||||
neighbours_list[point].append(point_up)
|
||||
if point_down_row < height:
|
||||
neighbours_list[point].append(point_down)
|
||||
return neighbours_list
|
||||
|
||||
|
||||
def generate_fields_lists(fields):
|
||||
width = settings.Field.horizontal_count()
|
||||
height = settings.Field.vertical_count()
|
||||
fields_to_visit = []
|
||||
for i in range(height):
|
||||
for j in range(width):
|
||||
point = i * width + j
|
||||
if fields[j][i] == 'dirt':
|
||||
fields_to_visit.append(point)
|
||||
return fields_to_visit
|
||||
|
||||
|
||||
def generate_all(fields):
|
||||
neighbours_list = generate_neighbours_list()
|
||||
fields_to_visit = generate_fields_lists(fields)
|
||||
print(neighbours_list)
|
||||
print(fields_to_visit)
|
||||
|
17
main.py
17
main.py
@ -1,6 +1,6 @@
|
||||
import pygame
|
||||
import random
|
||||
|
||||
import bfs
|
||||
import field
|
||||
import settings
|
||||
import common
|
||||
@ -21,21 +21,25 @@ def randomize_map():
|
||||
fields_array = []
|
||||
for i in possibleFields:
|
||||
fields_array.append(possibleFields[i].tile.object)
|
||||
|
||||
field_array_big = []
|
||||
field_array_small = []
|
||||
field_array_big_2 = []
|
||||
field_array_small_2 = []
|
||||
for i in range(settings.Field.horizontal_count()):
|
||||
for j in range(settings.Field.vertical_count()):
|
||||
field_array_small.append(random.choice(fields_array))
|
||||
k = random.choice(list(possibleFields.keys()))
|
||||
field_array_small.append(possibleFields[k].tile.object)
|
||||
field_array_small_2.append(k)
|
||||
field_array_big.append(field_array_small)
|
||||
field_array_big_2.append(field_array_small_2)
|
||||
field_array_small = []
|
||||
return field_array_big
|
||||
field_array_small_2 = []
|
||||
return field_array_big, field_array_big_2
|
||||
|
||||
|
||||
def read_img(agent, fields):
|
||||
window = common.get('window')
|
||||
current_field = fields[agent.x()][agent.y()]
|
||||
|
||||
if current_field == possibleFields['grass'].tile.object:
|
||||
window.blit(possibleFields['grass'].block.object, (0, 0))
|
||||
elif current_field == possibleFields['dirt'].tile.object:
|
||||
@ -80,7 +84,8 @@ def main():
|
||||
|
||||
pygame.display.set_caption(settings.Pygame.display_name())
|
||||
|
||||
fields = randomize_map()
|
||||
fields, fields_2 = randomize_map()
|
||||
bfs.generate_all(fields_2)
|
||||
|
||||
while common.get('game_running'):
|
||||
pygame.time.Clock().tick(settings.Pygame.fps())
|
||||
|
Loading…
Reference in New Issue
Block a user