[integrate_a_star_and_movement] little fixes
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5
main.py
5
main.py
@ -127,8 +127,9 @@ class Game():
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clicked_coords = [math.floor(pos[0] / TILESIZE) - offset_x, math.floor(pos[1] / TILESIZE) - offset_y]
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actions = a_star.search_path(math.floor(self.player.pos[0] / TILESIZE), math.floor(self.player.pos[1] / TILESIZE), self.player.rotation(), clicked_coords[0], clicked_coords[1], self.mapArray)
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print(actions)
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t = aiPlayer.aiPlayer(self.player, game=self)
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t.startAiController(actions)
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if (actions != None):
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t = aiPlayer.aiPlayer(self.player, game=self)
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t.startAiController(actions)
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def show_start_screen(self):
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pass
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18
map/map.py
18
map/map.py
@ -4,17 +4,17 @@ import pygame as pg
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from settings import *
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def get_tiles():
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# array = map_utils.generate_map()
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array = map_utils.get_blank_map_array()
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array = map_utils.generate_map()
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# array = map_utils.get_blank_map_array()
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array[1][1] = 1
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array[1][2] = 1
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array[1][3] = 1
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array[1][4] = 1
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array[1][5] = 1
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array[1][6] = 1
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# array[1][1] = 1
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# array[1][2] = 1
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# array[1][3] = 1
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# array[1][4] = 1
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# array[1][5] = 1
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# array[1][6] = 1
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array[2][5] = 1
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# array[2][5] = 1
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pattern = map_pattern.get_pattern()
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tiles = map_utils.get_sprites(array, pattern)
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@ -26,7 +26,7 @@ class Node:
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def f_cost(self):
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return self.g_cost + self.h_cost
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def get_neighbours(node: Node, searched_list: list[Node], array: list[list[int]]) -> list[Node]:
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def get_neighbours(node: 'Node', searched_list: list['Node'], array: list[list[int]]) -> list['Node']:
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neighbours = []
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for offset_x in range (-1, 2):
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for offset_y in range (-1, 2):
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@ -35,7 +35,7 @@ def get_neighbours(node: Node, searched_list: list[Node], array: list[list[int]]
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x = node.x + offset_x
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y = node.y + offset_y
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# prevent out of map coords
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if (x >= 0 and x <= MAP_WIDTH and y >= 0 and y <= MAP_HEIGHT):
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if (x >= 0 and x < MAP_WIDTH and y >= 0 and y < MAP_HEIGHT):
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if(array[y][x] == ROAD_TILE and (x, y) not in searched_list):
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neighbour = Node(x, y, Rotation.NONE)
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neighbour.rotation = get_needed_rotation(node, neighbour)
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@ -27,8 +27,8 @@ PLAYER_WIDTH = 64
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PLAYER_HEIGHT = 32
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#map settings
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MAP_WIDTH = 20
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MAP_HEIGHT = 20
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MAP_WIDTH = 16
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MAP_HEIGHT = 12
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TILE_SIZE_PX = 64
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MAP_WIDTH_PX = MAP_WIDTH * TILE_SIZE_PX
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