Merge pull request 'bfsAlgorithm' (#14) from bfsAlgorithm into master

Reviewed-on: #14
This commit is contained in:
Bartosz Wieczorek 2022-04-08 11:00:34 +02:00
commit e55ae78366
12 changed files with 150 additions and 34 deletions

3
.idea/.gitignore vendored Normal file
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@ -0,0 +1,3 @@
# Default ignored files
/shelf/
/workspace.xml

8
.idea/WALL-E.iml Normal file
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@ -0,0 +1,8 @@
<?xml version="1.0" encoding="UTF-8"?>
<module type="PYTHON_MODULE" version="4">
<component name="NewModuleRootManager">
<content url="file://$MODULE_DIR$" />
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>

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@ -0,0 +1,6 @@
<component name="InspectionProjectProfileManager">
<settings>
<option name="USE_PROJECT_PROFILE" value="false" />
<version value="1.0" />
</settings>
</component>

4
.idea/misc.xml Normal file
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@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.8" project-jdk-type="Python SDK" />
</project>

8
.idea/modules.xml Normal file
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@ -0,0 +1,8 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/WALL-E.iml" filepath="$PROJECT_DIR$/.idea/WALL-E.iml" />
</modules>
</component>
</project>

6
.idea/vcs.xml Normal file
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@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="$PROJECT_DIR$" vcs="Git" />
</component>
</project>

50
SearchBfs.py Normal file
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class BreadthSearchAlgorithm:
def __init__(self, start, target):
self.graph = self.getData()
self.start = start
self.target = target
def bfs(self):
print("It's showtime")
can_go = [[self.start, 0]]
visited = []
visitedPrint = []
if self.start == self.target:
print("Start = Target")
return -1
while can_go != []:
node = can_go.pop(0)
if node[0] not in visited:
visited.append(node[0])
visitedPrint.append(node)
if node[0] == self.target:
print('final')
print(visitedPrint)
return visited
neighbours = self.graph.get(node[0], [])
for neighbour in neighbours:
can_go.append([neighbour, node[0]])
# print(visited)
return -1
def getData(self):
with open("data.txt", "r") as f:
matrix = [
[int(x) for x in line.split(",") if x != "\n"] for line in f.readlines()
]
adj = {}
for yi, yvalue in enumerate(matrix):
for xi, xvalue in enumerate(matrix):
if xi - 1 >= 0 and matrix[yi][xi - 1] == 0:
adj[(xi, yi)] = adj.get((xi, yi), []) + [(xi - 1, yi)]
if xi + 1 < len(matrix[yi]) and matrix[yi][xi + 1] == 0:
adj[(xi, yi)] = adj.get((xi, yi), []) + [(xi + 1, yi)]
if yi - 1 >= 0 and matrix[yi - 1][xi] == 0:
adj[(xi, yi)] = adj.get((xi, yi), []) + [(xi, yi - 1)]
if yi + 1 < len(matrix) and matrix[yi + 1][xi] == 0:
adj[(xi, yi)] = adj.get((xi, yi), []) + [(xi, yi + 1)]
return adj

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@ -1,30 +1,43 @@
import pygame.image
class trashmaster(pygame.sprite.Sprite):
def __init__(self,x,y,img):
def __init__(self, x, y, img):
super().__init__()
self.width=x
self.height=y
self.width = x
self.height = y
self.x = 0
self.y = 0
self.image = pygame.image.load(img)
self.image = pygame.transform.scale(self.image, (self.width,self.height))
self.image = pygame.transform.scale(self.image, (self.width, self.height))
self.rect = self.image.get_rect()
def movement(self, key, vel):
if key == pygame.K_LEFT:
self.x -= vel
if key == pygame.K_RIGHT:
self.x += vel
if key == pygame.K_UP:
self.y -= vel
if key == pygame.K_DOWN:
self.y += vel
return (self.x, self.y)
return (self.x, self.y)
def move_up(self):
self.y -= 64
def move_down(self):
self.y += 64
def move_right(self):
self.x += 64
def move_left(self):
self.x -= 64

6
data.txt Normal file
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@ -0,0 +1,6 @@
0,0,0,0,0,0
0,1,1,0,0,0
0,1,0,0,0,0
0,1,0,0,0,0
0,1,0,0,0,0
0,1,0,0,0,0

40
main.py
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@ -2,22 +2,26 @@ from calendar import c
import pygame as pg
import sys
from os import path
import SearchBfs
from map import *
# from agent import trashmaster
# from house import House
from sprites import *
from settings import *
from SearchBfs import *
import math
class Game():
def __init__(self):
pg.init()
self.screen = pg.display.set_mode((WIDTH, HEIGHT))
pg.display.set_caption("Trashmaster")
self.clock = pg.time.Clock()
self.load_data()
def load_data(self):
game_folder = path.dirname(__file__)
img_folder = path.join(game_folder, 'resources/textures')
@ -26,8 +30,8 @@ class Game():
self.map_img = self.map.make_map()
self.map_rect = self.map_img.get_rect()
self.player_img = pg.image.load(path.join(img_folder,PLAYER_IMG)).convert_alpha()
self.player_img = pg.transform.scale(self.player_img, (PLAYER_WIDTH,PLAYER_HEIGHT) )
self.player_img = pg.image.load(path.join(img_folder, PLAYER_IMG)).convert_alpha()
self.player_img = pg.transform.scale(self.player_img, (PLAYER_WIDTH, PLAYER_HEIGHT))
self.wall_img = pg.image.load(path.join(img_folder, WALL_IMG)).convert_alpha()
self.wall_img = pg.transform.scale(self.wall_img, (TILESIZE, TILESIZE))
@ -46,8 +50,8 @@ class Game():
# self.screen.blit(self.map_img, (0,0))
self.camera = Camera(self.map.width, self.map.height)
self.draw_debug = False
#self.screen.blit(self.map_img, self.camera.apply_rect(self.map_rect))
# self.screen.blit(self.map_img, self.camera.apply_rect(self.map_rect))
def run(self):
# game loop - set self.playing = False to end the game
@ -57,7 +61,7 @@ class Game():
self.events()
self.update()
self.draw()
def quit(self):
pg.quit()
sys.exit()
@ -67,14 +71,13 @@ class Game():
self.all_sprites.update()
self.camera.update(self.player)
# pygame.display.update()
def draw_grid(self):
for x in range(0, WIDTH, TILESIZE):
pg.draw.line(self.screen, LIGHTGREY, (x, 0), (x, HEIGHT))
for y in range(0, HEIGHT, TILESIZE):
pg.draw.line(self.screen, LIGHTGREY, (0, y), (WIDTH, y))
# def draw(self, drawable_object, pos):
# # pos => (x, y)
# # drawable object must have .image field inside class
@ -83,7 +86,7 @@ class Game():
def draw(self):
pg.display.set_caption("{:.2f}".format(self.clock.get_fps()))
self.screen.blit(self.map_img, self.camera.apply_rect(self.map_rect))
for sprite in self.all_sprites:
self.screen.blit(sprite.image, self.camera.apply(sprite))
if self.draw_debug:
@ -91,7 +94,7 @@ class Game():
if self.draw_debug:
for wall in self.walls:
pg.draw.rect(self.screen, CYAN, self.camera.apply_rect(wall.rect), 1)
pg.display.flip()
def events(self):
@ -117,11 +120,12 @@ class Game():
# def reloadMap(self):
# #self.screen.fill(pygame.Color(self.BACKGROUND_COLOR))
# self.screen.blit(self.map_img, (0,0))
# def main():
# game = WalleGame()
# game.update_window()
# smieciara_object = trashmaster(16,16,"./resources/textures/garbagetruck/trashmaster_blu.png")
# game.draw_object(smieciara_object, (100, 100))
@ -132,7 +136,7 @@ class Game():
# game.update_window()
# running = True
# while running:
# for event in pygame.event.get():
# if event.type == pygame.QUIT:
@ -140,19 +144,21 @@ class Game():
# if event.type == pygame.KEYDOWN:
# game.reloadMap()
# game.draw_object(smieciara_object, smieciara_object.movement(event.key, 16))
# game.update_window()
# pygame.quit()
# if __name__ == '__main__':
# main()
start_node = (0, 0)
target_node = (2, 2)
find_path = BreadthSearchAlgorithm(start_node, target_node)
# create the game object
g = Game()
g.show_start_screen()
while True:
g.new()
path_found = find_path.bfs()
g.run()
g.show_go_screen()

10
mapa.py
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@ -2,7 +2,6 @@ import pygame as pg
import pytmx
# config
# TILE_SIZE = 16
@ -16,15 +15,14 @@ import pytmx
# return surface
class TiledMap:
#loading file
# loading file
def __init__(self, filename):
tm = pytmx.load_pygame(filename, pixelalpha=True)
self.width = tm.width * tm.tilewidth
self.height = tm.height * tm.tileheight
self.tmxdata = tm
#rendering map
# rendering map
def render(self, surface):
ti = self.tmxdata.get_tile_image_by_gid
for layer in self.tmxdata.visible_layers:
@ -33,8 +31,8 @@ class TiledMap:
tile = ti(gid)
if tile:
surface.blit(tile, (x * self.tmxdata.tilewidth, y * self.tmxdata.tilewidth))
def make_map(self):
temp_surface = pg.Surface((self.width, self.height))
self.render(temp_surface)
return temp_surface
return temp_surface

8
ok Normal file
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* bfsAlgorithm
master
remotes/origin/HEAD -> origin/master
remotes/origin/Mapa
remotes/origin/agent_movement
remotes/origin/bfsAlgorithm
remotes/origin/mapa2
remotes/origin/master