|
| 1 | +import pygame |
| 2 | +import math |
| 3 | +from queue import PriorityQueue |
| 4 | + |
| 5 | +width = 650 |
| 6 | +win = pygame.display.set_mode((width, width)) |
| 7 | +pygame.display.set_caption('A* Path Finding Algorithm') |
| 8 | + |
| 9 | +red = (255, 0, 0) |
| 10 | +green = (0, 255, 0) |
| 11 | +blue = (0, 0, 255) |
| 12 | +yellow = (255, 255, 0) |
| 13 | +white = (255, 255, 255) |
| 14 | +black = (0, 0, 0) |
| 15 | +purple = (128, 0, 128) |
| 16 | +orange = (255, 165, 0) |
| 17 | +grey = (128, 128, 128) |
| 18 | +turquoise = (64, 224, 208) |
| 19 | + |
| 20 | +class Node: |
| 21 | + def __init__(self, row, col, width, total_rows): |
| 22 | + self.row = row |
| 23 | + self.col = col |
| 24 | + self.x = row*width |
| 25 | + self.y = col*width |
| 26 | + self.colour = white |
| 27 | + self.neighborgs = [] |
| 28 | + self.width = width |
| 29 | + self.total_rows = total_rows |
| 30 | + |
| 31 | + def pos_get(self): |
| 32 | + return self.row, self.col |
| 33 | + |
| 34 | + def closed(self): |
| 35 | + return self.colour == red |
| 36 | + |
| 37 | + def is_open(self): |
| 38 | + return self.colour == green |
| 39 | + |
| 40 | + def barrier(self): |
| 41 | + return self.colour == black |
| 42 | + |
| 43 | + def start(self): |
| 44 | + return self.colour == orange |
| 45 | + |
| 46 | + def end(self): |
| 47 | + return self.colour == turquoise |
| 48 | + |
| 49 | + def reset(self): |
| 50 | + self.colour = white |
| 51 | + |
| 52 | + def make_start(self): |
| 53 | + self.colour = orange |
| 54 | + |
| 55 | + def make_closed(self): |
| 56 | + self.colour = red |
| 57 | + |
| 58 | + def make_open(self): |
| 59 | + self.colour = green |
| 60 | + |
| 61 | + def make_barrier(self): |
| 62 | + self.colour = black |
| 63 | + |
| 64 | + def make_end(self): |
| 65 | + self.colour = turquoise |
| 66 | + |
| 67 | + def make_path(self): |
| 68 | + self.colour = purple |
| 69 | + |
| 70 | + def draw(self, win): |
| 71 | + pygame.draw.rect(win, self.colour, (self.x, self.y, self.width, self.width)) |
| 72 | + |
| 73 | + def update_neighbours(self, grid): |
| 74 | + self.neighborgs = [] |
| 75 | + if self.row < self.total_rows - 1 and not grid[self.row + 1][self.col].barrier(): |
| 76 | + self.neighborgs.append(grid[self.row + 1][self.col]) |
| 77 | + |
| 78 | + if self.row > 0 and not grid[self.row - 1][self.col].barrier(): |
| 79 | + self.neighborgs.append(grid[self.row - 1][self.col]) |
| 80 | + |
| 81 | + if self.col < self.total_rows - 1 and not grid[self.row][self.col + 1].barrier(): |
| 82 | + self.neighborgs.append(grid[self.row][self.col + 1]) |
| 83 | + |
| 84 | + if self.col > 0 and not grid[self.row][self.col - 1].barrier(): |
| 85 | + self.neighborgs.append(grid[self.row][self.col - 1]) |
| 86 | + |
| 87 | + |
| 88 | + def __lt__(self, other): |
| 89 | + return False |
| 90 | + |
| 91 | +def h(p1, p2): |
| 92 | + x1, y1 = p1 |
| 93 | + x2, y2 = p2 |
| 94 | + return abs(x1-x2) + abs(y1-y2) |
| 95 | + |
| 96 | +def reconstruct_path(came_from, current, draw): |
| 97 | + while current in came_from: |
| 98 | + current = came_from[current] |
| 99 | + current.make_path() |
| 100 | + draw() |
| 101 | + |
| 102 | +def algorithm(draw, grid, start, end): |
| 103 | + count = 0 |
| 104 | + open_set = PriorityQueue() |
| 105 | + open_set.put((0, count, start)) |
| 106 | + came_from = {} |
| 107 | + g_score = {node: float("inf") for row in grid for node in row} |
| 108 | + g_score[start] = 0 |
| 109 | + f_score = {node: float("inf") for row in grid for node in row} |
| 110 | + f_score[start] = h(start.pos_get(), end.pos_get()) |
| 111 | + |
| 112 | + open_set_hash = {start} |
| 113 | + |
| 114 | + while not open_set.empty(): |
| 115 | + for event in pygame.event.get(): |
| 116 | + if event.type == pygame.QUIT: |
| 117 | + pygame.quit() |
| 118 | + |
| 119 | + current = open_set.get()[2] |
| 120 | + open_set_hash.remove(current) |
| 121 | + |
| 122 | + if current == end: |
| 123 | + reconstruct_path(came_from, end, draw) |
| 124 | + end.make_end() |
| 125 | + return True |
| 126 | + |
| 127 | + for neighbor in current.neighborgs: |
| 128 | + temp_g_score = g_score[current] + 1 |
| 129 | + if temp_g_score < g_score[neighbor]: |
| 130 | + came_from[neighbor] = current |
| 131 | + g_score[neighbor] = temp_g_score |
| 132 | + f_score[neighbor] = temp_g_score + h(neighbor.pos_get(), end.pos_get()) |
| 133 | + if neighbor not in open_set_hash: |
| 134 | + count += 1 |
| 135 | + open_set.put((f_score[neighbor], count, neighbor)) |
| 136 | + open_set_hash.add(neighbor) |
| 137 | + neighbor.make_open() |
| 138 | + draw() |
| 139 | + if current != start: |
| 140 | + current.make_closed() |
| 141 | + |
| 142 | + |
| 143 | +def make_grid(rows, width): |
| 144 | + grid = [] |
| 145 | + gap = width // rows |
| 146 | + for i in range(rows): |
| 147 | + grid.append([]) |
| 148 | + for j in range(rows): |
| 149 | + node = Node(i, j, gap, rows) |
| 150 | + grid[i].append(node) |
| 151 | + |
| 152 | + return grid |
| 153 | + |
| 154 | +def draw_grid(win, rows, width): |
| 155 | + gap = width//rows |
| 156 | + for i in range(rows): |
| 157 | + pygame.draw.line(win, grey, (0, i*gap), (width, i*gap)) |
| 158 | + for j in range(rows): |
| 159 | + pygame.draw.line(win, grey, (j*gap, 0), (j*gap, width)) |
| 160 | + |
| 161 | +def draw(win, grid, rows, width): |
| 162 | + win.fill(white) |
| 163 | + |
| 164 | + for row in grid: |
| 165 | + for node in row: |
| 166 | + node.draw(win) |
| 167 | + draw_grid(win, rows, width) |
| 168 | + pygame.display.update() |
| 169 | + |
| 170 | +def get_clicked_pos(pos, rows, width): |
| 171 | + gap = width // rows |
| 172 | + y, x = pos |
| 173 | + row = y // gap |
| 174 | + col = x // gap |
| 175 | + return row, col |
| 176 | + |
| 177 | +def main(win, width): |
| 178 | + ROWS = 50 |
| 179 | + grid = make_grid(ROWS, width) |
| 180 | + |
| 181 | + start = None |
| 182 | + end = None |
| 183 | + |
| 184 | + run = True |
| 185 | + |
| 186 | + while run: |
| 187 | + draw(win, grid, ROWS, width) |
| 188 | + for event in pygame.event.get(): |
| 189 | + if event.type == pygame.QUIT: |
| 190 | + run = False |
| 191 | + |
| 192 | + if pygame.mouse.get_pressed()[0]: |
| 193 | + pos = pygame.mouse.get_pos() |
| 194 | + row, col = get_clicked_pos(pos, ROWS, width) |
| 195 | + node = grid[row][col] |
| 196 | + if not start and node != end: |
| 197 | + start = node |
| 198 | + start.make_start() |
| 199 | + elif not end and node != start: |
| 200 | + end = node |
| 201 | + end.make_end() |
| 202 | + elif node != end and node != start: |
| 203 | + node.make_barrier() |
| 204 | + |
| 205 | + elif pygame.mouse.get_pressed()[2]: |
| 206 | + pos = pygame.mouse.get_pos() |
| 207 | + row, col = get_clicked_pos(pos, ROWS, width) |
| 208 | + node = grid[row][col] |
| 209 | + node.reset() |
| 210 | + if node == start: |
| 211 | + start = None |
| 212 | + elif node == end: |
| 213 | + end = None |
| 214 | + |
| 215 | + if event.type == pygame.KEYDOWN: |
| 216 | + if event.key == pygame.K_SPACE and start and end: |
| 217 | + for row in grid: |
| 218 | + for node in row: |
| 219 | + node.update_neighbours(grid) |
| 220 | + algorithm(lambda: draw(win, grid, ROWS, width), grid, start, end) |
| 221 | + |
| 222 | + if event.key == pygame.K_RETURN: |
| 223 | + start = None |
| 224 | + end = None |
| 225 | + grid = make_grid(ROWS, width) |
| 226 | + |
| 227 | + pygame.quit() |
| 228 | + |
| 229 | +main(win, width) |
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