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Copy pathpath_finder.py
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315 lines (226 loc) · 6.17 KB
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import pygame
import math
import sys
from queue import PriorityQueue
#Width of window
WIDTH = 800
#Setting display
WIN = pygame.display.set_mode((WIDTH,WIDTH))
#Displays heading
pygame.display.set_caption("A* Path Finding Algorithm")
#Colour description
RED=(255,0,0)
GREEN=(0,255,0)
BLUE=(0,255,0)
YELLOW=(255,255,0)
WHITE=(255,255,255)
BLACK=(0,0,0)
PURPLE=(128,0,128)
ORANGE=(255,165,0)
GREY=(128,128,128)
TURQUOISE=(64,224,208)
class Spot:
def __init__(self,row,col,width,total_rows):
self.row=row
self.col=col
#To determine the position (x,y) in the board
self.x=row*width
self.y=col*width
#initially all boxes are white
self.color=WHITE
self.neighbours=[]
self.width=width
self.total_rows=total_rows
def get_pos(self):
return self.row,self.col
#To check whether a spot is in closed set.
def is_closed(self):
return self.color == RED
def is_open(self):
return self.color==GREEN
def is_barrier(self):
return self.color==BLACK
def is_start(self):
return self.color==ORANGE
def is_end(self):
return self.color==TURQUOISE
def reset(self):
self.color=WHITE
def make_start(self):
self.color=ORANGE
def make_closed(self):
self.color=RED
def make_open(self):
self.color=GREEN
def make_barrier(self):
self.color=BLACK
def make_end(self):
self.color=TURQUOISE
def make_path(self):
self.color=PURPLE
def draw(self,win):
pygame.draw.rect(win,self.color,(self.x,self.y,self.width,self.width))
def update_neighbours(self,grid):
self.neighbours=[]
#going down from current cell
if self.row<self.total_rows-1 and not grid[self.row+1][self.col].is_barrier():
self.neighbours.append(grid[self.row+1][self.col])
#Going up
if self.row>0 and not grid[self.row-1][self.col].is_barrier():
self.neighbours.append(grid[self.row-1][self.col])
#going right
if self.col<self.total_rows-1 and not grid[self.row][self.col+1].is_barrier():
self.neighbours.append(grid[self.row][self.col+1])
#going left
if self.col>0 and not grid[self.row][self.col-1].is_barrier():
self.neighbours.append(grid[self.row][self.col-1])
def __lt__(self,other):
return False;
#heuristics function
def h(p1,p2):
x1,y1=p1
x2,y2=p2
#Calculating Manhattan distance
return abs(x1-x2)+abs(y1-y2)
def reconstruct_path(came_from,current,draw):
while current in came_from:
current = came_from[current]
current.make_path()
draw()
def algorithm(draw,grid,start,end):
#keeping track
count=0
#insert nodes in priority queue according to the algorithm
open_set=PriorityQueue()
#at first 0 in inserted
open_set.put((0,count,start))
#The nodes from where we came from, like B->C , A->B
came_from={}
#making the entire matrix infinity at first
g_score={spot:float("inf") for row in grid for spot in row}
g_score[start]=0
#f score tells how far away end node is
f_score={spot:float("inf") for row in grid for spot in row}
f_score[start]=h(start.get_pos(),end.get_pos())
#check if an item is in the priority queu
open_set_hash={start}
while not open_set.empty():
for event in pygame.event.get():
if event.type==pygame.QUIT:
return pygame.quit()
#we need only node
current=open_set.get()[2]
#remove lowest f-score
open_set_hash.remove(current)
#print the path, as we found the shortest path
if current == end:
reconstruct_path(came_from,end,draw)
end.make_end()
return True
for neighbor in current.neighbours:
temp_g_score=g_score[current]+1
#found a better path to reach neighbour
if temp_g_score<g_score[neighbor]:
came_from[neighbor]=current
g_score[neighbor]=temp_g_score
f_score[neighbor]=temp_g_score+h(neighbor.get_pos(),end.get_pos())
if neighbor not in open_set_hash:
count+=1
open_set.put((f_score[neighbor],count,neighbor))
open_set_hash.add(neighbor)
neighbor.make_open()
draw()
if current!=start:
current.make_closed()
return False
#crrate the grid
def make_grid(rows,width):
grid=[]
#Run two loops and simply append lists
gap=width//rows
for i in range(rows):
grid.append([])
for j in range(rows):
spot=Spot(i,j,gap,rows)
grid[i].append(spot)
return grid
#Create grid lines
def draw_grid(win,rows,width):
gap=width//rows
for i in range(rows):
#draw horizontal lines
pygame.draw.line(win,GREY,(0,i*gap),(width,i*gap))
for j in range(rows):
#draw vertical lines
pygame.draw.line(win,GREY,(j*gap,0),(j*gap,width))
def draw(win,grid,rows,width):
#fill screen
win.fill(WHITE)
#draw all spots
for row in grid:
for spot in row:
spot.draw(win)
draw_grid(win,rows,width)
pygame.display.update()
#translates mouse position to row column
def get_clicked_pos(pos,rows,width):
gap=width//rows
y,x=pos
row=y//gap
col=x//gap
return row,col
def main(win,width):
ROWS=50
grid=make_grid(ROWS,width)
start=None
end=None
run =True
started=False
while run:
draw(win,grid,ROWS,width)
for event in pygame.event.get():
if event.type==pygame.QUIT:
return pygame.quit()
#checks what mouse button we pressed
if pygame.mouse.get_pressed()[0]: #checks if left mouse button
pos=pygame.mouse.get_pos()
#gives the rows and column we clicked on
row,col=get_clicked_pos(pos,ROWS,width)
spot=grid[row][col]
#place the start position
if not start and spot!=end:
start=spot
start.make_start()
#place the end position
elif not end and spot!=start:
end=spot
end.make_end()
#place the barriers
elif spot!=end and spot!=start:
spot.make_barrier()
#right most button
elif pygame.mouse.get_pressed()[2]:
pos=pygame.mouse.get_pos()
#gives the rows and column we clicked on
row,col=get_clicked_pos(pos,ROWS,width)
spot=grid[row][col]
spot.reset()
if spot==start:
start=None
if spot==end:
end=None
if event.type==pygame.KEYDOWN:
if event.key==pygame.K_SPACE and start and end:
for row in grid:
for spot in row:
spot.update_neighbours(grid)
algorithm(lambda: draw(win,grid,ROWS,width),grid,start,end)
if event.key==pygame.K_c:
start=None
end=None
grid=make_grid(ROWS,width)
#sys.exit(0)
pygame.quit()
main(WIN,WIDTH)
#sys.exit(0)
#pygame.display.quit()