-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathmyPathfinder.py
More file actions
238 lines (231 loc) · 8.84 KB
/
myPathfinder.py
File metadata and controls
238 lines (231 loc) · 8.84 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
#Credit to Tech with Tim for the implementation idea and the youtube course that teaches a lot.
#Importing Necessary Modules
import pygame
import math
from queue import PriorityQueue
#Setting Screen Size as a 800 x 800 square
WIDTH = 800
WIN = pygame.display.set_mode((WIDTH,WIDTH))
pygame.display.set_caption("Pathfinding Visualizer")
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 =(128,128,128)
ORANGE =(255,160,0)
GREY =(128,127,126)
TURQUOISE =(64,224,208)
#Keep track of color of spots and the space it is in
#Indexing using rows and columns
#y,x instead of x,y
class Spot:
#Gives the properties for a spot
def __init__(self, row, col, width, total_rows):
self.row = row
self.col = col
self.x = row * width
self.y = col * width
self.color = WHITE
self.neighbors = []
self.width = width
self.total_rows = total_rows
#gets Position
def get_pos(self):
return self.row, self.col
#if the path is closed/eliminated then red
def is_closed(self):
return self.color == RED
#open/ongoing path = green
def is_open(self):
return self.color == GREEN
#wall is black
def is_barrier(self):
return self.color == BLACK
#start point
def is_start(self):
return self.color == ORANGE
def is_end(self):
#goal point
return self.color == TURQUOISE
#default color
def reset(self):
self.color = WHITE
#same thing except instead of returning color it Makes the block the color
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
#draws a rectangle. (A spot in window)
def draw(self, win):
pygame.draw.rect(win, self.color, (self.x, self.y, self.width, self.width))
#All spots have a neighbours
def update_neighbors(self,grid):
self.neighbors = []
#Is it below and NOT A barrier
if self.row < self.total_rows - 1 and not grid[self.row + 1][self.col].is_barrier():
self.neighbors.append(grid[self.row + 1][self.col])
#Is it above and NOT a barrier
if self.row > 0 and not grid[self.row - 1][self.col].is_barrier():
self.neighbors.append(grid[self.row - 1][self.col])
#Is it to ethe right and NOT a barrier
if self.col < self.total_rows - 1 and not grid[self.row][self.col + 1].is_barrier(): # RIGHT
self.neighbors.append(grid[self.row][self.col + 1])
#Is it to the left and not a barrier
if self.col > 0 and not grid[self.row][self.col - 1].is_barrier():
self.neighbors.append(grid[self.row][self.col - 1])
#If we compare two spot objects. The other spot is less than the current spot
def __lt__(self,other):
return False
#the H function, using Manhattan/L Distance How far two points are
def h(p1,p2):
x1,y1 = p1 #point 1
x2,y2 = p2 #point 2
return abs(x1 - x2) + abs(y1 - y2) #returns absolute distance
#Returns the grid.
#Will draw the optimal path from base to optimal path found
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):
count = 0
open_set = PriorityQueue()
open_set.put((0,count,start)) #same as Append. We add the start node to our queue
#tracks where we came from
came_from = {}
#Orignal g and f scores are assumed to be infinity
g_score = {spot:float("inf") for row in grid for spot in row}
g_score[start] = 0
f_score = {spot: float("inf") for row in grid for spot in row}
#f score at start node. (So that when we reach end node we DONT assume its best path)
f_score[start] = h(start.get_pos(),end.get_pos())
#HASHU MAPU
#Keeps track of the items in the Priority Queue HASHUUUU MAPUUUUU
open_set_hash = {start}
#Runs till open set is empty
while not open_set.empty():
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit() #a way to exit loop just in case
current = open_set.get()[2] #indexing at 2. (Open stores f,count,node. We want node only)
open_set_hash.remove(current)
if current == end:
#we are at the end
reconstruct_path(came_from, end, draw)
end.make_end()
return True
#Our G score is +1 for every neighbor we traverse
for neighbor in current.neighbors:
#Our G score is +1 for every neighbor we traverse
temp_g_score = g_score[current] + 1 #we assume all the weighted distance is one.
#if we find a better method update and store it. (If lesser g)
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:
#if it is not under consideration
#consider this new guy
count += 1
open_set.put((f_score[neighbor], count, neighbor))
open_set_hash.add(neighbor)
neighbor.make_open()#it is in the closed set. (already considered set)
draw()
if current != start:
#if we are not the start node and we looked at it. Then itsn going to be added into closed set.
current.make_closed()
#we did not find a path
return False
#makes a grid
def make_grid(rows, width):
grid = []
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
#Drawing Grid Lines
def draw_grid(win, rows, width):
gap = width // rows
for i in range(rows):
pygame.draw.line(win, GREY, (0, i * gap), (width, i * gap))
for j in range(rows):
pygame.draw.line(win, GREY, (j * gap, 0), (j * gap, width))
def draw(win,grid,rows,width):
#Fills the screen in one color in one frame with just one new thing
win.fill(WHITE)
for row in grid:
for spot in row:
spot.draw(win)
draw_grid(win,rows,width)
pygame.display.update()
#It will draw whatever we want to draw onto the screen and will reset every frame
def get_clicked_pos(pos,rows,width):
gap = width//rows
y,x = pos
row = y//gap
col = x//gap
return row,col #Where we are and what we have clicked on
def main(win, width):
ROWS = 50 # 50 rows
grid = make_grid(ROWS, width) #makes a grid
#does not start yet
start = None
end = None
started = False
run = True
#while game is running
while run:
#draw the grid
draw(win, grid, ROWS, width)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
#if left mouse then start first, then end, then barriers
if pygame.mouse.get_pressed()[0]:
pos = pygame.mouse.get_pos()
row, col = get_clicked_pos(pos, ROWS, width)
spot = grid[row][col]
if not start and spot != end:
start = spot
start.make_start()
elif not end and spot != start:
end = spot
end.make_end()
elif spot != end and spot != start:
spot.make_barrier()
#removes if right mouse click.(2 is right mouse)
elif pygame.mouse.get_pressed()[2]:
pos = pygame.mouse.get_pos()
row, col = get_clicked_pos(pos, ROWS, width)
spot = grid[row][col]
spot.reset()
if spot == start:
start = None
elif spot == end:
end = None
if event.type == pygame.KEYDOWN: #if key is down
if event.key == pygame.K_SPACE and start and end:
for row in grid:
for spot in row:
#everytime we press the activation key (and we have not started yet), neighbors are updated
spot.update_neighbors(grid)
#Lambda is an anonymous function
algorithm(lambda: draw(win,grid,ROWS,width),grid,start,end)
#Simply it just equals any function. the draw function IS the arguement.
#The lambda is the algorithm
#main function duh
main(WIN, WIDTH)