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Copy pathastar.py
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322 lines (230 loc) · 7.78 KB
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import pygame
import math
from queue import PriorityQueue
WIDTH = 800
WIN = pygame.display.set_mode((WIDTH, WIDTH))
pygame.display.set_caption("A* Algorithm visualization")
CRIMSON = (220,20,60)
TEAL = (0,128,128)
LIME = (0,255,0)
BLUE = (0,0,255)
BLACK = (0,0,0)
PURPLE = (128,0,128)
CYAN = (0,255,255)
WHITE = (255,255,255)
GREY = (192,192,192)
class Node:
def __init__(self, row, col, width, total_rows):
self.row = row
self.col = col
self.x = width * row # keeping track of coordinate position on the screen, drawing the node.
self.y = width * col # ditto ^
self.colour = WHITE
self.neighbours = []
self.width = width
self.total_rows = total_rows
def get_position(self):
return self.row, self.col
def evaluated(self): # if true, assumes that after visiting a node you mark it CRIMSON
return self.colour == CRIMSON
def optional(self): # if true, assumes that after visiting a node you mark it CRIMSON
return self.colour == TEAL
def is_start(self): # if true, assumes that after visiting a node you mark it CRIMSON
return self.colour == CYAN
def is_end(self): # if true, assumes that after visiting a node you mark it CRIMSON
return self.colour == BLUE
def is_barrier(self):
return self.colour == BLACK
def reset(self):
self.colour = WHITE
def evaluate(self):
self.colour = CRIMSON
def make_optional(self):
self.colour = TEAL
def make_barrier(self):
self.colour = BLACK
def make_start_node(self):
self.colour = CYAN
def make_end_node(self):
self.colour = BLUE
def make_path(self):
self.colour = PURPLE
# Drawing starts at top left of the screen
# Passing width twice because the window is square
def draw(self, win):
pygame.draw.rect(win, self.colour, (self.x, self.y, self.width, self.width))
def update_adjacent_nodes(self, grid):
self.neighbours = []
if self.row < self.total_rows - 1 and not grid[self.row + 1][self.col].is_barrier(): # Can we move down from this node?
self.neighbours.append(grid[self.row + 1][self.col])
if self.row > 0 and not grid[self.row - 1][self.col].is_barrier(): # Can we move up from this node?
self.neighbours.append(grid[self.row - 1][self.col])
if self.col < self.total_rows - 1 and not grid[self.row][self.col + 1].is_barrier(): # # Can we move right from this node?
self.neighbours.append(grid[self.row][self.col + 1])
if self.col > 0 and not grid[self.row][self.col - 1].is_barrier(): # Can we move right from this node?
self.neighbours.append(grid[self.row][self.col - 1])
def __lt__(self, other):
return False
def reconstruct_path(came_from, current, draw):
while current in came_from: # Traverse path backwards
current = came_from[current]
current.make_path()
draw()
# Heuristic function: the Manhattan distance between two nodes.
def manhattan_heur(node1, node2):
x1, y1 = node1
x2, y2 = node2
return abs(x1 - x2) + abs(y1 - y2)
def astar(draw, grid, start, end):
count = 0
open_set = PriorityQueue()
open_set.put((0, count, start))
came_from = {}
g_score = {node: float("inf") for row in grid for node in row}
g_score[start] = 0
f_score = {node: float("inf") for row in grid for node in row}
f_score[start] = manhattan_heur(start.get_position(), end.get_position())
open_set_hash = {start}
while not open_set.empty():
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
current = open_set.get()[2]
open_set_hash.remove(current)
if current == end:
reconstruct_path(came_from, end, draw)
start.make_start_node()
end.make_end_node()
return True
for neighbour in current.neighbours:
temp_g_score = g_score[current] + 1
if temp_g_score < g_score[neighbour]:
came_from[neighbour] = current
g_score[neighbour] = temp_g_score
f_score[neighbour] = temp_g_score + manhattan_heur(neighbour.get_position(), end.get_position())
if neighbour not in open_set_hash:
count += 1
open_set.put((f_score[neighbour], count, neighbour))
open_set_hash.add(neighbour)
neighbour.make_optional()
draw()
if current != start:
current.evaluate()
return False
def dijkstra(draw, grid, start, end):
count = 0
open_set = PriorityQueue()
open_set.put((0, count, start))
came_from = {}
g_score = {node: float("inf") for row in grid for node in row}
g_score[start] = 0
f_score = {node: float("inf") for row in grid for node in row}
f_score[start] = g_score[start]#manhattan_heur(start.get_position(), end.get_position())
open_set_hash = {start}
while not open_set.empty():
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
current = open_set.get()[2]
open_set_hash.remove(current)
if current == end:
reconstruct_path(came_from, end, draw)
start.make_start_node()
end.make_end_node()
return True
for neighbour in current.neighbours:
temp_g_score = g_score[current] + 1
if temp_g_score < g_score[neighbour]:
came_from[neighbour] = current
g_score[neighbour] = temp_g_score
f_score[neighbour] = temp_g_score #temp_g_score + manhattan_heur(neighbour.get_position(), end.get_position())
if neighbour not in open_set_hash:
count += 1
open_set.put((f_score[neighbour], count, neighbour))
open_set_hash.add(neighbour)
neighbour.make_optional()
draw()
if current != start:
current.evaluate()
return False
def initialize_grid(rows, width):
grid = []
gap = width // rows
for i in range(rows):
grid.append([])
for j in range(rows):
node = Node(i, j, gap, rows)
grid[i].append(node)
return grid
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))
# draw
def draw(win, grid, rows, width):
win.fill(WHITE) # At beginning of frame, draw over everything and redraw. Not efficient, improve later.
for row in grid:
for node in row:
node.draw(win)
draw_grid(win, rows, width)
pygame.display.update()
# Capture mouse positions
def get_clicked_pos(position, rows, width):
gap = width // rows
y, x = position
# Determine which node the mouse was on basic on its coordinate by dividing by node width.
row = y // gap
col = x // gap
return row, col
# Main loop
def main(win, width):
ROWS = 50;
grid = initialize_grid(ROWS, width)
start = None
end = None
run = True
while run:
draw(win, grid, ROWS, width)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if pygame.mouse.get_pressed()[0]: # left click
position = pygame.mouse.get_pos()
row, col = get_clicked_pos(position, ROWS, width)
node = grid[row][col]
if not start and node != end: # if start not set, do this firt
start = node
start.make_start_node()
elif not end and node != start:
end = node
end.make_end_node()
elif node != end and node != start:
node.make_barrier()
elif pygame.mouse.get_pressed()[2]: # right click
position = pygame.mouse.get_pos()
row, col = get_clicked_pos(position, ROWS, width)
node = grid[row][col]
node.reset()
if node == start:
start = None
elif node == end:
end = None
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a and start and end:
for row in grid:
for node in row:
node.update_adjacent_nodes(grid)
astar(lambda: draw(win, grid, ROWS, width), grid, start, end)
if event.key == pygame.K_d and start and end:
for row in grid:
for node in row:
node.update_adjacent_nodes(grid)
dijkstra(lambda: draw(win, grid, ROWS, width), grid, start, end)
if event.key == pygame.K_c:
start = None
end = None
grid = initialize_grid(ROWS, width)
pygame.quit()
main(WIN, WIDTH)