├── .gitignore
├── LICENSE
├── README.md
├── gifs
├── alternate-prim-generation.gif
├── astar-on-mud.gif
├── astar-on-prim.gif
├── dfs-on-prim.gif
├── dijkstra-on-mud.gif
├── dijkstra-on-prim.gif
├── path-updating.gif
├── prim-generation.gif
├── recursive-division-generation.gif
├── terrain-generation.gif
└── visualise-false.gif
├── grid.py
├── priority_queue.py
└── requirements.txt
/.gitignore:
--------------------------------------------------------------------------------
1 | # Byte-compiled / optimized / DLL files
2 | __pycache__/
3 | *.py[cod]
4 | *$py.class
5 |
6 | # C extensions
7 | *.so
8 |
9 | # Distribution / packaging
10 | .Python
11 | build/
12 | develop-eggs/
13 | dist/
14 | downloads/
15 | eggs/
16 | .eggs/
17 | lib/
18 | lib64/
19 | parts/
20 | sdist/
21 | var/
22 | wheels/
23 | pip-wheel-metadata/
24 | share/python-wheels/
25 | *.egg-info/
26 | .installed.cfg
27 | *.egg
28 | MANIFEST
29 |
30 | # PyInstaller
31 | # Usually these files are written by a python script from a template
32 | # before PyInstaller builds the exe, so as to inject date/other infos into it.
33 | *.manifest
34 | *.spec
35 |
36 | # Installer logs
37 | pip-log.txt
38 | pip-delete-this-directory.txt
39 |
40 | # Unit test / coverage reports
41 | htmlcov/
42 | .tox/
43 | .nox/
44 | .coverage
45 | .coverage.*
46 | .cache
47 | nosetests.xml
48 | coverage.xml
49 | *.cover
50 | *.py,cover
51 | .hypothesis/
52 | .pytest_cache/
53 |
54 | # Translations
55 | *.mo
56 | *.pot
57 |
58 | # Django stuff:
59 | *.log
60 | local_settings.py
61 | db.sqlite3
62 | db.sqlite3-journal
63 |
64 | # Flask stuff:
65 | instance/
66 | .webassets-cache
67 |
68 | # Scrapy stuff:
69 | .scrapy
70 |
71 | # Sphinx documentation
72 | docs/_build/
73 |
74 | # PyBuilder
75 | target/
76 |
77 | # Jupyter Notebook
78 | .ipynb_checkpoints
79 |
80 | # IPython
81 | profile_default/
82 | ipython_config.py
83 |
84 | # pyenv
85 | .python-version
86 |
87 | # pipenv
88 | # According to pypa/pipenv#598, it is recommended to include Pipfile.lock in version control.
89 | # However, in case of collaboration, if having platform-specific dependencies or dependencies
90 | # having no cross-platform support, pipenv may install dependencies that don't work, or not
91 | # install all needed dependencies.
92 | #Pipfile.lock
93 |
94 | # PEP 582; used by e.g. github.com/David-OConnor/pyflow
95 | __pypackages__/
96 |
97 | # Celery stuff
98 | celerybeat-schedule
99 | celerybeat.pid
100 |
101 | # SageMath parsed files
102 | *.sage.py
103 |
104 | # Environments
105 | .env
106 | .venv
107 | env/
108 | venv/
109 | ENV/
110 | env.bak/
111 | venv.bak/
112 |
113 | # Spyder project settings
114 | .spyderproject
115 | .spyproject
116 |
117 | # Rope project settings
118 | .ropeproject
119 |
120 | # mkdocs documentation
121 | /site
122 |
123 | # mypy
124 | .mypy_cache/
125 | .dmypy.json
126 | dmypy.json
127 |
128 | # Pyre type checker
129 | .pyre/
130 |
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674 | .
675 |
--------------------------------------------------------------------------------
/README.md:
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1 | # Pygame Pathfinder
2 |
3 | Visualise maze generation and pathfinding algorithms with Pygame.
4 |
5 | ## Installation
6 |
7 | Clone this repo and cd into it:
8 |
9 | ```bash
10 | git clone https://github.com/ChrisKneller/pygame-pathfinder.git
11 | cd pygame-pathfinder
12 | ```
13 |
14 | Create and activate your virtual environment:
15 |
16 | * MacOS/Linux:
17 | ```bash
18 | virtualenv --no-site-packages env
19 | source env/bin/activate
20 | ```
21 |
22 | * Windows:
23 | ```bash
24 | virtualenv env
25 | .\env\Scripts\activate
26 | ```
27 |
28 | Install the required packages:
29 |
30 | ```bash
31 | pip install -r requirements.txt
32 | ```
33 |
34 | ## Usage
35 |
36 | ```bash
37 | python grid.py
38 | ```
39 |
40 | ### Buttons
41 |
42 | Maze/terrain generation buttons are on the right.
43 |
44 | #### Maze/terrain generation examples:
45 |
46 | 
47 | 
48 | 
49 | 
50 |
51 | Pathfinding buttons are on the left.
52 |
53 | #### Pathfinding examples:
54 |
55 | ##### Dijkstra's algorithm (equivalent to BFS in this case)
56 |
57 | 
58 |
59 | ##### Depth first search (DFS)
60 |
61 | 
62 |
63 | ##### A* algorithm
64 |
65 | 
66 |
67 | The visualise button is a toggle.
68 |
69 | 
70 |
71 | ### Grid interaction
72 |
73 | Left click to create a wall or move the start and end points.
74 |
75 | Hold left CTRL and left click to create a sticky mud patch (which reduces movement speed to 1/3).
76 |
77 | The point of these mud patches is to showcase Dijkstra's algorithm (first) and A* (second) by adjusting the "distances" between the nodes:
78 |
79 | 
80 | 
81 |
82 | After a pathfinding algorithm has been run you can drag the start/end points around and see the visualisation update instantly for the new path using the algorithm that was last run.
83 |
84 | 
85 |
86 | ## Contributing
87 | Pull requests are welcome. For major changes, please open an issue first to discuss what you would like to change.
88 |
89 | ## License
90 | [GPL-3.0](https://github.com/ChrisKneller/pygame-pathfinder/blob/master/LICENSE)
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/grid.py:
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1 | import pygame
2 | import time
3 | from priority_queue import PrioritySet, PriorityQueue, AStarQueue
4 | from math import inf
5 | import random
6 | from collections import deque
7 |
8 | # Define some colors
9 | BLACK = (0, 0, 0)
10 | WHITE = (255, 255, 255)
11 | GREEN = (0, 255, 0)
12 | RED = (255, 0, 0)
13 | BLUE = (0, 0, 255)
14 | LIGHT_BLUE = (0, 111, 255)
15 | ORANGE = (255, 128, 0)
16 | PURPLE = (128, 0, 255)
17 | YELLOW = (255, 255, 0)
18 | GREY = (143, 143, 143)
19 | BROWN = (186, 127, 50)
20 | DARK_GREEN = (0, 128, 0)
21 | DARKER_GREEN = (0, 50, 0)
22 | DARK_BLUE = (0, 0, 128)
23 |
24 | # For creating Buttons
25 | class Button():
26 | def __init__(self, color, x, y, width, height, text=''):
27 | self.color = color
28 | self.x = int(x)
29 | self.y = int(y)
30 | self.width = int(width)
31 | self.height = int(height)
32 | self.text = text
33 |
34 | def draw(self,win,outline=None):
35 | # Call this method to draw the Button on the screen
36 | if outline:
37 | pygame.draw.rect(win, outline, (self.x,self.y,self.width,self.height),0)
38 |
39 | pygame.draw.rect(win, self.color, (self.x+1,self.y+1,self.width-1,self.height-1),0)
40 |
41 | if self.text != '':
42 | font = pygame.font.SysFont('arial', 12)
43 | text = font.render(self.text, 1, (0,0,0))
44 | win.blit(text, (self.x + int(self.width/2 - text.get_width()/2), self.y + int(self.height/2 - text.get_height()/2)))
45 |
46 | def isOver(self, pos):
47 | # Pos is the mouse position or a tuple of (x,y) coordinates
48 | if pos[0] > self.x and pos[0] < self.x + self.width:
49 | if pos[1] > self.y and pos[1] < self.y + self.height:
50 | return True
51 |
52 | return False
53 |
54 | # Make it easier to add different node types
55 | class Node():
56 |
57 | nodetypes = ['blank', 'start', 'end', 'wall', 'mud', 'dormant']
58 |
59 | colors = { 'regular': {'blank': WHITE, 'start': RED, 'end': LIGHT_BLUE, 'wall': BLACK, 'mud': BROWN, 'dormant': GREY},
60 | 'visited': {'blank': GREEN, 'start': RED, 'end': LIGHT_BLUE, 'wall': BLACK, 'mud': DARK_GREEN, 'dormant': GREY},
61 | 'path': {'blank': BLUE, 'start': RED, 'end': LIGHT_BLUE, 'wall': BLACK, 'mud': DARK_BLUE, 'dormant': GREY}
62 | }
63 |
64 | distance_modifiers = {'blank': 1, 'start': 1, 'end': 1, 'wall': inf, 'mud': 3, 'dormant': inf}
65 |
66 | def __init__(self, nodetype, text='', colors=colors, dmf=distance_modifiers):
67 | self.nodetype = nodetype
68 | self.rcolor = colors['regular'][self.nodetype]
69 | self.vcolor = colors['visited'][self.nodetype]
70 | self.pcolor = colors['path'][self.nodetype]
71 | self.is_visited = True if nodetype == 'start' else True if nodetype == 'end' else False
72 | self.is_path = True if nodetype == 'start' else True if nodetype == 'end' else False
73 | self.distance_modifier = dmf[self.nodetype]
74 | self.color = self.pcolor if self.is_path else self.vcolor if self.is_visited else self.rcolor
75 |
76 | def update(self, nodetype=False, is_visited='unchanged', is_path='unchanged', colors=colors, dmf=distance_modifiers, nodetypes=nodetypes):
77 | if nodetype:
78 | assert nodetype in nodetypes, f"nodetype must be one of: {nodetypes}"
79 | if (self.nodetype == ('start' or 'end')) and (nodetype == ('wall' or 'mud')):
80 | pass
81 | else:
82 | self.nodetype = nodetype
83 |
84 | if is_visited != 'unchanged':
85 | assert type(is_visited) == bool, "'is_visited' must be boolean: True or False"
86 | self.is_visited = is_visited
87 |
88 | if is_path != 'unchanged':
89 | assert type(is_path) == bool, "'is_path' must be boolean: True or False"
90 | self.is_path = is_path
91 |
92 | self.rcolor = colors['regular'][self.nodetype]
93 | self.vcolor = colors['visited'][self.nodetype]
94 | self.pcolor = colors['path'][self.nodetype]
95 | self.distance_modifier = dmf[self.nodetype]
96 | self.color = self.pcolor if self.is_path else self.vcolor if self.is_visited else self.rcolor
97 |
98 | # This sets the WIDTH and HEIGHT of each grid location
99 | WIDTH = 7
100 | HEIGHT = WIDTH # so they are squares
101 | BUTTON_HEIGHT = 50
102 |
103 | # This sets the margin between each cell
104 | MARGIN = 0
105 |
106 | # Create a 2 dimensional array (a list of lists)
107 | grid = []
108 | ROWS = 95
109 | # Iterate through every row and column, adding blank nodes
110 | for row in range(ROWS):
111 | grid.append([])
112 | for column in range(ROWS):
113 | grid[row].append(Node('blank'))
114 |
115 | # Set start and end points for the pathfinder
116 | START_POINT = (random.randrange(2,ROWS-1,2)-1,random.randrange(2,ROWS-1,2)-1)
117 | END_POINT = (random.randrange(2,ROWS-1,2),random.randrange(2,ROWS-1,2))
118 |
119 | grid[START_POINT[0]][START_POINT[1]].update(nodetype='start')
120 | grid[END_POINT[0]][END_POINT[1]].update(nodetype='end')
121 |
122 | DIAGONALS = False
123 | VISUALISE = True
124 |
125 | # Used for handling click & drag
126 | mouse_drag = False
127 | drag_start_point = False
128 | drag_end_point = False
129 |
130 | # Used for deciding what to do in different situations
131 | path_found = False
132 | algorithm_run = False
133 |
134 | pygame.init()
135 |
136 | # Set default font for nodes
137 | FONT = pygame.font.SysFont('arial', 6)
138 |
139 | # Set the width and height of the screen [width, height]
140 | SCREEN_WIDTH = ROWS * (WIDTH + MARGIN) + MARGIN * 2
141 | SCREEN_HEIGHT = SCREEN_WIDTH + BUTTON_HEIGHT * 3
142 | WINDOW_SIZE = (SCREEN_WIDTH, SCREEN_HEIGHT)
143 | screen = pygame.display.set_mode(WINDOW_SIZE)
144 |
145 | # Make some Buttons
146 | dijkstraButton = Button(GREY, 0, SCREEN_WIDTH, SCREEN_WIDTH/3, BUTTON_HEIGHT, "Dijkstra (=BFS when constant distances)")
147 | dfsButton = Button(GREY, 0, SCREEN_WIDTH + BUTTON_HEIGHT, SCREEN_WIDTH/6, BUTTON_HEIGHT, "DFS")
148 | bfsButton = Button(GREY, 0 + SCREEN_WIDTH/6 + 1, SCREEN_WIDTH + BUTTON_HEIGHT, SCREEN_WIDTH/6, BUTTON_HEIGHT, "BFS")
149 | astarButton = Button(GREY, 0, SCREEN_WIDTH + BUTTON_HEIGHT*2, SCREEN_WIDTH/3, BUTTON_HEIGHT, "A*")
150 | resetButton = Button(GREY, SCREEN_WIDTH/3, SCREEN_WIDTH, SCREEN_WIDTH/3, BUTTON_HEIGHT*2, "Reset")
151 | mazeButton = Button(GREY, (SCREEN_WIDTH/3)*2, SCREEN_WIDTH, SCREEN_WIDTH/6, BUTTON_HEIGHT, "Maze (Prim)")
152 | altPrimButton = Button(GREY, (SCREEN_WIDTH/6)*5, SCREEN_WIDTH, SCREEN_WIDTH/6, BUTTON_HEIGHT, "Maze (Alt Prim)")
153 | recursiveMazeButton = Button(GREY, (SCREEN_WIDTH/3)*2, SCREEN_WIDTH + BUTTON_HEIGHT, SCREEN_WIDTH/3, BUTTON_HEIGHT, "Maze (recursive div)")
154 | terrainButton = Button(GREY, (SCREEN_WIDTH/3)*2, SCREEN_WIDTH + BUTTON_HEIGHT*2, SCREEN_WIDTH/3, BUTTON_HEIGHT, "Random Terrain")
155 | visToggleButton = Button(GREY, SCREEN_WIDTH/3, SCREEN_WIDTH + BUTTON_HEIGHT*2, SCREEN_WIDTH/3, BUTTON_HEIGHT, f"Visualise: {str(VISUALISE)}")
156 |
157 | pygame.display.set_caption("Pathfinder")
158 |
159 | # Loop until the user clicks the close Button.
160 | done = False
161 |
162 | # Used to manage how fast the screen updates
163 | clock = pygame.time.Clock()
164 |
165 | # -------- Main Program Loop -----------
166 | while not done:
167 | # --- Main event loop
168 | for event in pygame.event.get():
169 | if event.type == pygame.QUIT:
170 | done = True
171 |
172 | elif event.type == pygame.MOUSEBUTTONDOWN:
173 | pos = pygame.mouse.get_pos()
174 |
175 | # Find out which keys have been pressed
176 | pressed = pygame.key.get_pressed()
177 |
178 | # If click is inside grid
179 | if pos[1] <= SCREEN_WIDTH-1:
180 |
181 | # Change the x/y screen coordinates to grid coordinates
182 | column = pos[0] // (WIDTH + MARGIN)
183 | row = pos[1] // (HEIGHT + MARGIN)
184 |
185 | if (row,column) == START_POINT:
186 | drag_start_point = True
187 | elif (row,column) == END_POINT:
188 | drag_end_point = True
189 | else:
190 | cell_updated = grid[row][column]
191 | if pressed[pygame.K_LCTRL]:
192 | update_cell_to = 'mud'
193 | else:
194 | update_cell_to = 'wall'
195 | cell_updated.update(nodetype=update_cell_to)
196 | mouse_drag = True
197 | if algorithm_run and cell_updated.is_path == True:
198 | path_found = update_path()
199 |
200 | # Note to reader:
201 | # After having to create so many if statements for the different buttons
202 | # I have realised that a better way to handle this may be to create an
203 | # onClick method inside the button class, where treatment can be defined
204 | # when defining the button
205 | # TODO: try this out
206 |
207 | # When the Dijkstra Button is clicked
208 | elif dijkstraButton.isOver(pos):
209 | clear_visited()
210 | update_gui(draw_background=False, draw_buttons=False)
211 | if VISUALISE:
212 | pygame.display.flip()
213 | path_found = dijkstra(grid, START_POINT, END_POINT)
214 | grid[START_POINT[0]][START_POINT[1]].update(nodetype='start')
215 | algorithm_run = 'dijkstra'
216 |
217 | # When the DFS Button is clicked
218 | elif dfsButton.isOver(pos):
219 | clear_visited()
220 | update_gui(draw_background=False, draw_buttons=False)
221 | if VISUALISE:
222 | pygame.display.flip()
223 | path_found = xfs(grid, START_POINT, END_POINT, x='d')
224 | grid[START_POINT[0]][START_POINT[1]].update(nodetype='start')
225 | algorithm_run = 'dfs'
226 |
227 | # When the DFS Button is clicked
228 | elif bfsButton.isOver(pos):
229 | clear_visited()
230 | update_gui(draw_background=False, draw_buttons=False)
231 | if VISUALISE:
232 | pygame.display.flip()
233 | path_found = xfs(grid, START_POINT, END_POINT, x='b')
234 | grid[START_POINT[0]][START_POINT[1]].update(nodetype='start')
235 | algorithm_run = 'bfs'
236 |
237 | # When the A* Button is clicked
238 | elif astarButton.isOver(pos):
239 | clear_visited()
240 | update_gui(draw_background=False, draw_buttons=False)
241 | if VISUALISE:
242 | pygame.display.flip()
243 | path_found = dijkstra(grid, START_POINT, END_POINT, astar=True)
244 | grid[START_POINT[0]][START_POINT[1]].update(nodetype='start')
245 | algorithm_run = 'astar'
246 |
247 | # When the Reset Button is clicked
248 | elif resetButton.isOver(pos):
249 | path_found = False
250 | algorithm_run = False
251 | for row in range(ROWS):
252 | for column in range(ROWS):
253 | if (row,column) != START_POINT and (row,column) != END_POINT:
254 | grid[row][column].update(nodetype='blank', is_visited=False, is_path=False)
255 |
256 | # When the Prim Button is clicked
257 | elif mazeButton.isOver(pos):
258 | path_found = False
259 | algorithm_run = False
260 | for row in range(ROWS):
261 | for column in range(ROWS):
262 | if (row,column) != START_POINT and (row,column) != END_POINT:
263 | grid[row][column].update(nodetype='blank', is_visited=False, is_path=False)
264 | grid = better_prim()
265 |
266 | # When the Better Prim is clicked
267 | elif altPrimButton.isOver(pos):
268 | path_found = False
269 | algorithm_run = False
270 | for row in range(ROWS):
271 | for column in range(ROWS):
272 | if (row,column) != START_POINT and (row,column) != END_POINT:
273 | grid[row][column].update(nodetype='blank', is_visited=False, is_path=False)
274 | grid = prim()
275 |
276 | # When the Random Maze (recursive division) Button is clicked
277 | elif recursiveMazeButton.isOver(pos):
278 | path_found = False
279 | algorithm_run = False
280 | for row in range(ROWS):
281 | for column in range(ROWS):
282 | if (row,column) != START_POINT and (row,column) != END_POINT:
283 | grid[row][column].update(nodetype='blank', is_visited=False, is_path=False)
284 | draw_square(row,column)
285 | if VISUALISE:
286 | pygame.display.flip()
287 | recursive_division()
288 |
289 | # When the Random Terrain Button is clicked
290 | elif terrainButton.isOver(pos):
291 | path_found = False
292 | algorithm_run = False
293 | for row in range(ROWS):
294 | for column in range(ROWS):
295 | if (row,column) != START_POINT and (row,column) != END_POINT:
296 | grid[row][column].update(nodetype='blank', is_visited=False, is_path=False)
297 | update_gui(draw_background=False, draw_buttons=False)
298 | random_terrain()
299 |
300 | # When the Visualisation Toggle Button is clicked
301 | elif visToggleButton.isOver(pos):
302 | if VISUALISE:
303 | VISUALISE = False
304 | else:
305 | VISUALISE = True
306 |
307 |
308 | elif event.type == pygame.MOUSEBUTTONUP:
309 | # Turn off all mouse drags if mouse Button released
310 | mouse_drag = drag_end_point = drag_start_point = False
311 |
312 | elif event.type == pygame.MOUSEMOTION:
313 |
314 | # Boolean values saying whether left, middle and right mouse buttons are currently pressed
315 | left, middle, right = pygame.mouse.get_pressed()
316 |
317 | # Sometimes we get stuck in this loop if the mousebutton is released while not in the pygame screen
318 | # This acts to break out of that loop
319 | if not left:
320 | mouse_drag = drag_end_point = drag_start_point = False
321 | continue
322 |
323 | # User moves the mouse. Get the position
324 | pos = pygame.mouse.get_pos()
325 |
326 | # Change the x/y screen coordinates to grid coordinates
327 | column = pos[0] // (WIDTH + MARGIN)
328 | row = pos[1] // (HEIGHT + MARGIN)
329 |
330 | # Turn mouse_drag off if mouse goes outside of grid
331 | if pos[1] >= SCREEN_WIDTH-2 or pos[1] <= 2 or pos[0] >= SCREEN_WIDTH-2 or pos[0] <= 2:
332 | mouse_drag = False
333 | continue
334 |
335 | cell_updated = grid[row][column]
336 |
337 | # Add walls or sticky mud patches
338 | if mouse_drag == True:
339 | if (row,column) == START_POINT:
340 | pass
341 | elif (row,column) == END_POINT:
342 | pass
343 | else:
344 | if pressed[pygame.K_LCTRL]:
345 | update_cell_to = 'mud'
346 | else:
347 | update_cell_to = 'wall'
348 | cell_updated.update(nodetype=update_cell_to)
349 |
350 | mouse_drag = True
351 |
352 | if algorithm_run:
353 | if cell_updated.is_path == True:
354 | path_found = update_path()
355 |
356 | # Move the start point
357 | elif drag_start_point == True:
358 | if grid[row][column].nodetype == "blank":
359 | grid[START_POINT[0]][START_POINT[1]].update(nodetype='blank', is_path=False, is_visited=False)
360 | START_POINT = (row,column)
361 | grid[START_POINT[0]][START_POINT[1]].update(nodetype='start')
362 | # If we have already run the algorithm, update it as the point is moved
363 | if algorithm_run:
364 | path_found = update_path()
365 | grid[START_POINT[0]][START_POINT[1]].update(nodetype='start')
366 |
367 | # Move the end point
368 | elif drag_end_point == True:
369 | if grid[row][column].nodetype == "blank":
370 | grid[END_POINT[0]][END_POINT[1]].update(nodetype='blank', is_path=False, is_visited=False)
371 | END_POINT = (row,column)
372 | grid[END_POINT[0]][END_POINT[1]].update(nodetype='end')
373 | # If we have already run the algorithm, update it as the point is moved
374 | if algorithm_run:
375 | path_found = update_path()
376 | grid[START_POINT[0]][START_POINT[1]].update(nodetype='start')
377 |
378 | pygame.display.flip()
379 |
380 |
381 |
382 | # Game logic
383 |
384 | ### UTILITY FUNCTIONS ###
385 |
386 | # Clear board, keeping excluded nodes
387 | def clear_visited():
388 | excluded_nodetypes = ['start', 'end', 'wall', 'mud']
389 | for row in range(ROWS):
390 | for column in range(ROWS):
391 | if grid[row][column].nodetype not in excluded_nodetypes:
392 | grid[row][column].update(nodetype="blank", is_visited=False, is_path=False)
393 | else:
394 | grid[row][column].update(is_visited=False, is_path=False)
395 | update_gui(draw_background=False, draw_buttons=False)
396 |
397 | def update_path(algorithm_run=algorithm_run):
398 |
399 | clear_visited()
400 |
401 | valid_algorithms = ['dijkstra', 'astar', 'dfs', 'bfs']
402 |
403 | assert algorithm_run in valid_algorithms, f"last algorithm used ({algorithm_run}) is not in valid algorithms: {valid_algorithms}"
404 |
405 | if algorithm_run == 'dijkstra':
406 | path_found = dijkstra(grid, START_POINT, END_POINT, visualise=False)
407 | elif algorithm_run == 'astar':
408 | path_found = dijkstra(grid, START_POINT, END_POINT, visualise=False, astar=True)
409 | elif algorithm_run == 'dfs':
410 | path_found = xfs(grid, START_POINT, END_POINT, x='d', visualise=False)
411 | elif algorithm_run == 'bfs':
412 | path_found = xfs(grid, START_POINT, END_POINT, x='b', visualise=False)
413 | else:
414 | path_found = False
415 | return path_found
416 |
417 | def random_terrain(mazearray=grid, num_patches=False, visualise=VISUALISE):
418 | if not num_patches:
419 | num_patches = random.randrange(int(ROWS/10),int(ROWS/4))
420 |
421 | terrain_nodes = set([])
422 |
423 | if VISUALISE:
424 | pygame.display.flip()
425 |
426 | # For each patch we are creating we start with a centre node and branch outwards
427 | # getting neighbours of neighbours etc. for each node that we consider, there is
428 | # a variable probability of it becoming a patch of mud
429 | # As we branch outwards that probability decreases
430 | for patch in range(num_patches+1):
431 | neighbour_cycles = 0
432 | centre_point = (random.randrange(1,ROWS-1),random.randrange(1,ROWS-1))
433 | patch_type = 'mud'
434 | terrain_nodes.add(centre_point)
435 |
436 | while len(terrain_nodes) > 0:
437 | node = terrain_nodes.pop()
438 |
439 | if grid[node[0]][node[1]].nodetype != 'start' and grid[node[0]][node[1]].nodetype != 'end':
440 | grid[node[0]][node[1]].update(nodetype=patch_type)
441 | draw_square(node[0],node[1])
442 |
443 | if visualise:
444 | update_square(node[0],node[1])
445 | time.sleep(0.000001)
446 |
447 | neighbour_cycles += 1
448 |
449 | for node, ntype in get_neighbours(node):
450 |
451 | if grid[node[0]][node[1]].nodetype == 'mud':
452 | continue
453 | threshold = 700-(neighbour_cycles*10)
454 |
455 | if random.randrange(1,101) <= threshold:
456 | terrain_nodes.add(node)
457 |
458 | # Function for moving an item between two dicts
459 | def dict_move(from_dict, to_dict, item):
460 | to_dict[item] = from_dict[item]
461 | from_dict.pop(item)
462 | return from_dict, to_dict
463 |
464 | # + represents non-diagonal neighbours, x diagonal neighbours
465 | def get_neighbours(node, max_width=ROWS-1, diagonals=DIAGONALS):
466 | if not diagonals:
467 | neighbours = (
468 | ((min(max_width,node[0]+1),node[1]),"+"),
469 | ((max(0,node[0]-1),node[1]),"+"),
470 | ((node[0],min(max_width,node[1]+1)),"+"),
471 | ((node[0],max(0,node[1]-1)),"+")
472 | )
473 | else:
474 | neighbours = (
475 | ((min(max_width,node[0]+1),node[1]),"+"),
476 | ((max(0,node[0]-1),node[1]),"+"),
477 | ((node[0],min(max_width,node[1]+1)),"+"),
478 | ((node[0],max(0,node[1]-1)),"+"),
479 | ((min(max_width,node[0]+1),min(max_width,node[1]+1)),"x"),
480 | ((min(max_width,node[0]+1),max(0,node[1]-1)),"x"),
481 | ((max(0,node[0]-1),min(max_width,node[1]+1)),"x"),
482 | ((max(0,node[0]-1),max(0,node[1]-1)),"x")
483 | )
484 |
485 | # return neighbours
486 | return (neighbour for neighbour in neighbours if neighbour[0] != node)
487 |
488 | # For Pygame: this draws a square in the given location (for when properties updated)
489 | def draw_square(row,column,grid=grid):
490 | pygame.draw.rect(
491 | screen,
492 | grid[row][column].color,
493 | [
494 | (MARGIN + HEIGHT) * column + MARGIN,
495 | (MARGIN + HEIGHT) * row + MARGIN,
496 | WIDTH,
497 | HEIGHT
498 | ]
499 | )
500 | pygame.event.pump()
501 |
502 | # For Pygame: this updates the screen for the given square
503 | # (as opposed to pygame.display.flip() which updates the entire screen)
504 | def update_square(row,column):
505 | pygame.display.update(
506 | (MARGIN + WIDTH) * column + MARGIN,
507 | (MARGIN + HEIGHT) * row + MARGIN,
508 | WIDTH,
509 | HEIGHT
510 | )
511 | pygame.event.pump()
512 |
513 | ### MAZE CREATION ALGORITHMS ###
514 |
515 | # randomized Prim's algorithm for creating random mazes
516 | def prim(mazearray=False, start_point=False, visualise=VISUALISE):
517 |
518 | # If a maze isn't input, we just create a grid full of walls
519 | if not mazearray:
520 | mazearray = []
521 | for row in range(ROWS):
522 | mazearray.append([])
523 | for column in range(ROWS):
524 | mazearray[row].append(Node('wall'))
525 | if visualise:
526 | draw_square(row,column,grid=mazearray)
527 |
528 | n = len(mazearray) - 1
529 |
530 | if not start_point:
531 | start_point = (random.randrange(0,n,2),random.randrange(0,n,2))
532 | # START_POINT = start_point
533 | # mazearray[start_point[0]][start_point[1]].update(nodetype='start')
534 |
535 | if visualise:
536 | draw_square(start_point[0], start_point[1], grid=mazearray)
537 | pygame.display.flip()
538 |
539 | walls = set([])
540 |
541 | neighbours = get_neighbours(start_point, n)
542 |
543 | for neighbour, ntype in neighbours:
544 | if mazearray[neighbour[0]][neighbour[1]].nodetype == 'wall':
545 | walls.add(neighbour)
546 | # walls.append(neighbour)
547 |
548 | # While there are walls in the list:
549 | # Pick a random wall from the list. If only one of the cells that the wall divides is visited, then:
550 | # # Make the wall a passage and mark the unvisited cell as part of the maze.
551 | # # Add the neighboring walls of the cell to the wall list.
552 | # Remove the wall from the list.
553 | while len(walls) > 0:
554 | wall = random.choice(tuple(walls))
555 | wall_neighbours = get_neighbours(wall, n)
556 | neighbouring_walls = set()
557 | pcount = 0
558 | for wall_neighbour, ntype in wall_neighbours:
559 | if wall_neighbour == (start_point or END_POINT):
560 | continue
561 | if mazearray[wall_neighbour[0]][wall_neighbour[1]].nodetype != 'wall':
562 | pcount += 1
563 | else:
564 | neighbouring_walls.add(wall_neighbour)
565 |
566 | if pcount <= 1:
567 | mazearray[wall[0]][wall[1]].update(nodetype='blank')
568 | if visualise:
569 | draw_square(wall[0],wall[1],mazearray)
570 | update_square(wall[0],wall[1])
571 | time.sleep(0.000001)
572 |
573 | walls.update(neighbouring_walls)
574 |
575 |
576 | walls.remove(wall)
577 |
578 | mazearray[END_POINT[0]][END_POINT[1]].update(nodetype='end')
579 | mazearray[START_POINT[0]][START_POINT[1]].update(nodetype='start')
580 |
581 | return mazearray
582 |
583 | # randomized Prim's algorithm for creating random mazes
584 | # This version maintains the traditional "maze" look, where a route cannot
585 | # be diagonally connected to another point on the route
586 | def better_prim(mazearray=False, start_point=False, visualise=VISUALISE):
587 |
588 | # If a maze isn't input, we just create a grid full of walls
589 | if not mazearray:
590 | mazearray = []
591 | for row in range(ROWS):
592 | mazearray.append([])
593 | for column in range(ROWS):
594 | if row % 2 != 0 and column % 2 != 0:
595 | mazearray[row].append(Node('dormant'))
596 | else:
597 | mazearray[row].append(Node('wall'))
598 | if visualise:
599 | draw_square(row,column,grid=mazearray)
600 |
601 | n = len(mazearray) - 1
602 |
603 | if not start_point:
604 | start_point = (random.randrange(1,n,2),random.randrange(1,n,2))
605 | mazearray[start_point[0]][start_point[1]].update(nodetype='blank')
606 |
607 | if visualise:
608 | draw_square(start_point[0], start_point[1], grid=mazearray)
609 | pygame.display.flip()
610 |
611 | walls = set()
612 |
613 | starting_walls = get_neighbours(start_point, n)
614 |
615 | for wall, ntype in starting_walls:
616 | if mazearray[wall[0]][wall[1]].nodetype == 'wall':
617 | walls.add(wall)
618 |
619 | # While there are walls in the list (set):
620 | # Pick a random wall from the list. If only one of the cells that the wall divides is visited, then:
621 | # # Make the wall a passage and mark the unvisited cell as part of the maze.
622 | # # Add the neighboring walls of the cell to the wall list.
623 | # Remove the wall from the list.
624 | while len(walls) > 0:
625 | wall = random.choice(tuple(walls))
626 | visited = 0
627 | add_to_maze = []
628 |
629 | for wall_neighbour, ntype in get_neighbours(wall,n):
630 | if mazearray[wall_neighbour[0]][wall_neighbour[1]].nodetype == 'blank':
631 | visited += 1
632 |
633 | if visited <= 1:
634 | mazearray[wall[0]][wall[1]].update(nodetype='blank')
635 |
636 | if visualise:
637 | draw_square(wall[0],wall[1],mazearray)
638 | update_square(wall[0],wall[1])
639 | time.sleep(0.0001)
640 |
641 | # A 'dormant' node (below) is a different type of node I had to create for this algo
642 | # otherwise the maze generated doesn't look like a traditional maze.
643 | # Every dormant eventually becomes a blank node, while the regular walls
644 | # sometimes become a passage between blanks and are sometimes left as walls
645 | for neighbour, ntype in get_neighbours(wall,n):
646 | if mazearray[neighbour[0]][neighbour[1]].nodetype == 'dormant':
647 | add_to_maze.append((neighbour[0],neighbour[1]))
648 |
649 | if len(add_to_maze) > 0:
650 | cell = add_to_maze.pop()
651 | mazearray[cell[0]][cell[1]].update(nodetype='blank')
652 |
653 | if visualise:
654 | draw_square(cell[0],cell[1],mazearray)
655 | update_square(cell[0],cell[1])
656 | time.sleep(0.0001)
657 |
658 | for cell_neighbour, ntype in get_neighbours(cell,n):
659 | if mazearray[cell_neighbour[0]][cell_neighbour[1]].nodetype == 'wall':
660 | walls.add(cell_neighbour)
661 |
662 | walls.remove(wall)
663 |
664 | mazearray[END_POINT[0]][END_POINT[1]].update(nodetype='end')
665 | mazearray[START_POINT[0]][START_POINT[1]].update(nodetype='start')
666 |
667 | return mazearray
668 |
669 | # This is for use in the recursive division function
670 | # it is to avoid creating a gap where there will ultimately be an intersection
671 | # of perpendicular walls, creating an unsolveable maze
672 | # TODO: generalise this
673 | def gaps_to_offset():
674 | return [x for x in range(2, ROWS, 3)]
675 |
676 | # Recursive division algorithm
677 | def recursive_division(chamber=None, visualise=VISUALISE, gaps_to_offset=gaps_to_offset(), halving=True):
678 |
679 | sleep = 0.001
680 | sleep_walls = 0.001
681 |
682 | # When no "chamber" is input,we are starting with the base grid
683 | if chamber == None:
684 | chamber_width = len(grid)
685 | chamber_height = len(grid[1])
686 | chamber_left = 0
687 | chamber_top = 0
688 | else:
689 | chamber_width = chamber[2]
690 | chamber_height = chamber[3]
691 | chamber_left = chamber[0]
692 | chamber_top = chamber[1]
693 |
694 | if halving:
695 | x_divide = int(chamber_width/2)
696 | y_divide = int(chamber_height/2)
697 |
698 | if chamber_width < 3:
699 | pass
700 | else:
701 | # draw x wall
702 | for y in range(chamber_height):
703 | grid[chamber_left + x_divide][chamber_top + y].update(nodetype='wall')
704 | draw_square(chamber_left + x_divide, chamber_top + y)
705 | if visualise:
706 | update_square(chamber_left + x_divide, chamber_top + y)
707 | time.sleep(sleep_walls)
708 |
709 | if chamber_height < 3:
710 | pass
711 | else:
712 | # draw y wall
713 | for x in range(chamber_width):
714 | grid[chamber_left + x][chamber_top + y_divide].update(nodetype='wall')
715 | draw_square(chamber_left + x, chamber_top + y_divide)
716 | if visualise:
717 | update_square(chamber_left + x, chamber_top + y_divide)
718 | time.sleep(sleep_walls)
719 |
720 | # Base case: stop dividing
721 | if chamber_width < 3 and chamber_height < 3:
722 | return
723 |
724 | # define the 4 new chambers (left, top, width, height)
725 |
726 | top_left = (chamber_left, chamber_top, x_divide, y_divide)
727 | top_right = (chamber_left + x_divide + 1, chamber_top, chamber_width - x_divide - 1, y_divide)
728 | bottom_left = (chamber_left, chamber_top + y_divide + 1, x_divide, chamber_height - y_divide - 1)
729 | bottom_right = (chamber_left + x_divide + 1, chamber_top + y_divide + 1, chamber_width - x_divide - 1, chamber_height - y_divide - 1)
730 |
731 | chambers = (top_left, top_right, bottom_left, bottom_right)
732 |
733 | # define the 4 walls (of a + symbol) (left, top, width, height)
734 |
735 | left = (chamber_left, chamber_top + y_divide, x_divide, 1)
736 | right = (chamber_left + x_divide + 1, chamber_top + y_divide, chamber_width - x_divide - 1, 1)
737 | top = (chamber_left + x_divide, chamber_top, 1, y_divide)
738 | bottom = (chamber_left + x_divide, chamber_top + y_divide + 1, 1, chamber_height - y_divide - 1)
739 |
740 | walls = (left, right, top, bottom)
741 |
742 | gaps = 3
743 | for wall in random.sample(walls, gaps):
744 | # print(wall)
745 | if wall[3] == 1:
746 | x = random.randrange(wall[0],wall[0]+wall[2])
747 | y = wall[1]
748 | if x in gaps_to_offset and y in gaps_to_offset:
749 | if wall[2] == x_divide:
750 | x -= 1
751 | else:
752 | x += 1
753 | if x >= ROWS:
754 | x = ROWS -1
755 | else: # the wall is horizontal
756 | x = wall[0]
757 | y = random.randrange(wall[1],wall[1]+wall[3])
758 | if y in gaps_to_offset and x in gaps_to_offset:
759 | if wall[3] == y_divide:
760 | y -=1
761 | else:
762 | y += 1
763 | if y >= ROWS:
764 | y = ROWS-1
765 | grid[x][y].update(nodetype="blank")
766 | draw_square(x, y)
767 | if visualise:
768 | update_square(x, y)
769 | time.sleep(sleep)
770 |
771 | # recursively apply the algorithm to all chambers
772 | for num, chamber in enumerate(chambers):
773 | recursive_division(chamber)
774 |
775 | ### PATHFINDING ALGORITHMS ###
776 |
777 | # Dijkstra's pathfinding algorithm, with the option to switch to A* by adding a heuristic of expected distance to end node
778 | def dijkstra(mazearray, start_point=(0,0), goal_node=False, display=pygame.display, visualise=VISUALISE, diagonals=DIAGONALS, astar=False):
779 |
780 | heuristic = 0
781 | distance = 0
782 |
783 | # Get the dimensions of the (square) maze
784 | n = len(mazearray) - 1
785 |
786 | # Create the various data structures with speed in mind
787 | visited_nodes = set()
788 | unvisited_nodes = set([(x,y) for x in range(n+1) for y in range(n+1)])
789 | queue = AStarQueue()
790 |
791 | queue.push(distance+heuristic, distance, start_point)
792 | v_distances = {}
793 |
794 | # If a goal_node is not set, put it in the bottom right (1 square away from either edge)
795 | if not goal_node:
796 | goal_node = (n,n)
797 | priority, current_distance, current_node = queue.pop()
798 | start = time.perf_counter()
799 |
800 | # Main algorithm loop
801 | while current_node != goal_node and len(unvisited_nodes) > 0:
802 | if current_node in visited_nodes:
803 | if len(queue.show()) == 0:
804 | return False
805 | else:
806 | priority, current_distance, current_node = queue.pop()
807 | continue
808 |
809 | # Call to check neighbours of the current node
810 | for neighbour in get_neighbours(current_node, n, diagonals=diagonals):
811 | neighbours_loop(
812 | neighbour,
813 | mazearr=mazearray,
814 | visited_nodes=visited_nodes,
815 | unvisited_nodes=unvisited_nodes,
816 | queue=queue,
817 | v_distances=v_distances,
818 | current_node=current_node,
819 | current_distance=current_distance,
820 | astar=astar
821 | )
822 |
823 | # When we have checked the current node, add and remove appropriately
824 | visited_nodes.add(current_node)
825 | unvisited_nodes.discard(current_node)
826 |
827 | # Add the distance to the visited distances dictionary (used for traceback)
828 | v_distances[current_node] = current_distance
829 |
830 | # Pygame part: visited nodes mark visited nodes as green
831 | if (current_node[0],current_node[1]) != start_point:
832 | mazearray[current_node[0]][current_node[1]].update(is_visited = True)
833 | draw_square(current_node[0],current_node[1],grid=mazearray)
834 |
835 | # If we want to visualise it (rather than run instantly)
836 | # then we update the grid with each loop
837 | if visualise:
838 | update_square(current_node[0],current_node[1])
839 | time.sleep(0.000001)
840 |
841 | # If there are no nodes in the queue then we return False (no path)
842 | if len(queue.show()) == 0:
843 | return False
844 | # Otherwise we take the minimum distance as the new current node
845 | else:
846 | priority, current_distance, current_node = queue.pop()
847 |
848 | # TODO: update this line so it works properly
849 | v_distances[goal_node] = current_distance + (1 if not diagonals else 2**0.5)
850 | visited_nodes.add(goal_node)
851 |
852 | # Draw the path back from goal node to start node
853 | trace_back(goal_node, start_point, v_distances, visited_nodes, n, mazearray, diags=diagonals, visualise=visualise)
854 |
855 | end = time.perf_counter()
856 | num_visited = len(visited_nodes)
857 | time_taken = end-start
858 |
859 | # Print timings
860 | print(f"Program finished in {time_taken:.4f} seconds after checking {num_visited} nodes. That is {time_taken/num_visited:.8f} seconds per node.")
861 |
862 | # The commented out line returns the distance to the end node
863 | # return False if v_distances[goal_node] == float('inf') else v_distances[goal_node]
864 | return False if v_distances[goal_node] == float('inf') else True
865 |
866 |
867 | # (DIJKSTRA/A*) loop to check all neighbours of the "current node"
868 | def neighbours_loop(neighbour, mazearr, visited_nodes, unvisited_nodes, queue, v_distances, current_node, current_distance, diags=DIAGONALS, astar=False):
869 |
870 | neighbour, ntype = neighbour
871 |
872 | heuristic = 0
873 |
874 | if astar:
875 | heuristic += abs(END_POINT[0] - neighbour[0]) + abs(END_POINT[1] - neighbour[1])
876 | heuristic *= 1 # if this goes above 1 then the shortest path is not guaranteed, but the attempted route becomes more direct
877 |
878 | # If the neighbour has already been visited
879 | if neighbour in visited_nodes:
880 | pass
881 | elif mazearr[neighbour[0]][neighbour[1]].nodetype == 'wall':
882 | visited_nodes.add(neighbour)
883 | unvisited_nodes.discard(neighbour)
884 | else:
885 | modifier = mazearr[neighbour[0]][neighbour[1]].distance_modifier
886 | if ntype == "+":
887 | queue.push(current_distance+(1*modifier)+heuristic, current_distance+(1*modifier), neighbour)
888 | elif ntype == "x":
889 | queue.push(current_distance+((2**0.5)*modifier)+heuristic, current_distance+((2**0.5)*modifier), neighbour)
890 |
891 | # (DIJKSTRA/A*) trace a path back from the end node to the start node after the algorithm has been run
892 | def trace_back(goal_node, start_node, v_distances, visited_nodes, n, mazearray, diags=False, visualise=VISUALISE):
893 |
894 | # begin the list of nodes which will represent the path back, starting with the end node
895 | path = [goal_node]
896 |
897 | current_node = goal_node
898 |
899 | # Set the loop in motion until we get back to the start
900 | while current_node != start_node:
901 | # Start an empty priority queue for the current node to check all neighbours
902 | neighbour_distances = PriorityQueue()
903 |
904 | neighbours = get_neighbours(current_node, n, diags)
905 |
906 | # Had some errors during testing, not sure if this is still necessary
907 | try:
908 | distance = v_distances[current_node]
909 | except Exception as e:
910 | print(e)
911 |
912 | # For each neighbour of the current node, add its location and distance
913 | # to a priority queue
914 | for neighbour, ntype in neighbours:
915 | if neighbour in v_distances:
916 | distance = v_distances[neighbour]
917 | neighbour_distances.push(distance, neighbour)
918 |
919 | # Pop the lowest value off; that is the next node in our path
920 | distance, smallest_neighbour = neighbour_distances.pop()
921 | mazearray[smallest_neighbour[0]][smallest_neighbour[1]].update(is_path=True)
922 |
923 | # Update pygame display
924 | draw_square(smallest_neighbour[0],smallest_neighbour[1],grid=mazearray)
925 | # update_square(smallest_neighbour[0],smallest_neighbour[1])
926 |
927 | path.append(smallest_neighbour)
928 | current_node = smallest_neighbour
929 |
930 | pygame.display.flip()
931 |
932 | mazearray[start_node[0]][start_node[1]].update(is_path=True)
933 |
934 |
935 | def xfs(mazearray, start_point, goal_node, x, display=pygame.display, visualise=VISUALISE, diagonals=DIAGONALS):
936 | '''
937 | This is a function where you choose x='b' or x='d' to run bfs (breadth-first search) or
938 | dfs (depth-first search) on your chosen mazearray (grid format), with chosen start_point (x,y)
939 | and chosen goal_node (x,y)
940 | '''
941 | assert x == 'b' or x == 'd', "x should equal 'b' or 'd' to make this bfs or dfs"
942 |
943 | # Get the dimensions of the (square) maze
944 | n = len(mazearray) - 1
945 |
946 | # Create the various data structures with speed in mind
947 | mydeque = deque()
948 | mydeque.append(start_point)
949 | visited_nodes = set([])
950 | path_dict = {start_point: None}
951 |
952 | # Main algorithm loop
953 | while len(mydeque) > 0:
954 | if x == 'd':
955 | current_node = mydeque.pop()
956 | elif x == 'b':
957 | current_node = mydeque.popleft()
958 |
959 | if current_node == goal_node:
960 | # Trace back to start using path_dict
961 | path_node = goal_node
962 | while True:
963 | path_node = path_dict[path_node]
964 | mazearray[path_node[0]][path_node[1]].update(is_path = True)
965 | draw_square(path_node[0],path_node[1],grid=mazearray)
966 | if visualise:
967 | update_square(path_node[0],path_node[1])
968 | if path_node == start_point:
969 | return True
970 |
971 | if mazearray[current_node[0]][current_node[1]].nodetype == 'wall':
972 | continue
973 |
974 | if current_node not in visited_nodes:
975 | visited_nodes.add(current_node)
976 | mazearray[current_node[0]][current_node[1]].update(is_visited = True)
977 | draw_square(current_node[0],current_node[1],grid=mazearray)
978 | if visualise:
979 | update_square(current_node[0],current_node[1])
980 | time.sleep(0.001)
981 |
982 | for neighbour, ntype in get_neighbours(current_node, n):
983 | mydeque.append(neighbour)
984 | # Used for tracing back
985 | if neighbour not in visited_nodes:
986 | path_dict[neighbour] = current_node
987 |
988 | pygame.display.flip()
989 | return False
990 |
991 | grid[START_POINT[0]][START_POINT[1]].update(nodetype='start')
992 | grid[END_POINT[0]][END_POINT[1]].update(nodetype='end')
993 |
994 |
995 | # Update the GUI
996 | def update_gui(draw_background=True, draw_buttons=True, draw_grid=True):
997 |
998 | if draw_background:
999 | # Draw a black background to set everything on
1000 | screen.fill(BLACK)
1001 | pass
1002 |
1003 | if draw_buttons:
1004 | visToggleButton = Button(GREY, SCREEN_WIDTH/3, SCREEN_WIDTH + BUTTON_HEIGHT*2, SCREEN_WIDTH/3, BUTTON_HEIGHT, f"Visualise: {str(VISUALISE)}")
1005 | # Draw Button below grid
1006 | dijkstraButton.draw(screen, (0,0,0))
1007 | dfsButton.draw(screen, (0,0,0))
1008 | bfsButton.draw(screen, (0,0,0))
1009 | astarButton.draw(screen, (0,0,0))
1010 | resetButton.draw(screen, (0,0,0))
1011 | mazeButton.draw(screen, (0,0,0))
1012 | altPrimButton.draw(screen, (0,0,0))
1013 | recursiveMazeButton.draw(screen, (0,0,0))
1014 | terrainButton.draw(screen, (0,0,0))
1015 | visToggleButton.draw(screen, (0,0,0))
1016 |
1017 | if draw_grid:
1018 | # Draw the grid
1019 | for row in range(ROWS):
1020 | for column in range(ROWS):
1021 | color = grid[row][column].color
1022 | draw_square(row,column)
1023 |
1024 | # --- Drawing code should go here
1025 | update_gui()
1026 |
1027 | # --- Go ahead and update the screen with what we've drawn.
1028 | pygame.display.flip()
1029 |
1030 | # --- Limit to 60 frames per second
1031 | clock.tick(60)
1032 |
1033 | # Close the window and quit.
1034 | pygame.quit()
1035 |
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/priority_queue.py:
--------------------------------------------------------------------------------
1 | import heapq
2 |
3 | class AStarQueue(object):
4 | def __init__(self):
5 | self.myheap = []
6 |
7 | def show(self):
8 | return self.myheap
9 |
10 | def push(self, priority, distance, node):
11 | heapq.heappush(self.myheap, (priority, distance, node))
12 |
13 | def pop(self):
14 | priority, distance, node = heapq.heappop(self.myheap)
15 | return priority, distance, node
16 |
17 |
18 | # Create a priority queue
19 | class PriorityQueue(object):
20 | def __init__(self):
21 | self.myheap = []
22 |
23 | def show(self):
24 | return self.myheap
25 |
26 | def push(self, priority, node):
27 | heapq.heappush(self.myheap, (priority, node))
28 |
29 | def pop(self):
30 | priority, node = heapq.heappop(self.myheap)
31 | return priority, node
32 |
33 |
34 | # Create a priority queue that doesn't add duplicate nodes
35 | class PrioritySet(object):
36 | def __init__(self):
37 | self.myheap = []
38 | self.myset = set()
39 |
40 | def show(self):
41 | return self.myheap
42 |
43 | def push(self, priority, node):
44 | if not node in self.myset:
45 | heapq.heappush(self.myheap, (priority, node))
46 | self.myset.add(node)
47 |
48 | def pop(self):
49 | priority, node = heapq.heappop(self.myheap)
50 | self.myset.remove(node)
51 | return priority, node
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/requirements.txt:
--------------------------------------------------------------------------------
1 | pygame==1.9.6
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