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app.py
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app.py
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""" failed attempt to make python live """
# from flask import Flask, request, render_template #imports pip3 libraries
# from random import sample, choice
# import unittest
from p5 import *
"""P5 stuff"""
def setup():
size(640, 360)
no_stroke()
background(204)
def draw():
if mouse_is_pressed:
fill(random_uniform(255), random_uniform(127), random_uniform(51), 127)
else:
fill(255, 15)
circle_size = random_uniform(low=10, high=80)
circle((mouse_x, mouse_y), circle_size)
def key_pressed(event):
background(204)
run()
"""Flask stuff"""
# app = Flask(__name__) #defines server name
# class tests(unittest.TestCase):
# def tests_index_returns_template_index(self):
# self.assertEqual(index(), render_template("base.html"))
# @app.route('/')
# def index(): #creates a html section inside of python3's code
# return render_template("base.html")
# if __name__ == "__main__": #closes server runtime
# unittest.main() #runs tests
# run() # runs p5
# app.run(debug=True)
"""Pygame/ Tkinter stuff"""
# # makes our pygame display the same size as our grid + 8 for 8bit
# screen = pygame.display.set_mode((), 8)
# screen.set_alpha(None)
# # sets our frame rate. Lower frame rate means faster loading times
# FPS = 12
# fpsClock = pygame.time.Clock()
# # class for end and start points
# class spot:
# def __init__(self, x, y):
# self.i = x
# self.j = y
# self.f = 0
# self.g = 0
# self.h = 0
# self.neighbors = []
# self.previous = None
# self.obs = False
# self.closed = False
# self.value = 1
# def show(self, color, st):
# if self.closed == False:
# pygame.draw.rect(screen, color, (self.i * w, self.j * h, w, h), st)
# pygame.display.update()
# def path(self, color, st):
# pygame.draw.rect(screen, color, (self.i * w, self.j * h, w, h), st)
# pygame.display.update()
# def addNeighbors(self, grid):
# i = self.i
# j = self.j
# if i < cols-1 and grid[self.i + 1][j].obs == False:
# self.neighbors.append(grid[self.i + 1][j])
# if i > 0 and grid[self.i - 1][j].obs == False:
# self.neighbors.append(grid[self.i - 1][j])
# if j < row-1 and grid[self.i][j + 1].obs == False:
# self.neighbors.append(grid[self.i][j + 1])
# if j > 0 and grid[self.i][j - 1].obs == False:
# self.neighbors.append(grid[self.i][j - 1])
# cols = 50
# grid = [0 for i in range(cols)]
# row = 50
# openSet = []
# closedSet = []
# red = (255, 0, 0)
# green = (0, 255, 0)
# blue = (0, 0, 255)
# grey = (220, 220, 220)
# w = 800 / cols
# h = 800 / row
# cameFrom = []
# # create 2d array
# for i in range(cols):
# grid[i] = [0 for i in range(row)]
# # Create Spots
# for i in range(cols):
# for j in range(row):
# grid[i][j] = spot(i, j)
# # Set start and end node
# start = grid[12][5]
# end = grid[3][6]
# # creates our rectangles
# for i in range(cols):
# for j in range(row):
# grid[i][j].show((255, 0, 255), 1)
# for i in range(0,row):
# grid[0][i].show(grey, 0)
# grid[0][i].obs = True
# grid[cols-1][i].obs = True
# grid[cols-1][i].show(grey, 0)
# grid[i][row-1].show(grey, 0)
# grid[i][0].show(grey, 0)
# grid[i][0].obs = True
# grid[i][row-1].obs = True
# def onsubmit():
# global start
# global end
# st = startBox.get().split(',')
# ed = endBox.get().split(',')
# start = grid[int(st[0])][int(st[1])]
# end = grid[int(ed[0])][int(ed[1])]
# window.quit()
# window.destroy()
# window = Toplevel()
# window.title("Knuckles")
# label = Label(window, text='Start(x,y): ')
# startBox = Entry(window)
# label1 = Label(window, text='End(x,y): ')
# endBox = Entry(window)
# var = IntVar()
# showPath = ttk.Checkbutton(window, text='Show Steps :', onvalue=1, offvalue=0, variable=var)
# submit = Button(window, text='Submit', command=onsubmit)
# showPath.grid(columnspan=2, row=2)
# submit.grid(columnspan=2, row=3)
# label1.grid(row=1, pady=3)
# endBox.grid(row=1, column=1, pady=3)
# startBox.grid(row=0, column=1, pady=3)
# label.grid(row=0, pady=3)
# window.update()
# mainloop()
# pygame.init()
# openSet.append(start)
# # draws our obsticles
# def mousePress(x):
# t = x[0]
# w = x[1]
# g1 = t // (800 // cols)
# g2 = w // (800 // row)
# acess = grid[g1][g2]
# if acess != start and acess != end:
# if acess.obs == False:
# acess.obs = True
# acess.show((255, 255, 255), 0)
# time.sleep(0.05) # Makes drawing more bearable
# # erased obsticles, but causes bugs
# elif acess.obs == True:
# acess.obs = False
# acess.show((0, 0, 0), 0)
# acess.show((255, 0, 255), 1)
# # sets our points colors
# end.show((255, 8, 127), 0)
# start.show((255, 8, 127), 0)
# loop = True
# while loop:
# ev = pygame.event.get()
# for event in ev:
# if event.type == pygame.QUIT:
# pygame.quit()
# if pygame.mouse.get_pressed()[0]:
# try:
# pos = pygame.mouse.get_pos()
# mousePress(pos)
# except AttributeError:
# pass
# elif event.type == pygame.KEYDOWN:
# if event.key == pygame.K_SPACE:
# loop = False
# break
# for i in range(cols):
# for j in range(row):
# grid[i][j].addNeighbors(grid)
# # heurisitic: enabling a person to discover or learn something for themselves.
# def heurisitic(n, e):
# # two operations that help our start point find our end point
# # d = abs(n.i - e.i) + abs(n.j - e.j)
# # this one is just faster
# d = math.sqrt((n.i - e.i)**2 + (n.j - e.j)**2)
# return d
# def main(checked):
# if len(openSet) > 0:
# lowestIndex = 0
# for i in range(len(openSet)):
# if openSet[i].f < openSet[lowestIndex].f:
# lowestIndex = i
# current = openSet[lowestIndex]
# if current == end:
# print('done', current.f)
# start.show((255,8,127),0)
# temp = current.f
# for i in range(round(current.f)):
# current.closed = False
# current.show((0,0,255), 0)
# current = current.previous
# end.show((255, 8, 127), 0)
# Tk().wm_withdraw()
# result = messagebox.askokcancel('Program Finished', ('The program finished, the shortest distance \n to the path is ' + str(temp) + ' blocks away, \n would you like to re run the program?'))
# if result == True:
# os.execl(sys.executable,sys.executable, *sys.argv)
# else:
# ag = True
# while ag:
# ev = pygame.event.get()
# for event in ev:
# if event.type == pygame.KEYDOWN:
# ag = False
# break
# pygame.quit()
# openSet.pop(lowestIndex)
# closedSet.append(current)
# neighbors = current.neighbors
# for i in range(len(neighbors)):
# neighbor = neighbors[i]
# if neighbor not in closedSet:
# tempG = current.g + current.value
# if neighbor in openSet:
# if neighbor.g > tempG:
# neighbor.g = tempG
# else:
# neighbor.g = tempG
# openSet.append(neighbor)
# neighbor.h = heurisitic(neighbor, end)
# neighbor.f = neighbor.g + neighbor.h
# if neighbor.previous == None:
# neighbor.previous = current
# # if checkbox is checked
# if checked == 1:
# # show attempted paths
# for i in range(len(openSet)):
# openSet[i].show(green, 0)
# for i in range(len(closedSet)):
# if closedSet[i] != start:
# closedSet[i].show(red, 0)
# current.closed = True
# while True:
# ev = pygame.event.poll()
# if ev.type == pygame.QUIT:
# pygame.quit()
# pygame.display.update()
# main(var.get())
# fpsClock.tick(FPS)