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path_finder.py
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path_finder.py
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# Imports our needed libraries
import sys
import math
import time
from tkinter import *
from tkinter import ttk
from tkinter import messagebox
import pygame
import os
import pygame as pg
import matplotlib
from matplotlib.pyplot import figure
matplotlib.use('TkAgg')
import matplotlib.pyplot as plt
fig = plt.figure()
from flask import Flask
app = Flask(__name__)
# makes our pygame display the same size as our grid + 8 for 8bit
screen = pygame.display.set_mode((800, 800), 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)