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path_finder.py
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path_finder.py
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import pygame
import math
from queue import PriorityQueue
WIDTH = 500
WIN = pygame.display.set_mode((WIDTH, WIDTH))
pygame.display.set_caption("A* path finding algorithm")
RED = (255,0, 0)
GREEN = (0,255, 0)
BLUE = (0,0, 255)
YELLOW = (255,255, 0)
WHITE = (255,255, 255)
PURPLE = (255,0, 255)
BLACK = (0, 0, 0)
ORANGE = (255,165, 0)
GREY = (128,128, 128)
TURQUOISE = (64,224, 224)
class Spot:
def __init__(self, row, col, width, total_rows):
self.row = row
self.col = col
self.x = col * width
self.y = row * width
self.color = WHITE
self.neighbours = []
self.width = WIDTH
self.total_rows = total_rows
def get_pos(self):
return self.col, self.row
def is_visited(self):
return self.color == RED
def is_open(self):
return self.color == WHITE
def is_barrier(self):
return self.color == BLACK
def is_start(self):
return self.color == ORANGE
def is_end(self):
return self.color == TURQUOISE
def reset(self):
self.color = WHITE
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_start(self):
self.color = ORANGE
def make_path(self):
self.color = PURPLE
def draw(self, win):
pygame.draw.rect(win, self.color, (self.x, self.y, self.width, self.width))
def update_neighbours(self, grid):
self.neighbours = []
if self.row < self.total_rows - 1 and not grid[self.row + 1][self.col].is_barrier(): # down
self.neighbours.append(grid[self.row + 1][self.col])
if self.row > 0 and not grid[self.row - 1][self.col].is_barrier(): # up
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(): # right
self.neighbours.append(grid[self.row][self.col+1])
if self.col > 0 and not grid[self.row][self.col -1].is_barrier(): # left
self.neighbours.append(grid[self.row][self.col - 1])
def __lt__(self, other):
return False
# heuristic func
def h(p1, p2):
d = ((p1[0]-p2[0])**2+ (p1[1]-p2[1])**2)**0.5
return d
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
def algorithm(draw, grid, start, end):
count = 0
open_set = PriorityQueue()
open_set.put((0, count, start))
came_from = {}
g_score = {spot: float("inf") for row in grid for spot in row}
f_score = {spot: float("inf") for row in grid for spot in row}
g_score[start] = 0
f_score[start] = h((start.get_pos()), (end.get_pos()))
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:
while current != start:
current = came_from[current]
current.make_path()
return True
for neighbour in current.neighbours:
temp_g_score = g_score[current]
if temp_g_score < g_score[neighbour]:
came_from[neighbour] = current
g_score[neighbour] = temp_g_score
f_score[neighbour] = temp_g_score + h(neighbour.get_pos(), end.get_pos())
if neighbour not in open_set_hash:
count += 1
open_set.put((f_score[neighbour], count, neighbour))
open_set_hash.add(neighbour)
neighbour.make_open()
draw()
if current != start:
current.make_closed()
return False
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))
pygame.draw.line(win, GREY, (i*gap, 0), (i*gap, width))
def draw(win, grid, rows, width):
win.fill(BLACK)
for row in grid:
for spot in row:
spot.draw(win)
draw_grid(win, rows, width)
pygame.display.update()
# position on grid being clicked
def get_clicked_position(pos, rows, width):
gap = width//rows
x, y = pos
row = y//gap
col = x//gap
return row, col
def main(win , width):
pygame.init()
ROWS = 50
grid = make_grid(ROWS, width)
start = None
end = None
run = True
started = False
while run:
draw(WIN, grid, ROWS, width)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if started:
continue
if pygame.mouse.get_pressed()[0]: # left
pos = pygame.mouse.get_pos()
row, col = get_clicked_position(pos, ROWS, width)
spot = grid[row][col]
if not start:
start = spot
start.make_start()
elif not end and spot != start:
end = spot
end.make_end()
elif spot != start and spot != end:
spot.make_barrier()
elif pygame.mouse.get_pressed()[2]: # right
pos = pygame.mouse.get_pos()
row, col = get_clicked_position(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 event.key == pygame.K_SPACE and start and end:
# start the algorithm
for row in grid:
for spot in row:
spot.update_neighbours(grid)
result = algorithm(lambda: draw(win, grid, ROWS, width), grid, start, end)
if result == False:
font = pygame.font.SysFont('comicsans', 32)
text = font.render("Sorry, no path found", True, TURQUOISE)
win.blit(text, (width//2, width//2))
pygame.display.update()
if event.key == pygame.K_c:
start = None
end = None
grid = make_grid(ROWS, width)
pygame.quit()
main(WIN, WIDTH)