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gui.py
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gui.py
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import pygame
import time
from queue import PriorityQueue
import copy
import random
pygame.init() #initialize pygame
win = pygame.display.set_mode((1000, 600))
pygame.display.set_caption("3x3 Sliding Puzzle Solver")
line_color = (192, 192, 192)
line_width = 7
width = 193
height = 193
vel = 2 #velocity of moving piece
tile_color = (102, 102, 255)
default_font = pygame.font.SysFont("comicsansms", 68)
solved_moves = {}
board = [
[6, 7, 5],
[3, 2, 4],
[1, 8, 0],
]
board_solved = [
[1, 2, 3],
[4, 5, 6],
[7, 8, 0],
]
positions = {}
total_moves = 0
initial = copy.deepcopy(board)
class Button:
def __init__(self, color, x, y, width, height, font_size, text=''):
self.color = color
self.x = x
self.y = y
self.width = width
self.height = height
self.text = text
self.font_size = font_size
def draw(self, win, outline=None): #draws button outline
if outline:
pygame.draw.rect(win, outline, (self.x-2, self.y-2, self.width+4, self.height+4))
pygame.draw.rect(win, self.color, (self.x, self.y, self.width, self.height))
if self.text != '': #center aligns text on button
button_font = pygame.font.SysFont("comicsansms", self.font_size)
text = button_font.render(self.text, True, (0,0,0))
win.blit(text, (self.x + (self.width/2 - text.get_width()/2), self.y + (self.height/2 - text.get_height()/2)))
def isOver(self, pos): #checks if mouse position over button
if self.x < pos[0] < self.x + self.width:
if self.y < pos[1] < self.y + self.height:
return True
return False
button1 = Button((0,255,0), 675, 50, 250, 100, 60, "Solve")
button2 = Button((0,255,0), 675, 180, 250, 100, 60, "Reset")
button3 = Button((0,255,0), 675, 310, 250, 100, 45, "Randomize")
def show_score(): #displays user's total moves
score = default_font.render("Moves: " + str(total_moves), True, line_color)
win.blit(score, (645, 435))
def find_nums(board): #translates the numbers in variable 'board', into the numbers' position on the GUI board
for n in range(0,9):
for i in range(len(board)): #i = row
for j in range(len(board[0])): #j = column
if board[i][j] == n:
if i == 0:
positions["y%s" %n] = 7 #changing row affects y coordinate
if i == 1:
positions["y%s" %n] = 205
if i == 2:
positions["y%s" %n] = 403
if j == 0:
positions["x%s" %n] = 7 #changing column affects x coordinate
if j == 1:
positions["x%s" %n] = 205
if j == 2:
positions["x%s" %n] = 403
def translate_board(): #translates the GUI board numbers into the variable 'board'
for n in range(0,9):
if positions["y%s" %n] == 7:
i = 0
if positions["y%s" %n] == 205:
i = 1
if positions["y%s" %n] == 403:
i = 2
if positions["x%s" %n] == 7:
j = 0
if positions["x%s" %n] == 205:
j = 1
if positions["x%s" %n] == 403:
j = 2
board[i][j] = n
find_nums(board) #thus, moving the GUI board updates the variable 'board' each time
def is_solvable():
inversions = 0
for i in range(1, 9):
x1, y1 = find(board, i)
for j in range(i + 1, 9):
x2, y2 = find(board, j)
if x2 - x1 == 0 and y2 - y1 < 0:
inversions += 1
elif x2 - x1 < 0:
inversions += 1
if inversions % 2 == 0:
return True
else:
return False
def find(board, num):
for i in range(len(board)):
for j in range(len(board[0])):
if board[i][j] == num:
return (i, j) # row, col
def grid(): #creates the grid lines
pygame.draw.line(win, line_color, (0, 3), (598, 3), line_width)
pygame.draw.line(win, line_color, (0, 201), (598, 201), line_width)
pygame.draw.line(win, line_color, (0, 399), (598, 399), line_width) #horz
pygame.draw.line(win, line_color, (0, 597), (598, 597), line_width)
pygame.draw.line(win, line_color, (3, 0), (3, 600), line_width)
pygame.draw.line(win, line_color, (201, 0), (201, 600), line_width)
pygame.draw.line(win, line_color, (399, 0), (399, 600), line_width) #vert
pygame.draw.line(win, line_color, (597, 0), (597, 600), line_width)
def redraw_window(): #redraws the grid, square tiles, numbers, score, and buttons
win.fill((0, 0, 0))
grid()
pygame.draw.rect(win, tile_color, (positions["x1"], positions["y1"], width, height))
pygame.draw.rect(win, tile_color, (positions["x2"], positions["y2"], width, height))
pygame.draw.rect(win, tile_color, (positions["x3"], positions["y3"], width, height))
pygame.draw.rect(win, tile_color, (positions["x4"], positions["y4"], width, height))
pygame.draw.rect(win, tile_color, (positions["x5"], positions["y5"], width, height))
pygame.draw.rect(win, tile_color, (positions["x6"], positions["y6"], width, height))
pygame.draw.rect(win, tile_color, (positions["x7"], positions["y7"], width, height))
pygame.draw.rect(win, tile_color, (positions["x8"], positions["y8"], width, height))
num1 = default_font.render("1", True, line_color)
win.blit(num1, (positions["x1"] + 80, positions["y1"] + 35))
num2 = default_font.render("2", True, line_color)
win.blit(num2, (positions["x2"] + 80, positions["y2"] + 35))
num3 = default_font.render("3", True, line_color)
win.blit(num3, (positions["x3"] + 80, positions["y3"] + 35))
num4 = default_font.render("4", True, line_color)
win.blit(num4, (positions["x4"] + 80, positions["y4"] + 35))
num5 = default_font.render("5", True, line_color)
win.blit(num5, (positions["x5"] + 80, positions["y5"] + 35))
num6 = default_font.render("6", True, line_color)
win.blit(num6, (positions["x6"] + 80, positions["y6"] + 35))
num7 = default_font.render("7", True, line_color)
win.blit(num7, (positions["x7"] + 80, positions["y7"] + 35))
num8 = default_font.render("8", True, line_color)
win.blit(num8, (positions["x8"] + 80, positions["y8"] + 35))
show_score()
button1.draw(win, (255, 255, 255))
button2.draw(win, (255, 255, 255))
button3.draw(win, (255, 255, 255))
pygame.display.update()
grid()
count = 0 #for A* search algorithm
counter = 0 #for randomization button
find_nums(board) #translates numbers on variable 'board' to the GUI
running = True #keeps the GUI running
moved = False #for moving tiles with arrow keys
while running:
translate_board() #translates GUI board numbers to the variable 'board'
for event in pygame.event.get():
pos = pygame.mouse.get_pos()
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYUP: #makes it so that holding down the arrow keys will not move a piece more than once
moved = False
if event.type == pygame.MOUSEBUTTONDOWN:
if button1.isOver(pos): #if button 1 clicked, board will solve
button1.color = (255,0,0)
button1.text = "Solving..."
total_moves = 0
count = 0
translate_board()
initial = copy.deepcopy(board)
board_previous = copy.deepcopy(board)
def is_solvable():
inversions = 0
for i in range(1, 9):
x1, y1 = find(board, i)
for j in range(i + 1, 9):
x2, y2 = find(board, j)
if x2 - x1 == 0 and y2 - y1 < 0:
inversions += 1
elif x2 - x1 < 0:
inversions += 1
if inversions % 2 == 0:
return True
else:
return False
def backtrack(n1):
current = n1
g_score = 0
solved = False
if current == board_solved:
for x in current:
print(x)
print("\n")
while current != came_from["previous_node0"]:
if current == board_solved:
solved = True
solved_moves["move%s" % g_score] = current
for i in range(0, len(nodes.keys())):
if nodes["node%s" % i] == current:
current = came_from["previous_node%s" % i]
g_score += 1
if solved:
solved_moves["move%s" % g_score] = current
for x in current:
print(x)
print("\n")
if current == initial:
print(str(g_score) + " moves \n")
if current == came_from["previous_node0"]:
return g_score
break
def distance():
man = 0
for i in range(1, 9):
x1, y1 = find(board, i)
x2, y2 = find(board_solved, i)
distance = abs(x2 - x1) + abs(y2 - y1)
man += distance
return man
def RLrestrict():
global allow_r
global allow_l
allow_r = True
allow_l = True
for i in range(0, 3):
if board[i][0] == 0:
allow_l = False
elif board[i][2] == 0:
allow_r = False
def UDrestrict():
global allow_u
global allow_d
allow_u = True
allow_d = True
for i in range(0, 3):
if board[0][i] == 0:
allow_u = False
if board[2][i] == 0:
allow_d = False
def find(board, num):
for i in range(len(board)):
for j in range(len(board[0])):
if board[i][j] == num:
return (i, j) # row, col
def right():
i, j = find(board, 0)
board[i][j], board[i][j + 1] = board[i][j + 1], board[i][j]
return board
def up():
i, j = find(board, 0)
board[i][j], board[i - 1][j] = board[i - 1][j], board[i][j]
return board
def left():
i, j = find(board, 0)
board[i][j], board[i][j - 1] = board[i][j - 1], board[i][j]
return board
def down():
i, j = find(board, 0)
board[i][j], board[i + 1][j] = board[i + 1][j], board[i][j]
return board
class Node:
def __init__(self, position, f_score):
self.position = position
self.f_score = f_score
def in_closed(n1):
if len(closed_set) == 1:
return False
if n1 == closed_set["start"]:
return True
if n1 in closed_set.values():
return True
return False
n1 = Node(board, distance())
open_set = PriorityQueue()
nodes = {}
closed_set = {}
came_from = {}
closed_set["start"] = copy.deepcopy(board)
if is_solvable():
while board != board_solved:
pygame.event.set_blocked(pygame.MOUSEBUTTONDOWN)
RLrestrict()
UDrestrict()
if allow_r:
n1.position = right()
if in_closed(n1.position):
left()
if not in_closed(n1.position):
nodes["node%s" % count] = n1.position
came_from["previous_node%s" % count] = copy.deepcopy(left())
n1.position = copy.deepcopy(right())
h_score = distance()
n1.f_score = h_score + backtrack(n1.position)
open_set.put((n1.f_score, h_score, count, n1.position))
board = copy.deepcopy(board_previous)
count += 1
if allow_l:
n1.position = left()
if in_closed(n1.position):
right()
if not in_closed(n1.position):
nodes["node%s" % count] = n1.position
came_from["previous_node%s" % count] = copy.deepcopy(right())
n1.position = copy.deepcopy(left())
h_score = distance()
n1.f_score = h_score + backtrack(n1.position)
open_set.put((n1.f_score, h_score, count, n1.position))
board = copy.deepcopy(board_previous)
count += 1
if allow_u:
n1.position = up()
if in_closed(n1.position):
down()
if not in_closed(n1.position):
nodes["node%s" % count] = n1.position
came_from["previous_node%s" % count] = copy.deepcopy(down())
n1.position = copy.deepcopy(up())
h_score = distance()
n1.f_score = h_score + backtrack(n1.position)
open_set.put((n1.f_score, h_score, count, n1.position))
board = copy.deepcopy(board_previous)
count += 1
if allow_d:
n1.position = down()
if in_closed(n1.position):
up()
if not in_closed(n1.position):
nodes["node%s" % count] = n1.position
came_from["previous_node%s" % count] = copy.deepcopy(up())
n1.position = copy.deepcopy(down())
h_score = distance()
n1.f_score = h_score + backtrack(n1.position)
open_set.put((n1.f_score, h_score, count, n1.position))
board = copy.deepcopy(board_previous)
count += 1
next_item = open_set.get()[3]
board = copy.deepcopy(next_item)
find_nums(board) #variable 'board' translates to GUI board
redraw_window()
if board == board_solved:
print("SOLVED")
break
closed_set["node%s" % count] = copy.deepcopy(next_item)
board_previous = copy.deepcopy(board)
else:
print("BOARD NOT SOLVABLE")
print(str(len(closed_set)) + " nodes explored")
print(str(len(nodes)) + " nodes total")
total_moves = 0
for n in range(0, len(solved_moves)): #board solves by itself on GUI
pygame.event.set_blocked(pygame.MOUSEBUTTONDOWN) #without this, clicking mouse will crash GUI
time.sleep(1) #EDIT TIME IF YOU WANT TO SLOW DOWN BOARD SHOWING SOLUTION
find_nums(solved_moves["move%s" % (len(solved_moves) - n - 1)])
redraw_window()
if n != len(solved_moves) - 1:
total_moves += 1
solved_moves = {}
button1.color = (0, 255, 0)
button1.text = "Solve"
pygame.event.set_allowed(pygame.MOUSEBUTTONDOWN)
else:
button1.color = (0,255,0)
button1.text = "Solve"
if button2.isOver(pos): #resets board based on inital position (or last randomization)
button2.color = (255,0,0)
board = copy.deepcopy(initial)
find_nums(board)
redraw_window()
button2.color = (0,255,0)
total_moves = 0
if button3.isOver(pos): #board randomizes
if board[2][2] != 0:
i, j = find(board, 0)
board[i][j], board[2][2] = board[2][2], board[i][j]
button3.color = (255, 0, 0)
total_moves = 0
unsolvable = False
def randomize():
global unsolvable
global counter
while counter < 8 or unsolvable: #increasing the number (8 in this case) will intensify randomization visual
tiles = [1, 2, 3, 4, 5, 6, 7, 8]
for i in range(0, 3):
for j in range(0, 3):
if i == 2 and j == 2:
pass
else:
num = random.choice(tiles)
board[i][j] = num
tiles.remove(num)
find_nums(board)
redraw_window()
counter += 1
unsolvable = False
if not is_solvable():
unsolvable = True
randomize()
unsolvable = True
else:
unsolvable = False
randomize()
counter = 0
button3.color = (0, 255, 0)
initial = copy.deepcopy(board)
keys = pygame.key.get_pressed()
if keys[pygame.K_RIGHT]: #moves board piece left of empty space right
for n in range(1,9):
if positions["x0"] - 198 == positions["x%s" %n] and positions["y0"] - positions["y%s" %n] == 0 and not moved:
count = 0
positions["x0"] -= 198
while count < 99: #makes sure board piece stays in grid
positions["x%s" %n] += vel
count += 1
moved = True
total_moves += 1
if keys[pygame.K_LEFT]: #moves board piece right of empty space left
for n in range(1, 9):
if positions["x0"] + 198 == positions["x%s" %n] and positions["y0"] - positions["y%s" %n] == 0 and not moved:
count = 0
positions["x0"] += 198
while count < 99: #makes sure board piece stays in grid
positions["x%s" % n] -= vel
count += 1
moved = True
total_moves += 1
if keys[pygame.K_UP]: #moves board piece below of empty space up
for n in range(1, 9):
if positions["y0"] + 198 == positions["y%s" %n] and positions["x0"] - positions["x%s" %n] == 0 and not moved:
count = 0
positions["y0"] += 198
while count < 99: #makes sure board piece stays in grid
positions["y%s" % n] -= vel
count += 1
moved = True
total_moves += 1
if keys[pygame.K_DOWN]: #moves board piece above of empty space down
for n in range(1, 9):
if positions["y0"] - 198 == positions["y%s" %n] and positions["x0"] - positions["x%s" %n] == 0 and not moved:
count = 0
positions["y0"] -= 198
while count < 99: #makes sure board piece stays in grid
positions["y%s" % n] += vel
count += 1
moved = True
total_moves += 1
redraw_window()
pygame.quit()