Files
KI/P1/grid.py
2025-05-12 12:59:24 +02:00

259 lines
7.0 KiB
Python

import pygame
import math
from graph import Queue
# Define some colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
ORANGE = (255, 165, 0)
GREY = (128, 128, 128)
WIDTH = 25
HEIGHT = 25
MARGIN = 3
grid_size = 20
class Field:
def __init__(self, x, y):
self.x = x
self.y = y
self.state = "free" # states: free, obstacale, start, target
self.g = float('inf')
self.h = 0
self.f = float('inf')
self.parent = None
def draw(self, screen):
# state based coloring
color = WHITE
if self.state == "obstacale":
color = BLACK
elif self.state == "start":
color = BLUE
elif self.state == "target":
color = GREEN
elif self.state == "path":
color = ORANGE
elif self.state == "current":
color = RED
elif self.state == "visited":
color = GREY
x_calc = (MARGIN + WIDTH) * self.x + MARGIN
y_calc = (MARGIN + HEIGHT) * (grid_size - 1 - self.y) + MARGIN # flipping
pygame.draw.rect(
screen,
color,
[x_calc, y_calc, WIDTH, HEIGHT]
)
'''
# Render the heuristic value as text
if self.state != "obstacale": # Don't display on obstacles
# Create a font object
font = pygame.font.Font(None, 16) # None means default font, 14 is the size
# Round the heuristic value to 1 decimal place for better display
f_text = f"{self.g:.1f}"
# Render the text
text = font.render(f_text, True, BLACK) # True for anti-aliasing, BLACK for text color
# Calculate text position (centered in the rectangle)
text_rect = text.get_rect(center=(x_calc + WIDTH / 2, y_calc + HEIGHT / 2))
# Draw the text on the screen
screen.blit(text, text_rect)
'''
class Grid:
def __init__(self, cols, rows):
self.cols = cols # x
self.rows = rows # y
self.grid = []
i = 0
while i < cols: # col = x
col = []
j = 0
while j < rows: # row = y
col.append(Field(i, j)) # (x,y)
j += 1
self.grid.append(col)
i += 1
self.start = None
self.target = None
def draw(self, screen):
for col in self.grid:
for field in col:
field.draw(screen)
def heuristic(self, field):
return math.sqrt((field.x - self.target[0]) ** 2 + (field.y - self.target[1]) ** 2)
def get_state(self, x, y):
return self.grid[x][y].state
def set_state(self, state, x, y):
if state == "free" or state == "obstacale" or state == "start" or state == "target" or state == "path" or state == "current" or state == "visited":
self.grid[x][y].state = state
def set_free(self, x, y):
self.set_state("free", x, y)
def set_obstacle(self, x, y):
self.set_state("obstacale", x, y)
def set_current(self, x, y):
self.set_state("current", x, y)
def set_visited(self, x,y):
self.set_state("visited", x, y)
def set_path(self, x, y):
if not (x == self.start[0] and y == self.start[1]) and not (x == self.target[0] and y == self.target[1]):
self.set_state("path", x, y)
def set_start(self, x, y):
# reset old start if it exits
if self.start:
self.set_free(self.start[0], self.start[1])
self.set_state("start", x, y)
self.grid[x][y].parent = self.grid[x][y]
self.grid[x][y].g = 0
self.grid[x][y].h = self.heuristic(self.grid[x][y])
self.grid[x][y].f = self.grid[x][y].h + self.grid[x][y].g
self.start = (x, y)
def set_target(self, x, y):
# reset old target if it exits
if self.target:
self.set_free(self.target[0], self.target[1])
self.set_state("target", x, y)
self.target = (x, y)
'''
Initializing the Grid
'''
start = (0, 0)
target = (19, 0)
grid = Grid(grid_size, grid_size)
# check if start an target are valid
if 0 <= start[0] < grid.cols and 0 <= target[0] < grid.cols and 0 <= start[1] < grid.cols and 0 <= target[
1] < grid.cols:
grid.set_target(target[0], target[1])
grid.set_start(start[0], start[1])
for i in range(0, 10):
grid.set_obstacle(9, i)
for j in range(4, 10):
grid.set_obstacle(j, 9)
for i in range(9, 20):
grid.set_obstacle(16, i)
'''
Initializing A* Components
'''
open = Queue('PRIO', 'f')
open.push(grid.grid[0][0])
closed = Queue('PRIO', 'f')
neighbors = []
path = []
'''
Initializing Visuals
'''
pygame.init()
window_width = grid_size * (WIDTH + MARGIN) + MARGIN
window_height = grid_size * (HEIGHT + MARGIN) + MARGIN
size = (window_width, window_height) # made size variable
screen = pygame.display.set_mode(size)
pygame.display.set_caption("A* Algorithm")
done = False
clock = pygame.time.Clock()
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
while not open.is_empty():
current_field = open.pop()
grid.set_current(current_field.x, current_field.y)
screen.fill(BLACK)
grid.draw(screen)
pygame.display.flip()
clock.tick(15)
if current_field.x == grid.target[0] and current_field.y == grid.target[1]:
path.append(current_field)
grid.set_path(current_field.x, current_field.y)
while not (current_field.x == grid.start[0] and current_field.y == grid.start[1]):
current_field = current_field.parent
path.insert(0, current_field)
grid.set_path(current_field.x, current_field.y)
grid.draw(screen)
pygame.display.flip()
clock.tick(15)
open.clear()
closed.push(current_field)
grid.set_visited(current_field.x, current_field.y)
for dx, dy in [(0, -1), (-1, 0), (0, 1), (1, 0)]:
nx = current_field.x + dx
ny = current_field.y + dy
if 0 <= nx < grid.cols and 0 <= ny < grid.rows:
neighbor = grid.grid[nx][ny]
if neighbor.state == "obstacale" or closed.items.__contains__(neighbor):
continue
tentative_g = current_field.g + 1
if tentative_g < neighbor.g:
neighbor.parent = current_field
neighbor.g = tentative_g
neighbor.h = grid.heuristic(neighbor)
neighbor.f = neighbor.g + neighbor.h
if open.items.__contains__(neighbor):
open.items.sort(key=lambda item: item.f)
else:
open.push(neighbor)
screen.fill(BLACK)
grid.draw(screen)
pygame.display.flip()
# refreshrate
clock.tick(30)
pygame.quit()