-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathvisual.py
485 lines (318 loc) · 9.89 KB
/
visual.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
import pygame
import math
from queue import PriorityQueue
from queue import Queue
import random
WIDTH = 800
WINDOW = pygame.display.set_mode((WIDTH, WIDTH))
pygame.display.set_caption("PathFinding Visualizer")
pygame.init()
clock = pygame.time.Clock()
clock.tick(60)
RED = (255,0,0)
GREEN = (0,255,0)
BLUE = (0,0,255)
YELLOW = (255,255,0)
WHITE = (255,255,255)
BLACK = (0,0,0)
PURPLE = (128,0,128)
ORANGE = (255,155,0)
GREY = (128,128,128)
TURQUOISE = (62,224,208)
class Spot:
def __init__(self, row, col, width, total_rows):
self.row = row
self.col = col
self.x = row*width
self.y = col*width
self.width = width
self.color = WHITE
self.neighbors = []
self.total_rows = total_rows
def get_pos(self):
return self.row, self.col
def is_closed(self):
return self.color == RED
def is_open(self):
return self.color==GREEN
def is_barrier(self):
return self.color ==BLACK
def is_start(self):
return self.color == YELLOW
def is_end(self):
return self.color == YELLOW
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_start(self):
self.color = YELLOW
def make_end(self):
self.color = YELLOW
def make_path(self):
self.color = BLUE
def draw(self, win):
pygame.draw.rect(win, self.color, (self.x, self.y, self.width, self.width))
def update_neighbors(self, grid):
self.neighbors = []
#DOWN
if(self.row < self.total_rows-1 and not grid[self.row+1][self.col].is_barrier()):
self.neighbors.append(grid[self.row+1][self.col])
#UP
if(self.row > 0 and not grid[self.row-1][self.col].is_barrier()):
self.neighbors.append(grid[self.row-1][self.col])
#RIGHT
if(self.col < self.total_rows-1 and not grid[self.row][self.col+1].is_barrier()):
self.neighbors.append(grid[self.row][self.col+1])
#LEFT
if(self.col > 0 and not grid[self.row][self.col-1].is_barrier()):
self.neighbors.append(grid[self.row][self.col-1])
# #TOP LEFT
# if(self.row > 0 and self.col > 0 and not grid[self.row-1][self.col-1].is_barrier()):
# self.neighbors.append(grid[self.row-1][self.col-1])
# #TOP RIGHT
# if(self.row > 0 and self.col < self.total_rows-1 and not grid[self.row-1][self.col+1].is_barrier()):
# self.neighbors.append(grid[self.row-1][self.col+1])
# #BOTTOM LEFT
# if(self.row < self.total_rows-1 and self.col > 0 and not grid[self.row+1][self.col-1].is_barrier()):
# self.neighbors.append(grid[self.row+1][self.col-1])
# #BOTTOM RIGHT
# if(self.row < self.total_rows-1 and self.col < self.total_rows-1 and not grid[self.row+1][self.col+1].is_barrier()):
# self.neighbors.append(grid[self.row+1][self.col+1])
#less than method for Spot class
def __lt__(self, other):
return False
#h function. we use manhattan distance
def h(p1, p2):
x1,y1 = p1
x2,y2 = p2
#return abs(x1-x2)+abs(y1-y2)
return math.sqrt((x1-x2)**2 + (y1-y2)**2)
def reconstruct_path(came_from, current, draw):
while current in came_from:
current = came_from[current]
current.make_path()
draw()
def astar(draw, grid, start, end):
#to break ties when we have same F score
count = 0
open_set = PriorityQueue()
#contains elements of the type [F-score, count, Node]
open_set.put((0,count,start))
#keep track of the path
came_from = {}
g_score = {spot : float("inf") for row in grid for spot in row}
g_score[start] = 0
f_score = {spot : float("inf") for row in grid for spot in row}
f_score[start] = h(start.get_pos(), end.get_pos())
#this set is basically to keep track of the items in the prioq
open_set_hash = {start}
while not open_set.empty():
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
#[2] is the actual node
current = open_set.get()[2]
open_set_hash.remove(current)
if current == end:
reconstruct_path(came_from, end, draw)
start.make_start()
end.make_end()
return True
for neighbor in current.neighbors:
temp_g_score = g_score[current]+1
if(temp_g_score < g_score[neighbor]):
came_from[neighbor] = current
g_score[neighbor] = temp_g_score
f_score[neighbor] = temp_g_score+h(neighbor.get_pos(), end.get_pos())
if(neighbor not in open_set_hash):
count +=1
open_set.put((f_score[neighbor], count, neighbor))
open_set_hash.add(neighbor)
neighbor.make_open()
draw()
if current != start:
current.make_closed()
# font = pygame.font.Font(None, 50)
# text = font.render("NO PATH", True, RED)
# text_rect = text.get_rect()
# text_x = WINDOW.get_width() / 2 - text_rect.width / 2
# text_y = WINDOW.get_height() / 2 - text_rect.height / 2
# WINDOW.blit(text, [text_x, text_y])
# pygame.display.flip()
#return False
#Code up the other algorithms
def djikstras(draw, grid, start, end):
count = 0
min_heap = PriorityQueue()
#contains elements of the type [F-score, count, Node]
min_heap.put((0,count,start))
min_heap_set = {start}
#visited = [[0 for i in range(len(grid))] for j in range(len(grid))]
visited = {start}
#keep track of the path
came_from = {}
distance = {spot : float("inf") for row in grid for spot in row}
distance[start] = 0
while(not min_heap.empty()):
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
current = min_heap.get()[2]
min_heap_set.remove(current)
if current == end:
reconstruct_path(came_from, end, draw)
start.make_start()
end.make_end()
return True
for neighbor in current.neighbors:
temp_distance = distance[current]+1
if(temp_distance < distance[neighbor]):
came_from[neighbor] = current
distance[neighbor] = temp_distance
if(neighbor not in min_heap_set):
count +=1
min_heap.put((distance[neighbor],count, neighbor))
min_heap_set.add(neighbor)
neighbor.make_open()
draw()
if(current!= start):
current.make_closed()
return False
def breadthfirstsearch(draw, grid, start, end):
count = 0
q = Queue()
qset = {start}
q.put(start)
came_from = {}
while(not q.empty()):
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
n = q.qsize()
for i in range(n):
current = q.get()
if(current == end):
reconstruct_path(came_from, end, draw)
start.make_start()
end.make_end()
return True
for neighbor in current.neighbors:
if(neighbor not in qset):
q.put(neighbor)
neighbor.make_open()
qset.add(neighbor)
came_from[neighbor] = current
draw()
if(current!=start):
current.make_closed()
return False
#Create Random Maze to test
def create_random_maze(grid, density):
if(density=="low"):
p=100
elif(density == "medium"):
p=500
else:
p=1000
for i in range(p):
r = random.randrange(len(grid))
c = random.randrange(len(grid))
grid[r][c].make_barrier()
def make_grid(rows, width):
grid = []
#gap is basically the width of each small cube
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
#function to draw the grid lines between cubes
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))
for j in range(rows):
pygame.draw.line(win, GREY, (j*gap, 0),(j*gap, width))
def draw(win, grid, rows, width):
win.fill(WHITE)
for row in grid:
for spot in row:
spot.draw(win)
draw_grid(win, rows, width)
pygame.display.update()
def get_clicked_pos(pos, rows, width):
gap = width//rows
y,x = pos
row = y//gap
col = x//gap
return row, col
def main(win, width):
ROWS = 50
grid = make_grid(ROWS, width)
start = None
end = None
run = True
started = False
while run:
#looping through all the events that have happened
draw(win, grid, ROWS, width)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
#left click
if pygame.mouse.get_pressed()[0]: # LEFT
pos = pygame.mouse.get_pos()
row, col = get_clicked_pos(pos, ROWS, width)
spot = grid[row][col]
if not start and spot != end:
start = spot
start.make_start()
elif not end and spot != start:
end = spot
end.make_end()
elif spot != end and spot != start:
spot.make_barrier()
#right click
elif pygame.mouse.get_pressed()[2]:
pos = pygame.mouse.get_pos()
row, col = get_clicked_pos(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_b and start and end:
for row in grid:
for spot in row:
spot.update_neighbors(grid)
breadthfirstsearch(lambda : draw(win, grid, ROWS, width), grid, start, end)
if event.key == pygame.K_a and start and end:
for row in grid:
for spot in row:
spot.update_neighbors(grid)
astar(lambda : draw(win, grid, ROWS, width), grid, start, end)
if event.key == pygame.K_d and start and end:
for row in grid:
for spot in row:
spot.update_neighbors(grid)
djikstras(lambda : draw(win, grid, ROWS, width), grid, start, end)
if event.key == pygame.K_r:
# for row in grid:
# for spot in row:
# spot.update_neighbors(grid)
create_random_maze(grid, "medium")
if event.key == pygame.K_c:
start = None
end = None
grid =make_grid(ROWS, width)
pygame.quit()
main(WINDOW, WIDTH)