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pathfinder.py
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pathfinder.py
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# pip3 install pygame
# import os # hide the message from pygame
# os.environ['PYGAME_HIDE_SUPPORT_PROMPT'] = "hide"
import pygame
import math
from queue import PriorityQueue
# displaying the window with an 800x800 resolution and a caption
WIDTH = 800
WIN = pygame.display.set_mode((WIDTH, WIDTH))
pygame.display.set_caption("Hello There")
# colors
RED = (220, 20, 60)
GREEN = (154, 205, 50)
BLUE = (100, 149, 237)
YELLOW = (255, 255, 51)
WHITE = (255, 250, 250)
BLACK = (0, 0, 0)
PURPLE = (138, 43, 226)
ORANGE = (255, 127, 80)
GREY = (128, 128, 128)
TURQUOISE = (64, 224, 209)
# this keeps track of where it is (row, col position in the grid), it needs to know the width of itself,
# to be able to draw itself, and keep track of all of its neighbors and a few other things as-well
class Spot:
# constructor
def __init__(self, row, col, width, total_rows):
self.row = row
self.col = col
self.x = row * width
self.y = col * width
self.color = WHITE
self.neighbors = []
self.width = width
self.total_rows = total_rows
# getting the current position of the spot
def get_pos(self):
return self.row, self.row
# what is considered as closed, or where we already passed and failed
def is_closed(self):
return self.col == RED
# checks if the block is still in the open set
def is_open(self):
return self.color == GREEN
# checks if it is an obstacle
def is_barrier(self):
return self.color == BLACK
# checking the beginning
def is_start(self):
return self.color == ORANGE
# final block
def is_end(self):
return self.color == TURQUOISE
# resets all the blocks to white
def reset(self):
self.color = WHITE
# --- M A K E --- #
# make changes the color instead of giving back colors, it changes them
def make_closed(self):
self.col = RED
def make_open(self):
self.color = GREEN
def make_start(self):
self.color = ORANGE
def make_barrier(self):
self.color = BLACK
def make_end(self):
self.color = TURQUOISE
def make_path(self):
self.color = PURPLE
# what we call when we want to draw the method on the screen
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 = []
# this means if we can move up, down, left, right, copied all of these
if self.row < self.total_rows - 1 and not grid[self.row + 1][self.col].is_barrier(): # DOWN
self.neighbors.append(grid[self.row + 1][self.col])
if self.row > 0 and not grid[self.row - 1][self.col].is_barrier(): # UP
self.neighbors.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.neighbors.append(grid[self.row][self.col + 1])
if self.col > 0 and not grid[self.row][self.col - 1].is_barrier(): # LEFT
self.neighbors.append(grid[self.row][self.col - 1])
# this compares two Spots together, and in this case, it always says that the other spot is greater than this spot
def __lt__(self, other):
return False
# p1 p2 should be like x and y or row and col
def heuristic(p1, p2):
x1, y1 = p1
x2, y2 = p2
return abs(x1 - x2) + abs(y1 - y2)
# drawing the best path after finding it
def reconstruct_path(came_from, current, draw):
while current in came_from:
current = came_from[current]
current.make_path()
draw()
# this does everything
def algorithm(draw, grid, start, end):
count = 0
open_set = PriorityQueue()
open_set.put((0, count, start))
came_from = {} # from what node this node 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}
g_score[start] = heuristic(start.get_pos(), end.get_pos())
open_set_hash = {start}
# if this is empty, that means that the bot hasn't found a way to the destination
while not open_set.empty():
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
current = open_set.get()[2] # i want just the node
open_set_hash.remove(current)
if current == end:
reconstruct_path(came_from, end, draw)
end.make_end()
return True
# checking all the neighbors for the current node
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 + heuristic(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()
# creating the grid
def make_grid(rows, width):
grid = []
gap = width // rows # integer division
for i in range(rows):
grid.append([])
for j in range(rows):
spot = Spot(i, j, gap, rows)
grid[i].append(spot)
return grid
# drawing the grid to the white cubes
def draw_grid(win, rows, width):
gap = width // rows
for i in range(rows):
# drawing horizontal lines, starting with the 0, gap and ending at 800, gap in this specific case
pygame.draw.line(win, GREY, (0, i * gap), (width, i * gap))
for j in range(rows):
# flipping the first draw
pygame.draw.line(win, GREY, (j * gap, 0), (j * gap, width))
# this draws everything
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()
# gets where the position of the block clicked is, on the grid
# this helps us understand what color the block should be
def get_clicked_pos(pos, rows, width):
gap = width // rows
y, x = pos
row = y // gap
col = x // gap
return row, col
# this is the manager for everything that is happening
def main(win, width):
rows = 50
grid = make_grid(rows, width)
start = None
end = None
run = True
started = False
# checking all the events that happened, when the algorithm started (timers, keyboard things etc)
while run:
draw(win, grid, rows, width)
for event in pygame.event.get():
if event.type == pygame.QUIT: # x button
run = False
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 start hasn't been defined yet
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()
elif pygame.mouse.get_pressed()[2]: # right
pos = pygame.mouse.get_pos()
row, col = get_clicked_pos(pos, rows, width)
spot = grid[row][col]
spot.reset()
# resetting start and end if they press on either of these
if spot == start:
start = None
elif spot == end:
end = None
# whenever pressing the space button, and if the program hasn't started yet, update all the neighbors
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE and start and end:
for row in grid:
for spot in row:
spot.update_neighbors(grid)
algorithm(lambda: draw(win, grid, rows, width), grid, start, end)
if event.key == pygame.K_c:
start = None
end = None
grid = make_grid(rows, width)
pygame.quit()
print('how this works:'
'\n 1) left click somewhere on the screen for the start node'
'\n 2) left click somewhere on the screen for the end node'
'\n 3) add walls by left clicking'
'\n 4) press space for the algorithm to start'
'\nto remove something, right click the block you wish to be removed'
'\npress c to reset the game')
main(WIN, WIDTH)
# improvements
# why is there an emoji shortcut on intelliJ ??? 🤔🤔🤔 CTRL + ALT + the button right to L button :