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Astar_algorithm.py
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Astar_algorithm.py
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from queue import PriorityQueue
import random
import pygame
pygame.init()
WIDTH = 600
ROWS = 50
WIN = pygame.display.set_mode((WIDTH, WIDTH))
pygame.display.set_caption("A* path finding algorithm")
RED = (255, 0, 0)
GREEN = (0, 255, 0)
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
PURPLE = (128, 0, 128)
ORANGE = (255, 165 ,0)
GREY = (128, 128, 128)
TURQUOISE = (64, 224, 208)
"""
Represents each node point in the grid
"""
class Node:
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.neighbours = []
self.width = width
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 == ORANGE
def is_end(self):
return self.color == TURQUOISE
def reset(self):
self.color = WHITE
def make_start(self):
self.color = ORANGE
def make_end(self):
self.color = TURQUOISE
def make_closed(self):
self.color = RED
def make_open(self):
self.color = GREEN
def make_barrier(self):
self.color = BLACK
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):
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.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.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 h(p1, p2):
x1, y1 = p1
x2, y2 = p2
return abs(x1 - x2) + abs(y1 - y2)
def reconstruct_path(came_from, current, draw):
while current in came_from:
current = came_from[current]
current.make_path()
draw()
def algorithm(draw, grid, start, end):
count = 0
open_set = PriorityQueue()
open_set.put((0, count, start))
came_from = {}
g_score = {node: float("inf") for row in grid for node in row}
g_score[start] = 0
f_score = {node: float("inf") for row in grid for node in row}
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()
return False
current = open_set.get()[2]
open_set_hash.remove(current)
if current == end:
reconstruct_path(came_from, end, draw)
end.make_end()
return True
for neighbour in current.neighbours:
temp_g_score = g_score[current] + 1
if temp_g_score < g_score[neighbour]:
came_from[neighbour] = current
g_score[neighbour] = temp_g_score
f_score[neighbour] = g_score[neighbour] + h(current.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 make_grid(rows, width):
grid = []
gap = width // rows
for i in range(rows):
grid.append([])
for j in range(rows):
node = Node(i, j, gap, rows)
grid[i].append(node)
return grid
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 node in row:
node.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, rows, width):
grid = make_grid(rows, width)
start = None
end = None
# main loop
run = True
while run:
draw(win, grid, rows, width)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
break
if pygame.mouse.get_pressed()[0]: #LEFT
pos = pygame.mouse.get_pos()
row, col = get_clicked_pos(pos, rows, width)
node = grid[row][col]
if not start and node != end:
start = node
start.make_start()
elif not end and node != start:
end = node
end.make_end()
elif node != start and node != end:
node.make_barrier()
elif pygame.mouse.get_pressed()[2]: #RIGHT
pos = pygame.mouse.get_pos()
row, col = get_clicked_pos(pos, rows, width)
node = grid[row][col]
node.reset()
if node == start:
start = None
elif node == end:
end = None
if event.type == pygame.KEYDOWN:
# use the algorithm to find shortest path
if event.key == pygame.K_SPACE and start and end:
for row in grid:
for node in row:
node.update_neighbours(grid)
algorithm(lambda: draw(win, grid, rows, width), grid, start, end)
# reset the entire grid
if event.key == pygame.K_r:
start = None
end = None
grid = make_grid(rows, width)
# generate random maze
if event.key == pygame.K_g:
start = None # reset the start and end node points
end = None
grid = generate_random_maze(rows, width)
pygame.quit()
def generate_random_maze(rows, width):
grid = []
gap = width // rows
for i in range(rows):
grid.append([])
for j in range(rows):
node = Node(i, j, gap, rows)
grid[i].append(node)
for i in range(rows):
possible_rows = random.randrange(0, rows)
for j in range(rows):
if possible_rows:
col = random.randrange(0, rows)
node = grid[i][col]
node.make_barrier()
possible_rows -= 1
return grid
main(WIN, ROWS, WIDTH)