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AStarGUI.py
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# A * Pathfinding Algorithm 🌟
# Implemented with pygame, this script will find the shortest distance between two nodes using A * Algorithm 🎮
# Instructions / Keys Functionalities:
# -Left Click to add start and end nodes
# -Right Click to remove the nodes
# -Space Bar to start finding the shortest distance
# -'C' to clear and reset the grid
# Requirements:
# pip install pygame
# By Susnata Goswami(https://github.com/proghead00)
import pygame
import math
from queue import PriorityQueue
WIDTH = 800
WIN = pygame.display.set_mode((WIDTH, WIDTH)) # dimension to make it a square
pygame.display.set_caption("A* Path Finding Algorithm")
RED = (235, 77, 75)
GREEN = (186, 220, 88)
BLUE = (48, 51, 107)
YELLOW = (249, 202, 36)
WHITE = (255, 255, 255)
BLACK = (53, 59, 72)
PURPLE = (130, 88, 159)
ORANGE = (225, 95, 65)
GREY = (128, 128, 128)
TURQUOISE = (10, 189, 227)
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.color = WHITE
self.neighbors = []
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_closed(self):
self.color = RED
def make_open(self):
self.color = GREEN
def make_barrier(self):
self.color = BLACK
def make_end(self):
self.color = TURQUOISE
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_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])
if self.row > 0 and not grid[self.row - 1][self.col].is_barrier(): # UP
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])
if self.col > 0 and not grid[self.row][self.col - 1].is_barrier(): # LEFT
self.neighbors.append(grid[self.row][self.col - 1])
def __lt__(self, other):
return False
def h(p1, p2):
x1, y1 = p1
x2, y2 = p2
return abs(x1 - x2) + abs(y1 - y2) # finding absolute distance
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 = {}
# keeps track of current shortest distance from start node to this node
g_score = {spot: float("inf") for row in grid for spot in row}
g_score[start] = 0
# keeps track of predicted distance from this node to end node
f_score = {spot: float("inf") for row in grid for spot 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()
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 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()
return False
def make_grid(rows, width):
grid = []
gap = width // rows # integer division: gap b/w each of these 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
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)) # horizontal line
for j in range(rows):
pygame.draw.line(win, GREY, (j * gap, 0),
(j * gap, width)) # vertical lines
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()
# getting mouse postiion
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
while run:
draw(win, grid, ROWS, width)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if pygame.mouse.get_pressed()[0]: # LEFT MOUSE BUTTON: 0
pos = pygame.mouse.get_pos()
# actual spot in 2D list where mouse is clicked
row, col = get_clicked_pos(pos, ROWS, width)
spot = grid[row][col]
# if start and end aren't done
if not start and spot != end:
start = spot
start.make_start()
# to avoid overlapping of start and end node
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 MOUSE BUTTON: 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_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()
main(WIN, WIDTH)