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frame_simulator.py
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frame_simulator.py
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import os
try:
import pygame
except:
os.system('pip install pygame')
import pygame
try:
import pygame_gui
except:
os.system('pip install pygame_gui')
import pygame_gui
try:
import numpy
except:
os.system('pip install numpy')
import numpy
from logging import root
import dev_support
import settings
import handler_node
import node
import time
import datetime
import data
class Frame:
def __init__(self, _frame_handler, _screen):
pygame.init()
self.ui_manager = pygame_gui.UIManager((settings.SCREEN_WIDTH, settings.SCREEN_HEIGHT), 'theme.json')
self.frame_handler = _frame_handler
self.screen = _screen
self.init()
self.ui_elements()
def init(self):
self.is_show_dev = False
self.ratio = (3,4,5)
self.current_ratio = self.ratio[0]
self.rect_list = []
self.mouse_rel = (0,0)
self.zoom = 1
self.final_image = None
self.current_image_path = None
self.stop = False
self.dev = dev_support.DEV(self)
self.handlerNode = handler_node.HandlerNode(self.screen, self, self.current_ratio, 300)
self.handlerNode.root.set_draw_to_child(True)
self.handlerNode.root.set_puzzle(data.puzzle_random[0])
self.handlerNode.proplem_node.set_puzzle(data.puzzle_random[0])
def ui_elements(self):
#button
rect_back = pygame.Rect((8, 650), (100, 50))
self.button_back = pygame_gui.elements.UIButton(relative_rect = rect_back,
text = "Back",
manager = self.ui_manager,
object_id="#button_back")
rect_up = pygame.Rect((25, 135), (80, 30))
self.rect_list.append(rect_up)
self.button_up = pygame_gui.elements.UIButton(relative_rect = rect_up,
text = "↑",
manager = self.ui_manager)
rect_right = pygame.Rect((25, 170), (80, 30))
self.rect_list.append(rect_right)
self.button_right = pygame_gui.elements.UIButton(relative_rect = rect_right,
text = "→",
manager = self.ui_manager)
rect_down = pygame.Rect((25, 215), (80, 30))
self.rect_list.append(rect_down)
self.button_down = pygame_gui.elements.UIButton(relative_rect = rect_down,
text = "↓",
manager = self.ui_manager)
rect_left = pygame.Rect((25, 250), (80, 30))
self.rect_list.append(rect_left)
self.button_left = pygame_gui.elements.UIButton(relative_rect = rect_left,
text = "←",
manager = self.ui_manager)
rect_general = pygame.Rect((25, 280), (125, 50))
self.rect_list.append(rect_general)
self.button_general = pygame_gui.elements.UIButton(relative_rect = rect_general,
text = "Gerenal",
manager = self.ui_manager,
object_id = "#button_play" )
rect_solve = pygame.Rect((25, 480), (125, 50))
self.rect_list.append(rect_solve)
self.button_solve = pygame_gui.elements.UIButton(relative_rect = rect_solve,
text = "Slove",
manager = self.ui_manager,
object_id = "#button_play" )
rect_ok1 = pygame.Rect((225, 540), (40, 35))
self.button_set_start = pygame_gui.elements.UIButton(relative_rect = rect_ok1,
text = "OK",
manager = self.ui_manager,
object_id = "#button_ok")
rect_play_solution = pygame.Rect((1123, 650), (125, 50))
self.button_play_solution = pygame_gui.elements.UIButton(relative_rect = rect_play_solution,
text = "PLay Solution",
manager = self.ui_manager,
object_id = "#button_play_solution")
# Panel
rect_Pane1 = pygame.Rect((8,40), (120, 600))
self.panel_1 = pygame_gui.elements.ui_panel.UIPanel(relative_rect = rect_Pane1,
starting_layer_height = 0,
manager = self.ui_manager)
rect_Pane2 = pygame.Rect((1110,10), (150, 700))
self.panel_2 = pygame_gui.elements.ui_panel.UIPanel(relative_rect = rect_Pane2,
starting_layer_height = 0,
manager= self.ui_manager,
object_id = "#panel_2")
# Label
rect_guide = pygame.Rect((2, 0), (250, 50))
self.label_guide = pygame_gui.elements.ui_label.UILabel(manager = self.ui_manager,
text = 'F2 - Open/Close Development',
relative_rect = rect_guide,
object_id = "#label_dev_3")
self.label_time = pygame_gui.elements.ui_label.UILabel(manager = self.ui_manager,
text = "Time: ",
relative_rect = pygame.Rect((0, 355), (92, 50)),
object_id = "#label_guide")
self.label_step = pygame_gui.elements.ui_label.UILabel(manager = self.ui_manager,
text = "Steps: ",
relative_rect = pygame.Rect((0, 380 ), (100, 50)),
object_id = "#label_guide")
# Drop down
rect_choose_algorithm = pygame.Rect((15,440), (250, 35))
self.rect_list.append(rect_choose_algorithm)
algorithm_options = ['BFS', 'A* (Manhattan)', 'A* (Euclidean)', 'Hill Climb']
self.dropdown_choose_algorithm = pygame_gui.elements.UIDropDownMenu(options_list = algorithm_options,
starting_option = algorithm_options[1],
relative_rect = rect_choose_algorithm,
manager = self.ui_manager)
# Input
self.input_start_state = pygame_gui.elements.UITextEntryLine(relative_rect = pygame.Rect((15, 540), (215, 35)),
manager = self.ui_manager,
object_id = "#input_1")
self.input_goal_state = pygame_gui.elements.UITextEntryLine(relative_rect = pygame.Rect((15, 580), (215, 35)),
manager = self.ui_manager,
object_id = "#input_1")
# Drop down
rect_choose_puzzle = pygame.Rect((15, 580), (250, 35))
self.rect_list.append(rect_choose_puzzle)
self.puzzle_options = []
for i in range(len(data.puzzle_random)):
self.puzzle_options.append(str(i))
self.dropdown_choose_puzzle = pygame_gui.elements.UIDropDownMenu(options_list = self.puzzle_options,
starting_option = self.puzzle_options[0],
relative_rect = rect_choose_puzzle,
manager = self.ui_manager)
# Drop down
rect_choose_picture = pygame.Rect((25, 50), (150, 40))
self.rect_list.append(rect_choose_picture)
self.picture_options = ['Only Number', 'Picture 1', 'Picture 2']
self.dropdown_choose_picture = pygame_gui.elements.UIDropDownMenu(options_list = self.picture_options,
starting_option = self.picture_options[0],
relative_rect = rect_choose_picture,
manager = self.ui_manager)
rect_choose_level = pygame.Rect((25, 90), (150, 40))
self.rect_list.append(rect_choose_level)
self.level_options = ['Easy', 'Legend']
self.dropdown_choose_level = pygame_gui.elements.UIDropDownMenu(options_list = self.level_options,
starting_option = self.level_options[0],
relative_rect = rect_choose_level,
manager = self.ui_manager)
def render(self, _display_surface):
self.handlerNode.draw()
self.ui_manager.draw_ui(_display_surface)
if self.is_show_dev:
self.dev.draw(_display_surface)
# Top layer
if self.handlerNode.proplem_node.is_same_puzzle(self.handlerNode.goal_puzzle[self.current_ratio-3]):
self.handlerNode.proplem_node.set_color("GREEN")
else:
self.handlerNode.proplem_node.set_color("ORANGE")
self.handlerNode.proplem_node.draw()
def update(self, _delta_time):
if len(self.handlerNode.root.children) > 0:
self.dropdown_choose_level.disable()
self.dropdown_choose_picture.disable()
else:
self.dropdown_choose_level.enable()
self.dropdown_choose_picture.enable()
self.get_input()
self.handlerNode.update()
self.ui_manager.update(_delta_time)
self.development()
self.dev.update(_delta_time)
def ui_event(self, _event):
if _event.type == pygame.MOUSEWHEEL:
if _event.y == 1 and self.zoom < 2:
self.zoom += 0.1
if _event.y == -1 and self.zoom > 0.5:
self.zoom -= 0.1
self.handlerNode.zoom(self.zoom)
if _event.type == pygame.KEYDOWN:
if _event.key == pygame.K_F2:
if self.is_show_dev:
self.is_show_dev = False
else:
self.is_show_dev = True
if self.handlerNode.node_choose != None:
if _event.key == pygame.K_SPACE:
self.handlerNode.node_choose.general_child()
if _event.key == pygame.K_UP:
self.handlerNode.node_choose.child_up()
if _event.key == pygame.K_RIGHT:
self.handlerNode.node_choose.child_right()
if _event.key == pygame.K_DOWN:
self.handlerNode.node_choose.child_down()
if _event.key == pygame.K_LEFT:
self.handlerNode.node_choose.child_left()
self.handlerNode.all_node = []
self.handlerNode.get_all_node(self.handlerNode.root)
self.handlerNode.get_max_level()
self.handlerNode.zoom(self.zoom)
if _event.type == pygame_gui.UI_BUTTON_PRESSED:
if _event.ui_element == self.button_back:
self.stop = True
self.handlerNode.reset_handler()
self.handlerNode.set_run(False)
self.frame_handler.set_current_frame('frame_menu')
if _event.ui_element == self.button_solve:
self.handlerNode.solve_all ()
if _event.ui_element == self.button_play_solution:
self.handlerNode.play_solution()
if _event.ui_element == self.button_set_start:
self.handlerNode.set_root(self.input_start_state.get_text())
if self.handlerNode.node_choose != None:
if _event.ui_element == self.button_general:
self.handlerNode.node_choose.general_child()
if _event.ui_element == self.button_up:
self.handlerNode.node_choose.child_up()
if _event.ui_element == self.button_right:
self.handlerNode.node_choose.child_right()
if _event.ui_element == self.button_down:
self.handlerNode.node_choose.child_down()
if _event.ui_element == self.button_left:
self.handlerNode.node_choose.child_left()
self.handlerNode.all_node = []
self.handlerNode.get_all_node(self.handlerNode.root)
self.handlerNode.get_max_level()
self.handlerNode.zoom(self.zoom)
if _event.type == pygame_gui.UI_DROP_DOWN_MENU_CHANGED:
if _event.ui_element == self.dropdown_choose_puzzle:
self.handlerNode.root.set_puzzle(data.puzzle_random[int(_event.text)])
self.handlerNode.proplem_node.set_puzzle(data.puzzle_random[int(_event.text)])
if _event.ui_element == self.dropdown_choose_picture:
if _event.text == 'Only Number':
self.current_image_path = None
elif _event.text == 'Picture 1':
self.current_image_path = 'resources/img1.jpg'
elif _event.text == 'Picture 2':
self.current_image_path = 'resources/img2.jpg'
self.set_final_image(self.current_image_path)
if _event.ui_element == self.dropdown_choose_level:
if _event.text == 'Easy':
self.reset_ratio(self.ratio[0])
elif _event.text == 'Medium':
self.reset_ratio(self.ratio[1])
elif _event.text == 'Hard':
self.reset_ratio(self.ratio[2])
else:
pass
if _event.ui_element == self.dropdown_choose_algorithm:
self.handlerNode.set_algorithm(_event.text)
# MOUSEBUTTONDOWN MOUSEBUTTONUP MOUSEBUTTONMOTION MOUSEWHEEL
# 1 - Left, 2 - Mid, 3 - Right, 4 - Up, 5 - Down
if _event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
check = False
for i in range(len(self.rect_list)):
if self.rect_list[i].collidepoint(mouse_pos):
check = True
if check == False:
self.handlerNode.check_all_collider_mouse(_event.button)
self.ui_manager.process_events(_event)
def get_input(self):
if pygame.mouse.get_pressed()[2]:
self.mouse_rel = pygame.mouse.get_rel()
self.handlerNode.move(self.handlerNode.root, pygame.math.Vector2(self.mouse_rel))
# HARDCORE
def set_final_image(self, _path):
if _path == None:
self.final_image = None
self.handlerNode.set_image(None, self.current_ratio)
else:
self.final_image = pygame.image.load(_path)
self.handlerNode.set_image(_path, self.current_ratio)
def reset_ratio(self, _ratio):
self.current_ratio = _ratio
self.handlerNode.set_ratio(_ratio)
numpy.random.shuffle(self.handlerNode.start_puzzle[self.current_ratio-3])
self.handlerNode.root.set_puzzle_2(self.handlerNode.start_puzzle[self.current_ratio-3])
if self.final_image != None:
self.set_final_image(self.current_image_path)
self.handlerNode.root.create_puzzle()
# End HARDCORE
def development(self):
self.dev.label_short_1.set_text('root is choose: ' + str(self.handlerNode.root.is_choose))
self.dev.label_short_2.set_text('root pos: ' + str(self.handlerNode.root.pos))
self.dev.label_short_4.set_text('zoom: ' + "{:.2f}".format(self.zoom))
self.dev.label_long_1.set_text('Frame: ' + str(self.handlerNode.frame.__module__))
self.dev.label_long_2.set_text('Node count: ' + str(len(self.handlerNode.all_node)))
if self.handlerNode.node_choose is None:
self.dev.label_long_3.set_text('Node choose: None')
self.dev.label_long_4.set_text('Level choose: None')
self.dev.label_short_3.set_text('Mouse rel: ' + str(self.mouse_rel))
self.dev.label_long_7.set_text('h-block: ' + 'None')
self.dev.label_long_8.set_text('h-cost: ' + 'None')
self.dev.label_long_9.set_text('g-cost: ' + 'None')
self.dev.label_long_10.set_text('% right: ' + 'None')
else:
self.dev.label_long_3.set_text('Node choose: ' + str(self.handlerNode.node_choose.puzzle))
self.dev.label_long_4.set_text('Level choose: ' + str(self.handlerNode.node_choose.level))
self.dev.label_short_3.set_text('Mouse rel: ' + str(self.handlerNode.node_choose.mouse_rel))
self.dev.label_long_7.set_text('h-block: ' + str(self.handlerNode.node_choose.h_cost_block))
self.dev.label_long_8.set_text('h-cost: ' + str(self.handlerNode.node_choose.h_cost))
self.dev.label_long_9.set_text('g-cost: ' + str(self.handlerNode.node_choose.g_cost))
self.dev.label_long_10.set_text('% right: ' + str(self.handlerNode.node_choose.percent_right) + ", % false: " + str(self.handlerNode.node_choose.percent_false))
self.dev.label_long_5.set_text('Max level: ' + str(self.handlerNode.max_level))
self.dev.label_long_6.set_text('Node-level-arr-count: ' + str(len(self.handlerNode.all_node_level)))
# Final Build