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Astar pathfinder.py
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import pygame
import math
from queue import PriorityQueue
import tkinter as tk
from tkinter.messagebox import *
VISUALIZE =True
WIDTH =700 # Change to reduse or increse the size of Window
ROWS =25 # Change This to Change The Number of block(s) in grid Recomended size -25 50 100
win = pygame.display.set_mode((WIDTH,WIDTH))
pygame.display.set_caption("A* PathFinding Algorithm")
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
PURPLE = (128, 0, 128)
ORANGE = (255, 165 ,0)
GREY = (128, 128, 128)
class Cube:
def __init__(self, row, col, width, total_rows):
self.row =row
self.col =col
self.width =width
self.total_rows =total_rows
self.x = row* width
self.y = col*width
self.color=WHITE
self.neighbours =[]
def getPos(self):
return self.row,self.col
def isClosed(self):
return self.color ==RED
def isOpen(self):
return self.color ==GREEN
def isStart(self):
return self.color ==ORANGE
def isEnd(self):
return self.color == PURPLE
def isWall(self):
return self.color == BLACK
def reset(self):
self.color =WHITE
def setClosed(self):
self.color=RED
def setOpen(self):
self.color=GREEN
def setWall(self):
self.color=BLACK
def setEnd(self):
self.color=PURPLE
def setStart(self):
self.color=ORANGE
def setPath(self):
self.color=BLUE
def draw(self ,win):
pygame.draw.rect(win, self.color,(self.x,self.y,self.width,self.width))
def updateNeighbour(self,grid):
self.neighbours =[]
if self.row<self.total_rows-1 and not grid[self.row+1][self.col].isWall():
self.neighbours.append(grid[self.row+1][self.col])
if self.row > 0 and not grid[self.row-1][self.col].isWall():
self.neighbours.append(grid[self.row-1][self.col])
if self.col<self.total_rows-1 and not grid[self.row][self.col+1].isWall():
self.neighbours.append(grid[self.row][self.col+1])
if self.col > 0 and not grid[self.row][self.col-1].isWall():
self.neighbours.append(grid[self.row][self.col-1])
def __lt__(self, value):
return False
def h(p1, p2):
x1,y1 =p1
x2,y2 =p2
return abs(x1-x2) +abs(y1-y2)
def reconstructPath(camefrom, end, draw):
current =end
while current in camefrom:
current = camefrom[current]
current.setPath()
if VISUALIZE:
draw()
def algorithm(draw, grid, start, end):
count =0
openSet= PriorityQueue()
openSet.put((0, count, start))
openSetHash={start}
cameFrom ={}
g_score={cube:float("inf") for rows in grid for cube in rows}
f_score={cube:float("inf") for rows in grid for cube in rows}
g_score[start]=0
f_score[start]= h(start.getPos(),end.getPos())
while not openSet.empty():
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
current = openSet.get()[2]
openSetHash.remove(current)
if current == end:
end.setEnd()
reconstructPath(cameFrom, end , draw)
start.setStart()
return True
for neighbour in current.neighbours:
tempGscore = g_score[current]+1
if tempGscore <g_score[neighbour]:
cameFrom[neighbour]= current
g_score[neighbour] =tempGscore
f_score[neighbour] = tempGscore +h(neighbour.getPos(),end.getPos())
if neighbour not in openSetHash:
count+=1
openSet.put((f_score[neighbour], count, neighbour))
openSetHash.add(neighbour)
if VISUALIZE:
neighbour.setOpen()
if VISUALIZE:
draw()
if current != start and VISUALIZE:
current.setClosed()
return False
def setGrid(rows, width):
grid= []
gap =width // rows
for i in range(rows):
grid.append([])
for j in range(rows):
cube = Cube(i,j,gap,rows)
grid[i].append(cube)
return grid
def drawGrid(win, rows , width):
gap =width //rows
for i in range(rows):
pygame.draw.line(win,GREY,(0,i*gap),(width,i*gap))
pygame.draw.line(win,GREY,(i*gap,0),(i*gap,width))
def draw(win, grid,rows , width):
win.fill(WHITE)
for row in grid:
for cub in row:
cub.draw(win)
drawGrid(win, rows, width)
pygame.display.update()
def getClickedPos(pos, rows, width):
x, y =pos
gap =width//rows
rows = x//gap
col = y//gap
return rows,col
def main(win, width,ROWS):
grid = setGrid(ROWS, width)
run = True
started = False
start = None
end = None
while run :
draw(win,grid,ROWS,width)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if started:
continue
elif pygame.mouse.get_pressed()[0]:
pos = pygame.mouse.get_pos()
row , col = getClickedPos(pos,ROWS , width)
cube= grid[row][col]
if not start and cube!=end:
start=cube
cube.setStart()
cube.draw(win)
elif not end and cube !=start:
end = cube
cube.setEnd()
cube.draw(win)
elif cube != end and cube != start:
cube.setWall()
cube.draw(win)
elif pygame.mouse.get_pressed()[2]:
pos = pygame.mouse.get_pos()
row , col = getClickedPos(pos,ROWS , width)
cube= grid[row][col]
if cube == start :
start = None
elif cube ==end:
end =None
cube.reset()
cube.draw(win)
if event.type == pygame.KEYDOWN:
if event.key ==pygame.K_SPACE and start and end:
for row in grid:
for cube in row:
cube.updateNeighbour(grid)
algorithm(lambda: draw(win,grid,ROWS,width), grid ,start ,end)
if event.key ==pygame.K_c:
start =None
end =None
grid = setGrid(ROWS, width)
root = tk.Tk()
root.withdraw()
msg =tk.messagebox.askquestion ('Selection','Do You Want To Visualize The Algorithm ?\n\nYes- See How the Algorith Works with Visualization\nNo- Faster with out Visualization',icon = 'question')
if (True): # change this to False if u dont want instructions
tk.messagebox.showinfo("Key List","PRESS\nLEFT CLICK - To place START/END point and Draw walls\nRIGHT CLICK - Remove START/END and walls \nSPACE\t - Start The algorithm\nC\t - To Clear Screen ")
if msg =="yes":
VISUALIZE =True
else:
VISUALIZE =False
main(win, WIDTH, ROWS)