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app.py
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app.py
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import pygame
import path_finding as pf
import search
import heuristic
WIDTH = 800
WINDOW = pygame.display.set_mode([WIDTH, WIDTH])
pygame.display.set_caption("Path Finding Visualizer")
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)
class Node:
# 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
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 == PURPLE
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
# Draws a rectangle at the node's x and y position with a
# length and width equals to the node's width.
def draw(self):
pygame.draw.rect(WINDOW, self.color, (self.x,
self.y, self.width, self.width))
def update_neighbors(self, grid):
self.neighbors = []
# Each if statement checks if the neigbor is within the bounds
# and checks if the neigbor is not a barrier.
# 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])
# UP
if self.row > 0 and not grid[self.row - 1][self.col].is_barrier():
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])
# LEFT
if self.col > 0 and not grid[self.row][self.col-1].is_barrier():
self.neighbors.append(grid[self.row][self.col-1])
def get_neighbors(self):
return self.neighbors
def get_clicked_pos(pos, rows, width):
node_width = width // rows
y, x = pos
row = y // node_width
col = x // node_width
return row, col
def make_grid(rows, width):
grid = []
node_width = width // rows
for row in range(rows):
grid.append([])
for col in range(rows):
node = Node(row, col, node_width, rows)
grid[row].append(node)
return grid
def draw_grid(window, rows, width):
node_width = width // rows
# Horizontal lines.
for i in range(rows):
pygame.draw.line(window, GREY, (0, i * node_width),
(width, i * node_width))
# Vertical lines.
for i in range(rows):
pygame.draw.line(window, GREY, (i * node_width, 0),
(i * node_width, width))
def update_nodes_neighbors(grid):
"""
Every single node will have a list of thier neighbors.
This list will contain the current state of each node
to insure that the grid is accurate.
"""
for row in grid:
for node in row:
node.update_neighbors(grid)
def draw(window, grid, rows, width):
"""
Draws the entire gird.
Can be used to redraw the grid.
"""
window.fill(WHITE)
for row in grid:
for node in row:
node.draw()
draw_grid(window, rows, width)
pygame.display.update()
def main(window, width):
ROWS = 50
grid = make_grid(ROWS, width)
start = None
end = None
run = True
while run:
draw(window, grid, ROWS, width)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if pygame.mouse.get_pressed()[0]: # LEFT MOUSE CLICK
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
node.make_start()
elif not end and node != start:
end = node
node.make_end()
elif node != end and node != start:
node.make_barrier()
elif pygame.mouse.get_pressed()[2]: # RIGHT MOUSE CLICK
pos = pygame.mouse.get_pos()
row, col = get_clicked_pos(pos, ROWS, width)
node = grid[row][col]
node.reset()
if node == start:
start = None
if node == end:
end = None
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_KP0 and start and end:
update_nodes_neighbors(grid)
pf.a_star_path_finding(lambda: draw(window, grid,
ROWS, width), grid, start, end, heuristic.manhattan_distance)
if event.key == pygame.K_KP1 and start and end:
update_nodes_neighbors(grid)
pf.dijkstra_shortest_path(lambda: draw(window, grid,
ROWS, width), grid, start, end)
if event.key == pygame.K_KP2 and start and end:
update_nodes_neighbors(grid)
pf.bi_directional_search(lambda: draw(window, grid,
ROWS, width), grid, start, end)
if event.key == pygame.K_KP3 and start and end:
update_nodes_neighbors(grid)
search.breadth_first_search(lambda: draw(window, grid,
ROWS, width), start, end)
if event.key == pygame.K_KP4 and start and end:
update_nodes_neighbors(grid)
search.depth_first_search(lambda: draw(window, grid,
ROWS, width), start, end)
elif event.key == pygame.K_c:
window.fill(WHITE)
grid = make_grid(ROWS, width)
draw(window, grid, ROWS, width)
start = None
end = None
pygame.quit()
main(WINDOW, WIDTH)