Python pygame中的寻路可视化工具
我仍在学习如何编码,并希望通过以下视频创建寻路可视化工具: 我想我或多或少了解算法和整个代码,但我想扩展程序。我想实现更多的算法,一些按钮和一个文件对话框来导入和导出迷宫,并停止算法所需的时间和类似的东西。我知道如何实现另一个算法,但我是Pygame新手,所以我不知道如何显示它。我尝试将它与PyQt5结合起来,并用Pygame本身搜索不同的解决方案,但没有任何效果 我怎样才能在上面添加一些条或类似的东西,在那里我可以选择我想要使用的算法和下拉菜单或类似的东西,并导入迷宫和所有这些东西 这是相应的代码:Python pygame中的寻路可视化工具,python,pygame,visualization,path-finding,Python,Pygame,Visualization,Path Finding,我仍在学习如何编码,并希望通过以下视频创建寻路可视化工具: 我想我或多或少了解算法和整个代码,但我想扩展程序。我想实现更多的算法,一些按钮和一个文件对话框来导入和导出迷宫,并停止算法所需的时间和类似的东西。我知道如何实现另一个算法,但我是Pygame新手,所以我不知道如何显示它。我尝试将它与PyQt5结合起来,并用Pygame本身搜索不同的解决方案,但没有任何效果 我怎样才能在上面添加一些条或类似的东西,在那里我可以选择我想要使用的算法和下拉菜单或类似的东西,并导入迷宫和所有这些东西 这是相应
import pygame
import math
from queue import PriorityQueue
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 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 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_closed(self):
self.color = RED
def make_open(self):
self.color = GREEN
def make_barrier(self):
self.color = BLACK
def make_start(self):
self.color = ORANGE
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.neightbors = []
if self.row < self.total_rows -1 and not grid[self.row + 1][self.col].is_barrier(): # DOWN
self.neightbors.append(grid[self.row + 1][self.col])
if self.row > 0 and not grid[self.row - 1][self.col].is_barrier(): # UP
self.neightbors.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.neightbors.append(grid[self.row][self.col + 1])
if self.col > 0 and not grid[self.row][self.col - 1].is_barrier(): # LEFT
self.neightbors.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))
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 = {spot: float ("inf") for row in grid for spot in row}
g_score[start] = 0
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: # draws the path
reconstruct_path(came_from, end, draw)
end.make_end()
return True
for neighbor in current.neightbors:
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
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))
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 spot in row:
spot.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():
width = 800
win = pygame.display.set_mode((width, width))
pygame.display.set_caption("A* Path Finding Algorithm")
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]:
pos = pygame.mouse.get_pos()
row, col = get_clicked_pos(pos, ROWS, width)
spot = grid [row][col]
if not start and spot != end:
start = spot
start.make_start()
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]:
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()
if __name__ == "__main__":
main()
导入pygame
输入数学
从队列导入优先级队列
红色=(255,0,0)
绿色=(0,255,0)
蓝色=(0,0255)
黄色=(255,255,0)
白色=(255,255,255)
黑色=(0,0,0)
紫色=(128,0,128)
橙色=(255,165,0)
灰色=(128128128)
绿松石=(64224208)
上课地点:
定义初始行(自身、行、列、宽度、总行):
self.row=行
self.col=col
self.x=行*宽度
self.y=列*宽度
self.color=白色
self.neights=[]
self.width=宽度
self.total_rows=总计_rows
def获取位置(自身):
返回(self.row,self.col)
def已关闭(自身):
返回(self.color==红色)
def打开(自身):
返回(self.color==绿色)
def是_屏障(自身):
返回(self.color==黑色)
def为自动启动(自):
返回(self.color==橙色)
def为_端(自身):
返回(self.color==绿松石色)
def重置(自):
self.color=白色
def使_关闭(自身):
self.color=红色
def使_打开(自身):
self.color=绿色
def make_屏障(自身):
self.color=黑色
def使_启动(自):
self.color=橙色
def make_end(自):
self.color=绿松石色
def生成路径(自身):
self.color=紫色
def抽签(自我,赢):
pygame.draw.rect(win,self.color,(self.x,self.y,self.width,self.width))
def更新_邻居(自身、网格):
self.neightbors=[]
如果self.row0而不是grid[self.row-1][self.col]。是否为_barrier():#向上
self.neightbors.append(网格[self.row-1][self.col])
如果self.col0而不是grid[self.row][self.col-1],则为_barrier():#左
self.neightbors.append(网格[self.row][self.col-1])
定义(自身、其他):
返回(假)
def h(p1,p2):
x1,y1=p1
x2,y2=p2
返回(abs(x1-x2)+abs(y1-y2))
def重建路径(来自、当前、绘制):
当电流从以下位置进入时:
当前=来自[当前]
当前。生成_路径()
画()
def算法(绘制、网格、开始、结束):
计数=0
open_set=PriorityQueue()
打开集合放置((0,计数,开始))
来自={}
g_得分={spot:float(“inf”)代表网格中的行,spot代表行中的行}
g_分数[起点]=0
f_得分={spot:float(“inf”)代表网格中的行,spot代表行中的行}
f_分数[start]=h(start.get_pos(),end.get_pos())
open_set_hash={start}
未打开时\u set.empty():
对于pygame.event.get()中的事件:
如果event.type==pygame.QUIT:
pygame.quit()
当前=打开_set.get()[2]
打开\u集\u散列。删除(当前)
如果当前==结束:#绘制路径
重建路径(来自、结束、绘制)
结束
返回真值
对于current.neightbors中的邻居:
临时分数=当前分数+1
如果临时评分