如何解决pygame 中的寻路可视化工具
我仍在学习如何编码,并希望通过观看此视频来创建寻路可视化工具: https://www.youtube.com/watch?v=JtiK0DOeI4A&ab_channel=TechWithTim
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花费的时间和一些类似的东西。我知道如何实现另一种算法,但我是 Pygame 的新手,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 本身寻找不同的解决方案,但没有任何效果。
我如何添加一些栏或类似的东西,我可以在下拉菜单或类似菜单中选择我想要使用的算法并导入迷宫和所有这些东西?
这是对应的代码:
import pygame
import math
from queue import PriorityQueue
RED = (255,0)
GREEN = (0,255,0)
BLUE = (0,255)
YELLOW = (255,0)
WHITE = (255,255)
BLACK = (0,0)
PURPLE = (128,128)
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],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,(j * gap,0),width))
def draw(win,width):
win.fill(WHITE)
for row in grid:
for spot in row:
spot.draw(win)
draw_grid(win,width)
pygame.display.update()
def get_clicked_pos(pos,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,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,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,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,width),end)
if event.key == pygame.K_c:
start = None
end = None
grid = make_grid(ROWS,width)
pygame.quit()
if __name__ == "__main__":
main()
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