pygame 中的寻路可视化工具

问题描述

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()

解决方法

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