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main.py
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565 lines (395 loc) · 13.3 KB
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import pygame
from queue import PriorityQueue
import random
pygame.init()
WIDTH = 800 #sets width to 800
screen = pygame.display.set_mode((WIDTH, WIDTH))#makes a screen of 800 by 800
pygame.display.set_caption("A* Path Finding Algorithm")#sets the title of the screen
font = pygame.font.SysFont('comicsans' ,30)
#colours
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 = (0,255,255)
#class
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):#function to find position
return self.row, self.col
def is_closed(self):#colour shown when path is closed
return self.color == TURQUOISE
def is_open(self):#color shown when the path is open
return self.color == BLUE
def is_barrier(self):#color of the walls
return self.color == BLACK
def is_start(self):#color of the starting point
return self.color == GREEN
def is_end(self):#color of the end point
return self.color == RED
def reset(self):#color shown when the walls are erased
self.color = WHITE
def make_start(self):
self.color = GREEN
def make_closed(self):
self.color = TURQUOISE
def make_open(self):
self.color = BLUE
def make_barrier(self):
self.color = BLACK
def make_end(self):
self.color = RED
def make_path(self):
self.color = YELLOW
def draw(self, win):
pygame.draw.rect(win, self.color, (self.x, self.y, self.width, self.width))
#shows the neighbouring blocks
def update_neighbors(self, grid):
self.neighbors = []
if self.row < self.total_rows - 1 and not grid[self.row + 1][self.col].is_barrier(): # DOWN
self.neighbors.append(grid[self.row + 1][self.col])
if self.row > 0 and not grid[self.row - 1][self.col].is_barrier(): # UP
self.neighbors.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.neighbors.append(grid[self.row][self.col + 1])
if self.col > 0 and not grid[self.row][self.col - 1].is_barrier(): # LEFT
self.neighbors.append(grid[self.row][self.col - 1])
def __lt__(self, other):
return False
def h(p1, p2): # makes the h value for the formula F = G + H His the estimated distance node from current node to the end node
x1, y1 = p1
x2, y2 = p2
return abs(x1 - x2) + abs(y1 - y2)
def reconstruct_path(came_from, current, draw):#reconstructs path
while current in came_from:
current = came_from[current]
current.make_path()
draw()
#A* pathfinding algorithm
def algorithm(draw, grid, start, end):#A* algorithm
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:
reconstruct_path(came_from, end, draw)
end.make_end()
return True
for neighbor in current.neighbors:
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
#Makes the grid
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
#function to draw the 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))
#Draws the screen
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()
#gets the position of the node the mouse clicks
def get_clicked_pos(pos, rows, width):
gap = width // rows
y, x = pos
row = y // gap
col = x // gap
return row, col
def main(win, width):
#The rows in the grid
ROWS = 50
#make grid
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 mouse gets pressed make start,end then walls
if pygame.mouse.get_pressed()[0]: # LEFT
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()
#IF mouse gets pressed reset
elif pygame.mouse.get_pressed()[2]: # RIGHT
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:
#Key to start the algorithm
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()
#CODE FOR THE SORTING VISUALIZER STARTS HERE
#sets the background color
background_color = WHITE
side_pad = 100
top_pad = 150
#Sets the color of the list
gradients = (TURQUOISE,BLUE)
#sets font
font = pygame.font.SysFont('comicsans' ,30)
#Class for the sorting visualiser
class Drawinformation:
def __init__(self,width,height,one):
self.width = width
self.height = height
self.window = pygame.display.set_mode((width,height))
pygame.display.set_caption("sorting algorithm")
self.set_list(one)
#sets the structure of the list
def set_list(self,one):
self.one = one
self.min_val=min(one)
self.max_val = max(one)
self.block_width =(self.width - side_pad)/ len(one)
self.block_height =((self.height - top_pad)/(self.max_val - self.min_val))
self.start_x= side_pad//2
#Bubble sort algorithm
def bubble_sort(draw_info,ascending = True):#bubble sort which works by switching
one = draw_info.one
for i in range(len(one)-1):
for j in range(len(one)-1-i):
num1 =one[j]
num2 = one[j+1]
if (num1 > num2 and ascending) or (num1 < num2 and not ascending):
one[j],one[j + 1] = one[j+1],one[j]
draw_list(draw_info,{j:RED, j+1: BLACK},True)
yield True
return one
#Insertion sort algorithm
def insertion_sort(draw_info, ascending=True): # insertion sort algorithm
one = draw_info.one
for i in range(1, len(one)):
current =one[i]
while True :
ascending_sort = i > 0 and one[i - 1] > current and ascending
descending_sort = i > 0 and one[i - 1] < current and not ascending
if not ascending_sort and not descending_sort:
break
one[i] = one[i - 1]
i = i -1
one[i] = current
draw_list(draw_info,{i - 1: RED,i:RED},True)
yield True
return one
#Generates the list
def generate_start_list(n,min_val,max_val):
one = []
for _ in range(n):
val = random.randint(min_val,max_val)
one.append(val)
return one
#draws the screen
def draw2(draw_info,ascending):
#sets the background color
draw_info.window.fill(background_color)
draw_list(draw_info)
#makes the instructions one the screen
INSTRUCTIONS = font.render("a - ascending | d - descending | r - resetlist | ",1,BLACK )
draw_info.window.blit(INSTRUCTIONS,(draw_info.width/2 - INSTRUCTIONS.get_width()/2,45))
algorithm_name = font.render("i - insertion sort | b = bubble sort",1,BLACK)
draw_info.window.blit(algorithm_name,(draw_info.width/2 - algorithm_name.get_width()/2,75))
pygame.display.update()
#function to draw list
def draw_list(draw_info,color_positions={},clear_bg=False):# it draws the list to be sorted by the algoritm
one = draw_info.one
if clear_bg:
clear_rect=(side_pad//2,top_pad,draw_info.width - side_pad, draw_info.height - top_pad)
pygame.draw.rect(draw_info.window,background_color,clear_rect)
for i, val in enumerate(one):
x = draw_info.start_x + i * draw_info.block_width
y = draw_info.height - (val-draw_info.min_val)*draw_info.block_height
color = gradients[i%2]
if i in color_positions:
color= color_positions[i]
pygame.draw.rect(draw_info.window,color,(x,y,draw_info.block_width, draw_info.height))
if clear_bg:
pygame.display.update()
def main2():# main function
run = True
clock = pygame.time.Clock()
#Number of lists
n = 100
#minimum valu of the list
min_val = 0
#maximum of the list
max_val = 100
one = generate_start_list(n,min_val,max_val)
draw_info = Drawinformation(800, 600,one)
sorting = False
ascending =True
sorting_algorithm = bubble_sort
sorting_algorithm_gen = None
#loop to display the sorting visualiser
while run:
clock.tick(100)
if sorting:
try:
next(sorting_algorithm_gen)
except StopIteration:
sorting = False
else:
draw2(draw_info,ascending)
for event in pygame.event.get():
if event ==pygame.QUIT:
run = False
if event.type != pygame.KEYDOWN:
continue
#refresh list key
if event.key == pygame.K_r:
one = generate_start_list(n, min_val, max_val)
draw_info.set_list(one)
elif event.key == pygame.K_SPACE and sorting == False:
sorting = True
sorting_algorithm_gen = sorting_algorithm(draw_info,ascending)
#ascending key
elif event.key == pygame.K_a and not sorting:
ascending = True
run = True
#descending key
elif event.key == pygame.K_d and not sorting:
ascending = False
#insertion sorting key
elif event.key == pygame.K_i and not sorting:
sorting_algorithm = insertion_sort
pygame.display.set_caption("insertion sorting")
#bubble sort key
elif event.key == pygame.K_b and not sorting:
sorting_algorithm = bubble_sort
pygame.display.set_caption("bubble sort")
pygame.quit()
# code for main menu starts here
#button class
class Button():
def __init__(self, x, y, image, scale):
width = image.get_width()
height = image.get_height()
self.image = pygame.transform.scale(image, (int(width * scale), int(height * scale)))
self.rect = self.image.get_rect()
self.rect.topleft = (x, y)
self.clicked = False
def draw(self, surface):
action = False
#get mouse position
pos = pygame.mouse.get_pos()
#check mouseover and clicked conditions
if self.rect.collidepoint(pos):
if pygame.mouse.get_pressed()[0] == 1 and self.clicked == False:
self.clicked = True
action = True
if pygame.mouse.get_pressed()[0] == 0:
self.clicked = False
#draw button on screen
surface.blit(self.image, (self.rect.x, self.rect.y))
return action
#font
font2 = pygame.font.SysFont('comicsans' ,30)
#screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
screen2 = pygame.display.set_mode((800, 600))
pygame.display.set_caption('CHOOSE A ALGORITHM')
#load button images
start_img = pygame.image.load('number-one.png').convert_alpha()
start_img = pygame.transform.scale(start_img,(100,100))
exit_img = pygame.image.load('number-2.png').convert_alpha()
exit_img = pygame.transform.scale(exit_img,(100,100))
#load background
b_g = pygame.image.load('menu.jpg')
b_g =pygame.transform.scale(b_g,(800,600))
#create button instances
start_button = Button(200, 200, start_img, 0.8)
exit_button = Button(450, 200, exit_img, 0.8)
# menu function
run = True
while run:
screen2.fill(BLACK)
#screen2.blit(b_g,(0,0))
main_instructions = font2.render(" CLICK 1 = PATH FINDING VISUALISER |",1,WHITE)
screen2.blit(main_instructions,(150,30))
main_instructions2 = font2.render(" CLICK 2 = SORTING VISUALISER |",1,WHITE)
screen2.blit(main_instructions2,(150,70))
if start_button.draw(screen2):
main(screen2,WIDTH)
if exit_button.draw(screen2):
main2()
#event handler
for event in pygame.event.get():
#quit game
if event.type == pygame.QUIT:
run = False
pygame.display.update()
pygame.quit()