Example #1
0
class Game:
    """
    Initialize PyGame and create a graphical surface to write. Similar
    to void setup() in Processing
    """
    def __init__(self):
        pygame.init()
        self.size = (Constants.WINDOW_WIDTH, Constants.WINDOW_HEIGHT)
        self.screen = pygame.display.set_mode(self.size)
        self.keyboard_handler = KeyboardHandler()
        self.font = pygame.font.SysFont(pygame.font.get_fonts()[0], 64)
        self.time = pygame.time.get_ticks()
        self.maze = Maze(Constants.GRID_COLS, Constants.GRID_ROWS, self.size)
        self.maze.generate_maze()
        self.search = Search(self.maze)

    """
    Method 'game_loop' will be executed every frame to drive
    the display and handling of events in the background. 
    In Processing this is done behind the screen. Don't 
    change this, unless you know what you are doing.
    """

    def game_loop(self):
        current_time = pygame.time.get_ticks()
        delta_time = current_time - self.time
        self.time = current_time
        self.handle_events()
        self.update_game(delta_time)
        self.draw_components()

    """
    Method 'update_game' is there to update the state of variables 
    and objects from frame to frame.
    """

    def update_game(self, dt):
        pass

    """
    Method 'draw_components' is similar is meant to contain 
    everything that draws one frame. It is similar to method
    void draw() in Processing. Put all draw calls here. Leave all
    updates in method 'update'
    """

    def draw_components(self):
        self.screen.fill([255, 255, 255])
        self.maze.draw_maze(self.screen)
        pygame.display.flip()

    def draw_score(self):
        text = self.font.render(str(self.maze.target.distance), True,
                                (0, 0, 0))
        self.screen.blit(text, (self.size[0] / 2 - 64, 20))

    def reset(self):
        pass

    """
    Method 'handle_event' loop over all the event types and 
    handles them accordingly. 
    In Processing this is done behind the screen. Don't 
    change this, unless you know what you are doing.
    """

    def handle_events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
            if event.type == pygame.KEYDOWN:
                self.handle_key_down(event)
            if event.type == pygame.KEYUP:
                self.handle_key_up(event)
            if event.type == pygame.MOUSEMOTION:
                self.handle_mouse_motion(event)
            if event.type == pygame.MOUSEBUTTONDOWN:
                self.handle_mouse_pressed(event)
            if event.type == pygame.MOUSEBUTTONUP:
                self.handle_mouse_released(event)

    """
    This method will store a currently pressed buttons 
    in list 'keyboard_handler.pressed'.
    """

    def handle_key_down(self, event):
        self.keyboard_handler.key_pressed(event.key)
        if event.key == pygame.K_m:
            print("Generating Maze")
            self.maze.generate_maze()
        if event.key == pygame.K_o:
            print("Generating Obstacle")
            self.maze.generate_obstacles()
        if event.key == pygame.K_r:
            print("Generating Rooms")
            self.maze.generate_room()
        if event.key == pygame.K_b:
            print("BFS")
            self.search.breadth_first_solution()
        if event.key == pygame.K_d:
            print("DFS")
            self.search.depth_first_solution()

        if event.key == pygame.K_g:
            print("Greedy")
            self.search.greedy_search()

        if event.key == pygame.K_a:
            print("A*")
            self.search.a_star_search()

    """
    This method will remove a released button 
    from list 'keyboard_handler.pressed'.
    """

    def handle_key_up(self, event):
        self.keyboard_handler.key_released(event.key)

    """
    Similar to void mouseMoved() in Processing
    """

    def handle_mouse_motion(self, event):
        pass

    """
    Similar to void mousePressed() in Processing
    """

    def handle_mouse_pressed(self, event):
        x = int(event.pos[0] / self.maze.cell_width)
        y = int(event.pos[1] / self.maze.cell_height)
        if event.button == 1:
            self.maze.set_source(self.maze.grid[x][y])
        if event.button == 3:
            self.maze.set_target(self.maze.grid[x][y])

    """
    Similar to void mouseReleased() in Processing
    """

    def handle_mouse_released(self, event):
        pass
Example #2
0
    global img

    cv2.imshow(MazeSettings.NAME, img)
    cv2.setMouseCallback(MazeSettings.NAME, mouse_event)
    while True:
        cv2.imshow(MazeSettings.NAME, img)
        cv2.waitKey(1)


# Load in the image
img = cv2.imread('mazes/maze-4.jpg', cv2.IMREAD_GRAYSCALE)
_, img = cv2.threshold(img, 120, 255, cv2.THRESH_BINARY)
img = cv2.cvtColor(img, cv2.COLOR_GRAY2BGR)

# Setup the Maze
maze = Maze(img)

# Set the cv2 image on another thread to update drawing in real time
t = threading.Thread(target=disp, args=())
t.daemon = True
t.start()

# Wait for the user to draw start and end points
while not maze.ready():
    pass

# Solve the maze
search = Search(maze)
search.a_star_search()
input("Press Enter to continue...")