Esempio n. 1
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def simple_maze( screen, grid, start, end ):
    Speed = utility.Speed

    #_____used for the random generation of 0 and 1 with 25-75 ratio_____# 
    weighted_random = [0, 1, 1, 1]

    #_____loop through all the nodes of the grid_____#
    for i in range(NO_OF_BOXS):
        for j in range(NO_OF_BOXS):

            #_____Make changes according to the position of the node_____#
            if utility.is_start_or_end( (i, j), start, end ) :
                continue
            if i==0 or j==0 or i==NO_OF_BOXS-1 or j==NO_OF_BOXS-1:
                grid[ i ][ j ].cell_type = 'Wall'
            else:
                new_cell_type = choice(weighted_random)
                if new_cell_type == 0 :
                    grid[ i ][ j ].cell_type = 'Wall'

    #_____Mark the changes that were made in the loop_____#
    for i in range(NO_OF_BOXS):
        for j in range(NO_OF_BOXS):
            time.sleep(0.025*Speed)
            utility.make_change(screen, grid, i, j)
            utility.draw_grid(screen) 
Esempio n. 2
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    def make_opening( screen, grid, x, y, width, height, wall_x, wall_y ):
        opening = []

        #_____Possible openings_____#
        possible_open = [(randint(x, wall_x -1), wall_y), (randint(wall_x + 1, x + width -1), wall_y),(wall_x, randint(y, wall_y -1)), (wall_x, randint(wall_y + 1, y + height - 1))]
        
        #_____Positions of the margin exactly beside the created wall_____#
        margin_open = [(x, wall_y), (x+width-1, wall_y), (wall_x, y), (wall_x, y + height-1)]

        #_____Positions of the nodes adjecent to margin nodes_____# 
        adj_open = [(x-1, wall_y), (x+width, wall_y), (wall_x, y - 1), (wall_x, y + height)]
        
        #_____Check if created walls have margin positions adjencet ot thme____#
        #_____If yes then open the respective adj position_____# 
        for i in range(4):
            adj_x, adj_y = (adj_open[i][0], adj_open[i][1])
            if utility.is_within_the_grid( grid ,adj_x, adj_y ) and not utility.is_wall( grid, adj_x, adj_y ):
                grid[margin_open[i][0]][margin_open[i][1]].cell_type = 'Blank'
                utility.make_change(screen, grid, margin_open[i][0], margin_open[i][1])
            else:
                opening.append( possible_open[i] )
        ignore_it = randint( 0, len(possible_open)-1 )
        for i in range(len(opening)):
            if i != ignore_it:
                grid[opening[i][0]][opening[i][1]].cell_type = 'Blank'
                utility.make_change(screen, grid, opening[i][0], opening[i][1])
        utility.draw_grid(screen)
Esempio n. 3
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def a_star(screen, grid, start, end):
    Speed = utility.Speed

    neighbour = [(1, 0), (-1, 0), (0, -1), (0, 1)]
    visited = []
    q = PriorityQueue()

    #_____Add START node to PriorityQueue_____#
    grid[start[0]][start[1]].g_score = 0
    grid[start[0]][start[1]].h_score = h(start, end)
    grid[start[0]][start[1]].score = h(start, end)
    q.put((grid[start[0]][start[1]].score, start))

    #_____Loop while there is an element in this PriorityQueue_____#
    while not q.empty():
        utility.draw_grid(screen)
        time.sleep(0.025 * Speed)

        #_____Get the topmost element of the PriorityQueue_____#
        curr_tup = q.get()
        curr = curr_tup[1]
        if curr == end:
            print("ALL_DONE")
            break

        if is_visited(visited, curr):
            continue

        visited.append(curr)
        if curr != start and curr != end:
            grid[curr[0]][curr[1]].cell_type = 'Lead'
            utility.make_change(screen, grid, curr[0], curr[1])

        temp_g_score = grid[curr[0]][curr[1]].g_score + 1

        #_____Traverse all the neighbours of 'curr'_____#
        for nb in neighbour:
            new_x = curr[0] + nb[0]
            new_y = curr[1] + nb[1]

            #_____Check if this node (is_within_the_grid) and (is_not_a_wall) and (is_not_visited)_____#
            #_____And have less overall score(distance) than previous of its score Then add this node to PriorityQueue with new overall score(distance)_____#
            #_____overall score(distance) = g_function + h_function_____#
            if utility.is_within_the_grid(grid, new_x, new_y):
                condition = (grid[new_x][new_y].score > (temp_g_score + h(
                    (new_x, new_y), end)))
                if not utility.is_wall(grid, new_x, new_y) and condition:
                    grid[new_x][new_y].g_score = temp_g_score
                    grid[new_x][new_y].h_score = h((new_x, new_y), end)
                    grid[new_x][new_y].score = grid[new_x][
                        new_y].g_score + grid[new_x][new_y].h_score
                    grid[new_x][new_y].pre_cell = curr
                    q.put((grid[new_x][new_y].score, (new_x, new_y)))
                    if not utility.is_start_or_end((new_x, new_y), start, end):
                        grid[new_x][new_y].cell_type = 'Span'
                        utility.make_change(screen, grid, new_x, new_y)

    #_____mark_the_final_path_____#
    utility.mark_the_final_path(screen, grid, start, end)
Esempio n. 4
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def do_Recursive_Backtracking( screen, grid, start, end, width, height ):
    Speed = utility.Speed

    #_____Randomly generate a start node and make it open_____#
    maze_start = (randint(0, width-1), randint(0, height-1))
    grid[2*maze_start[0] + 1][2*maze_start[1] + 1].cell_type = 'Blank'
    utility.make_change(screen, grid, 2*maze_start[0] + 1, 2*maze_start[1] + 1)
    utility.draw_grid(screen)  

    #_____Adding this start node to queue and looping while there is an element in the queue_____#
    check_list = []
    check_list.append(maze_start)
    while len(check_list):
        time.sleep(0.025*Speed)
        top_entry = check_list[-1]
        if not check_adj_pos( screen, grid, top_entry[0], top_entry[1], width, height, check_list ):
            check_list.remove(top_entry)
Esempio n. 5
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def bfs(screen, grid, start, end):
    Speed = utility.Speed

    neighbour = [(1, 0), (-1, 0), (0, -1), (0, 1)]
    found = False
    q = []

    #_____Add START node to Queue_____#
    q.append(start)

    #_____Loop while there is an element in this queue_____#
    while len(q) > 0:
        time.sleep(0.025 * Speed)
        utility.draw_grid(screen)
        if found:
            break

        #_____Get the first element of the queue_____#
        curr = q[0]
        q.pop(0)

        grid[curr[0]][curr[1]].cell_type = 'Lead'
        if not utility.is_start_or_end(curr, start, end):
            utility.make_change(screen, grid, curr[0], curr[1])

        for nb in neighbour:
            #_____Traverse all the neighbours of 'curr'_____#
            new_x = curr[0] + nb[0]
            new_y = curr[1] + nb[1]

            #_____Check if this node (is_within_the_grid) and (is_not_a_wall) and (is_not_visited)_____#
            #_____Then add this node to queue_____#
            if utility.is_within_the_grid(grid, new_x, new_y):
                if (not utility.is_wall(grid, new_x, new_y)) and (
                        utility.is_not_visited(grid, new_x, new_y)):
                    grid[new_x][new_y].pre_cell = curr
                    q.append((new_x, new_y))
                    if not utility.is_start_or_end((new_x, new_y), start, end):
                        grid[new_x][new_y].cell_type = 'Span'
                        utility.make_change(screen, grid, new_x, new_y)
                    if (new_x, new_y) == end:
                        found = True
                        break

    #_____mark_the_final_path_____#
    utility.mark_the_final_path(screen, grid, start, end)
Esempio n. 6
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def dfs(screen, grid, start, end):
    Speed = utility.Speed

    neighbour = [(0, 1), (-1, 0), (0, -1), (1, 0)]
    parent_cell = (0, 0)
    q = deque()

    #_____Add START node to Stack_____#
    q.append(start)

    #_____Loop while there is an element in this stack_____#
    while len(q):
        utility.draw_grid(screen)
        time.sleep(0.025 * Speed)

        #_____Get the topmost element of the stack_____#
        curr = q.pop()

        #_____Check if this node (is_not_a_wall) and (is_not_visited)_____#
        #_____Then add this node to stack_____#
        if (not utility.is_wall(grid, curr[0], curr[1])) and (
                utility.is_not_visited(grid, curr[0], curr[1])):
            grid[curr[0]][curr[1]].pre_cell = parent_cell
            parent_cell = curr
            if curr == end:
                break
            elif curr != start:
                grid[curr[0]][curr[1]].cell_type = 'Lead'
                utility.make_change(screen, grid, curr[0], curr[1])

            #_____Traverse all the neighbours of 'curr'_____#
            for nb in neighbour:
                new_x = curr[0] + nb[0]
                new_y = curr[1] + nb[1]

                #_____Check if this node (is_within_the_grid) and (is_not_a_wall) and (is_not_visited)_____#
                #_____Then add this node to stack_____#
                if utility.is_within_the_grid(grid, new_x, new_y):
                    if (not utility.is_wall(grid, new_x, new_y)) and (
                            utility.is_not_visited(grid, new_x, new_y)):
                        q.append((new_x, new_y))

    #_____mark_the_final_path_____#
    utility.mark_the_final_path(screen, grid, start, end)
Esempio n. 7
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def Recursive_Backtracking( screen, grid, start, end ):
    Speed = utility.Speed

    #_____loop through all the nodes of the grid and make them WALL_____#  
    for i in range(NO_OF_BOXS//2 + 1):
        for j in range(NO_OF_BOXS):
            if (i,j)==start or (i,j)==end :
                continue
            grid[ i ][ j ].cell_type = 'Wall'
            utility.make_change(screen, grid, i, j)
            utility.draw_grid(screen)
            if (NO_OF_BOXS-1-i,NO_OF_BOXS-1-j)==start or (NO_OF_BOXS-1-i,NO_OF_BOXS-1-j)==end :
                continue
            grid[ NO_OF_BOXS-1-i ][ NO_OF_BOXS-1-j ].cell_type = 'Wall'
            utility.make_change(screen, grid, NO_OF_BOXS-1-i, NO_OF_BOXS-1-j)
            utility.draw_grid(screen)


    #_____do_Recursive_Backtracking_____#
    do_Recursive_Backtracking( screen, grid, start, end, (NO_OF_BOXS-1)/2, (NO_OF_BOXS-1)/2 )  
Esempio n. 8
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def Recursive_Division( screen ,grid, start, end ):
    Speed = utility.Speed

    #_____Mark the edges the grid as WALLS_____#
    for x in range(NO_OF_BOXS):
        time.sleep(0.025*Speed)
        grid[ x ][ 0 ].cell_type = 'Wall'
        grid[ x ][ NO_OF_BOXS-1 ].cell_type = 'Wall'
        utility.make_change( screen, grid, x, 0 )
        utility.make_change( screen, grid, x, NO_OF_BOXS-1 )
        
    #_____Mark the edges the grid as WALLS_____#
    for y in range(NO_OF_BOXS):
        time.sleep(0.025*Speed)
        grid[ 0 ][ y ].cell_type = 'Wall'
        grid[ NO_OF_BOXS-1 ][ y ].cell_type = 'Wall'
        utility.make_change( screen, grid, 0, y )
        utility.make_change( screen, grid, NO_OF_BOXS-1, y )
    #_____do_Recursive_Division_____#
    do_Recursive_Division( screen ,grid, start, end, (1, 1), NO_OF_BOXS-2, NO_OF_BOXS-2 )
Esempio n. 9
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def do_Recursive_Division( screen ,grid, start, end, d, width, height ):
    Speed = utility.Speed

    def get_wall_index( corner, length ):
        assert length >= 3
        wall_pos = randint( corner+1, corner+length-2 )
        if wall_pos%2 == 1:
            wall_pos -= 1
        return wall_pos

    def make_opening( screen, grid, x, y, width, height, wall_x, wall_y ):
        opening = []

        #_____Possible openings_____#
        possible_open = [(randint(x, wall_x -1), wall_y), (randint(wall_x + 1, x + width -1), wall_y),(wall_x, randint(y, wall_y -1)), (wall_x, randint(wall_y + 1, y + height - 1))]
        
        #_____Positions of the margin exactly beside the created wall_____#
        margin_open = [(x, wall_y), (x+width-1, wall_y), (wall_x, y), (wall_x, y + height-1)]

        #_____Positions of the nodes adjecent to margin nodes_____# 
        adj_open = [(x-1, wall_y), (x+width, wall_y), (wall_x, y - 1), (wall_x, y + height)]
        
        #_____Check if created walls have margin positions adjencet ot thme____#
        #_____If yes then open the respective adj position_____# 
        for i in range(4):
            adj_x, adj_y = (adj_open[i][0], adj_open[i][1])
            if utility.is_within_the_grid( grid ,adj_x, adj_y ) and not utility.is_wall( grid, adj_x, adj_y ):
                grid[margin_open[i][0]][margin_open[i][1]].cell_type = 'Blank'
                utility.make_change(screen, grid, margin_open[i][0], margin_open[i][1])
            else:
                opening.append( possible_open[i] )
        ignore_it = randint( 0, len(possible_open)-1 )
        for i in range(len(opening)):
            if i != ignore_it:
                grid[opening[i][0]][opening[i][1]].cell_type = 'Blank'
                utility.make_change(screen, grid, opening[i][0], opening[i][1])
        utility.draw_grid(screen)
            
    #_____If any side of input box is less 2 than return_____#
    if width <= 1 or height <= 1:
        return
        
    #_____Randomly generate wall position_____#
    wall_x, wall_y = (get_wall_index( d[0], width ), get_wall_index( d[1], height ))

    #_____Create walls at Randomly generated position_____#
    for i in range( d[0], d[0]+width ):
        time.sleep(0.025*Speed)
        if (i,wall_y)==start or (i,wall_y)==end :
            continue
        grid[i][wall_y].cell_type = 'Wall'
        utility.make_change(screen, grid, i, wall_y)
        utility.draw_grid(screen)
        
    #_____Create walls at Randomly generated position_____#
    for i in range( d[1], d[1]+height ):
        time.sleep(0.025*Speed)
        if utility.is_start_or_end((wall_x,i), start, end) :
            continue
        grid[wall_x][i].cell_type = 'Wall'
        utility.make_change(screen, grid, wall_x, i)
        utility.draw_grid(screen)
    
    #_____Make openings_____#
    make_opening( screen, grid, d[0], d[1], width, height, wall_x, wall_y )

    time.sleep(0.025*Speed)

    #_____Recursive calls_____#
    do_Recursive_Division( screen ,grid, start, end, d, wall_x-d[0], wall_y-d[1] )
    do_Recursive_Division( screen ,grid, start, end, (d[0], wall_y+1), wall_x-d[0], d[1]+height-wall_y-1 )
    do_Recursive_Division( screen ,grid, start, end, (wall_x+1, d[1]), d[0]+width-wall_x-1, wall_y-d[1] )
    do_Recursive_Division( screen ,grid, start, end, (wall_x+1, wall_y+1), d[0]+width-wall_x-1, d[1]+height-wall_y-1 )
Esempio n. 10
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def check_adj_pos( screen, grid, x, y, width, height, check_list ):
    direction = []

    #_____If x>0 and (x-1) is within the grid and not visited then we can move to left, thus append it to the queue_____#
    if x > 0:
        if not is_open(grid, 2*(x-1)+1, 2*y+1):
            direction.append( 'L' )
    
    #_____If y>0 and (y-1) is within the grid and not visited then we can move to up, thus append it to the queue_____#
    if y > 0:
        if not is_open( grid, 2*x+1, 2*(y-1)+1 ):
            direction.append( 'U' )

    #_____If (x < width-1) and (x+1) is within the grid and not visited then we can move to right, thus append it to the queue_____#
    if x < width-1 :
        if not is_open(grid, 2*(x+1)+1, 2*y+1):
            direction.append( 'R' )

    #_____If (y < height-1) and (y+1) is within the grid and not visited then we can move to down, thus append it to the queue_____#
    if y < height-1:
        if not is_open( grid, 2*x+1, 2*(y+1)+1 ):
            direction.append( 'D' )
    
    #_____If there is any element in the queue, mark them open in there respective direction and return_____# 
    if len(direction):
        chosen_dir = choice(direction)
        if chosen_dir == 'L':
            check_list.append( (x-1, y) )
            grid[2*x][2*y+1].cell_type = 'Blank'
            grid[2*(x-1)+1][2*y+1].cell_type = 'Blank'
            utility.make_change(screen, grid, 2*x, 2*y+1)
            utility.make_change(screen, grid, 2*(x-1)+1, 2*y+1)
            utility.draw_grid(screen)
        elif chosen_dir == 'U':
            check_list.append( (x, y-1) )
            grid[2*x+1][2*(y-1)+1].cell_type = 'Blank'
            grid[2*x+1][2*y].cell_type = 'Blank'
            utility.make_change(screen, grid, 2*x+1, 2*(y-1)+1)
            utility.make_change(screen, grid, 2*x+1, 2*y)
            utility.draw_grid(screen)
        elif chosen_dir == 'R':
            check_list.append( (x+1, y) )
            grid[2*x+2][2*y+1].cell_type = 'Blank'
            grid[2*(x+1)+1][2*y+1].cell_type = 'Blank'
            utility.make_change(screen, grid, 2*x+2, 2*y+1)
            utility.make_change(screen, grid, 2*(x+1)+1, 2*y+1)
            utility.draw_grid(screen)
        elif chosen_dir == 'D':
            check_list.append( (x, y+1) )
            grid[2*x+1][2*y+2].cell_type = 'Blank'
            grid[2*x+1][2*(y+1)+1].cell_type = 'Blank'
            utility.make_change(screen, grid, 2*x+1, 2*y+2)
            utility.make_change(screen, grid, 2*x+1, 2*(y+1)+1)
            utility.draw_grid(screen)
        return True
    else:
        return False
 if event.type == pygame.QUIT:
     run = False
 #_____Check if the Mouse Button is pressed_____#
 elif event.type == pygame.MOUSEBUTTONDOWN:
     if event.button == 1:
         count_click += 1
         drag = True
         mouse_x, mouse_y = event.pos
         pos_x = mouse_x // WIDTH_PER_BOX
         pos_y = mouse_y // HEIGHT_PER_BOX
         #_____If its the first click, then this Node is the START Node_____#
         if count_click == 1:
             if utility.is_within_the_grid(grid, pos_x, pos_y):
                 start = (pos_x, pos_y)
                 grid[pos_x][pos_y].cell_type = "Start"
                 utility.make_change(screen, grid, pos_x, pos_y)
             #_____If the click is outside of the grid, then its not considered for changing the grid_____#
             else:
                 count_click -= 1
         #_____If its the second click, then this Node is the END Node_____#
         elif count_click == 2:
             if utility.is_within_the_grid(grid, pos_x, pos_y):
                 end = (pos_x, pos_y)
                 grid[pos_x][pos_y].cell_type = "End"
                 utility.make_change(screen, grid, pos_x, pos_y)
             #_____If the click is outside of the grid, then its not considered for changing the grid_____#
             else:
                 count_click -= 1
 elif event.type == pygame.MOUSEBUTTONUP:
     if event.button == 1:
         drag = False