def drawPath(self): if self.slow: Map.setCell(self.p1, Map.YELLOW_CELL) if self.can_draw: Map.setWall(self.p_wall, Map.RED_WALL) if self.finished: Map.setWall(self.old_p_wall, Map.EMPTY)
def checkIfFinished(self): if self.new_p == Map.goal_pos: self.finished = True Map.setCell(self.old_p, Map.SOLUTION_PATH)
def drawPath(self): if self.slow: self.current_state = Map.getCell(self.new_p) Map.setCell(self.new_p, Map.ORANGE_CELL) if self.slow: Map.setCell(self.new_p, self.current_state) if self.move_forward: if Map.getCell(self.new_p) == Map.EMPTY: Map.setCell(self.new_p, Map.SOLUTION_PATH) if self.old_p not in (Map.start_pos, Map.goal_pos): Map.setCell(self.old_p, Map.SOLUTION_PATH) elif Map.getCell(self.old_p) == Map.SOLUTION_PATH or Map.getCell( self.new_p) == Map.SOLUTION_PATH: if Map.getCell(self.new_p) not in (Map.START, Map.GOAL): Map.setCell(self.new_p, Map.VISITED_PATH) if self.old_p not in (Map.start_pos, Map.goal_pos): Map.setCell(self.old_p, Map.VISITED_PATH)