import pygame from pygame.locals import * from queue import PriorityQueue WIDTH = 800 HEIGHT = WIDTH COLS = 50 ROWS = COLS RED = (255, 0, 0) GREEN = (0, 255, 0) BLUE = (0, 255, 0) 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 = (64, 224, 208) # spot spot_width = WIDTH//COLS spot_height = HEIGHT // ROWS win = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption('grid world') grid_world = [] class Spot: def __init__(self, r, c): self.r = r self.c = c self.x = c * spot_width self.y = r * spot_height self.color = WHITE self.is_start = False self.is_end = False self.is_barrier = False def make_start(self): self.color = ORANGE self.is_start = True def make_end(self): self.color = TURQUOISE self.is_end = True def make_barrier(self): self.color = BLACK self.is_barrier = True def make_open(self): self.color = GREEN def make_closed(self): self.color = RED def make_path(self): self.color = PURPLE def draw(self, win): pygame.draw.rect(win, self.color, (self.x, self.y, spot_width, spot_height)) def update_neighbors(self, grid_world): self.neighbors = [] if self.r > 0 and not grid_world[self.r - 1][self.c].is_barrier: self.neighbors.append(grid_world[self.r - 1][self.c]) if self.r < ROWS - 1 and not grid_world[self.r +1 ][self.c].is_barrier: self.neighbors.append(grid_world[self.r + 1][self.c]) if self.c > 0 and not grid_world[self.r][self.c - 1].is_barrier: self.neighbors.append(grid_world[self.r][self.c - 1]) if self.c < COLS - 1 and not grid_world[self.r][self.c+1].is_barrier: self.neighbors.append(grid_world[self.r][self.c + 1]) def __lt__(self, other): return False def make_grid(): for r in range(ROWS): grid_world.append([]) for c in range(COLS): grid_world[r].append(Spot(r, c)) def draw(): win.fill(WHITE) for r in range(ROWS): for c in range(COLS): grid_world[r][c].draw(win) for i in range(ROWS): pygame.draw.line(win, GREY, (0, i*spot_height), (WIDTH, i*spot_height)) for j in range(COLS): pygame.draw.line(win, GREY, (j*spot_width, 0), (j * spot_width, HEIGHT)) pygame.display.update() def map_pressed_pos(pos): x, y = pos return x//spot_width, y//spot_height def h(spot1, spot2): x1, y1 = spot1.c, spot1.r x2, y2 = spot2.c, spot2.r return abs(x1-x2) + abs(y1-y2) def reconstruct_path(path_from, current): while current in path_from: current = path_from[current] current.make_path() draw() def algo(grid_world, start, end): open_set = PriorityQueue() # [f_score, ] open_set.put((0, start)) open_set_hash = {start} f_score = {spot: float('inf') for row in grid_world for spot in row} g_score = {spot: float('inf') for row in grid_world for spot in row} g_score[start] = 0 f_score[start] = h(start, end) path_from = {} while not open_set.empty(): current = open_set.get()[1] if current == end: reconstruct_path(path_from, end) end.make_end() return True # g(start -> current) + h(current -> end) for neighbor in current.neighbors: tmp_g = g_score[current] + 1 if tmp_g < g_score[neighbor]: g_score[neighbor] = tmp_g path_from[neighbor] = current f_score[neighbor] = tmp_g + h(current, end) if neighbor not in open_set_hash: open_set_hash.add(neighbor) open_set.put((f_score[neighbor], neighbor)) neighbor.make_open() draw() if current != start: current.make_closed() return False if __name__ == '__main__': run = True start = None end = None make_grid() while run: draw() for event in pygame.event.get(): if event.type == pygame.QUIT: run = False if event.type == KEYDOWN: if event.key == K_ESCAPE: run = False left, center, right = pygame.mouse.get_pressed() if left: pos = pygame.mouse.get_pos() c, r = map_pressed_pos(pos) spot = grid_world[r][c] if not start: start = spot start.make_start() elif not end: end = spot end.make_end() else: spot.make_barrier() if event.type == KEYDOWN: if event.key == K_SPACE and start and end: # 计算每个 spot 的近邻(上下左右四个 neighbor 然后判断是否为 barrier) for row in grid_world: for spot in row: spot.update_neighbors(grid_world) algo(grid_world, start, end)