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biDirectionalDijastra.py
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biDirectionalDijastra.py
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from time import sleep
from tkinter import N, W
import pygame
import math
import queue
import copy
WIDTH = 500
WIN = pygame.display.set_mode((WIDTH, WIDTH))
pygame.display.set_caption("Bi-Diriectional Dijasktra Path Finding Algorithm")
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 255, 0)
LGREY = (155, 155, 155)
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)
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):
return self.row, self.col
def is_closed(self):
return self.color == RED
def is_open(self):
return self.color == GREEN
def is_barrier(self):
return self.color == BLACK
def is_start(self):
return self.color == ORANGE
def is_end(self):
return self.color == TURQUOISE
def reset(self):
self.color = WHITE
def make_start(self):
self.color = ORANGE
def make_complete(self):
self.color= YELLOW
def make_closed(self):
self.color = RED
def make_open(self):
self.color = GREEN
def make_barrier(self):
self.color = BLACK
def make_end(self):
self.color = TURQUOISE
def make_path(self):
self.color = PURPLE
def draw(self, win):
pygame.draw.rect(win, self.color, (self.x, self.y, self.width, self.width))
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):
x1, y1 = p1
x2, y2 = p2
return abs(x1 - x2) + abs(y1 - y2)
def reconstruct_path(came_from, start, end,curr1,curr2, draw):
temp1=curr1
temp2=curr2
while temp2!=end:
temp2.make_path()
temp2=came_from[temp2]
draw()
while temp1!=start:
temp1.make_path()
temp1=came_from[temp1]
draw()
def algorithm(draw, grid, start, end):
count1=0
count2=0
inQueue1=[]
inQueue2=[]
inQueue1.append((count1,start))
inQueue2.append((count2,end))
came_from={}
trav1=[]
trav2=[]
while( len(inQueue1)!=0 and len(inQueue2)!=0):
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
current1=inQueue1[0][1]
inQueue1=inQueue1[1:]
current2=inQueue2[0][1]
inQueue2=inQueue2[1:]
for neighbor in current1.neighbors:
if neighbor in trav2 :
reconstruct_path(came_from,start, end,current1,neighbor, draw)
start.make_start()
end.make_end()
return True
if neighbor not in trav1:
came_from[neighbor] = current1
count1 += 1
inQueue1.append((count1,neighbor))
trav1.append(neighbor)
neighbor.make_open()
for neighbor in current2.neighbors:
if neighbor in trav1 :
reconstruct_path(came_from,start, end,neighbor,current2, draw)
end.make_end()
start.make_start()
return True
if neighbor not in trav2:
came_from[neighbor] = current2
count2 += 1
inQueue2.append((count2,neighbor))
trav2.append(neighbor)
neighbor.make_open()
draw()
if current1 != start:
current1.make_closed()
else:
current1.make_complete()
if current2 != end:
current2.make_closed()
else:
current2.make_complete()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
return False
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
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))
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()
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):
ROWS = 25
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 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()
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:
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()
main(WIN, WIDTH)