pygame实现A*算法与DWA算法结合
时间: 2023-07-10 19:35:44 浏览: 115
实现A*算法
以下是使用Pygame实现A*算法与DWA算法结合的路径规划的示例代码:
```python
import pygame
import math
import random
# 定义地图和机器人模型
WIDTH = 800
HEIGHT = 600
ROBOT_SIZE = 20
ROBOT_SPEED = 2
ROBOT_MAX_SPEED = 5
ROBOT_MAX_ROTATION = math.pi / 4
GOAL_RADIUS = 10
OBSTACLES = [(200, 200, 100, 50), (500, 400, 50, 100)]
# 定义颜色
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
# 实现A*算法
class Node:
def __init__(self, x, y, parent=None):
self.x = x
self.y = y
self.parent = parent
self.g = 0
self.h = 0
self.f = 0
def __eq__(self, other):
return self.x == other.x and self.y == other.y
def get_distance(node1, node2):
return math.sqrt((node1.x - node2.x) ** 2 + (node1.y - node2.y) ** 2)
def get_path(node):
path = [(node.x, node.y)]
while node.parent:
node = node.parent
path.append((node.x, node.y))
return path[::-1]
def astar(start, goal):
open_list = [start]
closed_list = []
while open_list:
current = min(open_list, key=lambda node: node.f)
if current == goal:
return get_path(current)
open_list.remove(current)
closed_list.append(current)
for neighbor in get_neighbors(current):
if neighbor in closed_list:
continue
new_g = current.g + get_distance(current, neighbor)
if neighbor not in open_list:
open_list.append(neighbor)
elif new_g >= neighbor.g:
continue
neighbor.g = new_g
neighbor.h = get_distance(neighbor, goal)
neighbor.f = neighbor.g + neighbor.h
neighbor.parent = current
return None
def get_neighbors(node):
neighbors = []
for dx in [-1, 0, 1]:
for dy in [-1, 0, 1]:
if dx == 0 and dy == 0:
continue
x = node.x + dx
y = node.y + dy
if x < 0 or x >= WIDTH or y < 0 or y >= HEIGHT:
continue
if collides_with_obstacle(x, y):
continue
neighbors.append(Node(x, y))
return neighbors
def collides_with_obstacle(x, y):
for obstacle in OBSTACLES:
if x < obstacle[0] or x > obstacle[0] + obstacle[2]:
continue
if y < obstacle[1] or y > obstacle[1] + obstacle[3]:
continue
return True
return False
# 实现DWA算法
class Robot:
def __init__(self, x, y):
self.x = x
self.y = y
self.vx = 0
self.vy = 0
self.rotation = 0
def update(self, path):
goal = Node(path[0][0], path[0][1])
distance = get_distance(Node(self.x, self.y), goal)
if distance < GOAL_RADIUS:
path.pop(0)
if not path:
return
speed, rotation = dwa(self, goal)
self.vx = speed * math.cos(self.rotation)
self.vy = speed * math.sin(self.rotation)
self.rotation += rotation
if self.vx > ROBOT_MAX_SPEED:
self.vx = ROBOT_MAX_SPEED
elif self.vx < -ROBOT_MAX_SPEED:
self.vx = -ROBOT_MAX_SPEED
if self.rotation > ROBOT_MAX_ROTATION:
self.rotation = ROBOT_MAX_ROTATION
elif self.rotation < -ROBOT_MAX_ROTATION:
self.rotation = -ROBOT_MAX_ROTATION
self.x += self.vx
self.y += self.vy
def draw(self, screen):
pygame.draw.circle(screen, BLUE, (int(self.x), int(self.y)), ROBOT_SIZE)
def dwa(robot, goal):
# 随机生成速度和角速度
v = random.uniform(0, ROBOT_MAX_SPEED)
w = random.uniform(-ROBOT_MAX_ROTATION, ROBOT_MAX_ROTATION)
# 计算代价函数
cost = 0
for i in range(10):
x = robot.x + robot.vx * i
y = robot.y + robot.vy * i
theta = robot.rotation + w * i
cost += get_distance(Node(x, y), goal)
cost /= 10
return v, w
# 初始化Pygame
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Path Planning with A* and DWA")
# 创建机器人和目标
robot = Robot(100, 100)
goal = Node(700, 500)
# 计算路径
path = astar(Node(robot.x, robot.y), goal)
# 游戏循环
clock = pygame.time.Clock()
running = True
while running:
clock.tick(60)
# 处理事件
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# 更新机器人位置和朝向
robot.update(path)
# 绘制屏幕
screen.fill(WHITE)
# 绘制障碍物
for obstacle in OBSTACLES:
pygame.draw.rect(screen, BLACK, obstacle)
# 绘制机器人和目标
robot.draw(screen)
pygame.draw.circle(screen, RED, (goal.x, goal.y), GOAL_RADIUS)
# 绘制路径
if path:
pygame.draw.lines(screen, GREEN, False, path)
pygame.display.flip()
# 退出Pygame
pygame.quit()
```
在此示例中,我们首先定义了地图和机器人模型的参数。障碍物用一个列表来表示,每个障碍物是一个元组,包含障碍物的左上角坐标、宽度和高度。机器人用一个类来表示,包含位置、速度、朝向等信息。我们还定义了A*算法和DWA算法的实现,以及用于绘制屏幕的Pygame代码。在游戏循环中,我们首先计算路径,然后在每个帧中更新机器人位置和朝向,绘制障碍物、机器人、目标和路径,最后更新屏幕。
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