while run: draw(win, grid, ROWS, width) for event in pygame.event.get(): if event.type == pygame.QUIT: run = False # 鼠标左键点击设置起点、终点或障碍物 if pygame.mouse.get_pressed()[0]: pos = pygame.mouse.get_pos() row, col = get_clicked_pos(pos, ROWS, width) node = grid[row][col] if not start and node != end: start = node start.make_start() elif not end and node != start: end = node end.make_end() elif node != end and node != start: node.make_barrier() # 鼠标右键点击删除起点、终点或障碍物 elif pygame.mouse.get_pressed()[2]: pos = pygame.mouse.get_pos() row, col = get_clicked_pos(pos, ROWS, width) node = grid[row][col] node.reset() if node == start: start = None elif node == end: end = None # 按下空格键开始或重新开始路径规划 if event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE and not started and start and end: for row in grid: for node in row: node.update_neighbours(grid) algorithm(lambda: draw(win, grid, ROWS, width), grid, start, end) # 按下C键清空地图 if event.key == pygame.K_c: start = None end = None grid = make_grid(ROWS, width) pygame.quit()这段代码的运行逻辑
时间: 2024-02-10 07:19:23 浏览: 145
这段代码是一个基于Pygame库的可视化路径规划程序。程序会在窗口中显示一个网格,用户可以通过鼠标点击来设置起点、终点和障碍物。当用户按下空格键时,程序会使用预先设定的路径规划算法来寻找从起点到终点的最短路径,并将结果在窗口中显示出来。当用户按下C键时,程序会清空网格,用户可以重新设置起点、终点和障碍物。程序会在用户关闭窗口或按下退出键时结束运行。
相关问题
while run: draw(win, grid, ROWS, width) for event in pygame.event.get(): if event.type == pygame.QUIT: run = False
这段代码是一个 Pygame 应用程序的主循环。它在一个 while 循环中不断执行,直到 `run` 变量被设置为 False。在每次循环中,程序会调用 `draw` 函数来绘制可视化界面。接着,程序会通过 `pygame.event.get()` 函数获取 Pygame 中的事件,例如鼠标点击、键盘按键等等。程序通过检查每个事件的类型来决定如何处理它们。在这段代码中,如果检测到 `pygame.QUIT` 事件,就会将 `run` 变量设置为 False,从而退出主循环,关闭 Pygame 应用程序。
pygame写一个A*算法
好的,下面是一个简单的用 Pygame 实现 A* 算法的示例代码:
```python
import pygame
import math
from queue import PriorityQueue
WIDTH = 800
WIN = pygame.display.set_mode((WIDTH, WIDTH))
pygame.display.set_caption("A* Path Finding Algorithm")
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
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 Node:
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_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, current, draw):
while current in came_from:
current = came_from[current]
current.make_path()
draw()
def algorithm(draw, grid, start, end):
count = 0
open_set = PriorityQueue()
open_set.put((0, count, start))
came_from = {}
g_score = {node: float("inf") for row in grid for node in row}
g_score[start] = 0
f_score = {node: float("inf") for row in grid for node in row}
f_score[start] = h(start.get_pos(), end.get_pos())
open_set_hash = {start}
while not open_set.empty():
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
current = open_set.get()[2]
open_set_hash.remove(current)
if current == end:
reconstruct_path(came_from, end, draw)
end.make_end()
return True
for neighbor in current.neighbors:
temp_g_score = g_score[current] + 1
if temp_g_score < g_score[neighbor]:
came_from[neighbor] = current
g_score[neighbor] = temp_g_score
f_score[neighbor] = temp_g_score + h(neighbor.get_pos(), end.get_pos())
if neighbor not in open_set_hash:
count += 1
open_set.put((f_score[neighbor], count, neighbor))
open_set_hash.add(neighbor)
neighbor.make_open()
draw()
if current != start:
current.make_closed()
return False
def make_grid(rows, width):
grid = []
gap = width // rows
for i in range(rows):
grid.append([])
for j in range(rows):
node = Node(i, j, gap, rows)
grid[i].append(node)
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 node in row:
node.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 = 50
grid = make_grid(ROWS, width)
start = None
end = None
run = True
started = False
while run:
draw(win, grid, ROWS, width)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if started:
continue
if pygame.mouse.get_pressed()[0]: # LEFT
pos = pygame.mouse.get_pos()
row, col = get_clicked_pos(pos, ROWS, width)
node = grid[row][col]
if not start and node != end:
start = node
start.make_start()
elif not end and node != start:
end = node
end.make_end()
elif node != end and node != start:
node.make_barrier()
elif pygame.mouse.get_pressed()[2]: # RIGHT
pos = pygame.mouse.get_pos()
row, col = get_clicked_pos(pos, ROWS, width)
node = grid[row][col]
node.reset()
if node == start:
start = None
elif node == end:
end = None
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE and not started:
for row in grid:
for node in row:
node.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)
```
这个示例代码实现了一个可视化的 A* 算法,可以通过左键点击来添加起点、终点和障碍物,然后通过按下空格键运行算法来查找最短路径。路径将用紫色标记出来。右键点击可以删除节点。
阅读全文