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Dijkstra .py
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Dijkstra .py
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import pygame
import math
from queue import PriorityQueue
WIDTH = 600
WIN = pygame.display.set_mode((WIDTH, WIDTH))
pygame.display.set_caption("Dijkstra Path Finding Algorithm")
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)
class Spot:
def __init__(self, row, col, width, total_rows):
self.row = row
self.col = col
self.x = row * width # Width of the spot
self.y = col * width # Height of the spot
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): # Heuristic function
x1, y1 = p1
x2, y2 = p2
return abs(x1 - x2) + abs(y1 - y2) # Manhattan distance
def recontruct_path(came_from, current, draw):
while current in came_from:
current = came_from[current]
current.make_path()
draw()
def dijkstra(draw, grid, start, end): # Dijkstra algorithm
count = 0
open_set = PriorityQueue()
open_set.put((0, count, start))
came_from = {}
dist = {spot: float("inf") for row in grid for spot in row}
dist[start] = 0
while not open_set.empty():
current = open_set.get()[2]
if current == end:
recontruct_path(came_from, end, draw)
end.make_end()
return True
for neighbor in current.neighbors:
temp_dist = dist[current] + 1
if temp_dist < dist[neighbor]:
came_from[neighbor] = current
dist[neighbor] = temp_dist
if neighbor not in open_set.queue:
count += 1
open_set.put((dist[neighbor], count, neighbor))
neighbor.make_open()
draw()
if current != start:
current.make_closed()
return False
def make_grid(rows, width):
grid = []
gap = width // rows # Width of the spot
for i in range(rows): # Loop through the rows
grid.append([])
for j in range(rows): # Loop through the columns
spot = Spot(i, j, gap, rows) # Create a spot
grid[i].append(spot) # Append the spot
return grid
def draw_grid(win, rows, width):
gap = width // rows # Width of the spot
for i in range(rows): # Loop through the rows
pygame.draw.line(win, GREY, (0, i * gap), (width, i * gap)) # Draw the horizontal lines
for j in range(rows): # Loop through the columns
pygame.draw.line(win, GREY, (j * gap, 0), (j * gap, width)) # Draw the vertical lines
def draw(win, grid, rows, width):
win.fill(WHITE)
for row in grid: # Loop through the rows
for spot in row: # Loop through the columns
spot.draw(win) # Draw the spot
draw_grid(win, rows, width)
pygame.display.update() # Update the display
def get_clicked_pos(pos, rows, width): # Get the clicked position
gap = width // rows # Width of the spot
y, x = pos # Get the position
row = y // gap # Get the row
col = x // gap # Get the column
return row, col # Return the row and column
def main(win, width):
ROWS = 30 # Number of rows
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 mouse button
pos = pygame.mouse.get_pos()
row, col = get_clicked_pos(pos, ROWS, width)
spot = grid[row][col] # Get the spot
if not start and spot != end: # If there is no start and the spot is not the end
start = spot # Make the spot the start
start.make_start() # Make the spot the 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 mouse button
pos = pygame.mouse.get_pos()
row, col = get_clicked_pos(pos, ROWS, width)
spot = grid[row][col] # Get the spot
spot.reset()
if spot == start:
start = None
elif spot == end:
end = None
if event.type == pygame.KEYDOWN: # If a key is pressed
if event.key == pygame.K_SPACE and start and end: # If the space bar is pressed and the algorithm has not started
for row in grid: # Loop through the rows
for spot in row: # Loop through the columns
spot.update_neighbors(grid) # Update the neighbors
dijkstra(lambda: draw(win, grid, ROWS, width), grid, start, end) # Run the algorithm
if event.key == pygame.K_c: # If the c key is pressed
start = None
end = None
grid = make_grid(ROWS, width)
pygame.quit()
main(WIN, WIDTH)