Created
November 14, 2023 22:29
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from __future__ import annotations | |
import pygame as pg | |
from pygame import Vector2 as vec2 | |
import math | |
import heapq | |
import itertools | |
class Game: | |
def __init__(self, width:int, height:int): | |
pg.init() | |
self.window = pg.display.set_mode((width, height)) | |
self.win_size = vec2(width, height) | |
self.clock = pg.time.Clock() | |
self.running = False | |
self.dt = 0.0 | |
self.tile_size = 32 | |
self.tiles = [ | |
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0], | |
[0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0], | |
[0,1,1,2,1,1,1,1,1,1,1,1,1,1,1,0], | |
[0,1,1,3,1,1,1,1,1,1,1,1,1,1,1,0], | |
[0,1,1,4,1,1,1,1,1,1,1,1,1,1,1,0], | |
[0,1,1,5,1,1,1,1,1,1,1,1,1,1,1,0], | |
[0,1,1,6,1,1,1,1,1,1,1,1,1,1,1,0], | |
[0,1,1,7,1,1,1,1,1,1,1,1,1,1,1,0], | |
[0,1,1,8,1,1,1,1,1,1,1,1,1,1,1,0], | |
[0,1,1,9,1,1,1,1,1,1,1,1,1,1,1,0], | |
[0,1,1,0,1,1,1,1,1,1,1,1,1,1,1,0], | |
[0,1,1,0,1,1,1,1,1,1,1,1,1,1,1,0], | |
[0,1,1,0,1,1,1,1,1,1,1,1,1,1,1,0], | |
[0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0], | |
[0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0], | |
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0], | |
] | |
self.player_pos = vec2(10, 10) | |
self.movement_range = 6 | |
self.valid_tiles = get_valid_positions( | |
self.player_pos, | |
self.movement_range, | |
self.tiles, | |
) | |
self.path = None | |
def run(self): | |
self.running = True | |
while self.running: | |
self.handle_events() | |
self.update() | |
self.draw() | |
def handle_events(self): | |
for event in pg.event.get(): | |
if (event.type == pg.QUIT or | |
(event.type == pg.KEYDOWN and | |
event.key == pg.K_ESCAPE)): | |
self.running = False | |
elif event.type == pg.MOUSEBUTTONDOWN: | |
pos = ( | |
event.pos[0] // self.tile_size, | |
event.pos[1] // self.tile_size | |
) | |
if pos in self.valid_tiles: | |
self.player_pos = vec2(pos) | |
self.valid_tiles = get_valid_positions( | |
self.player_pos, | |
self.movement_range, | |
self.tiles, | |
) | |
self.path = None | |
elif event.type == pg.MOUSEMOTION and self.valid_tiles: | |
pos = ( | |
event.pos[0] // self.tile_size, | |
event.pos[1] // self.tile_size | |
) | |
if pos in self.valid_tiles: | |
self.path = a_star( | |
tuple(map(int, self.player_pos)), | |
pos, | |
self.valid_tiles | |
) | |
else: | |
self.path = None | |
def update(self): | |
self.dt = self.clock.tick(60) * 0.001 | |
fps = self.clock.get_fps() | |
pg.display.set_caption(f'{fps:0.2f}') | |
def draw(self): | |
self.window.fill((30,20,20)) | |
for y, row in enumerate(self.tiles): | |
for x, tile in enumerate(row): | |
pg.draw.rect( | |
self.window, | |
((255 - (tile * 28)) if tile else 0,) * 3, | |
( | |
(x * self.tile_size, y * self.tile_size), | |
(self.tile_size, self.tile_size) | |
) | |
) | |
surf = pg.Surface(self.win_size, pg.SRCALPHA) | |
for pos in self.valid_tiles: | |
pg.draw.rect( | |
surf, | |
(0,100,0,100), | |
( | |
(pos[0] * self.tile_size, pos[1] * self.tile_size), | |
(self.tile_size, self.tile_size) | |
) | |
) | |
pg.draw.rect( | |
surf, | |
(100,0,0), | |
(self.player_pos.elementwise() * self.tile_size, (self.tile_size, self.tile_size)) | |
) | |
if self.path: | |
for a, b in itertools.pairwise(self.path): | |
start = vec2(a).elementwise() * vec2(self.tile_size) + vec2(self.tile_size).elementwise() * 0.5 | |
end = vec2(b).elementwise() * vec2(self.tile_size) + vec2(self.tile_size).elementwise() * 0.5 | |
pg.draw.line(surf, (200,0,0), start, end) | |
self.window.blit(surf, (0,0)) | |
pg.display.update() | |
def get_valid_positions(start, distance, board): | |
valid_positions = [] | |
queue = [(list(map(int, start)), 0)] | |
while queue: | |
(x, y), dist = queue.pop(0) | |
if ( | |
0 <= y < len(board) and | |
0 <= x < len(board[0]) and | |
board[y][x] != 0 | |
): | |
if (x, y) not in valid_positions: | |
valid_positions.append((x, y)) | |
if dist < distance: | |
for dy in range(-1, 2): | |
for dx in range(-1, 2): | |
if dx == 0 and dy == 0: | |
continue | |
nx, ny = x + dx, y + dy | |
if ( | |
0 <= ny < len(board) and | |
0 <= nx < len(board[0]) and | |
board[ny][nx] != 0 | |
): | |
diagonal = dx != 0 and dy != 0 | |
new_dist = dist + board[ny][nx] + (0.5 if diagonal else 0.0) | |
if new_dist <= distance: | |
queue.append(((nx, ny), new_dist)) | |
return valid_positions | |
def heuristic(a, b): | |
return math.sqrt((b[0] - a[0]) ** 2 + (b[1] - a[1]) ** 2) | |
def a_star(start, goal, graph): | |
neighbors = [(0,1),(0,-1),(1,0),(-1,0),(1,1),(1,-1),(-1,1),(-1,-1)] | |
open_list = [] | |
heapq.heappush(open_list, (0, start)) | |
came_from = {} | |
cost_so_far = {} | |
came_from[start] = None | |
cost_so_far[start] = 0 | |
while open_list: | |
current = heapq.heappop(open_list)[1] | |
if current == goal: | |
break | |
for i, j in neighbors: | |
next_node = (current[0] + i, current[1] + j) | |
if next_node not in graph: | |
continue | |
new_cost = cost_so_far[current] + heuristic(current, next_node) | |
if next_node not in cost_so_far or new_cost < cost_so_far[next_node]: | |
cost_so_far[next_node] = new_cost | |
priority = new_cost + heuristic(goal, next_node) | |
heapq.heappush(open_list, (priority, next_node)) | |
came_from[next_node] = current | |
if goal not in came_from: | |
return None | |
current = goal | |
path = [] | |
while current != start: | |
path.append(current) | |
current = came_from[current] | |
path.append(start) | |
path.reverse() | |
return path | |
Game(512, 512).run() |
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