forked from ReadySetPython/Neural-Network-Cars
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathmapGen.py
More file actions
232 lines (181 loc) · 10.1 KB
/
Copy pathmapGen.py
File metadata and controls
232 lines (181 loc) · 10.1 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
import pygame
import sys
import random
from PIL import Image
class Cell:
# A wall separates a pair of cells in the N-S or W-E directions.
wall_pairs = {'N': 'S', 'S': 'N', 'E': 'W', 'W': 'E'}
def __init__(self, x, y):
self.x, self.y = x, y
self.walls = {'N': True, 'S': True, 'E': True, 'W': True}
self.color = 0, 0, 0
self.track = ""
def has_all_walls(self):
return all(self.walls.values())
def knock_down_wall(self, other, wall):
"""Knock down the wall between cells self and other."""
self.walls[wall] = False
other.walls[Cell.wall_pairs[wall]] = False
class Maze:
"""A Maze, represented as a grid of cells."""
def __init__(self, nx, ny, ix=0, iy=0):
self.nx, self.ny = nx, ny
self.ix, self.iy = ix, iy
self.maze_map = [[Cell(x, y) for y in range(ny)] for x in range(nx)]
def cell_at(self, x, y):
return self.maze_map[x][y]
def find_valid_neighbours(self, cell):
"""Return a list of unvisited neighbours to cell."""
delta = [('W', (-1, 0)),
('E', (1, 0)),
('S', (0, 1)),
('N', (0, -1))]
neighbours = []
for direction, (dx, dy) in delta:
x2, y2 = cell.x + dx, cell.y + dy
if (0 <= x2 < self.nx) and (0 <= y2 < self.ny):
neighbour = self.cell_at(x2, y2)
if neighbour.has_all_walls():
neighbours.append((direction, neighbour))
return neighbours
pygame.init()
SCREEN = pygame.display.set_mode((1600, 900))
CLOCK = pygame.time.Clock()
def generateRandomMap():
# BLACK = (0, 0, 0)
# WHITE = (255, 255, 255)
GREEN = (0, 255, 128)
WINDOW_HEIGHT = 730
WINDOW_WIDTH = 1460
# These are for the maze/grid, not for the pygame window size
blockSize = 146
# Set the size of the grid block
rows, cols = (int(WINDOW_WIDTH/blockSize), int(WINDOW_HEIGHT/blockSize))
maze = Maze(rows, cols, 0, 0)
trackLength = 1
moveX = 70
moveY = 85
startX, startY = 0, 3
currentCell = maze.cell_at(startX, startY)
straight1 = pygame.image.load('Images/TracksMapGen/Straight1.png')
straight1Rect = straight1.get_rect()
straight2 = pygame.image.load('Images/TracksMapGen/Straight2.png')
straight2Rect = straight2.get_rect()
curve1 = pygame.image.load('Images/TracksMapGen/Curve1.png')
curve1Rect = curve1.get_rect()
curve2 = pygame.image.load('Images/TracksMapGen/Curve2.png')
curve2Rect = curve2.get_rect()
curve3 = pygame.image.load('Images/TracksMapGen/Curve3.png')
curve3Rect = curve3.get_rect()
curve4 = pygame.image.load('Images/TracksMapGen/Curve4.png')
curve4Rect = curve4.get_rect()
straight1Top = pygame.image.load('Images/TracksMapGen/Straight1Top.png')
straight1RectTop = straight1Top.get_rect()
straight2Top = pygame.image.load('Images/TracksMapGen/Straight2Top.png')
straight2RectTop = straight2Top.get_rect()
curve1Top = pygame.image.load('Images/TracksMapGen/Curve1Top.png')
curve1RectTop = curve1Top.get_rect()
curve2Top = pygame.image.load('Images/TracksMapGen/Curve2Top.png')
curve2RectTop = curve2Top.get_rect()
curve3Top = pygame.image.load('Images/TracksMapGen/Curve3Top.png')
curve3RectTop = curve3Top.get_rect()
curve4Top = pygame.image.load('Images/TracksMapGen/Curve4Top.png')
curve4RectTop = curve4Top.get_rect()
bg = pygame.image.load('Images/TracksMapGen/Background.png')
while True:
# CurrentCell is the one at (0,3) position, im gonna look if there are unvisited cells from there
if len(maze.find_valid_neighbours(currentCell)) > 0:
# Second cell is always the one on top of first cell bc first cell is always a straight vertical track
if currentCell.x == 0 and currentCell.y == 3:
oldCell = currentCell
currentCell = maze.cell_at(oldCell.x, oldCell.y-1)
currentCell.color = GREEN
oldCell.knock_down_wall(currentCell, "N")
trackLength += 1 # Keep track of length so to discard very short generated tracks
else:
# Pick a random direction to move
random_unvisited_direction = random.choice(maze.find_valid_neighbours(currentCell))[0]
oldCell = currentCell
if random_unvisited_direction == "N": # Move according to the direction picked
currentCell = maze.cell_at(oldCell.x, oldCell.y-1)
elif random_unvisited_direction == "S":
currentCell = maze.cell_at(oldCell.x, oldCell.y+1)
elif random_unvisited_direction == "E":
currentCell = maze.cell_at(oldCell.x+1, oldCell.y)
elif random_unvisited_direction == "W":
currentCell = maze.cell_at(oldCell.x-1, oldCell.y)
oldCell.knock_down_wall(currentCell, random_unvisited_direction)
trackLength += 1
else:
# Track is ready (back in initial position)! lets check if its long enough
if currentCell.x == 0 and currentCell.y == 4 and trackLength > 40:
currentCell.knock_down_wall(maze.cell_at(0, 3), "N")
for x in range(0, WINDOW_WIDTH, blockSize):
for y in range(0, WINDOW_HEIGHT, blockSize):
currentCell = maze.cell_at(int(x/blockSize), int(y/blockSize))
currentCell.color = (0, 0, 1, 255)
for x in range(0, WINDOW_WIDTH, blockSize):
for y in range(0, WINDOW_HEIGHT, blockSize):
currentCell = maze.cell_at(int(x/blockSize), int(y/blockSize))
if not currentCell.walls["N"] and not currentCell.walls["S"]:
SCREEN.blit(straight2, straight2Rect.move(x+moveX, y+moveY))
elif not currentCell.walls["E"] and not currentCell.walls["W"]:
SCREEN.blit(straight1, straight1Rect.move(x+moveX, y+moveY))
elif not currentCell.walls["N"] and not currentCell.walls["W"]:
SCREEN.blit(curve3, curve3Rect.move(x+moveX, y+moveY))
elif not currentCell.walls["W"] and not currentCell.walls["S"]:
SCREEN.blit(curve2, curve2Rect.move(x+moveX, y+moveY))
elif not currentCell.walls["S"] and not currentCell.walls["E"]:
SCREEN.blit(curve1, curve1Rect.move(x+moveX, y+moveY))
elif not currentCell.walls["E"] and not currentCell.walls["N"]:
SCREEN.blit(curve4, curve4Rect.move(x+moveX, y+moveY))
# Save track and change background to transparent because
# that is how the main program needs the track image to be
# You can leave the black background if you change the collision condition on the main program
pygame.image.save(SCREEN, "randomGeneratedTrackBack.png")
img = Image.open("randomGeneratedTrackBack.png")
img = img.convert("RGBA")
pixData = img.load()
for y in range(img.size[1]):
for x in range(img.size[0]):
if pixData[x, y] == (0, 0, 0, 255) or pixData[x, y] == (0, 0, 1, 255):
pixData[x, y] = (0, 0, 0, 0)
img.save("randomGeneratedTrackBack.png")
SCREEN.blit(bg, (0, 0))
for x in range(0, WINDOW_WIDTH, blockSize):
for y in range(0, WINDOW_HEIGHT, blockSize):
currentCell = maze.cell_at(int(x/blockSize), int(y/blockSize))
if not currentCell.walls["N"] and not currentCell.walls["S"]:
SCREEN.blit(straight2Top, straight2RectTop.move(x-20+moveX, y+moveY))
elif not currentCell.walls["E"] and not currentCell.walls["W"]:
SCREEN.blit(straight1Top, straight1RectTop.move(x+moveX, y-20+moveY))
elif not currentCell.walls["N"] and not currentCell.walls["W"]:
SCREEN.blit(curve3Top, curve3RectTop.move(x-15+moveX, y-15+moveY))
elif not currentCell.walls["W"] and not currentCell.walls["S"]:
SCREEN.blit(curve2Top, curve2RectTop.move(x-15+moveX, y-15+moveY))
elif not currentCell.walls["E"] and not currentCell.walls["N"]:
SCREEN.blit(curve4Top, curve4RectTop.move(x-15+moveX, y-15+moveY))
elif not currentCell.walls["S"] and not currentCell.walls["E"]:
SCREEN.blit(curve1Top, curve1RectTop.move(x-15+moveX, y-15+moveY))
pygame.image.save(SCREEN, "randomGeneratedTrackFront.png")
break
else:
# It wasn't long enough so we start again
trackLength = 0
for x in range(0, WINDOW_WIDTH, blockSize):
for y in range(0, WINDOW_HEIGHT, blockSize):
maze.cell_at(int(x/blockSize), int(y/blockSize)).walls["N"] = True
maze.cell_at(int(x/blockSize), int(y/blockSize)).walls["S"] = True
maze.cell_at(int(x/blockSize), int(y/blockSize)).walls["E"] = True
maze.cell_at(int(x/blockSize), int(y/blockSize)).walls["W"] = True
maze.cell_at(int(x/blockSize), int(y/blockSize)).color = 0, 0, 0
# Force occupied cells
maze.cell_at(3, 3).walls["N"] = False
maze.cell_at(4, 3).walls["N"] = False
maze.cell_at(5, 3).walls["N"] = False
maze.cell_at(6, 3).walls["N"] = False
currentCell = maze.cell_at(startX, startY)
return
generateRandomMap()
pygame.quit()
sys.exit()