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A Pathfinding Visualization

A pathfinding visualization of A* Algorithm using python's pygame module.

A* is a famous algorithm for search problems in Computer Science. A* guarantees the shortest path from 2 nodes. It uses heuristics to decide which node to explore next, prioritizing nodes that are known to be closer to the goal based on the Euclidean distance that is returned by a heuristic function.

To visualize the algorithm a 2d grid in pygame was created, and represented each cell of the grid as a node. A node can either be a wall, start, or end. The pathing can either be both diagonal and across (default), or it can only be across. Usage and Basic Controls may be found below and in src/pathfind.py.

Clone

git clone https://github.com/CSjianbel/A-Pathfinding-Visualization.git

Setup

Install Dependencies through package manager pip

pip install -r requirements.txt

Basic Controls

  • START: 's'

  • END: 'e'

  • WALL: left click

  • REMOVE WALL: right click

  • FIND PATH: 'a'

  • STOP FINDING PATH: '0'

  • SET PATHING:

    • SET ACROSS AND DIAGONAL: 'p' (DEFAULT)
    • SET ACROSS ONLY: 'o'

  • SET SPEEDS:

    • 3: FAST (DEFAULT)
    • 2: MEDIUM
    • 1: SLOW

  • GENERATE RANDOM MAZE: '9'

  • RESETS:

    • SOFT RESET: 'q'
    • HARD RESET: 'r'

COLOR REPRESENTATIONS:

  • Turquoise#40e0d0
    • START NODE
  • Purple#9400d3
    • END NODE
  • Black#000
    • WALL
  • White#ffffff
    • OPEN PATH
  • Green#00ff00
    • NODES IN OPEN SET
  • Red#ff0000
    • NODES IN CLOSED SET
  • Yellow#f0ff00
    • PATH FROM START TO END

Usage

python pathfind.py

Optionally you may change the WIDTH of the window. Width must be divisible by 15, if not the program will automatically adjust the specified width to be divisible by 15. Invalid command line arguments will result to default width of 600.

python pathfind.py --width
python pathfind.py --width 900
optional arguments:
-h, --help show this help message and exit
-w WIDTH, --width WIDTH
Enter width of the pygame window : default - 600

Contributing

Pull requests are welcome. For major changes, please open an issue first to discuss what you would like to change.

License

MIT

A Project by Jiankarlo A. Belarmino

About

A pathfinding visualization of A* algorithm using python's pygame module

Topics

Resources

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0 stars

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0 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
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(function() {
function addCopyButtons() {
document.querySelectorAll('pre code').forEach(function(codeBlock) {
if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;
codeBlock.parentElement.setAttribute('data-copy-added', 'true');
var btn = document.createElement('button');
btn.textContent = 'Copy';
btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';
btn.onmouseover = function() { this.style.opacity = '1'; };
btn.onmouseout = function() { this.style.opacity = '0.7'; };
btn.onclick = function() {
navigator.clipboard.writeText(codeBlock.textContent).then(function() {
btn.textContent = 'Copied!';
setTimeout(function() { btn.textContent = 'Copy'; }, 1500);
});
};
codeBlock.parentElement.style.position = 'relative';
codeBlock.parentElement.appendChild(btn);
});
}
addCopyButtons();
// Re-run on dynamic content
var observer = new MutationObserver(addCopyButtons);
observer.observe(document.body, { childList: true, subtree: true });
})();
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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A Pathfinding Visualization

A pathfinding visualization of A* Algorithm using python's pygame module.

A* is a famous algorithm for search problems in Computer Science. A* guarantees the shortest path from 2 nodes. It uses heuristics to decide which node to explore next, prioritizing nodes that are known to be closer to the goal based on the Euclidean distance that is returned by a heuristic function.

To visualize the algorithm a 2d grid in pygame was created, and represented each cell of the grid as a node. A node can either be a wall, start, or end. The pathing can either be both diagonal and across (default), or it can only be across. Usage and Basic Controls may be found below and in src/pathfind.py.

Clone

git clone https://github.com/CSjianbel/A-Pathfinding-Visualization.git

Setup

Install Dependencies through package manager pip

pip install -r requirements.txt

Basic Controls

  • START: 's'

  • END: 'e'

  • WALL: left click

  • REMOVE WALL: right click

  • FIND PATH: 'a'

  • STOP FINDING PATH: '0'

  • SET PATHING:

    • SET ACROSS AND DIAGONAL: 'p' (DEFAULT)
    • SET ACROSS ONLY: 'o'

  • SET SPEEDS:

    • 3: FAST (DEFAULT)
    • 2: MEDIUM
    • 1: SLOW

  • GENERATE RANDOM MAZE: '9'

  • RESETS:

    • SOFT RESET: 'q'
    • HARD RESET: 'r'

COLOR REPRESENTATIONS:

  • Turquoise#40e0d0
    • START NODE
  • Purple#9400d3
    • END NODE
  • Black#000
    • WALL
  • White#ffffff
    • OPEN PATH
  • Green#00ff00
    • NODES IN OPEN SET
  • Red#ff0000
    • NODES IN CLOSED SET
  • Yellow#f0ff00
    • PATH FROM START TO END

Usage

python pathfind.py

Optionally you may change the WIDTH of the window. Width must be divisible by 15, if not the program will automatically adjust the specified width to be divisible by 15. Invalid command line arguments will result to default width of 600.

python pathfind.py --width
python pathfind.py --width 900
optional arguments:
-h, --help show this help message and exit
-w WIDTH, --width WIDTH
Enter width of the pygame window : default - 600

Contributing

Pull requests are welcome. For major changes, please open an issue first to discuss what you would like to change.

License

MIT

A Project by Jiankarlo A. Belarmino

About

A pathfinding visualization of A* algorithm using python's pygame module

Topics

Resources

Stars

0 stars

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0 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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A Pathfinding Visualization

A pathfinding visualization of A* Algorithm using python's pygame module.

A* is a famous algorithm for search problems in Computer Science. A* guarantees the shortest path from 2 nodes. It uses heuristics to decide which node to explore next, prioritizing nodes that are known to be closer to the goal based on the Euclidean distance that is returned by a heuristic function.

To visualize the algorithm a 2d grid in pygame was created, and represented each cell of the grid as a node. A node can either be a wall, start, or end. The pathing can either be both diagonal and across (default), or it can only be across. Usage and Basic Controls may be found below and in src/pathfind.py.

Clone

git clone https://github.com/CSjianbel/A-Pathfinding-Visualization.git

Setup

Install Dependencies through package manager pip

pip install -r requirements.txt

Basic Controls

  • START: 's'

  • END: 'e'

  • WALL: left click

  • REMOVE WALL: right click

  • FIND PATH: 'a'

  • STOP FINDING PATH: '0'

  • SET PATHING:

    • SET ACROSS AND DIAGONAL: 'p' (DEFAULT)
    • SET ACROSS ONLY: 'o'

  • SET SPEEDS:

    • 3: FAST (DEFAULT)
    • 2: MEDIUM
    • 1: SLOW

  • GENERATE RANDOM MAZE: '9'

  • RESETS:

    • SOFT RESET: 'q'
    • HARD RESET: 'r'

COLOR REPRESENTATIONS:

  • Turquoise#40e0d0
    • START NODE
  • Purple#9400d3
    • END NODE
  • Black#000
    • WALL
  • White#ffffff
    • OPEN PATH
  • Green#00ff00
    • NODES IN OPEN SET
  • Red#ff0000
    • NODES IN CLOSED SET
  • Yellow#f0ff00
    • PATH FROM START TO END

Usage

python pathfind.py

Optionally you may change the WIDTH of the window. Width must be divisible by 15, if not the program will automatically adjust the specified width to be divisible by 15. Invalid command line arguments will result to default width of 600.

python pathfind.py --width
python pathfind.py --width 900
optional arguments:
-h, --help show this help message and exit
-w WIDTH, --width WIDTH
Enter width of the pygame window : default - 600

Contributing

Pull requests are welcome. For major changes, please open an issue first to discuss what you would like to change.

License

MIT

A Project by Jiankarlo A. Belarmino

About

A pathfinding visualization of A* algorithm using python's pygame module

Topics

Resources

Stars

0 stars

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0 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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A Pathfinding Visualization

A pathfinding visualization of A* Algorithm using python's pygame module.

A* is a famous algorithm for search problems in Computer Science. A* guarantees the shortest path from 2 nodes. It uses heuristics to decide which node to explore next, prioritizing nodes that are known to be closer to the goal based on the Euclidean distance that is returned by a heuristic function.

To visualize the algorithm a 2d grid in pygame was created, and represented each cell of the grid as a node. A node can either be a wall, start, or end. The pathing can either be both diagonal and across (default), or it can only be across. Usage and Basic Controls may be found below and in src/pathfind.py.

Clone

git clone https://github.com/CSjianbel/A-Pathfinding-Visualization.git

Setup

Install Dependencies through package manager pip

pip install -r requirements.txt

Basic Controls

  • START: 's'

  • END: 'e'

  • WALL: left click

  • REMOVE WALL: right click

  • FIND PATH: 'a'

  • STOP FINDING PATH: '0'

  • SET PATHING:

    • SET ACROSS AND DIAGONAL: 'p' (DEFAULT)
    • SET ACROSS ONLY: 'o'

  • SET SPEEDS:

    • 3: FAST (DEFAULT)
    • 2: MEDIUM
    • 1: SLOW

  • GENERATE RANDOM MAZE: '9'

  • RESETS:

    • SOFT RESET: 'q'
    • HARD RESET: 'r'

COLOR REPRESENTATIONS:

  • Turquoise#40e0d0
    • START NODE
  • Purple#9400d3
    • END NODE
  • Black#000
    • WALL
  • White#ffffff
    • OPEN PATH
  • Green#00ff00
    • NODES IN OPEN SET
  • Red#ff0000
    • NODES IN CLOSED SET
  • Yellow#f0ff00
    • PATH FROM START TO END

Usage

python pathfind.py

Optionally you may change the WIDTH of the window. Width must be divisible by 15, if not the program will automatically adjust the specified width to be divisible by 15. Invalid command line arguments will result to default width of 600.

python pathfind.py --width
python pathfind.py --width 900
optional arguments:
-h, --help show this help message and exit
-w WIDTH, --width WIDTH
Enter width of the pygame window : default - 600

Contributing

Pull requests are welcome. For major changes, please open an issue first to discuss what you would like to change.

License

MIT

A Project by Jiankarlo A. Belarmino

About

A pathfinding visualization of A* algorithm using python's pygame module

Topics

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

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Used by

Contributors

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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A Pathfinding Visualization

A pathfinding visualization of A* Algorithm using python's pygame module.

A* is a famous algorithm for search problems in Computer Science. A* guarantees the shortest path from 2 nodes. It uses heuristics to decide which node to explore next, prioritizing nodes that are known to be closer to the goal based on the Euclidean distance that is returned by a heuristic function.

To visualize the algorithm a 2d grid in pygame was created, and represented each cell of the grid as a node. A node can either be a wall, start, or end. The pathing can either be both diagonal and across (default), or it can only be across. Usage and Basic Controls may be found below and in src/pathfind.py.

Clone

git clone https://github.com/CSjianbel/A-Pathfinding-Visualization.git

Setup

Install Dependencies through package manager pip

pip install -r requirements.txt

Basic Controls

  • START: 's'

  • END: 'e'

  • WALL: left click

  • REMOVE WALL: right click

  • FIND PATH: 'a'

  • STOP FINDING PATH: '0'

  • SET PATHING:

    • SET ACROSS AND DIAGONAL: 'p' (DEFAULT)
    • SET ACROSS ONLY: 'o'

  • SET SPEEDS:

    • 3: FAST (DEFAULT)
    • 2: MEDIUM
    • 1: SLOW

  • GENERATE RANDOM MAZE: '9'

  • RESETS:

    • SOFT RESET: 'q'
    • HARD RESET: 'r'

COLOR REPRESENTATIONS:

  • Turquoise#40e0d0
    • START NODE
  • Purple#9400d3
    • END NODE
  • Black#000
    • WALL
  • White#ffffff
    • OPEN PATH
  • Green#00ff00
    • NODES IN OPEN SET
  • Red#ff0000
    • NODES IN CLOSED SET
  • Yellow#f0ff00
    • PATH FROM START TO END

Usage

python pathfind.py

Optionally you may change the WIDTH of the window. Width must be divisible by 15, if not the program will automatically adjust the specified width to be divisible by 15. Invalid command line arguments will result to default width of 600.

python pathfind.py --width
python pathfind.py --width 900
optional arguments:
-h, --help show this help message and exit
-w WIDTH, --width WIDTH
Enter width of the pygame window : default - 600

Contributing

Pull requests are welcome. For major changes, please open an issue first to discuss what you would like to change.

License

MIT

A Project by Jiankarlo A. Belarmino

About

A pathfinding visualization of A* algorithm using python's pygame module

Topics

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

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Used by

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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A Pathfinding Visualization

A pathfinding visualization of A* Algorithm using python's pygame module.

A* is a famous algorithm for search problems in Computer Science. A* guarantees the shortest path from 2 nodes. It uses heuristics to decide which node to explore next, prioritizing nodes that are known to be closer to the goal based on the Euclidean distance that is returned by a heuristic function.

To visualize the algorithm a 2d grid in pygame was created, and represented each cell of the grid as a node. A node can either be a wall, start, or end. The pathing can either be both diagonal and across (default), or it can only be across. Usage and Basic Controls may be found below and in src/pathfind.py.

Clone

git clone https://github.com/CSjianbel/A-Pathfinding-Visualization.git

Setup

Install Dependencies through package manager pip

pip install -r requirements.txt

Basic Controls

  • START: 's'

  • END: 'e'

  • WALL: left click

  • REMOVE WALL: right click

  • FIND PATH: 'a'

  • STOP FINDING PATH: '0'

  • SET PATHING:

    • SET ACROSS AND DIAGONAL: 'p' (DEFAULT)
    • SET ACROSS ONLY: 'o'

  • SET SPEEDS:

    • 3: FAST (DEFAULT)
    • 2: MEDIUM
    • 1: SLOW

  • GENERATE RANDOM MAZE: '9'

  • RESETS:

    • SOFT RESET: 'q'
    • HARD RESET: 'r'

COLOR REPRESENTATIONS:

  • Turquoise#40e0d0
    • START NODE
  • Purple#9400d3
    • END NODE
  • Black#000
    • WALL
  • White#ffffff
    • OPEN PATH
  • Green#00ff00
    • NODES IN OPEN SET
  • Red#ff0000
    • NODES IN CLOSED SET
  • Yellow#f0ff00
    • PATH FROM START TO END

Usage

python pathfind.py

Optionally you may change the WIDTH of the window. Width must be divisible by 15, if not the program will automatically adjust the specified width to be divisible by 15. Invalid command line arguments will result to default width of 600.

python pathfind.py --width
python pathfind.py --width 900
optional arguments:
-h, --help show this help message and exit
-w WIDTH, --width WIDTH
Enter width of the pygame window : default - 600

Contributing

Pull requests are welcome. For major changes, please open an issue first to discuss what you would like to change.

License

MIT

A Project by Jiankarlo A. Belarmino

About

A pathfinding visualization of A* algorithm using python's pygame module

Topics

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Used by

Contributors

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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A Pathfinding Visualization

A pathfinding visualization of A* Algorithm using python's pygame module.

A* is a famous algorithm for search problems in Computer Science. A* guarantees the shortest path from 2 nodes. It uses heuristics to decide which node to explore next, prioritizing nodes that are known to be closer to the goal based on the Euclidean distance that is returned by a heuristic function.

To visualize the algorithm a 2d grid in pygame was created, and represented each cell of the grid as a node. A node can either be a wall, start, or end. The pathing can either be both diagonal and across (default), or it can only be across. Usage and Basic Controls may be found below and in src/pathfind.py.

Clone

git clone https://github.com/CSjianbel/A-Pathfinding-Visualization.git

Setup

Install Dependencies through package manager pip

pip install -r requirements.txt

Basic Controls

  • START: 's'

  • END: 'e'

  • WALL: left click

  • REMOVE WALL: right click

  • FIND PATH: 'a'

  • STOP FINDING PATH: '0'

  • SET PATHING:

    • SET ACROSS AND DIAGONAL: 'p' (DEFAULT)
    • SET ACROSS ONLY: 'o'

  • SET SPEEDS:

    • 3: FAST (DEFAULT)
    • 2: MEDIUM
    • 1: SLOW

  • GENERATE RANDOM MAZE: '9'

  • RESETS:

    • SOFT RESET: 'q'
    • HARD RESET: 'r'

COLOR REPRESENTATIONS:

  • Turquoise#40e0d0
    • START NODE
  • Purple#9400d3
    • END NODE
  • Black#000
    • WALL
  • White#ffffff
    • OPEN PATH
  • Green#00ff00
    • NODES IN OPEN SET
  • Red#ff0000
    • NODES IN CLOSED SET
  • Yellow#f0ff00
    • PATH FROM START TO END

Usage

python pathfind.py

Optionally you may change the WIDTH of the window. Width must be divisible by 15, if not the program will automatically adjust the specified width to be divisible by 15. Invalid command line arguments will result to default width of 600.

python pathfind.py --width
python pathfind.py --width 900
optional arguments:
-h, --help show this help message and exit
-w WIDTH, --width WIDTH
Enter width of the pygame window : default - 600

Contributing

Pull requests are welcome. For major changes, please open an issue first to discuss what you would like to change.

License

MIT

A Project by Jiankarlo A. Belarmino

About

A pathfinding visualization of A* algorithm using python's pygame module

Topics

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Used by

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A Pathfinding Visualization

A pathfinding visualization of A* Algorithm using python's pygame module.

A* is a famous algorithm for search problems in Computer Science. A* guarantees the shortest path from 2 nodes. It uses heuristics to decide which node to explore next, prioritizing nodes that are known to be closer to the goal based on the Euclidean distance that is returned by a heuristic function.

To visualize the algorithm a 2d grid in pygame was created, and represented each cell of the grid as a node. A node can either be a wall, start, or end. The pathing can either be both diagonal and across (default), or it can only be across. Usage and Basic Controls may be found below and in src/pathfind.py.

Clone

git clone https://github.com/CSjianbel/A-Pathfinding-Visualization.git

Setup

Install Dependencies through package manager pip

pip install -r requirements.txt

Basic Controls

  • START: 's'

  • END: 'e'

  • WALL: left click

  • REMOVE WALL: right click

  • FIND PATH: 'a'

  • STOP FINDING PATH: '0'

  • SET PATHING:

    • SET ACROSS AND DIAGONAL: 'p' (DEFAULT)
    • SET ACROSS ONLY: 'o'

  • SET SPEEDS:

    • 3: FAST (DEFAULT)
    • 2: MEDIUM
    • 1: SLOW

  • GENERATE RANDOM MAZE: '9'

  • RESETS:

    • SOFT RESET: 'q'
    • HARD RESET: 'r'

COLOR REPRESENTATIONS:

  • Turquoise#40e0d0
    • START NODE
  • Purple#9400d3
    • END NODE
  • Black#000
    • WALL
  • White#ffffff
    • OPEN PATH
  • Green#00ff00
    • NODES IN OPEN SET
  • Red#ff0000
    • NODES IN CLOSED SET
  • Yellow#f0ff00
    • PATH FROM START TO END

Usage

python pathfind.py

Optionally you may change the WIDTH of the window. Width must be divisible by 15, if not the program will automatically adjust the specified width to be divisible by 15. Invalid command line arguments will result to default width of 600.

python pathfind.py --width
python pathfind.py --width 900
optional arguments:
-h, --help show this help message and exit
-w WIDTH, --width WIDTH
Enter width of the pygame window : default - 600

Contributing

Pull requests are welcome. For major changes, please open an issue first to discuss what you would like to change.

License

MIT

A Project by Jiankarlo A. Belarmino

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A pathfinding visualization of A* algorithm using python's pygame module

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