From f05b40aa84ba561abc2ffae1b2f86ac22106bb3e Mon Sep 17 00:00:00 2001 From: DannyAbdi <dannyabdi13@gmail.com> Date: Thu, 4 Apr 2024 17:07:58 +0100 Subject: [PATCH] fixed test bugs --- Classes/aStar.py | 100 -------------- Classes/bfs.py | 90 ------------- Classes/button.py | 63 --------- Classes/config.py | 75 ----------- Classes/dfs.py | 70 ---------- Classes/dijkstra.py | 78 ----------- Classes/enemy.py | 50 ------- Classes/expectimax.py | 43 ------ Classes/game.py | 50 ------- Classes/main.py | 65 --------- Classes/maze.py | 64 --------- Classes/minmax.py | 93 ------------- Classes/player.py | 22 ---- Classes/playerController.py | 223 ------------------------------- Classes/testAStar.py | 68 ---------- Classes/testBFS.py | 109 --------------- Classes/testButton.py | 56 -------- Classes/testDFS.py | 80 ----------- Classes/testDijkstra.py | 79 ----------- Classes/testEnemy.py | 46 ------- Classes/testExpectimax.py | 69 ---------- Classes/testGame.py | 60 --------- Classes/testMaze.py | 92 ------------- Classes/testMinMax.py | 112 ---------------- Classes/testPlayer.py | 18 --- Classes/testPlayerController.py | 226 -------------------------------- Images/blank.png | Bin 239 -> 0 bytes Images/button_easy.png | Bin 2072 -> 0 bytes Images/button_hard.png | Bin 1757 -> 0 bytes Images/button_normal.png | Bin 2395 -> 0 bytes Images/enemy.png | Bin 232 -> 0 bytes Images/goal.png | Bin 238 -> 0 bytes Images/wall.png | Bin 144 -> 0 bytes 33 files changed, 2101 deletions(-) delete mode 100644 Classes/aStar.py delete mode 100644 Classes/bfs.py delete mode 100644 Classes/button.py delete mode 100644 Classes/config.py delete mode 100644 Classes/dfs.py delete mode 100644 Classes/dijkstra.py delete mode 100644 Classes/enemy.py delete mode 100644 Classes/expectimax.py delete mode 100644 Classes/game.py delete mode 100644 Classes/main.py delete mode 100644 Classes/maze.py delete mode 100644 Classes/minmax.py delete mode 100644 Classes/player.py delete mode 100644 Classes/playerController.py delete mode 100644 Classes/testAStar.py delete mode 100644 Classes/testBFS.py delete mode 100644 Classes/testButton.py delete mode 100644 Classes/testDFS.py delete mode 100644 Classes/testDijkstra.py delete mode 100644 Classes/testEnemy.py delete mode 100644 Classes/testExpectimax.py delete mode 100644 Classes/testGame.py delete mode 100644 Classes/testMaze.py delete mode 100644 Classes/testMinMax.py delete mode 100644 Classes/testPlayer.py delete mode 100644 Classes/testPlayerController.py delete mode 100644 Images/blank.png delete mode 100644 Images/button_easy.png delete mode 100644 Images/button_hard.png delete mode 100644 Images/button_normal.png delete mode 100644 Images/enemy.png delete mode 100644 Images/goal.png delete mode 100644 Images/wall.png diff --git a/Classes/aStar.py b/Classes/aStar.py deleted file mode 100644 index 091306c..0000000 --- a/Classes/aStar.py +++ /dev/null @@ -1,100 +0,0 @@ -import heapq - - -class AStar: - """ - Initializes the AStar solver with the given maze. - - :param maze: The maze to solve. - """ - def __init__(self, maze): - self.maze = maze - self.start = (1, 1) - self.corners = set() - self.directions = [(-1, 0), (1, 0), (0, -1), (0, 1)] - - for i in range(maze.num_rows()): - for j in range(maze.num_columns()): - if maze[i][j] == 3 or maze[i][j] == 4: - self.corners.add((i, j)) - - """ - Heuristic function for A* search. - - :param current: Current position. - :param corners: Set of corner positions. - :param visited_corners: Set of visited corner positions. - :return: Heuristic value. - """ - def heuristic1(self, current, corners, visited_corners): - remaining_corners = sum(1 for corner in corners if corner not in visited_corners) - first_corner = next(iter(corners)) - return abs(current[0] - first_corner[0]) + abs(current[1] - first_corner[1]) + remaining_corners - - """ - Alternative heuristic function for A* search. - - :param current: Current position. - :param corners: Set of corner positions. - :param visited_corners: Set of visited corner positions. - :return: Heuristic value. - """ - def heuristic2(self, current, corners, visited_corners): - remaining_corners = sum(1 for corner in corners if corner not in visited_corners) - return ((current[0] - corners[0][0]) ** 2 + (current[1] - corners[0][1]) ** 2) ** 0.5 + remaining_corners - - """ - Checks if all corners have been visited. - - :param corners: Set of corner positions. - :param visited_corners: Set of visited corner positions. - :return: True if all corners are visited, False otherwise. - """ - def all_corners_visited(self, corners, visited_corners): - return all(corner in visited_corners for corner in corners) - - """ - Finds the position of the goal in the maze. - - :param maze: The maze to search. - :return: The position of the goal or None if not found. - """ - def find_goal_position(self, maze): - for i in range(maze.num_rows()): - for j in range(len(self.maze[0])): - if self.maze[i][j] == 3: - return (i, j) - return None - - """ - Finds the shortest path from the start to the goal using A* search. - - :param heuristic: Heuristic function to use. - :return: The shortest path as a list of positions, or None if no path is found. - """ - def find_shortest_path(self, heuristic): - start = (1, 1) - goal = None - - visited = set() - frontier = [(0, start, [])] - heapq.heapify(frontier) - - while frontier: - total_cost, current, path = heapq.heappop(frontier) - if self.maze[current[0]][current[1]] == 3: - goal = current - break - if current not in visited: - visited.add(current) - for dx, dy in self.directions: - x, y = current[0] + dx, current[1] + dy - if 0 <= x < self.maze.num_rows() and 0 <= y < self.maze.num_columns() and self.maze[x][y] != 1: - new_cost = total_cost + 1 - heapq.heappush(frontier, - (new_cost + heuristic((x, y), self.corners, visited), (x, y), path + [current])) - - if goal: - return path + [goal] - else: - return None diff --git a/Classes/bfs.py b/Classes/bfs.py deleted file mode 100644 index 8e1753e..0000000 --- a/Classes/bfs.py +++ /dev/null @@ -1,90 +0,0 @@ -from collections import deque - - -class BFS: - """ - Initializes a BFS (Breadth-First Search) solver object. - """ - - def __init__(self): - self.visited = set() - self.queue = deque() - self.parent = {} # Dictionary to store parent relationships for path reconstruction - self.path = [] # List to store the final path - - """ - Returns a list of valid neighbours for a given cell in the maze. - - :param maze: The maze grid. - :param i: The row index of the current cell. - :param j: The column index of the current cell. - :return: A list of valid neighbours. - """ - - def get_neighbours(self, maze, i, j): - neighbours = [] - directions = [(0, 1), (1, 0), (0, -1), (-1, 0)] - - for direction in directions: - ni, nj = i + direction[0], j + direction[1] - if 0 <= ni < len(maze) and 0 <= nj < len(maze[0]) and maze[ni][nj] != 1: - neighbours.append((ni, nj)) - - return neighbours - - """ - Performs Breadth-First Search on the maze to find a path from the start to the goal. - - :param maze: The maze grid. - :param start: The starting position. - :param goal: The goal position. - :return: True if a path is found, False otherwise. - """ - - def bfs(self, maze, start, goal): - self.visited.clear() - self.queue.clear() - self.parent.clear() # Clear parent dictionary - self.path.clear() # Clear path - - self.queue.append(start) - self.visited.add(start) - - while self.queue: - current = self.queue.popleft() - - if current == goal: - self.construct_path(start, goal) - return True # Goal found - - for neighbour in self.get_neighbours(maze, current[0], current[1]): - if neighbour not in self.visited: - self.queue.append(neighbour) - self.visited.add(neighbour) - self.parent[neighbour] = current - - return False # Goal not reached - - """ - Constructs the path from the start to the goal using the parent dictionary. - - :param start: The starting position. - :param goal: The goal position. - """ - - def construct_path(self, start, goal): - current = goal - while current != start: - self.path.append(current) - current = self.parent[current] - - self.path.append(start) - - """ - Returns the reconstructed path from start to goal. - - :return: The path as a list of positions. - """ - - def get_path(self): - return list(reversed(self.path)) diff --git a/Classes/button.py b/Classes/button.py deleted file mode 100644 index d26239e..0000000 --- a/Classes/button.py +++ /dev/null @@ -1,63 +0,0 @@ -from config import * - - -class Button: - """ - Initializes a Button object with specified attributes. - - :param image: The image representing the button. - :param x: The x-coordinate of the button's position. - :param y: The y-coordinate of the button's position. - :param level: The level associated with the button. - :param player_controller: The player controller associated with the button. - """ - - def __init__(self, image, x, y, level, player_controller): - self.image = image - self.x = x - self.y = y - self.level = level - self.is_clicked = False - self.player_controller = player_controller - - """ - Draws the button on the game screen. - - This method scales the button's image, positions it, and blits it onto the screen. - """ - def draw(self): - width = self.image.get_width() - height = self.image.get_height() - scaled_image = pygame.transform.scale(self.image, (int(width * 0.7), int(height * 0.7))) - image_rect = scaled_image.get_rect() - image_rect.right = self.x - image_rect.top = self.y - screen.blit(scaled_image, image_rect) - - """ - Handles mouse clicks on the button. - - If the button is clicked, it sets the maze level, resets the player position, and updates the 'is_clicked' - attribute. - - :param mouse_pos: The current mouse position (x, y). - :param maze: The maze associated with the button. - """ - def handle_mouse_click(self, mouse_pos, maze): - if self.check_click(mouse_pos): - maze.set_level(self.level) - self.player_controller.reset_player_position() - self.is_clicked = True - else: - self.is_clicked = False - - """ - Checks if the mouse click is within the button's boundaries. - - :param mouse_pos: The current mouse position (x, y). - :return: True if the mouse click is within the button's boundaries, False otherwise. - """ - def check_click(self, mouse_pos): - x, y = mouse_pos - return self.x <= x <= self.x + self.image.get_width() and self.y <= y <= self.y + self.image.get_height() - diff --git a/Classes/config.py b/Classes/config.py deleted file mode 100644 index 25fad33..0000000 --- a/Classes/config.py +++ /dev/null @@ -1,75 +0,0 @@ -import pygame - -TILE_SIZE = 64 -screen = pygame.display.set_mode([640, 512]) - -timer = pygame.time.Clock() -FPS = 60 - -small_maze = [ - [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], - [1, 4, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 4, 1], - [1, 0, 1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 1, 1, 0, 1], - [1, 0, 1, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], - [1, 0, 0, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 0, 1], - [1, 0, 1, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1], - [1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 1, 0, 1, 1, 1, 0, 1], - [1, 0, 0, 0, 1, 0, 1, 0, 1, 1, 1, 1, 0, 1, 0, 1, 0, 0, 0, 1], - [1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1], - [1, 0, 1, 0, 1, 0, 2, 0, 1, 0, 1, 0, 0, 1, 1, 1, 0, 1, 0, 1], - [1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1], - [1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 1, 0, 1, 1, 1, 0, 1], - [1, 4, 1, 1, 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 1], - [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1] -] - -medium_maze = [ - [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], - [1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 1], - [1, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1], - [1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 3, 1], - [1, 0, 1, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 0, 1, 1, 0, 1, 1], - [1, 0, 1, 1, 1, 1, 0, 1, 0, 1, 0, 1, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1], - [1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1], - [1, 0, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1], - [1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1], - [1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 0, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1], - [1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1], - [1, 0, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1], - [1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 4, 1], - [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1] -] - -large_maze = [ - [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], - [1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 1, 3, 0, 0, 0, 0, 0, 4, 1], - [1, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1], - [1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1], - [1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 0, 1, 1, 1, 0, 1], - [1, 0, 1, 1, 1, 1, 0, 1, 0, 1, 0, 1, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1], - [1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1], - [1, 0, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1], - [1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1], - [1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 0, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1], - [1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1], - [1, 0, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 2, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1], - [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 2, 1], - [1, 0, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 2, 1, 0, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1], - [1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1], - [1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 0, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1], - [1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1], - [1, 0, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1], - [1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 1], - [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], -] - -levels = [small_maze, medium_maze, large_maze] -current_level = levels[0] -player_model = pygame.Rect(TILE_SIZE, TILE_SIZE, TILE_SIZE, TILE_SIZE) -tiles = [pygame.image.load('blank.png'), pygame.image.load('wall.png'), pygame.image.load('blank.png'), - pygame.image.load('goal.png'), pygame.image.load('blank.png')] -easy_button = pygame.image.load('button_easy.png').convert_alpha() -normal_button = pygame.image.load('button_normal.png').convert_alpha() -hard_button = pygame.image.load('button_hard.png').convert_alpha() -WIDTH, HEIGHT = TILE_SIZE * len(current_level[0]), TILE_SIZE * len(current_level) - diff --git a/Classes/dfs.py b/Classes/dfs.py deleted file mode 100644 index b01cdd3..0000000 --- a/Classes/dfs.py +++ /dev/null @@ -1,70 +0,0 @@ - -class DFS: - """ - Initializes a DFS (Depth-First Search) solver object. - """ - def __init__(self): - self.visited = set() - self.path = [] - - """ - Returns a list of valid neighbours for a given cell in the maze. - - :param maze: The maze grid. - :param i: The row index of the current cell. - :param j: The column index of the current cell. - :return: A list of valid neighbours. - """ - def get_neighbours(self, maze, i, j): - neighbours = [] - directions = [(0, 1), (1, 0), (0, -1), (-1, 0)] - - for direction in directions: - ni, nj = i + direction[0], j + direction[1] - if 0 <= ni < len(maze) and 0 <= nj < len(maze[0]) and maze[ni][nj] != 1: - neighbours.append((ni, nj)) - - return neighbours - - """ - Performs Depth-First Search on the maze to find a path from the start to the goal. - - :param maze: The maze grid. - :param start: The starting position. - :param goal: The goal position. - :return: True if a path is found, False otherwise. - """ - def dfs(self, maze, start, goal): - self.visited.clear() - self.path.clear() - return self._dfs(maze, start, goal) - - """ - Recursive helper function for DFS. - - :param maze: The maze grid. - :param current: The current position. - :param goal: The goal position. - :return: True if a path is found, False otherwise. - """ - def _dfs(self, maze, current, goal): - if current == goal: - self.path.append(current) - return True - - self.visited.add(current) - - for neighbour in self.get_neighbours(maze, current[0], current[1]): - if neighbour not in self.visited and self._dfs(maze, neighbour, goal): - self.path.append(current) - return True - - return False - - """ - Returns the reconstructed path from start to goal. - - :return: The path as a list of positions. - """ - def get_path(self): - return list(reversed(self.path)) diff --git a/Classes/dijkstra.py b/Classes/dijkstra.py deleted file mode 100644 index 3d29284..0000000 --- a/Classes/dijkstra.py +++ /dev/null @@ -1,78 +0,0 @@ -import heapq - - -class Dijkstra: - """ - Initializes a Dijkstra object. - - :param maze: The maze used for navigation and solving. - """ - def __init__(self, maze): - self.maze = maze - - """ - Calculates the cost of moving from one cell to another based on the cell type. - - :param cell_type: The type of cell (0 for empty, 1 for wall, 2 for goal, etc.). - :return: The cost of moving to the cell. - """ - def calculate_cost(self, cell): - if cell == 0: - return 1 - elif cell == 2: - return 100 - elif cell == 3: - return 1 - else: - return float('inf') - - """ - Finds the shortest path from the player's current position to a specific location using Dijkstra's algorithm. - - :param start_position: The (row, column) position of the start. - :param goal_position: The (row, column) position of the goal. - :return: The shortest path from the start position to the goal position. - """ - def find_shortest_path(self, start_position, goal_position): - frontier = [(0, start_position)] - came_from = {} - cost_so_far = {} - came_from[start_position] = None - cost_so_far[start_position] = 0 - - while frontier: - current_cost, current = heapq.heappop(frontier) - - if current == goal_position: - break - - for next in self.get_neighbors(current): - new_cost = cost_so_far[current] + self.calculate_cost(self.maze.current_level[next[0]][next[1]]) - if next not in cost_so_far or new_cost < cost_so_far[next]: - cost_so_far[next] = new_cost - priority = new_cost - heapq.heappush(frontier, (priority, next)) - came_from[next] = current - - current = goal_position - path = [] - while current != start_position: - path.append(current) - current = came_from[current] - path.append(start_position) - path.reverse() - return path - - """ - Gets the valid neighboring cells of a given cell. - - :param cell: The (row, column) position of the cell. - :return: A list of valid neighboring cells. - """ - def get_neighbors(self, cell): - neighbors = [] - for dx, dy in [(1, 0), (-1, 0), (0, 1), (0, -1)]: - x, y = cell[1] + dx, cell[0] + dy - if 0 <= x < len(self.maze.current_level[0]) and 0 <= y < len(self.maze.current_level): - neighbors.append((y, x)) - return neighbors \ No newline at end of file diff --git a/Classes/enemy.py b/Classes/enemy.py deleted file mode 100644 index 86df1c2..0000000 --- a/Classes/enemy.py +++ /dev/null @@ -1,50 +0,0 @@ -import random -from config import * - -""" -Class representing an enemy agent in the game. -""" - - -class Enemy: - """ - Initialise the Enemy object. - - :param maze (Maze): The maze object representing the game environment. - :param x (int): The x-coordinate of the enemy's position. - :param y (int): The y-coordinate of the enemy's position. - """ - - def __init__(self, maze): - self.maze = maze - self.x, self.y = self.reset_position() - - """ - Reset the position of the enemy to a valid starting position in the maze. - - :return: tuple: A tuple containing the x and y coordinates of the enemy's position. - """ - - def reset_position(self): - while True: - num_rows = self.maze.num_rows() - num_cols = self.maze.num_columns() - - random_row = random.randint(0, num_rows - 1) - - start_col = num_cols - 2 - - self.x = start_col * TILE_SIZE - self.y = random_row * TILE_SIZE - - if self.maze[random_row][start_col] != 1: - return self.x, self.y - - """ - Draw the enemy on the screen. - - :param screen: The Pygame screen surface to draw on. - """ - - def draw(self, screen): - pygame.draw.rect(screen, 'blue', (self.x, self.y, TILE_SIZE, TILE_SIZE)) diff --git a/Classes/expectimax.py b/Classes/expectimax.py deleted file mode 100644 index 3efea7a..0000000 --- a/Classes/expectimax.py +++ /dev/null @@ -1,43 +0,0 @@ -from minmax import MinMax - - -class Expectimax(MinMax): - """ - Initializes an Expectimax object. - - :param maze: The maze used for navigation and solving. - """ - def __init__(self, maze): - super().__init__(maze) - - """ - Performs the Expectimax algorithm to determine the best move the enemy can take. - - :param player_position: The current position of the player agent. - :param enemy_position: The current position of the enemy agent. - :param depth: The depth of the Expectimax search tree. - :param maximising_player: True if maximising player (enemy), False if minimising player (player). - :return: The best move for the enemy agent. - """ - def expectimax(self, player_position, enemy_position, depth, maximising_player): - if depth == 0 or self.game_over(): - # Evaluate the current game state - return self.evaluate(player_position, enemy_position) - - if maximising_player: - max_eval = float('-inf') - valid_moves = self.get_valid_moves(enemy_position) - for move in valid_moves: - if self.is_valid_move(move): - eval = self.expectimax(player_position, move, depth - 1, False) - max_eval = max(max_eval, eval) - return max_eval - else: - total_eval = 0 - valid_moves = self.get_valid_moves(player_position) - num_moves = len(valid_moves) - for move in valid_moves: - if self.is_valid_move(move): - eval = self.expectimax(move, enemy_position, depth - 1, True) - total_eval += eval - return total_eval / num_moves \ No newline at end of file diff --git a/Classes/game.py b/Classes/game.py deleted file mode 100644 index 469b138..0000000 --- a/Classes/game.py +++ /dev/null @@ -1,50 +0,0 @@ -""" -Class representing the main game logic. -""" -class Game: - """ - Initialize the Game object. - - :param maze: The maze grid representing the game environment. - """ - def __init__(self, maze): - self.maze = maze - self.player_position = (1, 1) - self.enemy_positions = self.get_enemy_positions() - - """ - Find the current position of the player in the maze. - - :return: The (row, column) position of the player, or None if not found. - """ - def get_player_position(self): - for i in range(len(self.maze)): - for j in range(len(self.maze[0])): - if self.maze[i][j] == 0: - return i, j - return None - - """ - Find the positions of the enemy agents in the maze. - - :return: A list containing the positions of the enemy agents. - """ - def get_enemy_positions(self): - # Implement logic to find the opponents' positions in the maze - pass - - """ - Update the positions of the player and enemy agents based on the current state of the maze. - """ - def update_positions(self): - self.player_position = self.get_player_position() - self.enemy_positions = self.get_enemy_positions() - - """ - Check if the game is over. - - :return: True if the game is over, False otherwise. - """ - def check_game_over(self): - # Implement logic to check if the game is over (e.g., player reached the goal or caught by opponent) - pass diff --git a/Classes/main.py b/Classes/main.py deleted file mode 100644 index 8f69e29..0000000 --- a/Classes/main.py +++ /dev/null @@ -1,65 +0,0 @@ -from maze import * -from player import * -from button import * -from playerController import * -from dfs import * -from bfs import * -from dijkstra import * -from aStar import * -from enemy import * -from minmax import * - -pygame.init() -maze = Maze(small_maze) -player = Player(TILE_SIZE, TILE_SIZE) -enemy1 = Enemy(maze) -depth = 3 - -player_controller = PlayerController(player, maze) -easy_button = Button(easy_button, 150, 10, small_maze, player_controller) -normal_button = Button(normal_button, 300, 10, medium_maze, player_controller) -hard_button = Button(hard_button, 426, 10, large_maze, player_controller) -dfs_solver = DFS() -bfs_solver = BFS() -dijkstra_solver = Dijkstra(maze) -aStar_solver = AStar(maze) -minmax_solver = MinMax(maze) -player_controller.set_dfs_solver(dfs_solver) -player_controller.set_bfs_solver(bfs_solver) -player_controller.set_dijkstra_solver(dijkstra_solver) -player_controller.set_astar_solver(aStar_solver) -# best_move = minmax_solver.minmax(player_position, enemy_position, depth, True) - -run = True -while run: - timer.tick(FPS) - maze.draw() - player.draw(screen) - enemy1.draw(screen) - easy_button.draw() - normal_button.draw() - hard_button.draw() - - # player_controller.move_to_goal_dfs() - player_controller.move_to_goal_bfs() - # player_controller.move_to_goal_dijkstra() - # player_controller.move_to_goal_astar() - - direction = pygame.key.get_pressed() - player_controller.move_player(direction) - - for event in pygame.event.get(): - if event.type == pygame.QUIT: - run = False - elif event.type == pygame.MOUSEBUTTONDOWN: - mouse_pos = pygame.mouse.get_pos() - easy_button.handle_mouse_click(mouse_pos, maze) - normal_button.handle_mouse_click(mouse_pos, maze) - hard_button.handle_mouse_click(mouse_pos, maze) - - if easy_button.is_clicked or normal_button.is_clicked or hard_button.is_clicked: - player_controller.reset_player_position() - enemy1.reset_position() - - pygame.display.flip() -pygame.quit() diff --git a/Classes/maze.py b/Classes/maze.py deleted file mode 100644 index 8dc1cab..0000000 --- a/Classes/maze.py +++ /dev/null @@ -1,64 +0,0 @@ -from config import * - - -class Maze: - """ - Initializes a Maze object with an initial maze level. - - :param initial_level: The initial maze level. - """ - def __init__(self, initial_level): - self.current_level = initial_level - self.update_screen_size() - - """ - Get the length of the maze, which is the number of rows in the maze. - - :return: The number of rows in the maze. - """ - def num_rows(self): - return len(self.current_level) - - """ - Get the number of columns in the maze. - - :return: The number of columns in the maze. - """ - def num_columns(self): - return len(self.current_level[0]) - - """ - Retrieves the item at the specified index. - - :param index: The index of the item to retrieve. - :return: The item at the specified index. - """ - def __getitem__(self, index): - return self.current_level[index] - - """ - Sets a new maze level and updates the screen size accordingly. - - :param new_level: The new maze level. - """ - def set_level(self, new_level): - self.current_level = new_level - self.update_screen_size() - - """ - Updates the size of the game screen based on the current maze level. - """ - def update_screen_size(self): - screen_size = (len(self.current_level[0]) * TILE_SIZE, len(self.current_level) * TILE_SIZE) - screen = pygame.display.set_mode(screen_size) - - """ - Draws the current maze level on the game screen. - """ - def draw(self): - for row in range(len(self.current_level)): - for column in range(len(self.current_level[row])): - x = column * TILE_SIZE - y = row * TILE_SIZE - tile = tiles[self.current_level[row][column]] - screen.blit(tile, (x, y)) diff --git a/Classes/minmax.py b/Classes/minmax.py deleted file mode 100644 index cb745b9..0000000 --- a/Classes/minmax.py +++ /dev/null @@ -1,93 +0,0 @@ -class MinMax: - """ - Initializes a MinMax object. - - :param maze: The maze used for navigation and solving. - """ - def __init__(self, maze): - self.maze = maze - - """ - Gets the valid moves that an enemy agent can take. - - :param player_position: The current position of the player agent. - :return: A list of valid moves for the enemy agent. - """ - def get_valid_moves(self, player_position): - valid_moves = [] - for dx, dy in [(1, 0), (-1, 0), (0, 1), (0, -1)]: - x, y = player_position[1] + dx, player_position[0] + dy - if (0 <= x < len(self.maze.current_level[0]) and 0 <= y < len(self.maze.current_level) and - self.maze.current_level[y][x] != 1): - valid_moves.append((y, x)) - return valid_moves - - """ - Checks if a move to a given position is valid. - - :param position: The position to move to. - :return: True if the move is valid, False otherwise. - """ - def is_valid_move(self, position): - x, y = position[1], position[0] - return (0 <= x < len(self.maze.current_level[0]) and 0 <= y < len(self.maze.current_level) and - self.maze.current_level[y][x] != 1) - - """ - Performs the MinMax algorithm with Alpha-beta pruning to determine the best move the enemy can take. - - :param player_position: The current position of the player agent. - :param enemy_position: The current position of the enemy agent. - :param depth: The depth of the MinMax search tree. - :param alpha: The best value that the maximizing player currently can guarantee. - :param beta: The best value that the minimizing player currently can guarantee. - :param maximizing_player: True if maximizing player (enemy), False if minimizing player (player). - :return: The best move for the enemy agent. - """ - def minmax(self, player_position, enemy_position, depth, alpha, beta, maximizing_player): - if depth == 0 or self.game_over(): - # Evaluate the current game state - return self.evaluate(player_position, enemy_position) - - if maximizing_player: - max_eval = float('-inf') - valid_moves = self.get_valid_moves(enemy_position) - for move in valid_moves: - if self.is_valid_move(move): - eval = self.minmax(player_position, move, depth - 1, alpha, beta, False) - max_eval = max(max_eval, eval) - alpha = max(alpha, eval) - if beta <= alpha: - break - return max_eval - else: - min_eval = float('inf') - valid_moves = self.get_valid_moves(player_position) - for move in valid_moves: - if self.is_valid_move(move): - eval = self.minmax(move, enemy_position, depth - 1, alpha, beta, True) - min_eval = min(min_eval, eval) - beta = min(beta, eval) - if beta <= alpha: - break - return min_eval - - """ - Evaluate the current game state. - - :param player_position: The current position of the player agent. - :param enemy_position: The current position of the enemy agent. - :return: The evaluation of the current game state. - """ - def evaluate(self, player_position, enemy_position): - # Implement the evaluation logic here - pass - - """ - Check if the game is over. - - :return: True if the game is over, False otherwise. - """ - def game_over(self): - # Implement the game over condition here - pass diff --git a/Classes/player.py b/Classes/player.py deleted file mode 100644 index 4a4840a..0000000 --- a/Classes/player.py +++ /dev/null @@ -1,22 +0,0 @@ -from config import * - - -class Player: - """ - Initialises a Player object with a specified position. - - :param x: The x-coordinate of the player's position. - :param y: The y-coordinate of the player's position - """ - def __init__(self, x, y): - self.x = x - self.y = y - - """ - Draws the player on the game screen using Pygame. - - This method utilizes the Pygame library to draw a white rectangle representing the player - at the specified (x, y) coordinates with the size of TILE_SIZE. - """ - def draw(self, screen): - pygame.draw.rect(screen, 'white', (self.x, self.y, TILE_SIZE, TILE_SIZE)) diff --git a/Classes/playerController.py b/Classes/playerController.py deleted file mode 100644 index c591ce2..0000000 --- a/Classes/playerController.py +++ /dev/null @@ -1,223 +0,0 @@ -from config import * -from dfs import * -from bfs import * -from dijkstra import * -from game import * - - -class PlayerController: - """ - Initializes a PlayerController object. - - :param player: The player controlled by this controller. - :param maze: The maze used for navigation and solving. - """ - def __init__(self, player, maze): - self.player = player - self.maze = maze - self.player_position = (1, 1) - self.dfs_solver = DFS() - self.bfs_solver = BFS() - self.dijkstra_solver = None - self.astar_solver = None - - """ - Moves the player in the specified direction based on keyboard input. - - :param direction: A dictionary representing the keys pressed. - """ - def move_player(self, direction): - new_x = self.player.x - new_y = self.player.y - - if direction[pygame.K_UP]: - new_y -= TILE_SIZE - new_position = (self.player_position[0] - 1, self.player_position[1]) - elif direction[pygame.K_DOWN]: - new_y += TILE_SIZE - new_position = (self.player_position[0] + 1, self.player_position[1]) - elif direction[pygame.K_LEFT]: - new_x -= TILE_SIZE - new_position = (self.player_position[0], self.player_position[1] - 1) - elif direction[pygame.K_RIGHT]: - new_x += TILE_SIZE - new_position = (self.player_position[0], self.player_position[1] + 1) - else: - return - - if self.is_valid_position(new_position): - self.player_position = new_position - - if self.check_collision(new_x, new_y): - self.player.x = new_x - self.player.y = new_y - - """ - Checks if a given position is valid within the maze. - - :param position: The position to check in the form of (x, y) coordinates. - :return: True if the position is valid and does not collide with walls, False otherwise. - """ - def is_valid_position(self, position): - x, y = position - return 0 <= x < len(self.maze.current_level) and 0 <= y < len(self.maze.current_level[0]) and \ - self.maze.current_level[x][y] != 1 - - """ - Checks if the player will collide with walls at the specified position. - - :param x: The x-coordinate of the potential position. - :param y: The y-coordinate of the potential position. - :return: True if collision is detected, False otherwise. - """ - def check_collision(self, x, y): - row = y // TILE_SIZE - column = x // TILE_SIZE - return self.maze.current_level[row][column] != 1 - - """Resets the player's position to the starting point.""" - def reset_player_position(self): - self.player.x = TILE_SIZE - self.player.y = TILE_SIZE - - """ - Sets the DFS solver used by the controller. - - :param dfs_solver: The DFS solver object. - """ - def set_dfs_solver(self, dfs_solver): - self.dfs_solver = dfs_solver - - """ - Sets the BFS solver used by the controller. - - :param bfs_solver: The BFS solver object. - """ - def set_bfs_solver(self, bfs_solver): - self.bfs_solver = bfs_solver - - """ - Sets the Dijkstra solver used by the controller. - - :param dijkstra_solver: The Dijkstra solver object. - """ - def set_dijkstra_solver(self, dijkstra_solver): - self.dijkstra_solver = dijkstra_solver - - """ - Sets the A* solver used by the controller. - - :param dijkstra_solver: The A* solver object. - """ - def set_astar_solver(self, astar_solver): - self.astar_solver = astar_solver - - """ - Moves the player towards the goal using DFS. - """ - def move_to_goal_dfs(self): - start_position = (self.player.y // TILE_SIZE, self.player.x // TILE_SIZE) - goal_position = self.find_goal_position() - - if goal_position: - if self.dfs_solver.dfs(self.maze.current_level, start_position, goal_position): - path = self.dfs_solver.get_path() - self.follow_path(path) - - """ - Moves the player towards the goal using BFS pathfinding. - """ - def move_to_goal_bfs(self): - start_position = (self.player.y // TILE_SIZE, self.player.x // TILE_SIZE) - goal_position = self.find_goal_position() - - if goal_position: - if self.bfs_solver.bfs(self.maze.current_level, start_position, goal_position): - path = self.bfs_solver.get_path() - self.follow_path(path) - - """ - Moves the player towards the goal using Dijkstra's algorithm. - """ - def move_to_goal_dijkstra(self): - if self.dijkstra_solver is not None: - start_position = (self.player.y // TILE_SIZE, self.player.x // TILE_SIZE) - goal_position = self.find_goal_position() - - if goal_position: - path = self.dijkstra_solver.find_shortest_path(start_position, goal_position) - if path: - self.follow_path(path) - - """ - Moves the player to all 4 corners using A* algorithm. - """ - - def move_to_goal_astar(self): - if self.astar_solver is None: - print("A* solver not initialized. Please call set_astar_solver first.") - return - - if not self.maze: - print("Maze not initialized.") - return - - start_position = (self.player.y // TILE_SIZE, self.player.x // TILE_SIZE) - goal_position = self.astar_solver.find_goal_position(self.maze) - - if goal_position: - path = self.astar_solver.find_shortest_path(self.astar_solver.heuristic1) - if path: - self.follow_path(path) - - """ - Moves the player along the specified path. - - :param path: The path to follow. - """ - def follow_path(self, path): - for position in path: - goal_y, goal_x = position - target_y, target_x = goal_y * TILE_SIZE, goal_x * TILE_SIZE - - while self.player.x != target_x or self.player.y != target_y: - direction_x = 1 if target_x > self.player.x else -1 if target_x < self.player.x else 0 - direction_y = 1 if target_y > self.player.y else -1 if target_y < self.player.y else 0 - - new_x, new_y = self.player.x + direction_x * TILE_SIZE, self.player.y + direction_y * TILE_SIZE - - if self.maze.current_level[new_y // TILE_SIZE][new_x // TILE_SIZE] != 1: - # Draw the path on the screen - self.maze.draw() - self.draw_path(path) - - # Move the player - self.player.x, self.player.y = new_x, new_y - - pygame.display.flip() - pygame.time.delay(100) - - """ - Draws the path on the screen for visualization. - - :param path: The path to draw. - """ - def draw_path(self, path): - for position in path: - pygame.draw.rect( - screen, - (0, 255, 0), # Green color for the path - (position[1] * TILE_SIZE, position[0] * TILE_SIZE, TILE_SIZE, TILE_SIZE), - ) - - """ - Finds the position of the goal in the maze. - - :return: The (row, column) position of the goal or None if not found. - """ - def find_goal_position(self): - for i in range(len(self.maze.current_level)): - for j in range(len(self.maze.current_level[0])): - if self.maze.current_level[i][j] == 3: - return i, j - return None diff --git a/Classes/testAStar.py b/Classes/testAStar.py deleted file mode 100644 index 1d98f72..0000000 --- a/Classes/testAStar.py +++ /dev/null @@ -1,68 +0,0 @@ -import unittest -from aStar import AStar - - -class TestAStar(unittest.TestCase): - def setUp(self): - self.maze = [ - [1, 0, 0, 0], - [0, 1, 1, 0], - [0, 0, 0, 1], - [1, 0, 0, 0] - ] - self.a_star_solver = AStar(self.maze) - - def test_heuristic1(self): - current_position = (1, 1) - visited_corners = set() - heuristic_result = self.a_star_solver.heuristic1(current_position, self.a_star_solver.corners, visited_corners) - self.assertEqual(heuristic_result, 3) - - current_position = (2, 2) - visited_corners = set() - heuristic_result = self.a_star_solver.heuristic1(current_position, self.a_star_solver.corners, visited_corners) - self.assertEqual(heuristic_result, ...) - - def test_heuristic2(self): - current_position = (1, 1) - visited_corners = set() - heuristic_result = self.a_star_solver.heuristic2(current_position, self.a_star_solver.corners, visited_corners) - self.assertEqual(heuristic_result, ...) - - current_position = (2, 2) - visited_corners = set() - heuristic_result = self.a_star_solver.heuristic2(current_position, self.a_star_solver.corners, visited_corners) - self.assertEqual(heuristic_result, ...) - - def test_all_corners_visited(self): - corners = {(1, 1), (2, 2), (3, 3)} - visited_corners = {(1, 1), (2, 2)} - result = self.a_star_solver.all_corners_visited(corners, visited_corners) - self.assertFalse(result) - - def test_find_goal_position(self): - maze_with_goal = ... - goal_position = self.a_star_solver.find_goal_position(maze_with_goal) - self.assertIsNotNone(goal_position) - - maze_without_goal = ... - goal_position = self.a_star_solver.find_goal_position(maze_without_goal) - self.assertIsNone(goal_position) - - def test_find_shortest_path_with_valid_heuristic(self): - def valid_heuristic(current, corners, visited_corners): - return 0 - - path = self.a_star_solver.find_shortest_path(valid_heuristic) - self.assertIsNotNone(path) - - def test_find_shortest_path_with_invalid_heuristic(self): - def invalid_heuristic(current, corners, visited_corners): - return None - - path = self.a_star_solver.find_shortest_path(invalid_heuristic) - self.assertIsNone(path) - - -if __name__ == '__main__': - unittest.main() diff --git a/Classes/testBFS.py b/Classes/testBFS.py deleted file mode 100644 index 3d5f40a..0000000 --- a/Classes/testBFS.py +++ /dev/null @@ -1,109 +0,0 @@ -import unittest -from collections import deque -from bfs import BFS - - -class TestBFS(unittest.TestCase): - def setUp(self): - self.bfs_solver = BFS() - - def test_init(self): - bfs = BFS() - self.assertEqual(len(bfs.visited), 0) - self.assertIsInstance(bfs.queue, deque) - self.assertEqual(len(bfs.parent), 0) - self.assertEqual(len(bfs.path), 0) - - def test_get_neighbours(self): - bfs = BFS() - maze = [ - [0, 0, 0], - [0, 1, 0], - [0, 0, 0] - ] - neighbours = bfs.get_neighbours(maze, 1, 1) - expected_neighbours = [(0, 1), (1, 0), (1, 2), (2, 1)] - self.assertEqual(neighbours, expected_neighbours) - - maze = [ - [1, 1, 1], - [1, 1, 1], - [1, 1, 1] - ] - neighbours = bfs.get_neighbours(maze, 1, 1) - self.assertEqual(neighbours, []) - - def test_bfs_path_found(self): - maze = [ - [0, 0, 0], - [1, 1, 0], - [0, 0, 0] - ] - start = (0, 0) - goal = (2, 2) - self.assertTrue(self.bfs_solver.bfs(maze, start, goal)) - - def test_bfs_no_path(self): - maze = [ - [0, 1, 0], - [1, 1, 0], - [0, 1, 0] - ] - start = (0, 0) - goal = (2, 2) - self.assertFalse(self.bfs_solver.bfs(maze, start, goal)) - - def test_bfs_empty_maze(self): - maze = [] - start = (0, 0) - goal = (2, 2) - self.assertFalse(self.bfs_solver.bfs(maze, start, goal)) - - def test_bfs_unreachable_goal(self): - maze = [ - [0, 0, 0], - [1, 1, 0], - [0, 0, 1] - ] - start = (0, 0) - goal = (2, 2) - self.assertFalse(self.bfs_solver.bfs(maze, start, goal)) - - def test_bfs_unreachable_start(self): - maze = [ - [1, 0, 0], - [1, 1, 0], - [0, 0, 0] - ] - start = (0, 0) - goal = (2, 2) - self.assertFalse(self.bfs_solver.bfs(maze, start, goal)) - - def test_bfs_single_cell_maze(self): - maze = [[0]] - start = (0, 0) - goal = (0, 0) - self.assertTrue(self.bfs_solver.bfs(maze, start, goal)) - - def test_construct_path(self): - start = (0, 0) - goal = (2, 2) - parent = { - (1, 1): (0, 1), - (1, 2): (1, 1), - (2, 2): (1, 2), - (0, 1): (0, 0) - } - self.bfs_solver.parent = parent - self.bfs_solver.construct_path(start, goal) - expected_path = [(0, 0), (0, 1), (1, 1), (1, 2), (2, 2)] - self.assertEqual(self.bfs_solver.path, expected_path) - - def test_get_path(self): - self.bfs_solver.path = [(0, 0), (0, 1), (1, 1), (1, 2), (2, 2)] - expected_path = [(2, 2), (1, 2), (1, 1), (0, 1), (0, 0)] - self.assertEqual(self.bfs_solver.get_path(), expected_path) - - -if __name__ == "__main__": - unittest.main() diff --git a/Classes/testButton.py b/Classes/testButton.py deleted file mode 100644 index c191dbb..0000000 --- a/Classes/testButton.py +++ /dev/null @@ -1,56 +0,0 @@ -import unittest -from unittest.mock import Mock -from button import Button - - -class TestButton(unittest.TestCase): - def setUp(self): - pygame = Mock() - self.mock_screen = pygame.display.set_mode.return_value - self.mock_player_controller = Mock() - self.mock_maze = Mock() - self.mock_image = Mock() - self.mock_image.get_width.return_value = 100 - self.mock_image.get_height.return_value = 50 - self.button = Button(self.mock_image, 100, 100, 1, None) - - def test_draw(self): - mock_image = Mock() - button = Button(mock_image, 100, 100, 1, Mock()) - - button.draw() - - expected_calls = [ - ((mock_image, (100, 100)),), - ] - self.assertEqual(self.mock_screen.blit.call_args_list, expected_calls) - - def test_handle_mouse_click_when_clicked(self): - button = Button(Mock(), 100, 100, 1, self.mock_player_controller) - - button.handle_mouse_click((110, 110), self.mock_maze) - - self.mock_maze.set_level.assert_called_once_with(1) - self.mock_player_controller.reset_player_position.assert_called_once() - self.assertTrue(button.is_clicked) - - def test_handle_mouse_click_when_not_clicked(self): - button = Button(Mock(), 100, 100, 1, self.mock_player_controller) - - button.handle_mouse_click((90, 90), self.mock_maze) - - self.assertFalse(self.mock_maze.set_level.called) - self.assertFalse(self.mock_player_controller.reset_player_position.called) - self.assertFalse(button.is_clicked) - - def test_check_click_within_boundaries(self): - result = self.button.check_click((150, 125)) - self.assertTrue(result) - - def test_check_click_outside_boundaries(self): - result = self.button.check_click((50, 75)) - self.assertFalse(result) - - -if __name__ == "__main__": - unittest.main() diff --git a/Classes/testDFS.py b/Classes/testDFS.py deleted file mode 100644 index 53afc4f..0000000 --- a/Classes/testDFS.py +++ /dev/null @@ -1,80 +0,0 @@ -import unittest -from dfs import DFS - - -class TestDFS(unittest.TestCase): - def test_init(self): - dfs = DFS() - self.assertEqual(dfs.visited, set()) - self.assertEqual(dfs.path, []) - - def test_get_neighbours(self): - maze = [ - [0, 0, 0, 1], - [1, 1, 0, 0], - [0, 1, 0, 1], - [0, 0, 0, 0] - ] - dfs = DFS() - - self.assertEqual(dfs.get_neighbours(maze, 0, 0), [(0, 1), (1, 0)]) - self.assertEqual(dfs.get_neighbours(maze, 1, 1), [(1, 2), (2, 1)]) - self.assertEqual(dfs.get_neighbours(maze, 2, 2), [(2, 1), (3, 2)]) - - def test_dfs(self): - maze = [ - [0, 0, 0, 1], - [1, 1, 0, 0], - [0, 1, 0, 1], - [0, 0, 0, 0] - ] - dfs = DFS() - - start = (0, 0) - goal = (3, 3) - self.assertTrue(dfs.dfs(maze, start, goal)) - - start = (0, 0) - goal = (2, 2) - self.assertFalse(dfs.dfs(maze, start, goal)) - - def test__dfs(self): - maze = [ - [0, 0, 0, 1], - [1, 1, 0, 0], - [0, 1, 0, 1], - [0, 0, 0, 0] - ] - dfs = DFS() - - start = (0, 0) - goal = (3, 3) - self.assertTrue(dfs._dfs(maze, start, goal)) - - start = (0, 0) - goal = (2, 2) - self.assertFalse(dfs._dfs(maze, start, goal)) - - def test_get_path(self): - maze = [ - [0, 0, 0, 1], - [1, 1, 0, 0], - [0, 1, 0, 1], - [0, 0, 0, 0] - ] - dfs = DFS() - - start = (0, 0) - goal = (3, 3) - dfs._dfs(maze, start, goal) - expected_path = [(0, 0), (0, 1), (1, 1), (2, 1), (3, 1), (3, 2), (3, 3)] - self.assertEqual(dfs.get_path(), expected_path) - - start = (0, 0) - goal = (2, 2) - dfs._dfs(maze, start, goal) - self.assertEqual(dfs.get_path(), []) - - -if __name__ == "__main__": - unittest.main() diff --git a/Classes/testDijkstra.py b/Classes/testDijkstra.py deleted file mode 100644 index b6e6804..0000000 --- a/Classes/testDijkstra.py +++ /dev/null @@ -1,79 +0,0 @@ -import unittest -from dijkstra import Dijkstra - - -class TestDijkstra(unittest.TestCase): - def setUp(self): - self.dijkstra_solver = Dijkstra(None) - - def test_calculate_cost_empty(self): - cell_type = 0 - cost = self.dijkstra_solver.calculate_cost(cell_type) - self.assertEqual(cost, 1) - - def test_calculate_cost_wall(self): - cell_type = 1 - cost = self.dijkstra_solver.calculate_cost(cell_type) - self.assertEqual(cost, float('inf')) - - def test_calculate_cost_goal(self): - cell_type = 2 - cost = self.dijkstra_solver.calculate_cost(cell_type) - self.assertEqual(cost, 100) - - def test_calculate_cost_start(self): - cell_type = 3 - cost = self.dijkstra_solver.calculate_cost(cell_type) - self.assertEqual(cost, 1) - - def test_find_shortest_path_simple(self): - - start_position = (0, 0) - goal_position = (3, 3) - path = self.dijkstra_solver.find_shortest_path(start_position, goal_position) - expected_path = [(0, 0), (1, 0), (2, 0), (3, 0), (3, 1), (3, 2), (3, 3)] - self.assertEqual(path, expected_path) - - def test_find_shortest_path_blocked_goal(self): - - start_position = (0, 0) - goal_position = (3, 3) - path = self.dijkstra_solver.find_shortest_path(start_position, goal_position) - expected_path = [] - self.assertEqual(path, expected_path) - - def test_find_shortest_path_complex(self): - - start_position = (0, 0) - goal_position = (4, 4) - path = self.dijkstra_solver.find_shortest_path(start_position, goal_position) - expected_path = [(0, 0), (1, 0), (2, 0), (2, 1), (2, 2), (2, 3), (3, 3), (4, 3), (4, 4)] - self.assertEqual(path, expected_path) - - def test_get_neighbors_middle(self): - maze = Dijkstra([ - [0, 0, 0, 1], - [1, 1, 0, 0], - [0, 1, 0, 1], - [0, 0, 0, 0] - ]) - cell = (1, 1) - neighbors = maze.get_neighbors(cell) - expected_neighbors = [(0, 1), (2, 1), (1, 0), (1, 2)] - self.assertEqual(neighbors, expected_neighbors) - - def test_get_neighbors_corner(self): - maze = Dijkstra([ - [0, 0, 0, 1], - [1, 1, 0, 0], - [0, 1, 0, 1], - [0, 0, 0, 0] - ]) - cell = (0, 0) - neighbors = maze.get_neighbors(cell) - expected_neighbors = [(1, 0), (0, 1)] - self.assertEqual(neighbors, expected_neighbors) - - -if __name__ == "__main__": - unittest.main() diff --git a/Classes/testEnemy.py b/Classes/testEnemy.py deleted file mode 100644 index 048d0ff..0000000 --- a/Classes/testEnemy.py +++ /dev/null @@ -1,46 +0,0 @@ -import unittest -from unittest.mock import MagicMock, patch -from enemy import Enemy -from config import TILE_SIZE - - -class TestEnemy(unittest.TestCase): - @patch('enemy.random') - def test_init(self, mock_random): - mock_maze = MagicMock() - - mock_random.randint.return_value = 2 - mock_maze.num_rows.return_value = 5 - mock_maze.num_columns.return_value = 6 - mock_maze.__getitem__.return_value = 0 - - enemy = Enemy(mock_maze) - - self.assertEqual(enemy.x, 2 * 32) - self.assertEqual(enemy.y, 0) - - @patch('enemy.random') - def test_reset_position(self, mock_random): - mock_maze = MagicMock() - - mock_random.randint.return_value = 2 - mock_maze.num_rows.return_value = 5 - mock_maze.num_columns.return_value = 6 - mock_maze.__getitem__.return_value = 0 - - enemy = Enemy(mock_maze) - enemy.reset_position() - - self.assertEqual(enemy.x, 2 * 32) - self.assertEqual(enemy.y, 0) - - def test_draw(self): - mock_screen = MagicMock() - - enemy = Enemy(None) - enemy.draw(mock_screen) - mock_screen.assert_called_once_with('blue', (enemy.x, enemy.y, enemy.TILE_SIZE, enemy.TILE_SIZE)) - - -if __name__ == "__main__": - unittest.main() diff --git a/Classes/testExpectimax.py b/Classes/testExpectimax.py deleted file mode 100644 index d456122..0000000 --- a/Classes/testExpectimax.py +++ /dev/null @@ -1,69 +0,0 @@ -import unittest -from expectimax import Expectimax - - -class TestExpectimax(unittest.TestCase): - - def test_valid_scenario(self): - maze = [[0, 0, 0], - [0, 1, 0], - [0, 0, 0]] - expectimax_solver = Expectimax(maze) - player_position = (0, 0) - enemy_position = (2, 2) - depth = 3 - maximizing_player = True - result = expectimax_solver.expectimax(player_position, enemy_position, depth, maximizing_player) - self.assertIsNotNone(result) - - def test_invalid_scenario_negative_depth(self): - maze = [[0, 0, 0], - [0, 1, 0], - [0, 0, 0]] - expectimax_solver = Expectimax(maze) - player_position = (0, 0) - enemy_position = (2, 2) - depth = -1 - maximizing_player = True - with self.assertRaises(ValueError): - expectimax_solver.expectimax(player_position, enemy_position, depth, maximizing_player) - - def test_no_valid_moves(self): - maze = [[1, 1, 1], - [1, 1, 1], - [1, 1, 1]] - expectimax_solver = Expectimax(maze) - player_position = (0, 0) - enemy_position = (2, 2) - depth = 3 - maximizing_player = True - result = expectimax_solver.expectimax(player_position, enemy_position, depth, maximizing_player) - self.assertEqual(result, 0) - - def test_game_over(self): - maze = [[0, 0, 0], - [0, 0, 0], - [0, 0, 0]] - expectimax_solver = Expectimax(maze) - player_position = (0, 0) - enemy_position = (2, 2) - depth = 3 - maximizing_player = True - result = expectimax_solver.expectimax(player_position, enemy_position, depth, maximizing_player) - self.assertEqual(result, 0) - - def test_max_depth(self): - maze = [[0, 0, 0], - [0, 0, 0], - [0, 0, 0]] - expectimax_solver = Expectimax(maze) - player_position = (0, 0) - enemy_position = (2, 2) - depth = 10 - maximizing_player = True - result = expectimax_solver.expectimax(player_position, enemy_position, depth, maximizing_player) - self.assertIsNotNone(result) - - -if __name__ == '__main__': - unittest.main() diff --git a/Classes/testGame.py b/Classes/testGame.py deleted file mode 100644 index dbbfc54..0000000 --- a/Classes/testGame.py +++ /dev/null @@ -1,60 +0,0 @@ -import unittest -from game import Game - - -class TestGame(unittest.TestCase): - - def setUp(self): - self.maze = [ - [1, 1, 1, 1, 1], - [1, 0, 0, 0, 1], - [1, 0, 1, 0, 1], - [1, 0, 0, 0, 1], - [1, 1, 1, 1, 1] - ] - self.game = Game(self.maze) - - def test_init(self): - maze = [ - [1, 1, 1, 1, 1], - [1, 0, 0, 0, 1], - [1, 0, 1, 0, 1], - [1, 0, 0, 0, 1], - [1, 1, 1, 1, 1] - ] - - game = Game(maze) - - self.assertEqual(game.maze, maze) - self.assertEqual(game.player_position, (1, 1)) - self.assertEqual(game.enemy_positions, [(2, 2)]) - - def test_get_player_position(self): - maze = [ - [1, 1, 1, 1, 1], - [1, 0, 0, 0, 1], - [1, 0, 1, 0, 1], - [1, 0, 0, 0, 1], - [1, 1, 1, 1, 1] - ] - - game = Game(maze) - player_position = game.get_player_position() - self.assertEqual(player_position, (1, 1)) - - def test_get_enemy_positions(self): - enemy_positions = self.game.get_enemy_positions() - self.assertEqual(enemy_positions, [(2, 2)]) - - def test_update_positions(self): - self.game.update_positions() - self.assertEqual(self.game.player_position, (1, 1)) - self.assertEqual(self.game.enemy_positions, [(2, 2)]) - - def test_check_game_over(self): - game_over = self.game.check_game_over() - self.assertFalse(game_over) - - -if __name__ == "__main__": - unittest.main() diff --git a/Classes/testMaze.py b/Classes/testMaze.py deleted file mode 100644 index da1c135..0000000 --- a/Classes/testMaze.py +++ /dev/null @@ -1,92 +0,0 @@ -import unittest -from unittest.mock import Mock - -import pygame - -from maze import Maze - - -class TestMaze(unittest.TestCase): - def test_num_rows(self): - initial_level = [ - [0, 0, 0], - [0, 0, 0], - [0, 0, 0] - ] - maze = Maze(initial_level) - self.assertEqual(maze.num_rows(), 3) - - def test_num_columns(self): - initial_level = [ - [0, 0, 0, 0], - [0, 0, 0, 0], - [0, 0, 0, 0] - ] - maze = Maze(initial_level) - self.assertEqual(maze.num_columns(), 4) - - def test_getitem(self): - initial_level = [ - [0, 0, 0], - [0, 0, 0], - [0, 0, 0] - ] - maze = Maze(initial_level) - self.assertEqual(maze[0], [0, 0, 0]) - self.assertEqual(maze[1], [0, 0, 0]) - self.assertEqual(maze[2], [0, 0, 0]) - - def test_set_level(self): - initial_level = [ - [0, 0, 0], - [0, 0, 0], - [0, 0, 0] - ] - maze = Maze(initial_level) - new_level = [ - [1, 1, 1], - [1, 1, 1], - [1, 1, 1] - ] - maze.set_level(new_level) - self.assertEqual(maze.current_level, new_level) - - def test_update_screen_size(self): - initial_level = [ - [0, 0, 0], - [0, 0, 0], - [0, 0, 0] - ] - maze = Maze(initial_level) - pygame.display.set_mode((800, 600)) - maze.update_screen_size() - self.assertEqual(pygame.display.get_surface().get_size(), (3 * 32, 3 * 32)) - - def test_draw(self): - initial_level = [ - [0, 0, 0], - [0, 1, 0], - [0, 0, 0] - ] - maze = Maze(initial_level) - tiles = {0: Mock(), 1: Mock()} - maze.tiles = tiles - - maze.draw() - - expected_calls = [ - ((tiles[0], (0, 0)),), - ((tiles[0], (32, 0)),), - ((tiles[0], (64, 0)),), - ((tiles[0], (0, 32)),), - ((tiles[1], (32, 32)),), - ((tiles[0], (64, 32)),), - ((tiles[0], (0, 64)),), - ((tiles[0], (32, 64)),), - ((tiles[0], (64, 64)),), - ] - self.assertEqual(self.mock_screen.blit.call_args_list, expected_calls) - - -if __name__ == "__main__": - unittest.main() diff --git a/Classes/testMinMax.py b/Classes/testMinMax.py deleted file mode 100644 index a3ae88d..0000000 --- a/Classes/testMinMax.py +++ /dev/null @@ -1,112 +0,0 @@ -import unittest -from minmax import MinMax - - -class TestMinMax(unittest.TestCase): - - def test_get_valid_moves_middle(self): - maze = [[0, 0, 0], - [0, 1, 0], - [0, 0, 0]] - minmax = MinMax(maze) - player_position = (1, 1) - valid_moves = minmax.get_valid_moves(player_position) - expected_moves = [(0, 1), (2, 1), (1, 0), (1, 2)] - self.assertEqual(valid_moves, expected_moves) - - def test_get_valid_moves_corner(self): - maze = [[0, 1, 0], - [1, 1, 0], - [0, 0, 0]] - minmax = MinMax(maze) - player_position = (0, 0) - valid_moves = minmax.get_valid_moves(player_position) - expected_moves = [(1, 0), (0, 1)] - self.assertEqual(valid_moves, expected_moves) - - def test_valid_move(self): - maze = [[0, 0, 0], - [0, 1, 0], - [0, 0, 0]] - minmax = MinMax(maze) - valid_position = (1, 0) - self.assertTrue(minmax.is_valid_move(valid_position)) - - def test_invalid_move_wall(self): - maze = [[0, 1, 0], - [1, 1, 0], - [0, 0, 0]] - minmax = MinMax(maze) - wall_position = (0, 1) - self.assertFalse(minmax.is_valid_move(wall_position)) - - def test_invalid_move_outside(self): - maze = [[0, 0, 0], - [0, 1, 0], - [0, 0, 0]] - minmax = MinMax(maze) - outside_position = (3, 0) - self.assertFalse(minmax.is_valid_move(outside_position)) - - def test_minmax(self): - maze = [[0, 0, 0], - [0, 1, 0], - [0, 0, 0]] - minmax = MinMax(maze) - player_position = (0, 0) - enemy_position = (2, 2) - depth = 3 - alpha = float('-inf') - beta = float('inf') - maximizing_player = True - result = minmax.minmax(player_position, enemy_position, depth, alpha, beta, maximizing_player) - self.assertIsInstance(result, int) - - maze = [[0, 0, 0], - [0, 1, 0], - [0, 0, 0]] - player_position = (0, 0) - enemy_position = (2, 2) - depth = 1 - - result = minmax.minmax(player_position, enemy_position, depth, float('-inf'), float('inf'), maximizing_player) - print("Result:", result) - - def test_evaluate(self): - maze = [[0, 0, 0], - [0, 1, 0], - [0, 0, 0]] - minmax_object = MinMax(maze) - print("Testing the evaluate method...") - - player_position = (1, 1) - enemy_position = (1, 1) - evaluation_result = minmax_object.evaluate(player_position, enemy_position) - print("Evaluation result when player and enemy are at the same position:", evaluation_result) - - player_position = (2, 2) - enemy_position = (1, 1) - evaluation_result = minmax_object.evaluate(player_position, enemy_position) - print("Evaluation result when player is closer to the goal than the enemy:", evaluation_result) - - player_position = (1, 1) - enemy_position = (2, 2) - evaluation_result = minmax_object.evaluate(player_position, enemy_position) - print("Evaluation result when enemy is closer to the goal than the player:", evaluation_result) - - def test_game_over(self): - maze = [[0, 0, 0], - [0, 1, 0], - [0, 0, 0]] - minmax_object = MinMax(maze) - print("Testing the game_over method...") - - game_over_result = minmax_object.game_over() - print("Game over result when the game is not over:", game_over_result) - - game_over_result = minmax_object.game_over() - print("Game over result when the game is over:", game_over_result) - - -if __name__ == '__main__': - unittest.main() diff --git a/Classes/testPlayer.py b/Classes/testPlayer.py deleted file mode 100644 index a3386cc..0000000 --- a/Classes/testPlayer.py +++ /dev/null @@ -1,18 +0,0 @@ -import unittest -from unittest.mock import Mock, patch -from config import TILE_SIZE -from player import Player - - -class TestPlayer(unittest.TestCase): - @patch('pygame.draw.rect') - def test_draw(self, mock_rect): - # Mock the screen surface - screen_surface_mock = Mock() - player = Player(10, 20) - player.draw(screen_surface_mock) - mock_rect.assert_called_once_with(screen_surface_mock, 'white', (10, 20, TILE_SIZE, TILE_SIZE)) - - -if __name__ == "__main__": - unittest.main() diff --git a/Classes/testPlayerController.py b/Classes/testPlayerController.py deleted file mode 100644 index 591c217..0000000 --- a/Classes/testPlayerController.py +++ /dev/null @@ -1,226 +0,0 @@ -import unittest -from unittest.mock import Mock - -import pygame - -from config import TILE_SIZE -from player import Player -from playerController import PlayerController # Import the PlayerController class - - -class TestPlayerController(unittest.TestCase): - def setUp(self): - self.player_mock = Mock() - self.maze_mock = Mock() - self.player_controller = PlayerController(self.player_mock, self.maze_mock) - - def test_move_player_up(self): - direction = {pygame.K_UP: True, pygame.K_DOWN: False, pygame.K_LEFT: False, pygame.K_RIGHT: False} - self.player_controller.move_player(direction) - self.assertEqual(self.player_mock.y, self.player_mock.y - TILE_SIZE) - - def test_move_player_down(self): - direction = {pygame.K_UP: False, pygame.K_DOWN: True, pygame.K_LEFT: False, pygame.K_RIGHT: False} - self.player_controller.move_player(direction) - self.assertEqual(self.player_mock.y, self.player_mock.y + TILE_SIZE) - - def test_move_player_left(self): - direction = {pygame.K_UP: False, pygame.K_DOWN: False, pygame.K_LEFT: True, pygame.K_RIGHT: False} - self.player_controller.move_player(direction) - self.assertEqual(self.player_mock.x, self.player_mock.x - TILE_SIZE) - - def test_move_player_right(self): - direction = {pygame.K_UP: False, pygame.K_DOWN: False, pygame.K_LEFT: False, pygame.K_RIGHT: True} - self.player_controller.move_player(direction) - self.assertEqual(self.player_mock.x, self.player_mock.x + TILE_SIZE) - - def test_valid_position_within_maze(self): - position = (1, 1) - self.assertTrue(self.player_controller.is_valid_position(position)) - - def test_position_outside_maze_bounds(self): - position = (-1, 1) - self.assertFalse(self.player_controller.is_valid_position(position)) - position = (10, 5) - self.assertFalse(self.player_controller.is_valid_position(position)) - position = (1, 10) - self.assertFalse(self.player_controller.is_valid_position(position)) - - def test_position_collides_with_wall(self): - self.player_controller.maze = Mock(current_level=[[0, 0, 0], - [0, 1, 0], - [0, 0, 0]]) - position = (1, 1) - self.assertFalse(self.player_controller.is_valid_position(position)) - position = (0, 1) - self.assertTrue(self.player_controller.is_valid_position(position)) - - def test_collision_with_wall(self): - self.player_controller.maze = [[0, 0, 0], - [0, 1, 0], - [0, 0, 0]] - x, y = 50, 50 - self.assertTrue(self.player_controller.check_collision(x, y)) - - def test_no_collision_with_wall(self): - self.player_controller.maze = [[0, 0, 0], - [0, 0, 0], - [0, 0, 0]] - x, y = 50, 50 - self.assertFalse(self.player_controller.check_collision(x, y)) - - def test_reset_player_position(self): - initial_x, initial_y = 100, 100 - self.player_controller.player = Player(initial_x, initial_y) - self.player_controller.reset_player_position() - self.assertEqual(self.player_controller.player.x, TILE_SIZE) - self.assertEqual(self.player_controller.player.y, TILE_SIZE) - - def test_set_dfs_solver(self): - dfs_solver_mock = Mock() - self.player_controller.set_dfs_solver(dfs_solver_mock) - self.assertEqual(self.player_controller.dfs_solver, dfs_solver_mock) - - def test_set_bfs_solver(self): - bfs_solver_mock = Mock() - self.player_controller.set_bfs_solver(bfs_solver_mock) - self.assertEqual(self.player_controller.bfs_solver, bfs_solver_mock) - - def test_set_dijkstra_solver(self): - dijkstra_solver_mock = Mock() - self.player_controller.set_dijkstra_solver(dijkstra_solver_mock) - self.assertEqual(self.player_controller.dijkstra_solver, dijkstra_solver_mock) - - def test_set_astar_solver(self): - astar_solver_mock = Mock() - self.player_controller.set_astar_solver(astar_solver_mock) - self.assertEqual(self.player_controller.astar_solver, astar_solver_mock) - - def test_move_to_goal_dfs(self): - dfs_solver_mock = Mock() - dfs_solver_mock.dfs.return_value = True - dfs_solver_mock.get_path.return_value = [(1, 1), (1, 2), (1, 3)] - - self.player_controller.set_dfs_solver(dfs_solver_mock) - self.player_controller.maze = Mock() - self.player_controller.maze.current_level = [ - [0, 0, 0, 0], - [0, 0, 3, 0], - [0, 0, 0, 0], - ] - - self.player_controller.player.x = TILE_SIZE - self.player_controller.player.y = TILE_SIZE - self.player_controller.move_to_goal_dfs() - - expected_path = [(1 * TILE_SIZE, 1 * TILE_SIZE), (1 * TILE_SIZE, 2 * TILE_SIZE), (1 * TILE_SIZE, 3 * TILE_SIZE)] - self.assertEqual( - [(self.player_controller.player.x, self.player_controller.player.y) for _ in range(len(expected_path))], - expected_path) - - def test_move_to_goal_bfs(self): - bfs_solver_mock = Mock() - bfs_solver_mock.bfs.return_value = True - bfs_solver_mock.get_path.return_value = [(1, 1), (1, 2), (1, 3)] - - self.player_controller.set_bfs_solver(bfs_solver_mock) - self.player_controller.maze = Mock() - self.player_controller.maze.current_level = [ - [0, 0, 0, 0], - [0, 0, 3, 0], - [0, 0, 0, 0], - ] - - self.player_controller.player.x = TILE_SIZE - self.player_controller.player.y = TILE_SIZE - self.player_controller.move_to_goal_bfs() - - expected_path = [(1 * TILE_SIZE, 1 * TILE_SIZE), (1 * TILE_SIZE, 2 * TILE_SIZE), (1 * TILE_SIZE, 3 * TILE_SIZE)] - self.assertEqual( - [(self.player_controller.player.x, self.player_controller.player.y) for _ in range(len(expected_path))], - expected_path) - - def test_move_to_goal_dijkstra(self): - dijkstra_solver_mock = Mock() - dijkstra_solver_mock.find_shortest_path.return_value = [(1, 1), (1, 2), (1, 3)] # Simulate a path - - self.player_controller.set_dijkstra_solver(dijkstra_solver_mock) - self.player_controller.maze = Mock() - self.player_controller.maze.current_level = [ - [0, 0, 0, 0], - [0, 0, 3, 0], - [0, 0, 0, 0], - ] - - self.player_controller.player.x = TILE_SIZE - self.player_controller.player.y = TILE_SIZE - self.player_controller.move_to_goal_dijkstra() - - expected_path = [(1 * TILE_SIZE, 1 * TILE_SIZE), (1 * TILE_SIZE, 2 * TILE_SIZE), (1 * TILE_SIZE, 3 * TILE_SIZE)] - self.assertEqual( - [(self.player_controller.player.x, self.player_controller.player.y) for _ in range(len(expected_path))], - expected_path) - - def test_move_to_goal_astar(self): - astar_solver_mock = Mock() - astar_solver_mock.find_goal_position.return_value = (2, 2) # Simulate a goal position - astar_solver_mock.find_shortest_path.return_value = [(1, 1), (1, 2), (1, 3)] # Simulate a path - - self.player_controller.set_astar_solver(astar_solver_mock) - self.player_controller.maze = Mock() - self.player_controller.maze.current_level = [ - [0, 0, 0, 0], - [0, 0, 3, 0], - [0, 0, 0, 0], - ] - - self.player_controller.player.x = TILE_SIZE - self.player_controller.player.y = TILE_SIZE - self.player_controller.move_to_goal_astar() - - expected_path = [(1 * TILE_SIZE, 1 * TILE_SIZE), (1 * TILE_SIZE, 2 * TILE_SIZE), (1 * TILE_SIZE, 3 * TILE_SIZE)] - self.assertEqual( - [(self.player_controller.player.x, self.player_controller.player.y) for _ in range(len(expected_path))], - expected_path) - - def test_follow_path(self): - player_mock = Mock() - self.player_controller.player = player_mock - maze_mock = Mock() - self.player_controller.maze = maze_mock - path = [(0, 0), (0, 1), (0, 2)] - self.player_controller.follow_path(path) - expected_positions = [(0, 0), (0, 1), (0, 2)] - self.assertEqual([(args[0], args[1]) for args in player_mock.x.call_args_list], expected_positions) - - def test_draw_path(self): - screen_mock = Mock() - self.player_controller.screen = screen_mock - path = [(0, 0), (0, 1), (1, 1)] - self.player_controller.draw_path(path) - - expected_calls = [ - ((screen_mock,), {'color': (0, 255, 0), 'rect': (0, 0, TILE_SIZE, TILE_SIZE)}), - ((screen_mock,), {'color': (0, 255, 0), 'rect': (TILE_SIZE, 0, TILE_SIZE, TILE_SIZE)}), - ((screen_mock,), {'color': (0, 255, 0), 'rect': (TILE_SIZE, TILE_SIZE, TILE_SIZE, TILE_SIZE)}) - ] - - self.assertEqual(screen_mock.mock_calls, - [unittest.mock.call.draw.rect(*args, **kwargs) for args, kwargs in expected_calls]) - - def test_find_goal_position(self): - mock_maze = Mock() - mock_maze.current_level = [ - [0, 0, 0], - [0, 0, 0], - [0, 0, 3] - ] - - self.player_controller.maze = mock_maze - goal_position = self.player_controller.find_goal_position() - expected_goal_position = (2, 2) - self.assertEqual(goal_position, expected_goal_position) - - -if __name__ == "__main__": - unittest.main() diff --git a/Images/blank.png b/Images/blank.png deleted file mode 100644 index 50c9e2a0f81462186450944aba69ee033b822c4a..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 239 zcmeAS@N?(olHy`uVBq!ia0y~yU~m9o4mJh`hE<t`_ZS!$7>k44ofy`glX=O&z`&C3 z=<CS9u(6-}Pa-P=0|RG)M`SSr1K(i~W;~w1B87p0p~ch1F{C2y?S+H92MidR9n62f zpY!aXSiz*D_wR4}y{vRa7<<54z6DXT4qL4nvPv1QzG7H)l`&*BGu0%relrGaVXXhp T5we_tfq}u()z4*}Q$iB}@cL7P diff --git a/Images/button_easy.png b/Images/button_easy.png deleted file mode 100644 index 4601185db715287698992947896da6796e7cf000..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 2072 zcmeAS@N?(olHy`uVBq!ia0y~yU|7V!z~I5b#=yW(s;l>(fr0(Lr;B4q#hkZuay>$F z<&LeNnSAz#NQT|jD^gLO-V4Iq^4(Im3SE>+W_66>zs5E*QYS@z8~>)9OI&+5ER~Ls 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