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afterLogin.py
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afterLogin.py
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from buttonClass import *
from undo import *
from coloursss import *
from AsBr import *
from WilsonsAlgo import *
from kruskal import *
from recursiveBacktracker import *
from DFS import *
from BFS import *
from dijkstra import *
from GBFS import *
from BBFS import *
from AfterSave import *
import tkinter as tk
from tkinter import filedialog
from solve_maze_from_image import solve_maze_from_image
class PostLoginPage:
def __init__(self, screen, font, small_font):
self.screen = screen
self.font = font
self.small_font = small_font
self.message = ''
self.current_screen = 'options'
self.selected_button = None
self.mouse_down = False
self.undo_stack = []
self.generating_maze = False
self.create_maze_button = Buttons(self.screen, GREY, 500, 200, 400, 60, text='Create Maze')
self.solve_from_image_button = Buttons(self.screen, GREY, 500, 400, 400, 60, text='Solve from Image')
self.size_button = Buttons(self.screen, GREY, 1150, 20, 200, 40, text='Change Maze Size')
self.slow_button = Buttons(self.screen, GREY, 475, 20, 200, 40, text='Slow')
self.medium_button = Buttons(self.screen, GREY, 700, 20, 200, 40, text='Medium')
self.fast_button = Buttons(self.screen, GREY, 925, 20, 200, 40, text='Fast')
self.animation_speed = FAST_SPEED
self.init_maze_option_buttons()
self.grid_size = "Medium"
self.grid = []
self.grid_state = []
self.init_grid()
self.start_node = None
self.end_node = None
self.setting_start_node = True
self.wilson_gen = None
self.recursive_backtracker_gen = None
self.kruskal_gen = None
self.generating_maze = False
def init_maze_option_buttons(self):
button_names = [
"Aldous-Broder", "Kruskal's", "Recursive Backtracker", "Wilson's",
"Bidirectional BFS", "DFS", "BFS", "GBFS", "Dijkstra"
]
self.maze_option_buttons = [
Buttons(self.screen, GREY, 15, (5 + i * 76) + 15, 250, 40, text=name)
for i, name in enumerate(button_names)
]
self.start_end_node_button = Buttons(self.screen, GREY, 1150, 620, 200, 40, text="Start/End node")
self.wall_node_button = Buttons(self.screen, GREY, 940, 620, 200, 40, text="Wall node")
self.empty_node_button = Buttons(self.screen, GREY, 730, 620, 200, 40, text="Empty node")
self.undo_button = Buttons(self.screen, GREY, 520, 620, 200, 40, text="Undo")
self.main_menu_button = Buttons(self.screen, GREY, 310, 620, 200, 40, text="Main Menu")
self.save_button = Buttons(self.screen, GREY, 295, 20, 150, 40, text='Save')
self.view_mazes_button = Buttons(self.screen, GREY, 1150, 670, 200, 40, text='View Mazes')
self.maze_option_buttons.append(self.start_end_node_button)
self.maze_option_buttons.append(self.wall_node_button)
self.maze_option_buttons.append(self.empty_node_button)
self.maze_option_buttons.append(self.undo_button)
self.maze_option_buttons.append(self.main_menu_button)
self.maze_option_buttons.append(self.save_button)
self.maze_option_buttons.append(self.view_mazes_button)
def init_grid(self):
if self.grid_size == "Small":
rows, cols, node_size = 15, 25, NODE_SIZE
elif self.grid_size == "Medium":
rows, cols, node_size = 21, 35, NODE_SIZE
else:
rows, cols, node_size = 25, 51, LARGE_NODE_SIZE
self.grid = [[None for _ in range(cols)] for _ in range(rows)]
self.grid_state = [[1 for _ in range(cols)] for _ in range(rows)]
for y in range(rows):
for x in range(cols):
self.grid[y][x] = pygame.Rect(
GRID_POS_X + x * node_size,
GRID_POS_Y + y * node_size,
node_size, node_size
)
self.start_node = None
self.end_node = None
self.undo_stack.clear()
def draw(self):
self.screen.fill(WHITE)
if self.current_screen == 'options':
self.draw_options_screen()
elif self.current_screen == 'create_maze_options':
self.draw_create_maze_options_screen()
self.draw_grid()
if self.message:
message_surface = self.small_font.render(self.message, True, BLACK)
self.screen.blit(message_surface, (GRID_POS_X, GRID_POS_Y - 30))
pygame.display.flip()
def draw_options_screen(self):
self.create_maze_button.draw_button()
self.solve_from_image_button.draw_button()
def draw_create_maze_options_screen(self):
for button in self.maze_option_buttons:
button.draw_button()
self.size_button.draw_button()
self.slow_button.draw_button()
self.medium_button.draw_button()
self.fast_button.draw_button()
self.save_button.draw_button()
self.view_mazes_button.draw_button()
def draw_grid(self):
for y, row in enumerate(self.grid):
for x, node in enumerate(row):
node_value = self.grid_state[y][x]
if node_value == 0:
color = BLACK
elif node_value == 1:
color = WHITE
elif node_value == 2:
color = GREEN
elif node_value == 3:
color = RED
elif node_value == 4:
color = YELLOW
else:
color = WHITE
pygame.draw.rect(self.screen, color, node)
pygame.draw.rect(self.screen, GREY, node, 1)
pygame.display.flip()
def handle_event(self, event):
if self.generating_maze:
return
if self.current_screen == 'options':
self.handle_options_event(event)
elif self.current_screen == 'create_maze_options':
self.handle_create_maze_options_event(event)
def handle_options_event(self, event):
if event.type == pygame.MOUSEBUTTONDOWN:
if self.create_maze_button.isOver(pygame.mouse.get_pos()):
self.current_screen = 'create_maze_options'
self.message = ''
elif self.solve_from_image_button.isOver(pygame.mouse.get_pos()):
self.solve_from_image()
self.message = ''
def handle_create_maze_options_event(self, event):
if event.type == pygame.MOUSEBUTTONDOWN:
self.mouse_down = True
if self.size_button.isOver(pygame.mouse.get_pos()):
self.change_maze_size()
self.message = ''
elif self.view_mazes_button.isOver(pygame.mouse.get_pos()):
self.load_maze_from_file()
self.message = ''
elif self.slow_button.isOver(pygame.mouse.get_pos()):
self.animation_speed = SLOW_SPEED
self.message = "Animation speed set to Slow."
elif self.medium_button.isOver(pygame.mouse.get_pos()):
self.animation_speed = MEDIUM_SPEED
self.message = "Animation speed set to Medium."
elif self.fast_button.isOver(pygame.mouse.get_pos()):
self.animation_speed = FAST_SPEED
self.message = "Animation speed set to Fast."
for button in self.maze_option_buttons:
if button.isOver(pygame.mouse.get_pos()):
self.selected_button = button.text
self.execute_button_functionality(button.text)
self.message = ''
if self.selected_button == "Start/End node":
self.set_start_end_node(event)
elif self.selected_button == "Wall node":
self.set_wall_node(event)
elif self.selected_button == "Empty node":
self.set_empty_node(event)
elif self.selected_button == "Undo":
self.message, self.grid_state, self.start_node, self.end_node, self.setting_start_node = undo_action(
self.undo_stack, self.grid_state, self.start_node, self.end_node, self.setting_start_node
)
self.message = ''
elif self.selected_button == "Main Menu":
self.current_screen = 'options'
self.message = ''
elif event.type == pygame.MOUSEBUTTONUP:
self.mouse_down = False
elif event.type == pygame.MOUSEMOTION and self.mouse_down:
if self.selected_button == "Wall node":
self.set_wall_node(event)
elif self.selected_button == "Empty node":
self.set_empty_node(event)
def change_maze_size(self):
size_options = ["Small", "Medium", "Large"]
current_index = size_options.index(self.grid_size)
new_index = (current_index + 1) % len(size_options)
self.grid_size = size_options[new_index]
print(f"Maze size set to {self.grid_size}.")
self.init_grid()
def execute_button_functionality(self, button_text):
if button_text == "Start/End node":
self.start_end_node()
elif button_text == "Wall node":
self.wall_node()
elif button_text == "Empty node":
self.empty_node()
elif button_text == "Clear maze":
self.clear_maze_action()
self.message = "Maze Cleared"
elif button_text == "Undo":
self.message, self.grid_state, self.start_node, self.end_node, self.setting_start_node = undo_action(
self.undo_stack, self.grid_state, self.start_node, self.end_node, self.setting_start_node
)
elif button_text == "Main Menu":
self.current_screen = 'options'
elif button_text == "Dijkstra":
self.solve_with_dijkstra()
elif button_text == "Wilson's":
self.generate_wilson_maze()
elif button_text == "Recursive Backtracker":
self.generate_recursive_backtracker_maze()
elif button_text == "Bidirectional BFS":
self.solve_with_bbfs()
elif button_text == "Kruskal's":
self.generate_kruskal_maze()
elif button_text == "Aldous-Broder":
self.generate_aldous_broder_maze()
elif button_text == "DFS":
self.solve_with_dfs()
elif button_text == "BFS":
self.solve_with_bfs()
elif button_text == "GBFS":
self.solve_with_gbfs()
elif button_text == "Save":
self.transition_to_after_save_page()
def set_start_end_node(self, event):
for y, row in enumerate(self.grid):
for x, node in enumerate(row):
if node.collidepoint(event.pos):
if self.setting_start_node:
if self.start_node:
prev_y, prev_x = self.get_node_position(self.start_node)
self.grid_state[prev_y][prev_x] = 1
self.start_node = node
self.grid_state[y][x] = 2
self.undo_stack.append(("start", (y, x)))
self.setting_start_node = False
else:
if self.end_node:
prev_y, prev_x = self.get_node_position(self.end_node)
self.grid_state[prev_y][prev_x] = 1
self.end_node = node
self.grid_state[y][x] = 3
self.undo_stack.append(("end", (y, x)))
self.setting_start_node = True
break
def get_node_position(self, node):
if node is None:
return None
for y, row in enumerate(self.grid):
for x, grid_node in enumerate(row):
if grid_node == node:
return y, x
return None
def validate_start_end_nodes(self):
start_pos = self.get_node_position(self.start_node)
end_pos = self.get_node_position(self.end_node)
if start_pos is None or end_pos is None:
self.message = "Error: Start and/or end node is not set. Please set both nodes before solving."
print(self.message)
return False
return True
def set_wall_node(self, event):
for y, row in enumerate(self.grid):
for x, node in enumerate(row):
if node.collidepoint(event.pos):
if self.grid_state[y][x] != 0 and self.grid_state[y][x] != 2 and self.grid_state[y][x] != 3:
self.grid_state[y][x] = 0
self.undo_stack.append(("wall", (y, x)))
break
def set_empty_node(self, event):
for y, row in enumerate(self.grid):
for x, node in enumerate(row):
if node.collidepoint(event.pos):
if self.grid_state[y][x] == 0:
self.grid_state[y][x] = 1
self.undo_stack.append(("empty", (y, x)))
break
def start_end_node(self):
print("Click on the grid to set start/end nodes.")
def wall_node(self):
self.selected_button = "Wall node"
print("Click and drag on the grid to set wall nodes.")
def empty_node(self):
self.selected_button = "Empty node"
print("Click and drag on the grid to set empty nodes.")
def clear_maze_action(self):
for y in range(len(self.grid_state)):
for x in range(len(self.grid_state[0])):
self.grid_state[y][x] = 1
self.start_node = None
self.end_node = None
self.undo_stack.clear()
self.draw_grid()
def generate_recursive_backtracker_maze(self):
self.generating_maze = True
self.recursive_backtracker_gen = generate_maze(self.grid_state)
def generate_wilson_maze(self):
rows = len(self.grid_state)
cols = len(self.grid_state[0])
for y in range(rows):
for x in range(cols):
self.grid_state[y][x] = 1
self.start_node = None
self.end_node = None
self.wilson_gen = MazeGenerator(cols, rows).generateMaze()
self.generating_maze = True
def generate_kruskal_maze(self):
self.clear_maze_action()
rows = len(self.grid_state)
cols = len(self.grid_state[0])
if rows % 2 == 0:
rows -= 1
if cols % 2 == 0:
cols -= 1
self.kruskal_gen = KruskalMazeGenerator(cols, rows).generate_maze()
self.generating_maze = True
def animate_maze_generation(self):
if self.generating_maze and self.kruskal_gen:
try:
current_maze_state = next(self.kruskal_gen)
for y in range(len(current_maze_state)):
for x in range(len(current_maze_state[0])):
self.grid_state[y][x] = current_maze_state[y][x]
self.draw_grid()
pygame.display.update()
pygame.time.delay(self.animation_speed)
except StopIteration:
self.generating_maze = False
def generate_aldous_broder_maze(self):
self.generating_maze = True
rows = len(self.grid_state)
cols = len(self.grid_state[0])
for y in range(rows):
for x in range(cols):
self.grid_state[y][x] = 1
aldous_broder_gen = AldousBroderMazeGenerator(cols, rows).generate_maze()
while self.generating_maze:
try:
self.grid_state = next(aldous_broder_gen)
self.draw_grid()
pygame.display.update()
pygame.time.delay(self.animation_speed)
except StopIteration:
self.generating_maze = False
print("Maze generated using Aldous-Broder algorithm.")
def solve_with_dfs(self):
self.clear_previous_path()
if not self.validate_start_end_nodes():
return
start_pos = self.get_node_position(self.start_node)
end_pos = self.get_node_position(self.end_node)
dfs_gen = dfs(self.grid_state, start_pos, end_pos)
path_found = False
for (y, x), path, is_final in dfs_gen:
path_found = True
if is_final:
color = YELLOW
if self.grid_state[y][x] not in (2, 3):
self.grid_state[y][x] = 4
else:
color = CYAN
rect = self.grid[y][x]
pygame.draw.rect(self.screen, color, rect)
pygame.draw.rect(self.screen, GREY, rect, 1)
pygame.display.update()
pygame.time.delay(self.animation_speed)
if not path_found:
print("No path found using DFS.")
else:
print("Path found using DFS.")
def clear_previous_path(self):
for y in range(len(self.grid_state)):
for x in range(len(self.grid_state[0])):
if self.grid_state[y][x] == 4:
self.grid_state[y][x] = 1
def solve_with_bfs(self):
self.clear_previous_path()
if not self.validate_start_end_nodes():
return
start_pos = self.get_node_position(self.start_node)
end_pos = self.get_node_position(self.end_node)
bfs_gen = bfs(self.grid_state, start_pos, end_pos)
path_found = False
for (y, x), is_final in bfs_gen:
path_found = True
if is_final:
color = YELLOW
if self.grid_state[y][x] not in (2, 3):
self.grid_state[y][x] = 4
else:
color = CYAN
rect = self.grid[y][x]
pygame.draw.rect(self.screen, color, rect)
pygame.draw.rect(self.screen, GREY, rect, 1)
pygame.display.update()
pygame.time.delay(self.animation_speed)
if not path_found:
print("No path found using BFS.")
else:
print("Path found using BFS.")
def solve_with_dijkstra(self):
self.clear_previous_path()
if not self.validate_start_end_nodes():
return
start_pos = self.get_node_position(self.start_node)
end_pos = self.get_node_position(self.end_node)
dijkstra_gen = dijkstra(self.grid_state, start_pos, end_pos)
for (y, x), is_final in dijkstra_gen:
if is_final:
color = YELLOW
if self.grid_state[y][x] not in (2, 3):
self.grid_state[y][x] = 4
else:
color = CYAN
if self.grid_state[y][x] not in (2, 3):
self.grid_state[y][x] = 5
rect = self.grid[y][x]
pygame.draw.rect(self.screen, color, rect)
pygame.draw.rect(self.screen, GREY, rect, 1)
pygame.display.update()
pygame.time.delay(self.animation_speed)
print("Path search with Dijkstra completed.")
def solve_with_gbfs(self):
self.clear_previous_path()
if not self.validate_start_end_nodes():
return
start_pos = self.get_node_position(self.start_node)
end_pos = self.get_node_position(self.end_node)
gbfs_gen = gbfs(self.grid_state, start_pos, end_pos)
path_found = False
for (y, x), is_final in gbfs_gen:
path_found = True
if is_final:
color = YELLOW
if self.grid_state[y][x] not in (2, 3):
self.grid_state[y][x] = 4
else:
color = CYAN
rect = self.grid[y][x]
pygame.draw.rect(self.screen, color, rect)
pygame.draw.rect(self.screen, GREY, rect, 1)
pygame.display.update()
pygame.time.delay(self.animation_speed)
if not path_found:
print("No path found using GBFS.")
else:
print("Path found using GBFS.")
def solve_with_bbfs(self):
self.clear_previous_path()
if not self.validate_start_end_nodes():
return
start_pos = self.get_node_position(self.start_node)
end_pos = self.get_node_position(self.end_node)
bbfs_gen = bbfs(self.grid_state, start_pos, end_pos)
path_found = False
for (y, x), is_final in bbfs_gen:
path_found = True
if is_final:
color = YELLOW
if self.grid_state[y][x] not in (2, 3):
self.grid_state[y][x] = 4
else:
color = CYAN
rect = self.grid[y][x]
pygame.draw.rect(self.screen, color, rect)
pygame.draw.rect(self.screen, GREY, rect, 1)
pygame.display.update()
pygame.time.delay(self.animation_speed)
if not path_found:
print("No path found using Bidirectional BFS.")
else:
print("Path found using Bidirectional BFS.")
def transition_to_after_save_page(self):
after_save_page = AfterSavePage(self.screen, self.font, self.small_font, self)
after_save_page.start()
def solve_from_image(self):
solve_maze_from_image()
print("solve maze from image")
def load_maze_from_file(self):
root = tk.Tk()
root.withdraw()
root.update()
file_path = filedialog.askopenfilename(
title="Select Maze File",
filetypes=(("Text Files", "*.txt"), ("All Files", "*.*"))
)
if file_path:
grid = self.read_maze_from_file(file_path)
if grid:
self.grid_state = grid
new_rows = len(grid)
new_cols = len(grid[0]) if new_rows > 0 else 0
self.grid = [[None for _ in range(new_cols)] for _ in range(new_rows)]
node_size = LARGE_NODE_SIZE if new_rows > 21 else NODE_SIZE
for y in range(new_rows):
for x in range(new_cols):
self.grid[y][x] = pygame.Rect(
GRID_POS_X + x * node_size,
GRID_POS_Y + y * node_size,
node_size, node_size
)
self.start_node = None
self.end_node = None
for y in range(new_rows):
for x in range(new_cols):
node_value = self.grid_state[y][x]
if node_value == 2:
self.start_node = self.grid[y][x]
elif node_value == 3:
self.end_node = self.grid[y][x]
self.draw_grid()
root.quit()
def read_maze_from_file(self, filename):
grid = []
try:
with open(filename, 'r') as f:
for line in f:
row = list(map(int, line.split()))
grid.append(row)
except FileNotFoundError:
print(f"The file {filename} couldn't be found.")
except IOError as e:
print(f"Error {filename}")
return grid
def start(self):
running = True
clock = pygame.time.Clock()
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
self.handle_event(event)
self.draw()
if self.generating_maze:
self.animate_maze_generation()
if self.wilson_gen:
try:
maze_step = next(self.wilson_gen)
if len(maze_step) != len(self.grid_state) or len(maze_step[0]) != len(self.grid_state[0]):
print("Generated maze size ≠ grid state dimensions.")
print(f"Generated maze dimensions: {len(maze_step)}x{len(maze_step[0])}")
print(f"Grid state dimensions: {len(self.grid_state)}x{len(self.grid_state[0])}")
raise ValueError("Generated maze size ≠ grid state dimensions.")
for y, row in enumerate(maze_step):
for x, cell in enumerate(row):
self.grid_state[y][x] = cell
self.draw_grid()
pygame.display.update()
pygame.time.delay(self.animation_speed)
except StopIteration:
self.wilson_gen = None
self.generating_maze = False
print("Maze generated using Wilson's algorithm.")
if self.recursive_backtracker_gen:
try:
self.grid_state = next(self.recursive_backtracker_gen)
self.draw_grid()
pygame.display.update()
pygame.time.delay(self.animation_speed)
except StopIteration:
self.recursive_backtracker_gen = None
self.generating_maze = False
print("Maze generated using Recursive Backtracker algorithm.")
pygame.display.flip()
clock.tick(30)
pygame.quit()
if __name__ == "__main__":
pygame.init()
screen = pygame.display.set_mode((1400, 720))
pygame.display.set_caption("Post Login Page")
font = pygame.font.Font(None, 74)
small_font = pygame.font.Font(None, 36)
post_login_page = PostLoginPage(screen, font, small_font)
post_login_page.start()