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Added A* Pathfinder with GUI
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A-Star-GUI/README.md
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A-Star-GUI/README.md
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# A\* Pathfinding Algorithm 🌟
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## Implemented with pygame, this script will find the shortest distance between two nodes using A\* Algorithm 🎮
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## Instructions/ Keys Functionalities :
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- ### Left Click to add start and end nodes
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- ### Right Click to remove the nodes
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- ### Space Bar to start finding the shortest distance
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- ### 'C' to clear and reset the grid
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## Requirements:
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<code> pip install pygame </code>
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![ss](https://user-images.githubusercontent.com/55017730/92324354-88be8200-f05e-11ea-8d10-e8314ec8f5c1.png)
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### By Susnata Goswami(https://github.com/proghead00)
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A-Star-GUI/pathfinding_astar.py
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A-Star-GUI/pathfinding_astar.py
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import pygame
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import math
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from queue import PriorityQueue
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WIDTH = 800
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WIN = pygame.display.set_mode((WIDTH, WIDTH)) # dimension to make it a square
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pygame.display.set_caption("A* Path Finding Algorithm")
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RED = (235, 77, 75)
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GREEN = (186, 220, 88)
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BLUE = (48, 51, 107)
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YELLOW = (249, 202, 36)
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WHITE = (255, 255, 255)
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BLACK = (53, 59, 72)
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PURPLE = (130, 88, 159)
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ORANGE = (225, 95, 65)
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GREY = (128, 128, 128)
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TURQUOISE = (10, 189, 227)
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class Spot:
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def __init__(self, row, col, width, total_rows):
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self.row = row
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self.col = col
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self.x = row * width
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self.y = col * width
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self.color = WHITE
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self.neighbors = []
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self.width = width
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self.total_rows = total_rows
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def get_pos(self):
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return self.row, self.col
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def is_closed(self):
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return self.color == RED
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def is_open(self):
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return self.color == GREEN
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def is_barrier(self):
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return self.color == BLACK
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def is_start(self):
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return self.color == ORANGE
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def is_end(self):
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return self.color == TURQUOISE
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def reset(self):
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self.color = WHITE
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def make_start(self):
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self.color = ORANGE
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def make_closed(self):
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self.color = RED
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def make_open(self):
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self.color = GREEN
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def make_barrier(self):
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self.color = BLACK
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def make_end(self):
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self.color = TURQUOISE
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def make_path(self):
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self.color = PURPLE
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def draw(self, win):
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pygame.draw.rect(
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win, self.color, (self.x, self.y, self.width, self.width))
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def update_neighbors(self, grid):
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self.neighbors = []
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# DOWN
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if self.row < self.total_rows - 1 and not grid[self.row + 1][self.col].is_barrier():
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self.neighbors.append(grid[self.row + 1][self.col])
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if self.row > 0 and not grid[self.row - 1][self.col].is_barrier(): # UP
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self.neighbors.append(grid[self.row - 1][self.col])
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# RIGHT
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if self.col < self.total_rows - 1 and not grid[self.row][self.col + 1].is_barrier():
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self.neighbors.append(grid[self.row][self.col + 1])
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if self.col > 0 and not grid[self.row][self.col - 1].is_barrier(): # LEFT
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self.neighbors.append(grid[self.row][self.col - 1])
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def __lt__(self, other):
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return False
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def h(p1, p2):
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x1, y1 = p1
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x2, y2 = p2
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return abs(x1 - x2) + abs(y1 - y2) # finding absolute distance
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def reconstruct_path(came_from, current, draw):
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while current in came_from:
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current = came_from[current]
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current.make_path()
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draw()
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def algorithm(draw, grid, start, end):
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count = 0
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open_set = PriorityQueue()
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open_set.put((0, count, start))
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came_from = {}
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# keeps track of current shortest distance from start node to this node
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g_score = {spot: float("inf") for row in grid for spot in row}
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g_score[start] = 0
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# keeps track of predicted distance from this node to end node
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f_score = {spot: float("inf") for row in grid for spot in row}
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f_score[start] = h(start.get_pos(), end.get_pos())
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open_set_hash = {start}
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while not open_set.empty():
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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current = open_set.get()[2]
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open_set_hash.remove(current)
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if current == end:
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reconstruct_path(came_from, end, draw)
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end.make_end()
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return True
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for neighbor in current.neighbors:
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temp_g_score = g_score[current] + 1
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if temp_g_score < g_score[neighbor]:
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came_from[neighbor] = current
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g_score[neighbor] = temp_g_score
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f_score[neighbor] = temp_g_score + \
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h(neighbor.get_pos(), end.get_pos())
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if neighbor not in open_set_hash:
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count += 1
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open_set.put((f_score[neighbor], count, neighbor))
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open_set_hash.add(neighbor)
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neighbor.make_open()
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draw()
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if current != start:
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current.make_closed()
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return False
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def make_grid(rows, width):
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grid = []
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gap = width // rows # integer division: gap b/w each of these rows
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for i in range(rows):
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grid.append([])
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for j in range(rows):
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spot = Spot(i, j, gap, rows)
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grid[i].append(spot)
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return grid
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def draw_grid(win, rows, width):
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gap = width // rows
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for i in range(rows):
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pygame.draw.line(win, GREY, (0, i * gap),
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(width, i * gap)) # horizontal line
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for j in range(rows):
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pygame.draw.line(win, GREY, (j * gap, 0),
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(j * gap, width)) # vertical lines
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def draw(win, grid, rows, width):
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win.fill(WHITE)
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for row in grid:
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for spot in row:
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spot.draw(win)
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draw_grid(win, rows, width)
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pygame.display.update()
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# getting mouse postiion
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def get_clicked_pos(pos, rows, width):
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gap = width // rows
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y, x = pos
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row = y // gap
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col = x // gap
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return row, col
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def main(win, width):
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ROWS = 50
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grid = make_grid(ROWS, width)
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start = None
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end = None
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run = True
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while run:
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draw(win, grid, ROWS, width)
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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run = False
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if pygame.mouse.get_pressed()[0]: # LEFT MOUSE BUTTON: 0
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pos = pygame.mouse.get_pos()
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# actual spot in 2D list where mouse is clicked
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row, col = get_clicked_pos(pos, ROWS, width)
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spot = grid[row][col]
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# if start and end aren't done
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if not start and spot != end:
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start = spot
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start.make_start()
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# to avoid overlapping of start and end node
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elif not end and spot != start:
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end = spot
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end.make_end()
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elif spot != end and spot != start:
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spot.make_barrier()
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elif pygame.mouse.get_pressed()[2]: # RIGHT MOUSE BUTTON: 2
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pos = pygame.mouse.get_pos()
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row, col = get_clicked_pos(pos, ROWS, width)
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spot = grid[row][col]
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spot.reset()
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if spot == start:
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start = None
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elif spot == end:
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end = None
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_SPACE and start and end:
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for row in grid:
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for spot in row:
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spot.update_neighbors(grid)
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algorithm(lambda: draw(win, grid, ROWS, width),
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grid, start, end)
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if event.key == pygame.K_c:
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start = None
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end = None
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grid = make_grid(ROWS, width)
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pygame.quit()
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main(WIN, WIDTH)
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1
A-Star-GUI/requirements.txt
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1
A-Star-GUI/requirements.txt
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pygame
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