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This project aims to convert a 2D rendition of a FLL game field into a series of paths from one activity to another each with a set of instructions that can be followed by a SPIKE PRIME robot using Pybricks firmware.

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Lebob-Robotics/FLL-GameField-Pathtracing

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A visual implementation of the A* pathfinding algorithm using Python's pygame module.

Tile colour key:****

Orange - start Turqoise - end Black - barrier White - none Green - open Red - closed Purple - path

Instructions:****

Clicking while there is no start or end on the grid will place respective tiles at the mouse pointer. Subsequent clicks will place barrier tiles and right clicking a tile will remove it.

Pressing space will begin the algorithm. The frames slider can be used during a search to set the algorithm speed. (0 is fastest possible)

Notes:****

The algorithm considers diagonal tiles valid successors for a path and takes into consideration the weighting.

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This project aims to convert a 2D rendition of a FLL game field into a series of paths from one activity to another each with a set of instructions that can be followed by a SPIKE PRIME robot using Pybricks firmware.

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