用Python制作一个复杂的迷宫的思路和方法是什么

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一、思路介绍

  • 在已有的单路径迷宫基础上打开一块合适的墙就可以构成2路径的迷宫。
  • 打开的墙不能和已有的路径过近。
  • 1。从开始和终点开始进行广度优先搜索,并为迷宫中的每个单元格记录单元格远离开始和终点的步数。
  • 2。通过将距离开头较近的所有单元格放入 start 集合,并将更接近目标的所有单元格放入end集合来将迷宫分成两个部分。
  • 3。 选择分开两个区域的任意一面墙拆开就可以形成2通路的迷宫。
  • 如想生成最短的通路可以选择相邻格子距离差值最大的那面墙拆开,一般情况下这两条路距离也比较远。

二、图示

三、分区域演示代码

#!/usr/bin/python3.7
# -*- coding: utf-8 -*-
import random
import pygame
#import depth_maze
import maze
#import aldous_broder_maze

pygame.init()  # 初始化pygame
size = width, height = 800, 600  # 设置窗口大小
screen = pygame.display.set_mode(size)  # 显示窗口
# 颜色
diamond_color_size = 8
COLOR_RED, COLOR_BLUE, COLOR_GREEN, COLOR_YELLOW, COLOR_BLACK, COLOR_GREY, COLOR_GOLDEN, COLOR_NO_DIAMOND = list(range(
    diamond_color_size))
COLOR = {
    COLOR_RED: (255, 0, 0),
    COLOR_BLUE: (0, 0, 255),
    COLOR_GREEN: (0, 255, 0),
    COLOR_YELLOW: (255, 255, 0),
    COLOR_BLACK: (0, 0, 0),
    COLOR_GREY: (250, 240, 230),
    COLOR_GOLDEN : (255,215,0),
    COLOR_NO_DIAMOND: (100, 100, 100),
}
# 格子大小
DIAMOND_LEN = 20
DIAMOND_SIZE = (DIAMOND_LEN, DIAMOND_LEN)
# 蓝格子
DIAMOND=pygame.surface.Surface(DIAMOND_SIZE).convert()
DIAMOND.fill(COLOR[COLOR_BLUE])
# 绿格子 
DIAMOND_GREEN=pygame.surface.Surface(DIAMOND_SIZE).convert()
DIAMOND_GREEN.fill(COLOR[COLOR_GREEN])
# 红格子 
DIAMOND_RED=pygame.surface.Surface(DIAMOND_SIZE).convert()
DIAMOND_RED.fill(COLOR[COLOR_RED])
# 黄格子 
DIAMOND_YELLOW=pygame.surface.Surface(DIAMOND_SIZE).convert()
DIAMOND_YELLOW.fill(COLOR[COLOR_YELLOW])
# 灰的格子 
DIAMOND_GREY=pygame.surface.Surface(DIAMOND_SIZE).convert()
DIAMOND_GREY.fill(COLOR[COLOR_GREY])
# 字体
use_font = pygame.font.Font("FONT.TTF", 16)
use_font12 = pygame.font.Font("FONT.TTF", 12)
# 背景
background=pygame.surface.Surface(size).convert()
background.fill(COLOR[COLOR_BLACK])
# 文字
score_surface = use_font.render("找到终点", True, COLOR[COLOR_BLACK], COLOR[COLOR_GREY])
# 时间
clock = pygame.time.Clock()

##############################################
#   格子访问标记x,y,0,右墙x,y,1,下墙x,y,2
##############################################
#标记 
NOWALL=maze.NOWALL # 无墙
WALL=maze.WALL  # 有墙
WALL2=maze.WALL2  # 有墙

VISIT=maze.VISIT # 到访过
NOVISIT=maze.NOVISIT # 没到过
VERTICAL = maze.VERTICAL # 垂直的
HORIZONTAL = maze.HORIZONTAL# 水平的
INFINITE = maze.INFINITE # 无穷远

INFINITE = maze.INFINITE # 无穷远

# 
def FindNext(pathList, walls, grids, rows, cols):
    nextList = [] # 下一步
    for node in pathList:
        r, c = node
        l = grids[r][c]
        nl=l+1
        # 可以到达的位置
        if r>0 and NOWALL == walls[r][c][1] and INFINITE == grids[r-1][c]:
            # move = 'u'
            nr=r-1
            nc=c
            if (nr,nc) not in nextList:
                nextList.append((nr,nc))
                grids[nr][nc] = l+1
        if c>0 and NOWALL == walls[r][c][0] and INFINITE == grids[r][c-1]:
            # move = 'l'
            nr=r
            nc=c-1
            if (nr,nc) not in nextList:
                nextList.append((nr,nc))
                grids[nr][nc] = l+1
        if c<cols-1 and NOWALL == walls[r][c+1][0] and INFINITE == grids[r][c+1] :
            # move='r'
            nr=r
            nc=c+1
            if (nr,nc) not in nextList:
                nextList.append((nr,nc))
                grids[nr][nc] = l+1
        if r<rows-1 and NOWALL == walls[r+1][c][1] and INFINITE == grids[r+1][c] :
            # move='d'
            nr=r+1
            nc=c
            if (nr,nc) not in nextList:
                nextList.append((nr,nc))
                grids[nr][nc] = l+1
    return nextList


def draw_diamond(r,c, screen, POSX, POSY, diamod):
    px,py=POSX + 1 + (c) * DIAMOND_SIZE[0], POSY + 1 + (r) * DIAMOND_SIZE[1]
    # 标记访问过的格子
    screen.blit(diamod, (px, py))
    return 

def draw_diamond_and_str(r,c, screen, POSX, POSY, diamod, use_font, string, color, color_back):
    px,py=POSX + 1 + (c) * DIAMOND_SIZE[0], POSY + 1 + (r) * DIAMOND_SIZE[1]
    # 标记访问过的格子
    screen.blit(diamod, (px, py))
    distance_surface = use_font.render(string, True, color, color_back)
    screen.blit(distance_surface, (px, py))
    return 


# Sample algorithm
def multipath_maze_demo(rows, cols):
    #walls = maze.aldous_broder_maze(rows, cols)
    #walls = maze.depth_maze(rows, cols)
    #walls = maze.kruskal_maze(rows, cols)
    #walls = maze.prim_maze(rows, cols)
    #walls = maze.wilson_maze(rows, cols)
    walls = maze.wilson_maze(rows, cols)
    POSX=40
    POSY=40
    # 初始化未访问
    grids=[[ INFINITE for i in range(cols)]for j in range(rows)]
    # 起点
    # 标记迷宫
    r=0
    c=0
    findEndPoint=False
    findPath=False
    # 起点
    startPoint=(r,c)
    # 终点
    stopPoint=(rows-1,cols-1)
    # 
    mainList=[] # 主路径

    beginList=[startPoint]
    endList=[stopPoint]
    grids[r][c]=0 # 标记已经到过格子距离
    grids[stopPoint[0]][stopPoint[1]]=0

    # 没有访问过的格子
    notUseGrids = [] 
    for tr in range(rows):
        for tc in range(cols):
            notUseGrids.append((tr,tc))

    beginMap=beginList
    endMap=endList

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                return
        if notUseGrids:        
            beginNextList = [] # 下一步
            for node in beginList:
                r, c = node
                l = grids[r][c]
                # 可以到达的位置
                if r>0 and NOWALL == walls[r][c][1] and INFINITE == grids[r-1][c]:
                    # move = 'u'
                    nr=r-1
                    nc=c
                    if (nr,nc) not in beginNextList:
                        beginNextList.append((nr,nc))
                        grids[nr][nc] = l+1
                if c>0 and NOWALL == walls[r][c][0] and INFINITE == grids[r][c-1]:
                    # move = 'l'
                    nr=r
                    nc=c-1
                    if (nr,nc) not in beginNextList:
                        beginNextList.append((nr,nc))
                        grids[nr][nc] = l+1
                if c<cols-1 and NOWALL == walls[r][c+1][0] and INFINITE == grids[r][c+1] :
                    # move='r'
                    nr=r
                    nc=c+1
                    if (nr,nc) not in beginNextList:
                        beginNextList.append((nr,nc))
                        grids[nr][nc] = l+1
                if r<rows-1 and NOWALL == walls[r+1][c][1] and INFINITE == grids[r+1][c] :
                    # move='d'
                    nr=r+1
                    nc=c
                    if (nr,nc) not in beginNextList:
                        beginNextList.append((nr,nc))
                        grids[nr][nc] = l+1
            # 下一圈
            beginList = beginNextList
            beginMap = beginMap + beginNextList
            # end
            endNextList = [] # 下一步
            for node in endList:
                r, c = node
                l = grids[r][c]
                # 可以到达的位置
                if r>0 and NOWALL == walls[r][c][1] and INFINITE == grids[r-1][c]:
                    # move = 'u'
                    nr=r-1
                    nc=c
                    if (nr,nc) not in endNextList:
                        endNextList.append((nr,nc))
                        grids[nr][nc] = l+1
                if c>0 and NOWALL == walls[r][c][0] and INFINITE == grids[r][c-1]:
                    # move = 'l'
                    nr=r
                    nc=c-1
                    if (nr,nc) not in endNextList:
                        endNextList.append((nr,nc))
                        grids[nr][nc] = l+1
                if c<cols-1 and NOWALL == walls[r][c+1][0] and INFINITE == grids[r][c+1] :
                    # move='r'
                    nr=r
                    nc=c+1
                    if (nr,nc) not in endNextList:
                        endNextList.append((nr,nc))
                        grids[nr][nc] = l+1
                if r<rows-1 and NOWALL == walls[r+1][c][1] and INFINITE == grids[r+1][c] :
                    # move='d'
                    nr=r+1
                    nc=c
                    if (nr,nc) not in endNextList:
                        endNextList.append((nr,nc))
                        grids[nr][nc] = l+1
            # 下一圈
            endList = endNextList
            endMap = endMap + endNextList

        elif findEndPoint and not findPath:
            mainList.append((r,c))
            l = grids[r][c]
            nl=l-1
            # 最近的
            if r>0 and NOWALL == walls[r][c][1] and nl == grids[r-1][c]:
                # move = 'u'
                nr=r-1
                nc=c
            if c>0 and NOWALL == walls[r][c][0] and nl == grids[r][c-1]:
                # move = 'l'
                nr=r
                nc=c-1
                beginNextList.append((nr,nc))
            if c<cols-1 and NOWALL == walls[r][c+1][0] and nl == grids[r][c+1] :
                # move='r'
                nr=r
                nc=c+1
            if r<rows-1 and NOWALL == walls[r+1][c][1] and nl == grids[r+1][c] :
                # move='d'
                nr=r+1
                nc=c
            # 找到起点
            if 0 == nl:
                mainList.append((nr,nc))
                findPath = True
            r,c=nr,nc

        screen.blit(background, (0, 0))
        # 格子
        for cx in range(cols):
            for ry in range(rows):
                px,py=POSX + 1 + (cx) * DIAMOND_SIZE[0], POSY + 1 + (ry) * DIAMOND_SIZE[1]
                # 标记访问过的格子
                if maze.INFINITE == grids[ry][cx]:
                    draw_diamond(ry, cx, screen, POSX, POSY, DIAMOND)
                else:
                    s = "{}".format(grids[ry][cx])
                    draw_diamond_and_str(ry, cx, screen, POSX,POSY, DIAMOND_GREY, use_font12, s, COLOR[COLOR_BLACK], COLOR[COLOR_GREY]) 
        # 圈地
        for pos in beginMap:
            s = "{}".format(grids[pos[0]][pos[1]])
            draw_diamond_and_str(pos[0], pos[1], screen, POSX,POSY, DIAMOND_GREEN, use_font12, s, COLOR[COLOR_BLACK], COLOR[COLOR_GREEN])
        for pos in endMap:
            s = "{}".format(grids[pos[0]][pos[1]])
            draw_diamond_and_str(pos[0], pos[1], screen, POSX,POSY, DIAMOND_YELLOW, use_font12, s, COLOR[COLOR_BLACK], COLOR[COLOR_YELLOW])
        # 循环外圈
        if beginList and not mainList:
            for pos in beginList:
                s = "{}".format(grids[pos[0]][pos[1]])
                draw_diamond_and_str(pos[0], pos[1], screen, POSX,POSY, DIAMOND_RED, use_font12, s, COLOR[COLOR_BLACK], COLOR[COLOR_RED])
            for pos in endList:
                s = "{}".format(grids[pos[0]][pos[1]])
                draw_diamond_and_str(pos[0], pos[1], screen, POSX,POSY, DIAMOND_RED, use_font12, s, COLOR[COLOR_BLACK], COLOR[COLOR_RED])
        # 路径
        if mainList:
            for pos in mainList:
                s = "{}".format(grids[pos[0]][pos[1]])
                draw_diamond_and_str(pos[0], pos[1], screen, POSX,POSY, DIAMOND_YELLOW, use_font12, s, COLOR[COLOR_BLACK], COLOR[COLOR_YELLOW])
            # r,c
            px,py=POSX + 1 + (c) * DIAMOND_SIZE[0], POSY + 1 + (r) * DIAMOND_SIZE[1]
            screen.blit(DIAMOND_GREEN, (px, py))
            s = "{}".format(grids[r][c])
            distance_surface = use_font12.render(s, True, COLOR[COLOR_BLACK], COLOR[COLOR_GREEN])
            screen.blit(distance_surface, (px, py))

        # 画外墙
        pygame.draw.rect(screen, COLOR[COLOR_RED], (POSX + 0, POSY + 0, DIAMOND_LEN*cols+1, DIAMOND_LEN*rows+1), 2)
        # 画没打通的墙
        for cx in range( cols):
            for ry in range(rows):
                px,py=POSX + 1 + (cx) * DIAMOND_SIZE[0], POSY + 1 + (ry) * DIAMOND_SIZE[1]
                color = COLOR[COLOR_BLACK]
                if maze.WALL == walls[ry][cx][0]:
                    pygame.draw.line(screen, color, (px, py), (px, py+DIAMOND_LEN), 2)
                if maze.WALL == walls[ry][cx][1]:
                    pygame.draw.line(screen, color, (px, py), (px+DIAMOND_LEN, py), 2)
        # 打印文字提示
        if findEndPoint:
            screen.blit(score_surface, (POSX+50, POSY+rows*22))
        # 帧率
        clock.tick(25)

        pygame.display.update()
    return 



# main
if __name__ == "__main__":
    '''main'''
    multipath_maze_demo(20, 30)

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