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教你怎么用Python实现多路径迷宫

程序员文章站 2022-07-08 23:22:05
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...

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

教你怎么用Python实现多路径迷宫

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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