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教你怎么用Python实现多路径迷宫

作者:明年十八岁  发布时间:2022-03-11 15:07:52 

标签:Python,多路径迷宫

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)

来源:https://blog.csdn.net/defaultbyzt/article/details/116238007

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