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
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#!/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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原文链接:https://blog.csdn.net/defaultbyzt/article/details/116238007