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