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maze_game.py 11.44 KB
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jollysone 提交于 2018-03-19 15:38 . 最终版本
#!/usr/bin/python3
# -*- coding: utf-8 -*-
# Author: Jolly_Son
from tkinter import messagebox
import random
import time
import maze_room
import maze_graphics
class MazeGame(object):
DEBUG = 0
mz = []
visited = [] # 记录机器走迷宫的路径
visited2 = [] # 记录手动走迷宫的路径
start = 0 # 记录游戏开始的时间戳
end = 0 # 记录游戏结束的时间戳
# 小蓝点对象
class RoomSet(object):
# A helper - 'ordered' set with random pop
def __init__(self):
self.coll = []
def add(self, item):
if item not in self.coll:
self.coll.append(item)
def pop(self):
#print(self.coll)
rnd = random.randint(0, len(self.coll) - 1)
#item = self.coll[rnd]
item = self.coll.pop(rnd)
return item
def len(self):
return len(self.coll)
def clear(self):
# 移除所有的元素
self.coll.clear()
def __init__(self, field, x, y):
self.field_height = x
self.field_width = y
self.walker = (0,0)
self.Walker = (0,0)
self.field = field
# 建立迷宫 - 数组的方格
for i in range(0, x):
self.mz.append([]) # 增加一行
for j in range(0, y):
rm = maze_room.MazeRoom()
self.mz[i].append(rm) # 一行增加一个方格(列的方格)
# 创建迷宫的表示
self.disp = maze_graphics.MazeGraphics(field, x, y)
def clearGame(self):
# 清除计时
self.start = 0
self.end = 0
# 清除游戏
self.walker = (0,0)
self.disp.setWalker(0, 0)
self.disp.clear()
for i in range(0, self.field_height):
for j in range(0, self.field_width):
self.mz[i][j].clear()
# 格子的迷宫边框和路径形成的算法
def addToFront(self, front, room):
# Adds the neighbouring non-visited rooms to the front set
r, c = room
if r != 0:
if self.mz[r - 1][c].visited() == False:
front.add((r - 1, c))
if r != self.field_height - 1:
if self.mz[r + 1][c].visited() == False:
front.add((r + 1, c))
if c != 0:
if self.mz[r][c - 1].visited() == False:
front.add((r, c - 1))
if c != self.field_width - 1:
if self.mz[r][c + 1].visited() == False:
front.add((r, c + 1))
return front
# 打破一条可以走通的路径
def breakWall(self, r, c):
# 从两条边之间选择一个可能出去的地方并且打破它
# 创建一个可能的墙然后去打破它
# 一堵墙吸住了两个分离的走过的格子
breakable = self.RoomSet()
if r != 0:
if self.mz[r - 1][c].visited():
breakable.add((r - 1, c))
if r != self.field_height - 1:
if self.mz[r + 1][c].visited():
breakable.add((r + 1, c))
if c != 0:
if self.mz[r][c - 1].visited():
breakable.add((r, c - 1))
if c != self.field_width - 1:
if self.mz[r][c + 1].visited():
breakable.add((r, c + 1))
# 随机选择一个可能的方格子
r1, c1 = breakable.pop()
# 打破这墙从方格里分离
if r1 == r:
if c1 < c:
# 这墙是前面方格的
self.mz[r][c].breakWall(maze_room.L_WALL)
# 这相同的墙是已经访问过的
self.mz[r1][c1].breakWall(maze_room.R_WALL)
# 更新显示
self.disp.connectRooms(r, c, r1, c1)
else:
self.mz[r][c].breakWall(maze_room.R_WALL)
self.mz[r1][c1].breakWall(maze_room.L_WALL)
self.disp.connectRooms(r, c, r1, c1)
else:
if r1 < r:
self.mz[r][c].breakWall(maze_room.U_WALL)
self.mz[r1][c1].breakWall(maze_room.D_WALL)
self.disp.connectRooms(r, c, r1, c1)
else:
self.mz[r][c].breakWall(maze_room.D_WALL)
self.mz[r1][c1].breakWall(maze_room.U_WALL)
self.disp.connectRooms(r, c, r1, c1)
if self.DEBUG >= 1:
print("Clear breakable: size = ", breakable.len())
# 绘制迷宫
def drawGame(self):
# 产生迷宫
# 选择一个开始点并且标记为已经访问过
col = random.randint(0, self.field_width - 1)
row = random.randint(0, self.field_height - 1)
self.mz[row][col].visit()
# print("Starting point: ", (row, col))
# 设置在前面
front = self.RoomSet()
front = self.addToFront(front, (row, col))
# 该算法被称为 传播算法
# 改进的随机整数规划算法
while front.len() > 0: # 房间在前面
# 选择一个作为下一个访问格子
row, col = front.pop()
self.mz[row][col].visit()
# 添加到这个迷宫
self.breakWall(row, col)
# 添加这个没有被访问的新的邻居格子
# 对于前面的设置
front = self.addToFront(front, (row, col))
if self.DEBUG >= 1:
print("front size = ", front.len())
if self.DEBUG > 1:
messagebox.showinfo("Break", "continue")
if self.DEBUG >= 1:
print("Generated: count = ", count)
input("press any key")
# 选择一个入口位置 (从底边)
row = self.field_height - 1
col = random.randint(0, self.field_width - 1)
# 小蓝点不能打破那个逻辑墙
# 只能走在迷宫的逻辑墙外面
# 尽管显示了入口位置
# 也不能执行这句self.mz[row][col].breakWall(maze_room.D_WALL)
# 这句会使蓝点走出迷宫入口
self.disp.breakWall(row, col, 'D')
# And put the walker there
self.walker = (row, col)
self.disp.setWalker(row, col)
# 选择一个出口位置 (向上的那一边)
row = 0
col = random.randint(0, self.field_width - 1)
# 允许移动出结束的迷宫边
# 这走迷宫从不退出, 通过...
self.mz[row][col].breakWall(maze_room.U_WALL)
self.disp.breakWall(row, col, 'U')
self.exit = (row, col)
# 显示小红色的终点
self.disp.setGoal(row, col)
# 手动走迷宫的函数
def move(self, mv):
# 游戏开始只要走动小点,视为游戏开始并存入开始时间
if self.start is 0:
self.start = time.time()
# 判断大于等于30s为超时
if (self.end - self.start) >= 30:
messagebox.showerror("超时!", "对不起,您已经超时了!别气馁,下次继续努力!可以点击窗口下方\"悄悄看答案\"哦。")
self.end = time.time() # 每次走动刷新一次结束计时
# 移动那个会动的小蓝点
r, c = self.walker # from where
# print("room ",r,c," = ", hex(self.mz[r][c].getRoom()))
# 根据玩家的命令尝试移动到任何地方
self.visited2.append(self.walker)
if mv == 'U': # 向上移动
if self.mz[r][c].hasWall(maze_room.U_WALL):
messagebox.showerror("你撞墙了!", "你是不撞北墙不回头?")
# 不能移动,这里有墙
else:
x, y = self.exit # 如果我们在这个出口的前面
if (x == r) and (y == c):
# 不能移动,但是会通知你你已经走出迷宫...
messagebox.showinfo("恭喜你!", "您已经成功走出迷宫!")
return False # ... 并且等待游戏
# 或者,移动作为命令
self.walker = (r - 1, c)
self.disp.moveWalker(r - 1, c)
elif mv == 'D': # 向下移动
if self.mz[r][c].hasWall(maze_room.D_WALL):
messagebox.showerror("你撞墙了!","你是不撞南墙不回头?")
else:
self.walker = (r + 1, c)
self.disp.moveWalker(r + 1, c)
elif mv == 'L': # 向左移动
if self.mz[r][c].hasWall(maze_room.L_WALL):
messagebox.showerror("你撞墙了!", "你是不撞西墙不回头?")
else:
self.walker = (r, c - 1)
self.disp.moveWalker(r, c - 1)
elif mv == 'R': # 向右移动
if self.mz[r][c].hasWall(maze_room.R_WALL):
messagebox.showerror("你撞墙了!", "你是不撞东墙不回头?")
else:
self.walker = (r, c + 1)
self.disp.moveWalker(r, c + 1)
return False # 寻求迷宫出口仍在继续
# 自动走迷宫
def auto(self,x,y):
r, c = self.walker # 从哪里开始的
xx, yy = self.exit
print('起点坐标 x、y:',r,c,'终点坐标x、y:',xx,yy)
# exit()
self.answer(r, c, x, y)
# 自动走迷宫得到答案的具体递归代码
# 递归的“核心”代码
def answer(self,i,j,x,y):
x1, y1 = self.walker #当前点所在位置 (0,7)
xx, yy = self.exit # 结束的出口前面(9,3)
found = None
# 走到结束出口,也就是小蓝点位置和出口位置一样了,找到的标志位 found = True
if (xx == x1) and (yy == y1):
found = True
print("您的操作路径:",self.visited)
print("机器继续完成的路径:",self.visited2)
if found == True:
messagebox.showwarning("小提示","您只有一次看答案的机会,单击\"确定\"游戏将退出!")
time.sleep(1)
return
up = self.mz[x1][y1].noWall(maze_room.U_WALL) # 向上走没有墙 noWall
down = self.mz[x1][y1].noWall(maze_room.D_WALL) # 向下走没有墙
left = self.mz[x1][y1].noWall(maze_room.L_WALL) # 向左走没有墙
right = self.mz[x1][y1].noWall(maze_room.R_WALL) # 向右走没有墙
if (not found):
self.visited.append(self.walker)
self.visited2.append(self.walker)
if (not found) and (i - 1 >= 0) and (up) and ((i - 1, j) not in self.visited):
print('往上走')
self.walker = (i - 1, j) # 格子代码走了一步
self.disp.moveWalkerAnswer(i - 1, j) # 格子在界面上的显示走了一步
self.answer(i - 1, j, x, y) # 又递归调用一次代码,直到走出去的时候标志位为True时结束
if (not found) and (i + 1 <= x+1) and (down) and ((i + 1, j) not in self.visited):
print('往下走')
self.walker = (i + 1, j)
self.disp.moveWalkerAnswer(i + 1, j)
self.answer(i + 1, j, x, y)
if (not found) and (j - 1 >= 0) and (left) and ((i, j - 1) not in self.visited):
print('往左走')
self.walker = (i, j - 1)
self.disp.moveWalkerAnswer(i, j - 1)
self.answer(i, j- 1, x, y)
if (not found) and (j + 1 <= y+1) and (right) and ((i, j + 1) not in self.visited):
print('往右走')
self.walker = (i ,j + 1)
self.disp.moveWalkerAnswer(i, j + 1)
self.answer(i, j + 1, x, y)
return found
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