随机普里姆算法
随机普里姆算法介绍
- 1。从布满墙壁的网格开始。
- 2。选一个细胞,把它标记为迷宫的一部分。将单元格的墙添加到墙列表中。
- 3。名单上有墙:
- 1。从列表中随机选择一面墙。如果墙壁分开的两个单元格中只有一个被访问,那么:
- 1。将墙壁做成通道,并将未造访的单元格标记为迷宫的一部分。
- 2。将单元格相邻的墙添加到墙列表中。
- 2。把墙从列表中移除。
- 1。从列表中随机选择一面墙。如果墙壁分开的两个单元格中只有一个被访问,那么:
生成的迷宫偏向于多支路的短的死胡同。
代码
Python代码:
#!/usr/bin/python3.7
# -*- coding: utf-8 -*-
import random
# Randomized Prim's algorithm
#1.Start with a grid full of walls.
#2.Pick a cell, mark it as part of the maze. Add the walls of the cell to the wall list.
#3.While there are walls in the list:
# 1.Pick a random wall from the list. If only one of the two cells that the wall divides is visited, then:
# 1.Make the wall a passage and mark the unvisited cell as part of the maze.
# 2.Add the neighboring walls of the cell to the wall list.
# 2.Remove the wall from the list.
# 随机普里姆算法
# 1。从布满墙壁的网格开始。
# 2。选一个细胞,把它标记为迷宫的一部分。将单元格的墙添加到墙列表中。
# 3。名单上有墙:
# 1。从列表中随机选择一面墙。如果细胞壁分裂的两个细胞中只有一个被访问,那么:
# 1。将墙壁做成通道,并将未造访的牢房标记为迷宫的一部分。
# 2。将单元格相邻的墙添加到墙列表中。
# 2。把墙从列表中移除。
# 随机墙
# prim算法
def prim_maze(rows, cols):
num_cols=cols
num_rows=rows
# 墙 0表示通路 |竖墙 -横墙
wall=[[ ['|','-'] for i in range(num_cols+1)]for i in range(num_rows+1)]
# 已访问标记
way=[[ 0 for i in range(num_cols)]for i in range(num_rows)]
# 设置起点
r=0
c=0
# 起点加入记录
# 标记为迷宫的一部分
way[r][c]=1
# 墙列表
walllist=[]
walllist.append((r+1,c,'-'))
walllist.append((r,c+1,'|'))
#
while walllist:
# 随机选一个墙
r, c, d = random.choice(walllist)
# 移除墙
walllist.remove((r,c,d))
if d == '|':
# 如果这面墙分隔的两个单元格只有一个单元格被访问过,那么:
if c > 0 and (not way[r][c-1] == way[r][c] ):
#1.把墙打通,将未访问的单元格标记成为迷宫的一部分
wall[r][c][0]=0
if way[r][c] == 1:
nc=c-1
else:
nc=c
c=nc
way[r][c]=1
#2.将单元格相邻的墙加入到墙列表中
# 上
if r > 0 and wall[r][c][1] == '-':
walllist.append((r,c,'-'))
# 下
if r+1 < num_rows and wall[r+1][c][1] == '-':
walllist.append((r+1,c,'-'))
# 左
if c > 0 and wall[r][c][0] == '|':
walllist.append((r,c,'|'))
# 右
if c+1 < num_cols and wall[r][c+1][0] == '|':
walllist.append((r,c+1,'|'))
elif d == '-':
# 如果这面墙分隔的两个单元格只有一个单元格被访问过,那么:
if r > 0 and ( (not way[r-1][c]) == way[r][c] ):
#1.把墙打通,将未访问的单元格标记成为迷宫的一部分
wall[r][c][1]=0
if way[r][c] == 1:
nr=r-1
else:
nr=r
r=nr
way[r][c]=1
#2.将单元格相邻的墙加入到墙列表中
# 上
if r > 0 and wall[r][c][1] == '-':
walllist.append((r,c,'-'))
# 下
if r + 1 < num_rows and wall[r+1][c][1] == '-':
walllist.append((r+1,c,'-'))
# 左
if c > 0 and wall[r][c][0] == '|':
walllist.append((r,c,'|'))
# 右
if c + 1 < num_cols and wall[r][c+1][0] == '|':
walllist.append((r,c+1,'|'))
#2.如果墙两面的单元格都已经被访问过,那就从列表里移除这面墙
for rrr1, ccc1, ddd1 in walllist:
if ddd1 == '|':
if ccc1 > 0 and way[rrr1][ccc1-1] == 1 and way[rrr1][ccc1] == 1:
walllist.remove((rrr1,ccc1,ddd1))
elif ddd1 == '-':
if rrr1 > 0 and way[rrr1-1][ccc1] == 1 and way[rrr1][ccc1] == 1:
walllist.remove((rrr1,ccc1,ddd1))
return wall
动画演示代码
#!/usr/bin/python3.7
# -*- coding: utf-8 -*-
import random
import pygame
# Randomized Prim's algorithm
# Randomized Prim's algorithm
#1.Start with a grid full of walls.
#2.Pick a cell, mark it as part of the maze. Add the walls of the cell to the wall list.
#3.While there are walls in the list:
# 1.Pick a random wall from the list. If only one of the two cells that the wall divides is visited, then:
# 1.Make the wall a passage and mark the unvisited cell as part of the maze.
# 2.Add the neighboring walls of the cell to the wall list.
# 2.Remove the wall from the list.
# 随机普里姆算法
# 1。从布满墙壁的网格开始。
# 2。选一个细胞,把它标记为迷宫的一部分。将单元格的墙添加到墙列表中。
# 3。名单上有墙:
# 1。从列表中随机选择一面墙。如果细胞壁分裂的两个细胞中只有一个被访问,那么:
# 1。将墙壁做成通道,并将未造访的牢房标记为迷宫的一部分。
# 2。将单元格相邻的墙添加到墙列表中。
# 2。把墙从列表中移除。
# pygame
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
# 行列
num_cols=30 #
num_rows=20 #
# 墙 0表示通路 |竖墙 -横墙
wall=[[ ['|','-'] for i in range(num_cols+1)]for i in range(num_rows+1)]
# 已访问标记
way=[[ 0 for i in range(num_cols)]for i in range(num_rows)]
# 颜色
diamond_color_size = 7
COLOR_RED, COLOR_BLUE, COLOR_GREEN, COLOR_YELLOW, COLOR_BLACK, COLOR_GREY, 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_NO_DIAMOND: (100, 100, 100),
}
# 格子大小
DIAMOND_SIZE = (20, 20)
# 格子
DIAMOND=pygame.surface.Surface(DIAMOND_SIZE).convert()
DIAMOND.fill(COLOR[1])
# 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])
def draw_grid(lw, surface, rgb_color):
rect = (lw, lw, DIAMOND_SIZE[0] -2*lw, DIAMOND_SIZE[1] -2*lw)
pygame.draw.line(surface, rgb_color, (rect[0], rect[1]), (rect[0], rect[3]), lw)
pygame.draw.line(surface, rgb_color, (rect[0], rect[1]), (rect[2], rect[1]), lw)
pygame.draw.line(surface, rgb_color, (rect[0], rect[3]), (rect[2], rect[3]), lw)
pygame.draw.line(surface, rgb_color, (rect[2], rect[1]), (rect[2], rect[3]), lw)
return
def draw_wall(lw, surface, rgb_color):
rect = (lw, lw, DIAMOND_SIZE[0] -2*lw, DIAMOND_SIZE[1] -2*lw)
# 左
pygame.draw.line(surface, rgb_color, (rect[0], rect[1]), (rect[0], rect[3]), lw)
# 上
pygame.draw.line(surface, rgb_color, (rect[0], rect[1]), (rect[2], rect[1]), lw)
# 下
pygame.draw.line(surface, rgb_color, (rect[0], rect[3]), (rect[2], rect[3]), lw)
# 右
pygame.draw.line(surface, rgb_color, (rect[2], rect[1]), (rect[2], rect[3]), lw)
return
# 字体
use_font = pygame.font.Font("FONT.TTF", 16)
#draw_grid(2, DIAMOND, (128, 128, 128))
# 背景
background=pygame.surface.Surface(((num_cols ) * DIAMOND_SIZE[0] + 2 , (num_rows ) * DIAMOND_SIZE[1] + 2)).convert()
background.fill(COLOR[2])
# 时间
clock = pygame.time.Clock()
# 随机墙
def prim_maze_demo():
global way
global wall
# 设置起点
r=0
c=0
# 起点加入记录
# 标记为迷宫的一部分
way[r][c]=1
# 墙列表
walllist=[]
walllist.append((r+1,c,'-'))
walllist.append((r,c+1,'|'))
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
return
if walllist:
# 随机选一个墙
r, c, d = random.choice(walllist)
rr,cc,dd=r,c,d
# 移除墙
walllist.remove((r,c,d))
if d == '|':
# 如果这面墙分隔的两个单元格只有一个单元格被访问过,那么:
if c > 0 and (not way[r][c-1] == way[r][c] ):
#1.把墙打通,将未访问的单元格标记成为迷宫的一部分
wall[r][c][0]=0
if way[r][c] == 1:
nc=c-1
else:
nc=c
c=nc
way[r][c]=1
#2.将单元格相邻的墙加入到墙列表中
# 上
if r > 0 and wall[r][c][1] == '-':
walllist.append((r,c,'-'))
# 下
if r+1 < num_rows and wall[r+1][c][1] == '-':
walllist.append((r+1,c,'-'))
# 左
if c > 0 and wall[r][c][0] == '|':
walllist.append((r,c,'|'))
# 右
if c+1 < num_cols and wall[r][c+1][0] == '|':
walllist.append((r,c+1,'|'))
elif d == '-':
# 如果这面墙分隔的两个单元格只有一个单元格被访问过,那么:
if r > 0 and ( (not way[r-1][c]) == way[r][c] ):
#1.把墙打通,将未访问的单元格标记成为迷宫的一部分
wall[r][c][1]=0
if way[r][c] == 1:
nr=r-1
else:
nr=r
r=nr
way[r][c]=1
#2.将单元格相邻的墙加入到墙列表中
# 上
if r > 0 and wall[r][c][1] == '-':
walllist.append((r,c,'-'))
# 下
if r + 1 < num_rows and wall[r+1][c][1] == '-':
walllist.append((r+1,c,'-'))
# 左
if c > 0 and wall[r][c][0] == '|':
walllist.append((r,c,'|'))
# 右
if c + 1 < num_cols and wall[r][c+1][0] == '|':
walllist.append((r,c+1,'|'))
#2.如果墙两面的单元格都已经被访问过,那就从列表里移除这面墙
for rrr1, ccc1, ddd1 in walllist:
if ddd1 == '|':
if ccc1 > 0 and way[rrr1][ccc1-1] == 1 and way[rrr1][ccc1] == 1:
walllist.remove((rrr1,ccc1,ddd1))
elif ddd1 == '-':
if rrr1 > 0 and way[rrr1-1][ccc1] == 1 and way[rrr1][ccc1] == 1:
walllist.remove((rrr1,ccc1,ddd1))
screen.blit(background, (0, 0))
# 画格子
for x in range(num_cols):
for y in range(num_rows):
px,py=1 + (x) * DIAMOND_SIZE[0], 1 + (y) * DIAMOND_SIZE[1]
# 标记走过的
if way[y][x]:
screen.blit(DIAMOND, (px, py))
else:
screen.blit(DIAMOND_GREY, (px, py))
# 画外墙
pygame.draw.rect(screen, COLOR[COLOR_RED], (0, 0, 20*num_cols+1, 20*num_rows+1), 2)
# 画没打通的墙
for x in range( num_cols):
for y in range(num_rows):
px,py=1 + (x) * DIAMOND_SIZE[0], 1 + (y) * DIAMOND_SIZE[1]
color = COLOR[COLOR_BLACK]
if wall[y][x][0]:
pygame.draw.line(screen, color, (px, py), (px, py+20), 2)
if wall[y][x][1]:
pygame.draw.line(screen, color, (px, py), (px+20, py), 2)
# 画记录列表里的墙记
for rrr,ccc,ddd in walllist:
px,py=1 + (ccc) * DIAMOND_SIZE[0], 1 + (rrr) * DIAMOND_SIZE[1]
color = (255,50,255)
if ddd == '|':
pygame.draw.line(screen, color, (px, py), (px, py+20), 2)
else:
pygame.draw.line(screen, color, (px, py), (px+20, py), 2)
# 画刚被打通的墙
if walllist:
px,py=1 + (cc) * DIAMOND_SIZE[0], 1 + (rr) * DIAMOND_SIZE[1]
color = (255,215,0)
if dd == '|':
pygame.draw.line(screen, color, (px, py), (px, py+20), 2)
else:
pygame.draw.line(screen, color, (px, py), (px+20, py), 2)
#
if not walllist:
score_surface = use_font.render("生成完成!", True, COLOR[COLOR_BLACK], COLOR[COLOR_GREY])
screen.blit(score_surface, (50, num_rows*22))
time_passed = clock.tick(30)
pygame.display.update()
return
# main
if __name__ == "__main__":
'''main'''
prim_maze_demo()
gif动画
参考:
https://en.wikipedia.org/wiki/Maze_generation_algorithm#Randomized_depth-first_search
上一篇:迷宫生成算法(Randomized depth-first search)
迷宫生成算法(Randomized depth-first search)