算法介绍
介绍
1。访问起点;
2。依次从起点的未被访问的邻点出发,对迷宫进行深度优先遍历;直至迷宫中起点有路径相通的格子被访问或者找到终点;
编程思路
- 1。访问起点,起点加入路径表。
- 2。找可到达且未访问的相邻点。
- 如果有:
- 1。移动到相邻的点
- 2。设置相邻点为当前点
- 3。当前点加入路径
- 4。判断是否为终点,否继续循环。
- 没有:
- 1。从路径列表中删除当前点
- 2。设置当前点为路径列表中的最后一个点
图示
演示代码
#!/usr/bin/python3.7
# -*- coding: utf-8 -*-
import random
import pygame
#import depth_maze
import kruskal_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_SIZE = (20, 20)
# 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)
# 背景
background=pygame.surface.Surface(size).convert()
background.fill(COLOR[COLOR_BLACK])
# 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
##############################################
#
# 深度优先寻路演示代码
def depth_pathfinding(rows, cols, walls, startPoint=(0,0), endPoint=None):
# walls = depth_maze.depth_maze(rows, cols)
grids=[[ [0] for i in range(cols)]for j in range(rows)]
# 标记迷宫
findEndPoint=False
# 起点
r = startPoint[0]
c = startPoint[1]
# 终点
if endPoint:
stopPoint=endPoint
else:
stopPoint=(rows-1,cols-1)
pathList=[(r,c)] # 路径
grids[r][c][0]=1 # 1标记已经到过格子
# 当存在未访问细胞时:
while pathList and not findEndPoint:
move=None
if r>0 and walls[r][c][1] and 1 != grids[r-1][c][0]:
move = 'u'
nr=r-1
nc=c
elif c>0 and walls[r][c][0] and 1 != grids[r][c-1][0] :
move='l'
nr=r
nc=c-1
elif c<cols-1 and walls[r][c+1][0] and 1 != grids[r][c+1][0] :
move='r'
nr=r
nc=c+1
elif r<rows-1 and walls[r+1][c][1] and 1 != grids[r+1][c][0] :
move='d'
nr=r+1
nc=c
if move:
# 加入路径
pathList.append((r,c))
# move到下个点
r=nr
c=nc
if (r,c) == stopPoint:
# 终点加入路径
pathList.append((r,c))
findEndPoint=True
else:
grids[r][c][0]=1
else:
(r,c) = pathList.pop()
return pathList
# 深度优先寻路演示代码
def depth_pathfinding_demo(rows, cols):
#walls = depth_maze.depth_maze(rows, cols)
walls = kruskal_maze.kruskal_maze(rows, cols)
# fpath = depth_pathfinding(rows,cols, walls)
POSX=40
POSY=40
# 墙 [0]表示格子访问标记,左[1]竖墙,上[2]横墙,最右边竖墙和最下边横墙没有记录。
# (最左和最上墙不能打通,r,c右和r,c+1左共用墙。r,c和r+1,c共用横墙)
# 初始化未访问,墙未打通
grids=[[ [0,2,2] for i in range(cols)]for j in range(rows)]
# 标记迷宫
r=0
c=0
findEndPoint=False
# 起点
startPoint=(r,c)
# 终点
stopPoint=(rows-1,cols-1)
pathList=[(r,c)] # 路径
grids[r][c][0]=1 # 1标记已经到过格子
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
return
# 当存在未访问细胞时:
if pathList and not findEndPoint:
move=None
if r>0 and walls[r][c][1] and 1 != grids[r-1][c][0]:
move = 'u'
nr=r-1
nc=c
elif c>0 and walls[r][c][0] and 1 != grids[r][c-1][0] :
move='l'
nr=r
nc=c-1
elif c<cols-1 and walls[r][c+1][0] and 1 != grids[r][c+1][0] :
move='r'
nr=r
nc=c+1
elif r<rows-1 and walls[r+1][c][1] and 1 != grids[r+1][c][0] :
move='d'
nr=r+1
nc=c
if move:
# 加入路径
pathList.append((r,c))
# move到下个点
r=nr
c=nc
if (r,c) == stopPoint:
# 终点加入路径
pathList.append((r,c))
findEndPoint=True
else:
grids[r][c][0]=1
else:
(r,c) = pathList.pop()
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 grids[ry][cx][0]:
screen.blit(DIAMOND, (px, py))
else:
screen.blit(DIAMOND_GREY, (px, py))
if pathList:
# 路径
for pos in pathList:
px,py=POSX + 1 + (pos[1]) * DIAMOND_SIZE[0], POSY + 1 + (pos[0]) * DIAMOND_SIZE[1]
screen.blit(DIAMOND_GREEN, (px, py))
# 当前r,c
px,py=POSX + 1 + (c) * DIAMOND_SIZE[0], POSY + 1 + (r) * DIAMOND_SIZE[1]
screen.blit(DIAMOND_RED, (px, py))
# 画外墙
pygame.draw.rect(screen, COLOR[COLOR_RED], (POSX + 0, POSY + 0, 20*cols+1, 20*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]
color2 = COLOR[COLOR_GREY]
color2 = COLOR[COLOR_RED]
color3 = COLOR[COLOR_GREY]
if 0 == walls[ry][cx][0]:
pygame.draw.line(screen, color, (px, py), (px, py+20), 2)
if 0 == walls[ry][cx][1]:
pygame.draw.line(screen, color, (px, py), (px+20, py), 2)
#if 2 == walls[ry][cx][0]:
# pygame.draw.line(screen, color2, (px, py), (px, py+20), 2)
#if 2 == walls[ry][cx][1]:
# pygame.draw.line(screen, color2, (px, py), (px+20, py), 2)
#if 1 == walls[ry][cx][0]:
# pygame.draw.line(screen, color3, (px, py), (px, py+20), 2)
#if 1 == walls[ry][cx][1]:
# pygame.draw.line(screen, color3, (px, py), (px+20, py), 2)
#
if findEndPoint:
score_surface = use_font.render("找到终点", True, COLOR[COLOR_BLACK], COLOR[COLOR_GREY])
screen.blit(score_surface, (POSX+50, POSY+rows*22))
time_passed = clock.tick(30)
pygame.display.update()
return
# main
if __name__ == "__main__":
'''main'''
depth_pathfinding_demo(20, 30)