项目三:基于A*搜索算法迷宫游戏开发

项目目标和主要内容

1)迷宫游戏是非常经典的游戏,在该题中要求随机生成一个迷宫,并求解迷宫

项目的主要功能

1)要求游戏支持玩家走迷宫,和系统走迷宫路径两种模式。玩家走迷宫,通过键盘方向键控制;系统走迷宫路径要求基于A*算法实现,输出走迷宫的最优路径并显示。

2)设计交互友好的游戏图形界面。

项目总体框架

Prime迷宫生成算法的原理:

 

系统详细设计

 Java Swing搭建的GUI

1)迷宫游戏的网格大小为25*25

2以网格大小为基准控制整个界面的大小

3)用户操控的小球、迷宫墙体与最优路线的显示

4)游戏结束时的弹窗显示

 键盘监听

1)通过“W”“A”“S”“D”或小键盘区的上下左右控制小球的移动

2)通过“空格实现最优路线的显示与隐藏

 迷宫的随机生成

1)通过prime算法生成迷宫

  寻路

1)当小球移动到右下角时游戏结束

2)通过A*算法实现系统寻路

关键算法分析

A*算法是一种启发式搜索算法,利用包含问题启发式信息的评价函数对节点进行排序,使搜索方向朝着最有可能找到目标并产生最优解的方向。

·启发函数的确定

A*算法中引入了评估函数:

f(n)=g(n)+h(n)

其中:n是搜索中遇到的任意状态。g(n)是从起始状态到n的代价。h(n)是对n到目标状态代价的启发式估计。即评估函数f (n) 是从初始节点到达节点n 处已经付出的代价与节点n到达目标节点的接近程度估价值的总和。

定义n点到目标点的最小实际距离为h(n)*,A*算法要满足的条件为:

h(n)< =h(n)*

迷宫每次只能走一步,代价为1,采用的估价函数为当前节点到目标节点的曼哈顿距离,即:

h(n)=|end.x – n.x|+ |end.y – n.y|

end表示迷宫的目标点,n表示当前点。

显然h(n)<=h(n)*。

g(n)容易表示,即每走一步的代价是1,所以利用f(n)=g(n)+h(n)这种策略,我们可以不断地逼近目标点,从而找到问题的解。

源代码

类Yard:

package 迷宫;

import java.awt.Color;
import java.awt.Frame;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.util.Iterator;
import java.util.List;
import java.util.Random;
import java.util.Stack;
import javax.swing.JOptionPane;

class Yard extends Frame {
    private static final long serialVersionUID = 1L;
    public static final int BLOCK = 25;
    public static final int BLOCK_SIZE = 30;
    public static final int Xpadding = 30;
    public static final int Ypadding = 50;
    public static int X = 0;
    public static int Y = 0;
    public static boolean drawPath = false;
    private Lattice[][] maze;

    Image offScreenImage = null;

    public void launch() {
        this.setLocation(400, 30);//窗口位置
        this.setSize(Xpadding * 2 + BLOCK * BLOCK_SIZE, Ypadding * 2 + BLOCK * BLOCK_SIZE);
        this.addWindowListener(new WindowAdapter() {
            @Override
            public void windowClosing(WindowEvent e) {
                System.exit(0);
            }
        });
        this.setVisible(true);
        this.setTitle("迷宫");
        maze = new Lattice[BLOCK][BLOCK];
        for (int i = 0; i <= BLOCK - 1; i++) {
            for (int j = 0; j <= BLOCK - 1; j++) {
                maze[i][j] = new Lattice(i, j);
            }
        }
        createMaze();
        this.setFocusable(true);
        setKeyListener();
    }

    @Override
    public void paint(Graphics g) {
        g.setColor(Color.white);//背景颜色
        g.fillRect(30, 50, BLOCK * BLOCK_SIZE, BLOCK * BLOCK_SIZE);
        g.setColor(Color.black);//迷宫线的颜色
        //画出横线竖线
        for (int i = 1; i < BLOCK + 2; i++) {
            g.drawLine(30, 20 + BLOCK_SIZE * i, 30 + BLOCK * BLOCK_SIZE, 20 + BLOCK_SIZE * i);
        }
        for (int i = 1; i < BLOCK + 2; i++) {
            g.drawLine(BLOCK_SIZE * i, 50, BLOCK_SIZE * i, 50 + BLOCK * BLOCK_SIZE);
        }
        for (int i = BLOCK - 1; i >= 0; i--) {
            for (int j = BLOCK - 1; j >= 0; j--) {
                Lattice f = maze[i][j].getFather();
                if (f != null) {
                    int fx = f.getX(), fy = f.getY();
                    Clear(i, j, fx, fy, g);
                }
            }
        }
        g.drawLine(Xpadding, Ypadding + 1, Xpadding, Ypadding + BLOCK_SIZE - 1);
        g.drawLine(Xpadding + BLOCK * BLOCK_SIZE, Ypadding + BLOCK * BLOCK_SIZE - 1, Xpadding + BLOCK * BLOCK_SIZE, Ypadding + BLOCK * BLOCK_SIZE - BLOCK_SIZE + 1);
        g.setColor(Color.black);//球的颜色
        g.fillOval(getCenterX(Y) - BLOCK_SIZE / 3, getCenterY(X) - BLOCK_SIZE / 3, BLOCK_SIZE / 2, BLOCK_SIZE / 2);
        if (drawPath == true) {
            drawPath(g);
        }
    }

    public int getCenterX(int x) {
        return Xpadding + x * BLOCK_SIZE + BLOCK_SIZE / 2;
    }

    public int getCenterY(int y) {
        return Ypadding + y * BLOCK_SIZE + BLOCK_SIZE / 2;
    }

    public int getCenterX(Lattice p) {
        return Xpadding + p.getY() * BLOCK_SIZE + BLOCK_SIZE / 2;
    }

    public int getCenterY(Lattice p) {
        return Ypadding + p.getX() * BLOCK_SIZE + BLOCK_SIZE / 2;
    }

    private boolean Out(int x, int y) {
        return (x > BLOCK - 1 || y > BLOCK - 1 || x < 0 || y < 0) ? true : false;
    }

    public void update(Graphics g) {
        if (offScreenImage == null) {
            offScreenImage = this.createImage(60 + BLOCK * BLOCK_SIZE, 80 + BLOCK * BLOCK_SIZE);
        }
        Graphics gOff = offScreenImage.getGraphics();
        paint(gOff);
        g.drawImage(offScreenImage, 0, 0, null);
    }

    public boolean Stop(int x, int y) {
        if (!Out(X, Y) && (maze[x][y].getFather() == maze[X][Y] || maze[X][Y].getFather() == maze[x][y])) {
            return true;
        } else {
            return false;
        }
    }

    private void checkWin() {
        if (X == BLOCK - 1 && Y == BLOCK - 1) {
            JOptionPane.showMessageDialog(null, "游戏结束", "恭喜你走出迷宫", JOptionPane.PLAIN_MESSAGE);
            System.exit(0);
        }

    }


    class Lattice {
        private int x = 0;
        private int y = 0;
        private boolean check = false;
        private Lattice father = null;

        public Lattice(int x, int y) {
            this.x = x;
            this.y = y;
        }

        public void setCheck(boolean c) {
            check = c;
        }

        public void setFather(Lattice f) {
            father = f;
        }

        public Lattice getFather() {
            return father;
        }

        public boolean getcheck() {
            return check;
        }

        public int getX() {
            return x;
        }

        public int getY() {
            return y;
        }
    }

    private void Clear(int i, int j, int fx, int fy, Graphics g) {
        int sx = Xpadding + ((j > fy ? j : fy) * BLOCK_SIZE),
                sy = Ypadding + ((i > fx ? i : fx) * BLOCK_SIZE),
                dx = (i == fx ? sx : sx + BLOCK_SIZE),
                dy = (i == fx ? sy + BLOCK_SIZE : sy);
        if (sx != dx) {
            sx++;
            dx--;
        } else {
            sy++;
            dy--;
        }
        g.setColor(Color.white);//网格颜色
        g.drawLine(sx, sy, dx, dy);
    }


    private void createMaze() {
        Random random = new Random();
        int rx = 0;//Math.abs(random.nextInt()) % BLOCK;
        int ry = 0;//Math.abs(random.nextInt()) % BLOCK;
        Stack<Lattice> s = new Stack<Lattice>();
        Lattice p = maze[rx][ry];
        Lattice e[] = null;
        s.push(p);
        while (!s.isEmpty()) {
            p = s.pop();
            p.setCheck(true);
            e = Ergodic(p);
            int ran = Math.abs(random.nextInt()) % 4;
            for (int a = 0; a <= 3; a++) {
                ran++;
                ran %= 4;
                if (e[ran] == null || e[ran].getcheck() == true) {
                    continue;
                }
                s.push(e[ran]);
                e[ran].setFather(p);
            }
        }
    }

    private Lattice[] Ergodic(Lattice p) {
        final int[] adds = {-1, 0, 1, 0, -1};// 顺序为上右下左
        if (Out(p.getX(), p.getY())) {
            return null;
        }
        Lattice[] ps = new Lattice[4];// 顺序为上右下左
        int xt;
        int yt;
        for (int i = 0; i <= 3; i++) {
            xt = p.getX() + adds[i];
            yt = p.getY() + adds[i + 1];
            if (Out(xt, yt)) {
                continue;
            }
            ps[i] = maze[xt][yt];
        }
        return ps;
    }

    synchronized private void move(int c) {
        int tx = X, ty = Y;
        switch (c) {
            case KeyEvent.VK_LEFT:
                ty--;
                break;
            case KeyEvent.VK_A:
                ty--;
                break;
            case KeyEvent.VK_RIGHT:
                ty++;
                break;
            case KeyEvent.VK_D:
                ty++;
                break;
            case KeyEvent.VK_UP:
                tx--;
                break;
            case KeyEvent.VK_W:
                tx--;
                break;
            case KeyEvent.VK_DOWN:
                tx++;
                break;
            case KeyEvent.VK_S:
                tx++;
                break;
            case KeyEvent.VK_SPACE:
                if (drawPath == true) {
                    drawPath = false;
                } else {
                    drawPath = true;
                }
                break;
            default:
        }
        if (Stop(tx, ty)) {
            X = tx;
            Y = ty;
        }
    }

    //**键盘监听
    private void setKeyListener() {
        this.addKeyListener(new KeyAdapter() {
            public void keyPressed(KeyEvent e) {
                int c = e.getKeyCode();
                move(c);
                repaint();
                checkWin();
            }
        });
    }

    class Solve {
        int startx = X, starty = Y;
        int endx = BLOCK - 1, endy = BLOCK - 1;
        List<Position> open;

        Solve(Graphics g) {
            Position start = new Position(startx, starty, null);
            Position end = null;
            open.add(start);
            while (true) {
                Position chosed = open.remove(0);
                if (chosed.x == endx && chosed.y == endy) {
                    end = chosed;
                    break;
                }
                if (Stop(chosed.x - 1, chosed.y)) {
                    addToOpenList(new Position(chosed.x - 1, chosed.y, chosed));
                }
                if (Stop(chosed.x + 1, chosed.y)) {
                    addToOpenList(new Position(chosed.x + 1, chosed.y, chosed));
                }
                if (Stop(chosed.x, chosed.y - 1)) {
                    addToOpenList(new Position(chosed.x, chosed.y - 1, chosed));
                }
                if (Stop(chosed.x, chosed.y + 1)) {
                    addToOpenList(new Position(chosed.x, chosed.y + 1, chosed));
                }
            }
            Position tmp = end;
            while (tmp != null) {
                g.drawLine(getCenterX(tmp.x), getCenterY(tmp.y), getCenterX(tmp.lastPosition.x), getCenterY(tmp.lastPosition.x));
                tmp = tmp.lastPosition;
            }
        }

        class Position {
            int x;
            int y;
            Position lastPosition;
            int pastDistance = 0;
            int predictDistance;

            Position(int x, int y, Position lastPosition) {
                this.x = x;
                this.y = y;
                this.lastPosition = lastPosition;
                if (lastPosition != null) {
                    pastDistance = lastPosition.pastDistance + 1;
                }
                predictDistance = BLOCK * 2 - 2 - this.x - this.y;
            }

            int distance() {
                return pastDistance + predictDistance;
            }
        }

        void addToOpenList(Position q) {
            Iterator<Position> itr = open.iterator();
            int index = -1;
            while (itr.hasNext()) {
                Position tmp = itr.next();
                index++;
                if (q.distance() <= tmp.distance()) {
                    open.add(index, q);
                    return;
                }
            }
            open.add(q);
        }
    }

    private void drawPath(Graphics g) {
        Color PATH_COLOR = Color.gray;
        g.setColor(PATH_COLOR);
        Lattice p = maze[BLOCK - 1][BLOCK - 1];
        while (p.getFather() != null) {
            p = p.getFather();
        }
        p = maze[BLOCK - 1][BLOCK - 1];
        while (p.getFather() != null) {
            g.drawLine(getCenterX(p), getCenterY(p), getCenterX(p.getFather()),
                    getCenterY(p.getFather()));
            p = p.getFather();
        }
        g.setColor(PATH_COLOR);
        p = maze[BLOCK - 1][BLOCK - 1];
        while (p.getFather() != null) {
            g.drawLine(getCenterX(p), getCenterY(p), getCenterX(p.getFather()),
                    getCenterY(p.getFather()));
            p = p.getFather();
        }
    }
}

类Maze:

package 迷宫;

public class Maze {
    public static void main(String[] args) {
        new Yard().launch();
    }
}

迷宫界面展示

  • 0
    点赞
  • 1
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值