实验三基于A*算法的迷宫游戏的开发

一、实验目的
开发一个迷宫游戏,要求迷宫是自动生成的,具有随机性,掌握A*算法
二、实验器材
通过Java运行输出
三、实验内容

3、基于A*搜索算法迷宫游戏开发

实验内容:

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;

2) 要求查找并理解迷宫生成的算法,并尝试用两种不同的算法来生成随机的迷宫。

3)要求迷宫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,并在行走路径上留下痕迹;系统提示迷宫路径要求基于A*算法实现,输出玩家当前位置到迷宫出口的最优路径。设计交互友好的游戏图形界面。

四、实验要点

①随机生成迷宫

②可以实现系统走迷宫和玩家走迷宫


五、实验步骤

用prime算法生成迷宫,用A*算法寻路

Prime迷宫生成算法的原理:
(1)初始地图所有位置均设为墙
(2)任意插入一个墙体进墙队列
(3)判断此时墙体是否可以设置为路(判断依据在于上下左右四个位置是否只有一个位置是路)
(4)若设置为路,则将该位置周围(上下左右)的所有墙插入队列,接着执行(5);若无法设置为路,直接执行(5)
(5)从墙队列中删去当前位置所在节点
(6)若墙队列不为空,则从队列中随机选取一面墙重新执行(3),直到墙队列为空

A*算法寻路
A*算法是人工智能中的一种搜索算法,是一种启发式搜索算法,它不需遍历所有节点,只是利用包含问题启发式信息的评价函数对节点进行排序(Node Ordering),使搜索方向朝着最有可能找到目标并产生最优解的方向。它的独特之处是检查最短路径中每个可能的节点时引入了全局信息,对当前节点距终点的距离做出估计,并作为评价节点处于最短路线上的可能性的度量。

I.启发函数的确定

A*算法中引入了评估函数,评估函数如下:

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[10]。

这里我们定义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)*

由前面的迷宫问题的描述我们可以知道,迷宫走的时候只能往上下左右走,每走一步,代价为1,这里我们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|[11]

这里end表示迷宫的目标点,n表示当前点,很明显这里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。
 

运行环境是JAVA,调用的类是Maze1,两个类都放在迷宫包里

运行代码

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 = 19;
    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(500,100);
        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("迷宫游戏");
        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.pink);
        g.fillRect(30,50,BLOCK * BLOCK_SIZE,BLOCK * BLOCK_SIZE);
        g.setColor(Color.black);
        //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.setColor(Color.PINK);
        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.white);
        g.fillOval(getCenterX(Y) - BLOCK_SIZE / 3, getCenterY(X) - BLOCK_SIZE / 3,BLOCK_SIZE / 2, BLOCK_SIZE / 2);
        if (drawPath == true) {
            drawPath(g);
            //new Solve(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, "恭喜你", "你走出了迷宫。",JOptionPane.PLAIN_MESSAGE);
        }
    }

    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.PINK);
        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_RIGHT :
                ty++;
                break;
            case KeyEvent.VK_UP :
                tx--;
                break;
            case KeyEvent.VK_DOWN :
                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.BLUE, BOTH_PATH_COLOR = Color.PINK;
        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.setColor(BOTH_PATH_COLOR);
            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Maze1

package 迷宫;

public class Maze1 {
    public static void main(String[] args) {
        new Yard().launch();
    }
}

运行结果

白色小球,黑色墙,键盘输键移动小球

系统走迷宫

按空格键系统提示最优解

 

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