计算机软件实习项目三基于A*算法的迷宫游戏开发

package maze;

import javax.swing.*;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import java.util.Stack;

class Node {
    public int x,y;
    public Node parent;
    public Node(int x, int y) {
        this.x = x;
        this.y = y;
    }
    //F为估价函数
    public int F;
    //G(当前代价)代表的是从初始位置Start沿着已生成的路径到指定待检测结点移动开销
    public int G;
    //H(预估代价)表示待检测结点到目标节点B的估计移动开销(利用曼哈顿距离)
    public int H;
    //计算估价函数
    public void calcF() {
        this.F = this.G + this.H;
    }
}
//生成地图用到变量
public class MyMaze extends JPanel implements KeyListener {
    //代表墙
    final static int wall =0;
    //代表空地
    final static int road =1;
    //迷宫长度(需要满足奇数行奇数列均为路,首行和尾行均是墙所以长度需要比宽度多1)
    static int num = 23;
    //迷宫宽度
    int width = 22;
    //迷宫
    static int [][] mMap;
    //用来标记某一格是否被访问过
    boolean[][] visit;
    //开始节点
    Node start = new Node(1,1);
    //结束节点
    Node end = new Node(num-2,num-2);
    //当前格
    Node cur;
    //下一格
    Node next;
    //记录生成地图时遍历的顺序
    Stack<Node> path = new Stack<>();
    //走迷宫时用到的变量
    private Node movePerson;
    //记录迷宫中行进的轨迹
    List<Integer> xPath=new ArrayList<>();
    List<Integer> yPath=new ArrayList<>();
    private boolean drawPath;

    //A*算法使用到的变量
    //设每一步的权值为10
    public int sValue = 10;
    //维护一个开放列表
    private final ArrayList<Node> openList = new ArrayList<>();
    //维护一个关闭列表
    private final ArrayList<Node> closeList = new ArrayList<>();

    //初始化,初始化迷宫参数
    MyMaze(){
        mMap = new int [num][num];
        visit = new boolean[num][num];
        //初始化地图的空格
        for (int i = 0; i < num; i = i+2) {
            for (int j = 0; j < num; j=j+2){
                //其余均为墙
                mMap[i][j] = wall;
                visit[i][j] = false;
            }
        }
        //初始化地图的空格
        for (int i = 1; i < num; i = i+2) {
            for (int j = 1; j < num; j=j+2){
                //奇数行奇数列的格子均为路
                mMap[i][j] = road;
                visit[i][j] = false;
            }
        }
        //遍历过的点设置为true,奇数行奇数列的各自为路
        visit[start.x][start.y] = true;
        mMap[start.x][start.y] = road;
        //将当前格标记为开始格
        cur = start;
        movePerson=new Node(start.x-1,start.y);
        drawPath=false;
        createMaze();
        this.addKeyListener(this);
        this.setFocusable(true);
    }
    //第一轮结束后,再次初始化地图
    public void init(){
        mMap = new int [num][num];
        visit = new boolean[num][num];
        //初始化地图的空格
        for (int i = 0; i < num; i = i+2) {
            for (int j = 0; j < num; j=j+2){
                //其余均为墙
                mMap[i][j] = wall;
                visit[i][j] = false;
            }
        }
        //初始化地图的空格
        for (int i = 1; i < num; i = i+2) {
            for (int j = 1; j < num; j=j+2){
                //奇数行奇数列的格子均为路
                mMap[i][j] = road;
                visit[i][j] = false;
            }
        }
        visit[start.x][start.y] = true;
        mMap[start.x][start.y] = road;
        //将当前格标记为开始格
        cur = start;
        //设置移动的起始点
        movePerson=new Node(start.x-1,start.y);
        drawPath=false;
        //清空行走的路径坐标
        xPath.clear();
        yPath.clear();
        openList.clear();
        closeList.clear();
        createMaze();
        this.setFocusable(true);
        repaint();
    }

    void printMaze() {
        for(int i = 0; i < num; i++)
        {
            for(int j = 0; j < num; j++)
            {
                System.out.print(mMap[i][j]+" ");
            }
            System.out.println();
        }
    }

    //深度优先遍历
    void createMaze() {
        //将当前格压入栈
        path.push(cur);
        while(!path.empty()) {
            ArrayList<Node> mNei=notVisitedNei(cur);
            if(mNei.size()==0){
                //如果该格子没有可访问的邻接格,则跳回上一个格子
                cur = path.pop();
                continue;
            }
            //随机选取一个邻接格(并且在地图内)
            next = mNei.get(new Random().nextInt(mNei.size()));
            int x = next.x;
            int y = next.y;
            //如果该节点被访问过,则回到上一步继续寻找
            if(visit[x][y]){
                cur = path.pop();
            }
            //否则将当前格压入栈,标记当前格为已访问,并且在迷宫地图上移除障碍物
            else{
                path.push(next);
                visit[x][y] = true;
                mMap[x][y] = road;
                //打通当前格与下一格
                //打通墙,将墙的位置改换定义为路
                mMap[(cur.x + x) / 2][(cur.y + y) / 2] = road;
                //当前格等于下一格
                cur = next;
            }
        }
        //设置入口
        mMap[start.x-1][start.y]=1;
        //设置出口
        mMap[end.x+1][end.y]=1;
    }
    //寻找未访问的邻接节点
    public ArrayList<Node> notVisitedNei(Node node)
    {
        int []nei={2,0,-2,0,2};
        ArrayList<Node> list = new ArrayList<>();
        for(int i = 0; i < nei.length-1; i++)
        {
            int x = node.x + nei[i];
            int y = node.y + nei[i+1];
            //每相邻的两个单元格的位置的点必定是road(起始位就是road)
            if( x >= 0 && x < num && y >= 0 && y < num) {
                //未访问,则入数组
                if(!visit[x][y])
                    list.add(new Node(x,y));
            }
        }
        return list;
    }

    public void paintComponent(Graphics g) {
        super.paintComponent(g);
        this.setBackground(Color.white);
        //画墙
        g.setColor(Color.black);
        for(int i=0;i<num;i++){
            for(int j=0;j<num;j++){
                if(mMap[i][j]==0){
                    g.fillRect(10+i*width,10+j*width,width,width);
                }
            }
        }
        //画出A*算法求得的最佳路径
        //从终点开始,每个方格沿着父节点移动直至起点,就是最优路径
        if(drawPath){
            g.setColor(Color.RED);
            //父节点
            Node parent = findPath(start, end);
            ArrayList<Node> arrayList = new ArrayList<>();
            while (parent != null) {
                arrayList.add(new Node(parent.x, parent.y));
                parent = parent.parent;
            }
            for (int i = 0; i <num; i++) {
                for (int j = 0; j < num; j++) {
                    if (exists(arrayList, i, j)) {
                        g.fillOval(10+i*width+width/4 , 10+j*width+width/4,
                                width / 2, width / 2);
                    }
                }
            }
        }
        //画移动的轨迹
        g.setColor(Color.black);
        for(int i=0;i<xPath.size();i++){
            g.fillOval(10+xPath.get(i)*width+width/4 , 10+yPath.get(i)*width+width/4,
                    width / 2, width / 2);
        }
        //画点的移动
        g.setColor(Color.yellow);
        g.fillOval(10+movePerson.x*width+width/4 , 10+movePerson.y*width+width/4,
                width / 2, width / 2);

    }
    //越界检测(确定x,y是在地图里的)
    private boolean isOutOfBorder(int x, int y) {
        return x > num - 1 || y > num - 1 || x < 0 || y < 0;
    }

    private void checkWin() {
        //通关检测
        if (movePerson.x==num-1 && movePerson.y==num-2) {
            JOptionPane.showMessageDialog(null, "恭喜通关" +"\n"+""
                            ,"MAZE",
                    JOptionPane.PLAIN_MESSAGE);
            init();
        }
    }

    //A*算法输出走迷宫的最佳路径
    public Node findMinFNodeInOpenList() {
        //寻找最小移动开销的节点F=G(当前代价)+H(预估代价)
        Node tempNode = openList.get(0);
        for (Node node : openList) {
            if (node.F < tempNode.F) {
                tempNode = node;
            }
        }
        return tempNode;//得到移动开销最小的那个节点,即F最小的那个点
    }

    public ArrayList<Node> findNeighborNodes(Node currentNode) {
        //找上下左右四个方向的邻居节点
        ArrayList<Node> arrayList = new ArrayList<>();
        int topX = currentNode.x;
        int topY = currentNode.y - 1;
        if (!isOutOfBorder(topX, topY) && !exists(closeList, topX, topY) && mMap[topX][topY]==1) {
            arrayList.add(new Node(topX, topY));
        }
        int bottomX = currentNode.x;
        int bottomY = currentNode.y + 1;
        if (!isOutOfBorder(bottomX, bottomY) && !exists(closeList, bottomX, bottomY) && mMap[bottomX][bottomY]==1) {
            arrayList.add(new Node(bottomX, bottomY));
        }
        int leftX = currentNode.x - 1;
        int leftY = currentNode.y;
        if (!isOutOfBorder(leftX, leftY) && !exists(closeList, leftX, leftY) && mMap[leftX][leftY]==1) {
            arrayList.add(new Node(leftX, leftY));
        }
        int rightX = currentNode.x + 1;
        int rightY = currentNode.y;
        if (!isOutOfBorder(rightX, rightY) && !exists(closeList, rightX, rightY) && mMap[rightX][rightY]==1) {
            arrayList.add(new Node(rightX, rightY));
        }
        return arrayList;
    }

    public Node findPath(Node startNode, Node endNode) {
        openList.add(startNode);// 把起点加入 open list

        while (openList.size() > 0) {
            Node currentNode = findMinFNodeInOpenList();// 遍历 open list ,查找F值最小的节点,把它作为当前要处理的节点
            //如果open list为空,寻路失败,找不到到达终点的路径(也就是迷宫没有路可以到达)
            openList.remove(currentNode);// 将刚刚F最小的那个点从open list中移除
            closeList.add(currentNode);// 把这个节点移到 close list

            ArrayList<Node> neighborNodes = findNeighborNodes(currentNode);//寻找邻居节点(4个中寻找)
            for (Node node : neighborNodes) {
                if (exists(openList, node)) {//如果邻居节点在open列表中
                    foundPoint(currentNode, node);//更新列表中父节点和估价函数信息
                } else {
                    notFoundPoint(currentNode, endNode, node);//如果邻居节点不在open列表中,则将该点加入open列表中
                }
            }
//如果终点加入到了open list中,此时路径已经找到,从终点开始,每个方格沿着父节点移动直至起点,这就是最优路径
            if (find(openList, endNode) != null) {//如果找到尾节点,则返回尾节点
                return find(openList, endNode);
            }
        }

        // return find(openList, endNode);
        return null;
    }

    private void foundPoint(Node tempStart, Node node) {
        int G = calcG(node);
        if (G < node.G) {
            node.parent = tempStart;
            node.G = G;
            node.calcF();
        }
    }

    private void notFoundPoint(Node tempStart, Node end, Node node) {
        node.parent = tempStart;
        node.G = calcG(node);
        node.H = calcH(end, node);
        node.calcF();
        openList.add(node);
    }

    private int calcG(Node node) {
        int G = sValue;
        int parentG = node.parent != null ? node.parent.G : 0;
        return G + parentG;
    }

    private int calcH(Node end, Node node) {
        int step = Math.abs(node.x - end.x) + Math.abs(node.y - end.y);
        return step * sValue;
    }

    public static Node find(List<Node> nodes, Node point) {
        for (Node n : nodes)
            if ((n.x == point.x) && (n.y == point.y)) {
                return n;
            }
        return null;
    }

    public static boolean exists(List<Node> nodes, Node node) {//判断节点是否存在某一list中
        for (Node n : nodes) {
            if ((n.x == node.x) && (n.y == node.y)) {
                return true;
            }
        }
        return false;
    }

    public static boolean exists(List<Node> nodes, int x, int y) {//判断节点是否存在某一list中
        for (Node n : nodes) {
            if ((n.x == x) && (n.y == y)) {
                return true;
            }
        }
        return false;
    }
    @Override
    public void keyTyped(KeyEvent e) {

    }

    @Override
    public void keyPressed(KeyEvent e) {//响应键盘
        int keyCode = e.getKeyCode();
        int x=movePerson.x;
        int y=movePerson.y;
        switch (keyCode){
            case KeyEvent.VK_SPACE: //空格键选择是否路径的显示的情况
                drawPath = !drawPath;
                repaint();
                break;
            case KeyEvent.VK_LEFT: //根据键盘控制移动
                x--;
                break;
            case KeyEvent.VK_RIGHT:
                x++;
                break;
            case KeyEvent.VK_UP:
                y--;
                break;
            case KeyEvent.VK_DOWN:
                y++;
                break;
        }
        if(!isOutOfBorder(x,y)&&mMap[x][y]==1){
            xPath.add(movePerson.x);
            yPath.add(movePerson.y);
            movePerson.x=x;
            movePerson.y=y;
        }
        repaint();
        checkWin();
    }

    @Override
    public void keyReleased(KeyEvent e) {

    }

    public static void main(String[] args) {
        JPanel p = new MyMaze();
        Image icon=Toolkit.getDefaultToolkit().getImage("maze.png");//设置最小化的图标
        JFrame frame = new JFrame("MAZE");
        frame.setIconImage(icon);
        frame.getContentPane().add(p);//添加画布
        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);//使用 System exit 方法退出应用程序。
        frame.setSize(540, 560);//设置窗口大小
        frame.setLocation(600, 200);
        frame.setVisible(true);
    }
}

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