我正在尝试创建一个迷宫生成器,为此我在C#中实现了Randomized Prim的算法。
但是,生成的结果无效。我无法弄清楚这是我的渲染,还是无效的实现。所以对于初学者,我想让某人看看实现:
迷宫是一个细胞矩阵。var cell = maze[0, 0];
cell.Connected = true;
var walls = new HashSet<MazeWall>(cell.Walls);
while (walls.Count > 0)
{
var randomWall = walls.GetRandom();
var randomCell = randomWall.A.Connected ? randomWall.B : randomWall.A;
if (!randomCell.Connected)
{
randomWall.IsPassage = true;
randomCell.Connected = true;
foreach (var wall in randomCell.Walls)
walls.Add(wall);
}
walls.Remove(randomWall);
}
以下是渲染结果的示例:
Rendered Maze http://dl.dropbox.com/u/1744224/Upload/primrecur.png
编辑好的,让我们看一下渲染部分:
private void MazePanel_Paint(object sender, PaintEventArgs e)
{
int size = 20;
int cellSize = 10;
MazeCell[,] maze = RandomizedPrimsGenerator.Generate(size);
mazePanel.Size = new Size(
size * cellSize + 1,
size * cellSize + 1
);
e.Graphics.DrawRectangle(Pens.Blue, 0, 0,
size * cellSize,
size * cellSize
);
for (int y = 0; y < size; y++)
for (int x = 0; x < size; x++)
{
foreach(var wall in maze[x, y].Walls.Where(w => !w.IsPassage))
{
if (wall.Direction == MazeWallOrientation.Horisontal)
{
e.Graphics.DrawLine(Pens.Blue,
x * cellSize, y * cellSize,
x * cellSize + cellSize,
y * cellSize
);
}
else
{
e.Graphics.DrawLine(Pens.Blue,
x * cellSize,
y * cellSize, x * cellSize,
y * cellSize + cellSize
);
}
}
}
}
我想,要了解这一点,我们需要看看MazeCell和MazeWall类:
namespace MazeGenerator.Maze
{
class MazeCell
{
public int Column
{
get;
set;
}
public int Row
{
get;
set;
}
public bool Connected
{
get;
set;
}
private List<MazeWall> walls = new List<MazeWall>();
public List<MazeWall> Walls
{
get { return walls; }
set { walls = value; }
}
public MazeCell()
{
this.Connected = false;
}
public void AddWall(MazeCell b)
{
walls.Add(new MazeWall(this, b));
}
}
enum MazeWallOrientation
{
Horisontal,
Vertical,
Undefined
}
class MazeWall : IEquatable<MazeWall>
{
public IEnumerable<MazeCell> Cells
{
get
{
yield return CellA;
yield return CellB;
}
}
public MazeCell CellA
{
get;
set;
}
public MazeCell CellB
{
get;
set;
}
public bool IsPassage
{
get;
set;
}
public MazeWallOrientation Direction
{
get
{
if (CellA.Column == CellB.Column)
{
return MazeWallOrientation.Horisontal;
}
else if (CellA.Row == CellB.Row)
{
return MazeWallOrientation.Vertical;
}
else
{
return MazeWallOrientation.Undefined;
}
}
}
public MazeWall(MazeCell a, MazeCell b)
{
this.CellA = a;
this.CellB = b;
a.Walls.Add(this);
b.Walls.Add(this);
IsPassage = false;
}
#region IEquatable<MazeWall> Members
public bool Equals(MazeWall other)
{
return (this.CellA == other.CellA) && (this.CellB == other.CellB);
}
#endregion
}
}
答案 0 :(得分:2)
这只是一个想法:
即使您没有发布向单元格添加墙的代码,我认为这是逻辑错误。单个细胞有4个壁,但是两个相邻的细胞只有7个壁。不是8。
移除randomWall时,您需要从其他单元格中移除相应的墙壁。
详细说明:
如果您的AddWallsToMaze
算法为每个单元格添加了4个墙,那么就会出现重复的墙。
<强>实施例强>
CellA有一个带CellB的墙。我们称之为Wall1
CellB有一个带有CellA的墙。这是Wall2 NOT Wall1
它应该是Wall1。
答案 1 :(得分:0)
解决方案是纠正细胞被绘制的渲染错误。我正在做正确的和底部的墙壁,并渲染左侧和顶部的墙壁。
private static void RenderCell(PaintEventArgs e, int cellSize, int y, int x, MazeWall wall, Pen pen)
{
if (wall.Direction == MazeWallOrientation.Horisontal)
{
e.Graphics.DrawLine(pen,
x * cellSize,
y * cellSize + cellSize,
x * cellSize + cellSize,
y * cellSize + cellSize
);
}
else
{
e.Graphics.DrawLine(pen,
x * cellSize + cellSize,
y * cellSize,
x * cellSize + cellSize,
y * cellSize + cellSize
);
}
}
我对结果并不满意。我想我会试试另一个algorihm,这看起来并不像我希望的那么好。