所以我正在使用深度优先搜索制作迷宫生成算法。我在2D字符数组中这样做。墙壁表示为'#' &安培;路径是'。'每当我打电话给#34; Maze"我就会创造一个新的迷宫。类。
我使用三种方法做到这一点:
1 - hasUnvisited:检查一个单元格周围是否有任何未被算法访问过的单元格。仅向上或向下或向左或向右检查单元+2个单元。 (UDLR)
2 - pather:通过仅由墙壁制成的网格划出一条路径。检查路径是否位于网格边缘。然后将该单元格转换为路径。然后检查单元格是否已访问。如果是,它会选择随机方向(UDLR)。如果该方向+ 2' s(例如:左+ 2,右+ 2 ......等)单元格已清除,则它将方向的+1改变为墙,然后调用方向+2 。 (这将在随机选择的方向上清除+2并递归重复,直到路径没有未访问。
3 - mazer:此方法仅用于美学目的,所以我已经注释了很多内容,专注于潜在的问题。它基本上是一个网格,用所有#'初始化它。然后用起始行(sr)和起始列(sc)1,1调用pather。然后返回字符网格。
然而,出于某种原因,我的代码使这些奇怪的路径成为了#39;列。在我每次跑步时都在迷宫的底部。我99%肯定它是在"剪辑" “' pather”中的代码部分方法,但我不知道如何结束该方法并阻止它在那时超出界限。
正如您所看到的,这是Java,但我已经尝试了C ++中的代码并且它做了同样的事情,因此我非常确定这是与语言无关的。
以下是代码:
import java.util.Random;
public class Maze {
private char[][] grid;
private final int WIDTH;
private final int HEIGHT;
Random randomGen = new Random();
//Checks to see if any of the surrounding cells are un
private boolean hasUnvisited (char[][] grid, int sr, int sc) {
if (sc+2 > HEIGHT-1) {
} else if (grid[sr][sc+2]=='#') {
return true;
}
if (sc-2 < 0) {
} else if (grid[sr][sc-2]=='#') {
return true;
}
if (sr+2 > WIDTH-1) {
} else if (grid[sr+2][sc]=='#') {
return true;
}
if (sr-2 < 0) {
} else if (grid[sr-2][sc]=='#') {
return true;
}
return false;
}
//Visits each cell, turns it to '.'
private void pather (char[][] grid, int sr, int sc) {
//Sets current cell to '.' to mark as visited
grid[sr][sc] = '.';
//"Clipping": if it is at edge of grid, don't carve any more, just return.
if (sr>WIDTH-2||sr<1||sc>HEIGHT-2||sc<1) {
return;
}
//Gets a number between 0-3
switch (randomGen.nextInt(4)) {
case 0:
if(hasUnvisited(grid,sr,sc)) {
if(sc+2>HEIGHT-1) {
}else if(grid[sr][sc+2]!='.'){
grid[sr][sc+1]='.';
pather(grid,sr,sc+2);
}
pather(grid,sr,sc);
}
break;
case 1:
if(hasUnvisited(grid,sr,sc)) {
if(sc-2<0) {
} else if(grid[sr][sc-2]!='.'){
grid[sr][sc-1]='.';
pather(grid,sr,sc-2);
}
pather(grid,sr,sc);
}
break;
case 2:
if(hasUnvisited(grid,sr,sc)) {
if(sr+2>WIDTH-1) {
}else if(grid[sr+2][sc]!='.'){
grid[sr+1][sc]='.';
pather(grid,sr+2,sc);
}
pather(grid,sr,sc);
}
break;
case 3:
if(hasUnvisited(grid,sr,sc)) {
if(sr-2<0) {
} else if(grid[sr-2][sc]!='.') {
grid[sr-1][sc]='.';
pather(grid,sr-2,sc);
}
pather(grid,sr,sc);
}
break;
}
}
//Returns a complete maze, gets the carved out paths from the pather function,
//then 'cleans it up' to return a useable maze format for the game.
private char[][] mazer() {
grid = new char[WIDTH][HEIGHT];
//Initialize Grid with all walls
for (int i=0;i<WIDTH;i++)
{
for (int j=0;j<HEIGHT;j++)
{
grid[i][j]= '#';
}
}
//Starting from row and column 1 and 1, respectively.
int sr=1,sc=1;
//Carve Out the Grid
pather(grid,sr,sc);
/*
//Draw Vertical Surrounding Walls
for (int j=0;j<HEIGHT;j++)
{
grid [0][j]= '#';
grid [WIDTH-1][j]= '#';
}
//Draw Horizontal Surrounding Walls
for (int j=0;j<WIDTH;j++)
{
grid [j][0]= '#';
grid [j][HEIGHT-1]= '#';
}
*/
//JUST FOR DEBUGGING:
for (int i=0;i<HEIGHT;i++)
{
for (int j=0;j<WIDTH;j++)
{
System.out.print(grid[j][i]);
}
System.out.println("");
}
//JUST FOR DEBUGGING ERASE IMMEDIATELY AFTER DONE WITH
return grid;
}
public Maze (int wIn, int hIn) {
WIDTH = wIn;
HEIGHT = hIn;
grid = mazer();
}
//After Debugging the maze:
public static void main(String[] args) {
Maze maze = new Maze(15,10);
}
}
答案 0 :(得分:2)
我修复了你的解决方案,问题在于检查角落情况。
主要变化:
sc+2 > HEIGHT-1 => sc+2 > HEIGHT-2
sr+2 > WIDTH-1 => sr+2 > WIDTH-2
更新的代码:
import java.util.Random;
public class Maze {
private char[][] grid;
private final int WIDTH;
private final int HEIGHT;
Random randomGen = new Random();
//Checks to see if any of the surrounding cells are un
private boolean hasUnvisited (char[][] grid, int sr, int sc) {
if (sc+2 > HEIGHT-2) {
} else if (grid[sr][sc+2]=='#') {
return true;
}
if (sc-2 < 0) {
} else if (grid[sr][sc-2]=='#') {
return true;
}
if (sr+2 > WIDTH-2) {
} else if (grid[sr+2][sc]=='#') {
return true;
}
if (sr-2 < 0) {
} else if (grid[sr-2][sc]=='#') {
return true;
}
return false;
}
//Visits each cell, turns it to '.'
private void pather (char[][] grid, int sr, int sc) {
//Sets current cell to '.' to mark as visited
grid[sr][sc] = '.';
//"Clipping": if it is at edge of grid, don't carve any more, just return.
if (sr>WIDTH-2||sr<1||sc>HEIGHT-2||sc<1) {
return;
}
//Gets a number between 0-3
switch (randomGen.nextInt(4)) {
case 0:
if(hasUnvisited(grid,sr,sc)) {
if(sc+2>HEIGHT-2) {
}else if(grid[sr][sc+2]!='.'){
grid[sr][sc+1]='.';
pather(grid,sr,sc+2);
}
pather(grid,sr,sc);
}
break;
case 1:
if(hasUnvisited(grid,sr,sc)) {
if(sc-2<0) {
} else if(grid[sr][sc-2]!='.'){
grid[sr][sc-1]='.';
pather(grid,sr,sc-2);
}
pather(grid,sr,sc);
}
break;
case 2:
if(hasUnvisited(grid,sr,sc)) {
if(sr+2>WIDTH-2) {
}else if(grid[sr+2][sc]!='.'){
grid[sr+1][sc]='.';
pather(grid,sr+2,sc);
}
pather(grid,sr,sc);
}
break;
case 3:
if(hasUnvisited(grid,sr,sc)) {
if(sr-2<0) {
} else if(grid[sr-2][sc]!='.') {
grid[sr-1][sc]='.';
pather(grid,sr-2,sc);
}
pather(grid,sr,sc);
}
break;
}
}
//Returns a complete maze, gets the carved out paths from the pather function,
//then 'cleans it up' to return a useable maze format for the game.
private char[][] mazer() {
grid = new char[WIDTH][HEIGHT];
//Initialize Grid with all walls
for (int i=0;i<WIDTH;i++)
{
for (int j=0;j<HEIGHT;j++)
{
grid[i][j]= '#';
}
}
//Starting from row and column 1 and 1, respectively.
int sr=1,sc=1;
//Carve Out the Grid
pather(grid,sr,sc);
/*
//Draw Vertical Surrounding Walls
for (int j=0;j<HEIGHT;j++)
{
grid [0][j]= '#';
grid [WIDTH-1][j]= '#';
}
//Draw Horizontal Surrounding Walls
for (int j=0;j<WIDTH;j++)
{
grid [j][0]= '#';
grid [j][HEIGHT-1]= '#';
}
*/
//JUST FOR DEBUGGING:
for (int i=0;i<HEIGHT;i++)
{
for (int j=0;j<WIDTH;j++)
{
System.out.print(grid[j][i]);
}
System.out.println("");
}
//JUST FOR DEBUGGING ERASE IMMEDIATELY AFTER DONE WITH
return grid;
}
public Maze (int wIn, int hIn) {
WIDTH = wIn;
HEIGHT = hIn;
grid = mazer();
}
//After Debugging the maze:
public static void main(String[] args) {
Maze maze = new Maze(17,17);
}
}
OUTPUT(17 * 17):
#################
#.#.............#
#.#######.#####.#
#.......#...#...#
#######.#.#.#####
#.#.....#.#.#...#
#.#.#####.#.#.#.#
#...#.....#...#.#
#.#######.#####.#
#.......#.....#.#
#######.#######.#
#.......#.....#.#
#.#######.###.#.#
#.#.......#.#.#.#
#.#######.#.#.#.#
#.........#.....#
#################
但是当涉及到宽度和高度均匀时,它输出有点奇怪(但无论如何都是正确的)因为移动是+2
。
OUTPUT(18 * 18):
################
#.......#.....##
#######.###.#.##
#.#.....#...#.##
#.#.#####.###.##
#.#.#.......#.##
#.#.#######.#.##
#...#.....#.#.##
#.###.###.#.#.##
#...#.#.#.#.#.##
###.#.#.#.#.#.##
#.#.#.#...#.#.##
#.#.#.#.###.#.##
#.....#.....#.##
################
################
我的建议是尝试重构您的解决方案,通过一步移动生成路径。您的代码永远不会生成类似
的路径#####
#.#.#
#...#
#####
因为它通过两步移动来走地图。