经过一些工作,我完成了迷宫生成器的第一个算法,现在我试图使其在Pygame中可视化。我首先让算法生成一个迷宫,然后对其进行可视化表示。
在这里,我遇到了多个问题,但我认为它们都与同一件事相关,那就是迷宫的第一个单元以某种方式被覆盖。因此,我得到的完全不是迷宫,而是到处都是几行。
我尝试将清除墙壁的方法分开,但这似乎也不起作用。我查看了是否在第一个单元格上调用了removewall方法,并说这是对的,但是在某种程度上,该单元格的值被覆盖了。
代码:
import pygame
import random
WIDTH = 300
HEIGHT = 300
CellSize = 30
Rows = int(WIDTH/30)
Columns = int(HEIGHT/30)
current = None
grid = []
visited = []
DISPLAY = pygame.display.set_mode((WIDTH, HEIGHT))
class Cell:
def __init__(self, r, c):
self.r = r
self.c = c
self.x = CellSize * c
self.y = CellSize * r
self.sides = [True, True, True, True] # Top, Bottom, Left, Right
self.visited = False
self.neighbours = []
self.NTop = None
self.NBottom = None
self.NRight = None
self.NLeft = None
self.NTopIndex = None
self.NBottomIndex = None
self.NRightIndex = None
self.NLeftIndex = None
self.nr = None
self.nc = None
self.random = None
self.neighbour = None
def index(self, nr, nc):
self.nr = nr
self.nc = nc
if self.nr < 0 or self.nc < 0 or self.nr > Rows-1 or self.nc > Columns-1:
return -1
return self.nr + self.nc * Columns
def neighbour_check(self):
# Get neighbour positions in Grid
self.NTopIndex = self.index(self.r, self.c - 1)
self.NBottomIndex = self.index(self.r, self.c + 1)
self.NRightIndex = self.index(self.r + 1, self.c)
self.NLeftIndex = self.index(self.r - 1, self.c)
# Look if they are truly neighbours and then append to neighbour list
if self.NTopIndex >= 0:
self.NTop = grid[self.NTopIndex]
if not self.NTop.visited:
self.neighbours.append(self.NTop)
if self.NBottomIndex >= 0:
self.NBottom = grid[self.NBottomIndex]
if not self.NBottom.visited:
self.neighbours.append(self.NBottom)
if self.NRightIndex >= 0:
self.NRight = grid[self.NRightIndex]
if not self.NRight.visited:
self.neighbours.append(self.NRight)
if self.NLeftIndex >= 0:
self.NLeft = grid[self.NLeftIndex]
if not self.NLeft.visited:
self.neighbours.append(self.NLeft)
# Choose random neighbour
if len(self.neighbours) > 0:
self.random = random.randint(0, len(self.neighbours) - 1)
self.neighbour = self.neighbours[self.random]
# Remove the wall between self and neighbour
if self.neighbour == self.NTop:
if self == grid[0]:
print('TOP')
self.sides[0] = False
self.NTop.sides[1] = False
elif self.neighbour == self.NBottom:
if self == grid[0]:
print('BOTTOM')
self.sides[1] = False
self.NBottom.sides[0] = False
elif self.neighbour == self.NLeft:
if self == grid[0]:
print('LEFT')
self.sides[2] = False
self.NLeft.sides[3] = False
elif self.neighbour == self.NRight:
if self == grid[0]:
print('RIGHT')
self.sides[3] = False
self.NRight.sides[2] = False
else:
print('SIDES ERROR')
return self.neighbours[self.random]
else:
return -1
def draw(self):
global DISPLAY, CellSize
# Top
if self.sides[0]:
pygame.draw.line(DISPLAY, (0, 0, 0), (self.x, self.y), (self.x + CellSize, self.y))
# Bottom
if self.sides[1]:
pygame.draw.line(DISPLAY, (0, 0, 0), (self.x, self.y + CellSize), (self.x + CellSize, self.y + CellSize))
# Left
if self.sides[2]:
pygame.draw.line(DISPLAY, (0, 0, 0), (self.x, self.y), (self.x, self.y + CellSize))
# Right
if self.sides[3]:
pygame.draw.line(DISPLAY, (0, 0, 0), (self.x + CellSize, self.y), (self.x + CellSize, self.y + CellSize))
class Maze:
def __init__(self):
global current
self.next = None
self.running = True
self.DISPLAY = None
self.display_running = True
def init_cells(self):
# Make grid and make cell 0 the begin of the algorithm
global current
for i in range(0, Columns):
for j in range(0, Rows):
cell = Cell(j, i)
grid.append(cell)
current = grid[0]
def init_maze(self):
global current, visited
print(grid[0].sides)
# Start Algorithm
while self.running:
# Check if the current cell is visited, if not make it visited and choose new neighbour
if not current.visited:
current.visited = True
visited.append(current)
self.next = current.neighbour_check()
if not self.next == -1:
# If it finds a neighbour then make it the new current cell
# self.next.visited = True
current = self.next
elif self.next == -1 and len(visited) > 0:
# If it doesn't then look trough the path and backtrack trough it to find a possible neighbour
if len(visited) > 1:
del visited[-1]
current = visited[-1]
# If the last cell of the visited list is Cell 0 then remove it
elif len(visited) <= 1:
del visited[-1]
elif len(visited) <= 0:
# Stop the Algorithm
self.running = False
print('Done')
def draw(self):
DISPLAY.fill((255, 255, 255))
# Get the maze made by the algorithm and draw it on the screen
for i in range(0, len(grid)):
grid[i].draw()
pygame.display.update()
while self.display_running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.display_running = False
maze = Maze()
maze.init_cells()
maze.init_maze()
maze.draw()
出于调试目的,我在其中放入了一些打印方法。
并且仍然是编程的初学者,我知道它可能更简洁,或者方法的某些命名可能会更好。
我想发生的是,在def init_maze
中迷宫的蓝图被写出,而在def draw
中迷宫的蓝图被画在屏幕上。