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HomeBackend DevelopmentPython Tutorialpython实现的生成随机迷宫算法核心代码分享(含游戏完整代码)

完整代码下载:http://xiazai.bitsCN.com/201407/tools/python-migong.rar

最近研究了下迷宫的生成算法,然后做了个简单的在线迷宫游戏。游戏地址和对应的开源项目地址可以通过上面的链接找到。开源项目中没有包含服务端的代码,因为服务端的代码实在太简单了。下面将简单的介绍下随机迷宫的生成算法。一旦理解后你会发现这个算法到底有多简单。

1.将迷宫地图分成多个房间,每个房间都有四面墙。
2.让“人”从地图任意一点A出发,开始在迷宫里游荡。从A房间的1/2/3/4个方向中的任选一个方向前进。在从A房间走到B房间的过程中,推倒A/B房间之间的墙。
3.如果方向x对面的房间已经走过,则选择其他方向。如果所有方向的房间都已经走过,则退回上一个房间看是否还有可选道路。
4.走到真正无路可走时,说明已经走过了所有房间,迷宫也生成好了。

下面是该算法的python实现(核心部分)

def gen_map(self, max_x=10, max_y=10):
 """ 生成迷宫 """
 self.max_x, self.max_y = max_x, max_y # 设置地图大小
 self.mmap = [[None for j in range(self.max_y)] for i in range(self.max_x)] # 生成原始地图
 self.solution = [] # 迷宫解法
 block_stack = [Block(self, 0, 0)] # 从0,0开始生成迷宫(同时将这点作为起点),将起点放到栈里
 while block_stack:
  block = block_stack.pop() #取出当前所在的房间
  next_block = block.get_next_block() # 获取下一个要去的房间
  if next_block: # 如果成功获取下一走发,将走过的房间放回到栈里
   block_stack.append(block)
   block_stack.append(next_block)
   if next_block.x == self.max_x - 1 and next_block.y == self.max_y - 1: # 走到终点了,栈里的路径就是解法
    for o in block_stack:
     self.solution.append((o.x, o.y))
 
def get_next_block_pos(self, direction):
 """ 获取指定方向的房间号 """
 x = self.x
 y = self.y
 if direction == 0: # Top
  y -= 1
 elif direction == 1: # Right
  x += 1
 if direction == 2: # Bottom
  y += 1
 if direction == 3: # Left
  x -= 1
 return x, y
 
def get_next_block(self):
 """ 获取下一要去的房间 """
 directions = list(range(4))
 random.shuffle(directions) # 随机获取一个要去的方向
 for direction in directions:
  x, y = self.get_next_block_pos(direction)
  if x >= self.mmap.max_x or x < 0 or y >= self.mmap.max_y or y < 0: # 房间号在许可范围内
   continue
  if self.mmap.mmap[x][y]: # 如果已经走过
   continue
  self.walls[direction] = False
  return Block(self.mmap, x, y, direction)
 return None # 没找到有可用的房间

注: 由于采用该方法生成的迷宫道路的分支数量并不是太多,coffeescript版在生成迷宫的过程中增加了随机处理,对应算法也稍微复杂一点点。

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