python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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