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    教你怎么用Python实现多路径迷宫

    一、思路介绍

    二、图示

    三、分区域演示代码

    #!/usr/bin/python3.7
    # -*- coding: utf-8 -*-
    import random
    import pygame
    #import depth_maze
    import maze
    #import aldous_broder_maze
    
    pygame.init()  # 初始化pygame
    size = width, height = 800, 600  # 设置窗口大小
    screen = pygame.display.set_mode(size)  # 显示窗口
    # 颜色
    diamond_color_size = 8
    COLOR_RED, COLOR_BLUE, COLOR_GREEN, COLOR_YELLOW, COLOR_BLACK, COLOR_GREY, COLOR_GOLDEN, COLOR_NO_DIAMOND = list(range(
        diamond_color_size))
    COLOR = {
        COLOR_RED: (255, 0, 0),
        COLOR_BLUE: (0, 0, 255),
        COLOR_GREEN: (0, 255, 0),
        COLOR_YELLOW: (255, 255, 0),
        COLOR_BLACK: (0, 0, 0),
        COLOR_GREY: (250, 240, 230),
        COLOR_GOLDEN : (255,215,0),
        COLOR_NO_DIAMOND: (100, 100, 100),
    }
    # 格子大小
    DIAMOND_LEN = 20
    DIAMOND_SIZE = (DIAMOND_LEN, DIAMOND_LEN)
    # 蓝格子
    DIAMOND=pygame.surface.Surface(DIAMOND_SIZE).convert()
    DIAMOND.fill(COLOR[COLOR_BLUE])
    # 绿格子 
    DIAMOND_GREEN=pygame.surface.Surface(DIAMOND_SIZE).convert()
    DIAMOND_GREEN.fill(COLOR[COLOR_GREEN])
    # 红格子 
    DIAMOND_RED=pygame.surface.Surface(DIAMOND_SIZE).convert()
    DIAMOND_RED.fill(COLOR[COLOR_RED])
    # 黄格子 
    DIAMOND_YELLOW=pygame.surface.Surface(DIAMOND_SIZE).convert()
    DIAMOND_YELLOW.fill(COLOR[COLOR_YELLOW])
    # 灰的格子 
    DIAMOND_GREY=pygame.surface.Surface(DIAMOND_SIZE).convert()
    DIAMOND_GREY.fill(COLOR[COLOR_GREY])
    # 字体
    use_font = pygame.font.Font("FONT.TTF", 16)
    use_font12 = pygame.font.Font("FONT.TTF", 12)
    # 背景
    background=pygame.surface.Surface(size).convert()
    background.fill(COLOR[COLOR_BLACK])
    # 文字
    score_surface = use_font.render("找到终点", True, COLOR[COLOR_BLACK], COLOR[COLOR_GREY])
    # 时间
    clock = pygame.time.Clock()
    
    ##############################################
    #   格子访问标记x,y,0,右墙x,y,1,下墙x,y,2
    ##############################################
    #标记 
    NOWALL=maze.NOWALL # 无墙
    WALL=maze.WALL  # 有墙
    WALL2=maze.WALL2  # 有墙
    
    VISIT=maze.VISIT # 到访过
    NOVISIT=maze.NOVISIT # 没到过
    VERTICAL = maze.VERTICAL # 垂直的
    HORIZONTAL = maze.HORIZONTAL# 水平的
    INFINITE = maze.INFINITE # 无穷远
    
    INFINITE = maze.INFINITE # 无穷远
    
    # 
    def FindNext(pathList, walls, grids, rows, cols):
        nextList = [] # 下一步
        for node in pathList:
            r, c = node
            l = grids[r][c]
            nl=l+1
            # 可以到达的位置
            if r>0 and NOWALL == walls[r][c][1] and INFINITE == grids[r-1][c]:
                # move = 'u'
                nr=r-1
                nc=c
                if (nr,nc) not in nextList:
                    nextList.append((nr,nc))
                    grids[nr][nc] = l+1
            if c>0 and NOWALL == walls[r][c][0] and INFINITE == grids[r][c-1]:
                # move = 'l'
                nr=r
                nc=c-1
                if (nr,nc) not in nextList:
                    nextList.append((nr,nc))
                    grids[nr][nc] = l+1
            if ccols-1 and NOWALL == walls[r][c+1][0] and INFINITE == grids[r][c+1] :
                # move='r'
                nr=r
                nc=c+1
                if (nr,nc) not in nextList:
                    nextList.append((nr,nc))
                    grids[nr][nc] = l+1
            if rrows-1 and NOWALL == walls[r+1][c][1] and INFINITE == grids[r+1][c] :
                # move='d'
                nr=r+1
                nc=c
                if (nr,nc) not in nextList:
                    nextList.append((nr,nc))
                    grids[nr][nc] = l+1
        return nextList
    
    
    def draw_diamond(r,c, screen, POSX, POSY, diamod):
        px,py=POSX + 1 + (c) * DIAMOND_SIZE[0], POSY + 1 + (r) * DIAMOND_SIZE[1]
        # 标记访问过的格子
        screen.blit(diamod, (px, py))
        return 
    
    def draw_diamond_and_str(r,c, screen, POSX, POSY, diamod, use_font, string, color, color_back):
        px,py=POSX + 1 + (c) * DIAMOND_SIZE[0], POSY + 1 + (r) * DIAMOND_SIZE[1]
        # 标记访问过的格子
        screen.blit(diamod, (px, py))
        distance_surface = use_font.render(string, True, color, color_back)
        screen.blit(distance_surface, (px, py))
        return 
    
    
    # Sample algorithm
    def multipath_maze_demo(rows, cols):
        #walls = maze.aldous_broder_maze(rows, cols)
        #walls = maze.depth_maze(rows, cols)
        #walls = maze.kruskal_maze(rows, cols)
        #walls = maze.prim_maze(rows, cols)
        #walls = maze.wilson_maze(rows, cols)
        walls = maze.wilson_maze(rows, cols)
        POSX=40
        POSY=40
        # 初始化未访问
        grids=[[ INFINITE for i in range(cols)]for j in range(rows)]
        # 起点
        # 标记迷宫
        r=0
        c=0
        findEndPoint=False
        findPath=False
        # 起点
        startPoint=(r,c)
        # 终点
        stopPoint=(rows-1,cols-1)
        # 
        mainList=[] # 主路径
    
        beginList=[startPoint]
        endList=[stopPoint]
        grids[r][c]=0 # 标记已经到过格子距离
        grids[stopPoint[0]][stopPoint[1]]=0
    
        # 没有访问过的格子
        notUseGrids = [] 
        for tr in range(rows):
            for tc in range(cols):
                notUseGrids.append((tr,tc))
    
        beginMap=beginList
        endMap=endList
    
        while True:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    return
            if notUseGrids:        
                beginNextList = [] # 下一步
                for node in beginList:
                    r, c = node
                    l = grids[r][c]
                    # 可以到达的位置
                    if r>0 and NOWALL == walls[r][c][1] and INFINITE == grids[r-1][c]:
                        # move = 'u'
                        nr=r-1
                        nc=c
                        if (nr,nc) not in beginNextList:
                            beginNextList.append((nr,nc))
                            grids[nr][nc] = l+1
                    if c>0 and NOWALL == walls[r][c][0] and INFINITE == grids[r][c-1]:
                        # move = 'l'
                        nr=r
                        nc=c-1
                        if (nr,nc) not in beginNextList:
                            beginNextList.append((nr,nc))
                            grids[nr][nc] = l+1
                    if ccols-1 and NOWALL == walls[r][c+1][0] and INFINITE == grids[r][c+1] :
                        # move='r'
                        nr=r
                        nc=c+1
                        if (nr,nc) not in beginNextList:
                            beginNextList.append((nr,nc))
                            grids[nr][nc] = l+1
                    if rrows-1 and NOWALL == walls[r+1][c][1] and INFINITE == grids[r+1][c] :
                        # move='d'
                        nr=r+1
                        nc=c
                        if (nr,nc) not in beginNextList:
                            beginNextList.append((nr,nc))
                            grids[nr][nc] = l+1
                # 下一圈
                beginList = beginNextList
                beginMap = beginMap + beginNextList
                # end
                endNextList = [] # 下一步
                for node in endList:
                    r, c = node
                    l = grids[r][c]
                    # 可以到达的位置
                    if r>0 and NOWALL == walls[r][c][1] and INFINITE == grids[r-1][c]:
                        # move = 'u'
                        nr=r-1
                        nc=c
                        if (nr,nc) not in endNextList:
                            endNextList.append((nr,nc))
                            grids[nr][nc] = l+1
                    if c>0 and NOWALL == walls[r][c][0] and INFINITE == grids[r][c-1]:
                        # move = 'l'
                        nr=r
                        nc=c-1
                        if (nr,nc) not in endNextList:
                            endNextList.append((nr,nc))
                            grids[nr][nc] = l+1
                    if ccols-1 and NOWALL == walls[r][c+1][0] and INFINITE == grids[r][c+1] :
                        # move='r'
                        nr=r
                        nc=c+1
                        if (nr,nc) not in endNextList:
                            endNextList.append((nr,nc))
                            grids[nr][nc] = l+1
                    if rrows-1 and NOWALL == walls[r+1][c][1] and INFINITE == grids[r+1][c] :
                        # move='d'
                        nr=r+1
                        nc=c
                        if (nr,nc) not in endNextList:
                            endNextList.append((nr,nc))
                            grids[nr][nc] = l+1
                # 下一圈
                endList = endNextList
                endMap = endMap + endNextList
    
            elif findEndPoint and not findPath:
                mainList.append((r,c))
                l = grids[r][c]
                nl=l-1
                # 最近的
                if r>0 and NOWALL == walls[r][c][1] and nl == grids[r-1][c]:
                    # move = 'u'
                    nr=r-1
                    nc=c
                if c>0 and NOWALL == walls[r][c][0] and nl == grids[r][c-1]:
                    # move = 'l'
                    nr=r
                    nc=c-1
                    beginNextList.append((nr,nc))
                if ccols-1 and NOWALL == walls[r][c+1][0] and nl == grids[r][c+1] :
                    # move='r'
                    nr=r
                    nc=c+1
                if rrows-1 and NOWALL == walls[r+1][c][1] and nl == grids[r+1][c] :
                    # move='d'
                    nr=r+1
                    nc=c
                # 找到起点
                if 0 == nl:
                    mainList.append((nr,nc))
                    findPath = True
                r,c=nr,nc
    
            screen.blit(background, (0, 0))
            # 格子
            for cx in range(cols):
                for ry in range(rows):
                    px,py=POSX + 1 + (cx) * DIAMOND_SIZE[0], POSY + 1 + (ry) * DIAMOND_SIZE[1]
                    # 标记访问过的格子
                    if maze.INFINITE == grids[ry][cx]:
                        draw_diamond(ry, cx, screen, POSX, POSY, DIAMOND)
                    else:
                        s = "{}".format(grids[ry][cx])
                        draw_diamond_and_str(ry, cx, screen, POSX,POSY, DIAMOND_GREY, use_font12, s, COLOR[COLOR_BLACK], COLOR[COLOR_GREY]) 
            # 圈地
            for pos in beginMap:
                s = "{}".format(grids[pos[0]][pos[1]])
                draw_diamond_and_str(pos[0], pos[1], screen, POSX,POSY, DIAMOND_GREEN, use_font12, s, COLOR[COLOR_BLACK], COLOR[COLOR_GREEN])
            for pos in endMap:
                s = "{}".format(grids[pos[0]][pos[1]])
                draw_diamond_and_str(pos[0], pos[1], screen, POSX,POSY, DIAMOND_YELLOW, use_font12, s, COLOR[COLOR_BLACK], COLOR[COLOR_YELLOW])
            # 循环外圈
            if beginList and not mainList:
                for pos in beginList:
                    s = "{}".format(grids[pos[0]][pos[1]])
                    draw_diamond_and_str(pos[0], pos[1], screen, POSX,POSY, DIAMOND_RED, use_font12, s, COLOR[COLOR_BLACK], COLOR[COLOR_RED])
                for pos in endList:
                    s = "{}".format(grids[pos[0]][pos[1]])
                    draw_diamond_and_str(pos[0], pos[1], screen, POSX,POSY, DIAMOND_RED, use_font12, s, COLOR[COLOR_BLACK], COLOR[COLOR_RED])
            # 路径
            if mainList:
                for pos in mainList:
                    s = "{}".format(grids[pos[0]][pos[1]])
                    draw_diamond_and_str(pos[0], pos[1], screen, POSX,POSY, DIAMOND_YELLOW, use_font12, s, COLOR[COLOR_BLACK], COLOR[COLOR_YELLOW])
                # r,c
                px,py=POSX + 1 + (c) * DIAMOND_SIZE[0], POSY + 1 + (r) * DIAMOND_SIZE[1]
                screen.blit(DIAMOND_GREEN, (px, py))
                s = "{}".format(grids[r][c])
                distance_surface = use_font12.render(s, True, COLOR[COLOR_BLACK], COLOR[COLOR_GREEN])
                screen.blit(distance_surface, (px, py))
    
            # 画外墙
            pygame.draw.rect(screen, COLOR[COLOR_RED], (POSX + 0, POSY + 0, DIAMOND_LEN*cols+1, DIAMOND_LEN*rows+1), 2)
            # 画没打通的墙
            for cx in range( cols):
                for ry in range(rows):
                    px,py=POSX + 1 + (cx) * DIAMOND_SIZE[0], POSY + 1 + (ry) * DIAMOND_SIZE[1]
                    color = COLOR[COLOR_BLACK]
                    if maze.WALL == walls[ry][cx][0]:
                        pygame.draw.line(screen, color, (px, py), (px, py+DIAMOND_LEN), 2)
                    if maze.WALL == walls[ry][cx][1]:
                        pygame.draw.line(screen, color, (px, py), (px+DIAMOND_LEN, py), 2)
            # 打印文字提示
            if findEndPoint:
                screen.blit(score_surface, (POSX+50, POSY+rows*22))
            # 帧率
            clock.tick(25)
    
            pygame.display.update()
        return 
    
    
    
    # main
    if __name__ == "__main__":
        '''main'''
        multipath_maze_demo(20, 30)
    

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