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import random from draw_maze import * from maze_def import * from maze import *
def visit_cell(maze_map, x, y, z, cols, rows): if maze_map[x][y][z] == CELL_NO_VISIT: maze_map[x][y][z] = CELL_VISIT grids = [] minx = x while True: if minx > 1 and maze_map[minx-1][y][z] == CELL_NO_VISIT: minx -=1 else: break maxx = x while True: if maxx < cols - 2 and maze_map[maxx+1][y][z] == CELL_NO_VISIT: maxx+=1 else: break miny=y while True: if miny > 1 and maze_map[x][miny-1][z] == CELL_NO_VISIT: miny -=1 else: break maxy=y while True: if maxy < rows - 2 and maze_map[x][maxy+1][z] == CELL_NO_VISIT: maxy +=1 else: break for xi in range(minx, maxx+1): for yi in range(miny, maxy+1): if maze_map[xi][yi][z] == CELL_NO_VISIT: maze_map[xi][yi][z] = CELL_VISIT grids.append((xi,yi,z)) return grids
def depth_maze_demo(levels, rows, cols): if 0 == levels % 2: levels+=1 if 0 == rows % 2: rows+=1 if 0 == cols % 2: cols+=1 maze_map = maze_init_draw2(levels,rows,cols, 5, 3, 5) nowx=1 nowy=1 nowz=0 history = [] grids = visit_cell(maze_map, nowx, nowy, nowz, cols, rows) history.extend(grids) while True: for event in pygame.event.get(): if event.type == pygame.QUIT: return
if history: if maze_map[nowx][nowy][nowz] == CELL_NO_VISIT: grids = visit_cell(maze_map, nowx, nowy, nowz, cols, rows) history.extend(grids)
check = [] if nowx > 1: if maze_map[nowx-2][nowy][nowz] == CELL_NO_VISIT: check.append('L') elif maze_map[nowx-1][nowy][nowz] == WALL_NO_VISIT: maze_map[nowx-1][nowy][nowz] = WALL_VISIT if nowy > 1 : if maze_map[nowx][nowy-2][nowz] == CELL_NO_VISIT: check.append('F') elif maze_map[nowx][nowy-1][nowz] == WALL_NO_VISIT: maze_map[nowx][nowy-1][nowz] = WALL_VISIT if nowx < cols-2: if maze_map[nowx+2][nowy][nowz] == CELL_NO_VISIT: check.append('R') elif maze_map[nowx+1][nowy][nowz] == WALL_NO_VISIT: maze_map[nowx+1][nowy][nowz] = WALL_VISIT if nowy < rows-2: if maze_map[nowx][nowy+2][nowz] == CELL_NO_VISIT: check.append('B') elif maze_map[nowx][nowy+1][nowz] == WALL_NO_VISIT: maze_map[nowx][nowy+1][nowz] = WALL_VISIT if nowz < levels-2: if maze_map[nowx][nowy][nowz+2] == CELL_NO_VISIT: check.append('U') elif maze_map[nowx][nowy][nowz+1] == WALL_NO_VISIT: maze_map[nowx][nowy][nowz+1] = WALL_VISIT if nowz > 1: if maze_map[nowx][nowy][nowz-2] == CELL_NO_VISIT: check.append('D') elif maze_map[nowx][nowy][nowz-1] == WALL_NO_VISIT: maze_map[nowx][nowy][nowz-1] = WALL_VISIT if len(check): move_direction = random.choice(check) if move_direction == 'L': maze_map[nowx-1][nowy][nowz] = NOWALL nowx=nowx-2 if move_direction == 'F': maze_map[nowx][nowy-1][nowz] = NOWALL nowy=nowy-2 if move_direction == 'R': maze_map[nowx+1][nowy][nowz] = NOWALL nowx=nowx+2 if move_direction == 'B': maze_map[nowx][nowy+1][nowz] = NOWALL nowy=nowy+2 if move_direction == 'U': maze_map[nowx][nowy][nowz+1] = NOWALL if maze_map[nowx][nowy][nowz] == STAIRS_D: maze_map[nowx][nowy][nowz] = STAIRS_UD else: maze_map[nowx][nowy][nowz] = STAIRS_U if maze_map[nowx][nowy][nowz+2] == STAIRS_U: maze_map[nowx][nowy][nowz+2] = STAIRS_UD else: maze_map[nowx][nowy][nowz+2] = STAIRS_D nowz=nowz+2 if move_direction == 'D': maze_map[nowx][nowy][nowz-1] = NOWALL if maze_map[nowx][nowy][nowz] == STAIRS_U: maze_map[nowx][nowy][nowz] = STAIRS_UD else: maze_map[nowx][nowy][nowz] = STAIRS_D if maze_map[nowx][nowy][nowz-2] == STAIRS_D: maze_map[nowx][nowy][nowz-2] = STAIRS_UD else: maze_map[nowx][nowy][nowz-2] = STAIRS_U nowz=nowz-2 grids = visit_cell(maze_map, nowx, nowy, nowz, cols, rows) history.extend(grids) else: nowx, nowy, nowz = history.pop() draw_maze(maze_map, levels, rows, cols, (nowx,nowy,nowz), not history) time_passed = clock.tick(200)
pygame.display.update() return
if __name__ == "__main__": '''main''' depth_maze_demo(3, 15, 21)
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