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hnu202410040411 3 months ago
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commit 2f6254e636

@ -0,0 +1,235 @@
import pygame
import sys
import random
import time
from pygame.locals import *
from random import randint, choice
# 定义颜色常量
class color:
White = (255, 255, 255)
Black = (0, 0, 0)
Red = (255, 0, 0)
# 设置迷宫的大小
room_m = 50
room_n = 35
room_size = 15 # 每个小房间的大小
steps = 0
# 设置屏幕宽度和高度为全局变量
screen_width = 800
screen_height = 600
# 定义房间类
class room():
def __init__(self, x, y):
self.walls = [True, True, True, True] # 初始化地图,小房间四周都是墙
self.visited = False # 初始化小房间都未被访问过
self.x = x
self.y = y
# 画迷宫
@staticmethod
def draw_room(screen, begin_point, walls, size, r_color):
n = 0
# 一个小房间的四面墙
for wall in walls:
x = begin_point[0] # 迷宫起点的 x 坐标
y = begin_point[1] # 迷宫起点的 y 坐标
n += 1
if n == 1 and wall: # x → x + size 是墙
pygame.draw.line(screen, r_color, (x, y), (x + size, y))
if n == 2 and wall:
pygame.draw.line(screen, r_color, (x + size, y), (x + size, y + size))
if n == 3 and wall:
pygame.draw.line(screen, r_color, (x + size, y + size), (x, y + size))
if n == 4 and wall:
pygame.draw.line(screen, r_color, (x, y + size), (x, y))
# 生成迷宫地图
@staticmethod
def creat_map(m, n):
room_list = [[0 for col in range(n)] for row in range(m)] # 二维数组: m*n
for i in range(m):
for j in range(n):
room_list[i][j] = room(i, j)
return room_list
# 获取下一个房间
@staticmethod
def get_next_room(room_list, room):
temp_rooms = {1: None,
2: None,
3: None,
4: None}
temp_room_count = 0
# 判断上下左右四个方向的小房间有没有被访问,没有的话就加入 temp_rooms[]
if (not room.y - 1 < 0) and (not room_list[room.x][room.y - 1].visited): # 上边没被访问
temp_rooms[1] = room_list[room.x][room.y - 1]
temp_room_count += 1
if (not room.x + 1 > room_m - 1) and (not room_list[room.x + 1][room.y].visited): # 右边
temp_rooms[2] = room_list[room.x + 1][room.y]
temp_room_count += 1
if (not room.y + 1 > room_n - 1) and (not room_list[room.x][room.y + 1].visited): # 下边
temp_rooms[3] = room_list[room.x][room.y + 1]
temp_room_count += 1
if (not room.x - 1 < 0) and (not room_list[room.x - 1][room.y].visited): # 左边
temp_rooms[4] = room_list[room.x - 1][room.y]
temp_room_count += 1
if temp_room_count > 0:
do = True
while do:
room_id = randint(1, 4) # 随机生成,指定某一边没有墙
if temp_rooms[room_id]:
do = False
next_room = temp_rooms[room_id]
if room_id == 1:
room.walls[0] = 0 # 当前房间的上边没有墙
next_room.walls[2] = 0 # 上面房间的下边没有墙
if room_id == 2:
room.walls[1] = 0
next_room.walls[3] = 0
if room_id == 3:
room.walls[2] = 0
next_room.walls[0] = 0
if room_id == 4:
room.walls[3] = 0
next_room.walls[1] = 0
return next_room
else:
return None
# 创建迷宫
@staticmethod
def creat_migong(room_list, next_room, temp_yes_rooms=[]):
while True:
if next_room:
# 下一房间未被访问
if not next_room.visited:
next_room.visited = True
temp_yes_rooms.append(next_room)
next_room = room.get_next_room(room_list, next_room)
else:
next_room = temp_yes_rooms.pop() # 否则出栈
if len(temp_yes_rooms) == 0:
break
# 输出文本信息
def print_text(font, x, y, text, color, shadow=True):
if shadow:
imgText = font.render(text, True, (0, 0, 0))
screen.blit(imgText, (x - 2, y - 2))
imgText = font.render(text, True, color)
screen.blit(imgText, (x, y))
# 处理角色移动的函数
def handle_movement(r_list, roomx, roomy, x, y, event):
new_x = x
new_y = y
new_roomx = roomx
new_roomy = roomy
if event.key == pygame.K_RIGHT:
# 右边无墙
if not r_list[roomx][roomy].walls[1]:
new_x += room_size
new_roomx += 1 # 计房间数
# 右边有墙
elif event.key == pygame.K_LEFT:
# 左边无墙
if not r_list[roomx][roomy].walls[3]:
new_x -= room_size
new_roomx -= 1
elif event.key == pygame.K_UP:
# 上边无墙
if not r_list[roomx][roomy].walls[0]:
new_y -= room_size
new_roomy -= 1
elif event.key == pygame.K_DOWN:
# 下边无墙
if not r_list[roomx][roomy].walls[2]:
new_y += room_size
new_roomy += 1
return new_x, new_y, new_roomx, new_roomy
# 游戏开始
if __name__ == '__main__':
pygame.init()
screen = pygame.display.set_mode([screen_width, screen_height])
pygame.display.set_caption('Maze_AI——by Wonz') # 游戏标题
font1 = pygame.font.Font(None, 32)
font2 = pygame.font.Font(None, 32)
font3 = pygame.font.Font(None, 32)
font4 = pygame.font.Font(None, 32) # 文字
clock = pygame.time.Clock()
fps = 20
screen.fill(color.White)
r_list = room.creat_map(room_m, room_n)
begin_point = [0, 0]
begin_room = r_list[0][0]
room.creat_migong(r_list, begin_room)
# 画出去起点和终点的其他点
for i in range(room_m):
for j in range(room_n):
begin_point[0] = 25 + i * room_size
begin_point[1] = 25 + j * room_size
r_color = color.Black
room.draw_room(screen, begin_point, r_list[i][j].walls, room_size, r_color)
# 画起点
room.draw_room(screen, [25, 25], [0, 0, 0, 1], room_size, color.White)
# 画终点
room.draw_room(screen, [25 + (room_m - 1) * room_size, 25 + (room_n - 1) * room_size],
[0, 1, 0, 0], room_size, color.White)
# 绘制角色(用矩形代替图片)
x = 27
y = 30
roomx = 0
roomy = 0
character_width = 8
character_height = 8
pygame.draw.rect(screen, color.Black, (x, y, character_width, character_height))
# 键盘控制角色移动
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
# 按 Esc 键退出游戏
elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
sys.exit()
# 走到终点
elif roomx == room_m - 1 and roomy == room_n - 1:
print_text(font4, 350, 350, "Win", color.Red)
# 键盘响应
elif event.type == pygame.KEYDOWN:
x, y, roomx, roomy = handle_movement(r_list, roomx, roomy, x, y, event)
# 清除角色原来的位置
screen.fill(color.White)
# 重新绘制迷宫
for i in range(room_m):
for j in range(room_n):
begin_point[0] = 25 + i * room_size
begin_point[1] = 25 + j * room_size
r_color = color.Black
room.draw_room(screen, begin_point, r_list[i][j].walls, room_size, r_color)
# 画起点
room.draw_room(screen, [25, 25], [0, 0, 0, 1], room_size, color.White)
# 画终点
room.draw_room(screen, [25 + (room_m - 1) * room_size, 25 + (room_n - 1) * room_size],
[0, 1, 0, 0], room_size, color.White)
# 绘制新位置的角色
pygame.draw.rect(screen, color.Black, (x, y, character_width, character_height))
# 更新屏幕
pygame.display.flip()
clock.tick(fps)
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