【问题标题】:Incorporating random maze generation into my game (Java)将随机迷宫生成合并到我的游戏中(Java)
【发布时间】:2015-06-22 05:50:36
【问题描述】:

我目前正在用 Java 制作迷宫解决游戏,但目前遇到了障碍。我可以找到的所有随机迷宫生成算法的输出,我无法弄清楚如何在我当前的代码中实现。我正在考虑使用Depth First SearchRecursive BacktrackerPrim's Algorithm,因为我认为它们是最容易实现的,同时还能生成好的迷宫。与我当前程序一起使用的那些算法之一的工作用途是什么?这是我的游戏课:(请随时指出任何不好的做法,我对 Java 还是很陌生)

package game;

import javax.swing.*;
import java.awt.*;
import java.awt.event.*;

public class Game extends JPanel implements ActionListener, KeyListener {

    private boolean upPressed    = false;
    private boolean downPressed  = false;
    private boolean rightPressed = false;
    private boolean leftPressed  = false;

    private final int playerDiam = 100;
    private final int playerSpeed = 15;
    private final int tileSize = 400;

    private int[][] maze = {{1, 1, 1, 1, 1, 1},
                            {1, 2, 1, 1, 3, 1},
                            {1, 0, 1, 0, 0, 1},
                            {1, 0, 1, 0, 1, 1},
                            {1, 0, 0, 0, 1, 1},
                            {1, 1, 1, 1, 1, 1},
                           };
    private int[][] initX = new int[maze.length][maze.length];
    private int[][] initY = new int[maze.length][maze.length];

    private int deltaX = -210;
    private int deltaY = -210;

    private String screen = "menu";


    public Game() {
        setFocusable(true);
        addKeyListener(this);
        setUpInitialCoordinates();
        Timer timer = new Timer(1000 / 60, this);
        timer.start();
    }

    @Override
    public void actionPerformed(ActionEvent e) {
        tick();
    }

    private void setUpInitialCoordinates() {
        int x = 0;
        int y;
        for (int[] rowData : maze) {
            y = 0;
            for (int ignored : rowData) {
                initX[x][y] = x * tileSize;
                initY[x][y] = y * tileSize;
                y++;
            }
            x++;
        }
    }

    private void generateMaze() {
    }

    private void tick() {
        if (screen.equals("playing")) {
            if (upPressed) {
                deltaY += playerSpeed;
            } else if (downPressed) {
                deltaY -= playerSpeed;
            }
            if (rightPressed) {
                deltaX -= playerSpeed;
            } else if (leftPressed) {
                deltaX += playerSpeed;
            }
        }
        repaint();
    }

    @Override
    public void keyTyped(KeyEvent e) {}

    @Override
    public void keyPressed(KeyEvent e) {
        if (e.getKeyCode() == KeyEvent.VK_UP || e.getKeyCode() ==   KeyEvent.VK_W) {
            upPressed = true;
        } else if (e.getKeyCode() == KeyEvent.VK_DOWN || e.getKeyCode() == KeyEvent.VK_S) {
            downPressed = true;
        } else if (e.getKeyCode() == KeyEvent.VK_RIGHT || e.getKeyCode() == KeyEvent.VK_D) {
            rightPressed = true;
        } else if (e.getKeyCode() == KeyEvent.VK_LEFT || e.getKeyCode() == KeyEvent.VK_A) {
            leftPressed = true;
        }
    }


    @Override
    public void keyReleased(KeyEvent e) {
        if (screen.equals("menu") && e.getKeyCode() == KeyEvent.VK_ENTER) {
            upPressed = false;
            downPressed = false;
            rightPressed = false;
            leftPressed = false;
            screen = "playing";
        } else if (screen.equals("playing")) {
            if (e.getKeyCode() == KeyEvent.VK_UP || e.getKeyCode() ==    KeyEvent.VK_W) {
                upPressed = false;
            } else if (e.getKeyCode() == KeyEvent.VK_DOWN || e.getKeyCode()   == KeyEvent.VK_S) {
                downPressed = false;
            } else if (e.getKeyCode() == KeyEvent.VK_RIGHT || e.getKeyCode() == KeyEvent.VK_D) {
                rightPressed = false;
            } else if (e.getKeyCode() == KeyEvent.VK_LEFT || e.getKeyCode() == KeyEvent.VK_A) {
                leftPressed = false;
            } else if (e.getKeyCode() == KeyEvent.VK_P) {
                screen = "paused";
            }
        } else if (screen.equals("paused" ) && e.getKeyCode() ==     KeyEvent.VK_P) {
            upPressed = false;
            downPressed = false;
            rightPressed = false;
            leftPressed = false;
            screen = "playing";
        }
    }

    @Override
    public void paintComponent(Graphics g) {
        super.paintComponent(g);
        g.setFont(new Font("Aharoni", Font.PLAIN, 36));
        g.setColor(Color.WHITE);
        g.fillRect(0, 0, getWidth(), getHeight());
        switch (screen) {
            case "menu":
                g.setColor(Color.BLACK);
                g.drawString("Labyrinth", 300, 200);
                g.drawString("Press Enter to Play!", getWidth() / 3, 500);
                break;
            case "playing":
                int x = 0;
                int y = 0;

                for (int[] rowData : maze) {
                    for (int cellData : rowData) {
                        if (cellData == 1) {
                            g.setColor(Color.DARK_GRAY);
                            g.fillRect(x + deltaX, y + deltaY, tileSize, tileSize);
                        } else if (cellData == 2) {
                            g.setColor(Color.GREEN);
                            g.fillRect(x + deltaX, y + deltaY, tileSize, tileSize);
                        } else if (cellData == 3) {
                            g.setColor(Color.YELLOW);
                            g.fillRect(x + deltaX, y + deltaY, tileSize,   tileSize);
                        }
                        x += tileSize;
                        if (x == maze.length * tileSize) {
                            x = 0;
                            y += tileSize;
                        }
                    }
                }   g.setColor(Color.RED);
                g.fillOval(getWidth() / 2, getHeight() / 2, playerDiam, playerDiam);
                break;
            case "gameOver":
                g.setColor(Color.BLACK);
                g.drawString("Game Over",getWidth() / 3 ,50 );
                break;
            case "paused":
                g.setColor(Color.BLACK);
                g.drawString("Paused", getWidth() / 3, 50);
                break;
        }
    }
}

【问题讨论】:

  • 抱歉,您的问题到底是什么?
  • 嗯...“所有[你]能找到的随机迷宫生成算法”如何输出迷宫?
  • @ScaryWombat 我想不出适用于我当前代码的算法。他们都没有相同的方式来存储迷宫,所以我在实现它们时遇到了麻烦。
  • @AndyTurner 他们大多输出细线作为墙壁,而不是像通道一样存储墙壁
  • 0、1、2、3 单元格值代表什么?

标签: java algorithm


【解决方案1】:

一开始我会

  1. 清除迷宫
  2. 随机添加墙
  3. 为所有存在的入口/出口点对创建随机路径

    • 清除沿线的迷宫单元。

如果您只需要迷宫求解器(一些迷宫生成算法需要它们)

使用求解器,您可以将算法更改为

  1. 清除迷宫
  2. 添加随机墙

    • 如果添加它仍然提供解决方案
  3. 循环子弹(2) N 次

你需要注意如何添加墙壁

  • 例如,如果您只添加简单的线条,那么迷宫将如下所示:

这是它的代码(使用链接答案中的类)

// generate random maze with path from x0,y0 to x1,y1 present, n walls
void A_star::generate(int x0,int y0,int x1,int y1,int n)
    {
    int x,y,i,j,dx,dy,l,*p;
    // [clear map]
    for (y=0;y<ys;y++)
     for (x=0;x<xs;x++)
      map[y][x]=A_star_space;
    // temp space
    p=new int [xs>>1]; if (p==NULL) return;
    // generate n walls
    for (i=0;i<n;i++)
        {
        // random start pos,dir,length
        x =Random(xs);
        y =Random(ys);
        dx=Random(4);
        l =Random(xs>>2)+2;
             if (dx==0) { dx=+1; dy= 0; }
        else if (dx==1) { dx=-1; dy= 0; }
        else if (dx==2) { dx= 0; dy=+1; }
        else if (dx==3) { dx= 0; dy=-1; }
        // add wall to maze remember set cells (for remowal if needed)
        for (j=0;l;l--,x+=dx,y+=dy)
         if ((x>=0)&&(x<xs))
          if ((y>=0)&&(y<ys))
           if (map[y][x]!=A_star_wall)
            {
            p[j]=x; j++;
            p[j]=y; j++;
            map[y][x]=A_star_wall;
            }
        // is there solution?
        compute(x0,y0,x1,y1);
        // if not remowe last added wall
        if (ps==0) for (;j;)
            {
            j--; y=p[j];
            j--; x=p[j];
            map[y][x]=A_star_space;
            }
        }
    delete[] p;
    }

由此代码生成:

 A_star map;
 map.resize(256,256); 
 map.generate(5,5,250,250,500);

【讨论】:

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