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einfach mal schauen, ob es funktioniert

ateubert 7 anos atrás
commit
2a59900582
1 arquivos alterados com 239 adições e 0 exclusões
  1. 239 0
      maze.py

+ 239 - 0
maze.py

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+
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+import random
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+import Tkinter as tk
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+import sys
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+
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+
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+class Application(tk.Frame):
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+
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+    def __init__(self, width=21, height=21, size=10):
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+        tk.Frame.__init__(self)
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+        self.maze = Maze(width, height)
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+        self.size = size
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+        self.steps = 0
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+        self.grid()
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+        self.create_widgets()
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+        self.draw_maze()
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+        self.create_events()
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+
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+    def create_widgets(self):
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+        width = self.maze.width * self.size
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+        height = self.maze.height * self.size
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+        self.canvas = tk.Canvas(self, width=width, height=height)
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+        self.canvas.grid()
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+        self.status = tk.Label(self)
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+        self.status.grid()
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+
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+    def draw_maze(self):
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+        for i, row in enumerate(self.maze.maze):
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+            for j, col in enumerate(row):
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+                x0 = j * self.size
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+                y0 = i * self.size
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+                x1 = x0 + self.size
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+                y1 = y0 + self.size
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+                color = self.get_color(x=j, y=i)
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+                id = self.canvas.create_rectangle(x0, y0, x1, y1, width=0, fill=color)
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+                if self.maze.start_cell == (j, i):
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+                    self.cell = id
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+
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+        self.canvas.tag_raise(self.cell) # bring to front
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+        self.status.config(text='Movidas mínimas: %d' % self.maze.steps)
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+
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+    def create_events(self):
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+        self.canvas.bind_all('<KeyPress-Up>', self.move_cell)
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+        self.canvas.bind_all('<KeyPress-Down>', self.move_cell)
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+        self.canvas.bind_all('<KeyPress-Left>', self.move_cell)
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+        self.canvas.bind_all('<KeyPress-Right>', self.move_cell)
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+
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+    def move_cell(self, event):
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+        if event.keysym == 'Up':
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+            if self.check_move(0, -1):
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+                self.canvas.move(self.cell, 0, -self.size)
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+                self.steps += 1
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+        if event.keysym == 'Down':
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+            if self.check_move(0, 1):
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+                self.canvas.move(self.cell, 0, self.size)
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+                self.steps += 1
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+        if event.keysym == 'Left':
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+            if self.check_move(-1, 0):
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+                self.canvas.move(self.cell, -self.size, 0)
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+                self.steps += 1
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+        if event.keysym == 'Right':
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+            if self.check_move(1, 0):
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+                self.canvas.move(self.cell, self.size, 0)
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+                self.steps += 1
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+
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+        args = (self.steps, self.maze.steps)
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+        self.status.config(text='Movidas: %d/%d' % args)
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+        self.check_status()
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+
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+    def check_move(self, x, y):
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+        x0, y0 = self.get_cell_coords()
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+        x1 = x0 + x
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+        y1 = y0 + y
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+        return self.maze.maze[y1][x1] == 0
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+
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+    def get_cell_coords(self):
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+        position = self.canvas.coords(self.cell)
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+        x = int(position[0] / self.size)
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+        y = int(position[1] / self.size)
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+        return (x, y)
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+
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+    def check_status(self):
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+        if self.maze.exit_cell == self.get_cell_coords():
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+            args = (self.steps, self.maze.steps)
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+            self.status.config(text='Resuelto en %d/%d movidas!' % args)
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+
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+    def get_color(self, x, y):
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+        if self.maze.start_cell == (x, y):
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+            return 'red'
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+        if self.maze.exit_cell == (x, y):
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+            return 'green'
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+        if self.maze.maze[y][x] == 1:
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+            return 'black'
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+
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+
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+class Maze(object):
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+
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+    """
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+    ## MAZE GENERATOR ##
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+    Based on Depth-first search algorithm:
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+    http://en.wikipedia.org/wiki/Maze_generation_algorithm#Depth-first_search
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+      1. Start at a particular cell and call it the "exit."
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+      2. Mark the current cell as visited, and get a list of its neighbors.
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+         For each neighbor, starting with a randomly selected neighbor:
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+           1. If that neighbor hasn't been visited, remove the wall between
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+              this cell and that neighbor, and then recurse with that neighbor as
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+              the current cell.
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+    __author__ = "Leonardo Vidarte"
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+    """
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+
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+    def __init__(self, width=21, height=21, exit_cell=(1, 1)):
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+        self.width = width
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+        self.height = height
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+        self.exit_cell = exit_cell
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+        self.create()
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+
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+    def create(self):
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+        self.maze = [[1] * self.width for _ in range(self.height)] # full of walls
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+        self.start_cell = None
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+        self.steps = None
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+        self.recursion_depth = None
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+        self._visited_cells = []
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+        self._visit_cell(self.exit_cell)
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+
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+    def _visit_cell(self, cell, depth=0):
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+        x, y = cell
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+        self.maze[y][x] = 0 # remove wall
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+        self._visited_cells.append(cell)
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+        neighbors = self._get_neighbors(cell)
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+        random.shuffle(neighbors)
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+        for neighbor in neighbors:
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+            if not neighbor in self._visited_cells:
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+                self._remove_wall(cell, neighbor)
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+                self._visit_cell(neighbor, depth+1)
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+        self._update_start_cell(cell, depth)
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+
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+    def _get_neighbors(self, cell):
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+        """
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+        Get the cells next to the cell
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+        Example:
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+          Given the following mazes
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+          The a neighbor's are b
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+          # # # # # # #     # # # # # # #
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+          # # # b # # #     # a # b # # #
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+          # # # # # # #     # # # # # # #
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+          # b # a # b #     # b # # # # #
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+          # # # # # # #     # # # # # # #
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+          # # # b # # #     # # # # # # #
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+          # # # # # # #     # # # # # # #
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+        """
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+        x, y = cell
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+        neighbors = []
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+
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+        # Left
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+        if x - 2 > 0:
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+            neighbors.append((x-2, y))
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+        # Right
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+        if x + 2 < self.width:
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+            neighbors.append((x+2, y))
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+        # Up
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+        if y - 2 > 0:
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+            neighbors.append((x, y-2))
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+        # Down
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+        if y + 2 < self.height:
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+            neighbors.append((x, y+2))
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+
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+        return neighbors
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+
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+    def _remove_wall(self, cell, neighbor):
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+        """
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+        Remove the wall between two cells
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+        Example:
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+          Given the cells a and b
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+          The wall between them is w
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+          # # # # #
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+          # # # # #
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+          # a w b #
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+          # # # # #
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+          # # # # #
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+        """
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+        x0, y0 = cell
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+        x1, y1 = neighbor
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+        # Vertical
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+        if x0 == x1:
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+            x = x0
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+            y = (y0 + y1) / 2
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+        # Horizontal
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+        if y0 == y1:
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+            x = (x0 + x1) / 2
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+            y = y0
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+        self.maze[y][x] = 0 # remove wall
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+
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+    def _update_start_cell(self, cell, depth):
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+        if depth > self.recursion_depth:
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+            self.recursion_depth = depth
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+            self.start_cell = cell
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+            self.steps = depth * 2 # wall + cell
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+
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+    def show(self, verbose=False):
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+        MAP = {0: ' ', # path
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+               1: '#', # wall
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+               2: 'B', # exit
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+               3: 'A', # start
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+              }
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+        x0, y0 = self.exit_cell
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+        self.maze[y0][x0] = 2
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+        x1, y1 = self.start_cell
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+        self.maze[y1][x1] = 3
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+        for row in self.maze:
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+            print ' '.join([MAP[col] for col in row])
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+        if verbose:
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+            print "Steps from A to B:", self.steps
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+
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+
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+if __name__ == '__main__':
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+
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+    from optparse import OptionParser
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+
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+    parser = OptionParser(description="Random maze game")
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+    parser.add_option('-W', '--width', type=int, default=21,
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+                      help="maze width (default 21)")
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+    parser.add_option('-H', '--height', type=int, default=21,
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+                      help="maze height (default 21)")
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+    parser.add_option('-s', '--size', type=int, default=10,
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+                      help="cell size (default 10)")
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+    args, _ = parser.parse_args()
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+
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+    for arg in ('width', 'height'):
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+        if getattr(args, arg) % 2 == 0:
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+            setattr(args, arg, getattr(args, arg) + 1)
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+            print "Warning: %s must be odd, using %d instead" % \
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+                (arg, getattr(args, arg))
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+
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+    sys.setrecursionlimit(5000)
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+
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+    app = Application(args.width, args.height, args.size)
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+    app.master.title('Maze game')
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+    app.mainloop()
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+