之前大一的时候有几天闲来无事,为了学习做了一个可以自动生成迷宫,可以寻找最短路径的小游戏,现在整理分享一下
简单介绍:
利用不相交集类考虑一个迷宫的生成,一个简单算法就是从各处的墙壁开始(除入口和出口之外)。此时,不断地随机选择一面墙,如果被该墙分割的单元彼此不联通,那么就把这面墙拆掉。重复这个过程直到开始单元和终止单元联通,那么就得到一个迷宫。实际上不断的拆掉墙壁直到每个单元都可以从其他单元到达更好(这会使迷宫产生更多误导的路径)。
整理一下迷宫的生成算法就是:
(1)将迷宫初始时看成一个一个的Box,每个Box在都是只有一个元素的等价类;
(2)不断的随机选择一面墙,如果被该墙分割的单元彼此不通(不是一个等价类),那么拆掉该墙,
将墙两边的 等价类合并成一个等价类;
(3)如果左上角和右下角的方块属于同一个等价类,那么迷宫完成。
这里用于判断不同单元是否在同一集合的数据结构即为不相交集类。
等价类基本知识:
即我们要建立多个等价类,联通的元素放在同一个等价类里面。
对应的,需要两个操作:
将两个元素放到一个等价类里的话,采用union操作。
查找某个元素在哪个等价类里,采用find操作。根据find的返回值可以判断两个元素是否在一个等价类里。
可以用数组来记录,或者是vector。
举个例子看可能比较清楚:
假设元素ID刚开始为 0 1 2 3 4 5 6 7 8 9
建立相同大小的数组s,数组初始化值均为-1。
最直观的处理,比如union(4,5)即使s[5] = 4。(约定union(x,y)使得s[y]=x,效果是相同的)。
find(4)会直接返回4本身,因为s[4]<0。
而find(5)则递归调用,实际上为:find(5) = find(s[5]) = 4,因此判断出4,5属于同一个等价类(我觉得可以理解为4这个结点即为等价类的代表)。
find最坏情形运行时间为O(N),因为对N个元素,有可能建立一个深度为N-1的树。
因此对union和find操作都进行了改进。
另外:
为了控制树的深度,可以重写union的方式,比如unionBySize,unionByHeight,这里就不说了。此时find运行时间为O(N)。
对于find巧妙的改进是路径压缩,即当find(x)调用时,修改递归找到的结点直接指向等价类的代表结点,使得路径上的结点移近根结点,这样下次调用时就很快了。
这种数据结构实现起来很简单,每个例程只需要几行代码,而且可以使用一个简单的数组。
实现代码 :
迷宫生成以及寻找最短路径的算法部分:
package com.sdu.embeddedLab.MingchaoSun.pac_man.mapBuilder;
import java.util.Random;
import java.util.Stack;
public class Maze {
private final static int dirUp = 0;
private final static int dirRight = 1;
private final static int dirDown = 2;
private final static int dirLeft = 3;
public final int gridWall = 1;
public final int gridEmpty = 0;
public final int gridBlind = -1;
public final int gridPath = 2;
private int width;
private int height;
private MazePoint[][] matrix;
public int[][] maze;
/*
* constructor, initial width, height and matrix
*/
public Maze(int width, int height) {
this.width = width;
this.height = height;
this.matrix = new MazePoint[height][width];
for (int i=0; i<height; i++)
for (int j=0; j<width; j++)
matrix[i][j] = new MazePoint();
this.maze = new int[2*height+1][2*width+1];
}
/*
* check if the target neighbor can be visited
* if the target point is out of bounds, treat it as already visited
*/
public boolean isNeighborOK(int x, int y, int dir) {
boolean isNeighborVisited = false;
switch ( dir ) {
case dirUp:
if ( x <= 0 )
isNeighborVisited = true;
else
isNeighborVisited = matrix[x-1][y].isVisited();
break;
case dirRight:
if ( y >= width - 1 )
isNeighborVisited = true;
else
isNeighborVisited = matrix[x][y+1].isVisited();
break;
case dirDown:
if ( x >= height - 1 )
isNeighborVisited = true;
else
isNeighborVisited = matrix[x+1][y].isVisited();
break;
case dirLeft:
if ( y <= 0 )
isNeighborVisited = true;
else
isNeighborVisited = matrix[x][y-1].isVisited();
break;
}
return !isNeighborVisited;
}
/*
* check if the neighbors have at least one non-visited point
*/
public boolean isNeighborOK(int x, int y) {
return (this.isNeighborOK(x, y, dirUp) || this.isNeighborOK(x, y, dirRight) ||
this.isNeighborOK(x, y, dirDown) || this.isNeighborOK(x, y, dirLeft));
}
/*
* pick up a random traversal direction
* loop until find a correct one
*/
public int getRandomDir(int x, int y) {
int dir = -1;
Random rand = new Random();
if ( isNeighborOK(x, y) ) {
do {
dir = rand.nextInt(4);
} while ( !isNeighborOK(x, y, dir) );
}
return dir;
}
/*
* push down the wall between the adjacent two points
*/
public void pushWall(int x, int y, int dir) {
switch ( dir ) {
case dirUp:
matrix[x][y].setWallUp(false);
matrix[x-1][y].setWallDown(false);
break;
case dirRight:
matrix[x][y].setWallRight(false);
matrix[x][y+1].setWallLeft(false);
break;
case dirDown:
matrix[x][y].setWallDown(false);
matrix[x+1][y].setWallUp(false);
break;
case dirLeft:
matrix[x][y].setWallLeft(false);
matrix[x][y-1].setWallRight(false);
break;
}
}
/*
* depth first search traversal
*/
public void traversal() {
int x = 0;
int y = 0;
Stack<Integer> stackX = new Stack<Integer>();
Stack<Integer> stackY = new Stack<Integer>();
do {
MazePoint p = matrix[x][y];
if ( !p.isVisited() ) {
p.setVisited(true);
}
if ( isNeighborOK(x, y) ) {
int dir = this.getRandomDir(x, y);
this.pushWall(x, y, dir);
stackX.add(x);
stackY.add(y);
switch ( dir ) {
case dirUp:
x--;
break;
case dirRight:
y++;
break;
case dirDown:
x++;
break;
case dirLeft:
y--;
break;
}
}
else {
x = stackX.pop();
y = stackY.pop();
}
} while ( !stackX.isEmpty() );
}
/*
* create the maze by the point matrix
* only use the right wall and down wall of every point
*/
public void create() {
for (int j=0; j<2*width+1; j++)
maze[0][j] = gridWall;
for (int i=0; i<height; i++) {
maze[2*i+1][0] = gridWall;
for (int j=0; j<width; j++) {
maze[2*i+1][2*j+1] = gridEmpty;
if ( matrix[i][j].isWallRight() )
maze[2*i+1][2*j+2] = gridWall;
else
maze[2*i+1][2*j+2] = gridEmpty;
}
maze[2*i+2][0] = 1;
for (int j=0; j<width; j++) {
if ( matrix[i][j].isWallDown() )
maze[2*i+2][2*j+1] = gridWall;
else
maze[2*i+2][2*j+1] = gridEmpty;
maze[2*i+2][2*j+2] = gridWall;
}
}
}
/*
* print the matrix
*/
public void print() {
for (int i=0; i<2*height+1; i++) {
for (int j=0; j<2*width+1; j++)
if ( maze[i][j] == gridWall )
System.out.print("A");
else if ( maze[i][j] == gridPath )
System.out.print(".");
else
System.out.print(" ");
System.out.println();
}
}
/*
* in the maze array, try to find a break out direction
*/
public int getBreakOutDir(int x, int y) {
int dir = -1;
if ( maze[x][y+1] == 0 )
dir = dirRight;
else if ( maze[x+1][y] == 0 )
dir = dirDown;
else if ( maze[x][y-1] == 0 )
dir = dirLeft;
else if ( maze[x-1][y] == 0 )
dir = dirUp;
return dir;
}
/*
* find the path from (1, 1) to (2*height-1, 2*width-1)
*/
public void findPath() {
int x = 1;
int y = 1;
Stack<Integer> stackX = new Stack<Integer>();
Stack<Integer> stackY = new Stack<Integer>();
do {
int dir = this.getBreakOutDir(x, y);
if ( dir == -1 ) {
maze[x][y] = gridBlind;
x = stackX.pop();
y = stackY.pop();
}
else {
maze[x][y] = gridPath;
stackX.add(x);
stackY.add(y);
switch ( dir ) {
case dirUp:
x--;
break;
case dirRight:
y++;
break;
case dirDown:
x++;
break;
case dirLeft:
y--;
break;
}
}
} while ( !(x == 2*height-1 && y == 2*width-1) );
maze[x][y] = gridPath;
}
/*
* remove all foot print in the maze
*/
public void reset() {
for (int i=0; i<2*height+1; i++)
for (int j=0; j<2*width+1; j++)
if ( maze[i][j] != gridWall )
maze[i][j] = gridEmpty;
}
/**
* 迷宫测试
*/
public static void main(String[] args) {
// TODO Auto-generated method stub
Maze maze = new Maze(25, 25);
maze.traversal();
maze.create();
System.out.println("Create a new map");
maze.print();
maze.findPath();
System.out.println("Find path");
maze.print();
maze.reset();
System.out.println("Reset the map");
maze.print();
}
}
package com.sdu.embeddedLab.MingchaoSun.pac_man.mapBuilder;
public class MazePoint {
private boolean isVisited = false;
private boolean wallUp = true;
private boolean wallRight = true;
private boolean wallDown = true;
private boolean wallLeft = true;
public boolean isVisited() {
return isVisited;
}
public void setVisited(boolean isVisited) {
this.isVisited = isVisited;
}
public boolean isWallUp() {
return wallUp;
}
public void setWallUp(boolean wallUp) {
this.wallUp = wallUp;
}
public boolean isWallRight() {
return wallRight;
}
public void setWallRight(boolean wallRight) {
this.wallRight = wallRight;
}
public boolean isWallDown() {
return wallDown;
}
public void setWallDown(boolean wallDown) {
this.wallDown = wallDown;
}
public boolean isWallLeft() {
return wallLeft;
}
public void setWallLeft(boolean wallLeft) {
this.wallLeft = wallLeft;
}
}
java界面部分就不多说了,完整的代码下载地址:
http://download.csdn.net/detail/sunmc1204953974/8609239
原创文章,手写代码,转载请注明来源
http://blog.csdn.net/sunmc1204953974
原文地址:http://blog.csdn.net/sunmc1204953974/article/details/45127493