一、实验要求
1. 迷宫游戏是非常经典的游戏,在该题中要求随机生成一个迷宫,并求解迷宫。
2. 要求游戏支持玩家走迷宫,和系统走迷宫路径两种模式。玩家走迷宫,通过键盘方向键控制,并在行走路径上留下痕迹;系统走迷宫路径要求基于 A* 算法实现,输出走迷宫的最优路径并显示。
3. 设计交互友好的游戏图形界面。
二、项目设计
1.使用Java语言
2.开发环境:IntelliJ IDEA Community Edition 2021.2
三、项目实现及结果分析
算法
1.创建一个Lattice的类,将迷宫视为由一个个格子组成,格子之间的边为迷宫的墙。将迷宫视为在这些格子上构造的树,每个格子都是树上的一个节点。 则任意两个格子间有且只有一条无环的路径。迷宫的构建过程即是在这些格子上随机构造一棵树的过程。
// 格子
class Lattice {static final int INTREE = 1;static final int NOTINTREE = 0;private int x = -1; // 格子的位置,在第几行private int y = -1; // 第几列private int flag = NOTINTREE; // flag,标识格子是否已加入树中private Lattice father = null; // 格子的父亲节点public Lattice(int xx, int yy) {x = xx;y = yy;}public int getX() {return x;}public int getY() {return y;}public int getFlag() {return flag;}public Lattice getFather() {return father;}public void setFather(Lattice f) {father = f;}public void setFlag(int f) {flag = f;}
}
2.对游戏进行初始化,用来重新开始游戏。以及重新开始的判断条件。
// 初始化游戏,重开一局时使用private void init() {for (int i = 0; i <= NUM - 1; i++) {for (int j = 0; j <= NUM - 1; j++) {maze[i][j].setFather(null);maze[i][j].setFlag(Lattice.NOTINTREE);}}ballX = 0;ballY = 0;drawPath = false;createMaze();this.setFocusable(true);repaint();}// 由格子的行数,得到格子中心点的像素X座标public int getCenterX(int x) {return padding + x * width + width / 2;}// 由格子的列数,得到格子中心点的像素Y座标public int getCenterY(int y) {return padding + y * width + width / 2;}public int getCenterX(Lattice p) {return padding + p.getY() * width + width / 2;}public int getCenterY(Lattice p) {return padding + p.getX() * width + width / 2;}// 检查是否到达最后一个格子,若是则走出了迷宫,重开一局游戏private void checkIsWin() {if (ballX == NUM - 1 && ballY == NUM - 1) {JOptionPane.showMessageDialog(null, "你走出了迷宫。", "YOU WIN !", JOptionPane.PLAIN_MESSAGE);init();}}
3.控制小球的移动,如果是墙的话就不移动。
// 移动小球,c为按键码synchronized private void move(int c) {int tx = ballX, ty = ballY;switch (c) {case KeyEvent.VK_LEFT:ty--;break;case KeyEvent.VK_RIGHT:ty++;break;case KeyEvent.VK_UP:tx--;break;case KeyEvent.VK_DOWN:tx++;break;case KeyEvent.VK_R:init();break;case KeyEvent.VK_SPACE:if (drawPath == true) {drawPath = false;} else {drawPath = true;}break;}// 若移动后未出界且格子之间有路径,则进行移动,更新小球位置,否则移动非法if (!isOutOfBorder(tx, ty) && (maze[tx][ty].getFather() == maze[ballX][ballY] || maze[ballX][ballY].getFather() == maze[tx][ty])) {ballX = tx;ballY = ty;}}private void setKeyListener() {this.addKeyListener(new KeyAdapter() {public void keyPressed(KeyEvent e) {int c = e.getKeyCode();move(c);repaint();checkIsWin();}});}// 是否出界private boolean isOutOfBorder(Lattice p) {return isOutOfBorder(p.getX(), p.getY());}private boolean isOutOfBorder(int x, int y) {return (x > NUM - 1 || y > NUM - 1 || x < 0 || y < 0) ? true : false;}
4.创建树,用来画出迷宫。
// 构建随机树,创建迷宫private void createMaze() {// 随机选一个格子作为树的根Random random = new Random();// 深度优先遍历Stack<Lattice> s = new Stack<Lattice>();Lattice p = maze[0][0];Lattice neis[] = null;s.push(p);while (!s.isEmpty()) {p = s.pop();p.setFlag(Lattice.INTREE);neis = getNeis(p);int ran = Math.abs(random.nextInt()) % 4;for (int a = 0; a <= 3; a++) {ran++;ran %= 4;if (neis[ran] == null || neis[ran].getFlag() == Lattice.INTREE)continue;s.push(neis[ran]);neis[ran].setFather(p);}}}// 抹掉两个格子之间的边private void clearFence(int i, int j, int fx, int fy, Graphics g) {int sx = padding + ((j > fy ? j : fy) * width),sy = padding + ((i > fx ? i : fx) * width),dx = (i == fx ? sx : sx + width),dy = (i == fx ? sy + width : sy);if (sx != dx) {sx++;dx--;} else {sy++;dy--;}g.drawLine(sx, sy, dx, dy);}// 画迷宫protected void paintComponent(Graphics g) {super.paintComponent(g);// 画NUM*NUM条黑线for (int i = 0; i <= NUM; i++) {g.drawLine(padding + i * width, padding, padding + i * width,padding + NUM * width);}for (int j = 0; j <= NUM; j++) {g.drawLine(padding, padding + j * width, padding + NUM * width,padding + j * width);}// 使用背景色,在有路径的格子之间画边,把墙抹掉g.setColor(this.getBackground());for (int i = NUM - 1; i >= 0; i--) {for (int j = NUM - 1; j >= 0; j--) {Lattice f = maze[i][j].getFather();if (f != null) {int fx = f.getX(), fy = f.getY();clearFence(i, j, fx, fy, g);}}}// 画左上角的入口g.drawLine(padding, padding + 1, padding, padding + width - 1);int last = padding + NUM * width;// 画右下角出口g.drawLine(last, last - 1, last, last - width + 1);// 画小球g.setColor(Color.RED);g.fillOval(getCenterX(ballY) - width / 3, getCenterY(ballX) - width / 3, width / 2, width / 2);if (drawPath == true) {drawPath(g);}}
5.用深度优先算法求解迷宫。
private void drawPath(Graphics g) {Color PATH_COLOR = Color.red;if (drawPath == true) {g.setColor(PATH_COLOR);} else {g.setColor(this.getBackground());}Lattice p = maze[NUM - 1][NUM - 1];while (p.getFather() != null) {p.setFlag(2);p = p.getFather();}g.fillOval(getCenterX(p) - width / 3, getCenterY(p) - width / 3, width / 2, width / 2);p = maze[0][0];while (p.getFather() != null) {if (p.getFlag() == 2) {p.setFlag(3);}g.drawLine(getCenterX(p), getCenterY(p), getCenterX(p.getFather()), getCenterY(p.getFather()));p = p.getFather();}g.setColor(PATH_COLOR);p = maze[NUM - 1][NUM - 1];while (p.getFather() != null) {if (p.getFlag() == 3) {break;}g.drawLine(getCenterX(p), getCenterY(p), getCenterX(p.getFather()), getCenterY(p.getFather()));p = p.getFather();}}
四、源代码
package maze;import java.awt.*;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.util.Random;
import java.util.Stack;
import javax.swing.*;/* 迷宫由一个一个格子组成,格子之间的边为迷宫的墙。* 将迷宫视为在这些格子上构造的树,每个格子都是树上的一个节点。* 则任意两个格子间有且只有一条无环的路径。* 迷宫的构建过程即是在这些格子上随机构造一棵树的过程。* */// 格子
class Lattice {static final int INTREE = 1;static final int NOTINTREE = 0;private int x = -1; // 格子的位置,在第几行private int y = -1; // 第几列private int flag = NOTINTREE; // flag,标识格子是否已加入树中private Lattice father = null; // 格子的父亲节点public Lattice(int xx, int yy) {x = xx;y = yy;}public int getX() {return x;}public int getY() {return y;}public int getFlag() {return flag;}public Lattice getFather() {return father;}public void setFather(Lattice f) {father = f;}public void setFlag(int f) {flag = f;}
}public class Maze extends JPanel {private static final long serialVersionUID = -8300339045454852626L;private int NUM, width, padding; // NUM:迷宫大小;width:每个格子的宽度和高度private Lattice[][] maze;private int ballX, ballY; // 球的位置,在第几行第几列格子上private boolean drawPath = false; // flag,标识是否画出路径Maze(int m, int wi, int p) {NUM = m;width = wi;padding = p;maze = new Lattice[NUM][NUM];for (int i = 0; i < NUM; i++) {for (int j = 0; j < NUM ; j++) {maze[i][j] = new Lattice(i, j);}}createMaze();setKeyListener();this.setFocusable(true);}// 初始化游戏,重开一局时使用private void init() {for (int i = 0; i <= NUM - 1; i++) {for (int j = 0; j <= NUM - 1; j++) {maze[i][j].setFather(null);maze[i][j].setFlag(Lattice.NOTINTREE);}}ballX = 0;ballY = 0;drawPath = false;createMaze();this.setFocusable(true);repaint();}// 由格子的行数,得到格子中心点的像素X座标public int getCenterX(int x) {return padding + x * width + width / 2;}// 由格子的列数,得到格子中心点的像素Y座标public int getCenterY(int y) {return padding + y * width + width / 2;}public int getCenterX(Lattice p) {return padding + p.getY() * width + width / 2;}public int getCenterY(Lattice p) {return padding + p.getX() * width + width / 2;}// 检查是否到达最后一个格子,若是则走出了迷宫,重开一局游戏private void checkIsWin() {if (ballX == NUM - 1 && ballY == NUM - 1) {JOptionPane.showMessageDialog(null, "你走出了迷宫。", "YOU WIN !", JOptionPane.PLAIN_MESSAGE);init();}}// 移动小球,c为按键码synchronized private void move(int c) {int tx = ballX, ty = ballY;switch (c) {case KeyEvent.VK_LEFT:ty--;break;case KeyEvent.VK_RIGHT:ty++;break;case KeyEvent.VK_UP:tx--;break;case KeyEvent.VK_DOWN:tx++;break;case KeyEvent.VK_R:init();break;case KeyEvent.VK_SPACE:if (drawPath == true) {drawPath = false;} else {drawPath = true;}break;}// 若移动后未出界且格子之间有路径,则进行移动,更新小球位置,否则移动非法if (!isOutOfBorder(tx, ty) && (maze[tx][ty].getFather() == maze[ballX][ballY] || maze[ballX][ballY].getFather() == maze[tx][ty])) {ballX = tx;ballY = ty;}}private void setKeyListener() {this.addKeyListener(new KeyAdapter() {public void keyPressed(KeyEvent e) {int c = e.getKeyCode();move(c);repaint();checkIsWin();}});}// 是否出界private boolean isOutOfBorder(Lattice p) {return isOutOfBorder(p.getX(), p.getY());}private boolean isOutOfBorder(int x, int y) {return (x > NUM - 1 || y > NUM - 1 || x < 0 || y < 0) ? true : false;}// 获取格子的邻居格子private Lattice[] getNeis(Lattice p) {final int[] adds = {-1, 0, 1, 0, -1};if (isOutOfBorder(p)) {return null;}Lattice[] ps = new Lattice[4]; // 四个邻居格子,顺序为上右下左,出界的邻居为nullint xt;int yt;for (int i = 0; i <= 3; i++) {xt = p.getX() + adds[i];yt = p.getY() + adds[i + 1];if (isOutOfBorder(xt, yt)) {continue;}ps[i] = maze[xt][yt];}return ps;}// 构建随机树,创建迷宫private void createMaze() {// 随机选一个格子作为树的根Random random = new Random();// 深度优先遍历Stack<Lattice> s = new Stack<Lattice>();Lattice p = maze[0][0];Lattice neis[] = null;s.push(p);while (!s.isEmpty()) {p = s.pop();p.setFlag(Lattice.INTREE);neis = getNeis(p);int ran = Math.abs(random.nextInt()) % 4;for (int a = 0; a <= 3; a++) {ran++;ran %= 4;if (neis[ran] == null || neis[ran].getFlag() == Lattice.INTREE)continue;s.push(neis[ran]);neis[ran].setFather(p);}}}// 抹掉两个格子之间的边private void clearFence(int i, int j, int fx, int fy, Graphics g) {int sx = padding + ((j > fy ? j : fy) * width),sy = padding + ((i > fx ? i : fx) * width),dx = (i == fx ? sx : sx + width),dy = (i == fx ? sy + width : sy);if (sx != dx) {sx++;dx--;} else {sy++;dy--;}g.drawLine(sx, sy, dx, dy);}// 画迷宫protected void paintComponent(Graphics g) {super.paintComponent(g);// 画NUM*NUM条黑线for (int i = 0; i <= NUM; i++) {g.drawLine(padding + i * width, padding, padding + i * width,padding + NUM * width);}for (int j = 0; j <= NUM; j++) {g.drawLine(padding, padding + j * width, padding + NUM * width,padding + j * width);}// 使用背景色,在有路径的格子之间画边,把墙抹掉g.setColor(this.getBackground());for (int i = NUM - 1; i >= 0; i--) {for (int j = NUM - 1; j >= 0; j--) {Lattice f = maze[i][j].getFather();if (f != null) {int fx = f.getX(), fy = f.getY();clearFence(i, j, fx, fy, g);}}}// 画左上角的入口g.drawLine(padding, padding + 1, padding, padding + width - 1);int last = padding + NUM * width;// 画右下角出口g.drawLine(last, last - 1, last, last - width + 1);// 画小球g.setColor(Color.RED);g.fillOval(getCenterX(ballY) - width / 3, getCenterY(ballX) - width / 3, width / 2, width / 2);if (drawPath == true) {drawPath(g);}}private void drawPath(Graphics g) {Color PATH_COLOR = Color.red;if (drawPath == true) {g.setColor(PATH_COLOR);} else {g.setColor(this.getBackground());}Lattice p = maze[NUM - 1][NUM - 1];while (p.getFather() != null) {p.setFlag(2);p = p.getFather();}g.fillOval(getCenterX(p) - width / 3, getCenterY(p) - width / 3, width / 2, width / 2);p = maze[0][0];while (p.getFather() != null) {if (p.getFlag() == 2) {p.setFlag(3);}g.drawLine(getCenterX(p), getCenterY(p), getCenterX(p.getFather()), getCenterY(p.getFather()));p = p.getFather();}g.setColor(PATH_COLOR);p = maze[NUM - 1][NUM - 1];while (p.getFather() != null) {if (p.getFlag() == 3) {break;}g.drawLine(getCenterX(p), getCenterY(p), getCenterX(p.getFather()), getCenterY(p.getFather()));p = p.getFather();}}public static void main(String[] args) {final int n = 30, width = 600, padding = 20, LX = 450, LY = 100;JPanel p = new Maze(n, (width - padding - padding) / n, padding);JFrame frame = new JFrame("MAZE(按空格键显示或隐藏路径,按R重新开始。)");frame.getContentPane().add(p);frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);frame.setSize(width + padding, width + padding + padding);frame.setLocation(LX, LY);frame.setVisible(true);}
}