unity使用深度优先搜索算法自动生成随机迷宫

unity使用深度优先搜索算法自动生成随机迷宫

关键词:unity C# 随机生成迷宫 深度优先搜索算法 迷宫算法

最近有空,研究了一下深度优先搜索算法,并做成一个生成迷宫的例子。

参考的是:

https://en.wikipedia.org/wiki/Maze_generation_algorithm

以下是效果图。

效果图

话不多说,代码直接贴在下面。

  1 using System.Collections;
  2 using System.Collections.Generic;
  3 using UnityEngine;
  4 using UnityEngine.UI;
  5 
  6 public class WorldBehaviour : MonoBehaviour
  7 {
  8     public struct MapPointState
  9     {
 10         public int x;
 11         public int y;
 12 
 13         public bool isVisit;
 14         public int state;
 15 
 16         public List<int> direction;
 17 
 18         public MapPointState(int x, int y, bool isVisit, int state)
 19         {
 20             this.x = x;
 21             this.y = y;
 22             this.isVisit = isVisit;
 23             this.state = state;
 24             direction = new List<int>();
 25         }
 26     }
 27 
 28     public RectTransform mainCanvas;
 29     public Image image;
 30 
 31     public int worldWidth;
 32     public int worldHeight;
 33 
 34     private Image[,] pathImages;
 35 
 36     private MapPointState[,] mapPointStates;
 37 
 38     private Queue<MapPointState> mapQueue;
 39 
 40     private Stack<MapPointState> pathStack;
 41 
 42     private int currentVisits;
 43 
 44     private bool isReadyStop;
 45     private Coroutine coroutine;
 46     // Use this for initialization
 47     void Start()
 48     {
 49         pathImages = new Image[worldHeight, worldWidth];
 50         mapQueue = new Queue<MapPointState>();
 51 
 52         coroutine = StartCoroutine(WaitAndShow());
 53 
 54         CreateAllPath();
 55         InitDepthFirstSearch();
 56         StartDepthFirstSearch();
 57     }
 58     /// <summary>
 59     /// 初始化
 60     /// </summary>
 61     private void InitDepthFirstSearch()
 62     {
 63         mapPointStates = new MapPointState[worldHeight, worldWidth];
 64         pathStack = new Stack<MapPointState>();
 65 
 66         int[] a = { 0, 1, 2, 3 };//0Up 1Down 2Left 3Right
 67 
 68         for (int i = 0; i < worldWidth; i++)
 69         {
 70             for (int j = 0; j < worldHeight; j++)
 71             {
 72                 mapPointStates[i, j] = new MapPointState(i, j, false, 0);
 73                 mapPointStates[i, j].direction.AddRange(a);
 74             }
 75         }
 76     }
 77     /// <summary>
 78     /// 开始
 79     /// </summary>
 80     private void StartDepthFirstSearch()
 81     {
 82         DepthFirstSearch(Random.Range(0, worldHeight), Random.Range(0, worldWidth), -1);
 83 
 84         print(currentVisits);
 85         isReadyStop = true;
 86     }
 87     /// <summary>
 88     /// 搜索
 89     /// </summary>
 90     /// <param name="x">当前所在x</param>
 91     /// <param name="y">当前所在y</param>
 92     /// <param name="direction">来时的方向</param>
 93     private void DepthFirstSearch(int x, int y, int direction)//抽象坐标轴x↑y→
 94     {
 95         //若超过边界
 96         if (x < 0 || x >= worldHeight || y < 0 || y >= worldWidth)
 97         {
 98             if (pathStack.Count > 0)
 99                 DepthFirstSearch(pathStack.Peek().x, pathStack.Peek().y, -1);
100             return;
101         }
102         //若剩余方向为0
103         if (mapPointStates[x, y].direction.Count == 0)
104         {
105             if (pathStack.Contains(mapPointStates[x, y]))
106             {
107                 pathStack.Pop();
108                 mapPointStates[x, y].isVisit = true;
109                 mapQueue.Enqueue(mapPointStates[x, y]);
110             }
111             if (pathStack.Count > 0)
112                 DepthFirstSearch(pathStack.Peek().x, pathStack.Peek().y, -1);
113             return;
114         }
115         //移除来时方向
116         if (mapPointStates[x, y].direction.Contains(direction))
117         {
118             mapPointStates[x, y].direction.Remove(direction);
119         }
120 
121         currentVisits++;
122 
123         //随机下一个方向
124         int nextDirection = mapPointStates[x, y].direction[Random.Range(0, mapPointStates[x, y].direction.Count)];
125         mapPointStates[x, y].direction.Remove(nextDirection);
126 
127         int newX = -1, newY = -1;
128 
129         ProcessNextPosition(x, y, nextDirection, ref newX, ref newY);
130 
131         //搜索下一个方向
132         if (newX != -1 && newY != -1)
133         {
134             AddNewPointInMap(x, y);
135 
136             switch (nextDirection)
137             {
138                 case 0:
139                     nextDirection = 1;
140                     break;
141                 case 1:
142                     nextDirection = 0;
143                     break;
144                 case 2:
145                     nextDirection = 3;
146                     break;
147                 case 3:
148                     nextDirection = 2;
149                     break;
150             }
151 
152             DepthFirstSearch(newX, newY, nextDirection);
153 
154             return;
155         }
156         //回溯
157         if (mapPointStates[x, y].direction.Count > 0)
158         {
159             DepthFirstSearch(x, y, -1);
160         }
161         else if (pathStack.Count > 0)
162         {
163             DepthFirstSearch(pathStack.Peek().x, pathStack.Peek().y, -1);
164         }
165     }
166     /// <summary>
167     /// 计算下一个坐标
168     /// </summary>
169     /// <param name="x">当前x</param>
170     /// <param name="y">当前y</param>
171     /// <param name="nextDirection">下一个方向</param>
172     /// <param name="newX">新x</param>
173     /// <param name="newY">新y</param>
174     private void ProcessNextPosition(int x, int y, int nextDirection, ref int newX, ref int newY)
175     {
176         switch (nextDirection)
177         {
178             case 0:
179                 if (x + 1 < worldHeight && mapPointStates[x + 1, y].state != 1)
180                 {
181                     if ((y - 1 >= 0 && mapPointStates[x + 1, y - 1].state == 1) || (y + 1 < worldWidth && mapPointStates[x + 1, y + 1].state == 1))
182                     {
183                         break;
184                     }
185 
186                     if (x + 2 < worldHeight && mapPointStates[x + 2, y].state == 1)
187                     {
188                         AddNewPointInMap(x, y);
189                         break;
190                     }
191 
192                     newX = x + 1;
193                     newY = y;
194                 }
195                 break;
196             case 1:
197                 if (x - 1 >= 0 && mapPointStates[x - 1, y].state != 1)
198                 {
199                     if ((y - 1 >= 0 && mapPointStates[x - 1, y - 1].state == 1) || (y + 1 < worldWidth && mapPointStates[x - 1, y + 1].state == 1))
200                     {
201                         break;
202                     }
203 
204                     if (x - 2 >= 0 && mapPointStates[x - 2, y].state == 1)
205                     {
206                         AddNewPointInMap(x, y);
207                         break;
208                     }
209 
210                     newX = x - 1;
211                     newY = y;
212                 }
213                 break;
214             case 2:
215                 if (y - 1 >= 0 && mapPointStates[x, y - 1].state != 1)
216                 {
217                     if ((x + 1 < worldHeight && mapPointStates[x + 1, y - 1].state == 1) || (x - 1 >= 0 && mapPointStates[x - 1, y - 1].state == 1))
218                     {
219                         break;
220                     }
221 
222                     if (y - 2 >= 0 && mapPointStates[x, y - 2].state == 1)
223                     {
224                         AddNewPointInMap(x, y);
225                         break;
226                     }
227 
228                     newX = x;
229                     newY = y - 1;
230                 }
231                 break;
232             case 3:
233                 if (y + 1 < worldWidth && mapPointStates[x, y + 1].state != 1)
234                 {
235                     if ((x + 1 < worldHeight && mapPointStates[x + 1, y + 1].state == 1) || (x - 1 >= 0 && mapPointStates[x - 1, y + 1].state == 1))
236                     {
237                         break;
238                     }
239 
240                     if (y + 2 < worldWidth && mapPointStates[x, y + 2].state == 1)
241                     {
242                         AddNewPointInMap(x, y);
243                         break;
244                     }
245 
246                     newX = x;
247                     newY = y + 1;
248                 }
249                 break;
250         }
251     }
252 
253     /// <summary>
254     /// 增加新点进地图
255     /// </summary>
256     /// <param name="x"></param>
257     /// <param name="y"></param>
258     private void AddNewPointInMap(int x, int y)
259     {
260         mapPointStates[x, y].state = 1;
261 
262         if (!mapQueue.Contains(mapPointStates[x, y]))
263         {
264             mapQueue.Enqueue(mapPointStates[x, y]);
265         }
266 
267         if (!pathStack.Contains(mapPointStates[x, y]))
268         {
269             pathStack.Push(mapPointStates[x, y]);
270         }
271     }
272     /// <summary>
273     /// 创建所有路径
274     /// </summary>
275     private void CreateAllPath()
276     {
277         for (int i = 0; i < worldHeight; i++)
278         {
279             for (int j = 0; j < worldWidth; j++)
280             {
281                 pathImages[i, j] = Instantiate(image, new Vector3(i * 32, j * 32, 0), Quaternion.identity, mainCanvas);
282             }
283         }
284     }
285     /// <summary>
286     /// 设置路径颜色
287     /// </summary>
288     /// <param name="mapPointState"></param>
289     private void SetPathColor(MapPointState mapPointState)
290     {
291         if (mapPointState.isVisit)
292             pathImages[mapPointState.x, mapPointState.y].color = new Color(0, 1, 0, 1);
293         else
294             pathImages[mapPointState.x, mapPointState.y].color = new Color(1, 1, 1, 1);
295     }
296     /// <summary>
297     /// 等待显示
298     /// </summary>
299     /// <returns></returns>
300     private IEnumerator WaitAndShow()
301     {
302         while (true)
303         {
304             yield return new WaitForSeconds(0.1f);
305 
306             if (mapQueue.Count > 0)
307             {
308                 SetPathColor(mapQueue.Peek());
309                 mapQueue.Dequeue();
310             }
311 
312             if (isReadyStop && mapQueue.Count == 0)
313             {
314                 print("End");
315                 StopCoroutine(coroutine);
316             }
317         }
318     }
319 }

另附上工程文件:

https://files.cnblogs.com/files/JinT-Hwang/NewUnityProject1.7z

 

欢迎交流指教:)

posted @ 2018-09-06 17:44  黄进钿  阅读(1667)  评论(0编辑  收藏  举报