使用 Javascript & Canvas 生成迷宫
Generating a maze with Javascript & Canvas
我在为简历编写的迷宫生成程序中遇到了一个特殊问题。我正在使用 canvas 并且整个事情都完美无缺,只是它最终无法正确绘制正方形。
它通过使用这个对象模板工作:
{row:nRow,
col:nCol,
visited:false,
left:true,
right:true,
top:true,
bottom:true};
并且我使用深度优先搜索来生成迷宫。为了打破墙壁,我检测到邻居相对于当前瓷砖的位置,然后关闭它们之间的墙壁。
例如,如果我要破坏北面的邻居,我会执行以下操作:
currentTile.top = false;
neighbor.bottom = false;
我用 google 控制台进行了三次检查,这部分工作正常。但是,当我使用 canvas 重绘它时,它没有正确移除墙壁,它看起来像这样:
来自 GitHub 的代码:
var canvas;
var ctx;
var tiles = [];
var visitedStk = [];
init();
function createPoint(nRow, nCol) {
/*Cell class*/
var obj = {
row: nRow,
col: nCol,
visited: false,
left: true,
right: true,
top: true,
bottom: true
};
return obj;
}
function init() {
/*Initialize needed variables. */
$("#newMazeBtn").click(reDrawMaze);
canvas = $("#mazeCanvas")[0];
ctx = canvas.getContext("2d");
drawBase();
}
function drawLine(sX, sY, eX, eY) {
/*Draw a line from the starting X and Y positions to the ending X and Y positions*/
ctx.moveTo(sX, sY);
ctx.lineTo(eX, eY);
}
function drawCell(x, y, side, tile) {
/* Draw cell based on wall properties */
var left = tile.left;
var right = tile.right;
var top = tile.top;
var bottom = tile.bottom;
var size = 25;
ctx.beginPath();
if (left) {
drawLine(x, y, x, y + size);
}
if (right) {
drawLine(x + size, y, x + size, y + size);
}
if (bottom) {
drawLine(x, y + size, x + size, y + size)
}
if (top) {
drawLine(x, y, x + size, y);
}
ctx.stroke();
}
function drawBase() {
/* Draw the tiles on the canvas*/
var side = 25;
for (var i = 0; i < 10; i++) {
tiles[i] = [];
for (var j = 0; j < 10; j++) {
tiles[i].push(createPoint(i, j));
drawCell(i * side, j * side, side, tiles[i][j]);
}
}
generateMaze(0, 0);
}
function clearCanvas() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
function redrawTiles() {
var currentTile;
clearCanvas();
var side = 25;
for (var i = 0; i < 10; i++) {
for (var j = 0; j < 10; j++) {
currentTile = tiles[i][j];
drawCell(i * side, j * side, side, currentTile);
}
}
}
function reDrawMaze() {
/*Button Handle for 'New Maze' */
var startCol = Math.floor(Math.random() * 10) - 1;
var startRow = Math.floor(Math.random() * 10) - 1;
clearCanvas();
drawBase();
}
function generateMaze(row, col) {
/* Depth First Search*/
var currentTile = tiles[row][col];
var neighbor = findNeighbor(row, col);
/*Check if cell has been visited */
if (!currentTile.visited) {
currentTile.visited = true;
visitedStk.push(currentTile);
}
/* Break Case */
if (visitedStk.length == 0) {
redrawTiles();
return;
}
/*If a neighbor is found*/
else if (neighbor !== undefined) {
/*Break the wall in between*/
if (neighbor.row > currentTile.row) { /*Bottom*/
currentTile.bottom = false;
neighbor.top = false;
}
if (neighbor.row < currentTile.row) { /*Top*/
currentTile.top = false;
neighbor.bottom = false;
}
if (neighbor.col < currentTile.col) { /*Left*/
currentTile.left = false;
neighbor.right = false;
}
if (neighbor.col > currentTile.col) { /*Right*/
currentTile.right = false;
neighbor.left = false;
}
/*Update Current Tile*/
currentTile = neighbor;
}
/*If no neighbor was found, backtrack to a previous cell on the stacke*/
else {
var backtrack = visitedStk.pop();
generateMaze(backtrack.row, backtrack.col);
currentTile = backtrack;
}
generateMaze(currentTile.row, currentTile.col);
}
function findNeighbor(row, col) {
/*Find the neighbor of the given tile using the tiles array.*/
var top, bottom, left, right;
var stk = []
var neighbor = undefined;
var n;
/* Check for left neighbor */
if (row >= 0 && col > 0) {
left = tiles[row][col - 1];
(!left.visited) ? stk.push(left): undefined
}
/* Check for right neighbor */
if (row >= 0 && col < 9) {
right = tiles[row][col + 1];
(!right.visited) ? stk.push(right): undefined;
}
/* Check for top neighbor */
if (col >= 0 && row > 0) {
top = tiles[row - 1][col];
(!top.visited) ? stk.push(top): undefined
}
/* Check for bottom neighbor */
if (col >= 0 && row < 9) {
bottom = tiles[row + 1][col];
(!bottom.visited) ? stk.push(bottom): undefined
}
var len;
while (stk.length > 0) {
/* Choose a random neighbor */
len = stk.length;
n = Math.floor(Math.random() * stk.length);
neighbor = stk[n];
if (!neighbor.visited) {
break;
} else {
stk.splice(n, 1);
}
}
/*Return, will return undefined if no neighbor is found*/
return neighbor;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.12.2/jquery.min.js"></script>
<div id="maze" style="width:500px; margin:0 auto;">
<canvas id="mazeCanvas" width="550" height="550"></canvas>
</div>
<div id="buttons">
<hr />
<button id="newMazeBtn">New Maze</button>
<button id="aboutBtn">About</button>
</div>
灰线不应该在那里,我不知道为什么。
很高兴看到其他人解决迷宫生成问题!其乐无穷。 :)
看起来你在画迷宫时因为交换 row/column 而被绊倒了。如果查看 redrawTiles
函数,您会发现您将 i
视为行,将 j
视为列(因为您正在访问当前图块 tiles[i][j]
,drawBase
以行优先顺序设置数组)。
但是,drawCell
期望第一个参数是 x
( 列 ),而不是 y
(row),但您将 i
(行)作为第一个参数传递。因此,当您调用 drawCell
时,行被解释为 x 坐标,列被解释为 y 坐标,而不是相反。
将前两个参数交换为 drawCell
可以解决问题。我强烈建议使用名为 row
和 column
的变量,而不是 i
和 j
,并且我还建议标准化所有函数,以便它们声明 row/column参数,先行后列。这样你就不太可能被这个问题绊倒。
希望对您有所帮助!
我在为简历编写的迷宫生成程序中遇到了一个特殊问题。我正在使用 canvas 并且整个事情都完美无缺,只是它最终无法正确绘制正方形。
它通过使用这个对象模板工作:
{row:nRow,
col:nCol,
visited:false,
left:true,
right:true,
top:true,
bottom:true};
并且我使用深度优先搜索来生成迷宫。为了打破墙壁,我检测到邻居相对于当前瓷砖的位置,然后关闭它们之间的墙壁。
例如,如果我要破坏北面的邻居,我会执行以下操作:
currentTile.top = false;
neighbor.bottom = false;
我用 google 控制台进行了三次检查,这部分工作正常。但是,当我使用 canvas 重绘它时,它没有正确移除墙壁,它看起来像这样:
来自 GitHub 的代码:
var canvas;
var ctx;
var tiles = [];
var visitedStk = [];
init();
function createPoint(nRow, nCol) {
/*Cell class*/
var obj = {
row: nRow,
col: nCol,
visited: false,
left: true,
right: true,
top: true,
bottom: true
};
return obj;
}
function init() {
/*Initialize needed variables. */
$("#newMazeBtn").click(reDrawMaze);
canvas = $("#mazeCanvas")[0];
ctx = canvas.getContext("2d");
drawBase();
}
function drawLine(sX, sY, eX, eY) {
/*Draw a line from the starting X and Y positions to the ending X and Y positions*/
ctx.moveTo(sX, sY);
ctx.lineTo(eX, eY);
}
function drawCell(x, y, side, tile) {
/* Draw cell based on wall properties */
var left = tile.left;
var right = tile.right;
var top = tile.top;
var bottom = tile.bottom;
var size = 25;
ctx.beginPath();
if (left) {
drawLine(x, y, x, y + size);
}
if (right) {
drawLine(x + size, y, x + size, y + size);
}
if (bottom) {
drawLine(x, y + size, x + size, y + size)
}
if (top) {
drawLine(x, y, x + size, y);
}
ctx.stroke();
}
function drawBase() {
/* Draw the tiles on the canvas*/
var side = 25;
for (var i = 0; i < 10; i++) {
tiles[i] = [];
for (var j = 0; j < 10; j++) {
tiles[i].push(createPoint(i, j));
drawCell(i * side, j * side, side, tiles[i][j]);
}
}
generateMaze(0, 0);
}
function clearCanvas() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
function redrawTiles() {
var currentTile;
clearCanvas();
var side = 25;
for (var i = 0; i < 10; i++) {
for (var j = 0; j < 10; j++) {
currentTile = tiles[i][j];
drawCell(i * side, j * side, side, currentTile);
}
}
}
function reDrawMaze() {
/*Button Handle for 'New Maze' */
var startCol = Math.floor(Math.random() * 10) - 1;
var startRow = Math.floor(Math.random() * 10) - 1;
clearCanvas();
drawBase();
}
function generateMaze(row, col) {
/* Depth First Search*/
var currentTile = tiles[row][col];
var neighbor = findNeighbor(row, col);
/*Check if cell has been visited */
if (!currentTile.visited) {
currentTile.visited = true;
visitedStk.push(currentTile);
}
/* Break Case */
if (visitedStk.length == 0) {
redrawTiles();
return;
}
/*If a neighbor is found*/
else if (neighbor !== undefined) {
/*Break the wall in between*/
if (neighbor.row > currentTile.row) { /*Bottom*/
currentTile.bottom = false;
neighbor.top = false;
}
if (neighbor.row < currentTile.row) { /*Top*/
currentTile.top = false;
neighbor.bottom = false;
}
if (neighbor.col < currentTile.col) { /*Left*/
currentTile.left = false;
neighbor.right = false;
}
if (neighbor.col > currentTile.col) { /*Right*/
currentTile.right = false;
neighbor.left = false;
}
/*Update Current Tile*/
currentTile = neighbor;
}
/*If no neighbor was found, backtrack to a previous cell on the stacke*/
else {
var backtrack = visitedStk.pop();
generateMaze(backtrack.row, backtrack.col);
currentTile = backtrack;
}
generateMaze(currentTile.row, currentTile.col);
}
function findNeighbor(row, col) {
/*Find the neighbor of the given tile using the tiles array.*/
var top, bottom, left, right;
var stk = []
var neighbor = undefined;
var n;
/* Check for left neighbor */
if (row >= 0 && col > 0) {
left = tiles[row][col - 1];
(!left.visited) ? stk.push(left): undefined
}
/* Check for right neighbor */
if (row >= 0 && col < 9) {
right = tiles[row][col + 1];
(!right.visited) ? stk.push(right): undefined;
}
/* Check for top neighbor */
if (col >= 0 && row > 0) {
top = tiles[row - 1][col];
(!top.visited) ? stk.push(top): undefined
}
/* Check for bottom neighbor */
if (col >= 0 && row < 9) {
bottom = tiles[row + 1][col];
(!bottom.visited) ? stk.push(bottom): undefined
}
var len;
while (stk.length > 0) {
/* Choose a random neighbor */
len = stk.length;
n = Math.floor(Math.random() * stk.length);
neighbor = stk[n];
if (!neighbor.visited) {
break;
} else {
stk.splice(n, 1);
}
}
/*Return, will return undefined if no neighbor is found*/
return neighbor;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.12.2/jquery.min.js"></script>
<div id="maze" style="width:500px; margin:0 auto;">
<canvas id="mazeCanvas" width="550" height="550"></canvas>
</div>
<div id="buttons">
<hr />
<button id="newMazeBtn">New Maze</button>
<button id="aboutBtn">About</button>
</div>
灰线不应该在那里,我不知道为什么。
很高兴看到其他人解决迷宫生成问题!其乐无穷。 :)
看起来你在画迷宫时因为交换 row/column 而被绊倒了。如果查看 redrawTiles
函数,您会发现您将 i
视为行,将 j
视为列(因为您正在访问当前图块 tiles[i][j]
,drawBase
以行优先顺序设置数组)。
但是,drawCell
期望第一个参数是 x
( 列 ),而不是 y
(row),但您将 i
(行)作为第一个参数传递。因此,当您调用 drawCell
时,行被解释为 x 坐标,列被解释为 y 坐标,而不是相反。
将前两个参数交换为 drawCell
可以解决问题。我强烈建议使用名为 row
和 column
的变量,而不是 i
和 j
,并且我还建议标准化所有函数,以便它们声明 row/column参数,先行后列。这样你就不太可能被这个问题绊倒。
希望对您有所帮助!