使用 p5.js 的迷宫求解算法
Maze solving algorithm using p5.js
我使用深度优先搜索 - 递归回溯算法生成了一个迷宫。我也想解决,但不知道如何开始解决我的迷宫。
我正在使用 p5.js 创建我的迷宫,并想解决我已经生成的迷宫。
这是我的 javascript 生成迷宫的代码。如果您想 运行 此代码,您可能需要在 html 文件中添加 p5.js cdn。
var cols, rows;
var w = 40;
var grid = [];
var current;
var stack = [];
function setup() {
createCanvas(400,400);
cols = floor(width/w);
rows = floor(height/w);
frameRate(5);
for (var j = 0; j<rows; j++){
for (var i = 0; i < cols; i++) {
var cell = new Cell(i,j);
grid.push(cell);
}
}
current = grid[0];
}
function draw(){
background(51);
for (var i = 0; i<grid.length; i++){
grid[i].show();
}
current.visited = true;
current.highlight();
var next = current.checkNeighbours();
if (next) {
next.visited = true;
stack.push(current);
removeWalls(current,next);
current = next;
}
else if(stack.length > 0){
current = stack.pop();
}
}
function index(i,j){
if (i < 0 || j < 0 || i > cols-1 || j > rows-1) {
return -1;
}
return i + j * cols;
}
function Cell(i,j){
this.i = i;
this.j = j;
this.walls = [true,true,true,true];
this.visited = false;
this.checkNeighbours = function(){
var neighbours = [];
var top = grid[index(i, j-1)];
var right = grid[index(i+1, j)];
var bottom = grid[index(i, j+1)];
var left = grid[index(i-1, j)];
if (top && !top.visited){
neighbours.push(top);
}
if (right && !right.visited){
neighbours.push(right);
}
if (bottom && !bottom.visited){
neighbours.push(bottom);
}
if (left && !left.visited){
neighbours.push(left);
}
if (neighbours.length > 0){
var r = floor(random(0, neighbours.length));
return neighbours[r];
}
else{
return undefined;
}
}
this.highlight = function(){
x = this.i*w;
y = this.j*w;
noStroke();
fill(0,0,255,200);
rect(x,y,w,w);
}
this.show = function(){
x = this.i*w;
y = this.j*w;
stroke(255);
if (this.walls[0]){
line(x ,y ,x+w ,y);
}
if (this.walls[1]){
line(x+w ,y ,x+w ,y+w);
}
if (this.walls[2]){
line(x+w ,y+w ,x ,y+w);
}
if (this.walls[3]){
line(x ,y+w ,x ,y)
}
if (this.visited) {
noStroke();
fill(255,0,255,100);
rect(x,y,w,w);
}
}
}
function removeWalls(a,b){
var x = a.i - b.i;
if (x === 1){
a.walls[3] = false;
b.walls[1] = false;
}
else if (x === -1){
a.walls[1] = false;
b.walls[3] = false;
}
var y = a.j - b.j;
if (y === 1){
a.walls[0] = false;
b.walls[2] = false;
}
else if (y === -1){
a.walls[2] = false;
b.walls[0] = false;
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.7.3/p5.js"></script>
有many algorithmsfor solving mazes. One simple way to solve mazes created with the recursive backtracker算法在生成迷宫时跟踪解决方案。
- 将第一个单元格设为起始单元格并将其推入解决方案堆栈
- 将最后一个单元格设为目标单元格
- 虽然解决方案堆栈不包含目标单元格
- 如果未访问下一个邻居,则将其推入解决方案堆栈
- 如果一个单元格没有下一个邻居,则在我们回溯时弹出解决方案堆栈
- 当目标单元格被推送到解决方案堆栈时,将解决方案标记为完成
调整问题代码,使其也实现我们的解决算法:
var cols, rows;
var w = 40;
var grid = [];
var current;
var stack = [];
var solution = [];
var goal;
var solutionComplete;
function setup() {
createCanvas(400,400);
cols = floor(width/w);
rows = floor(height/w);
frameRate(5);
for (var j = 0; j<rows; j++){
for (var i = 0; i < cols; i++) {
var cell = new Cell(i,j);
grid.push(cell);
}
}
current = grid[0];
grid[grid.length - 1].goal = true;
solution.push(grid[0]);
}
function draw(){
background(51);
for (var i = 0; i<grid.length; i++){
grid[i].show();
}
current.visited = true;
current.highlight();
var next = current.checkNeighbours();
if (next) {
if (!next.visited){
if (!solutionComplete){
solution.push(next);
if (next.goal){
solutionComplete = true;
}
}
}
next.visited = true;
stack.push(current);
removeWalls(current,next);
current = next;
}
else if(stack.length > 0){
current = stack.pop();
if (!solutionComplete){
solution.pop();
}
}
if (solutionComplete){
for (let i = 0; i < solution.length; i++){
solution[i].solutionCell = true;
}
}
}
function index(i,j){
if (i < 0 || j < 0 || i > cols-1 || j > rows-1) {
return -1;
}
return i + j * cols;
}
function Cell(i,j){
this.i = i;
this.j = j;
this.walls = [true,true,true,true];
this.visited = false;
this.goal = false;
this.solutionCell = false;
this.checkNeighbours = function(){
var neighbours = [];
var top = grid[index(i, j-1)];
var right = grid[index(i+1, j)];
var bottom = grid[index(i, j+1)];
var left = grid[index(i-1, j)];
if (top && !top.visited){
neighbours.push(top);
}
if (right && !right.visited){
neighbours.push(right);
}
if (bottom && !bottom.visited){
neighbours.push(bottom);
}
if (left && !left.visited){
neighbours.push(left);
}
if (neighbours.length > 0){
var r = floor(random(0, neighbours.length));
return neighbours[r];
}
else{
return undefined;
}
}
this.highlight = function(){
x = this.i*w;
y = this.j*w;
noStroke();
fill(0,0,255,200);
rect(x,y,w,w);
}
this.show = function(){
x = this.i*w;
y = this.j*w;
stroke(255);
if (this.walls[0]){
line(x ,y ,x+w ,y);
}
if (this.walls[1]){
line(x+w ,y ,x+w ,y+w);
}
if (this.walls[2]){
line(x+w ,y+w ,x ,y+w);
}
if (this.walls[3]){
line(x ,y+w ,x ,y)
}
if (this.goal){
noStroke();
fill(0,255,0,100);
rect(x,y,w,w);
}
else if (this.solutionCell){
noStroke();
fill(255,0,0,100);
rect(x,y,w,w);
}else if(this.visited) {
noStroke();
fill(255,0,255,100);
rect(x,y,w,w);
}
}
}
function removeWalls(a,b){
var x = a.i - b.i;
if (x === 1){
a.walls[3] = false;
b.walls[1] = false;
}
else if (x === -1){
a.walls[1] = false;
b.walls[3] = false;
}
var y = a.j - b.j;
if (y === 1){
a.walls[0] = false;
b.walls[2] = false;
}
else if (y === -1){
a.walls[2] = false;
b.walls[0] = false;
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.7.2/p5.min.js"></script>
将迷宫生成和解决方案实现分开并不难,以便在确定解决方案之前完全生成迷宫,但除非存在强制我们解决完整迷宫的限制,否则构建是有意义的解决方案和迷宫。
很抱歉,这是非常相关的,但是编码训练一个编码 youtuber 制作了一个迷宫生成算法,但我不知道它是否使用深度优先搜索
我使用深度优先搜索 - 递归回溯算法生成了一个迷宫。我也想解决,但不知道如何开始解决我的迷宫。
我正在使用 p5.js 创建我的迷宫,并想解决我已经生成的迷宫。
这是我的 javascript 生成迷宫的代码。如果您想 运行 此代码,您可能需要在 html 文件中添加 p5.js cdn。
var cols, rows;
var w = 40;
var grid = [];
var current;
var stack = [];
function setup() {
createCanvas(400,400);
cols = floor(width/w);
rows = floor(height/w);
frameRate(5);
for (var j = 0; j<rows; j++){
for (var i = 0; i < cols; i++) {
var cell = new Cell(i,j);
grid.push(cell);
}
}
current = grid[0];
}
function draw(){
background(51);
for (var i = 0; i<grid.length; i++){
grid[i].show();
}
current.visited = true;
current.highlight();
var next = current.checkNeighbours();
if (next) {
next.visited = true;
stack.push(current);
removeWalls(current,next);
current = next;
}
else if(stack.length > 0){
current = stack.pop();
}
}
function index(i,j){
if (i < 0 || j < 0 || i > cols-1 || j > rows-1) {
return -1;
}
return i + j * cols;
}
function Cell(i,j){
this.i = i;
this.j = j;
this.walls = [true,true,true,true];
this.visited = false;
this.checkNeighbours = function(){
var neighbours = [];
var top = grid[index(i, j-1)];
var right = grid[index(i+1, j)];
var bottom = grid[index(i, j+1)];
var left = grid[index(i-1, j)];
if (top && !top.visited){
neighbours.push(top);
}
if (right && !right.visited){
neighbours.push(right);
}
if (bottom && !bottom.visited){
neighbours.push(bottom);
}
if (left && !left.visited){
neighbours.push(left);
}
if (neighbours.length > 0){
var r = floor(random(0, neighbours.length));
return neighbours[r];
}
else{
return undefined;
}
}
this.highlight = function(){
x = this.i*w;
y = this.j*w;
noStroke();
fill(0,0,255,200);
rect(x,y,w,w);
}
this.show = function(){
x = this.i*w;
y = this.j*w;
stroke(255);
if (this.walls[0]){
line(x ,y ,x+w ,y);
}
if (this.walls[1]){
line(x+w ,y ,x+w ,y+w);
}
if (this.walls[2]){
line(x+w ,y+w ,x ,y+w);
}
if (this.walls[3]){
line(x ,y+w ,x ,y)
}
if (this.visited) {
noStroke();
fill(255,0,255,100);
rect(x,y,w,w);
}
}
}
function removeWalls(a,b){
var x = a.i - b.i;
if (x === 1){
a.walls[3] = false;
b.walls[1] = false;
}
else if (x === -1){
a.walls[1] = false;
b.walls[3] = false;
}
var y = a.j - b.j;
if (y === 1){
a.walls[0] = false;
b.walls[2] = false;
}
else if (y === -1){
a.walls[2] = false;
b.walls[0] = false;
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.7.3/p5.js"></script>
有many algorithmsfor solving mazes. One simple way to solve mazes created with the recursive backtracker算法在生成迷宫时跟踪解决方案。
- 将第一个单元格设为起始单元格并将其推入解决方案堆栈
- 将最后一个单元格设为目标单元格
- 虽然解决方案堆栈不包含目标单元格
- 如果未访问下一个邻居,则将其推入解决方案堆栈
- 如果一个单元格没有下一个邻居,则在我们回溯时弹出解决方案堆栈
- 当目标单元格被推送到解决方案堆栈时,将解决方案标记为完成
调整问题代码,使其也实现我们的解决算法:
var cols, rows;
var w = 40;
var grid = [];
var current;
var stack = [];
var solution = [];
var goal;
var solutionComplete;
function setup() {
createCanvas(400,400);
cols = floor(width/w);
rows = floor(height/w);
frameRate(5);
for (var j = 0; j<rows; j++){
for (var i = 0; i < cols; i++) {
var cell = new Cell(i,j);
grid.push(cell);
}
}
current = grid[0];
grid[grid.length - 1].goal = true;
solution.push(grid[0]);
}
function draw(){
background(51);
for (var i = 0; i<grid.length; i++){
grid[i].show();
}
current.visited = true;
current.highlight();
var next = current.checkNeighbours();
if (next) {
if (!next.visited){
if (!solutionComplete){
solution.push(next);
if (next.goal){
solutionComplete = true;
}
}
}
next.visited = true;
stack.push(current);
removeWalls(current,next);
current = next;
}
else if(stack.length > 0){
current = stack.pop();
if (!solutionComplete){
solution.pop();
}
}
if (solutionComplete){
for (let i = 0; i < solution.length; i++){
solution[i].solutionCell = true;
}
}
}
function index(i,j){
if (i < 0 || j < 0 || i > cols-1 || j > rows-1) {
return -1;
}
return i + j * cols;
}
function Cell(i,j){
this.i = i;
this.j = j;
this.walls = [true,true,true,true];
this.visited = false;
this.goal = false;
this.solutionCell = false;
this.checkNeighbours = function(){
var neighbours = [];
var top = grid[index(i, j-1)];
var right = grid[index(i+1, j)];
var bottom = grid[index(i, j+1)];
var left = grid[index(i-1, j)];
if (top && !top.visited){
neighbours.push(top);
}
if (right && !right.visited){
neighbours.push(right);
}
if (bottom && !bottom.visited){
neighbours.push(bottom);
}
if (left && !left.visited){
neighbours.push(left);
}
if (neighbours.length > 0){
var r = floor(random(0, neighbours.length));
return neighbours[r];
}
else{
return undefined;
}
}
this.highlight = function(){
x = this.i*w;
y = this.j*w;
noStroke();
fill(0,0,255,200);
rect(x,y,w,w);
}
this.show = function(){
x = this.i*w;
y = this.j*w;
stroke(255);
if (this.walls[0]){
line(x ,y ,x+w ,y);
}
if (this.walls[1]){
line(x+w ,y ,x+w ,y+w);
}
if (this.walls[2]){
line(x+w ,y+w ,x ,y+w);
}
if (this.walls[3]){
line(x ,y+w ,x ,y)
}
if (this.goal){
noStroke();
fill(0,255,0,100);
rect(x,y,w,w);
}
else if (this.solutionCell){
noStroke();
fill(255,0,0,100);
rect(x,y,w,w);
}else if(this.visited) {
noStroke();
fill(255,0,255,100);
rect(x,y,w,w);
}
}
}
function removeWalls(a,b){
var x = a.i - b.i;
if (x === 1){
a.walls[3] = false;
b.walls[1] = false;
}
else if (x === -1){
a.walls[1] = false;
b.walls[3] = false;
}
var y = a.j - b.j;
if (y === 1){
a.walls[0] = false;
b.walls[2] = false;
}
else if (y === -1){
a.walls[2] = false;
b.walls[0] = false;
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.7.2/p5.min.js"></script>
将迷宫生成和解决方案实现分开并不难,以便在确定解决方案之前完全生成迷宫,但除非存在强制我们解决完整迷宫的限制,否则构建是有意义的解决方案和迷宫。
很抱歉,这是非常相关的,但是编码训练一个编码 youtuber 制作了一个迷宫生成算法,但我不知道它是否使用深度优先搜索