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from cell import Cell
import time
import random
class Maze:
def __init__(
self,
x1,
y1,
num_rows,
num_cols,
cell_size_x,
cell_size_y,
win=None,
seed=None
):
self._cells = []
self._x1 = x1
self._y1 = y1
self._num_rows = num_rows
self._num_cols = num_cols
self._cell_size_x = cell_size_x
self._cell_size_y = cell_size_y
self._win = win
if seed:
random.seed(seed)
self._create_cells()
self._break_entrance_and_exit()
self._rec_break_walls(0, 0)
self._reset_cells_visited()
def _create_cells(self):
self._cells = [[Cell(self._win) for i in range(self._num_rows)] for j in range(self._num_cols)]
# for i in range(self._num_cols):
# col_cells = []
# for j in range(self._num_rows):
# col_cells.append(Cell(self._win))
# self._cells.append(col_cells)
[[self._draw_cell(i, j) for j in range(self._num_rows)] for i in range(self._num_cols)]
# for i in range(self._num_cols):
# for j in range(self._num_rows):
# self._draw_cell(i, j)
def _draw_cell(self, i, j):
if self._win is None:
return
x1 = self._x1 + i * self._cell_size_x
y1 = self._y1 + j * self._cell_size_y
x2 = x1 + self._cell_size_x
y2 = y1 + self._cell_size_x
self._cells[i][j].draw(x1, y1, x2, y2)
self._animate()
def _animate(self):
self._win.redraw()
time.sleep(0.01)
def _break_entrance_and_exit(self):
self._cells[0][0].twall = False
self._draw_cell(0, 0)
self._cells[-1][-1].bwall = False
self._draw_cell(self._num_cols-1, self._num_rows-1)
def _rec_break_walls(self, i, j):
self._cells[i][j].visited = True
while True:
next_index = []
# look for next cell to visit
# left
if i > 0 and not self._cells[i - 1][j].visited:
next_index.append((i - 1, j))
# up
if j > 0 and not self._cells[i][j - 1].visited:
next_index.append((i, j - 1))
# right
if i < self._num_cols - 1 and not self._cells[i + 1][j].visited:
next_index.append((i + 1, j))
# down
if j < self._num_rows - 1 and not self._cells[i][j + 1].visited:
next_index.append((i, j + 1))
# if no further cell to go, then draw and return
if len(next_index) == 0:
self._draw_cell(i, j)
return
# choose next direction to go in
direction_index = random.randrange(len(next_index))
next = next_index[direction_index]
# break walls between this and next cell
# left
if next[0] == i - 1:
self._cells[i][j].lwall = False
self._cells[i - 1][j].rwall = False
# up
if next[1] == j - 1:
self._cells[i][j].twall = False
self._cells[i][j - 1].bwall = False
# right
if next[0] == i + 1:
self._cells[i][j].rwall = False
self._cells[i + 1][j].lwall = False
# down
if next[1] == j + 1:
self._cells[i][j].bwall = False
self._cells[i][j + 1].twall = False
self._rec_break_walls(next[0], next[1])
def _reset_cells_visited(self):
for col in self._cells:
for cell in col:
cell.visited = False
def _rec_solve(self, i, j):
self._animate()
self._cells[i][j].visited = True
if i == self._num_cols - 1 and j == self._num_rows - 1:
return True
# try moving left
if (
i > 0
and not self._cells[i][j].lwall
and not self._cells[i - 1][j].visited
):
self._cells[i][j].draw_move(self._cells[i - 1][j])
if self._rec_solve(i - 1, j):
return True
else:
self._cells[i][j].draw_move(self._cells[i - 1][j], True)
# try moving up
if (
j > 0
and not self._cells[i][j].twall
and not self._cells[i][j - 1].visited
):
self._cells[i][j].draw_move(self._cells[i][j - 1])
if self._rec_solve(i, j - 1):
return True
else:
self._cells[i][j].draw_move(self._cells[i][j - 1], True)
# try moving right
if (
i < self._num_cols - 1
and not self._cells[i][j].rwall
and not self._cells[i + 1][j].visited
):
self._cells[i][j].draw_move(self._cells[i + 1][j])
if self._rec_solve(i + 1, j):
return True
else:
self._cells[i][j].draw_move(self._cells[i + 1][j], True)
# try moving down
if (
j < self._num_rows - 1
and not self._cells[i][j].bwall
and not self._cells[i][j + 1].visited
):
self._cells[i][j].draw_move(self._cells[i][j + 1])
if self._rec_solve(i, j + 1):
return True
else:
self._cells[i][j].draw_move(self._cells[i][j + 1], True)
# went wrong way -> backtrack
return False
def solve(self):
return self._rec_solve(0, 0)
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