import pygame as pg
import time
import randomclass Tile(): #Tile is for generating mazedef __init__(self,grid_size,screen_size,x,y):self.x,self.y = x,yself.connected = [0,0,0,0] # up,right,down,left 0 for not connectedself.grid_size = grid_sizeself.tile_size = [(screen_size[0]-100)/grid_size[0],(screen_size[1]-100)/grid_size[1]]self.rectangle = (self.x*self.tile_size[0]+50,self.y*self.tile_size[1]+50,self.tile_size[0],self.tile_size[1])self.points = [ [self.x*self.tile_size[0]+50,self.y*self.tile_size[1]+50], #uppper left[self.x*self.tile_size[0]+50+self.tile_size[0],self.y*self.tile_size[1]+50], #upper right[self.x*self.tile_size[0]+50+self.tile_size[0],self.y*self.tile_size[1]+50+self.tile_size[1]], #lower right[self.x*self.tile_size[0]+50,self.y*self.tile_size[1]+50+self.tile_size[1]], #lower left] self.visited = Falseself.color = (255,253,150)def draw(self,color = None): #x,y represents the tile coordinates color = self.color if not color else colorpg.draw.rect(screen,color,self.rectangle)for i in range(4):if not self.connected[i]:pg.draw.line(screen,(150,175,255),(self.points[i]),(self.points[((i+1)%4)]),5)class Node():def __init__(self):self.visited = Falseself.last_node = Noneself.steps = Nonedef maze_gen(path):global tile_coveredx,y = path[-1]if x < 0 or x >= grid_size[0] or y < 0 or y >= grid_size[1]:print(f'index out of range at {x,y}')returnif matrix[y][x].visited:print(f'node already visited at {x,y}')returnelif tile_covered <= grid_size[0]*grid_size[1]:tile_covered += 1print(x,y)matrix[y][x].visited = Truepath_choice = [0,1,2,3]random.shuffle(path_choice)for i in path_choice:x_,y_ = x+directions[i][0],y+directions[i][1]path.append([x_,y_])if maze_gen(path): # tile is not visitedmatrix[y][x].connected[i] = 1 #walls of current nodematrix[y_][x_].connected[(i+2)%4] = 1#reverse the vector directionmatrix[y][x].draw()matrix[y_][x_].draw()pg.display.update()path.pop(-1)return Trueelse:print('all node visited')returndef djkstra():end_point = (grid_size[0]-1,grid_size[1]-1)x,y = start_pointmatrix[y][x].draw((255,0,0))matrix[end_point[0]][end_point[1]].draw((255,0,0))pg.display.update()border = [[0,0]]steps = 0while True:steps += 1new_border = []for x,y in border:if (x,y) == end_point:print('exit found')return end_pointfor i in range(4):if matrix[y][x].connected[i]: #if there is a waynext_x,next_y = directions[i][0]+x,directions[i][1]+yif found_path[next_y][next_x].visited == False:new_border.append([next_x,next_y])matrix[next_y][next_x].draw((0,255,0))pg.display.update()if found_path[next_y][next_x].last_node == None:found_path[next_y][next_x].last_node = (x,y)elif steps < found_path[next_y][next_x].steps:found_path[next_y][next_x].last_node = (x,y)print(f'setting {x,y} to visited')found_path[y][x].visited = Trueborder = new_borderif new_border == []:print('No exit point found')returndef draw_path(end_point):if not end_point:returnelse:x,y = end_pointwhile [x,y] != start_point:print(f'going though node {x,y}')matrix[y][x].draw((0,0,255))print(f'{(x,y)} == {start_point}:')print((x,y) == start_point)x,y = found_path[y][x].last_nodepg.display.update()screen_size = [800,800]
grid_size = [40,40]tile_covered = 0
run = Truescreen = pg.display.set_mode(screen_size)matrix = []
directions = [[0,-1],[1,0],[0,1],[-1,0]] # up,right,down,left 0 for not connected
found_path = [[Node() for x in range(grid_size[0])] for y in range(grid_size[1])]for y in range(grid_size[1]):temp = []for x in range(grid_size[0]):tile = Tile(grid_size,screen_size,x,y)temp.append(tile)matrix.append(temp)pg.init()
path = [[0,0]]
start_point = [0,0]screen.fill((255,255,255))
maze_gen(path)pg.display.update()print('======== Generation Finished ========')end_point = djkstra()
draw_path(end_point)while run:for event in pg.event.get():if event.type == pg.QUIT:run = Falsepg.quit()