added maze generator
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1
.gitignore
vendored
1
.gitignore
vendored
@@ -58,3 +58,4 @@ docs/_build/
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# PyBuilder
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target/
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.idea/
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83
game.py
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83
game.py
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import sys
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from itertools import product
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import pygame
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from pygame.locals import *
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from maze import Maze
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pygame.init()
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vec = pygame.math.Vector2 # 2 for two dimensional
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HEIGHT = 450
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WIDTH = 400
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FPS = 60
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FramePerSec = pygame.time.Clock()
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displaysurface = pygame.display.set_mode((WIDTH, HEIGHT))
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pygame.display.set_caption("Game")
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SCREEN_BUFFER = 10
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MAZE_SIZE = 15
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GRID_SIZE = 25
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class Player(pygame.sprite.Sprite):
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def __init__(self):
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super().__init__()
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self.surf = pygame.Surface((30, 30))
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self.surf.fill((0, 255, 0))
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self.rect = self.surf.get_rect(center=(10, 420))
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class MazeWall(pygame.sprite.Sprite):
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def __init__(self, wall):
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wall_width = 2
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super().__init__()
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start_cell, end_cell = wall
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x,y = start_cell
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vertical = start_cell[1] == end_cell[1]
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if vertical:
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self.surf = pygame.Surface((wall_width, GRID_SIZE))
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else:
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self.surf = pygame.Surface((GRID_SIZE, wall_width))
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self.surf.fill((0, 0, 255))
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if vertical:
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self.rect = self.surf.get_rect(midtop=((x+1) * GRID_SIZE + SCREEN_BUFFER, y * GRID_SIZE + SCREEN_BUFFER))
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else:
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self.rect = self.surf.get_rect(midleft=(x * GRID_SIZE + SCREEN_BUFFER, (y + 1) * GRID_SIZE + SCREEN_BUFFER))
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all_sprites = pygame.sprite.Group()
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maze_sprites = pygame.sprite.Group()
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maze = Maze(MAZE_SIZE, MAZE_SIZE)
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for wall in maze.walls:
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wall_sprite = MazeWall(wall)
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maze_sprites.add(wall_sprite)
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while True:
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for event in pygame.event.get():
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if event.type == QUIT:
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pygame.quit()
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sys.exit()
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# wipe buffer
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displaysurface.fill((0, 0, 0))
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# draw border
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pygame.draw.rect(displaysurface, (255, 0, 0),
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pygame.Rect((SCREEN_BUFFER, SCREEN_BUFFER, MAZE_SIZE * GRID_SIZE, MAZE_SIZE * GRID_SIZE)), 2)
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pygame.draw.circle(displaysurface, (0, 255, 0), (25, 25), GRID_SIZE / 3)
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# for entity in all_sprites:
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# displaysurface.blit(entity.surf, entity.rect)
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for entity in maze_sprites:
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displaysurface.blit(entity.surf, entity.rect)
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pygame.display.update()
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FramePerSec.tick(FPS)
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75
maze.py
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75
maze.py
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import random
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from itertools import product
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from typing import Tuple, Set, Union, Any, List, NamedTuple
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from pprint import pprint
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class Cell(NamedTuple):
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x: int
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y: int
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class Wall(NamedTuple):
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first_cell: Cell
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second_cell: Cell
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class Maze:
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def __init__(self, width: int, height: int):
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self.cells = set(Cell(*c) for c in product(range(width), range(height)))
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self.maze = dict()
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for cell in self.cells:
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self.maze[cell] = self.get_neighbours(cell)
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self.walls = self.get_walls()
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self.generate_maze()
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def get_neighbours(self, cell: Cell) -> Set[Cell]:
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diffs = ((0, 1), (0, -1), (1, 0), (-1, 0))
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return set(Cell(cell.x + x, cell.y + y) for x, y in diffs if Cell(cell.x + x, cell.y + y) in self.cells)
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def get_walls(self) -> Set[Wall]:
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walls = set()
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for cell in self.cells:
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walls.update(set(Wall(*sorted([cell, c])) for c in self.maze[cell]))
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return walls
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def generate_maze(self) -> None:
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visited = set()
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unvisited = list(self.cells)
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node = random.choice(unvisited)
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visited.add(node)
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unvisited.remove(node)
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while unvisited:
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random_neighbour = random.choice(list(self.maze[node]))
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if random_neighbour not in visited:
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self.walls.remove(Wall(*sorted([node, random_neighbour])))
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visited.add(random_neighbour)
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try:
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unvisited.remove(random_neighbour)
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except ValueError:
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pass
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node = random_neighbour
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def generate_prim_maze(self) -> None:
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visited = set()
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node = random.choice(list(self.cells))
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visited.add(node)
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removed_walls = set()
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wall_list = [w for w in self.walls if node in w]
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while wall_list:
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random_wall = random.choice(wall_list)
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wall_list.remove(random_wall)
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cell1, cell2 = random_wall
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if (cell1 in visited) != (cell2 in visited):
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removed_walls.add(random_wall)
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self.walls.remove(random_wall)
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visited.add(cell1)
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visited.add(cell2)
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wall_list.extend(
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set(w for w in self.walls if (cell1 in w) or (cell2 in w)).difference(removed_walls)
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)
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if __name__ == "__main__":
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maze = Maze(3, 3)
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pprint(maze.walls)
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