我试图创建一个迷宫发电机,并为此我在C#中实现的随机Prim算法。

然而,该位产生的结果是无效的。我想不通,如果是我的渲染,或者是无效的执行情况。因此,对于初学者来说,我想有一个人看看执行:

迷宫是单元的矩阵。

var cell = maze[0, 0];
cell.Connected = true;

var walls = new HashSet<MazeWall>(cell.Walls);

while (walls.Count > 0)
{
    var randomWall = walls.GetRandom();
    var randomCell = randomWall.A.Connected ? randomWall.B : randomWall.A;

    if (!randomCell.Connected)
    {
        randomWall.IsPassage = true;
        randomCell.Connected = true;

        foreach (var wall in randomCell.Walls)
            walls.Add(wall);
    }

    walls.Remove(randomWall);
}

下面是关于所呈现的结果的示例:

渲染迷宫http://dl.dropbox.com/u/1744224 /Upload/primrecur.png

修改确定,让我们看看渲染部分则:

private void MazePanel_Paint(object sender, PaintEventArgs e)
{
    int size = 20;
    int cellSize = 10;

    MazeCell[,] maze = RandomizedPrimsGenerator.Generate(size);

    mazePanel.Size = new Size(
        size * cellSize + 1, 
        size * cellSize + 1
    );

    e.Graphics.DrawRectangle(Pens.Blue, 0, 0, 
        size * cellSize, 
        size * cellSize
    );

    for (int y = 0; y < size; y++)
    for (int x = 0; x < size; x++)
    {
        foreach(var wall in maze[x, y].Walls.Where(w => !w.IsPassage))
        {
            if (wall.Direction == MazeWallOrientation.Horisontal)
            {
                e.Graphics.DrawLine(Pens.Blue, 
                    x * cellSize, y * cellSize, 
                    x * cellSize + cellSize, 
                    y * cellSize
                );
            }    
            else
            {
                e.Graphics.DrawLine(Pens.Blue,
                    x * cellSize,
                    y * cellSize, x * cellSize,
                    y * cellSize + cellSize
                );
            }
        }
    }
}

和我想,明白这一点,我们需要看到MazeCell和MazeWall类:

namespace MazeGenerator.Maze
{
    class MazeCell
    {
        public int Column 
        {
            get;
            set; 
        }

        public int Row 
        { 
            get; 
            set; 
        }

        public bool Connected 
        { 
            get; 
            set; 
        }

        private List<MazeWall> walls = new List<MazeWall>();

        public List<MazeWall> Walls
        {
            get { return walls;  }
            set { walls = value; }
        }

        public MazeCell()
        {
            this.Connected = false;
        }

        public void AddWall(MazeCell b)
        {
            walls.Add(new MazeWall(this, b));
        }
    }

    enum MazeWallOrientation
    {
        Horisontal,
        Vertical,
        Undefined
    }

    class MazeWall : IEquatable<MazeWall>
    {
        public IEnumerable<MazeCell> Cells 
        { 
            get
            {
                yield return CellA;
                yield return CellB;
            }            
        }

        public MazeCell CellA
        {
            get; 
            set;
        }

        public MazeCell CellB
        {
            get;
            set;
        }

        public bool IsPassage 
        { 
            get; 
            set; 
        }

        public MazeWallOrientation Direction
        {
            get
            {
                if (CellA.Column == CellB.Column)
                {
                    return MazeWallOrientation.Horisontal;
                }
                else if (CellA.Row == CellB.Row) 
                {
                    return MazeWallOrientation.Vertical;
                }
                else
                {
                    return MazeWallOrientation.Undefined;
                }
            }
        }

        public MazeWall(MazeCell a, MazeCell b)
        {
            this.CellA = a;
            this.CellB = b;

            a.Walls.Add(this);
            b.Walls.Add(this);

            IsPassage = false;
        }

        #region IEquatable<MazeWall> Members

        public bool Equals(MazeWall other)
        {
            return (this.CellA == other.CellA) && (this.CellB == other.CellB);
        }

        #endregion
    }
}
有帮助吗?

解决方案

这仅仅是一个想法:

即使你没有张贴在您添加壁细胞的代码,我认为是逻辑上的错误。单细胞有4周壁,但两个相邻的小区具有唯一7的壁。不是8。

您需要除去randomWall何时从其它细胞藏汉删除相应的壁。

要阐述中更详细一点: 如果AddWallsToMaze算法增加4周壁给每个小区则存在重复的壁。

<强>实施例结果 CELLA有CellB墙。让我们把它Wall1。结果 CellB有地窖墙壁。这是Wall2不Wall1。结果 它应该是Wall1。

其他提示

的解决方案是校正在细胞如何绘制的绘制错误。我正在做右&底壁,和呈现左与顶壁。

private static void RenderCell(PaintEventArgs e, int cellSize, int y, int x, MazeWall wall, Pen pen)
{
    if (wall.Direction == MazeWallOrientation.Horisontal)
    {
        e.Graphics.DrawLine(pen,
            x * cellSize,
            y * cellSize + cellSize,
            x * cellSize + cellSize,
            y * cellSize + cellSize
        );
    }
    else
    {
        e.Graphics.DrawLine(pen,
            x * cellSize + cellSize,
            y * cellSize,
            x * cellSize + cellSize,
            y * cellSize + cellSize
        );
    }
}

我不是结果非常高兴。我想我会尝试另一个algorihm,这似乎并没有因为简洁(wellformed)为我所希望的。

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