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PHP樹的深度編歷生成迷宮及A*自動尋路算法實例分析

2024-05-04 21:55:06
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 這篇文章主要介紹了PHP樹的深度編歷生成迷宮及A*自動尋路算法,實例分析了php實現A*尋路算法的技巧,具有一定參考借鑒價值,需要的朋友可以參考下

  

本文實例講述了PHP樹的深度編歷生成迷宮及A*自動尋路算法。分享給大家供大家參考。具體分析如下:

有一同事推薦了三思的迷宮算法,看了感覺還不錯,就轉成php
三思的迷宮算法是采用樹的深度遍歷原理,這樣生成的迷宮相當的細,而且死胡同數量相對較少!
任意兩點之間都存在唯一的一條通路。

至于A*尋路算法是最大眾化的一全自動尋路算法

廢話不多說,貼上帶代碼

迷宮生成類:

代碼如下:class Maze{
// Maze Create
private $_w;
private $_h;
private $_grids;
private $_walkHistory;
private $_walkHistory2;
private $_targetSteps;
// Construct
public function Maze() {
$this->_w = 6;
$this->_h = 6;
$this->_grids = array();
}
// 設置迷宮大小
public function set($width = 6, $height = 6) {
if ( $width > 0 ) $this->_w = $width;
if ( $height > 0 ) $this->_h = $height;
return $this;
}
// 取到迷宮
public function get() {
return $this->_grids;
}
// 生成迷宮
public function create() {
$this->_init();
return $this->_walk(rand(0, count($this->_grids) -1 ));
}
// 獲取死胡同點
public function block($n = 0, $rand = false) {
$l = count($this->_grids);
for( $i = 1; $i < $l; $i++ ) {
$v = $this->_grids[$i];
if ( $v == 1 || $v == 2 || $v == 4 || $v == 8 ) {
$return[] = $i;
}
}
// 隨機取點
if ( $rand ) shuffle($return);

if ( $n == 0 ) return $return;

if ( $n == 1 ) {
return array_pop($return);
} else {
return array_slice($return, 0, $n);
}
}
/**
|---------------------------------------------------------------
| 生成迷宮的系列函數
|---------------------------------------------------------------
*/
private function _walk($startPos) {
$this->_walkHistory = array();
$this->_walkHistory2 = array();
$curPos = $startPos;
while ($this->_getNext0() != -1) {
$curPos = $this->_step($curPos);
if ( $curPos === false ) break;
}
return $this;
}
private function _getTargetSteps($curPos) {
$p = 0;
$a = array();
$p = $curPos - $this->_w;
if ($p > 0 && $this->_grids[$p] === 0 && ! $this->_isRepeating($p)) {
array_push($a, $p);
} else {
array_push($a, -1);
}
$p = $curPos + 1;
if ($p % $this->_w != 0 && $this->_grids[$p] === 0 && ! $this->_isRepeating($p)) {
array_push($a, $p);
} else {
array_push($a, -1);
}
$p = $curPos + $this->_w;
if ($p < count($this->_grids) && $this->_grids[$p] === 0 && ! $this->_isRepeating($p)) {
array_push($a, $p);
} else {
array_push($a, -1);
}
$p = $curPos - 1;
if (($curPos % $this->_w) != 0 && $this->_grids[$p] === 0 && ! $this->_isRepeating($p)) {
array_push($a, $p);
} else {
array_push($a, -1);
}
return $a;
}
private function _noStep() {
$l = count($this->_targetSteps);
for ($i = 0; $i < $l; $i ++) {
if ($this->_targetSteps[$i] != -1) return false;
}
return true;
}
private function _step($curPos) {
$this->_targetSteps = $this->_getTargetSteps($curPos);
if ( $this->_noStep() ) {
if ( count($this->_walkHistory) > 0 ) {
$tmp = array_pop($this->_walkHistory);
} else {
return false;
}
array_push($this->_walkHistory2, $tmp);
return $this->_step($tmp);
}
$r = rand(0, 3);
while ( $this->_targetSteps[$r] == -1) {
$r = rand(0, 3);
}
$nextPos = $this->_targetSteps[$r];
$isCross = false;
if ( $this->_grids[$nextPos] != 0)
$isCross = true;
if ($r == 0) {
$this->_grids[$curPos] ^= 1;
$this->_grids[$nextPos] ^= 4;
} elseif ($r == 1) {
$this->_grids[$curPos] ^= 2;
$this->_grids[$nextPos] ^= 8;
} elseif ($r == 2) {
$this->_grids[$curPos] ^= 4;
$this->_grids[$nextPos] ^= 1;
} elseif ($r == 3) {
$this->_grids[$curPos] ^= 8;
$this->_grids[$nextPos] ^= 2;
}
array_push($this->_walkHistory, $curPos);
return $isCross ? false : $nextPos;
}
private function _isRepeating($p) {
$l = count($this->_walkHistory);
for ($i = 0; $i < $l; $i ++) {
if ($this->_walkHistory[$i] == $p) return true;
}
$l = count($this->_walkHistory2);
for ($i = 0; $i < $l; $i ++) {
if ($this->_walkHistory2[$i] == $p) return true;
}
return false;
}
private function _getNext0() {
$l = count($this->_grids);

for ($i = 0; $i <= $l; $i++ ) {
if ( $this->_grids[$i] == 0) return $i;
}
return -1;
}
private function _init() {
$this->_grids = array();
for ($y = 0; $y < $this->_h; $y ++) {
for ($x = 0; $x < $this->_w; $x ++) {
array_push($this->_grids, 0);
}
}
return $this;
}
}

 

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