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  import random import pygame from draw_maze import * from maze import * from maze_def import *
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
  def find_wall(walls, x, y, z,levels, rows, cols):     ret = []     if x > 1 and walls[x-1][y][z] == WALL:         ret.append((x-1,y,z, LR))     if y > 1 and walls[x][y-1][z] == WALL:         ret.append((x,y-1,z, FB))     if x < cols - 2 and walls[x+1][y][z] == WALL:         ret.append((x+1,y,z, LR))     if y < rows - 2 and walls[x][y+1][z] == WALL:         ret.append((x,y+1,z, FB))     if z > 0 and walls[x][y][z-1] == WALL:         ret.append((x,y,z-1, UD))     if z < levels-1 and walls[x][y][z+1] == WALL:         ret.append((x,y,z+1, UD))     return ret
 
 
  def prim_maze_demo(levels, rows, cols):     levels=2*levels-1     rows=2*rows+1     cols=2*cols+1          maze_map=maze_init_draw(levels,rows,cols)          x=1     y=1     z=0               maze_map[x][y][z] = CELL_VISIT          walllist=[]      ws = find_wall(maze_map, x, y, z, levels, rows, cols)     walllist.extend(ws)          posx,posy=None,None     while True:         for event in pygame.event.get():             if event.type == pygame.QUIT:                 return         if walllist:                          x, y, z, d = random.choice(walllist)                          walllist.remove((x,y,z,d))             maze_map[x][y][z]=WALL_VISIT              if d == FB:                                  if (maze_map[x][y-1][z] == CELL_NO_VISIT or maze_map[x][y+1][z] == CELL_NO_VISIT) and (maze_map[x][y-1][z] != maze_map[x][y+1][z]):                                          maze_map[x][y][z]=NOWALL                     if maze_map[x][y-1][z] == CELL_NO_VISIT:                         gy=y-1                     else:                         gy=y+1                     maze_map[x][gy][z]=CELL_VISIT                                          ws = find_wall(maze_map, x, gy , z, levels, rows,cols)                     walllist.extend(ws)             elif d == LR:                                  if (maze_map[x-1][y][z] == CELL_NO_VISIT or maze_map[x+1][y][z] == CELL_NO_VISIT) and (maze_map[x-1][y][z] != maze_map[x+1][y][z]):                                          maze_map[x][y][z]=NOWALL                     if maze_map[x-1][y][z] == CELL_NO_VISIT:                         gx=x-1                     else:                         gx=x+1                     maze_map[gx][y][z]=CELL_VISIT                                             ws = find_wall(maze_map, gx, y , z, levels, rows,cols)                     walllist.extend(ws)             elif d == UD:                                  if (maze_map[x][y][z-1] == CELL_NO_VISIT or maze_map[x][y][z+1] == CELL_NO_VISIT) and (maze_map[x][y][z-1] != maze_map[x][y][z+1]):                                          maze_map[x][y][z]=NOWALL                     if maze_map[x][y][z-1] == CELL_NO_VISIT:                         gz=z-1                                                  maze_map[x][y][gz]=STAIRS_U                         if maze_map[x][y][z+1] == CELL_VISIT:                             maze_map[x][y][z+1]=STAIRS_D                         else:                             maze_map[x][y][z+1]=STAIRS_UD                     else:                         gz=z+1                                                  maze_map[x][y][gz]=STAIRS_D                         if maze_map[x][y][z-1] == CELL_VISIT:                             maze_map[x][y][z-1]=STAIRS_U                         else:                             maze_map[x][y][z-1]=STAIRS_UD                                          ws = find_wall(maze_map, x, y , gz, levels, rows,cols)                     walllist.extend(ws)
                           for x1,y1,z1,d1 in walllist:                 if d1 == FB:                     if y1 > 1 and y1 < rows-2 and maze_map[x1][y1-1][z1] != CELL_NO_VISIT and maze_map[x1][y1+1][z1] != CELL_NO_VISIT:                         walllist.remove((x1,y1,z1,d1))                         maze_map[x1][y1][z1]=WALL_VISIT                  elif d1 == LR:                     if x1 > 1 and x1 < cols-2 and maze_map[x1-1][y1][z1] != CELL_NO_VISIT and maze_map[x1+1][y1][z1] != CELL_NO_VISIT:                         walllist.remove((x1,y1,z1,d1))                         maze_map[x1][y1][z1]=WALL_VISIT                  elif d1 == UD:                     if z1 > 0 and z1 < levels-1 and  maze_map[x1][y1][z1-1] != CELL_NO_VISIT and maze_map[x1][y1][z1+1] != CELL_NO_VISIT:                         walllist.remove((x1,y1,z1,d1))                         maze_map[x1][y1][z1]=WALL_VISIT                   draw_maze(maze_map, levels, rows, cols, (x,y,z), not walllist)         time_passed = clock.tick(30)         pygame.display.update()     return 
 
 
 
  if __name__ == "__main__":     '''main'''     prim_maze_demo(3, 5, 8)
 
 
 
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