由於一些2020年大家都知道的原因,放假在家利用閒暇之餘觀看了波波老師的可視化算法課,傳送門,收穫頗豐。
現對其中的迷宮尋路算法可視化進行改造和補充,做成了一個玩家自己走迷宮的程序。本程序適用於java程序員鞏固類與對象、文件讀取、事件響應、awt包中各種工具的相關概念以及對邏輯能力的鍛鍊。由於作者水平問題,本程序難免存在紕漏之處,如有提醒或者此代碼更多的補充,歡迎聯繫我vx:wjw0310。(我從來不吝惜給幫助過我的人發紅包哦~~)
數據層
本實例需要從 .txt 文件中讀取迷宮並繪製,所以先來實現文件讀取IO類 MazeData.java,該程序在構造函數運行時將外部文件讀入,並完成迷宮各種參數的初始化,注意規定了外部 .txt 文件的第一行兩個數字分別代表迷宮的行數和列數。此外還提供了各類接口來讀取或操作私有數據。
import java.io.BufferedInputStream;
import java.io.File;
import java.io.FileInputStream;
import java.io.IOException;
import java.util.Scanner;
public class MazeData {
public static final char ROAD = ' ';
public static final char WALL = '#';
private int N, M; // 高,寬(行,列)
private char[][] maze;
private int entranceX, entranceY; // 入口
private int exitX, exitY; // 出口
public boolean[][] visited; // 記錄尋路過程某位置是否被訪問過
public boolean[][] path; // 存儲迷宮的解
public boolean showPath; // 是否打印系統提示的開關
public Position player; // 玩家所處位置
public MazeData(String filename){
if (filename == null)
throw new IllegalArgumentException("Filename can not be null!");
Scanner scanner = null;
try {
File file = new File(filename);
if (!file.exists())
throw new IllegalArgumentException("File " + filename + " doesn't exist");
FileInputStream fis = new FileInputStream(file);
scanner = new Scanner(new BufferedInputStream(fis), "UTF-8");
// 讀取第一行
String nmline = scanner.nextLine();
String[] nm = nmline.trim().split("\\s+"); // 正則 匹配任意空白字符
N = Integer.parseInt(nm[0]);
M = Integer.parseInt(nm[1]);
maze = new char[N][M];
visited = new boolean[N][M];
path = new boolean[N][M];
showPath = false;
// 讀取後續的N行
for (int i = 0; i < N; i ++){
String line = scanner.nextLine();
// 每行保證有M個字符
if(line.length() != M)
throw new IllegalArgumentException("Maze file " + filename + " is invalid");
for (int j = 0; j < M; j ++) {
maze[i][j] = line.charAt(j);
visited[i][j] = false;
path[i][j] = false;
}
}
}
catch (IOException e){
e.printStackTrace();
}
finally {
if (scanner != null)
scanner.close();
}
// 入口,第二行第一列
entranceX = 1;
entranceY = 0;
// 出口,倒數第二行最後一列
exitX = N - 2;
exitY = M - 1;
}
public int N(){ return N; }
public int M(){ return M; }
public int getEntranceX(){return entranceX;}
public int getEntranceY(){return entranceY;}
public int getExitX(){return exitX;}
public int getExitY(){return exitY;}
public char getMaze(int i, int j){
if (!inArea(i, j))
throw new IllegalArgumentException("i or j is out of index in getMaze!");
return maze[i][j];
}
// 判斷點(x,y)是否在迷宮中
public boolean inArea(int x, int y){
return x >= 0 && x < N && y >= 0 && y < M;
}
// 控制檯打印迷宮
public void print(){
System.out.println(N + " " + M);
for(int i = 0 ; i < N ; i ++){
for(int j = 0 ; j < M ; j ++)
System.out.print(maze[i][j]);
System.out.println();
}
return;
}
}
將迷宮的各個位置封裝成一個類 Position.java,便於操作
public class Position {
private int x, y;
public Position(int x, int y, Position prev){
this.x = x;
this.y = y;
}
public Position(int x, int y){
this(x, y, null);
}
public int getX(){ return x; }
public int getY(){ return y; }
public void setX(int x){
this.x = x;
}
public void setY(int y){
this.y = y;
}
}
視圖層
AlgoFrame.java 是繪製界面的核心代碼,使用java的JFrame控件,在上面添加JPanel畫板,在JFrame中定義渲染方法render來調用畫板的 paintComponent 方法實現繪製,其中需要用到自己定義的繪製輔助類 AlgoVisHelper.java,在裏面封裝了繪製矩形,設置畫筆顏色,停頓等方法,也定義了一些顏色,也可以不用定義該輔助類而直接在 AlgoFrame.java 中使用awt包中的各種方法直接實現,如有需要可自行下載代碼。
import java.awt.*;
import javax.swing.*;
public class AlgoFrame extends JFrame{
private int canvasWidth;
private int canvasHeight;
public AlgoFrame(String title, int canvasWidth, int canvasHeight){
super(title);
this.canvasWidth = canvasWidth;
this.canvasHeight = canvasHeight;
AlgoCanvas canvas = new AlgoCanvas();
setContentPane(canvas);
pack();
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setResizable(false);
setVisible(true);
}
public AlgoFrame(String title){
this(title, 1024, 768);
}
public int getCanvasWidth(){return canvasWidth;}
public int getCanvasHeight(){return canvasHeight;}
private MazeData data;
public void render(MazeData data){
this.data = data;
repaint();
}
private class AlgoCanvas extends JPanel{
public AlgoCanvas(){
// 雙緩存
super(true);
}
@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D)g;
// 抗鋸齒
RenderingHints hints = new RenderingHints(
RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
hints.put(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);
g2d.addRenderingHints(hints);
// 具體繪製
int w = canvasWidth / data.M(); // 寬
int h = canvasHeight / data.N();// 高
for (int i = 0; i < data.N(); i ++){
for (int j = 0; j < data.M(); j ++){
if (data.getMaze(i,j) == MazeData.WALL)
AlgoVisHelper.setColor(g2d, AlgoVisHelper.LightBlue);
else
AlgoVisHelper.setColor(g2d, AlgoVisHelper.White);
if (data.path[i][j] && data.showPath == true)
AlgoVisHelper.setColor(g2d, AlgoVisHelper.Yellow);
if (data.player.getX() == i && data.player.getY() == j)
AlgoVisHelper.setColor(g2d, AlgoVisHelper.Red);
AlgoVisHelper.fillRectangle(g2d, j*w, i*h, w, h);
}
}
}
@Override
public Dimension getPreferredSize(){
return new Dimension(canvasWidth, canvasHeight);
}
}
}
控制層
主函數 AlgoVisualizer.java ,其中在程序運行最開始時採用了基於遞歸的DFS算法將迷宮的解事先求出,用戶按下空格則可以實現提示功能,紅色表示玩家,鍵盤上下左右控制四個方向的移動。run()方法實現了所有的動畫邏輯
import java.awt.*;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
public class AlgoVisualizer {
private static int DELAY = 10;
private static int blockSide = 8;
private MazeData data;
private AlgoFrame frame;
private static final int d[][] = {{-1,0},{0,1},{1,0},{0,-1}}; // 四個方向移動
public AlgoVisualizer(String mazeFile){
// 初始化數據
data = new MazeData(mazeFile);
int sceneHeight = data.N() * blockSide;
int sceneWidth = data.M() * blockSide;
// 初始化視圖
EventQueue.invokeLater(() -> {
frame = new AlgoFrame("Maze Solver Visualization", sceneWidth, sceneHeight);
frame.addKeyListener(new AlgoKeyListener());
new Thread(() -> {
run();
}).start();
});
}
public void run(){
setData(-1, -1, false);
data.player = new Position(data.getEntranceX(), data.getEntranceY());
// 遞歸實現
if(!autoGo(data.getEntranceX(), data.getEntranceY()))
System.out.println("The maze has NO solution!");
System.out.println("初始化已完成");
while (true){
frame.render(data);
AlgoVisHelper.pause(DELAY);
setData(-1, -1, false);
if (data.player.getX() == data.getExitX() && data.player.getY() == data.getExitY()){
System.out.println("遊戲結束");
frame.render(data);
AlgoVisHelper.pause(DELAY);
break;
}
}
setData(-1, -1, false);
}
// 返回值:求解是否成功
private boolean autoGo(int x, int y){
if(!data.inArea(x,y))
throw new IllegalArgumentException("x,y are out of index in go function!");
data.visited[x][y] = true;
setData(x, y, true);
if (x == data.getExitX() && y == data.getExitY())
return true;
for (int i = 0; i < 4; i ++){
int newX = x + d[i][0];
int newY = y + d[i][1];
if (data.inArea(newX, newY) &&
data.getMaze(newX, newY) == MazeData.ROAD &&
!data.visited[newX][newY]){
if (autoGo(newX, newY))
return true;
}
}
setData(x, y, false);
return false;
}
private void setData(int x, int y, boolean isPath){
if (data.inArea(x, y))
data.path[x][y] = isPath;
}
private class AlgoKeyListener extends KeyAdapter{
@Override
public void keyPressed(KeyEvent event){
if (event.getKeyCode() == KeyEvent.VK_LEFT){
System.out.println("go left");
oneStep(data.player.getX(), data.player.getY(), 3);
}
else if (event.getKeyCode() == KeyEvent.VK_DOWN){
System.out.println("go down");
oneStep(data.player.getX(), data.player.getY(), 2);
}
else if (event.getKeyCode() == KeyEvent.VK_RIGHT){
System.out.println("go right");
oneStep(data.player.getX(), data.player.getY(), 1);
}
else if (event.getKeyCode() == KeyEvent.VK_UP){
System.out.println("go up");
oneStep(data.player.getX(), data.player.getY(), 0);
}
else if (event.getKeyChar() == ' '){
System.out.println("顯示提示");
data.showPath = !data.showPath;
}
}
}
private void oneStep(int x, int y, int direction){
int newX = x + d[direction][0];
int newY = y + d[direction][1];
if (data.inArea(newX, newY) &&
data.getMaze(newX, newY) == MazeData.ROAD){
data.player.setX(newX);
data.player.setY(newY);
}
}
public static void main(String[] args) {
String mazefile = "maze_101_101.txt";
AlgoVisualizer vis = new AlgoVisualizer(mazefile);
}
}