我目前正在使用Java制作迷宫解谜游戏,但遇到了一些问题。我找到的所有随机生成迷宫算法输出的方式都无法实现到我的当前代码中。我考虑使用深度优先搜索、递归回溯或普里姆算法,因为我认为它们最容易实现,同时仍然能够生成良好的迷宫。哪种算法可以与我的当前程序配合使用?这是我的游戏类:(如有不良做法,请指出,我对Java还比较陌生)
package game;
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class Game extends JPanel implements ActionListener, KeyListener {
private boolean upPressed = false;
private boolean downPressed = false;
private boolean rightPressed = false;
private boolean leftPressed = false;
private final int playerDiam = 100;
private final int playerSpeed = 15;
private final int tileSize = 400;
private int[][] maze = {{1, 1, 1, 1, 1, 1},
{1, 2, 1, 1, 3, 1},
{1, 0, 1, 0, 0, 1},
{1, 0, 1, 0, 1, 1},
{1, 0, 0, 0, 1, 1},
{1, 1, 1, 1, 1, 1},
};
private int[][] initX = new int[maze.length][maze.length];
private int[][] initY = new int[maze.length][maze.length];
private int deltaX = -210;
private int deltaY = -210;
private String screen = "menu";
public Game() {
setFocusable(true);
addKeyListener(this);
setUpInitialCoordinates();
Timer timer = new Timer(1000 / 60, this);
timer.start();
}
@Override
public void actionPerformed(ActionEvent e) {
tick();
}
private void setUpInitialCoordinates() {
int x = 0;
int y;
for (int[] rowData : maze) {
y = 0;
for (int ignored : rowData) {
initX[x][y] = x * tileSize;
initY[x][y] = y * tileSize;
y++;
}
x++;
}
}
private void generateMaze() {
}
private void tick() {
if (screen.equals("playing")) {
if (upPressed) {
deltaY += playerSpeed;
} else if (downPressed) {
deltaY -= playerSpeed;
}
if (rightPressed) {
deltaX -= playerSpeed;
} else if (leftPressed) {
deltaX += playerSpeed;
}
}
repaint();
}
@Override
public void keyTyped(KeyEvent e) {}
@Override
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_UP || e.getKeyCode() == KeyEvent.VK_W) {
upPressed = true;
} else if (e.getKeyCode() == KeyEvent.VK_DOWN || e.getKeyCode() == KeyEvent.VK_S) {
downPressed = true;
} else if (e.getKeyCode() == KeyEvent.VK_RIGHT || e.getKeyCode() == KeyEvent.VK_D) {
rightPressed = true;
} else if (e.getKeyCode() == KeyEvent.VK_LEFT || e.getKeyCode() == KeyEvent.VK_A) {
leftPressed = true;
}
}
@Override
public void keyReleased(KeyEvent e) {
if (screen.equals("menu") && e.getKeyCode() == KeyEvent.VK_ENTER) {
upPressed = false;
downPressed = false;
rightPressed = false;
leftPressed = false;
screen = "playing";
} else if (screen.equals("playing")) {
if (e.getKeyCode() == KeyEvent.VK_UP || e.getKeyCode() == KeyEvent.VK_W) {
upPressed = false;
} else if (e.getKeyCode() == KeyEvent.VK_DOWN || e.getKeyCode() == KeyEvent.VK_S) {
downPressed = false;
} else if (e.getKeyCode() == KeyEvent.VK_RIGHT || e.getKeyCode() == KeyEvent.VK_D) {
rightPressed = false;
} else if (e.getKeyCode() == KeyEvent.VK_LEFT || e.getKeyCode() == KeyEvent.VK_A) {
leftPressed = false;
} else if (e.getKeyCode() == KeyEvent.VK_P) {
screen = "paused";
}
} else if (screen.equals("paused" ) && e.getKeyCode() == KeyEvent.VK_P) {
upPressed = false;
downPressed = false;
rightPressed = false;
leftPressed = false;
screen = "playing";
}
}
@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setFont(new Font("Aharoni", Font.PLAIN, 36));
g.setColor(Color.WHITE);
g.fillRect(0, 0, getWidth(), getHeight());
switch (screen) {
case "menu":
g.setColor(Color.BLACK);
g.drawString("Labyrinth", 300, 200);
g.drawString("Press Enter to Play!", getWidth() / 3, 500);
break;
case "playing":
int x = 0;
int y = 0;
for (int[] rowData : maze) {
for (int cellData : rowData) {
if (cellData == 1) {
g.setColor(Color.DARK_GRAY);
g.fillRect(x + deltaX, y + deltaY, tileSize, tileSize);
} else if (cellData == 2) {
g.setColor(Color.GREEN);
g.fillRect(x + deltaX, y + deltaY, tileSize, tileSize);
} else if (cellData == 3) {
g.setColor(Color.YELLOW);
g.fillRect(x + deltaX, y + deltaY, tileSize, tileSize);
}
x += tileSize;
if (x == maze.length * tileSize) {
x = 0;
y += tileSize;
}
}
} g.setColor(Color.RED);
g.fillOval(getWidth() / 2, getHeight() / 2, playerDiam, playerDiam);
break;
case "gameOver":
g.setColor(Color.BLACK);
g.drawString("Game Over",getWidth() / 3 ,50 );
break;
case "paused":
g.setColor(Color.BLACK);
g.drawString("Paused", getWidth() / 3, 50);
break;
}
}
}