import pygame from maze_generator import MazeGenerator from SourceCollector import SourceCollector from tanxin import * from simple_save_manager import simple_save_manager from config import UI_WIDTH import time class Maze: def __init__(self, wall_size, maze_size, file_name): self.wall_size = wall_size self.maze_size = maze_size self.size = int(maze_size / wall_size) self.file_name = file_name # 动态显示尺寸(会根据实际地图大小调整) self.actual_display_size = maze_size self.actual_wall_size = wall_size self.grid = [] self.generater = MazeGenerator(self.size, self.file_name) self.source_collector = None self.path_step = 0 # 当前显示到路径的第几步 self.full_path = [] # 完整路径 self.is_path_complete = False # 路径是否完全显示 # 历史迭代展示相关 self.history_mazes = [] # 迷宫生成历史 self.history_step = 0 # 当前历史步骤 self.show_history = False # 是否正在展示历史 self.history_auto_play = False # 历史自动播放 self.history_timer = 0 # 历史播放计时器 def update_display_size(self): """根据当前迷宫大小更新显示尺寸""" if len(self.grid) > 0: self.size = len(self.grid) # 计算合适的墙壁大小,确保迷宫不会太大或太小 max_display_size = min(800, UI_WIDTH - 400) # 留出400像素给控制面板 min_wall_size = 20 max_wall_size = 60 # 根据迷宫大小计算墙壁尺寸 ideal_wall_size = max_display_size // self.size self.actual_wall_size = max(min_wall_size, min(max_wall_size, ideal_wall_size)) self.actual_display_size = self.size * self.actual_wall_size print(f"迷宫大小: {self.size}x{self.size}, 墙壁尺寸: {self.actual_wall_size}, 显示尺寸: {self.actual_display_size}") def get_actual_display_size(self): """获取当前实际显示尺寸""" return self.actual_display_size def generate(self): # 重置所有状态 self.reset_all_states() # 生成新迷宫 seed = int(time.time() * 1000) % (2**32) self.generater.generate(seed=seed) # 获取生成历史 self.history_mazes = self.generater.get_history_mazes() # 生成路径 self.source_collector = SourceCollector(maze=self.generater.maze) self.source_collector.run() self.full_path = self.source_collector.get_path() # 设置显示状态 self.grid = self.generater.maze # 使用原始迷宫数据 self.update_display_size() # 更新显示尺寸 print(f"路径长度: {len(self.full_path)}") print(f"生成历史步数: {len(self.history_mazes)}") print("新迷宫生成完成") def next_path_step(self): """显示路径的下一步""" if self.path_step < len(self.full_path): self.path_step += 1 self.update_grid_with_path() return True return False def reset_path(self): """重置路径显示""" self.path_step = 0 self.is_path_complete = False self.grid = self.generater.maze if self.generater.maze else [] def auto_advance_path(self): """自动推进路径显示""" if not self.is_path_complete: if not self.next_path_step(): self.is_path_complete = True def update_grid_with_path(self): """根据当前步数更新网格显示""" if not self.full_path or not self.generater.maze: return # 从原始迷宫开始 self.grid = [row[:] for row in self.generater.maze] # 深拷贝 # 只显示到当前步数的路径 for idx in range(min(self.path_step, len(self.full_path))): y, x = self.full_path[idx] if self.grid[y][x].startswith('s') or self.grid[y][x].startswith('e'): continue if self.grid[y][x].startswith('g') or self.grid[y][x].startswith('t'): self.grid[y][x] = f"{self.grid[y][x]}p{idx}" continue self.grid[y][x] = f"p{idx}" def export_to_csv(self, filename): """导出迷宫到CSV文件(兼容旧版本)""" self.generater.export_to_csv(filename=filename) def save_game(self, save_name=None, format_type="json"): """保存包含路径信息的迷宫到文件""" if len(self.grid) == 0: print("没有生成迷宫,无法保存") return None return simple_save_manager.save_maze_with_path(self, save_name, format_type) def load_game(self, save_file): """从存档文件加载游戏状态(支持JSON和CSV格式)""" load_data = simple_save_manager.load_maze_from_file(save_file) if load_data is None: return False try: # 恢复迷宫数据 self.generater.maze = load_data['original_grid'] self.size = len(load_data['original_grid']) # 恢复路径数据 self.full_path = load_data['path_sequence'] self.path_step = len(self.full_path) # 显示完整路径 self.is_path_complete = True # 重新创建SourceCollector以便后续操作 self.source_collector = SourceCollector(maze=self.generater.maze) # 使用包含路径信息的网格作为显示网格 self.grid = load_data['path_grid'] self.update_display_size() # 更新显示尺寸 # 读档时不展示历史迭代(清空历史数据) self.history_mazes = [] self.history_step = 0 self.show_history = False file_format = load_data.get('format', '未知') print(f"成功加载游戏状态 ({file_format}格式),路径长度: {len(self.full_path)}") print(f"当前显示完整路径") return True except Exception as e: print(f"加载游戏状态失败: {str(e)}") return False def get_save_list(self): """获取所有可用的存档列表""" return simple_save_manager.get_save_list() def draw(self, screen, wall_texture, coin_texture, trap_texture): if len(self.grid) == 0: return # 使用动态计算的墙壁尺寸 tile_size = self.actual_wall_size # 根据需要缩放贴图 if wall_texture.get_width() != tile_size: wall_texture = pygame.transform.scale(wall_texture, (tile_size, tile_size)) coin_texture = pygame.transform.scale(coin_texture, (tile_size, tile_size)) trap_texture = pygame.transform.scale(trap_texture, (tile_size, tile_size)) for y in range(self.size): for x in range(self.size): if self.grid[y][x] == '1': screen.blit(wall_texture, (x * tile_size, y * tile_size)) continue if self.grid[y][x].startswith('g'): screen.blit(coin_texture, (x * tile_size, y * tile_size)) font = pygame.font.SysFont(None, tile_size // 2) path = self.grid[y][x].rfind('p') if path == -1: continue path = self.grid[y][x][path+1:] center = (x * tile_size + tile_size // 2, y * tile_size + tile_size // 2) radius = tile_size // 3 text = font.render(path, True, (255, 255, 255)) text_rect = text.get_rect(center=center) screen.blit(text, text_rect) if self.grid[y][x].startswith('t'): screen.blit(trap_texture, (x * tile_size, y * tile_size)) font = pygame.font.SysFont(None, tile_size // 2) path = self.grid[y][x].rfind('p') if path == -1: continue path = self.grid[y][x][path+1:] center = (x * tile_size + tile_size // 2, y * tile_size + tile_size // 2) radius = tile_size // 3 text = font.render(path, True, (255, 255, 255)) text_rect = text.get_rect(center=center) screen.blit(text, text_rect) if self.grid[y][x].startswith('|') or self.grid[y][x].startswith('-'): font = pygame.font.SysFont(None, tile_size // 2) num = int(self.grid[y][x][1:]) center = (x * tile_size + tile_size // 2, y * tile_size + tile_size // 2) radius = tile_size // 3 pygame.draw.circle(screen, (255, 215, 0), center, radius) if num: text = font.render(str(num), True, (0, 0, 0)) text_rect = text.get_rect(center=center) screen.blit(text, text_rect) continue if self.grid[y][x].startswith('s'): font = pygame.font.SysFont(None, tile_size // 2) text = "s" center = (x * tile_size + tile_size // 2, y * tile_size + tile_size // 2) radius = tile_size // 3 pygame.draw.circle(screen, (255, 215, 0), center, radius) if text: text = font.render(text, True, (0, 0, 0)) text_rect = text.get_rect(center=center) screen.blit(text, text_rect) continue if self.grid[y][x].startswith('e'): font = pygame.font.SysFont(None, tile_size // 2) text = "e" center = (x * tile_size + tile_size // 2, y * tile_size + tile_size // 2) radius = tile_size // 3 pygame.draw.circle(screen, (255, 215, 0), center, radius) if text: text = font.render(text, True, (0, 0, 0)) text_rect = text.get_rect(center=center) screen.blit(text, text_rect) if self.grid[y][x].startswith('p'): font = pygame.font.SysFont(None, tile_size // 2) text = self.grid[y][x][1:] center = (x * tile_size + tile_size // 2, y * tile_size + tile_size // 2) radius = tile_size // 3 pygame.draw.circle(screen, (255, 215, 0), center, radius) if text: text = font.render(text, True, (0, 0, 0)) text_rect = text.get_rect(center=center) screen.blit(text, text_rect) # 绘制迷宫边界线(动态位置) pygame.draw.line(screen, (0, 0, 0), (self.actual_display_size, 0), (self.actual_display_size, self.actual_display_size), 3) def toggle_history_mode(self): """切换历史展示模式""" if len(self.history_mazes) > 0: self.show_history = not self.show_history if self.show_history: # 切换到历史模式,显示当前历史步骤 self.update_grid_with_history() else: # 切换到路径模式,显示当前路径步骤 self.update_grid_with_path() print(f"切换到{'历史' if self.show_history else '路径'}模式") def next_history_step(self): """显示历史的下一步""" if self.history_step < len(self.history_mazes) - 1: self.history_step += 1 self.update_grid_with_history() return True return False def prev_history_step(self): """显示历史的上一步""" if self.history_step > 0: self.history_step -= 1 self.update_grid_with_history() return True return False def update_grid_with_history(self): """根据当前历史步数更新网格显示""" if not self.history_mazes or self.history_step >= len(self.history_mazes): return # 显示指定历史步骤的迷宫状态 self.grid = [row[:] for row in self.history_mazes[self.history_step]] # 深拷贝 def reset_all_states(self): """重置所有状态(用于生成新迷宫时)""" # 历史相关状态 self.history_mazes = [] self.history_step = 0 self.show_history = False self.history_auto_play = False self.history_timer = 0 # 路径相关状态 self.path_step = 0 self.is_path_complete = False self.full_path = [] # 显示相关状态 self.grid = [] print("所有状态已重置")