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 | 
 import random
 import pygame
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 pygame.init()
 size = width, height = 1024, 768
 screen = pygame.display.set_mode(size)
 pygame.display.set_caption('火苗999℃')
 
 diamond_color_size = 8
 COLOR_RED, COLOR_BLUE, COLOR_GREEN, COLOR_YELLOW, COLOR_BLACK, COLOR_GREY, COLOR_GOLDEN, COLOR_NO_DIAMOND = list(range(
 diamond_color_size))
 COLOR = {
 COLOR_RED: (255, 0, 0),
 COLOR_BLUE: (0, 0, 255),
 COLOR_GREEN: (0, 255, 0),
 COLOR_YELLOW: (255, 255, 0),
 COLOR_BLACK: (0, 0, 0),
 COLOR_GREY: (250, 240, 230),
 COLOR_GOLDEN : (255,215,0),
 COLOR_NO_DIAMOND: (160, 160, 160),
 }
 
 DIAMOND_LENGTH = 10
 
 DIAMOND_SIZE = (DIAMOND_LENGTH, DIAMOND_LENGTH)
 
 DIAMOND=pygame.surface.Surface(DIAMOND_SIZE).convert()
 DIAMOND.fill(COLOR[COLOR_BLUE])
 
 DIAMOND_GREEN=pygame.surface.Surface(DIAMOND_SIZE).convert()
 DIAMOND_GREEN.fill(COLOR[COLOR_GREEN])
 
 DIAMOND_RED=pygame.surface.Surface(DIAMOND_SIZE).convert()
 DIAMOND_RED.fill(COLOR[COLOR_RED])
 
 DIAMOND_YELLOW=pygame.surface.Surface(DIAMOND_SIZE).convert()
 DIAMOND_YELLOW.fill(COLOR[COLOR_YELLOW])
 
 DIAMOND_GRAY=pygame.surface.Surface(DIAMOND_SIZE).convert()
 DIAMOND_GRAY.fill(COLOR[COLOR_GREY])
 
 DIAMOND_BLACK=pygame.surface.Surface(DIAMOND_SIZE).convert()
 DIAMOND_BLACK.fill(COLOR[COLOR_BLACK])
 
 DIAMOND_BLUE=pygame.surface.Surface(DIAMOND_SIZE).convert()
 DIAMOND_BLUE.fill(COLOR[COLOR_BLUE])
 
 DIAMOND_O=pygame.surface.Surface(DIAMOND_SIZE).convert()
 DIAMOND_O.fill((255,128,0))
 DIAMOND_G=pygame.surface.Surface(DIAMOND_SIZE).convert()
 DIAMOND_G.fill((0,102,51))
 DIAMOND_R=pygame.surface.Surface(DIAMOND_SIZE).convert()
 DIAMOND_R.fill((102,0,0))
 
 
 use_font = pygame.font.Font("FONT.TTF", 16)
 
 background=pygame.surface.Surface(size).convert()
 background.fill(COLOR[COLOR_NO_DIAMOND])
 
 mini_font = pygame.font.Font("FONT.TTF", 8)
 DIAMOND_U=pygame.surface.Surface(DIAMOND_SIZE).convert()
 DIAMOND_U.fill(COLOR[COLOR_GREEN])
 surface_u = mini_font.render("U", True, COLOR[COLOR_BLACK], COLOR[COLOR_GREEN])
 DIAMOND_U.blit(surface_u, (0, 0))
 
 DIAMOND_D=pygame.surface.Surface(DIAMOND_SIZE).convert()
 DIAMOND_D.fill(COLOR[COLOR_GREEN])
 surface_d = mini_font.render("D", True, COLOR[COLOR_BLACK], COLOR[COLOR_GREEN])
 DIAMOND_D.blit(surface_d, (0, 0))
 
 DIAMOND_UD=pygame.surface.Surface(DIAMOND_SIZE).convert()
 DIAMOND_UD.fill(COLOR[COLOR_GREEN])
 surface_ud = mini_font.render("UD", True, COLOR[COLOR_BLACK], COLOR[COLOR_GREEN])
 DIAMOND_UD.blit(surface_ud, (0, 0))
 
 
 clock = pygame.time.Clock()
 
 
 NOWALL = 0
 WALL = 1
 STAIRS_U = 2
 STAIRS_D = 4
 STAIRS_UD = 6
 
 
 def depth_maze_demo(levels, rows, cols):
 if 0 == rows % 2:
 rows+=1
 if 0 == cols % 2:
 cols+=1
 
 
 wall=[[[ WALL for i in range(cols)]for i in range(rows)]for i in range(levels)]
 
 l=0
 r=1
 c=1
 
 history = [(l, r, c)]
 
 
 while True:
 for event in pygame.event.get():
 if event.type == pygame.QUIT:
 return
 if history:
 if wall[l][r][c] == WALL:
 wall[l][r][c] = NOWALL
 check = []
 
 if c > 1 and wall[l][r][c-2] == WALL:
 check.append('L')
 if r > 1 and wall[l][r-2][c] == WALL:
 check.append('F')
 if c < cols-2 and wall[l][r][c+2] == WALL:
 check.append('R')
 if r < rows-2 and wall[l][r+2][c] == WALL:
 check.append('B')
 if l < levels-1 and wall[l+1][r][c] == WALL:
 check.append('U')
 if l > 0 and wall[l-1][r][c] == WALL:
 check.append('D')
 
 if len(check):
 
 
 
 history.append((l, r, c))
 
 move_direction = random.choice(check)
 
 if move_direction == 'L':
 wall[l][r][c-1] = NOWALL
 wall[l][r][c-2] = NOWALL
 c=c-2
 if move_direction == 'F':
 wall[l][r-1][c] = NOWALL
 wall[l][r-2][c] = NOWALL
 r=r-2
 if move_direction == 'R':
 wall[l][r][c+1] = NOWALL
 wall[l][r][c+2] = NOWALL
 c=c+2
 if move_direction == 'B':
 wall[l][r+1][c] = NOWALL
 wall[l][r+2][c] = NOWALL
 r=r+2
 if move_direction == 'U':
 if wall[l][r][c] == STAIRS_D:
 wall[l][r][c] = STAIRS_UD
 else:
 wall[l][r][c] = STAIRS_U
 if wall[l+1][r][c] == STAIRS_U:
 wall[l+1][r][c] = STAIRS_UD
 else:
 wall[l+1][r][c] = STAIRS_D
 l=l+1
 if move_direction == 'D':
 if wall[l][r][c] == STAIRS_U:
 wall[l][r][c] = STAIRS_UD
 else:
 wall[l][r][c] = STAIRS_D
 if wall[l-1][r][c] == STAIRS_D:
 wall[l-1][r][c] = STAIRS_UD
 else:
 wall[l-1][r][c] = STAIRS_U
 l=l-1
 else:
 
 l, r, c = history.pop()
 
 screen.blit(background, (0, 0))
 
 for z in range(levels):
 for x in range(cols):
 for y in range(rows):
 a = z % 2
 b = z // 2
 px, py = 1 + x * DIAMOND_SIZE[0] + a * (cols*DIAMOND_LENGTH+10),  1 + y * DIAMOND_SIZE[1] + b*(rows*DIAMOND_LENGTH+10)
 s = (z)%3
 
 if 0 == s:
 color_c = DIAMOND_G
 color_u = DIAMOND_O
 color_d = DIAMOND_R
 color_ud = DIAMOND_BLUE
 elif 1 == s:
 color_c = DIAMOND_O
 color_u = DIAMOND_R
 color_d = DIAMOND_G
 color_ud = DIAMOND_BLUE
 else:
 color_c = DIAMOND_R
 color_u = DIAMOND_G
 color_d = DIAMOND_O
 color_ud = DIAMOND_BLUE
 if NOWALL == wall[z][y][x]:
 screen.blit(color_c, (px, py))
 elif WALL == wall[z][y][x]:
 screen.blit(DIAMOND_GRAY, (px, py))
 elif STAIRS_U == wall[z][y][x]:
 screen.blit(color_u, (px, py))
 elif STAIRS_D == wall[z][y][x]:
 screen.blit(color_d, (px, py))
 elif STAIRS_UD == wall[z][y][x]:
 screen.blit(color_ud, (px, py))
 else:
 screen.blit(DIAMOND_YELLOW, (px, py))
 
 if history:
 a = l % 2
 b = l // 2
 px, py = 1 + c * DIAMOND_SIZE[0] + a * (cols*DIAMOND_LENGTH+10),  1 + r * DIAMOND_SIZE[1] + b*(rows*DIAMOND_LENGTH+10)
 screen.blit(DIAMOND_RED, (px, py))
 if not history:
 score_surface = use_font.render("生成完成!", True, COLOR[COLOR_BLACK], COLOR[COLOR_GREY])
 screen.blit(score_surface, (20, ((levels+ 1) // 2 )*(rows*DIAMOND_LENGTH+10)))
 
 time_passed = clock.tick(30)
 
 pygame.display.update()
 return
 
 
 
 if __name__ == "__main__":
 '''main'''
 depth_maze_demo(3, 21, 31)
 
 |