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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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