| 12
 3
 4
 5
 6
 7
 8
 9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 
 | 
 
 import random
 from draw_maze import *
 from maze_def import *
 from maze import *
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 def visit_cell(maze_map, x, y, z, cols, rows):
 if maze_map[x][y][z] == CELL_NO_VISIT:
 maze_map[x][y][z] = CELL_VISIT
 grids = []
 minx = x
 while True:
 if minx > 1 and maze_map[minx-1][y][z] == CELL_NO_VISIT:
 minx -=1
 else:
 break
 maxx = x
 while True:
 if maxx < cols - 2 and maze_map[maxx+1][y][z] == CELL_NO_VISIT:
 maxx+=1
 else:
 break
 miny=y
 while True:
 if miny > 1 and maze_map[x][miny-1][z] == CELL_NO_VISIT:
 miny -=1
 else:
 break
 maxy=y
 while True:
 if maxy < rows - 2 and maze_map[x][maxy+1][z] == CELL_NO_VISIT:
 maxy +=1
 else:
 break
 for xi in range(minx, maxx+1):
 for yi in range(miny, maxy+1):
 if  maze_map[xi][yi][z] == CELL_NO_VISIT:
 maze_map[xi][yi][z] = CELL_VISIT
 grids.append((xi,yi,z))
 return grids
 
 
 def depth_maze_demo(levels, rows, cols):
 if 0 == levels % 2:
 levels+=1
 if 0 == rows % 2:
 rows+=1
 if 0 == cols % 2:
 cols+=1
 
 maze_map = maze_init_draw2(levels,rows,cols, 5, 3, 5)
 
 nowx=1
 nowy=1
 nowz=0
 
 history = []
 grids = visit_cell(maze_map, nowx, nowy, nowz, cols, rows)
 history.extend(grids)
 
 
 while True:
 for event in pygame.event.get():
 if event.type == pygame.QUIT:
 return
 
 if history:
 if maze_map[nowx][nowy][nowz] == CELL_NO_VISIT:
 grids = visit_cell(maze_map, nowx, nowy, nowz, cols, rows)
 history.extend(grids)
 
 check = []
 
 if nowx > 1:
 if maze_map[nowx-2][nowy][nowz] == CELL_NO_VISIT:
 check.append('L')
 elif maze_map[nowx-1][nowy][nowz] == WALL_NO_VISIT:
 
 maze_map[nowx-1][nowy][nowz] = WALL_VISIT
 if nowy > 1 :
 if maze_map[nowx][nowy-2][nowz] == CELL_NO_VISIT:
 check.append('F')
 elif maze_map[nowx][nowy-1][nowz] == WALL_NO_VISIT:
 
 maze_map[nowx][nowy-1][nowz] = WALL_VISIT
 if nowx < cols-2:
 if maze_map[nowx+2][nowy][nowz] == CELL_NO_VISIT:
 check.append('R')
 elif maze_map[nowx+1][nowy][nowz] == WALL_NO_VISIT:
 
 maze_map[nowx+1][nowy][nowz] = WALL_VISIT
 if nowy < rows-2:
 if maze_map[nowx][nowy+2][nowz] == CELL_NO_VISIT:
 check.append('B')
 elif maze_map[nowx][nowy+1][nowz] == WALL_NO_VISIT:
 maze_map[nowx][nowy+1][nowz] = WALL_VISIT
 if nowz < levels-2:
 if  maze_map[nowx][nowy][nowz+2] == CELL_NO_VISIT:
 check.append('U')
 elif maze_map[nowx][nowy][nowz+1] == WALL_NO_VISIT:
 maze_map[nowx][nowy][nowz+1] = WALL_VISIT
 if nowz > 1:
 if maze_map[nowx][nowy][nowz-2] == CELL_NO_VISIT:
 check.append('D')
 elif maze_map[nowx][nowy][nowz-1] == WALL_NO_VISIT:
 maze_map[nowx][nowy][nowz-1] = WALL_VISIT
 
 if len(check):
 
 
 
 
 move_direction = random.choice(check)
 
 if move_direction == 'L':
 maze_map[nowx-1][nowy][nowz] = NOWALL
 nowx=nowx-2
 if move_direction == 'F':
 maze_map[nowx][nowy-1][nowz] = NOWALL
 nowy=nowy-2
 if move_direction == 'R':
 maze_map[nowx+1][nowy][nowz] = NOWALL
 nowx=nowx+2
 if move_direction == 'B':
 maze_map[nowx][nowy+1][nowz] = NOWALL
 nowy=nowy+2
 if move_direction == 'U':
 maze_map[nowx][nowy][nowz+1] = NOWALL
 if maze_map[nowx][nowy][nowz] == STAIRS_D:
 maze_map[nowx][nowy][nowz] = STAIRS_UD
 else:
 maze_map[nowx][nowy][nowz] = STAIRS_U
 if maze_map[nowx][nowy][nowz+2] == STAIRS_U:
 maze_map[nowx][nowy][nowz+2] = STAIRS_UD
 else:
 maze_map[nowx][nowy][nowz+2] = STAIRS_D
 nowz=nowz+2
 if move_direction == 'D':
 maze_map[nowx][nowy][nowz-1] = NOWALL
 if maze_map[nowx][nowy][nowz] == STAIRS_U:
 maze_map[nowx][nowy][nowz] = STAIRS_UD
 else:
 maze_map[nowx][nowy][nowz] = STAIRS_D
 if maze_map[nowx][nowy][nowz-2] == STAIRS_D:
 maze_map[nowx][nowy][nowz-2] = STAIRS_UD
 else:
 maze_map[nowx][nowy][nowz-2] = STAIRS_U
 nowz=nowz-2
 
 grids = visit_cell(maze_map, nowx, nowy, nowz, cols, rows)
 history.extend(grids)
 else:
 
 nowx, nowy, nowz = history.pop()
 
 draw_maze(maze_map, levels, rows, cols, (nowx,nowy,nowz), not history)
 
 time_passed = clock.tick(200)
 
 pygame.display.update()
 return
 
 
 
 if __name__ == "__main__":
 '''main'''
 depth_maze_demo(3, 15, 21)
 
 
 |