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random_maze.py
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import gc
import random
import time
from collections import namedtuple
from interstate75 import DISPLAY_INTERSTATE75_128X128, Interstate75
from machine import I2C
from qwstpad import ADDRESSES, QwSTPad
"""
A single player game demo. Navigate a set of mazes from the start (red) to the goal (green).
Mazes get bigger / harder with each increase in level.
Makes use of 1 QwSTPad and a 128x128 LED matrix + i75W.
Controls:
* U = Move Forward
* D = Move Backward
* R = Move Right
* L = Move left
* + = Continue (once the current level is complete)
"""
# General Constants
I2C_PINS = {"id": 0, "sda": 20, "scl": 21} # The I2C pins the QwSTPad is connected to
I2C_ADDRESS = ADDRESSES[0] # The I2C address of the connected QwSTPad
BRIGHTNESS = 1.0 # The brightness of the LCD backlight (from 0.0 to 1.0)
# Gameplay Constants
Position = namedtuple("Position", ("x", "y"))
MIN_MAZE_WIDTH = 2
MAX_MAZE_WIDTH = 5
MIN_MAZE_HEIGHT = 2
MAX_MAZE_HEIGHT = 5
WALL_SHADOW = 1
WALL_GAP = 1
TEXT_SHADOW = 1
MOVEMENT_SLEEP = 0.1
DIFFICULT_SCALE = 0.5
# Setup for the display
i75 = Interstate75(
display=DISPLAY_INTERSTATE75_128X128, stb_invert=False, panel_type=Interstate75.PANEL_GENERIC)
display = i75.display
# Colour Constants
WHITE = display.create_pen(255, 255, 255)
BLACK = display.create_pen(0, 0, 0)
RED = display.create_pen(255, 0, 0)
GREEN = display.create_pen(0, 255, 0)
PLAYER = display.create_pen(227, 231, 110)
WALL = display.create_pen(127, 125, 244)
BACKGROUND = display.create_pen(60, 57, 169)
PATH = display.create_pen((227 + 60) // 2, (231 + 57) // 2, (110 + 169) // 2)
# Variables
i2c = I2C(**I2C_PINS) # The I2C instance to pass to the QwSTPad
complete = False # Has the game been completed?
level = 0 # The current "level" the player is on (affects difficulty)
# Get the width and height from the display
WIDTH, HEIGHT = display.get_bounds()
# Classes
class Cell:
def __init__(self, x, y):
self.x = x
self.y = y
self.bottom = True
self.right = True
self.visited = False
@staticmethod
def remove_walls(current, next):
dx, dy = current.x - next.x, current.y - next.y
if dx == 1:
next.right = False
if dx == -1:
current.right = False
if dy == 1:
next.bottom = False
if dy == -1:
current.bottom = False
class MazeBuilder:
def __init__(self):
self.width = 0
self.height = 0
self.cell_grid = []
self.maze = []
def build(self, width, height):
if width <= 0:
raise ValueError("width out of range. Expected greater than 0")
if height <= 0:
raise ValueError("height out of range. Expected greater than 0")
self.width = width
self.height = height
# Set the starting cell to the centre
cx = (self.width - 1) // 2
cy = (self.height - 1) // 2
gc.collect()
# Create a grid of cells for building a maze
self.cell_grid = [[Cell(x, y) for y in range(self.height)] for x in range(self.width)]
cell_stack = []
# Retrieve the starting cell and mark it as visited
current = self.cell_grid[cx][cy]
current.visited = True
# Loop until every cell has been visited
while True:
next = self.choose_neighbour(current)
# Was a valid neighbour found?
if next is not None:
# Move to the next cell, removing walls in the process
next.visited = True
cell_stack.append(current)
Cell.remove_walls(current, next)
current = next
# No valid neighbour. Backtrack to a previous cell
elif len(cell_stack) > 0:
current = cell_stack.pop()
# No previous cells, so exit
else:
break
gc.collect()
# Use the cell grid to create a maze grid of 0's and 1s
self.maze = []
row = [1]
for x in range(0, self.width):
row.append(1)
row.append(1)
self.maze.append(row)
for y in range(0, self.height):
row = [1]
for x in range(0, self.width):
row.append(0)
row.append(1 if self.cell_grid[x][y].right else 0)
self.maze.append(row)
row = [1]
for x in range(0, self.width):
row.append(1 if self.cell_grid[x][y].bottom else 0)
row.append(1)
self.maze.append(row)
self.cell_grid.clear()
gc.collect()
self.grid_columns = (self.width * 2 + 1)
self.grid_rows = (self.height * 2 + 1)
def choose_neighbour(self, current):
unvisited = []
for dx in range(-1, 2, 2):
x = current.x + dx
if x >= 0 and x < self.width and not self.cell_grid[x][current.y].visited:
unvisited.append((x, current.y))
for dy in range(-1, 2, 2):
y = current.y + dy
if y >= 0 and y < self.height and not self.cell_grid[current.x][y].visited:
unvisited.append((current.x, y))
if len(unvisited) > 0:
x, y = random.choice(unvisited)
return self.cell_grid[x][y]
return None
def maze_width(self):
return (self.width * 2) + 1
def maze_height(self):
return (self.height * 2) + 1
def draw(self, display):
# Draw the maze we have built. Each '1' in the array represents a wall
for row in range(self.grid_rows):
for col in range(self.grid_columns):
# Calculate the screen coordinates
x = (col * wall_separation) + offset_x
y = (row * wall_separation) + offset_y
if self.maze[row][col] == 1:
# Draw a wall shadow
display.set_pen(BLACK)
display.rectangle(x + WALL_SHADOW, y + WALL_SHADOW, wall_size, wall_size)
# Draw a wall top
display.set_pen(WALL)
display.rectangle(x, y, wall_size, wall_size)
if self.maze[row][col] == 2:
# Draw the player path
display.set_pen(PATH)
display.rectangle(x, y, wall_size, wall_size)
class Player(object):
def __init__(self, x, y, colour, pad):
self.x = x
self.y = y
self.colour = colour
self.pad = pad
def position(self, x, y):
self.x = x
self.y = y
def update(self, maze):
# Read the player's gamepad
button = self.pad.read_buttons()
if button['L'] and maze[self.y][self.x - 1] != 1:
self.x -= 1
time.sleep(MOVEMENT_SLEEP)
elif button['R'] and maze[self.y][self.x + 1] != 1:
self.x += 1
time.sleep(MOVEMENT_SLEEP)
elif button['U'] and maze[self.y - 1][self.x] != 1:
self.y -= 1
time.sleep(MOVEMENT_SLEEP)
elif button['D'] and maze[self.y + 1][self.x] != 1:
self.y += 1
time.sleep(MOVEMENT_SLEEP)
maze[self.y][self.x] = 2
def draw(self, display):
display.set_pen(self.colour)
display.rectangle(self.x * wall_separation + offset_x,
self.y * wall_separation + offset_y,
wall_size, wall_size)
def build_maze():
global wall_separation
global wall_size
global offset_x
global offset_y
global start
global goal
difficulty = int(level * DIFFICULT_SCALE)
width = random.randrange(MIN_MAZE_WIDTH, MAX_MAZE_WIDTH)
height = random.randrange(MIN_MAZE_HEIGHT, MAX_MAZE_HEIGHT)
builder.build(width + difficulty, height + difficulty)
wall_separation = min(HEIGHT // builder.grid_rows,
WIDTH // builder.grid_columns)
wall_size = wall_separation - WALL_GAP
offset_x = (WIDTH - (builder.grid_columns * wall_separation) + WALL_GAP) // 2
offset_y = (HEIGHT - (builder.grid_rows * wall_separation) + WALL_GAP) // 2
start = Position(1, builder.grid_rows - 2)
goal = Position(builder.grid_columns - 2, 1)
# Create the maze builder and build the first maze and put
builder = MazeBuilder()
build_maze()
# Create the player object if a QwSTPad is connected
try:
player = Player(*start, PLAYER, QwSTPad(i2c, I2C_ADDRESS))
except OSError:
print("QwSTPad: Not Connected ... Exiting")
raise SystemExit
print("QwSTPad: Connected ... Starting")
# Store text strings and calculate centre location
text_1_string = "Maze Complete!"
text_1_size = display.measure_text(text_1_string, 1)
text_2_string = "Press + to continue"
text_2_size = display.measure_text(text_2_string, 1)
text_1_location = ((WIDTH // 2) - (text_1_size // 2), 55)
text_2_location = ((WIDTH // 2) - (text_2_size // 2), 65)
# Wrap the code in a try block, to catch any exceptions (including KeyboardInterrupt)
try:
# Loop forever
while True:
if not complete:
# Update the player's position in the maze
player.update(builder.maze)
# Check if any player has reached the goal position
if player.x == goal.x and player.y == goal.y:
complete = True
else:
# Check for the player wanting to continue
if player.pad.read_buttons()['+']:
complete = False
level += 1
build_maze()
player.position(*start)
# Clear the screen to the background colour
display.set_pen(BACKGROUND)
display.clear()
# Draw the maze walls
builder.draw(display)
# Draw the start location square
display.set_pen(RED)
display.rectangle(start.x * wall_separation + offset_x,
start.y * wall_separation + offset_y,
wall_size, wall_size)
# Draw the goal location square
display.set_pen(GREEN)
display.rectangle(goal.x * wall_separation + offset_x,
goal.y * wall_separation + offset_y,
wall_size, wall_size)
# Draw the player
player.draw(display)
# Display the level
display.set_pen(BLACK)
display.text(f"Lvl: {level}", 2 + TEXT_SHADOW, 2 + TEXT_SHADOW, WIDTH, 1)
display.set_pen(WHITE)
display.text(f"Lvl: {level}", 2, 2, WIDTH, 1)
if complete:
# Draw banner shadow
display.set_pen(BLACK)
display.rectangle(4, 44, WIDTH, 50)
# Draw banner
display.set_pen(PLAYER)
display.rectangle(0, 40, WIDTH, 50)
# Draw text shadow
display.set_pen(BLACK)
display.text(f"{text_1_string}", text_1_location[0] + TEXT_SHADOW, text_1_location[1] + TEXT_SHADOW, WIDTH, 1)
display.text(f"{text_2_string}", text_2_location[0] + TEXT_SHADOW, text_2_location[1] + TEXT_SHADOW, WIDTH, 1)
# Draw text
display.set_pen(WHITE)
display.text(f"{text_1_string}", text_1_location[0], text_1_location[1], WIDTH, 1)
display.text(f"{text_2_string}", text_2_location[0], text_2_location[1], WIDTH, 1)
# Finally we update the display with our changes :)
i75.update()
# Handle the QwSTPad being disconnected unexpectedly
except OSError:
print("QwSTPad: Disconnected .. Exiting")
# Turn off the LEDs of the connected QwSTPad
finally:
try:
player.pad.clear_leds()
except OSError:
pass