252 lines
8.5 KiB
C++
252 lines
8.5 KiB
C++
#include <iostream>
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#include <vector>
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#include <stack>
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#include <algorithm>
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#include <random>
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#include <chrono>
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#include <string>
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#include <SDL3/SDL.h>
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class Maze {
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private:
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int n_rows, n_cols;
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int real_rows, real_cols;
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std::vector<std::vector<int>> data;
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public:
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const int EMPTY = 0;
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const int WALL = 1;
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struct Cell {
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int r, c;
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bool operator==(const Cell& other) const { return r == other.r && c == other.c; }
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};
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Maze(int r, int c) : n_rows(r), n_cols(c) {
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real_rows = 2 * n_rows + 1;
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real_cols = 2 * n_cols + 1;
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data.assign(real_rows, std::vector<int>(real_cols, WALL));
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generateMaze();
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}
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int getRealRows() const { return real_rows; }
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int getRealCols() const { return real_cols; }
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int getValue(int r, int c) const { return data[r][c]; }
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bool isValid(int r, int c) const {
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return (r >= 0 && r < real_rows && c >= 0 && c < real_cols);
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}
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// Algoritmo de resolución: Busca recursivamente el camino guardando el historial (visited)
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bool findShortestPath(Cell current, Cell target, std::vector<std::vector<bool>>& visited, std::vector<Cell>& path) {
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// Casos base: fuera de límites, obstáculo o ya visitado
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if (!isValid(current.r, current.c) || data[current.r][current.c] == WALL || visited[current.r][current.c]) {
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return false;
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}
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// Añadir la celda actual al camino provisional
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path.push_back(current);
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visited[current.r][current.c] = true;
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// Si hemos llegado al destino, el camino es válido
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if (current == target) {
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return true;
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}
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// Movimientos ortogonales en la matriz real (de 1 en 1)
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int dr[] = {-1, 1, 0, 0};
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int dc[] = {0, 0, -1, 1};
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for (int i = 0; i < 4; ++i) {
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Cell next = {current.r + dr[i], current.c + dc[i]};
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if (findShortestPath(next, target, visited, path)) {
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return true;
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}
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}
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// Backtracking: si ninguna dirección funcionó, quitamos la celda del camino
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path.pop_back();
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return false;
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}
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// Método auxiliar para lanzar la búsqueda del camino
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std::vector<Cell> getPath(Cell start, Cell end) {
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std::vector<std::vector<bool>> visited(real_rows, std::vector<bool>(real_cols, false));
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std::vector<Cell> path;
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findShortestPath(start, end, visited, path);
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return path;
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}
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private:
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bool isLogicalValid(int r, int c, const std::vector<std::vector<bool>>& visited) {
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return (r >= 0 && r < n_rows && c >= 0 && c < n_cols && !visited[r][c]);
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}
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void generateMaze() {
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std::vector<std::vector<bool>> visited(n_rows, std::vector<bool>(n_cols, false));
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std::stack<Cell> cellStack;
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int dr[] = {-1, 1, 0, 0};
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int dc[] = {0, 0, -1, 1};
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unsigned seed = std::chrono::system_clock::now().time_since_epoch().count();
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std::default_random_engine engine(seed);
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Cell current = {0, 0};
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visited[current.r][current.c] = true;
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data[1][1] = EMPTY;
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cellStack.push(current);
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while (!cellStack.empty()) {
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current = cellStack.top();
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std::vector<int> neighbors;
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for (int i = 0; i < 4; ++i) {
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if (isLogicalValid(current.r + dr[i], current.c + dc[i], visited)) {
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neighbors.push_back(i);
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}
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}
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if (!neighbors.empty()) {
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std::shuffle(neighbors.begin(), neighbors.end(), engine);
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int dirIndex = neighbors[0];
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int next_r = current.r + dr[dirIndex];
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int next_c = current.c + dc[dirIndex];
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int current_real_r = current.r * 2 + 1;
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int current_real_c = current.c * 2 + 1;
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int next_real_r = next_r * 2 + 1;
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int next_real_c = next_c * 2 + 1;
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int wall_r = current_real_r + dr[dirIndex];
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int wall_c = current_real_c + dc[dirIndex];
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data[wall_r][wall_c] = EMPTY;
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data[next_real_r][next_real_c] = EMPTY;
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visited[next_r][next_c] = true;
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cellStack.push({next_r, next_c});
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} else {
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cellStack.pop();
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}
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}
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// Perforamos de forma segura la entrada y salida iniciales en la matriz
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data[1][0] = EMPTY;
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data[real_rows - 2][real_cols - 1] = EMPTY;
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}
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};
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int main(int argc, char* argv[]) {
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if (argc != 3) {
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std::cerr << "Uso: " << argv[0] << " <filas> <columnas>\n";
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return 1;
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}
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int filas = std::stoi(argv[1]);
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int columnas = std::stoi(argv[2]);
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if (filas <= 0 || columnas <= 0) {
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std::cerr << "Error: Las dimensiones deben ser mayores que cero.\n";
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return 1;
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}
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Maze maze(filas, columnas);
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const float CELL_SIZE = 16.0f;
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int window_width = maze.getRealCols() * CELL_SIZE;
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int window_height = maze.getRealRows() * CELL_SIZE;
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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std::cerr << "Error al inicializar SDL3: " << SDL_GetError() << "\n";
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return 1;
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}
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SDL_Window* window = nullptr;
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SDL_Renderer* renderer = nullptr;
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if (!SDL_CreateWindowAndRenderer("Laberinto Interactivo (SDL3)", window_width, window_height, 0, &window, &renderer)) {
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std::cerr << "Error al crear la ventana/renderer: " << SDL_GetError() << "\n";
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SDL_Quit();
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return 1;
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}
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// Puntos de inicio y fin iniciales (coordenadas reales de la matriz)
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Maze::Cell startPoint = {1, 0};
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Maze::Cell endPoint = {maze.getRealRows() - 2, maze.getRealCols() - 1};
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// Calcular la ruta inicial
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std::vector<Maze::Cell> currentPath = maze.getPath(startPoint, endPoint);
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bool running = true;
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SDL_Event event;
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while (running) {
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_EVENT_QUIT) {
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running = false;
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}
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else if (event.type == SDL_EVENT_KEY_DOWN) {
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if (event.key.key == SDLK_ESCAPE) running = false;
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}
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// Manejo de clicks de ratón
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else if (event.type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
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// Calcular qué celda de la matriz real se ha pulsado
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int clicked_c = event.button.x / CELL_SIZE;
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int clicked_r = event.button.y / CELL_SIZE;
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if (maze.isValid(clicked_r, clicked_c) && maze.getValue(clicked_r, clicked_c) == maze.EMPTY) {
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if (event.button.button == SDL_BUTTON_LEFT) {
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startPoint = {clicked_r, clicked_c};
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} else if (event.button.button == SDL_BUTTON_RIGHT) {
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endPoint = {clicked_r, clicked_c};
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}
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// Recalcular la ruta más corta tras cambiar un punto
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currentPath = maze.getPath(startPoint, endPoint);
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}
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}
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}
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// Fondo de la ventana (Pasillos)
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SDL_SetRenderDrawColor(renderer, 15, 15, 20, 255);
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SDL_RenderClear(renderer);
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// 1. Dibujar Muros
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SDL_SetRenderDrawColor(renderer, 45, 50, 65, 255); // Gris azulado para muros
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for (int i = 0; i < maze.getRealRows(); ++i) {
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for (int j = 0; j < maze.getRealCols(); ++j) {
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if (maze.getValue(i, j) == maze.WALL) {
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SDL_FRect rect = { j * CELL_SIZE, i * CELL_SIZE, CELL_SIZE, CELL_SIZE };
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SDL_RenderFillRect(renderer, &rect);
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}
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}
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}
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// 2. Dibujar el camino óptimo calculado (Azul celeste)
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SDL_SetRenderDrawColor(renderer, 0, 180, 255, 255);
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for (const auto& cell : currentPath) {
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SDL_FRect rect = { cell.c * CELL_SIZE, cell.r * CELL_SIZE, CELL_SIZE, CELL_SIZE };
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SDL_RenderFillRect(renderer, &rect);
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}
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// 3. Dibujar Punto de Inicio (Verde)
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SDL_SetRenderDrawColor(renderer, 50, 220, 100, 255);
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SDL_FRect startRect = { startPoint.c * CELL_SIZE, startPoint.r * CELL_SIZE, CELL_SIZE, CELL_SIZE };
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SDL_RenderFillRect(renderer, &startRect);
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// 4. Dibujar Punto de Fin (Rojo)
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SDL_SetRenderDrawColor(renderer, 255, 60, 60, 255);
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SDL_FRect endRect = { endPoint.c * CELL_SIZE, endPoint.r * CELL_SIZE, CELL_SIZE, CELL_SIZE };
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SDL_RenderFillRect(renderer, &endRect);
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SDL_RenderPresent(renderer);
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SDL_Delay(16);
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}
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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} |