import random, time class Cell: def __init__(self, x, y): self.x, self.y = x, y self.right, self.bottom, self.visited, self.live = True, True, False, False # Identify the neighbors of the cell def neighbors(self): global offsets neighbors = [] for offset in offsets: neighbor = (self.x + offset[0], self.y + offset[1]) if not valid(neighbor): continue if grid[neighbor[0]][neighbor[1]].visited: continue neighbors.append(neighbor) return neighbors # Render the single cell def render(self): global divX, divY translate(self.x * divX, self.y * divY) # Drawing Cell Background # Visited, Unvisited, Highlighted if self.live: fill(244, 117, 117) elif self.visited: fill(255) else: fill(204) noStroke() rect(0, 0, divX, divY) # Drawing Cell Lines stroke(0) fill(255) strokeWeight(2.5) if self.bottom: line(0, divY, divX, divY) if self.right: line(divX, 0, divX, divY) resetMatrix() # Open walls between two cells on the grid def openWalls(x1, y1, x2, y2): global offsets # Bottom, Right, Left, Top offset = (x2 - x1, y2 - y1) if offset == offsets[0]: grid[x1][y1].bottom = False if offset == offsets[1]: grid[x1][y1].right = False if offset == offsets[2]: grid[x2][y2].right = False if offset == offsets[3]: grid[x2][y2].bottom = False # Validates whether a coordinate is valid with the curret columns and rows set def valid(coordinate): global columns, rows return not (coordinate[0] < 0 or coordinate[0] >= columns or coordinate[1] < 0 or coordinate[1] >= rows) # Generates a new grid and cellList (with start) for the maze generation. # Serves mostly to ease the process of regenerating a maze without restarting the Sketch def generate(xx=None, yy=None): global columns, rows, offsets # Bottom, Right, Left, Top offsets = [(0, 1), (1, 0), (-1, 0), (0, -1)] columns, rows = 50, 50 global grid, divX, divY divX, divY = width / float(columns), height / float(rows) grid = [[Cell(x, y) for y in range(rows)] for x in range(columns)] global switch switch = True global cellList cellList = [] if xx != None and yy != None: start = pixelToCoordinates(xx, yy) else: start = (random.randint(0, columns-1), random.randint(0, rows-1)) cellList.append(start) def pixelToCoordinates(x, y): return int(x / float(divX)), int(y / float(divY)) def setup(): size(750, 750) generate() # Runs the cell.render() action on every cell def render(): background(0) for row in grid: for cell in row: cell.render() def tick(): for _ in range(columns + rows): if len(cellList) > 0: global switch if switch: # most recent # index = len(cellList) - 1 # select = cellList[index] # oldest index = 0 select = cellList[0] else: # most random index = random.randint(0, len(cellList)-1) select = cellList[index] neighbors = grid[select[0]][select[1]].neighbors() if len(neighbors) < 1: grid[select[0]][select[1]].live = False cellList.pop(index) else: new = random.choice(neighbors) openWalls(select[0], select[1], new[0], new[1]) grid[new[0]][new[1]].visited = True grid[new[0]][new[1]].live = True cellList.append(new) else: # time.sleep(2) return def draw(): global switch switch = not switch render() # if len(cellList) == 0: # generate() tick() def mouseClicked(): generate(mouseX, mouseY)