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https://github.com/Xevion/processing-projects.git
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160 lines
4.7 KiB
Python
160 lines
4.7 KiB
Python
import random
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class Cell:
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def __init__(self, x, y):
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self.x, self.y = x, y
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self.right, self.bottom, self.visited, self.live = True, True, False, False
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# Identify the neighbors of the cell
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def neighbors(self):
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global offsets
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neighbors = []
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for offset in offsets:
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neighbor = (self.x + offset[0], self.y + offset[1])
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if not valid(neighbor):
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continue
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if grid[neighbor[0]][neighbor[1]].visited:
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continue
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neighbors.append(neighbor)
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return neighbors
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# Render the single cell
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def render(self):
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global divX, divY
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translate(self.x * divX, self.y * divY)
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# Drawing Cell Background
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# Visited, Unvisited, Highlighted
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if self.live:
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fill(244, 117, 117)
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elif self.visited:
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fill(255)
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else:
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fill(204)
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noStroke()
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rect(0, 0, divX, divY)
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# Drawing Cell Lines
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stroke(0)
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fill(255)
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strokeWeight(2.5)
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if self.bottom:
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line(0, divY, divX, divY)
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if self.right:
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line(divX, 0, divX, divY)
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resetMatrix()
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# Open walls between two cells on the grid
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def openWalls(x1, y1, x2, y2):
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global offsets
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# Bottom, Right, Left, Top
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offset = (x2 - x1, y2 - y1)
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if offset == offsets[0]:
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grid[x1][y1].bottom = False
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if offset == offsets[1]:
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grid[x1][y1].right = False
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if offset == offsets[2]:
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grid[x2][y2].right = False
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if offset == offsets[3]:
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grid[x2][y2].bottom = False
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# Validates whether a coordinate is valid with the curret columns and rows set
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def valid(coordinate):
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global columns, rows
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return not (coordinate[0] < 0 or coordinate[0] >= columns or coordinate[1] < 0 or coordinate[1] >= rows)
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# Generates a new grid and cellList (with start) for the maze generation.
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# Serves mostly to ease the process of regenerating a maze without restarting the Sketch
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def generate(xx=None, yy=None):
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global columns, rows, offsets
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# Bottom, Right, Left, Top
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offsets = [(0, 1), (1, 0), (-1, 0), (0, -1)]
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columns, rows = 25, 25
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global grid, divX, divY
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divX, divY = width / float(columns), height / float(rows)
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grid = [[Cell(x, y) for y in range(rows)] for x in range(columns)]
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global current, runSet, runSetActive
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current = 0, 0
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runSet = []
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runSetActive = False
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def pixelToCoordinates(x, y):
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return int(x / float
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(divX)), int(y / float(divY))
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def setup():
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size(750, 750)
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generate()
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# Runs the cell.render() action on every cell
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def render():
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background(0)
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for row in grid:
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for cell in row:
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cell.render()
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def tick():
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global current, runSet, runSetActive
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if runSetActive:
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if len(runSet) > 0:
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print('a')
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get = runSet[0]
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if get == []:
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return
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print('b')
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print(runSet, get)
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choice = random.choice(get)
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print('c')
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openWalls(choice[0], choice[1], choice[0], choice[1] - 1)
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print('d')
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del runSet[0]
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return
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else:
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runSet = [[]]
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runSetActive = False
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# Are we done with the maze?
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if current[0] == columns and current[1] == rows - 1:
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if len(runSet) > 0:
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runSetActive = True
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return
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print('Done')
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render()
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noLoop()
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# Are we on the horozontal edge?
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elif current[0] == columns:
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if not runSetActive:
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if current[1] > 0:
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for coord in runSet[-1]:
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grid[coord[0]][coord[1]].live = False
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runSetActive = True
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current = 0, current[1] + 1
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# Keep carving runSets
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else:
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# If you're on the ceiling of the maze, just carve and skip the whole thing.
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if current[1] == 0:
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openWalls(current[0], current[1], current[0] + 1, current[1])
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# Keep carving east
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elif current[0] == 0 or not random.choice([True, False]):
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runSet[-1].append((current[0], current[1]))
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grid[current[0]][current[1]].live = True
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openWalls(current[0], current[1], current[0] + 1, current[1])
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# Break out new runSet
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else:
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for coord in runSet[-1]:
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grid[coord[0]][coord[1]].live = False
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runSet.append([(current[0], current[1])])
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if not runSetActive:
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current = current[0] + 1, current[1]
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def draw():
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for _ in range(columns):
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tick()
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render()
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def mouseClicked():
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loop()
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generate(mouseX, mouseY)
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