Files
processing-projects/mazes/MazeGenSidewinder/MazeGenSidewinder.pyde

160 lines
4.7 KiB
Python

import random
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 = 25, 25
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 current, runSet, runSetActive
current = 0, 0
runSet = []
runSetActive = False
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():
global current, runSet, runSetActive
if runSetActive:
if len(runSet) > 0:
print('a')
get = runSet[0]
if get == []:
return
print('b')
print(runSet, get)
choice = random.choice(get)
print('c')
openWalls(choice[0], choice[1], choice[0], choice[1] - 1)
print('d')
del runSet[0]
return
else:
runSet = [[]]
runSetActive = False
# Are we done with the maze?
if current[0] == columns and current[1] == rows - 1:
if len(runSet) > 0:
runSetActive = True
return
print('Done')
render()
noLoop()
# Are we on the horozontal edge?
elif current[0] == columns:
if not runSetActive:
if current[1] > 0:
for coord in runSet[-1]:
grid[coord[0]][coord[1]].live = False
runSetActive = True
current = 0, current[1] + 1
# Keep carving runSets
else:
# If you're on the ceiling of the maze, just carve and skip the whole thing.
if current[1] == 0:
openWalls(current[0], current[1], current[0] + 1, current[1])
# Keep carving east
elif current[0] == 0 or not random.choice([True, False]):
runSet[-1].append((current[0], current[1]))
grid[current[0]][current[1]].live = True
openWalls(current[0], current[1], current[0] + 1, current[1])
# Break out new runSet
else:
for coord in runSet[-1]:
grid[coord[0]][coord[1]].live = False
runSet.append([(current[0], current[1])])
if not runSetActive:
current = current[0] + 1, current[1]
def draw():
for _ in range(columns):
tick()
render()
def mouseClicked():
loop()
generate(mouseX, mouseY)