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151 lines
4.2 KiB
Python
151 lines
4.2 KiB
Python
import random, time
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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.current, self.start = True, True, False, False, False
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def __str__(self):
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return 'Cell({}, {}, bottom: {}, right: {}, visited: {})'.format(self.x, self.y, self.bottom, self.right, self.visited)
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def getNeighbor(self):
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possible = self.neighbors()
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possible = [thing for thing in possible if thing != None]
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if possible:
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choice = random.choice(possible)
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return grid[choice[0]][choice[1]]
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return None
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# def getNeighbor(self):
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# possible = self.neighbors()
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# if any([thing != None for thing in possible]):
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# xchoice = None
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# while xchoice == None:
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# xchoice = random.choices(possible, weights=[2, 1, 1, 2], k=1)[0]
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# return grid[xchoice[0]][xchoice[1]]
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# else:
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# return None
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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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neighbors.append(None)
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continue
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if grid[neighbor[0]][neighbor[1]].visited:
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neighbors.append(None)
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continue
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neighbors.append(neighbor)
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return neighbors
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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.start:
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fill(28, 147, 158)
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elif self.visited:
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fill(0, 42, 135)
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else:
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fill(0, 2, 30)
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if self.current:
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fill(0, 127, 196)
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self.current = False
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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(255)
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fill(255)
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strokeWeight(2.5)
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if not self.visited:
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noStroke()
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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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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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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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def generate():
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global complete, columns, rows, grid, divX, divY, current, offsets
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# Bottom, Right, Left, Top
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complete = 0
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offsets = [(0, 1), (1, 0), (-1, 0), (0, -1)]
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columns, rows = 50, 50
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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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current = grid[random.randint(0, columns-1)][random.randint(0, rows-1)]
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current.visited = True
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current.start = True
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def setup():
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size(750, 750)
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frameRate(10000)
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generate()
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noLoop()
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def mazeGenTick(loops=500):
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global current, next, i
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for _ in range(loops):
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next = current.getNeighbor()
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if next:
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i = 0
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next.parent = current
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openWalls(current.x, current.y, next.x, next.y)
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current = next
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grid[current.x][current.y].current = True
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current.visited = True
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else:
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try:
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current.parent
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current = current.parent
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grid[current.x][current.y].current = True
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except:
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global complete
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complete += 1
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def render():
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background(0)
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for column in grid:
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for cell in column:
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cell.render()
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i = 0
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def draw():
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render()
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global complete
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if complete > 10:
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# saveFrame("maze-###.png")
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time.sleep(2.0)
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generate()
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if complete > 1:
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for _ in range(300):
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mazeGenTick()
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render()
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else:
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mazeGenTick(1)
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def mouseClicked():
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loop()
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