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

145 lines
4.1 KiB
Python

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)