Maze generation: Difference between revisions

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<lang EGL>program MazeGen
 
// First and last columns/rows are "dead" cells. Makes generating
// a maze with border walls much easier. Therefore, a visible
// 20x20 maze has a maze size of 22.
mazeSize int = 22;
 
south boolean[][];
west boolean[][];
visited boolean[][];
 
function main()
initMaze();
generateMaze();
drawMaze();
end
 
private function initMaze()
 
visited = createBooleanArray(mazeSize, mazeSize, false);
 
// Initialize border cells as already visited
for for(col int from 1 to mazeSize)
visited[col][1] = true;
visited[col][mazeSize] = true;
end
for for(row int from 1 to mazeSize)
visited[1][row] = true;
visited[mazeSize][row] = true;
end
 
// Initialize all walls as present
south = createBooleanArray(mazeSize, mazeSize, true);
west = createBooleanArray(mazeSize, mazeSize, true);
 
end
 
private function createBooleanArray(col int in, row int in, initialState boolean in) returns(boolean[][])
 
newArray boolean[][] = new boolean[0][0];
 
for(i int from 1 to col)
innerArray boolean[] = new boolean[0];
for(j int from 1 to row)
innerArray.appendElement(initialState);
end
end
newArray.appendElement(innerArray);
end
 
return(newArray);
 
end
end
private function createIntegerArray(col int in, row int in, initialValue int in) returns(int[][])
 
private function createIntegerArray(col int in, row int in, initialValue int in) returns(int[][])
newArray int[][] = new int[0][0];
 
newArray int[][] = new int[0][0];
for(i int from 1 to col)
 
innerArray int[] = new int[0];
for(ji int from 1 to rowcol)
innerArray.appendElement(initialValue) int[] = new int[0];
for(j int from 1 to row)
end
newArray innerArray.appendElement(innerArrayinitialValue);
end
end
newArray.appendElement(innerArray);
end
return(newArray);
 
end
return(newArray);
 
end
private function generate(col int in, row int in)
 
private function generate(col int in, row int in)
 
// Mark cell as visited
visited[col][row] = true;
 
// Keep going as long as there is an unvisited neighbor
while (!visited[col][row + 1] || !visited[col + 1][row] || !visited[col][row-1] || !visited[col-1][row])
!visited[col][row - 1] || !visited[col - 1][row])
 
while (true)
r float = MathLib.random(); // Choose a random direction
case
when(r < 0.25 && !visited[col][row + 1]) // Go south
south[col][row] = false; // South wall down
generate(col, row + 1);
exit while;
when(r >= 0.25 && r < 0.50 && !visited[col + 1][row]) // Go east
west[col + 1][row] = false; // West wall of neighbor to the east down
generate(col + 1, row);
exit while;
when(r >= 0.5 && r < 0.75 && !visited[col][row - 1]) // Go north
south[col][row - 1] = false; // South wall of neighbor to the north down
generate(col, row - 1);
exit while;
when(r >= 0.75 && r < 1.00 && !visited[col - 1][row]) // Go west
west[col][row] = false; // West wall down
generate(col - 1, row);
exit while;
end
end
end
end
 
end
 
private function generateMaze()
 
// Pick random start position (within the visible maze space)
randomStartCol int = MathLib.floor((MathLib.random() * (mazeSize - 2)) + 2);
randomStartRow int = MathLib.floor((MathLib.random() * (mazeSize - 2)) + 2);
 
generate(randomStartCol, randomStartRow);
 
end
 
private function drawMaze()
 
line string;
 
// Iterate over wall arrays (skipping dead border cells as required).
// Construct a rowline at a time and output to console.
for(row int from 1 to mazeSize - 1)
if( row > 1)
line = "";
for(col int from 2 to mazeSize)
if (west[col][row])
line ::= "| ";
else
line ::= " ";
end
end
Syslib.writeStdout(line);
end
line = "";
for(col int from 2 to mazeSize - 1)
if (south[col][row])
line ::= "+---";
else
line ::= "+ ";
end
end
line ::= "+";
SysLib.writeStdout(line);
 
if(row > 1)
end
line = "";
for(col int from 2 to mazeSize)
if(west[col][row])
line ::= "| ";
else
line ::= " ";
end
end
Syslib.writeStdout(line);
end
 
line = "";
end
for(col int from 2 to mazeSize - 1)
if(south[col][row])
line ::= "+---";
else
line ::= "+ ";
end
end
line ::= "+";
SysLib.writeStdout(line);
 
end
 
end
 
end</lang>
{{out|Output example (for 5x510x10 maze)}}
<pre>
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