How to resolve the algorithm Maze generation step by step in the Processing programming language
Published on 12 May 2024 09:40 PM
How to resolve the algorithm Maze generation step by step in the Processing programming language
Table of Contents
Problem Statement
Generate and show a maze, using the simple Depth-first search algorithm.
Let's start with the solution:
Step by Step solution about How to resolve the algorithm Maze generation step by step in the Processing programming language
Source code in the processing programming language
int g_size = 10;
color background_color = color (80, 80, 220);
color runner = color (255, 50, 50);
color visited_color = color(220, 240, 240);
color done_color = color (100, 160, 250);
int c_size;
Cell[][] cell;
ArrayList<Cell> done = new ArrayList<Cell>();
ArrayList<Cell> visit = new ArrayList<Cell>();
Cell run_cell;
void setup() {
size(600, 600);
frameRate(20);
smooth(4);
strokeCap(ROUND);
c_size = max(width/g_size, height/g_size);
cell = new Cell[g_size][g_size];
for (int i = 0; i < g_size; i++) {
for (int j = 0; j < g_size; j++) {
cell[i][j] = new Cell(i, j);
}
}
for (int i = 0; i < g_size; i++) {
for (int j = 0; j < g_size; j++) {
cell[i][j].add_neighbor();
}
}
run_cell = cell[0][0];
visit.add(run_cell);
}
void draw() {
background(background_color);
for (int i = 0; i < g_size; i++) {
for (int j = 0; j < g_size; j++) {
cell[i][j].draw_cell();
cell[i][j].draw_wall();
}
}
if (visit.size() < g_size*g_size) {
if (run_cell.check_sides()) {
Cell chosen = run_cell.pick_neighbor();
done.add(run_cell);
run_cell.stacked = true;
if (chosen.i - run_cell.i == 1) {
run_cell.wall[1] = false;
chosen.wall[3] = false;
} else if (chosen.i - run_cell.i == -1) {
run_cell.wall[3] = false;
chosen.wall[1] = false;
} else if (chosen.j - run_cell.j == 1) {
run_cell.wall[2] = false;
chosen.wall[0] = false;
} else {
run_cell.wall[0] = false;
chosen.wall[2] = false;
}
run_cell.current = false;
run_cell = chosen;
run_cell.current = true;
run_cell.visited = true;
} else if (done.size()>0) {
run_cell.current = false;
run_cell = done.remove(done.size()-1);
run_cell.stacked = false;
run_cell.current = true;
}
}
}
class Cell {
ArrayList<Cell> neighbor;
boolean visited, stacked, current;
boolean[] wall;
int i, j;
Cell(int _i, int _j) {
i = _i;
j = _j;
wall = new boolean[]{true,true,true,true};
}
Cell pick_neighbor() {
ArrayList<Cell> unvisited = new ArrayList<Cell>();
for(int i = 0; i < neighbor.size(); i++){
Cell nb = neighbor.get(i);
if(nb.visited == false) unvisited.add(nb);
}
return unvisited.get(floor(random(unvisited.size())));
}
void add_neighbor() {
neighbor = new ArrayList<Cell>();
if(i>0){neighbor.add(cell[i-1][j]);}
if(i<g_size-1){neighbor.add(cell[i+1][j]);}
if(j>0){neighbor.add(cell[i][j-1]);}
if(j<g_size-1){neighbor.add(cell[i][j+1]);}
}
boolean check_sides() {
for(int i = 0; i < neighbor.size(); i++){
Cell nb = neighbor.get(i);
if(!nb.visited) return true;
}
return false;
}
void draw_cell() {
noStroke();
noFill();
if(current) fill(runner);
else if(stacked) fill(done_color);
else if(visited) fill(visited_color);
rect(j*c_size,i*c_size,c_size,c_size);
}
void draw_wall() {
stroke(0);
strokeWeight(5);
if(wall[0]) line(j*c_size, i*c_size, j*c_size, (i+1)* c_size);
if(wall[1]) line(j*c_size, (i+1)*c_size, (j+1)*c_size, (i+1)*c_size);
if(wall[2]) line((j+1)*c_size, (i+1)*c_size, (j+1)*c_size, i*c_size);
if(wall[3]) line((j+1)*c_size, i*c_size, j*c_size, i*c_size);
}
}
g_size = 10
background_color = color(80, 80, 220)
runner = color(255, 50, 50)
visited_color = color(220, 240, 240)
done_color = color(100, 160, 250)
def setup():
global cell, done, visit, run_cell, c_size
size(600, 600)
frameRate(20)
smooth(4)
strokeCap(ROUND)
c_size = max(width / g_size, height / g_size)
cell = [[None] * g_size for _ in range(g_size)]
for i in range(g_size):
for j in range(g_size):
cell[i][j] = Cell(i, j)
for i in range(g_size):
for j in range(g_size):
cell[i][j].add_neighbor()
run_cell = cell[0][0]
visit, done = [], []
visit.append(run_cell)
def draw():
global run_cell
background(background_color)
for i in range(g_size):
for j in range(g_size):
cell[i][j].draw_cell()
cell[i][j].draw_wall()
if len(visit) < g_size * g_size:
if run_cell.check_sides():
chosen = run_cell.pick_neighbor()
done.append(run_cell)
run_cell.stacked = True
if chosen.i - run_cell.i == 1:
run_cell.wall[1] = False
chosen.wall[3] = False
elif chosen.i - run_cell.i == -1:
run_cell.wall[3] = False
chosen.wall[1] = False
elif chosen.j - run_cell.j == 1:
run_cell.wall[2] = False
chosen.wall[0] = False
else:
run_cell.wall[0] = False
chosen.wall[2] = False
run_cell.current = False
run_cell = chosen
run_cell.current = True
run_cell.visited = True
elif done:
run_cell.current = False
run_cell = done.pop()
run_cell.stacked = False
run_cell.current = True
class Cell:
def __init__(self, i, j):
self.i = i
self.j = j
self.wall = [True, True, True, True]
self.visited = False
self.stacked = False
self.current = False
def pick_neighbor(self):
from random import choice
unvisited = [nb for nb in self.neighbor
if nb.visited == False]
return choice(unvisited)
def add_neighbor(self):
i, j = self.i, self.j
neighbor = []
if i > 0:
neighbor.append(cell[i - 1][j])
if i < g_size - 1:
neighbor.append(cell[i + 1][j])
if j > 0:
neighbor.append(cell[i][j - 1])
if j < g_size - 1:
neighbor.append(cell[i][j + 1])
self.neighbor = neighbor
def check_sides(self):
for nb in self.neighbor:
if not nb.visited:
return True
return False
def draw_cell(self):
s = c_size
noStroke()
noFill()
if self.current:
fill(runner)
elif self.stacked:
fill(done_color)
elif self.visited:
fill(visited_color)
rect(self.j * s, self.i * s, s, s)
def draw_wall(self):
i, j = self.i, self.j
wall = self.wall
stroke(0)
strokeWeight(5)
if wall[0]: line(j * c_size, i * c_size, j * c_size, (i + 1) * c_size)
if wall[1]: line(j * c_size, (i + 1) * c_size, (j + 1) * c_size, (i + 1) * c_size)
if wall[2]: line((j + 1) * c_size, (i + 1) * c_size, (j + 1) * c_size, i * c_size)
if wall[3]: line((j + 1) * c_size, i * c_size, j * c_size, i * c_size)
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