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| 1 | + <html> |
| 2 | + <head><title>Maze generator</title> |
| 3 | + <style> |
| 4 | +section { |
| 5 | + display: grid; |
| 6 | + grid-template-columns: repeat(41, 12px); |
| 7 | + grid-template-rows: repeat(41, 12px); |
| 8 | + cursor: pointer; |
| 9 | +} |
| 10 | +div { |
| 11 | + width: 10px; |
| 12 | + height: 10px; |
| 13 | + background: lightgrey; |
| 14 | +} |
| 15 | + |
| 16 | +div.black { background: black; } |
| 17 | + </style> |
| 18 | + </head> |
| 19 | + <body> |
| 20 | + |
| 21 | +<span id="msg">Random Maze</span> |
| 22 | +<section> |
| 23 | + <!-- 41x41 empty div elements will be added here. --> |
| 24 | +</section> |
| 25 | + |
| 26 | +<p>Click and drag to draw.</p> |
| 27 | +<button id="clear">Clear to all white</button> |
| 28 | +<button id="fill">Fill with all black</button> |
| 29 | +<button id="make_maze_recur">Make maze (recursive)</button> |
| 30 | +<button id="make_maze_iter">Make maze (iterative)</button> |
| 31 | + |
| 32 | + <script> |
| 33 | +const boardSize = 41; |
| 34 | +const mazeSize = 20; |
| 35 | + |
| 36 | +// Create the HTML elmements |
| 37 | +let sectionEl = document.querySelector("section"); |
| 38 | +for (let r=0; r<boardSize; r++) |
| 39 | + for (let c=0; c<boardSize; c++) { |
| 40 | + let newDiv = document.createElement('div'); |
| 41 | + newDiv.dataset.r = r; |
| 42 | + newDiv.dataset.c = c; sectionEl.appendChild(newDiv); |
| 43 | +} |
| 44 | +let pixels = document.querySelectorAll('section div'); |
| 45 | +let running = false; |
| 46 | + |
| 47 | +// Board is matrix of pixels that start with desired color |
| 48 | +let board = []; |
| 49 | +function initializeBoard(color) { |
| 50 | + board = []; |
| 51 | + for (let r=0; r<boardSize; r++) { |
| 52 | + let row = []; |
| 53 | + board.push(row); |
| 54 | + for (let c=0; c<boardSize; c++) { |
| 55 | + row.push(color); |
| 56 | + } |
| 57 | + } |
| 58 | +} |
| 59 | + |
| 60 | +function render() { |
| 61 | + let i = 0; |
| 62 | + for (pixel of pixels) { |
| 63 | + let r = Math.floor(i / boardSize); |
| 64 | + let c = i % boardSize |
| 65 | + pixel.className = board[r][c]; |
| 66 | + i++; |
| 67 | + } |
| 68 | +} |
| 69 | + |
| 70 | +function fillBoard(color) { |
| 71 | + initializeBoard(color); |
| 72 | + render(); |
| 73 | +} |
| 74 | + |
| 75 | +fillBoard('white'); |
| 76 | + |
| 77 | +const NORTH = {dx: 0, dy: -2}; |
| 78 | +const SOUTH = {dx: 0, dy: 2}; |
| 79 | +const EAST = {dx: -2, dy: 0}; |
| 80 | +const WEST = {dx: 2, dy: 0}; |
| 81 | + |
| 82 | +function findAllNeighbors(cellXY) { |
| 83 | + let result = []; |
| 84 | + for (let direction of [NORTH, SOUTH, EAST, WEST]) { |
| 85 | + let neighborX = cellXY.x + direction.dx; |
| 86 | + let neighborY = cellXY.y + direction.dy; |
| 87 | + result.push({x: neighborX, y: neighborY}); |
| 88 | + } |
| 89 | + return result; |
| 90 | +} |
| 91 | + |
| 92 | +function pickRandomItem(list) { |
| 93 | + let index = Math.floor(Math.random() * list.length); |
| 94 | + // Cut out a sublist starting at index with length 1. |
| 95 | + let itemInAList = list.splice(index, 1); |
| 96 | + return itemInAList[0]; // just return the single item |
| 97 | +} |
| 98 | + |
| 99 | +function visitRecursive(cellXY) { |
| 100 | + // The maze cell that we are visiting is now part of the maze. |
| 101 | + board[cellXY.x][cellXY.y] = 'white'; |
| 102 | + |
| 103 | + let neighborCells = findAllNeighbors(cellXY); |
| 104 | + while (neighborCells.length) { |
| 105 | + let potentialNeighbor = pickRandomItem(neighborCells); |
| 106 | + // If the potential neighbor is in the bounds of the board and not already part of the maze, choose it. |
| 107 | + if (board[potentialNeighbor.x] && |
| 108 | + board[potentialNeighbor.x][potentialNeighbor.y] == 'black') { |
| 109 | + // Remove the wall between this cell and the next cell. |
| 110 | + board[(cellXY.x + potentialNeighbor.x) / 2][(cellXY.y + potentialNeighbor.y) / 2] = 'white'; |
| 111 | + // Make that next cell part of the maze and keep going |
| 112 | + visitRecursive(potentialNeighbor); |
| 113 | + } |
| 114 | + } |
| 115 | + render(); |
| 116 | +} |
| 117 | + |
| 118 | +function makeMazeRecursive() { |
| 119 | + initializeBoard('black'); |
| 120 | + visitRecursive({x: 1, y: 1}); |
| 121 | + console.log('done'); |
| 122 | + render(); |
| 123 | +} |
| 124 | + |
| 125 | +// These are cellXY values that are in the unexplored area, but adjacent to the explored area |
| 126 | +let frontier = []; |
| 127 | + |
| 128 | +function visitIterative(cellXY) { |
| 129 | + // Add this cell to the maze. |
| 130 | + if (board[cellXY.x][cellXY.y] == 'black') { |
| 131 | + board[cellXY.x][cellXY.y] = 'white'; |
| 132 | + // Connect it to the part of the existing maze that spawned it. |
| 133 | + if (cellXY.connectionX) { |
| 134 | + board[cellXY.connectionX][cellXY.connectionY] = 'white'; |
| 135 | + } |
| 136 | + } |
| 137 | + |
| 138 | + // Any unexplored adjacent cells are now added to the list of frontiers. |
| 139 | + for (let direction of [NORTH, SOUTH, EAST, WEST]) { |
| 140 | + let neighborX = cellXY.x + direction.dx; |
| 141 | + let neighborY = cellXY.y + direction.dy; |
| 142 | + if (board[neighborX] && board[neighborX][neighborY] == 'black') { |
| 143 | + frontier.push({ |
| 144 | + x: neighborX, |
| 145 | + y: neighborY, |
| 146 | + connectionX: (cellXY.x + neighborX) / 2, |
| 147 | + connectionY: (cellXY.y + neighborY) / 2, |
| 148 | + }); |
| 149 | + // Prevent us from adding the same cell to the frontier again. |
| 150 | + board[neighborX][neighborY] == 'frontier'; |
| 151 | + } |
| 152 | + } |
| 153 | +} |
| 154 | + |
| 155 | +function makeMazeIterative() { |
| 156 | + initializeBoard('black'); |
| 157 | + visitIterative({x: 1, y: 1}); |
| 158 | + while (frontier.length) { |
| 159 | + let frontierCell = pickRandomItem(frontier); |
| 160 | + visitIterative(frontierCell); |
| 161 | + } |
| 162 | + console.log('done'); |
| 163 | + render(); |
| 164 | +} |
| 165 | + |
| 166 | + |
| 167 | + |
| 168 | +document.querySelector('#clear').addEventListener('click', (e) => fillBoard('white')); |
| 169 | +document.querySelector('#fill').addEventListener('click', (e) => fillBoard('black')); |
| 170 | +document.querySelector('#make_maze_recur').addEventListener('click', makeMazeRecursive); |
| 171 | +document.querySelector('#make_maze_iter').addEventListener('click', makeMazeIterative); |
| 172 | + |
| 173 | +//document.querySelector('#play-pause').addEventListener('click', playPause); |
| 174 | + |
| 175 | +function gameLoop() { |
| 176 | + //if (!running) return; |
| 177 | + //update(); |
| 178 | + render(); |
| 179 | +} |
| 180 | + |
| 181 | +window.setInterval(gameLoop, 100); |
| 182 | + |
| 183 | + |
| 184 | +let drawingMode = 'black'; |
| 185 | + |
| 186 | +function draw(pixel) { |
| 187 | + let r = Number(pixel.dataset.r); |
| 188 | + let c = Number(pixel.dataset.c); |
| 189 | + board[r][c] = drawingMode; |
| 190 | + render(); |
| 191 | +} |
| 192 | + |
| 193 | +function startDrawing(pixel) { |
| 194 | + drawingMode = (pixel.className == 'black') ? 'white' : 'black'; |
| 195 | + draw(pixel); |
| 196 | +} |
| 197 | + |
| 198 | +pixels.forEach((pixel => { |
| 199 | + pixel.addEventListener( |
| 200 | + 'mousedown', (e) => { |
| 201 | + startDrawing(e.target); |
| 202 | + }); |
| 203 | + pixel.addEventListener( |
| 204 | + 'mouseenter', (e) => { |
| 205 | + if (e.buttons) draw(e.target); |
| 206 | + }); |
| 207 | +})); |
| 208 | + |
| 209 | + </script> |
| 210 | + </body> |
| 211 | +</html> |
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