Difference between revisions of "Simple maze"
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<pre> | <pre> | ||
$ ./ | $ ./maze.js | ||
_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_! | _!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_! | ||
_! | _! ______ ! ________ ________ ! ______ ! __ ! ________ __ !____ ___! _! ! ____ ! ! | ||
_! ! | _!______ ! ! ! ! !_! !__ _! !__ ! _! ! ! ! !____ _! _! !____ !_______! ! _! !____ !___! ! | ||
_! ! | _! ! ___! ! ! !___!_____!__ !___!____ !_____! ! !__ ! ! ! _! ! __ !________ ! _! ! ! ___! ! _! | ||
_! !____ ! !____ ________ !__ ! __ !__ ! ! ! ! _! _!__ !____ !__ ! __ ! !____ !___!__ !__ ! | |||
_! | _! ! ! !__ ! ! ! ____ !___! ! ! !_____! !_! !____ !_____! __ !___! !__ !___! !________ !___! ! | ||
_! | _! _! ! _! ! ! !____ !____ !__________ !__ !__ !________ !_! _! _____!____ ! !___! ! _! ___! | ||
_ | _! ! !___! _!_____! _!__ !______ ! !__ ! _!__ ! ! ! _! _! ____ ! _!____ _!_____!____ ! | ||
_! !__ ! _! ____ !____ ! __ ! ! ! ! ! !__ ! _!_! !_! ! ! _! _! ___! ! __ ! ! ______ ! ! | |||
_! _! !__ ! ! ! | _!__ ! !_____!__ ! _! !_! !_!___! !____ ! !____ !_______! ___! !_______!__ ! !_!____ ! !___! ! | ||
_! !____ !____ ! !_! _! !_! __ ! !__ ! ! _! ____ ! ! ______ ! __ ! !_________! ! ! ! | |||
_! ! !_______! !_____!__ ! ! _! ! ! !__ !___! !_____!__ ! !___! ! ! ! ! ! ! ! __ __ ! !___! | |||
_! _!______ !__ !____ _!_! ! ! ! ! !____ ! ! _______!__ !_____! ! ! ! _!_! !__ ! !___! ! _! | |||
_!____ ! ___!__ !__ ! ! ___! ! ! !__ ! ___!___! ______ !______ !_____! ! ___! ! !____ ! ! ! | |||
_! ! _!__ ! ! ! !___! !__ !__ !_! !___!__ __ ! _! _! ! __ ! __ !_____! ! ! ! ! ! !_! ! | |||
_! _____! !_! ! _____! ! !__ ! ________ !___! __ ! ! ! _! ! !___! ! __ !___! !___! !___! _! | |||
_! ! __ !__ ! ! ! ! _! ! !___! __ !_______! _!_! ! ! ! ! !_______! ! !__ ! ! ___! ! __ ! | |||
_!_!__ !____ !___! !___! !_!__ ! _! !______ !____ ! ! !___! ! ! !____ ! ! !_! !__ ! _! ! | |||
_! | _! ___!__ ! ! !____ !_!__ !___! ___! ! ! ! ! !_!____ ! ! !___! ___! ! ! ! _! _! ! ! !_! | ||
_! | _! !____ _! ! ! _! _! ___!____ ! ! ! !___! ! ! ! ! _____! ! ! _!__ ! _! ! _! ! ! ! !__ ! | ||
_! | _! __ ! ___! !__ ! !________ ! ! !___! ! ! ___! !__ !______ ! ! !__ ! _! ! ! ! ! ! _!___! _! ! | ||
_! ! ! !_____! ! ! ! ! __ ! _! !__ ! _! ! ! _!__ !__ ! ___! _! !_______! ! ! ! ! ! ! ! | |||
_ | _! ! !______ !__ ! !___! ! ! ! _____! !___!____ !__ !_! ! ! ! ! ! _! ___! ! _!__ ! ! ! ! ! | ||
_! ! | _!______ ! !_____!____ _!___! ! ___! !__ ______ ! _! _! !___! ! !___! _! _! !____ ! ! ! ! !_! | ||
_!____ ! ! _! ! !____ _! ! ! ___! _!____ ! !_____!______ ! !____ ! !__ ! _!____ !_! ! !__ ! | |||
_! ! ! !_____!___!__ !_____!___! ___! ___! ! ____ ! _!_! __ !__ !________ !__ _!_! _! | |||
_! !___! ! __ ! _____!__ ! _______! ! _! ! ___! !__ ! ! ! ! !__ ! ! !__ !__ _! ! _! !__ ! | |||
_! ! ! ! !__ !__ ! ! _!____ ! ! _! ! !____ ! ! _! _!___! ___!_____! ! _! _!_! _!____ ! | |||
_! _!___!__ !__ !___! ! !__ ! ! ! !__ ! ! ! ___!_! ! !______ !_! _________! !____ !____ ! ! ! | |||
_!___________!_________!_____!___!_!_______!___________!_____________!___________!_____________!___! | |||
</pre> | </pre> | ||
Revision as of 21:51, 26 December 2014
Maze Generator in C++
Simple maze generator written in 10 minutes :) The source code is public domain.
// Simple Maze Generator in C++ by Jakub Debski '2006
#include <time.h>
#include <vector>
#include <list>
using namespace std;
int main()
{
srand(time(0));
const int maze_size_x=80;
const int maze_size_y=25;
vector < vector < bool > > maze;
list < pair < int, int> > drillers;
maze.resize(maze_size_y);
for (size_t y=0;y<maze_size_y;y++)
maze[y].resize(maze_size_x);
for (size_t x=0;x<maze_size_x;x++)
for (size_t y=0;y<maze_size_y;y++)
maze[y][x]=false;
drillers.push_back(make_pair(maze_size_x/2,maze_size_y/2));
while(drillers.size()>0)
{
list < pair < int, int> >::iterator m,_m,temp;
m=drillers.begin();
_m=drillers.end();
while (m!=_m)
{
bool remove_driller=false;
switch(rand()%4)
{
case 0:
(*m).second-=2;
if ((*m).second<0 || maze[(*m).second][(*m).first])
{
remove_driller=true;
break;
}
maze[(*m).second+1][(*m).first]=true;
break;
case 1:
(*m).second+=2;
if ((*m).second>=maze_size_y || maze[(*m).second][(*m).first])
{
remove_driller=true;
break;
}
maze[(*m).second-1][(*m).first]=true;
break;
case 2:
(*m).first-=2;
if ((*m).first<0 || maze[(*m).second][(*m).first])
{
remove_driller=true;
break;
}
maze[(*m).second][(*m).first+1]=true;
break;
case 3:
(*m).first+=2;
if ((*m).first>=maze_size_x || maze[(*m).second][(*m).first])
{
remove_driller=true;
break;
}
maze[(*m).second][(*m).first-1]=true;
break;
}
if (remove_driller)
m = drillers.erase(m);
else
{
drillers.push_back(make_pair((*m).first,(*m).second));
// uncomment the line below to make the maze easier
// if (rand()%2)
drillers.push_back(make_pair((*m).first,(*m).second));
maze[(*m).second][(*m).first]=true;
++m;
}
}
}
// Done
for (size_t y=0;y<maze_size_y;y++)
for (size_t x=0;x<maze_size_x;x++)
{
if (maze[y][x]==true)
printf(".");
else
printf("#");
}
return 0;
}
Examples
######.........#.#.......#.....#...#.....#.........#.#...#.#.......#.......##### ######.#.###.#.#.#.#######.#.#####.#.###.#.#.#####.#.###.#.#.#######.########### .....#.#.#...#.#.........#.#.#.....#.###...#.#.....#.......#.......#.....####### .#.#.###.#.#####.#.#.#######.#.#.#.#.#####################.#.###.#######.####### .#.#.#...#...#...#.#...#.#.#.#.#.#.#.........#.....#...........#.#.............# ####.#.#######.#######.#.#.#.#.#.#######.#.#.#.#.#.#.#######.#######.#######.#.# ##...#...#####.#.#####.#...#...#.#...#.#.#.#...#.#...###...#.#.......#.......#.# ####.###.#####.#.#####.#.###.#.###.###.#.#.###.#########.#####.###.############# .........###.#.....###.#...#.#.#.#.......#.#...#...#.#.#.#.......#.###...#.....# ########.###.#.#.#.###.#.#.###.#.#.#####.#.###.#.###.#.#.#.#.###.#####.###.#.### .......#.....#.#.#.#...#.#...........#...#.#.....#.......#.#...#.#.........#...# ####.#.#.#####.#.###.#######.#######.###.#.#.###.#.#####.#.#####.#.#.#####.##### ...#.#.#.......#...#.....#.....#.#...#####.#...#.......#.#...#.....#...#.#.....# ##.###.#.#.#.###.#####.#.#####.#.#.#######.#####.#####.#.###.#.###.#####.#####.# ##...#...#.#.#.......#.#.....#...#.......#...#...#.....#.....#...#...........#.# ####.#.###########.###.#.###.#####.#######.###.###########.###.###.#####.###.### ####...###.....#...#.#.#...#...........###...#.###...#.###.###...#.....#.#.....# ####.#####.#######.#.###.###.#.#####.#.#############.#.###.#####.#####.#.###.### ####.........#.#...#.....#.#.#.#.....#.###.#...#.............#...#####.#...#...# ######.#.#####.#.###.#.#.#.###.#######.###.#.#####.###.#################.####### ######.#...#.#.....#.#.#.#...#...###...###.....#...#.......#########...#.......# ######.###.#.#####.#####.#.###.#.###.#.###.#.###.###.#####.#########.#########.# ######.#.#.#...###...#...#.#.#.#...#.#.....#.#.#...#.###...#########...#.......# ########.#.###.#######.#.#.#.###.#######.###.#.#####.###############.#.###.##### ########...###.........#.#.......#######.#.....#####.......#########.#.........#
With little changes you can get cool results, f.e.
else
{
// drillers.push_back(make_pair((*m).first,(*m).second));
// drillers.push_back(make_pair((*m).first,(*m).second));
// change to
for (size_t index=0;index<10;index++)
drillers.push_front(make_pair((*m).first,(*m).second));
gives "star-like" effect:
.#.#...#...#.....#...#...#...#.#...#...#.....#...#...#.......#...#.....#.....#.# .#.###.###.#####.###.###.###.#.###.###.#.#####.###.###.#######.###.#####.#####.# ...#.#...#...#...#.#...#...#...#.#...#.....#...#.......#.............#.#...#...# ##.#.###.###.###.#.###.###.###.#.###.#.#####.###.#######.#############.#.###.### .......#...#.#.#.....#.#.#.......#.#.....#...#...#.#...#...#...#.#.#.#...#...#.# ######.###.#.#.#####.#.#.#######.#.###.###.###.###.#.###.###.###.#.#.#.###.###.# ...#.#...#...#...#.......#.#...#.....#.....#...#.....#...#...#.#.......#...#...# ##.#.###.###.###.#######.#.###.#####.#.#####.###.#####.###.###.#.#######.###.### .#...#.#.#.#...#.#.#.....#.#.#...#.......#...#.#...#.#.#...#.#...#.#...#.#...#.# .###.#.#.#.###.#.#.#####.#.#.###.#####.###.###.#.###.#.#.###.#.###.#.###.#.###.# .................#...#...#.#.#.#...#...#.......................................# ####.###.###.###.###.###.#.#.#.###.###.#.###.###.###.###.###.###.###.###.###.### .#.#.#.#.#.#.#...........................#.#.#.#.#.#.#.#.#.#.#.#...#.#.#.#.#.#.# .#.###.###.#####.#.#.#####.#####.#.###.#.#.###.###.###.###.###.#######.###.###.# .................#.#.#.....#.....#.#...#.......................................# ##.###.#.###.#.###.#####.###.#.#.#####.###.#.#.###.#.###.###.#.#.###.#.###.#.#.# ...#...#.#...#.#...#.....#...#.#.#.......#.#.#...#.#...#...#.#.#...#.#...#.#.#.# .###.#.###.#.###.#.#######.#.#.#####.#.#####.###.###.#.#######.###.###.#.###.### .#...#.#...#.#...#.#.......#.#.#.....#.....#...#...#.#.......#...#...#.#...#...# ##.#.#####.###.#.###.###.###.#####.###.#.#.###.###.###.#.###.###.#.#####.#####.# ...#.#.....#...#.#...#...#...#.....#...#.#...#...#...#.#...#...#.#.....#.....#.# .#.###.#.#####.###.###.###.###.#.###.#.###.#.###.###.###.#####.###.###.###.#.### .#.#...#.#.....#...#...#...#...#.#...#...#.#...#...#...#.....#...#...#...#.#...# .#####.#####.###.###.###.###.#.###.###.#####.#.###.###.###.#.###.#.#.###.###.### .#.....#.....#...#...#...#...#.#...#.......#.#...#...#...#.#...#.#.#...#...#...#
or
(*m).second-=2;
// if ((*m).second<0 || maze[(*m).second][(*m).first])
// change to
if ((*m).second<0 || (maze[(*m).second][(*m).first] && rand()%5))
allows loops (sample loop top left corner is marked with comas):
.......#,,,,,,,,.#####.....#####...#...............#...#.###.....###...#.#.#.### .#######,#####.#,#######.#######.#.#############.#.###.#.###.#########.#.#.#.### .#...#..,,,,,#.#,,,###...#######.#.#...#.........#.....#.......................# .#.###.#####,#####,###.#.#########.#.#########.#####.#.#.###.#.#########.#.#.#.# .#.....#....,,,,,,,....#.#######.....#...#...#...###.#.......#.###.#.....#.#...# .#.#.#####.#.#.###.#################.#.#.###.#######.#####.###.###.#.#####.##### .#...#.....#.....#.#...#.......#.#...#.#.....#######...#...#...#.#.#.###...#.### .#.###.###.#.###.#.###.#.#######.#.#.###.#.#.#######.###########.#.#######.#.### ...#...#.#.#.#...#.....#.....#...#.#.....#...#.#####.......#.....#.........#...# ####.#.#.#.#####.#.#.#.###.#.###.#######.#.#.#.#######.#.#.#.#.#.###.#######.### ...#.#.#.....#.....#.#.#...#.#...#.....#.#.#...#...#...#.#...#.#...............# .###.###.#####.#######.###.#.###.#.###.###.#.#.#.#####.#######.###.#######.#.#.# .....#.#.#...#...#...#.#...#...........#.....#.........#.#####.#...#...###...#.# ##.###.#.#.#.#.#.#.#########.#.###.###.#.###.#######.###.#####.###.#.#.###.##### ...#.......#...#...#.......#.#.#...#...#...#.#.#...#.#.....#...#...#.#.#...#...# ####.#.#######.#.#.#.###.###.#.#.#####.#####.#.#.#####.#.#.#.#.#######.#####.### .......#...#...#.#.....#.#...#...#...............#.....#.#...#...........#...### ##.#####.###########.#####.#########.#.###.###.#.#########.###.###.#.#.###.#.### .......#...#.#.......#.....#.....#...#.#.....#.#.#...........#...#.....#.#.#...# ##.#.###.###.#.#.###.#######.#.#.#####.###.#####.###.#.#.#####.###.#.###.###.### ##.#...#.......#...#.........#.#.......#...###.#.....#...#####...#.............# ########.###.#.#.#########.#####.#.#####.#####.#.#####.#.#####.#####.#.#.####### ##.........#.#...#.#...#...#...#.....#.....#...#.....#.#.#####.....#...#.....### ######.###.#.#.###.#.###.#.#.###.#.#.#.#.#.###.#####.#.#######.#.#.###.######### ##.......#.#...........#.#.....#.#.#.#.#.#.....###...#.###.......#...#...#######
Maze Generator in Javascript
The following code is based on the Perl implementation:
#!/usr/bin/env node.exe
(function () {
var DIRECTIONS = {
'N' : { dy: -1, opposite: 'S' },
'S' : { dy: 1, opposite: 'N' },
'E' : { dx: 1, opposite: 'W' },
'W' : { dx: -1, opposite: 'E' }
};
var WIDTH = 60,
HEIGHT = 30,
map = [];
var prefill = function () {
for (var x = 0; x < WIDTH; x++) {
map[x] = [];
for (var y = 0; y < HEIGHT; y++) {
map[x][y] = {};
}
}
};
var shuffle = function (o) {
for(var j, x, i = o.length; i; j = Math.floor(Math.random() * i), x = o[--i], o[i] = o[j], o[j] = x);
return o;
};
var carve = function (x0, y0, direction) {
//console.log('[%d, %d, "%s"]', x0, y0, direction);
var x1 = x0 + (DIRECTIONS[direction].dx || 0),
y1 = y0 + (DIRECTIONS[direction].dy || 0);
if (x1 == 0 || x1 == WIDTH || y1 == 0 || y1 == HEIGHT) {
return;
}
if ( map[x1][y1].seen ) {
return;
}
map[x0][y0][ direction ] = true;
map[x1][y1][ DIRECTIONS[direction].opposite ] = true;
map[x1][y1].seen = true;
var directions = shuffle([ 'N', 'S', 'E', 'W' ]);
for (var i = 0; i < directions.length; i++) {
carve(x1, y1, directions[i]);
}
};
var output = function () {
var output = '';
for (var y = 0; y < HEIGHT; y++) {
for (var x = 0; x < WIDTH; x++) {
output += ( map[x][y].S ? ' ' : '_' );
output += ( map[x][y].E ? ' ' : '!' );
}
output += '\n';
}
output = output.replace(/_ /g, '__');
console.log(output);
};
prefill();
carve(WIDTH/2, HEIGHT/2, 'N');
output();
})();
Example
$ ./maze.js _!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_!_! _! ______ ! ________ ________ ! ______ ! __ ! ________ __ !____ ___! _! ! ____ ! ! _!______ ! ! ! ! !_! !__ _! !__ ! _! ! ! ! !____ _! _! !____ !_______! ! _! !____ !___! ! _! ! ___! ! ! !___!_____!__ !___!____ !_____! ! !__ ! ! ! _! ! __ !________ ! _! ! ! ___! ! _! _! !____ ! !____ ________ !__ ! __ !__ ! ! ! ! _! _!__ !____ !__ ! __ ! !____ !___!__ !__ ! _! ! ! !__ ! ! ! ____ !___! ! ! !_____! !_! !____ !_____! __ !___! !__ !___! !________ !___! ! _! _! ! _! ! ! !____ !____ !__________ !__ !__ !________ !_! _! _____!____ ! !___! ! _! ___! _! ! !___! _!_____! _!__ !______ ! !__ ! _!__ ! ! ! _! _! ____ ! _!____ _!_____!____ ! _! !__ ! _! ____ !____ ! __ ! ! ! ! ! !__ ! _!_! !_! ! ! _! _! ___! ! __ ! ! ______ ! ! _!__ ! !_____!__ ! _! !_! !_!___! !____ ! !____ !_______! ___! !_______!__ ! !_!____ ! !___! ! _! !____ !____ ! !_! _! !_! __ ! !__ ! ! _! ____ ! ! ______ ! __ ! !_________! ! ! ! _! ! !_______! !_____!__ ! ! _! ! ! !__ !___! !_____!__ ! !___! ! ! ! ! ! ! ! __ __ ! !___! _! _!______ !__ !____ _!_! ! ! ! ! !____ ! ! _______!__ !_____! ! ! ! _!_! !__ ! !___! ! _! _!____ ! ___!__ !__ ! ! ___! ! ! !__ ! ___!___! ______ !______ !_____! ! ___! ! !____ ! ! ! _! ! _!__ ! ! ! !___! !__ !__ !_! !___!__ __ ! _! _! ! __ ! __ !_____! ! ! ! ! ! !_! ! _! _____! !_! ! _____! ! !__ ! ________ !___! __ ! ! ! _! ! !___! ! __ !___! !___! !___! _! _! ! __ !__ ! ! ! ! _! ! !___! __ !_______! _!_! ! ! ! ! !_______! ! !__ ! ! ___! ! __ ! _!_!__ !____ !___! !___! !_!__ ! _! !______ !____ ! ! !___! ! ! !____ ! ! !_! !__ ! _! ! _! ___!__ ! ! !____ !_!__ !___! ___! ! ! ! ! !_!____ ! ! !___! ___! ! ! ! _! _! ! ! !_! _! !____ _! ! ! _! _! ___!____ ! ! ! !___! ! ! ! ! _____! ! ! _!__ ! _! ! _! ! ! ! !__ ! _! __ ! ___! !__ ! !________ ! ! !___! ! ! ___! !__ !______ ! ! !__ ! _! ! ! ! ! ! _!___! _! ! _! ! ! !_____! ! ! ! ! __ ! _! !__ ! _! ! ! _!__ !__ ! ___! _! !_______! ! ! ! ! ! ! ! _! ! !______ !__ ! !___! ! ! ! _____! !___!____ !__ !_! ! ! ! ! ! _! ___! ! _!__ ! ! ! ! ! _!______ ! !_____!____ _!___! ! ___! !__ ______ ! _! _! !___! ! !___! _! _! !____ ! ! ! ! !_! _!____ ! ! _! ! !____ _! ! ! ___! _!____ ! !_____!______ ! !____ ! !__ ! _!____ !_! ! !__ ! _! ! ! !_____!___!__ !_____!___! ___! ___! ! ____ ! _!_! __ !__ !________ !__ _!_! _! _! !___! ! __ ! _____!__ ! _______! ! _! ! ___! !__ ! ! ! ! !__ ! ! !__ !__ _! ! _! !__ ! _! ! ! ! !__ !__ ! ! _!____ ! ! _! ! !____ ! ! _! _!___! ___!_____! ! _! _!_! _!____ ! _! _!___!__ !__ !___! ! !__ ! ! ! !__ ! ! ! ___!_! ! !______ !_! _________! !____ !____ ! ! ! _!___________!_________!_____!___!_!_______!___________!_____________!___________!_____________!___!
Maze Generator in Perl
This is a complete recursive backtracking maze generator in Perl:
#!/usr/bin/env perl
use strict;
use warnings;
no warnings 'recursion';
no warnings 'uninitialized';
use List::Util qw/shuffle/;
### Constants
my ( $WIDTH, $HEIGHT ) = ( 50, 30 );
my %DIRECTION = (
N => { dy => -1, opposite => 'S' },
S => { dy => 1, opposite => 'N' },
E => { dx => 1, opposite => 'W' },
W => { dx => -1, opposite => 'E' },
);
### Code
my $map = carve( [], $WIDTH / 2, $HEIGHT / 2, 'E' );
print output($map);
sub carve {
my ( $map, $x0, $y0, $direction ) = @_;
my $x1 = $x0 + $DIRECTION{$direction}{dx};
my $y1 = $y0 + $DIRECTION{$direction}{dy};
return if $x1 == 0 or $x1 == $WIDTH or $y1 == 0 or $y1 == $HEIGHT;
return if defined $map->[$x1][$y1];
$map->[$x0][$y0]{$direction} = 1;
$map->[$x1][$y1]{ $DIRECTION{$direction}{opposite} } = 1;
carve( $map, $x1, $y1, $_ ) for shuffle keys %DIRECTION;
return $map;
}
sub output {
my ($map) = @_;
my $output = '';
for my $y ( 0 .. $HEIGHT ) {
for my $x ( 0 .. $WIDTH ) {
if ( defined $map->[$x][$y] ) {
$output .= $map->[$x][$y]{S} ? ' ' : '_';
$output .= $map->[$x][$y]{E} ? ' ' : '!';
}
else {
$output .= '##';
}
}
$output .= "\n";
}
$output =~ s/_ /__/gs;
return $output;
}
Example
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Maze Generator in Visual Basic 6
''''''''''''''''''''''''''
' Perfect Maze Generator '
' Icey '
' Oct 2006 '
' Public Domain '
''''''''''''''''''''''''''
' this code is designed to be run from a module, using sub main
' all variables are declared
Option Explicit
' 0 is the most random, randomisation gets lower after that
' less randomisation means more straight corridors
Private Const RANDOMISATION As Integer = 5
' the spaces across - this must be an odd number
Private Const MAZE_X As Integer = 53
' the spaces down - this must be an odd number
Private Const MAZE_Y As Integer = 17
' used for storing the current square and squares potentially to move to
Private Type COORDS
X As Integer
Y As Integer
End Type
' stores the directions that corridors go in
Dim cDir(3) As COORDS
' these can be any odd numbers
Dim blnMaze(MAZE_X, MAZE_Y) As Boolean
Private Sub GenerateMaze()
Dim cN As COORDS, cS As COORDS
Dim intDir As Integer, intDone As Integer
Dim blnBlocked As Boolean
Randomize
Erase blnMaze
Do
' this code is used to make sure the numbers are odd
cS.X = 2 + (Int(((MAZE_X - 1) * Rnd) / 2) * 2)
cS.Y = 2 + (Int(((MAZE_Y - 1) * Rnd) / 2) * 2)
' first one is free!
If intDone = 0 Then blnMaze(cS.X, cS.Y) = True
If blnMaze(cS.X, cS.Y) Then
' always randomisation directions to start
RandomDirections
Do
' only randomisation directions, based on the constant
If Int(RANDOMISATION * Rnd) = 0 Then RandomDirections
blnBlocked = True
' loop through order of directions
For intDir = 0 To 3
' work out where this direction is
cN.X = cS.X + (cDir(intDir).X * 2)
cN.Y = cS.Y + (cDir(intDir).Y * 2)
' check if the tile can be used
If IsFree(cN) Then
' create a path
blnMaze(cN.X, cN.Y) = True
' and the square inbetween
blnMaze(cS.X + cDir(intDir).X, cS.Y + cDir(intDir).Y) = True
' this is now the current square
cS.X = cN.X
cS.Y = cN.Y
blnBlocked = False
' increment paths created
intDone = intDone + 1
Exit For
End If
Next
' loop until a path was created
Loop Until blnBlocked
End If
' create enough paths to fill the whole grid
Loop While intDone + 1 < ((MAZE_X - 1) * (MAZE_Y - 1)) / 4
End Sub
' this changes the direction to go from the current square, to the next available
Private Sub RandomDirections()
' clear the array
Erase cDir
' four possible sets of directions
Select Case Int(3 * Rnd)
Case 0
cDir(0).X = -1: cDir(1).X = 1
cDir(2).Y = -1: cDir(3).Y = 1
Case 1
cDir(3).X = -1: cDir(2).X = 1
cDir(1).Y = -1: cDir(0).Y = 1
Case 2
cDir(2).X = -1: cDir(3).X = 1
cDir(0).Y = -1: cDir(1).Y = 1
Case 3
cDir(1).X = -1: cDir(0).X = 1
cDir(3).Y = -1: cDir(2).Y = 1
End Select
End Sub
' checks if a tile is free for use
Private Function IsFree(cF As COORDS) As Boolean
' check it's within the grid
If cF.X < MAZE_X And cF.X > 1 And cF.Y < MAZE_Y And cF.Y > 1 Then
' check it hasn't been used yet
IsFree = (blnMaze(cF.X, cF.Y) = False)
End If
End Function
' this code should be run from a module
' go to Project > [projectname] Properties
' and then select Sub Main from the Startup Object list
Sub Main()
' the maze is added to this string, which is then copied to the clipboard
Dim strOutput As String
GenerateMaze
Dim A As Integer, B As Integer
' loop through squares
For A = 1 To MAZE_Y
For B = 1 To MAZE_X
' check if a path was created here
If blnMaze(B, A) Then
' empty
strOutput = strOutput & " "
Else
' wall
strOutput = strOutput & "#"
End If
Next
' go down to the next row
strOutput = strOutput & vbNewLine
Next
Clipboard.Clear
Clipboard.SetText strOutput
' tell the user what has happened
MsgBox "Maze copied to the clipboard.", vbInformation, "Maze generator"
End Sub
Examples
Randomisation: 0
########################################### # # # # # # # ### # ##### # # ##### ### ### # ### ##### # # # # # # # # # # # # # # # # # # # # # # ##### ##### # # # # ##### # # # # # # # # # # # # # # # # ##### # # # ### # ### ######### ##### # # # # # # # # # # # # # # # # # ### ### # # ### # ### # # # # # ##### ### # # # # # # # # # # # # # # # # # ### # # # ### # # ### ########### ### # # # # # # # # # # # # # # # ######### # ######### # # # ### # # ### # # # # # # # # # # # # # # # # # # # # ### # # ### ### # ### # # ### # # # # # # # # # # # # # # # # # # # # # # # # # ##### # # # ### # ### # # ##### # # # # # # # # # # # # # # # # # # # ### # # # # # # ### # ### ##### # # # # # # # # # # # # # # # # # ####### # # # ######### ### ########### # # # # # # ###########################################
Randomisation: 5
##################################################### # # # # # # # ############### # # # # ##################### # # # # # # # # # # # # # # ####### # # # # # # # # ######################### # # # # # # # # # # # # # # # # # # # # ### ##### # # # # # ################### # # # # # # # # # # # # # # # # # # # # # # # # # # ### # # # # # ### ######### # # # # ### # # # # # # # # # # # # # # # # # # # # # # # # # # ##### ##### # # # # ######### # # ### # # # # # # # # # # # # # # # # # # # # # # # # # # ########### # # ######### # # # # ### # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # ### # # # # # # # # # # # # # # # # # #####################################################