Simple maze
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
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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):
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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
##################################################### # # # # # # # ############### # # # # ##################### # # # # # # # # # # # # # # ####### # # # # # # # # ######################### # # # # # # # # # # # # # # # # # # # # ### ##### # # # # # ################### # # # # # # # # # # # # # # # # # # # # # # # # # # ### # # # # # ### ######### # # # # ### # # # # # # # # # # # # # # # # # # # # # # # # # # ##### ##### # # # # ######### # # ### # # # # # # # # # # # # # # # # # # # # # # # # # # ########### # # ######### # # # # ### # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # ### # # # # # # # # # # # # # # # # # #####################################################
Randomisation: 25
################################################### # # # # # # # ### # # # # # # # # # # ######################### # # # # # # # # # # # # # # ##### # # # # # # ### ############### ######### # # # # # # # # # # # # # # # # # # # ##### # # # # # ### # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # ##### # # # # # # # # # # # # # # # ### # # # # # # # # # # # # # # # # # # # # # # # # # # # # ##### # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # ##### # # # # # # # # # # # # # # # ####### # # # # # # # # # # # # # # # # # # # # # # # # ##### # # # # # # # # # ### # # # # ####### # # # # # # # # # # # # # # # # # # # # # # # # # # ##### # # # # # # # # # # # # # # # ##### # # # # # # # # # # # # # # # # # # # # # # # # # ##### # # # # # # # # # # # # # # # ####### # # # # # # # # # # # # # # # # # # # # # # # # # # # ##### # # # # # # # # # # # # # # # ##### # # # # # # # # # # # # # # # # # # # # # # # # # ##### # # # # # # # # # # # ##### # ##### # # # # # # # # # # # # # # # # # # # # # # # # # # # ##### # # # # # # # # # # # # # # # ##### # # # # # # # # # # # # # # # # # # # # # # # # ##### # # # # # # # # # # # ### # # ####### # # # # # # # # # # # # # # # # # # # # # # # # # # # # ##### # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # ###################################################
Maze Generator in Javascript
This is a javascript port of the visual basic version above.
<!DOCTYPE html>
<html>
<head>
<meta charset = "utf-8">
<title>testing code</title>
<style type = "text/css">
body {background-color:black;}
table {background-color:#222222;border-width:1px;}
td {width:30px;height:30px;}
th {color:white;}
div#title {background-color:#555555;width:100%;height:100%;}
div#title:hover {background-color:#999999;}
div#wall {background-color:#666666;width:100%;height:100%;}
div#wall:hover {background-color:#AAAAAA;}
div#floor {background-color:#003300;width:100%;height:100%;}
div#floor:hover {background-color:#006600;}}
</style>
<script>
// Coordinates of N(x,y) S(x,y) E(x,y) W(x,y)
// it's necessary to have one of each so that if one direction
// doesn't work properly, we can try each direction until one
// works, or that we know there isn't a location possible.
var cN = [[0,0],[0,0],[0,0],[0,0]];
var size = 35,x,y,cx,cy;
var map = new Array(size);
var randomDir,intDone=0;
for (var i = 0; i <= size * size; ++i){
map[i] = new Array(size);
}
// Initialize the Map Array to Zeros
for (x=1;x<=size;++x){
for (y=1;y<=size;++y){
map[x][y]=0;
} //end for
} //end for
do {
// Roll random x's and y's and make sure the value is odd
x=2+Math.floor(Math.random()*(size-1));if (x%2!=0) --x;
y=2+Math.floor(Math.random()*(size-1));if (y%2!=0) --y;
// Ensure that the first random map location starts the process
if (intDone==0) map[x][y]=1;
if (map[x][y]==1){
//Randomize Directions
randomDir=Math.floor(Math.random()*4)
if (randomDir==0){
cN = [[-1,0],[1,0],[0,-1],[0,1]];
} else if (randomDir==1){
cN = [[0,1],[0,-1],[1,0],[-1,0]];
} else if (randomDir==2){
cN = [[0,-1],[0,1],[-1,0],[1,0]];
} else if (randomDir==3){
cN = [[1,0],[-1,0],[0,1],[0,-1]];
} //end if
blnBlocked=1;
do {
blnBlocked++;
for (var intDir=0; intDir<=3; ++intDir){
// Determine which direction the tile is
cx=x+cN[intDir][0]*2;
cy=y+cN[intDir][1]*2;
//Check to see if the tile can be used
if (cx<size && cy<size && cx>1 && cy>1){
if (map[cx][cy]!=1){
//create destination location
map[cx][cy]=1;
//create current location
map[x][y]=1
//create inbetween location
map[x+cN[intDir][0]][y+cN[intDir][1]]=1;
//set destination location to current
x=cx;y=cy;
blnBlocked=0;
intDone++;
intDir=4
} //end if
} //end if
} //end for
//recursive, no directions found, loop back a node
} while (blnBlocked==1) //end do
} //end if
} while (intDone+1<((size-1)*(size-1))/4) //end do
document.writeln("<table><tr>");
for (x=1;x<=size;++x){
for (y=1;y<=size;++y){
if (map[x][y]==0){
document.writeln("<td id='cellx"+x+"y"+y+"'><div id='wall'></div></td>");
} else if (map[x][y]==1){
document.writeln("<td id='cellx"+x+"y"+y+"'><div id='floor'></div></td>");
} //end if
} //end for
document.writeln("</tr><tr>");
} //end for
document.writeln("<th colspan='"+size+"'><div id='title'>Maze Experiment</div></th></tr></table>");
</script>
</head>
<body></body>
</html>
Maze Generator in Perl
This script implements a 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/;
my $map = [ [] ];
my ( $WIDTH, $HEIGHT ) = ( 50, 30 );
my %DELTA = (
n => { y => -1 },
s => { y => 1 },
e => { x => 1 },
w => { x => -1 },
);
my %OPPOSITE = (
n => 's',
s => 'n',
e => 'w',
w => 'e',
);
carve( 1, 1, 'e' );
show_map();
sub carve {
my ( $x0, $y0, $direction ) = @_;
my $x1 = $x0 + $DELTA{$direction}{x};
my $y1 = $y0 + $DELTA{$direction}{y};
return if $x1 == 0 or $x1 == $WIDTH or $y1 == 0 or $y1 == $HEIGHT;
return if $map->[$x1][$y1];
$map->[$x0][$y0]{$direction} = 1;
$map->[$x1][$y1]{ $OPPOSITE{$direction} } = 1;
for my $dir ( shuffle keys %DELTA ) {
carve( $x1, $y1, $dir );
}
}
sub show_map {
for my $y ( 0 .. $HEIGHT ) {
for my $x ( 0 .. $WIDTH ) {
if ( defined $map->[$x][$y] ) {
print $map->[$x][$y]{s} ? ' ' : '_';
print $map->[$x][$y]{e} ? ' ' : '|';
}
else {
print '##';
}
}
print "\n";
}
}
Examples
###################################################################################################### ##_ _ _ _ | _ _ | | _ _| _ | _ _ _ _ _ _| _ | | |_ | _ _ _ _ |_ _ |## ## _ | |_| _| | |_| | _|_ | | |_ _|_ _ _ | | _ _| | | | | | |_ _ _| | | | _ _ _|_ _ _| | |## ## _| | |_ | |_ |_ | _| | | |_ _ _ _ _|_ _ | | | _|_ _| | _ | | | | | | _ | _ _|## ## | _|_| _|_ | | | | _|_ | _ _ _ _|_ | | |_ | |_ _ | _| |_ _| |_ |_ _| |_ |_ _|_ |## ## |_ _ | |_ _| |_| |_| | _ _| | _ _ _ |_| | | | _|_ |_ _ _| _ _ _ _| _| | |_ _ _ _ |## ## | _| |_ _ _| _ _ _| _| _| _| | _ |_ _ _| | _|_ |_ _ | _|_ |_ _ _| | | | | |_ | |## ## | | | | |_ | | | | | _| | | |_ _ _ _ _| | _ _ |_ | |_ _ | |_ _ | _| |_| | |_ _ | |## ## _| | | |_ _| _| |_ _| | |_ | | | _ | | _|_| | _ _| | | _ _| |_ _| _| _| _ | | |## ## | _| | | _ _| | | | _| _| |_ | | | |_ _ _ _| | | _ _| _ _| _| |_ | | _| _| |_| |## ## |_ |_ |_ | _| | | | _| _| _| _|_ _| _| _ _ _| |_ | | | | _ _| | _|_ _| _| | |_| _|## ##_| _| _| _|_ |_| | |_ | | |_ _ | | _| _| _ _ _ _| |_ | |_ | _| | _|_ | |_ _ _| |## ## _| | _| | _ _| _|_ | | | |_| |_ |_ | |_ _| _ _ |_ | _| _|_ | _| | _ _| _ | |## ## | _| _| _ _ _|_ | |_| | | _| | |_ | |_ _ | | _|_ | |_| _| | | | | | |_ _ _|_ | | |## ## | |_ |_ |_ _ _ _ _ |_ _ _| _| _|_ _|_ _|_ _| _ _ _| _ _| _| | | | | |_ _ _ _ _ _| | |## ##_|_ |_ _|_ _ _ _ |_ _| _ |_ | | | |_ |_ _ _ |_ _ |_ _ | |_ |_ _|_ |_ _ _ _ _ _|_ |## ## | | _ _ _ _|_ _ | |_ |_ _| _| | _ _ _| _ _ | |_ _ |_ _ |_ | _ _|_ | | _| _ _|## ## |_ _| |_ | _ _ _ _ _| |_ _ |_ | |_| | _| | _ _ _| _| _ _| | |_ | _ | |_ _| _|_ |## ## | _ _| | | | _| | _| | |_ |_|_ | |_ _| | | _ _ _| |_ _ _|_ |_ _| | |_ _ |_ _ | |## ## |_ _ _| | |_ _ _|_ _ _| | | _|_ _ _ _| | _ _| | |_ _ | _ _| _| _ _| | _|_ |_ _ |_ |## ## _ | | _| | _ _ _ _ _ _| |_ _ | | |_ | |_ _ | _| _ | | |_ | |_| | | _| | | |## ## |_| | | _| | | _|_ |_ |_ _|_ _| | | | |_| | |_ |_ _| _| | |_ _ _ _|_ | _| | | |## ## |_ _ _|_ _| | |_ _| | |_ _| | | |_ _ | | | | |_ _ _|_ _ _ _ _| _|_| | _ | | |_ _ _| |## ##_ | _ _ _ |_ | _|_ |_ | | | | |_ _|_ _ | | | _ | | | _ _| _ _| | | |_| | _ _ _|## ## _| |_ _ _ _| | |_ | | _| | |_ _|_ _ _ _ | | |_ _| | |_ |_ _ _| _ _|_| |_ _ |_ | _|## ## |_ _ _ |_| _ _| |_ |_ |_ |_ _ _ | _|_|_ | | _|_ |_| |_ |_ | | |_ _ _| _|_ |## ##_ _ _ | _ _| |_|_ |_ |_ _ _| _ |_| |_ _ _ _ _|_|_ _ |_ | | | _| |_ _| |_ _ |_ _ _ |## ## | _ _|_ | _|_ _ _ _| _| _ _| |_ _ _ _ _ _ | _ _ |_ |_ _| |_ _ _| |_ _ | | _ _ _| |## ## _| _ |_|_ | _ _|_ |_ _| | | _ _ _ _| |_ _ |_ _ _| _|_ | _ _| | _ _| | | _ _ _|## ##_ _ _|_ _ _ _ _|_|_ _ _ _ _ _ _ _|_|_ _ _|_ _ _ _ _ _ _ _|_ _ _ _ _ _ _ _|_ _ _ _|_ _ _|_ _ _ _ _|## ######################################################################################################