Friday, April 14, 2017

Monkey-X - Maze - Recursive Division Algorithm - code example


#rem
Recursive Division Algorithm - Maze

From the book - Mazes for programmers -

#end


Import mojo


Class cell
    Field x:Int,y:Int
    Field north:Bool,east:Bool
    Field south:Bool,west:Bool
    Field visited:Bool=False
    Field value:Int
    Method New(x:Int,y:Int)
        Self.x = x
        Self.y = y
    End Method
End Class

Class recursivedivisionmaze
    Field width:Int,height:Int
    Field tilewidth:Float,tileheight:Float
    Field map:cell[][]
    Method New(mazewidth:Int,mazeheight:Int,sw:Int,sh:Int)
        Self.width = mazewidth
        Self.height = mazeheight
        map = New cell[width][]
        For Local i=0 Until width
            map[i] = New cell[height]
        Next
        For Local y=0 Until height
        For Local x=0 Until width
            map[x][y] = New cell
        Next
        Next
        tilewidth = Float(sw)/Float(mazewidth)
        tileheight = Float(sh)/Float(mazeheight)
        recursivedivisionmaze
    End Method
    '
    ' This method creates the maze
    '
     ' We set every cell connection to true. Then
     ' we recursively split the grid in half by adding 
     ' walls back in. Every wall we add has one passage.
     '
    Method recursivedivisionmaze()
        ' Set all wall connections to true
        For Local y=0 Until height
        For Local x=0 Until width
            map[x][y].north = True
            map[x][y].east = True
            map[x][y].south = True
            map[x][y].west = True
        Next
        Next
        ' Here we recursivly create the maze
        divide(0,0,width,height)
        ' Here we add walls to the outer edge of the 
        ' map.
        For Local y=0 Until height
            map[0][y].west = False
            map[width-1][y].east = False
        Next
        For Local x=0 Until width
            map[x][0].north = False
            map[x][height-1].south = False
        Next
    End Method
    ' Here we divide the grid vertically and
    ' horizontally. We exit it if the cell size
    ' is <=1
    Method divide(x:Int,y:Int,w:Int,h:Int)
        If h <= 1 Or w <= 1 Then Return
        If h>w
            divide_horizontally(x,y,w,h)
        Else
            divide_vertically(x,y,w,h)
        End If
    End Method
    ' Here we create a horizontal line in the map
    Method divide_horizontally(x:Int,y:Int,w:Int,h:Int)
        ' Get the y location where we create the wall
        Local divide_south_of:Int = Rnd(h-1)
        ' Here we set the location of the door
        Local passage_at:Int = Rnd(w)
        ' Loop through the width of the map
        For Local x1=0 Until w
            ' If not on the open door area
            If passage_at <> x1 Then
                ' if not out of bounds
                If x+x1 < width And y+divide_south_of < height
                ' Get the cell location
                Local x2:Int = x+x1
                Local y2:Int = y+divide_south_of
                ' Unlink the walls
                map[x2][y2].south = False
                If y2+1<height 
                map[x2][y2+1].north = False
                End If
                End If
            End If
        Next
        ' Recurse - Make a new wall horizontally
        ' and vertically in the area we just did.
        divide(x,y,w,divide_south_of+1)
        divide(x,y+divide_south_of+1,w,h-divide_south_of-1)
    End Method    
    ' Here we create a vertical wall
    Method divide_vertically(x:Int,y:Int,w:Int,h:Int)
        ' get the location where we create the walls
        Local divide_east_of:Int = Rnd(w-1)
        ' One location where we create an open door(passage)
        Local passage_at:Int = Rnd(h)
        ' Loop from top to bottom of the map
        For Local y1=0 Until h
            ' If not on a passage
            If passage_at <> y1 Then
            ' If not out of bounds
            If y+y1<height And x+divide_east_of < width
                ' Get the current cell to carve into
                Local x2:Int = x+divide_east_of
                Local y2:Int = y+y1
                ' Disconnect(carve) the wall
                map[x2][y2].east = False
                If x2+1<width
                map[x2+1][y2].west = False
                End If
            End If
            End If
        Next
        ' Divide in this area again
        divide(x,y,divide_east_of+1,h)
        divide(x+divide_east_of+1,y,w-divide_east_of-1,h)
    End Method
    '
    ' Draw the maze
    '
    Method draw()
        For Local y=0 Until height
        For Local x=0 Until width
            Local x1:Int=x*tilewidth
            Local y1:Int=y*tileheight
            SetColor 255,255,255
            If map[x][y].north = False
                DrawLine x1,y1,x1+tilewidth,y1
            End If
            If map[x][y].east = False
                DrawLine x1+tilewidth,y1,x1+tilewidth,y1+tileheight
            End If
            If map[x][y].south = False
                DrawLine x1,y1+tileheight,x1+tilewidth,y1+tileheight
            End If
            If map[x][y].west = False
                DrawLine x1,y1,x1,y1+tileheight
            End If
        Next
        Next
    End Method
End Class

Global maze:recursivedivisionmaze

Class MyGame Extends App
    Method OnCreate()
        SetUpdateRate(1)
        maze = New recursivedivisionmaze(20,20,500,400)
    End Method
    Method OnUpdate()        
        If MouseHit(MOUSE_LEFT)
            Seed = Millisecs
            maze = New recursivedivisionmaze(20,20,500,400)
        End If
    End Method
    Method OnRender()
        Cls 0,0,0 
        SetColor 255,255,255
        maze.draw
        DrawText "Recursive Division Algorithm Maze",0,480-40
        DrawText "Press Mouse or Touch to create new maze",0,480-20
    End Method
End Class


Function Main()
    New MyGame()
End Function

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