Thursday, April 13, 2017

Monkey-X - Maze - True Prim's Algorithm - code example


#rem
True Prim's 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 trueprimsmaze
    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)
        trueprimsmaze
    End Method
    '
    ' This method creates the maze
    '
    ' You have a list for neighbors. You put
    ' a start position in the list from the map.
    ' On the map each cell has a random value.
    ' We pick a cell from the neighbor list with the lowest
    ' value. We then create a list with the directions around 
    ' the current position if they are unvisited.
    ' We select to carve into this new direction. The one
    ' With the lowest value. Put the new position on the neighbor
    ' list.
    ' If there was no direction to go around the current cell
    ' then remove this position from the neighbor list.
    ' When the list is empty then the maze is done.
    ' 
    Method trueprimsmaze()
        ' This is the list with neighbor cells
        Local availneighbors:Stack<cell> = New Stack<cell>
        ' Put a random value on each of the cells in the map.
        For Local y=0 Until height
        For Local x=0 Until width
            map[x][y].value = Rnd(0,100)
        Next
        Next
        ' These hold the start position
        Local x:Int,y:Int
        ' Find start position. The position on the map
        ' with the lowest value
        Local lowest:Int=100
        For Local y1=0 Until height
        For Local x1=0 Until width
            If map[x1][y1].value < lowest Then
                x = x1
                y = y1
                lowest = map[x1][y1].value
            End If
        Next
        Next
        ' push to the neighbor list
        availneighbors.Push(New cell(x,y))
        availneighbors.Top.value = map[x][y].value
        ' mark visited
        map[x][y].visited = True
        ' loop until the list is emtpy
        While availneighbors.IsEmpty = False
            ' get the position on the map with the lowest
            ' value.
            Local lowest:Int=100
            ' We need to remember the item position on the list
            ' we select. So we can delete it later on.
            Local itemtodelete:Int
            For Local i = 0 Until availneighbors.Length
                If availneighbors.Get(i).value < lowest
                    lowest = availneighbors.Get(i).value
                    x = availneighbors.Get(i).x
                    y = availneighbors.Get(i).y
                    itemtodelete = i
                End If
            Next

            ' make list for positions around the current cell
            Local dirs:Stack<Int> = New Stack<Int>
            ' put cells on the dirs list if unvisited and 
            ' on the map.
            If y-1 >= 0 And map[x][y-1].visited = False Then dirs.Push(0)
            If x+1 < width And map[x+1][y].visited = False Then dirs.Push(1)
            If y+1 < height And map[x][y+1].visited = False Then dirs.Push(2)
            If x-1 >= 0 And map[x-1][y].visited = False Then dirs.Push(3)
            ' if there are directions we can go into
            If dirs.Length > 0
                ' from all positions around the current cell
                ' select the direction with the lowest value
                Local s:Int=-1
                Local lowest:Int=500
                For Local i = 0 Until dirs.Length
                    If dirs.Get(i) = 0
                    If map[x][y-1].value < lowest Then
                        lowest = map[x][y-1].value
                        s = 0
                    End If
                    End If
                    If dirs.Get(i) = 1
                    If map[x+1][y].value < lowest Then
                        lowest = map[x+1][y].value
                        s = 1
                    End If
                    End If
                    If dirs.Get(i) = 2
                    If map[x][y+1].value < lowest Then
                        lowest = map[x][y+1].value
                        s = 2
                    End If
                    End If
                    If dirs.Get(i) = 3
                    If map[x-1][y].value < lowest Then
                        lowest = map[x-1][y].value
                        s = 3
                    End If
                    End If
                Next
                ' carve into direction and set x,y with new value
                Select s
                    Case 0'north
                    map[x][y].north = True
                    y-=1                    
                    map[x][y].south = True                    
                    Case 1'east
                    map[x][y].east = True
                    x+=1
                    map[x][y].west = True
                    Case 2'south
                    map[x][y].south = True
                    y+=1
                    map[x][y].north = True
                    Case 3'west
                    map[x][y].west = True
                    x-=1
                    map[x][y].east = True
                End Select
                ' mark new position as visited
                map[x][y].visited = True
                ' push new position to the availneighbors 
                ' list
                availneighbors.Push(New cell(x,y))
                ' Set the value of the item
                availneighbors.Top.value = map[x][y].value                    
            Else ' if no neighbors then remove active item from 
                 ' availneighbors list
                availneighbors.Remove(itemtodelete)
            End If
        Wend
    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:trueprimsmaze

Class MyGame Extends App
    Method OnCreate()
        SetUpdateRate(1)
        maze = New trueprimsmaze(10,10,500,400)
    End Method
    Method OnUpdate()        
        If MouseHit(MOUSE_LEFT)
            maze = New trueprimsmaze(10,10,500,400)
        End If
    End Method
    Method OnRender()
        Cls 0,0,0 
        SetColor 255,255,255
        maze.draw
        DrawText "True Prim's 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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