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mazrunner.py
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mazrunner.py
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import random
import pygame
def cwrap(x):
q, r = divmod(x, 255)
if q % 2:
return 255 - r
else:
return r
def removeWalls(a, b):
x = a.x - b.x
y = a.y - b.y
# Top right bottom left
if (x == -1): # remove right wall of A and left wall of b
a.walls[1] = False
b.walls[3] = False
if (x == 1): # Remove left wall of A and right wall of b
a.walls[3] = False
b.walls[1] = False
if (y == -1): # Remove bottom wall of A and top wall of b
a.walls[2] = False
b.walls[0] = False
if (y == 1): # Remove top wall of A and bottom wall of b
a.walls[0] = False
b.walls[2] = False
class Cell():
def __init__(self, x, y, w, gameDisplay, grid, cols, rows):
self.cols = cols
self.rows = rows
self.x = x
self.y = y
self.w = w
self.gameDisplay = gameDisplay
self.walls = [True, True, True, True] # Top, right, bottom, left
self.visited = False
def show(self):
x_pos = self.x * self.w
y_pos = self.y * self.w
if (self.visited):
col = (cwrap(self.x * 30),
cwrap(self.y * -10),
cwrap(self.y * 40))
col = (0, 0, 0)
pygame.draw.rect(gameDisplay, col, (x_pos, y_pos, w, w))
# pygame.draw.rect(gameDisplay,(255,255,255),(x_pos,y_pos,w,w), 1)
if (self.walls[0]):
# Top
pygame.draw.line(gameDisplay, (255, 255, 255), (x_pos, y_pos), (x_pos + w, y_pos), 1)
if (self.walls[1]):
# Right
pygame.draw.line(gameDisplay, (255, 255, 255), (x_pos + w, y_pos), (x_pos + w, y_pos + w), 1)
if (self.walls[2]):
# Bottom
pygame.draw.line(gameDisplay, (255, 255, 255), (x_pos, y_pos + w), (x_pos + w, y_pos + w), 1)
if (self.walls[3]):
# Left
pygame.draw.line(gameDisplay, (255, 255, 255), (x_pos, y_pos), (x_pos, y_pos + w), 1)
def checkNeighbours(self):
neighbours = []
if (self.index(self.x, self.y - 1) != -1):
top = grid[self.index(self.x, self.y - 1)]
if not top.visited:
neighbours.append(top)
if (self.index(self.x + 1, self.y) != -1):
right = grid[self.index(self.x + 1, self.y)]
if not right.visited:
neighbours.append(right)
if (self.index(self.x, self.y + 1) != -1):
bottom = grid[self.index(self.x, self.y + 1)]
if not bottom.visited:
neighbours.append(bottom)
if (self.index(self.x - 1, self.y) != -1):
left = grid[self.index(self.x - 1, self.y)]
if not left.visited:
neighbours.append(left)
# print(top, self.index(self.x, self.y-1))
if (neighbours):
return neighbours[random.randint(0, len(neighbours) - 1)]
else:
return None
def index(self, x, y):
if (x < 0 or y < 0 or x > self.cols - 1 or y > self.rows - 1):
return -1
else:
return (x + y * self.cols)
def highlight(self):
x_pos = self.x * self.w
y_pos = self.y * self.w
pygame.draw.rect(gameDisplay, (96, 50, 158), (x_pos, y_pos, w, w))
if __name__ == "__main__":
pygame.init()
WIDTH = 50
HEIGHT = 50
w = 10
cols = int(WIDTH / w)
rows = int(HEIGHT / w)
grid = []
stack = []
gameDisplay = pygame.display.set_mode((WIDTH + 1, HEIGHT + 1))
pygame.display.set_caption("Recursive Backtracker Maze Generator")
for i in range(rows):
for j in range(cols):
grid.append(Cell(j, i, w, gameDisplay, grid, cols, rows))
current = grid[0]
#clock = pygame.time.Clock()
exit = False
while not exit:
for i in range(len(grid)):
grid[i].show()
# Step 1
current.visited = True
current.highlight()
next = current.checkNeighbours()
if (next != None):
next.visited = True
# Step 2
stack.append(current)
# Step 3
removeWalls(current, next)
# Step 4
current = next
elif (len(stack) > 0):
current = stack.pop()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.image.save(gameDisplay, f"Maze [{cols}x{rows}].jpeg")
exit = True
pygame.display.update()
gameDisplay.fill((0, 0, 0))
#clock.tick(1000)
pygame.quit()
quit()