This maze is generated using Wilson’s algorithm and then solved using breadth-first search. Compare to best-first search.
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<!DOCTYPE html> | |
<meta charset="utf-8"> | |
<style> | |
body { | |
background: #000; | |
} | |
</style> | |
<body> | |
<script src="http://d3js.org/d3.v3.min.js"></script> | |
<script> | |
var width = 960, | |
height = 960; | |
var N = 1 << 0, | |
S = 1 << 1, | |
W = 1 << 2, | |
E = 1 << 3, | |
visited = 1 << 4; | |
var cellSize = 4, | |
cellSpacing = 4, | |
cellWidth = Math.floor((width - cellSpacing) / (cellSize + cellSpacing)), | |
cellHeight = Math.floor((height - cellSpacing) / (cellSize + cellSpacing)), | |
cells = generateMaze(cellWidth, cellHeight); | |
var parent = d3.range(cellHeight * cellWidth).map(function() { return NaN; }), | |
previous = (cellHeight - 1) * cellWidth, | |
goalX = cellWidth - 1 - !((cellWidth & 1) | (cellHeight & 1)), | |
goalY = 0, | |
goalIndex = goalX + goalY * cellWidth, | |
frontier = [previous]; | |
var canvas = d3.select("body").append("canvas") | |
.attr("width", width) | |
.attr("height", height); | |
var context = canvas.node().getContext("2d"); | |
context.translate( | |
Math.round((width - cellWidth * cellSize - (cellWidth + 1) * cellSpacing) / 2), | |
Math.round((height - cellHeight * cellSize - (cellHeight + 1) * cellSpacing) / 2) | |
); | |
context.fillStyle = "#fff"; | |
for (var j = 0; j < cellHeight; ++j) { | |
for (var i = 0; i < cellWidth; ++i) { | |
if (cells[j * cellWidth + i] >= 0) context.fillRect(i * cellSize + (i + 1) * cellSpacing, j * cellSize + (j + 1) * cellSpacing, cellSize, cellSize); | |
if (cells[j * cellWidth + i] & E) context.fillRect((i + 1) * (cellSize + cellSpacing), j * cellSize + (j + 1) * cellSpacing, cellSpacing, cellSize); | |
if (cells[j * cellWidth + i] & S) context.fillRect(i * cellSize + (i + 1) * cellSpacing, (j + 1) * (cellSize + cellSpacing), cellSize, cellSpacing); | |
} | |
} | |
context.lineWidth = cellSize; | |
context.lineCap = "square"; | |
context.strokeStyle = "#777"; | |
context.translate(cellSize / 2, cellSize / 2); | |
d3.timer(function() { | |
var done, k = 0; | |
while (++k < 10 && !(done = exploreFrontier())); | |
return done; | |
}); | |
function exploreFrontier() { | |
if ((i0 = popRandom(frontier)) == null) return true; | |
var i0, | |
x0 = i0 % cellWidth, | |
y0 = i0 / cellWidth | 0, | |
s0 = score(i0), | |
i1; | |
cells[i0] |= visited; | |
context.strokeStyle = "#777"; | |
strokePath(previous); | |
context.strokeStyle = "magenta"; | |
strokePath(previous = i0); | |
if (!s0) return true; | |
if (cells[i0] & N && !(cells[i1 = i0 - cellWidth] & visited)) parent[i1] = i0, frontier.push(i1); | |
if (cells[i0] & S && !(cells[i1 = i0 + cellWidth] & visited)) parent[i1] = i0, frontier.push(i1); | |
if (cells[i0] & W && !(cells[i1 = i0 - 1] & visited)) parent[i1] = i0, frontier.push(i1); | |
if (cells[i0] & E && !(cells[i1 = i0 + 1] & visited)) parent[i1] = i0, frontier.push(i1); | |
} | |
function strokePath(index) { | |
context.beginPath(); | |
moveTo(index); | |
while (!isNaN(index = parent[index])) lineTo(index); | |
context.stroke(); | |
} | |
function moveTo(index) { | |
var i = index % cellWidth, j = index / cellWidth | 0; | |
context.moveTo(i * cellSize + (i + 1) * cellSpacing, j * cellSize + (j + 1) * cellSpacing); | |
} | |
function lineTo(index) { | |
var i = index % cellWidth, j = index / cellWidth | 0; | |
context.lineTo(i * cellSize + (i + 1) * cellSpacing, j * cellSize + (j + 1) * cellSpacing); | |
} | |
function score(i) { | |
var x = goalX - (i % cellWidth), y = goalY - (i / cellWidth | 0); | |
return x * x + y * y; | |
} | |
function popRandom(array) { | |
if (!(n = array.length)) return; | |
var n, i = Math.random() * n | 0, t; | |
t = array[i], array[i] = array[n - 1], array[n - 1] = t; | |
return array.pop(); | |
} | |
function generateMaze(width, height) { | |
var cells = new Array(width * height), // each cell’s edge bits | |
remaining = d3.range(width * height), // cell indexes to visit | |
previous = new Array(width * height); // current random walk | |
// Add a random cell. | |
var start = remaining.pop(); | |
cells[start] = 0; | |
// While there are remaining cells, | |
// add a loop-erased random walk to the maze. | |
while (!loopErasedRandomWalk()); | |
return cells; | |
function loopErasedRandomWalk() { | |
var direction, | |
index0, | |
index1, | |
i, | |
j; | |
// Pick a location that’s not yet in the maze (if any). | |
do if ((index0 = remaining.pop()) == null) return true; | |
while (cells[index0] >= 0); | |
// Perform a random walk starting at this location, | |
previous[index0] = index0; | |
walk: while (true) { | |
i = index0 % width; | |
j = index0 / width | 0; | |
// picking a legal random direction at each step. | |
direction = Math.random() * 4 | 0; | |
if (direction === 0) { if (j <= 0) continue walk; --j; } | |
else if (direction === 1) { if (j >= height - 1) continue walk; ++j; } | |
else if (direction === 2) { if (i <= 0) continue walk; --i; } | |
else { if (i >= width - 1) continue walk; ++i; } | |
// If this new cell was visited previously during this walk, | |
// erase the loop, rewinding the path to its earlier state. | |
// Otherwise, just add it to the walk. | |
index1 = j * width + i; | |
if (previous[index1] >= 0) eraseWalk(index0, index1); | |
else previous[index1] = index0; | |
index0 = index1; | |
// If this cell is part of the maze, we’re done walking. | |
if (cells[index1] >= 0) { | |
// Add the random walk to the maze by backtracking to the starting cell. | |
// Also erase this walk’s history to not interfere with subsequent walks. | |
while ((index0 = previous[index1]) !== index1) { | |
direction = index1 - index0; | |
if (direction === 1) cells[index0] |= E, cells[index1] |= W; | |
else if (direction === -1) cells[index0] |= W, cells[index1] |= E; | |
else if (direction < 0) cells[index0] |= N, cells[index1] |= S; | |
else cells[index0] |= S, cells[index1] |= N; | |
previous[index1] = NaN; | |
index1 = index0; | |
} | |
previous[index1] = NaN; | |
return; | |
} | |
} | |
} | |
function eraseWalk(index0, index1) { | |
var index; | |
while ((index = previous[index0]) !== index1) previous[index0] = NaN, index0 = index; | |
previous[index0] = NaN; | |
} | |
} | |
d3.select(self.frameElement).style("height", height + "px"); | |
</script> |
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