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script.js
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script.js
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// Taken from https://en.wikipedia.org/wiki/Maze_generation_algorithm.
// 1. Make the initial cell the current cell and mark it as visited.
// 2. While there are unvisited cells.
// 1. If the current cell has any neighbours which have not been visited.
// 1. Choose randomly one of the unvisited neighbours.
// 2. Push the current cell to the stack.
// 3. Remove the wall between the current cell and the chosen cell.
// 4. Make the chosen cell the current cell and mark it as visited.
// 2. Else if stack is not empty.
// 1. Pop a cell from the stack.
// 2. Make it the current cell.
// TODO: A* algorithm.
const WHITE = "255,255,255,";
const BLACK = "0,0,0,";
const RED = "255,0,0,";
const GREEN = "0,255,0,";
const BLUE = "0,0,255,";
const BACKCOL = "32,32,32,";
const AQUA = "0,255,255,";
const MAGENTA = "255,0,255,";
const YELLOW = "255,255,0,";
var canvas = document.querySelector("canvas");
var context = canvas.getContext("2d");
var width = canvas.getAttribute("width");
var height = canvas.getAttribute("height");
var stack = [];
var current;
// cell.js start.
// Imported to same file for ease of use. Could be separated for further encapsulation,
// but some function calls between files would be broken depending on the order in which
// the two files are included in index.html
function Cell(i, j) {
this.heuristic;
this.parent;
this.gCost;
this.fCost;
this.solved = false; // Whether or not this cell is part of a 'solution'. For the greedy solver.
this.i = i;
this.j = j;
this.x = i * SIZE;
this.y = j * SIZE;
this.visited = false;
// top, right, bottom, left.
this.walls = [true, true, true, true];
// Function to return an array of un-solved neighbors.
this.getValidOptions = function() {
var neighbors = [];
//top.
if (!this.walls[0]) {
neighbors.push(grid[this.j-1][this.i]);
}
//right.
if (!this.walls[1]) {
neighbors.push(grid[this.j][this.i+1]);
}
//bottom.
if (!this.walls[2]) {
neighbors.push(grid[this.j+1][this.i]);
}
//left.
if (!this.walls[3]) {
neighbors.push(grid[this.j][this.i-1]);
}
var valid = [];
for (var i = 0; i < neighbors.length; i++) {
if (neighbors[i].solved == false) {
valid.push(neighbors[i]);
}
}
return valid;
}
// Function to return a random unvisited neighbor.
this.checkNeighbors = function() {
var neighbors = [];
// Define the sides as cells.
if (j > 0) {
var top = grid[this.j-1][this.i];
}
if (i < grid[j].length - 1) {
var right = grid[this.j][this.i+1];
}
if (j < grid.length - 1) {
var bottom = grid[this.j+1][this.i];
}
if (i > 0) {
var left = grid[this.j][this.i-1];
}
// Check the cells haven't been visited.
if (top && !top.visited) {
neighbors.push(top);
}
if (right && !right.visited) {
neighbors.push(right);
}
if (bottom && !bottom.visited) {
neighbors.push(bottom);
}
if (left && !left.visited) {
neighbors.push(left);
}
// Get a random neighbor.
if (neighbors.length > 0) {
var r = Math.floor(Math.random() * neighbors.length);
return neighbors[r];
} else {
return undefined;
}
}
this.display = function(col) {
var color = BACKCOL;
var pathCol = GREEN;
var visitedCol = BLACK;
if (this.visited) {
color = visitedCol;
}
if (col) {
color = col;
}
// Top wall.
if (this.walls[0]) {
context.beginPath();
context.moveTo(this.x, this.y);
context.lineTo(this.x+SIZE, this.y);
context.strokeStyle = "rgba(" + pathCol + "1" + ")";
context.stroke();
}
// Right wall.
if (this.walls[1]) {
context.beginPath();
context.moveTo(this.x+SIZE, this.y);
context.lineTo(this.x+SIZE, this.y+SIZE);
context.strokeStyle = "rgba(" + pathCol + "1" + ")";
context.stroke();
}
// Bottom wall.
if (this.walls[2]) {
context.beginPath();
context.moveTo(this.x+SIZE, this.y+SIZE);
context.lineTo(this.x, this.y+SIZE);
context.strokeStyle = "rgba(" + pathCol + "1" + ")";
context.stroke();
}
// Left wall.
if (this.walls[3]) {
context.beginPath();
context.moveTo(this.x, this.y+SIZE);
context.lineTo(this.x, this.y);
context.strokeStyle = "rgba(" + pathCol + "1" + ")";
context.stroke();
}
context.fillStyle = "rgba(" + color + "1" + ")";
context.fillRect(this.x, this.y, SIZE, SIZE);
}
}
// End of cell.js
// Function to remove walls between two cell objects.
function removeWalls(curr, next) {
var idist = curr.i - next.i;
var jdist = curr.j - next.j;
if (idist === 1) {
curr.walls[3] = false;
next.walls[1] = false;
} else if (idist === -1) {
curr.walls[1] = false;
next.walls[3] = false;
} else if (jdist === 1) {
curr.walls[0] = false;
next.walls[2] = false;
} else if (jdist === -1) {
curr.walls[2] = false;
next.walls[0] = false;
}
}
// Function to fill the canvas with a given color and 100% alpha.
function clearCanv(col) {
context.fillStyle = "rgba(" + col + "1" + ")";
context.fillRect(0, 0, width, height);
}
// Function to create the 2D array to use for the grid.
function makeGrid() {
var grid = [];
for (var j = 0; j < rows; j++) {
row = [];
for (var i = 0; i < columns; i++) {
row.push(new Cell(i, j));
// 2D array.
}
grid.push(row);
}
return grid;
}
// Function to display the grid.
function displayGrid() {
clearCanv(BACKCOL);
for (var j = 0; j < grid.length; j++) {
for (var i = 0; i < grid[j].length; i++) {
// Display each cell here.
if (grid[j][i] == current) {
grid[j][i].display(GREEN);
} else {
grid[j][i].display();
}
}
}
}
// Loop to call iteratively.
function mazeLoop() {
//displayGrid();
document.getElementById("textout").innerHTML = "Stack size: " + stack.length;
current.visited = true;
var next = current.checkNeighbors();
if (next) {
stack.push(current);
removeWalls(current, next);
current = next;
} else if (stack.length > 0) {
// If dead end.
current = stack.pop();
}
if (!(current == grid[0][0])) {
mazeLoop();
} else {
displayGrid();
current.display();
document.getElementById("buttonzone").innerHTML = "<button id=\"solveButton\"onclick=\"solveAStar()\" onkeypress=\"solveMaze()\">Solve A*.</button>";
document.getElementById("buttonzone").innerHTML += "<button id=\"solveButton\"onclick=\"solveMaze()\" onkeypress=\"solveMaze()\">Inefficient solve.</button>";
console.log("Done!");
built = true;
//setTimeout(function() {alert("Maze Generated!");}, 100);
document.getElementById("textout").innerHTML = "Stack size: " + stack.length;
}
}
// Do stuff here.
function drawMaze() {
grid = makeGrid();
current = grid[0][0];
clearCanv(WHITE);
setTimeout(mazeLoop, 500);
}
var grid = [];
var built = false;
const SIZE = 10;
var columns = Math.floor(width / SIZE);
var rows = Math.floor(height / SIZE);
drawMaze();