Added Recursive Division

This commit is contained in:
Kyler Olsen 2024-11-04 23:40:06 -07:00
parent 2b505bf9a9
commit 514d4577c9
2 changed files with 134 additions and 16 deletions

12
main.py
View File

@ -7,6 +7,7 @@ pygame.init()
# Constants
# CELL_SIZE = 10
# CLOCK_TICK = 20
HIGHLIGHT_COLOR = (0, 0, 255) # Blue for highlighted cells
WALL_COLOR = (0, 0, 0) # Black for walls
PATH_COLOR = (255, 255, 255) # White for paths
@ -59,13 +60,15 @@ class MazeVisualizer:
# Draw the maze regardless of generation state
self.draw_maze()
pygame.display.flip()
clock.tick(50) # Adjust speed as needed
clock.tick(CLOCK_TICK) # Adjust speed as needed
pygame.quit()
sys.exit()
CELL_SIZE = 20
MAZE_SIZE = 31
CELL_SIZE = 10
CLOCK_TICK = 20
MAZE_SIZE = 63
VEC_MAZE_SIZE = (MAZE_SIZE + 1) // 2
# my_maze = maze.RecursiveBacktracker(MAZE_SIZE)
@ -75,8 +78,9 @@ VEC_MAZE_SIZE = (MAZE_SIZE + 1) // 2
# my_maze = maze.VectorWrapper(maze.BinaryTree(VEC_MAZE_SIZE, bias=maze.VectorEnum.Down | maze.VectorEnum.Left))
# my_maze = maze.VectorWrapper(maze.BinaryTree(VEC_MAZE_SIZE, bias=maze.VectorEnum.Down | maze.VectorEnum.Right))
# my_maze = maze.Sidewinder(MAZE_SIZE, run_param=0.2)
my_maze = maze.Sidewinder(MAZE_SIZE, run_param=0.5)
# my_maze = maze.Sidewinder(MAZE_SIZE, run_param=0.5)
# my_maze = maze.Sidewinder(MAZE_SIZE, run_param=0.8)
my_maze = maze.RecursiveDivision(MAZE_SIZE)
# for _ in range(512): my_maze.step()
# for _ in range(2048): my_maze.step()

138
maze.py
View File

@ -493,17 +493,131 @@ class Sidewinder(Maze):
return True
else: return False
def _neighbors(self, index: tuple[int,int]) -> list[tuple[int,int]]:
neighbors: list[tuple[int,int]] = []
x, y = index
# if x - 2 >= 0:
# neighbors.append((x - 2,y))
if x + 2 < self.width:
neighbors.append((x + 2,y))
# if y - 2 >= 0:
# neighbors.append((x,y - 2))
# if y + 2 < self.height:
# neighbors.append((x,y + 2))
class _Window:
return neighbors
__maze: "RecursiveDivision"
__x_start: int
__x_stop: int
__y_start: int
__y_stop: int
def __init__(self, maze: "RecursiveDivision", x_start: int, x_stop: int, y_start: int, y_stop: int):
self.__maze = maze
self.__x_start = x_start
self.__x_stop = x_stop
self.__y_start = y_start
self.__y_stop = y_stop
@property
def width(self) -> int:
return self.__x_stop - self.__x_start
@property
def height(self) -> int:
return self.__y_stop - self.__y_start
def __getitem__(self, index: tuple[int,int]) -> bool:
return self.__maze[index[1] - self.__x_start, index[0] - self.__y_start]
def x(self, x: int) -> int: return x + self.__x_start
def y(self, y: int) -> int: return y + self.__y_start
# def rand_x(self) -> int:
# return (random.randint(0, (self.width - 3) // 2) * 2) + 1
# def rand_y(self) -> int:
# return (random.randint(0, (self.height - 3) // 2) * 2) + 1
def vertical_bisect(self, x: int) -> "tuple[_Window, _Window]":
return _Window(
self.__maze,
self.__x_start,
self.__x_start + x,
self.__y_start,
self.__y_stop,
), _Window(
self.__maze,
self.__x_start + x + 1,
self.__x_stop,
self.__y_start,
self.__y_stop,
)
def horizontal_bisect(self, y: int) -> "tuple[_Window, _Window]":
return _Window(
self.__maze,
self.__x_start,
self.__x_stop,
self.__y_start,
self.__y_start + y,
), _Window(
self.__maze,
self.__x_start,
self.__x_stop,
self.__y_start + y + 1,
self.__y_stop,
)
class RecursiveDivision(Maze):
__cells: list[list[bool]]
# __stack: list[tuple[bool | None, _Window]]
__stack: list[tuple[bool, _Window]]
__split: tuple[bool, int, _Window] | None
__width: int
__height: int
def __init__(self, width: int, height: int | None = None):
self.__width = width
self.__height = height or width
self.__cells = [
list([(0 < x < self.width-1 and 0 < y < self.height-1)
for x in range(self.width)]) for y in range(self.height)]
self.__stack = [(True, _Window(self,1,self.width,1,self.height))]
self.__split = None
@property
def width(self) -> int:
return self.__width
@property
def height(self) -> int:
return self.__height
def __getitem__(self, index: tuple[int,int]) -> bool:
return self.__cells[index[1]][index[0]]
def step(self) -> bool:
if self.__split is not None:
if self.__split[0]:
axis, y, window = self.__split
x = (random.randint(0, (window.width - 3) // 2) * 2)
self.__cells[window.y(y)][window.x(x)] = True
a, b = [(not axis, w) for w in window.horizontal_bisect(y)]
else:
axis, x, window = self.__split
y = (random.randint(0, (window.height - 3) // 2) * 2)
self.__cells[window.y(y)][window.x(x)] = True
a, b = [(not axis, w) for w in window.vertical_bisect(x)]
if a[1].width > 2 and a[1].height > 2: self.__stack.append(a)
if b[1].width > 2 and b[1].height > 2: self.__stack.append(b)
self.__split = None
return True
elif self.__stack:
axis, window = self.__stack.pop()
# if axis is None: axis = bool(random.randint(0,1))
if axis:
y = (random.randint(0, (window.height - 3) // 2) * 2) + 1
for x in range(window.width):
self.__cells[window.y(y)][window.x(x)] = False
self.__split = axis, y, window
else:
x = (random.randint(0, (window.width - 3) // 2) * 2) + 1
for y in range(window.height):
self.__cells[window.y(y)][window.x(x)] = False
self.__split = axis, x, window
return True
else: return False