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User:Eriksiers/Maze generation

From Rosetta Code

These two short programs generate mazes using a random walk. I didn't put them up as solutions to Maze generation because that task requires the use of the depth-first algorithm, which is much faster than what I've done here.

Text[edit]

Works with: QBasic

This uses # for walls and . for floors.

OPTION BASE 1
 
CONST scrW = 80
CONST scrH = 50
 
WIDTH scrW, scrH
 
RANDOMIZE TIMER
 
TYPE cell
x AS INTEGER
y AS INTEGER
END TYPE
 
DIM working AS cell, old AS cell
 
working.x = (INT(RND * scrW) AND -2)
working.y = (INT(RND * scrH) AND -2)
 
'Fill with walls:
FOR y = 1 TO scrH
PRINT STRING$(79, "#");
NEXT
 
'Random walk:
DO
chk = chk + 1
'This check really slows the program down, so we only do it every 100 iterations.
IF (chk MOD 100) = 0 THEN
chk = 0
FOR x = 2 TO scrW - 2 STEP 2
FOR y = 2 TO scrH - 2 STEP 2
IF SCREEN(y, x) = 35 THEN GOTO cntT
NEXT
NEXT
EXIT DO
END IF
cntT:
old = working
'The IFs inside the SELECT CASE ensure that drawing doesn't happen off the screen.
SELECT CASE INT(RND * 4)
CASE 0
working.x = working.x + 2
IF working.x >= scrW THEN working.x = working.x - 4
CASE 1
working.y = working.y + 2
IF working.y >= scrH THEN working.y = working.y - 4
CASE 2
working.x = working.x - 2
IF working.x < 1 THEN working.x = working.x + 4
CASE 3
working.y = working.y - 2
IF working.y < 1 THEN working.y = working.y + 4
END SELECT
IF SCREEN(working.y, working.x) = 35 THEN
LOCATE working.y, working.x
PRINT ".";
LOCATE (old.y + working.y) \ 2, (old.x + working.x) \ 2
PRINT ".";
END IF
IF INKEY$ <> "" THEN EXIT DO
LOOP

The generated mazes look like this:

###############################################################################
#.#...#.#.#.#.#.#.#.....#.#...#.....#.......#...#.#.#.#.#.....#...#.#.#.......#
#.###.#.#.#.#.#.#.#.#####.#.#.###.#####.#######.#.#.#.#.#####.###.#.#.#.#######
#...#.....#.#.#...........#.#.#.................#...#...#...........#.......#.#
#.###.###.#.#.#.###.#########.###.#.#.#########.#.###.#####.###.###.#.###.#.#.#
#.#.#.#...#.....#.#.#.....#.....#.#.#.....#...#...#...#...#.#.#.#.#...#...#.#.#
#.#.#.###.###.#.#.#.###.###.#.###.#.#####.#.###.###.#.###.###.#.#.#####.#####.#
#.#...#.......#...#.....#.#.#.#.#.#.....#.....#.....#...........#.....#.#.....#
#.#.###.#######.#.#####.#.#.#.#.#######.###.###.#############.###.#########.###
#.#...#...#.....#.#.........#.#.#.#.......#.#...#.......#...#.#...#.#.....#.#.#
#.#.###.#########.#####.###.###.#.#.#.#####.###.#.#.#######.#.###.#.#####.#.#.#
#.....#...#...#.#.#...#.#.#.#.....#.#.....#...#.#.#.......#.#.....#.#...#...#.#
#####.#######.#.###.#.#.#.#####.###.#.#####.#.###.#####.###.#####.#.###.#.###.#
#.....#.......#.....#...#.......#.#.#.....#.#.#.....#.......#.#.#...#.........#
#.###.###.#.###.#.###.#####.###.#.#.#####.###.###.#.#####.###.#.#.###.###.###.#
#.#...#...#.#...#...#.....#.#.....#.....#...#...#.#...#.............#...#...#.#
###.###.###########.#####.#####.###.#######.#######.#.#.#######.#.###.###.#####
#.#...#...#.#.........#.#.#...#...#.#.#.#.....#.#...#.#...#.....#...#.#.#.....#
#.#.#.#.#.#.###.#.###.#.#.#.###.#####.#.#.#.###.###.###.###.#.###.#####.#.#.###
#...#.#.#.....#.#.#.....#.#.#...#.#...#.#.#.#.....#.#.....#.#.#.#.#.#.....#...#
#.###########.###.#####.###.###.#.###.#.###.###.#####.#.#####.#.###.#.###.###.#
#.....#.#.........#.........#.#.#.#...#...#.#.......#.#...#...........#.#...#.#
#.#####.#.###.###.#.#####.#.#.#.#.#.#.#.#.###.#####.#.#######.#.#.#.#.#.#.#####
#.#.....#.#.....#.#...#.#.#.#.#.....#...#.......#...#...#.#.#.#.#.#.#.#...#...#
###.###.###.###.###.###.#.#.#.#.#######.###.#.###.###.###.#.#.###.###.#######.#
#...#.#.....#...#.....#.#.#...#.#...#.#.#...#.#...#.......#...#.....#.#...#...#
###.#.#####.###.#####.#.###.#.#.###.#.###.###.###.#######.#########.#.#.#.#.#.#
#...#.#.....#...#.#.....#...#.#.#...#.#.#.#...#...#.#.......#...#...#.#.#...#.#
#####.###.#######.#####.###.#.#####.#.#.#######.#.#.#########.###.#.###.#.#####
#.......#.......#.....#.#...#.#.......#...#.....#.....#.....#.#...#...#.#...#.#
###.#####.#####.#.#.#.###.###.###.#####.#########.###.#.#.###.#.###.#.###.###.#
#.#.........#...#.#.#.#.#...#.....#.#.......#.#.....#...#.#.....#...#...#...#.#
#.###.###.#.#.###.#####.###.#####.#.#######.#.#.#.#.###.###.#####.###.###.#.#.#
#.....#...#.#...#...#.#...#.#.#.#.......#.#.....#.#.#...#...#.......#.#.#.#.#.#
#.#######.#####.###.#.#.###.#.#.#######.#.###.#########.###.###########.#.###.#
#.......#.#.......#.........#.#...#.............#.#.#.......#.......#.#.....#.#
#####.#####.###.#.###.###.#.#.#.#########.#.#.###.#.###.#####.#.###.#.###.###.#
#.........#...#.#.#.#.#...#.....#.....#...#.#...#.#.#.#.#.#.#.#.#.#.....#...#.#
#.#.###.#########.#.#################.#########.#.#.#.###.#.#.###.###.#.#.###.#
#.#...#.....#.#.#.#...#.....#...#.....#...#.......#.........#...#...#.#...#...#
#######.#.###.#.#.#.###.#####.#.#####.#.###.#.#######.#######.###.###.#####.###
#.#.....#.#.#.....#.#.#.......#.#.....#.#.#.#...#.....#...........#...#...#...#
#.###.#####.#.#.#.#.#.#.###.###.#.#####.#.#####.#.###.#.###.#.#####.#.#.###.###
#.#.....#...#.#.#.#.#...#.#.#...#...#.#...#.#.....#...#...#.#.#...#.#.....#...#
#.#.#######.###.#.#.#.#.#.#.###.###.#.#.###.###.#####.#.###.###.#.#.###.#.#.###
#.....#.......#.#...#.#.#.#.#.#...........#.......#...#...#.#...#...#...#.....#
#####.#.###.#.#.#.###.###.###.#####.#####.###.#.###.#############.###.#.#.###.#
#.........#.#.#.#.#...............#.....#.....#...#...............#...#.#...#.#
###############################################################################

Graphical[edit]

Works with: FreeBASIC
A sample maze.

This is a graphical variation of the above. It uses white for floors and black for walls. FreeBASIC is required due to how I write the results to the image file. (This works under QBasic aside from the very last line. Changing that would let it work under any QB-alike.)

OPTION BASE 1
 
CONST scrW = 400
CONST scrH = 300
 
ScreenRes scrW, scrH
 
RANDOMIZE TIMER
 
TYPE cell
x AS INTEGER
y AS INTEGER
END TYPE
 
DIM working AS cell, old AS cell
 
working.x = (INT(RND * scrW) AND -2)
working.y = (INT(RND * scrH) AND -2)
 
'random walk
DO
chk = chk + 1
IF (chk MOD 1000) = 0 THEN
chk = 0
FOR x = 0 TO (scrW - 1) STEP 2
FOR y = 0 TO (scrH - 1) STEP 2
IF POINT(x, y) = 0 THEN GOTO cntT
NEXT
NEXT
EXIT DO
END IF
cntT:
old = working
SELECT CASE INT(RND * 4)
CASE 0
working.x = working.x + 2
IF working.x >= scrW THEN working.x = working.x - 4
CASE 1
working.y = working.y + 2
IF working.y >= scrH THEN working.y = working.y - 4
CASE 2
working.x = working.x - 2
IF working.x < 0 THEN working.x = working.x + 4
CASE 3
working.y = working.y - 2
IF working.y < 0 THEN working.y = working.y + 4
END SELECT
IF (POINT(working.x, working.y)) = 0 THEN LINE (old.x, old.y)-(working.x, working.y), 15
IF INKEY$ <> "" THEN EXIT DO
LOOP
 
BSAVE "maze.bmp", 0