User:Eriksiers/Maze generation

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Revision as of 04:31, 1 July 2012 by Eriksiers (talk | contribs) (created)
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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

Works with: QBasic

This uses # for walls and . for floors.

<lang qbasic>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</lang>

The generated mazes look like this:

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

Graphical

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.)

<lang qbasic>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</lang>