RosettaCodeData/Task/Maze-generation/Processing-Python-mode/maze-generation.processing-py

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g_size = 10
background_color = color(80, 80, 220)
runner = color(255, 50, 50)
visited_color = color(220, 240, 240)
done_color = color(100, 160, 250)
def setup():
global cell, done, visit, run_cell, c_size
size(600, 600)
frameRate(20)
smooth(4)
strokeCap(ROUND)
c_size = max(width / g_size, height / g_size)
cell = [[None] * g_size for _ in range(g_size)]
for i in range(g_size):
for j in range(g_size):
cell[i][j] = Cell(i, j)
for i in range(g_size):
for j in range(g_size):
cell[i][j].add_neighbor()
run_cell = cell[0][0]
visit, done = [], []
visit.append(run_cell)
def draw():
global run_cell
background(background_color)
for i in range(g_size):
for j in range(g_size):
cell[i][j].draw_cell()
cell[i][j].draw_wall()
if len(visit) < g_size * g_size:
if run_cell.check_sides():
chosen = run_cell.pick_neighbor()
done.append(run_cell)
run_cell.stacked = True
if chosen.i - run_cell.i == 1:
run_cell.wall[1] = False
chosen.wall[3] = False
elif chosen.i - run_cell.i == -1:
run_cell.wall[3] = False
chosen.wall[1] = False
elif chosen.j - run_cell.j == 1:
run_cell.wall[2] = False
chosen.wall[0] = False
else:
run_cell.wall[0] = False
chosen.wall[2] = False
run_cell.current = False
run_cell = chosen
run_cell.current = True
run_cell.visited = True
elif done:
run_cell.current = False
run_cell = done.pop()
run_cell.stacked = False
run_cell.current = True
class Cell:
def __init__(self, i, j):
self.i = i
self.j = j
self.wall = [True, True, True, True]
self.visited = False
self.stacked = False
self.current = False
def pick_neighbor(self):
from random import choice
unvisited = [nb for nb in self.neighbor
if nb.visited == False]
return choice(unvisited)
def add_neighbor(self):
i, j = self.i, self.j
neighbor = []
if i > 0:
neighbor.append(cell[i - 1][j])
if i < g_size - 1:
neighbor.append(cell[i + 1][j])
if j > 0:
neighbor.append(cell[i][j - 1])
if j < g_size - 1:
neighbor.append(cell[i][j + 1])
self.neighbor = neighbor
def check_sides(self):
for nb in self.neighbor:
if not nb.visited:
return True
return False
def draw_cell(self):
s = c_size
noStroke()
noFill()
if self.current:
fill(runner)
elif self.stacked:
fill(done_color)
elif self.visited:
fill(visited_color)
rect(self.j * s, self.i * s, s, s)
def draw_wall(self):
i, j = self.i, self.j
wall = self.wall
stroke(0)
strokeWeight(5)
if wall[0]: line(j * c_size, i * c_size, j * c_size, (i + 1) * c_size)
if wall[1]: line(j * c_size, (i + 1) * c_size, (j + 1) * c_size, (i + 1) * c_size)
if wall[2]: line((j + 1) * c_size, (i + 1) * c_size, (j + 1) * c_size, i * c_size)
if wall[3]: line((j + 1) * c_size, i * c_size, j * c_size, i * c_size)