Depth First Search Hexagon Maze
How do I make an depth first search hexagon maze?
Generates a perfect hexagon maze. You can get everywhere from any point. It's an alteration of my previous pen:. What is a depth first search hexagon maze? How do you make a depth first search hexagon maze? This script and codes were developed by Timo Hausmann on 16 October 2022, Sunday.
Depth First Search Hexagon Maze - Script Codes HTML Codes
<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Depth First Search Hexagon Maze</title> <link rel="stylesheet" href="css/style.css">
</head>
<body> <canvas id="canvas" width="600" height="500"></canvas> <script src="js/index.js"></script>
</body>
</html>
Depth First Search Hexagon Maze - Script Codes CSS Codes
canvas { display: block; margin: 25px auto; }
Depth First Search Hexagon Maze - Script Codes JS Codes
var canvas = document.querySelector('#canvas'), ctx = canvas.getContext('2d'), width = 20, height = 15, cellSideLength = 12, cellOffset = Math.sin( Math.PI/180 * 30) * cellSideLength, // The height "h": h = sin( 30°) * s cellHalfWidth = Math.cos( Math.PI/180 * 30) * cellSideLength, // The distance: r = cos( 30°) * s cellWidth = 2 * cellHalfWidth, // The height of the surrounding rectangle: b = s + 2 * h cellHeight = cellSideLength + (2*cellOffset), // The width of the surrounding rectangle: a = 2 * r mazeMap = [], cellStack = [], currentCell, visitedCells = 0, totalCells = width*height;
var Cell = function(x, y) { this.x = x; this.y = y; //ne, e, se, sw, w, nw this.walls = [1,1,1,1,1,1];
}
Cell.prototype = { getNeighbours: function() { var neighbours = [], x = this.x, y = this.y, intactNeightbours = []; //odd row if( y % 2 !== 0 ) { if( mazeMap[x+1] && mazeMap[x+1][y-1] ) neighbours.push( mazeMap[x+1][y-1] ); //ne if( mazeMap[x+1] && mazeMap[x+1][y+0] ) neighbours.push( mazeMap[x+1][y] ); //e if( mazeMap[x+1] && mazeMap[x+1][y+1] ) neighbours.push( mazeMap[x+1][y+1] ); //se if( mazeMap[x][y+1] ) neighbours.push( mazeMap[x][y+1] ); //sw if( mazeMap[x-1] && mazeMap[x-1][y+0] ) neighbours.push( mazeMap[x-1][y] ); //w if( mazeMap[x][y-1] ) neighbours.push( mazeMap[x][y-1] ); //nw //even row } else { if( mazeMap[x+0][y-1] ) neighbours.push( mazeMap[x][y-1] ); //ne if( mazeMap[x+1] && mazeMap[x+1][y+0] ) neighbours.push( mazeMap[x+1][y] ); //e if( mazeMap[x+0][y+1] ) neighbours.push( mazeMap[x][y+1] ); //se if( mazeMap[x-1] && mazeMap[x-1][y+1] ) neighbours.push( mazeMap[x-1][y+1] ); //sw if( mazeMap[x-1] && mazeMap[x-1][y+0] ) neighbours.push( mazeMap[x-1][y] ); //w if( mazeMap[x-1] && mazeMap[x-1][y-1] ) neighbours.push( mazeMap[x-1][y-1] ); //nw } for( var i=0; i<neighbours.length; i++ ) { if( neighbours[i].allWallsIntact() ) intactNeightbours.push( neighbours[i] ); } return intactNeightbours; }, allWallsIntact: function() { return (this.walls.join('') === '111111'); }, knockdownWallTo: function( cell ) { var xDiff = cell.x - this.x, yDiff = cell.y - this.y, wall; if( yDiff === 0 && xDiff === 1 ) wall = 1; //e if( yDiff === 0 && xDiff === -1 ) wall = 4; //w if( yDiff === -1 && xDiff === -1 ) wall = 5; //nw if( yDiff === -1 && xDiff === 1 ) wall = 0; //ne if( yDiff === 1 && xDiff === -1 ) wall = 3; //sw if( yDiff === 1 && xDiff === 1 ) wall = 2; //se //even if( xDiff === 0 && this.y % 2 === 0 ) { if( yDiff === -1 ) wall = 0; //ne if( yDiff === 1 ) wall = 2; //se } //odd if( xDiff === 0 && this.y % 2 !== 0 ) { if( yDiff === -1 ) wall = 5; //nw if( yDiff === 1 ) wall = 3; //sw } this.walls[ wall ] = 0; }, draw: function() { if( this.allWallsIntact() ) return; var px = this.x * cellWidth, py = this.y * ( cellOffset + cellSideLength ); if( this.y % 2 !== 0 ) { px += cellHalfWidth; } ctx.beginPath(); if( this.walls[0] ) { ctx.moveTo(px + cellHalfWidth, py); ctx.lineTo(px + cellWidth, py + cellOffset); } if( this.walls[1] ) { ctx.moveTo(px + cellWidth, py + cellOffset); ctx.lineTo(px + cellWidth, py + cellHeight - cellOffset); } if( this.walls[2] ) { ctx.moveTo(px + cellWidth, py + cellHeight - cellOffset); ctx.lineTo(px + cellHalfWidth, py + cellHeight); } if( this.walls[3] ) { ctx.moveTo(px + cellHalfWidth, py + cellHeight); ctx.lineTo(px, py + cellHeight - cellOffset); } if( this.walls[4] ) { ctx.moveTo(px, py + cellHeight - cellOffset); ctx.lineTo(px, py + cellOffset); } if( this.walls[5] ) { ctx.moveTo(px, py + cellOffset); ctx.lineTo(px + cellHalfWidth, py); } ctx.closePath(); ctx.strokeStyle = 'black'; ctx.lineWidth = 2; ctx.stroke(); }
}
function init() { canvas.width = (width*cellWidth) + cellWidth; canvas.height = height*cellHeight; setup();
}
function setup() { for( var x=0; x<width; x++) { for( var y=0; y<height; y++) { if( !mazeMap[x] ) mazeMap[x] = []; mazeMap[x][y] = new Cell(x, y); } } currentCell = mazeMap[ Math.floor(Math.random() * width) ][ Math.floor(Math.random() * height) ]; visitedCells = 1; loop();
}
function loop() { if( visitedCells === totalCells ) { window.setTimeout(function() { setup(); }, 2500); return; } var neighbours = currentCell.getNeighbours(), nextCell; if( neighbours.length ) { nextCell = neighbours[ Math.floor(Math.random() * neighbours.length) ]; currentCell.knockdownWallTo(nextCell); nextCell.knockdownWallTo(currentCell); cellStack.push( nextCell ); visitedCells += 1; currentCell = nextCell; window.requestAnimationFrame(loop); } else { currentCell = cellStack.pop(); loop(); } draw();
}
function draw() { var x, y; ctx.fillStyle = 'white'; ctx.fillRect(0,0, canvas.width, canvas.height); for( x=0; x<width; x++) { for( y=0; y<height; y++) { mazeMap[x][y].draw(); } }
}
init();
Developer | Timo Hausmann |
Username | timohausmann |
Uploaded | October 16, 2022 |
Rating | 4 |
Size | 3,061 Kb |
Views | 14,168 |
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