Trying to port some of the code into objects to clean up the sketch.js file.

This commit is contained in:
2020-05-18 23:48:17 -05:00
commit 2fbcc0b345
4 changed files with 423 additions and 0 deletions
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class Cell {
constructor(x, y, cellWidth){
this.x = x;
this.y = y;
this.walls = [true, true, true, true];
this.selected = false;
this.visited = false;
this.cellWidth = cellWidth;
this.searched = false;
this.finalPath = false;
this.parent = undefined;
this.end = false;
this.start = false;
}
get top(){
return this.walls[0];
}
set setTop(removed){
this.walls[0] = removed;
}
get left(){
return this.walls[1];
}
set setLeft(removed){
this.walls[1] = removed;
}
get bottom(){
return this.walls[2];
}
set setBottom(removed){
this.walls[2] = removed;
}
get right(){
return this.walls[3];
}
set setRight(removed){
this.walls[3] = removed;
}
show(){
let x = this.x * this.cellWidth;
let y = this.y * this.cellWidth;
stroke(0);
if (this.top) line(x, y, x + this.cellWidth, y);
if (this.right) line(x + this.cellWidth, y, x + this.cellWidth, y + this.cellWidth);
if (this.bottom) line(x + this.cellWidth, y + this.cellWidth, x, y + this.cellWidth);
if (this.left) line(x, y, x, y + this.cellWidth);
if (this.visited) {
fill(255, 0, 0);
noStroke();
rect(x, y, this.cellWidth, this.cellWidth);
}
if(this.searched){
fill(210, 180, 140);
noStroke();
rect(x, y, this.cellWidth, this.cellWidth);
}
if (this.selected) {
fill(50, 125, 0);
noStroke();
rect(x, y, this.cellWidth, this.cellWidth);
}
if(this.finalPath){
fill(173, 216, 230);
noStroke();
rect(x, y, this.cellWidth, this.cellWidth);
}
if(this.start){
text("Start", x, y + cellWidth / 2);
}
}
}
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class Maze{
constructor(mazeWidth, mazeHeight, cellWidth){
this.columns = floor(mazeWidth / cellWidth);
this.rows = floor(mazeHeight / cellWidth);
this.width = mazeWidth;
this.height = mazeHeight;
this.cellWidth = cellWidth;
this.workingStack = [];
this.currentCell = {};
this.grid = [];
for (let y = 0; y < this.rows; y++) {
for (var x = 0; x < this.columns; x++) {
this.grid.push(new Cell(x, y, this.cellWidth));
}
}
this.grid[this.index(0,0)].visited = true;
this.grid[this.index(0,0)].selected = true;
this.workingStack.push(this.grid[this.index(0,0)]);
}
updateMazeDisplay(){
for (var i = 0; i < this.grid.length; i++) {
this.grid[i].show();
}
}
buildNextCell(){
//Build the maze
this.currentCell = this.workingStack.pop();
//currentCell.visited = true;
let nextCell = getNeighbors(this.currentCell);
if(nextCell){
this.workingStack.push(this.currentCell);
currentCell.Selected = false;
currentCell.visited = true;
nextCell.visited = true;
nextCell.selected = true;
removeWalls(currentCell, nextCell);
this.workingStack.push(nextCell);
}
else
this.workingStack.pop();
this.currentCell.selected = false;
}
get mazeGenDone() {
return this.workingStack.length == 0;
}
getNeighbors(cell){
var visited = [];
var top = this.grid[index(cell.x, cell.y - 1)];
var left = this.grid[index(cell.x - 1, cell.y)];
var bottom = this.grid[index(cell.x, cell.y + 1)];
var right = this.grid[index(cell.x + 1, cell.y)];
if (top && !top.visited) {
visited.push(top);
}
if (left && !left.visited) {
visited.push(left);
}
if (right && !right.visited) {
visited.push(right);
}
if (bottom && !bottom.visited) {
visited.push(bottom);
}
if(visited.length == 1)
return visited[0];
else if (visited.length > 1)
return visited[floor(random(0, visited.length))];
else
return undefined;
}
index(x, y) {
if (x < 0 || y < 0 || x > this.columns - 1 || y > this.rows - 1) return -1;
return x + y * this.columns;
}
}
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<!DOCTYPE html>
<html lang="">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>p5.js example</title>
<style>
body {
padding: 0;
margin: 0;
}
.column {
float: left;
}
/* Clear floats after the columns */
.row:after {
content: "";
display: table;
clear: both;
}
</style>
<script>
</script>
<script src="cell.js"></script>
<script src="../p5.js"></script>
<script src="../addons/p5.sound.min.js"></script>
<script src="sketch.js"></script>
</head>
<body>
<div id="sketch-holder" class="column"></div>
<div class="column">
<form action="">
<label for="canvasWidthTextbox" >Canvas Size Width: </label><input type="number" id="canvasWidthTextbox" value="400"/>
<label for="canvasHeighTextbox"> Height: </label><input type="number" id="canavasHeightTextbox" value="400"/><br/>
<label for="genFrameRate">Framerate During Maze Generation: </label><input type="number" id="genFrameRate" min="1" max="144" step="1" value="30"/><br />
<label for="searchAlgo">Search Algorithm to Find Maze Anwser: </label>
<select id="searchAlgo">
<option value="depthFirst">Depth First</option>
<option value="breadthFirst">Breadth First</option>
</select><br />
<label for="solvingFrameRate">Framerate During Maze Solving: </label><input type="number" id="solvingFrameRate" min="1" max="144" step="1" value="30"/><br />
<input id="reuseMaze" type="checkbox" checked="true"/><label for="reuseMaze">Reuse current maze on next run</label>
<br /><button type="button" onClick="draw();">Again</button>
</form>
</div>
</body>
</html>
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var cellWidth = 50;
var columns = 0;
var rows = 0;
var grid = [];
//var currentCell;
var cellStack = [];
var frontier = [];
var explored = [];
var currentNode = {};
var maze = {};
function setup() {
var canvas = createCanvas(500, 500);
canvas.parent('sketch-holder');
maze = new Maze(width, height, cellWidth);
frameRate(60);
rows = floor(width / cellWidth);
columns = floor(height / cellWidth);
for (let y = 0; y < rows; y++) {
for (var x = 0; x < columns; x++) {
grid.push(new Cell(x, y, cellWidth));
}
}
//currentCell = grid[0];
grid[0].visited = true;
grid[0].selected = true;
cellStack.push(grid[0]);
}
function draw() {
background(220);
for (var i = 0; i < grid.length; i++) {
grid[i].show();
}
if(cellStack.length > 0){
//Build the maze
let currentCell = cellStack.pop();
//currentCell.visited = true;
let nextCell = getNeighbors(currentCell);
if(nextCell){
cellStack.push(currentCell);
currentCell.Selected = false;
currentCell.visited = true;
nextCell.visited = true;
nextCell.selected = true;
removeWalls(currentCell, nextCell);
cellStack.push(nextCell);
} else cellStack.pop();
currentCell.selected = false;
}
else if (cellStack.length == 0 && frontier.length == 0 && explored.length == 0){
for (var i = 0; i < grid.length; i++) {
grid[i].visited = false;
}
print("Maze generation done");
grid[index(0, 0)].selected = true;
grid[index(0, 0)].visited = true;
grid[index(0, 0)].searched = true;
grid[index(0, 0)].start = true;
currentNode = grid[index(0, 0)];
frontier.push(grid[index(0, 0)]);
frameRate(5);
}
else if (cellStack.length == 0 && frontier.length > 0){
currentNode.selected = false;
currentNode = frontier.shift();
let neighbors = getAllNeighbors(currentNode);
currentNode.searched = true;
currentNode.selected = true;
for(let index = 0; index < neighbors.length; index++){
frontier.push(neighbors[index]);
neighbors[index].parent = currentNode;
}
explored.push(currentNode);
if(currentNode.x == 9 && currentNode.y == 9)
//currentNode.end = true;
frontier = [];
}
else{
tmp = explored.pop();
while (tmp.parent != undefined) {
tmp.finalPath = true;
tmp = tmp.parent;
}
grid[index(0, 0)].finalPath = true;
for (var i = 0; i < grid.length; i++) {
grid[i].show();
}
print("Maze search done");
noLoop();
}
}
function index(x, y) {
if (x < 0 || y < 0 || x > columns - 1 || y > rows - 1) return -1;
return x + y * columns;
}
function removeWalls(a, b) {
var x = a.x - b.x;
var y = a.y - b.y;
if (x === -1) {
a.setRight = false;
b.setLeft = false;
} else if (x === 1) {
a.setLeft = false;
b.setRight = false;
}
if (y === -1) {
a.setBottom = false;
b.setTop = false;
} else if (y === 1) {
a.setTop = false;
b.setBottom = false;
}
}
function getAllNeighbors(cell){
var Neighbors = [];
var top = grid[index(cell.x, cell.y - 1)];
var left = grid[index(cell.x - 1, cell.y)];
var bottom = grid[index(cell.x, cell.y + 1)];
var right = grid[index(cell.x + 1, cell.y)];
if (top && !top.searched && !cell.top) {
Neighbors.push(top);
}
if (left && !left.searched && !cell.left) {
Neighbors.push(left);
}
if (right && !right.searched && !cell.right) {
Neighbors.push(right);
}
if (bottom && !bottom.searched && !cell.bottom) {
Neighbors.push(bottom);
}
return shuffle(Neighbors);
}
function getNeighbors(cell){
var visited = [];
var top = grid[index(cell.x, cell.y - 1)];
var left = grid[index(cell.x - 1, cell.y)];
var bottom = grid[index(cell.x, cell.y + 1)];
var right = grid[index(cell.x + 1, cell.y)];
if (top && !top.visited) {
visited.push(top);
}
if (left && !left.visited) {
visited.push(left);
}
if (right && !right.visited) {
visited.push(right);
}
if (bottom && !bottom.visited) {
visited.push(bottom);
}
if(visited.length == 1)
return visited[0];
else if (visited.length > 1)
return visited[floor(random(0, visited.length))];
else
return undefined;
}