Added a maze solver object to handle the search algorithms that will be used to solve the maze. Updated the sketch code to use said object.

This commit is contained in:
2020-05-19 12:03:13 -05:00
parent eece3deffb
commit ff496ff63b
5 changed files with 159 additions and 183 deletions
+8 -32
View File
@@ -5,14 +5,14 @@ class Cell {
this.x = x; this.x = x;
this.y = y; this.y = y;
this.walls = [true, true, true, true]; this.walls = [true, true, true, true];
this.selected = false;
this.visited = false; this.visited = false;
this.cellWidth = cellWidth; this.cellWidth = cellWidth;
this.searched = false;
this.finalPath = false;
this.parent = undefined; this.parent = undefined;
this.end = false; this.color = [255, 255, 255, 0];
this.start = false; }
get defaultColor(){
return [255, 255, 255, 0];
} }
get top(){ get top(){
@@ -58,32 +58,8 @@ class Cell {
if (this.bottom) line(x + this.cellWidth, y + this.cellWidth, x, 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.left) line(x, y, x, y + this.cellWidth);
if (this.visited) { fill(this.color);
fill(255, 0, 0); noStroke();
noStroke(); rect(x, y, this.cellWidth, this.cellWidth);
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);
}
} }
} }
+75 -15
View File
@@ -19,31 +19,47 @@ class Maze{
this.workingStack.push(this.grid[this.index(0,0)]); this.workingStack.push(this.grid[this.index(0,0)]);
} }
getStartingCell(){
return this.grid[0];
}
getEndingCell(){
return this.grid[this.index(9, 9)];
}
updateMazeDisplay(){ updateMazeDisplay(){
for (var i = 0; i < this.grid.length; i++) { for (let i = 0; i < this.grid.length; i++) {
this.grid[i].show(); this.grid[i].show();
} }
} }
buildNextCell(){ resetMazeState(){
for (let i = 0; i < this.grid.length; i++){
this.grid[i].visited = false;
this.grid[i].color = this.grid[i].defaultColor;
this.grid[i].parent = undefined;
}
}
buildNextCell(selectedColor = [50, 175, 50]){
//Build the maze //Build the maze
let currentCell = this.workingStack.pop(); let currentCell = this.workingStack.pop();
//currentCell.visited = true;
let nextCell = this.getNeighbors(currentCell); let nextCell = this.getNeighbors(currentCell);
if(nextCell){ if(nextCell){
this.workingStack.push(currentCell); this.workingStack.push(currentCell);
currentCell.Selected = false; currentCell.color = currentCell.defaultColor;
currentCell.visited = true; currentCell.visited = true;
nextCell.visited = true; nextCell.visited = true;
nextCell.selected = true; nextCell.color = selectedColor;
removeWalls(currentCell, nextCell); this.removeWalls(currentCell, nextCell);
this.workingStack.push(nextCell); this.workingStack.push(nextCell);
} }
else else
this.workingStack.pop(); this.workingStack.pop();
currentCell.selected = false; currentCell.color = currentCell.defaultColor;
} }
get mazeGenDone() { get mazeGenDone() {
@@ -51,12 +67,12 @@ class Maze{
} }
getNeighbors(cell){ getNeighbors(cell){
var visited = []; let visited = [];
var top = this.grid[this.index(cell.x, cell.y - 1)]; let top = this.grid[this.index(cell.x, cell.y - 1)];
var left = this.grid[this.index(cell.x - 1, cell.y)]; let left = this.grid[this.index(cell.x - 1, cell.y)];
var bottom = this.grid[this.index(cell.x, cell.y + 1)]; let bottom = this.grid[this.index(cell.x, cell.y + 1)];
var right = this.grid[this.index(cell.x + 1, cell.y)]; let right = this.grid[this.index(cell.x + 1, cell.y)];
if (top && !top.visited) { if (top && !top.visited) {
visited.push(top); visited.push(top);
@@ -79,9 +95,53 @@ class Maze{
return undefined; return undefined;
} }
index(x, y) { getLegalMoves(cell){
if (x < 0 || y < 0 || x > this.columns - 1 || y > this.rows - 1) return -1; let neighbors = [];
return x + y * this.columns;
let top = this.grid[this.index(cell.x, cell.y - 1)];
let left = this.grid[this.index(cell.x - 1, cell.y)];
let bottom = this.grid[this.index(cell.x, cell.y + 1)];
let right = this.grid[this.index(cell.x + 1, cell.y)];
if (top && !top.visited && !cell.top) {
neighbors.push(top);
}
if (left && !left.visited && !cell.left) {
neighbors.push(left);
}
if (right && !right.visited && !cell.right) {
neighbors.push(right);
}
if (bottom && !bottom.visited && !cell.bottom) {
neighbors.push(bottom);
}
return shuffle(neighbors);
} }
removeWalls(a, b) {
let x = a.x - b.x;
let 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;
}
}
index(x, y) {
if (x < 0 || y < 0 || x > this.columns - 1 || y > this.rows - 1) return -1;
return x + y * this.columns;
}
} }
+2
View File
@@ -22,6 +22,7 @@
clear: both; clear: both;
} }
</style> </style>
<script src="maze-solver.js"></script>
<script src="cell.js"></script> <script src="cell.js"></script>
<script src="gen-maze.js"></script> <script src="gen-maze.js"></script>
<script src="../p5.js"></script> <script src="../p5.js"></script>
@@ -40,6 +41,7 @@
<select id="searchAlgo"> <select id="searchAlgo">
<option value="depthFirst">Depth First</option> <option value="depthFirst">Depth First</option>
<option value="breadthFirst">Breadth First</option> <option value="breadthFirst">Breadth First</option>
<option value="a">a*</option>
</select><br /> </select><br />
<label for="solvingFrameRate">Framerate During Maze Solving: </label><input type="number" id="solvingFrameRate" min="1" max="144" step="1" value="30"/><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> <input id="reuseMaze" type="checkbox" checked="true"/><label for="reuseMaze">Reuse current maze on next run</label>
+57
View File
@@ -0,0 +1,57 @@
class MazeSolver {
constructor(startingCell, targetCell, searchedColor = [210, 180, 140]){
this.frontier = [];
this.explored = [];
this.targetCell = targetCell;
this.searchedColor = searchedColor;
this.selectedColor = [50, 175, 50];
this.currentCell = startingCell;
this.frontier.push(startingCell);
}
clearState(){
this.frontier = [];
this.explored = [];
}
depthFirstNextCell(maze){
breadthFirstNextCell(maze, true);
}
breadthFirstNextCell(maze, depthFirst = false){
this.currentCell.color = this.searchedColor;
if(!depthFirst)
this.currentCell = this.frontier.shift();
else
this.currentCell = this.frontier.pop();
this.currentCell.color = this.selectedColor;
this.currentCell.visited = true;
let moves = maze.getLegalMoves(this.currentCell);
for (let i = 0; i < moves.length; i++){
this.frontier.push(moves[i]);
moves[i].parent = this.currentCell;
}
this.explored.push(this.currentCell);
if(this.currentCell.x == this.targetCell.x && this.currentCell.y == this.targetCell.y)
this.frontier = [];
this.currentCell.color = this.searchedColor;
}
highlightFinalPath(maze, finalPathColor = [173, 216, 230]){
let tmp = this.explored.pop();
while(tmp != undefined){
tmp.color = finalPathColor;
tmp = tmp.parent;
}
maze.updateMazeDisplay();
}
}
+14 -133
View File
@@ -1,19 +1,16 @@
var cellWidth = 50; var cellWidth = 50;
var columns = 0;
var rows = 0;
var grid = [];
//var currentCell;
var cellStack = [];
var frontier = []; var frontier = [];
var explored = []; var explored = [];
var currentNode = {}; var currentNode = {};
var maze = {}; var maze = {};
var algo = {};
function setup() { function setup() {
var canvas = createCanvas(500, 500); print("hell");
var canvas = createCanvas(400, 400);
canvas.parent('sketch-holder'); canvas.parent('sketch-holder');
maze = new Maze(width, height, cellWidth); maze = new Maze(width, height, cellWidth, "Depth");
frameRate(60); frameRate(30);
} }
function draw() { function draw() {
@@ -21,139 +18,23 @@ function draw() {
maze.updateMazeDisplay(); maze.updateMazeDisplay();
if(maze.workingStack.length > 0){ if(!maze.mazeGenDone){
maze.buildNextCell(); maze.buildNextCell();
} }
/*else if (cellStack.length == 0 && frontier.length == 0 && explored.length == 0){ else if (maze.mazeGenDone && algo.frontier == undefined){
for (var i = 0; i < grid.length; i++) { maze.resetMazeState();
grid[i].visited = false; algo = new MazeSolver(maze.grid[0], maze.grid[maze.index(7,7)]);
}
print("Maze generation done"); print("Maze generation done");
frameRate(10);
grid[index(0, 0)].selected = true; }
grid[index(0, 0)].visited = true; else if (maze.mazeGenDone && algo.frontier.length > 0){
grid[index(0, 0)].searched = true; algo.breadthFirstNextCell(maze);
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{ else{
/*tmp = explored.pop(); algo.highlightFinalPath(maze);
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"); print("Maze search done");
noLoop(); 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;
}