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:
@@ -5,14 +5,14 @@ class Cell {
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this.x = x;
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this.y = y;
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this.walls = [true, true, true, true];
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this.selected = false;
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this.visited = false;
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this.cellWidth = cellWidth;
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this.searched = false;
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this.finalPath = false;
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this.parent = undefined;
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this.end = false;
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this.start = false;
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this.color = [255, 255, 255, 0];
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}
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get defaultColor(){
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return [255, 255, 255, 0];
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}
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get top(){
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@@ -58,32 +58,8 @@ class Cell {
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if (this.bottom) line(x + this.cellWidth, y + this.cellWidth, x, y + this.cellWidth);
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if (this.left) line(x, y, x, y + this.cellWidth);
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if (this.visited) {
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fill(255, 0, 0);
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fill(this.color);
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noStroke();
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rect(x, y, this.cellWidth, this.cellWidth);
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}
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if(this.searched){
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fill(210, 180, 140);
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noStroke();
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rect(x, y, this.cellWidth, this.cellWidth);
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}
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if (this.selected) {
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fill(50, 125, 0);
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noStroke();
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rect(x, y, this.cellWidth, this.cellWidth);
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}
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if(this.finalPath){
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fill(173, 216, 230);
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noStroke();
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rect(x, y, this.cellWidth, this.cellWidth);
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}
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if(this.start){
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text("Start", x, y + cellWidth / 2);
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}
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}
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}
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+73
-13
@@ -19,31 +19,47 @@ class Maze{
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this.workingStack.push(this.grid[this.index(0,0)]);
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}
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getStartingCell(){
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return this.grid[0];
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}
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getEndingCell(){
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return this.grid[this.index(9, 9)];
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}
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updateMazeDisplay(){
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for (var i = 0; i < this.grid.length; i++) {
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for (let i = 0; i < this.grid.length; i++) {
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this.grid[i].show();
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}
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}
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buildNextCell(){
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resetMazeState(){
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for (let i = 0; i < this.grid.length; i++){
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this.grid[i].visited = false;
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this.grid[i].color = this.grid[i].defaultColor;
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this.grid[i].parent = undefined;
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}
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}
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buildNextCell(selectedColor = [50, 175, 50]){
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//Build the maze
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let currentCell = this.workingStack.pop();
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//currentCell.visited = true;
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let nextCell = this.getNeighbors(currentCell);
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if(nextCell){
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this.workingStack.push(currentCell);
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currentCell.Selected = false;
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currentCell.color = currentCell.defaultColor;
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currentCell.visited = true;
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nextCell.visited = true;
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nextCell.selected = true;
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removeWalls(currentCell, nextCell);
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nextCell.color = selectedColor;
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this.removeWalls(currentCell, nextCell);
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this.workingStack.push(nextCell);
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}
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else
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this.workingStack.pop();
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currentCell.selected = false;
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currentCell.color = currentCell.defaultColor;
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}
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get mazeGenDone() {
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@@ -51,12 +67,12 @@ class Maze{
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}
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getNeighbors(cell){
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var visited = [];
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let visited = [];
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var top = this.grid[this.index(cell.x, cell.y - 1)];
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var left = this.grid[this.index(cell.x - 1, cell.y)];
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var bottom = this.grid[this.index(cell.x, cell.y + 1)];
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var right = this.grid[this.index(cell.x + 1, cell.y)];
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let top = this.grid[this.index(cell.x, cell.y - 1)];
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let left = this.grid[this.index(cell.x - 1, cell.y)];
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let bottom = this.grid[this.index(cell.x, cell.y + 1)];
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let right = this.grid[this.index(cell.x + 1, cell.y)];
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if (top && !top.visited) {
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visited.push(top);
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@@ -79,9 +95,53 @@ class Maze{
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return undefined;
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}
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getLegalMoves(cell){
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let neighbors = [];
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let top = this.grid[this.index(cell.x, cell.y - 1)];
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let left = this.grid[this.index(cell.x - 1, cell.y)];
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let bottom = this.grid[this.index(cell.x, cell.y + 1)];
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let right = this.grid[this.index(cell.x + 1, cell.y)];
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if (top && !top.visited && !cell.top) {
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neighbors.push(top);
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}
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if (left && !left.visited && !cell.left) {
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neighbors.push(left);
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}
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if (right && !right.visited && !cell.right) {
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neighbors.push(right);
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}
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if (bottom && !bottom.visited && !cell.bottom) {
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neighbors.push(bottom);
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}
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return shuffle(neighbors);
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}
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removeWalls(a, b) {
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let x = a.x - b.x;
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let y = a.y - b.y;
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if (x === -1) {
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a.setRight = false;
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b.setLeft = false;
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} else if (x === 1) {
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a.setLeft = false;
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b.setRight = false;
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}
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if (y === -1) {
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a.setBottom = false;
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b.setTop = false;
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} else if (y === 1) {
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a.setTop = false;
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b.setBottom = false;
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}
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}
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index(x, y) {
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if (x < 0 || y < 0 || x > this.columns - 1 || y > this.rows - 1) return -1;
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return x + y * this.columns;
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}
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}
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@@ -22,6 +22,7 @@
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clear: both;
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}
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</style>
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<script src="maze-solver.js"></script>
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<script src="cell.js"></script>
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<script src="gen-maze.js"></script>
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<script src="../p5.js"></script>
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@@ -40,6 +41,7 @@
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<select id="searchAlgo">
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<option value="depthFirst">Depth First</option>
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<option value="breadthFirst">Breadth First</option>
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<option value="a">a*</option>
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</select><br />
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<label for="solvingFrameRate">Framerate During Maze Solving: </label><input type="number" id="solvingFrameRate" min="1" max="144" step="1" value="30"/><br />
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<input id="reuseMaze" type="checkbox" checked="true"/><label for="reuseMaze">Reuse current maze on next run</label>
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@@ -0,0 +1,57 @@
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class MazeSolver {
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constructor(startingCell, targetCell, searchedColor = [210, 180, 140]){
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this.frontier = [];
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this.explored = [];
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this.targetCell = targetCell;
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this.searchedColor = searchedColor;
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this.selectedColor = [50, 175, 50];
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this.currentCell = startingCell;
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this.frontier.push(startingCell);
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}
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clearState(){
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this.frontier = [];
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this.explored = [];
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}
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depthFirstNextCell(maze){
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breadthFirstNextCell(maze, true);
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}
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breadthFirstNextCell(maze, depthFirst = false){
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this.currentCell.color = this.searchedColor;
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if(!depthFirst)
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this.currentCell = this.frontier.shift();
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else
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this.currentCell = this.frontier.pop();
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this.currentCell.color = this.selectedColor;
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this.currentCell.visited = true;
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let moves = maze.getLegalMoves(this.currentCell);
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for (let i = 0; i < moves.length; i++){
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this.frontier.push(moves[i]);
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moves[i].parent = this.currentCell;
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}
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this.explored.push(this.currentCell);
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if(this.currentCell.x == this.targetCell.x && this.currentCell.y == this.targetCell.y)
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this.frontier = [];
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this.currentCell.color = this.searchedColor;
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}
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highlightFinalPath(maze, finalPathColor = [173, 216, 230]){
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let tmp = this.explored.pop();
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while(tmp != undefined){
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tmp.color = finalPathColor;
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tmp = tmp.parent;
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}
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maze.updateMazeDisplay();
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}
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}
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@@ -1,19 +1,16 @@
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var cellWidth = 50;
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var columns = 0;
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var rows = 0;
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var grid = [];
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//var currentCell;
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var cellStack = [];
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var frontier = [];
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var explored = [];
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var currentNode = {};
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var maze = {};
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var algo = {};
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function setup() {
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var canvas = createCanvas(500, 500);
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print("hell");
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var canvas = createCanvas(400, 400);
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canvas.parent('sketch-holder');
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maze = new Maze(width, height, cellWidth);
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frameRate(60);
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maze = new Maze(width, height, cellWidth, "Depth");
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frameRate(30);
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}
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function draw() {
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@@ -21,139 +18,23 @@ function draw() {
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maze.updateMazeDisplay();
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if(maze.workingStack.length > 0){
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if(!maze.mazeGenDone){
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maze.buildNextCell();
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}
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/*else if (cellStack.length == 0 && frontier.length == 0 && explored.length == 0){
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for (var i = 0; i < grid.length; i++) {
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grid[i].visited = false;
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}
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else if (maze.mazeGenDone && algo.frontier == undefined){
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maze.resetMazeState();
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algo = new MazeSolver(maze.grid[0], maze.grid[maze.index(7,7)]);
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print("Maze generation done");
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grid[index(0, 0)].selected = true;
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grid[index(0, 0)].visited = true;
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grid[index(0, 0)].searched = true;
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grid[index(0, 0)].start = true;
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currentNode = grid[index(0, 0)];
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frontier.push(grid[index(0, 0)]);
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frameRate(5);
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frameRate(10);
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}
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else if (cellStack.length == 0 && frontier.length > 0){
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currentNode.selected = false;
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currentNode = frontier.shift();
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let neighbors = getAllNeighbors(currentNode);
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currentNode.searched = true;
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currentNode.selected = true;
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for(let index = 0; index < neighbors.length; index++){
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frontier.push(neighbors[index]);
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neighbors[index].parent = currentNode;
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else if (maze.mazeGenDone && algo.frontier.length > 0){
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algo.breadthFirstNextCell(maze);
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}
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explored.push(currentNode);
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if(currentNode.x == 9 && currentNode.y == 9)
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//currentNode.end = true;
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frontier = [];
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}*/
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else{
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/*tmp = explored.pop();
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while (tmp.parent != undefined) {
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tmp.finalPath = true;
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tmp = tmp.parent;
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}
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grid[index(0, 0)].finalPath = true;
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for (var i = 0; i < grid.length; i++) {
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grid[i].show();
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}*/
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algo.highlightFinalPath(maze);
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print("Maze search done");
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noLoop();
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}
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}
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function index(x, y) {
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if (x < 0 || y < 0 || x > columns - 1 || y > rows - 1) return -1;
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return x + y * columns;
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}
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function removeWalls(a, b) {
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var x = a.x - b.x;
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var y = a.y - b.y;
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if (x === -1) {
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a.setRight = false;
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b.setLeft = false;
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} else if (x === 1) {
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a.setLeft = false;
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b.setRight = false;
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}
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if (y === -1) {
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a.setBottom = false;
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b.setTop = false;
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} else if (y === 1) {
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a.setTop = false;
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b.setBottom = false;
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}
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}
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function getAllNeighbors(cell){
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var Neighbors = [];
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var top = grid[index(cell.x, cell.y - 1)];
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var left = grid[index(cell.x - 1, cell.y)];
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var bottom = grid[index(cell.x, cell.y + 1)];
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var right = grid[index(cell.x + 1, cell.y)];
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if (top && !top.searched && !cell.top) {
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Neighbors.push(top);
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}
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if (left && !left.searched && !cell.left) {
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Neighbors.push(left);
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}
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if (right && !right.searched && !cell.right) {
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Neighbors.push(right);
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}
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if (bottom && !bottom.searched && !cell.bottom) {
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Neighbors.push(bottom);
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}
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return shuffle(Neighbors);
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}
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function getNeighbors(cell){
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var visited = [];
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var top = grid[index(cell.x, cell.y - 1)];
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var left = grid[index(cell.x - 1, cell.y)];
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var bottom = grid[index(cell.x, cell.y + 1)];
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var right = grid[index(cell.x + 1, cell.y)];
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if (top && !top.visited) {
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visited.push(top);
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}
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if (left && !left.visited) {
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visited.push(left);
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}
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if (right && !right.visited) {
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visited.push(right);
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}
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if (bottom && !bottom.visited) {
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visited.push(bottom);
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}
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if(visited.length == 1)
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return visited[0];
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else if (visited.length > 1)
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return visited[floor(random(0, visited.length))];
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else
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return undefined;
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}
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Reference in New Issue
Block a user