Canvasに迷路を描画する。
let board_w, board_h, space_w, space_h, cell_space;
let maze1, position;
function setup() {
createCanvas(640, 480);
board_w = 450;
board_h = 450;
space_w = (width-board_h)/2;
space_h = (height-board_h)/2;
cell_space = 5;
maze1 = new Maze(15, 15);
maze1.set_maze_boutaoshi();
position = maze1.start;
}
function draw() {
background("black");
noFill();
stroke("white");
rect(space_w, space_h, board_w, board_h);
for (let y = 1; y < 3; ++y) {
line(space_w, y*(board_h/3)+space_h, width-space_w, y*(board_h/3)+space_h);
}
for (let x = 1; x < 3; ++x) {
line(x*(board_w/3)+space_w, space_h, x*(board_w/3)+space_w, height-space_h);
}
fill("white");
ellipse(width/2, height/2, (board_w/3)-(cell_space*2),(board_h/3)-(cell_space*2));
for (let y = 0; y < 3; ++y) {
for (let x = 0; x < 3; ++x) {
if (maze1.maze[y+position[1]-1][x+position[0]-1] == 1) {
rect(x*(board_w/3)+space_w+cell_space,y*(board_h/3)+space_h+cell_space,(board_w/3)-(cell_space*2),(board_h/3)-(cell_space*2));
}
}
}
}
class Maze {
constructor(width, height, seed=0) {
this.PATH = 0;
this.WALL = 1;
this.width = width;
this.height = height;
if (this.width < 5 || this.height < 5) {
return;
}
if (this.width%2 == 0) {
this.width++;
}
if (this.height%2 == 0) {
this.height++;
}
this.maze = Array.from(new Array(this.height), () => new Array(this.width).fill(this.PATH));
this.dist = Array.from(new Array(this.height), () => new Array(this.width).fill(-1));
this.start = [1, 1];
this.goal = [this.width-2, this.height-2];
randomSeed(seed);
}
set_outer_wall() {
for (let y = 0; y < this.height; ++y) {
for (let x = 0; x < this.width; ++x) {
if (x == 0 || y == 0 || x == this.width-1 || y == this.height-1) {
this.maze[y][x] = this.WALL;
}
}
}
return this.maze;
}
set_inner_wall() {
for (let y = 2; y < this.height-1; y+=2) {
for (let x = 2; x < this.width-1; x+=2) {
this.maze[y][x] = this.WALL;
}
}
return this.maze;
}
set_maze_boutaoshi() {
let wall_x;
let wall_y;
let direction;
this.set_outer_wall();
this.set_inner_wall();
for (let y = 2; y < this.height-1; y+=2) {
for (let x = 2; x < this.width-1; x+=2) {
while (true) {
wall_x = x;
wall_y = y;
if (y == 2) {
direction = floor(random(4));
} else {
direction = floor(random(3));
}
if (direction == 0) {
wall_x += 1;
} else if (direction == 1) {
wall_y += 1;
} else if (direction == 2) {
wall_x -= 1;
} else if (direction == 3) {
wall_y -= 1;
}
if (this.maze[wall_y][wall_x] != this.WALL) {
this.maze[wall_y][wall_x] = this.WALL;
break;
}
}
}
}
return this.maze;
}
set_start_goal(start, goal) {
if (this.maze[start[1]][start[0]] == this.PATH) {
this.start = start;
}
if (this.maze[goal[1]][goal[0]] == this.PATH) {
this.goal = goal;
}
return this.maze;
}
set_dist_bfs(flag=false) {
let queue = [];
this.dist[this.start[1]][this.start[0]] = 0;
queue.push(this.start);
while (queue.length > 0) {
let point = queue.shift();
for (let x of [[0,-1],[1,0],[0,1],[-1,0]]) {
if (this.maze[point[1]+x[1]][point[0]+x[0]] == 0 && this.dist[point[1]+x[1]][point[0]+x[0]] == -1) {
this.dist[point[1]+x[1]][point[0]+x[0]] = this.dist[point[1]][point[0]] + 1;
queue.push([point[0]+x[0],point[1]+x[1]]);
}
if (flag != true) {
if (point[0]+x[0] == this.goal[0] && point[1]+x[1] == this.goal[1]) {
queue = [];
break;
}
}
}
}
return this.dist;
}
set_dist_dfs(flag=false) {
let stack = [];
this.dist[this.start[1]][this.start[0]] = 0;
stack.push(this.start);
while (stack.length > 0) {
let point = stack.pop();
for (let x of [[0,-1],[1,0],[0,1],[-1,0]]) {
if (this.maze[point[1]+x[1]][point[0]+x[0]] == 0 && this.dist[point[1]+x[1]][point[0]+x[0]] == -1) {
this.dist[point[1]+x[1]][point[0]+x[0]] = this.dist[point[1]][point[0]] + 1;
stack.push([point[0]+x[0],point[1]+x[1]]);
}
if (flag != true) {
if (point[0]+x[0] == this.goal[0] && point[1]+x[1] == this.goal[1]) {
stack = [];
break;
}
}
}
}
return this.dist;
}
set_shortest_path() {
let point = this.goal;
let x = [[0,-1],[1,0],[0,1],[-1,0]];
this.maze[point[1]][point[0]] = '*';
while (this.dist[point[1]][point[0]] > 0) {
for (let i = 0; i < x.length; ++i) {
if (this.dist[point[1]][point[0]]-this.dist[point[1]+x[i][1]][point[0]+x[i][0]] == 1) {
if (this.dist[point[1]][point[0]] > 0) {
this.maze[point[1]+x[i][1]][point[0]+x[i][0]] = '*';
point = [point[0]+x[i][0],point[1]+x[i][1]];
}
}
}
}
return this.maze;
}
print_maze() {
this.maze[this.start[1]][this.start[0]] = 'S';
this.maze[this.goal[1]][this.goal[0]] = 'G';
for (let col of this.maze) {
let arr = '';
for(let cell of col) {
if (cell == this.WALL) {
arr += '#';
} else if (cell == this.PATH) {
arr += ' ';
} else if (cell == 'S') {
arr += 'S';
} else if (cell == 'G') {
arr += 'G';
} else if (cell == '*') {
arr += '*';
}
}
console.log(arr);
}
}
print_dist() {
for (let col of this.dist) {
let arr = '';
for (let cell of col) {
if (cell == -1) {
if (Math.max.apply(null, Array.prototype.concat.apply([], this.dist)) == -1) {
arr += '#';
} else {
for (let i = 0; i < str(Math.max.apply(null, Array.prototype.concat.apply([], this.dist))).length; ++i) {
arr += '#';
}
}
} else {
if (str(cell).length == str(Math.max.apply(null, Array.prototype.concat.apply([], this.dist))).length) {
arr += str(cell);
} else {
for (let i = 0; i < str(Math.max.apply(null, Array.prototype.concat.apply([], this.dist))).length-str(cell).length; ++i) {
arr += ' ';
}
arr += str(cell);
}
}
}
console.log(arr);
}
}
}
今回は、以下のように出力される。
draw-maze-js by inoha_naito -p5.js Web Editor
A web editor for p5.js, a JavaScript library with the goal of making coding accessible to artists, designers, educators,...