kopia lustrzana https://github.com/villares/sketch-a-day
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Po Szerokość: | Wysokość: | Rozmiar: 21 KiB |
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@ -0,0 +1,51 @@
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# based on Randomized Prim's algorithm https://en.wikipedia.org/wiki/Maze_generation_algorithm
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from random import randint
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def setup():
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global m, shape, Z, C
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size(800, 800)
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rectMode(CENTER)
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colorMode(HSB)
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noLoop()
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noStroke()
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# Only odd shapes
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shape = ((101 // 2) * 2 + 1, (101 // 2) * 2 + 1)
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Z = [[0] * shape[1] for _ in range(shape[0])]
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C = [[0] * shape[1] for _ in range(shape[0])]
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m = maze(101,101)
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w, h = 8, 8
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for x in range(len(m)):
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for y in range(len(m[0])):
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if m[x][y]==1: fill(C[x][y])
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else: fill(255)
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rect(w/2 + w * x, h/2 + h * y, w, h)
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saveFrame("s174.png")
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def maze(mh, mw, complexity=.51, density=2):
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# Adjust complexity and density relative to maze size
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complexity = int(complexity * (5 * (shape[0] + shape[1]))) # number of components
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density = int(density * ((shape[0] // 2) * (shape[1] // 2))) # size of components
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# Build actual maze
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# Make aisles
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for i in range(density):
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x = randint(0, shape[1] // 2) * 2
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y = randint(0, shape[0] // 2) * 2 # pick a random position
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Z[y][x] = 1
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for j in range(complexity):
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neighbours = []
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if x > 1: neighbours.append((y, x - 2))
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if x < shape[1] - 2: neighbours.append((y, x + 2))
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if y > 1: neighbours.append((y - 2, x))
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if y < shape[0] - 2: neighbours.append((y + 2, x))
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if len(neighbours):
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y_,x_ = neighbours[randint(0, len(neighbours) - 1)]
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if Z[y_][x_] == 0:
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Z[y_][x_] = 1
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C[y_][x_] = color(i+j % 256, 255, 200)
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Z[y_ + (y - y_) // 2][ x_ + (x - x_) // 2] = 1
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C[y_ + (y - y_) // 2][ x_ + (x - x_) // 2] = color(i+j % 256, 255, 200)
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x, y = x_, y_
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redraw()
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return Z
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