# Alexandre B A Villares - https://abav.lugaralgum.com/sketch-a-day # based on Randomized Prim's algorithm https://en.wikipedia.org/wiki/Maze_generation_algorithm # s173 180620 from random import randint def setup(): global m, dim, Z, C size(400, 400) rectMode(CENTER) colorMode(HSB) noLoop() noStroke() # Only odd dims dim = ((101 // 2) * 2 + 1, (101 // 2) * 2 + 1) Z = [[0] * dim[1] for _ in range(dim[0])] C = [[0] * dim[1] for _ in range(dim[0])] m = maze(101,101) w, h = 4, 4 for x in range(len(m)): for y in range(len(m[0])): if m[x][y]==1: fill(C[x][y]) else: fill(255) rect(w/2 + w * x, h/2 + h * y, w, h) def maze(mh, mw, complexity=.51, density=2): # Adjust complexity and density relative to maze size complexity = int(complexity * (5 * (dim[0] + dim[1]))) # number of components density = int(density * ((dim[0] // 2) * (dim[1] // 2))) # size of components # Build actual maze # Make aisles for i in range(density): x = randint(0, dim[1] // 2) * 2 y = randint(0, dim[0] // 2) * 2 # pick a random position Z[y][x] = 1 for j in range(complexity): neighbours = [] if x > 1: neighbours.append((y, x - 2)) if x < dim[1] - 2: neighbours.append((y, x + 2)) if y > 1: neighbours.append((y - 2, x)) if y < dim[0] - 2: neighbours.append((y + 2, x)) if len(neighbours): y_,x_ = neighbours[randint(0, len(neighbours) - 1)] if Z[y_][x_] == 0: Z[y_][x_] = 1 C[y_][x_] = color(i+j % 256, 255, 200) Z[y_ + (y - y_) // 2][ x_ + (x - x_) // 2] = 1 C[y_ + (y - y_) // 2][ x_ + (x - x_) // 2] = 0 x, y = x_, y_ redraw() return Z