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triangularmaze.py
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import turtle as t
import random
width, height = 800, 800
# screen setup
background = t.Screen()
background.bgcolor("black")
background.setup(width, height)
background.title("Maze Generator")
# maze pen
maze = t.Turtle()
maze.pensize(5)
maze.speed("fastest")
maze.color("red")
class triangle:
def __init__(self, row, col):
self.side1wall = True
self.side2wall = True
self.side3wall = True
self.visited = False
self.row = row
self.col = col
self.total_width = side * (row // 2 + 1)
if row % 2 == 0:
self.x = (col * side) + (side // 2) - self.total_width // 2
self.y = (
-((row + 1) // 2) * heightoftriangle
+ (heightoftriangle // 2)
+ height // 4
)
else:
self.x = (col * side) + (side // 2) - self.total_width // 2
self.y = (
-((row + 1) // 2 - 2) * heightoftriangle
+ (heightoftriangle // 2)
+ height // 4
)
self.neighbours = None
self.yoff = 0
def next(self):
while True:
if len(self.neighbours) > 0:
side = random.choice(list(self.neighbours.keys()))
nexttriangle = self.neighbours[side]
del self.neighbours[side]
# checking if it is visited or not
if nexttriangle.visited: continue
nexttriangle.remove_wall(side)
self.remove_wall(side)
return nexttriangle
return False
def remove_wall(self, s):
if s == "side1":
self.side1wall = False
elif s == "side2":
self.side2wall = False
elif s == "side3":
self.side3wall = False
def getNeighbours(self):
i, j = self.row, self.col
neighbours = {}
if i % 2 == 0:
# above 2 and below 1
if i - 1 >= 0:
if j - 1 >= 0:
neighbours["side1"] = grid[i - 1][j - 1]
if j < len(grid[i - 1]):
neighbours["side2"] = grid[i - 1][j]
# below
if i + 1 < len(grid):
neighbours["side3"] = grid[i + 1][j]
else:
# below 2 and above 1
if i + 1 < len(grid):
neighbours["side2"] = grid[i + 1][j]
neighbours["side1"] = grid[i + 1][j + 1]
# above
if i - 1 >= 0:
neighbours["side3"] = grid[i - 1][j]
return neighbours
def draw(self):
maze.penup()
maze.goto(self.x, self.y)
if self.row % 2 != 0:
# Upright triangle
maze.goto(maze.xcor() - (0.5 * side), maze.ycor() - (0.5 * heightoftriangle))
maze.setheading(0) # Set the direction to upright
maze.pendown()
if not self.side2wall:maze.penup()
else:maze.pendown()
maze.right(60)
maze.forward(side)
maze.left(120)
if not self.side1wall: maze.penup()
else:maze.pendown()
maze.forward(side)
maze.left(120)
if not self.side3wall:maze.penup()
else:maze.pendown()
maze.forward(side)
maze.left(120)
else:
# Inverted triangle
maze.goto(maze.xcor()- (0.5 * side), maze.ycor() + (0.5 * heightoftriangle))
maze.setheading(0) # Set the direction to upright
maze.pendown()
if not self.side1wall:maze.penup()
else:maze.pendown()
maze.left(60)
maze.forward(side)
maze.right(120)
if not self.side2wall:maze.penup()
else:maze.pendown()
maze.forward(side)
maze.right(120)
if not self.side3wall:maze.penup()
else:maze.pendown()
maze.forward(side)
maze.right(120)
rows = 30
side = 20
heightoftriangle = side * 0.5 * (3**0.5)
stack = []
# init the trainagular grid
grid = []
for i in range(2 * rows - 1):
temp = []
for j in range((i // 2) + 1):
temp.append(triangle(i, j))
grid.append(temp)
# calculate neighbours
for i in range(len(grid)):
for j in range(len(grid[i])):
grid[i][j].neighbours = grid[i][j].getNeighbours()
# dfs maze generator
def mazegenerator(start=grid[0][0]):
current = start
while True:
current.visited = True
nextside = current.next()
if nextside:
stack.append(current)
current = nextside
elif len(stack) > 0:
current = stack.pop()
else:
return
mazegenerator()
# draw the final maze
maze.speed("fastest")
for i in range(len(grid)):
for j in range(len(grid[i])):
if i % 2 == 0:
grid[i][j].draw()
background.exitonclick()