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Perfect Maze

Uploader:MitgliedEternal_Pain
Datum/Zeit:19.03.2013 15:10:58

Randomize Timer

#Define MazeFloor     &h00
#Define MazeStart     &h01
#Define MazeGoal      &h02
'...define... Items or anything else... here
'MazeReachPath: important to know, to set items and monsters... (or anything else...)
#Define MazeReachPath &h69
#Define MazeWall      &h70
'...define other solid items like walls... here (up to &hFF)

Type Vector2
    X as Integer
    Y as Integer
End Type

Function Distance2i (byval XY1 as Vector2, Byval XY2 as Vector2) as Integer

    Dim PX as Integer = abs(XY1.X-XY2.X)*abs(XY1.X-XY2.X)
    Dim PY as Integer = abs(XY1.Y-XY2.Y)*abs(XY1.Y-XY2.Y)

    Function = SQR(PX+PY)
End Function

Function getRandom(Byval imin as Integer, Byval imax as Integer) as Integer
    Dim rndnum as Integer
    Dim as Integer min, max

    min = imin : max = imax
    If min>max then swap min,max

    rndnum = min + int( rnd*( max - (min-1) ) )

    return rndnum
End Function

Type tMaze
    MazeP as ubyte ptr
    MazeW as uinteger'ushort
    MazeH as uinteger'ushort

    Declare Function genMaze(Byval sizeW as ushort, byval sizeH as ushort) as Integer
    Declare Function delMaze() as Integer

    Declare Function drawMaze(byval Wallsize as Integer = 10) as any ptr'for tests only
    Declare Sub fillPath(byval posX as Integer, byval posY as Integer)

    Private:
    MazeControl as Integer
    MazeStack   as UInteger
End Type

Sub tMaze.fillPath(byval posX as Integer, byval posY as Integer)
    MazeStack += 1

    Dim mappos as Integer
    mappos = posX+(posY*MazeW)

    If MazeP[mappos] = MazeFloor Then MazeP[mappos] = MazeReachPath

    If MazeP[mappos] = MazeGoal Then MazeControl = 1

    'If (MazeStack < 1024) Then
        If (posX > 0)         and MazeP[mappos-1]     < MazeReachPath Then fillPath(posX-1,posY)
        If (posY > 0)         and MazeP[mappos-MazeW] < MazeReachPath Then fillPath(posX,posY-1)
        If (posX < (MazeW-1)) and MazeP[mappos+1]     < MazeReachPath Then fillPath(posX+1,posY)
        If (posY < (MazeH-1)) and MazeP[mappos+MazeW] < MazeReachPath Then fillPath(posX,posY+1)
    'End If

    mazeStack -= 1
End Sub

Function tMaze.drawMaze(byval Wallsize as Integer = 10) as any ptr
    If (MazeP = 0) or (MazeW = 0) or (MazeH = 0) Then return 0

    Dim mappos as Integer
    Dim C      as UInteger
    Dim startc as Vector2
    Dim goalc  as Vector2

    Dim MapImage as any ptr = ImageCreate(MazeW*WallSize,MazeH*WallSize)

    For Y as Integer = 0 to MazeH-1
        For X as Integer = 0 to MazeW-1
            mappos = X+(Y*MazeW)

            Select Case mazeP[mappos]
                Case MazeFloor
                    C = &h222222
                Case MazeStart
                    C = &h00FF00
                    startc.X = (Wallsize/2)+(X*Wallsize) : startc.Y = (Wallsize/2)+(Y*Wallsize)
                Case MazeGoal
                    C = &hFFFF00
                    goalc.X = (Wallsize/2)+(X*Wallsize) : goalc.Y = (Wallsize/2)+(Y*Wallsize)
                Case MazeWall
                    C = &hFFFFFF
                Case MazeReachPath 'important to know, to set items and monsters... (or anything else...)
                    C = &h3333EE'&h222222'&hFF8800
                Case Else
                    C = &hFF8800
            End Select

            line MapImage,(X*Wallsize,Y*Wallsize)-((Wallsize-1)+(X*Wallsize),(Wallsize-1)+(Y*Wallsize)),C,bf
        Next X
    Next Y

    'start'n'goal help circles
    'circle MapImage,(startc.X,startc.Y),100,&hFF0000'&h00FF00
    'circle MapImage,(startc.X,startc.Y),Wallsize*4,&h00FF00
    'circle MapImage,(goalc.X,goalc.Y),100,&hFF0000'&hFFFF00
    'circle MapImage,(goalc.X,goalc.Y),Wallsize*4,&hFFFF00

    return MapImage
End Function


Function tMaze.genMaze(Byval sizeW as ushort, byval sizeH as ushort) as Integer


    Dim MazeS as Vector2 'start position
    Dim MazeG as Vector2 'goal position
    Dim granularity  as Integer
    Dim randomLength as Integer
    Dim minLength    as Integer
    Dim maxLength    as Integer
    Dim numWalls     as Integer
    Dim rndWallPosX  as Integer
    Dim rndWallPosY  as Integer
    Dim rndDest      as Integer
    Dim dX           as Integer
    Dim dY           as Integer
    Dim mappos       as Integer

    Do
        If MazeP Then delMaze()
        MazeW = sizeW : MazeH = sizeH

        If (MazeW mod 2) = 0 Then MazeW -= 1
        If (MazeH mod 2) = 0 Then MazeH -= 1

        If (MazeW < 9) Then MazeW = 9
        If (MazeH < 9) Then MazeH = 9

        MazeP = NEW ubyte[MazeW*MazeH]

        'gen outwalls
        For WallW as Integer = 0 to MazeW-1
            MazeP[WallW] = MazeWall
            MazeP[((MazeH-1)*MazeW)+WallW] = MazeWall
        Next WallW

        For WallH as Integer = 0 to MazeH-1
            MazeP[WallH*MazeW] = MazeWall
            MazeP[(MazeW-1)+(WallH*MazeW)] = MazeWall
        Next WallH


        'gen random start position
        MazeS = type(getRandom(1,MazeW-2),getRandom(1,MazeH-2))

        'gen random goals position (with minimal distance)
        Do
            MazeG = type(getRandom(1,MazeW-2),getRandom(1,MazeH-2))
        Loop while Distance2i(MazeS,MazeG) < 2

        MazeP[MazeS.X+(MazeS.Y*MazeW)]=MazeStart
        MazeP[MazeG.X+(MazeG.Y*MazeW)]=MazeGoal

        For G as Integer = 4 to 1 step -1
            granularity = 2 ^ G '...16,8,4,2
            numWalls = (MazeW*MazeH)/G

            For W as Integer = 1 to numWalls '1 to...
                rndWallPosX = granularity * (getRandom(1,MazeW-1) \ granularity)
                rndWallPosY = granularity * (getRandom(1,MazeH-1) \ granularity)

                minLength   = getRandom(1,4)
                maxLength   = getRandom(2,10)

                rndDest     = getRandom(0,3)

                Select Case rndDest
                    Case 0 'North/Up
                        dX =  0 : dY = -1
                    Case 1 'East/Right
                        dX =  1 : dY =  0
                    Case 2 'South/Down
                        dX =  0 : dY =  1
                    Case 3 'West/Left
                        dX = -1 : dY =  0
                End Select

                randomLength = granularity * (getRandom(minLength,maxLength)+1)

                For L as Integer = 1 to randomLength
                    mappos = (rndWallPosX + (rndWallPosY*MazeW))
                    If MazeP[mappos] <> MazeFloor Then Exit For
                    MazeP[mappos] = MazeWall
                    rndWallPosX += dX : rndWallPosY += dY
                Next L

            Next W

        Next G

        fillPath(MazeS.X,MazeS.Y) 'mark all reachable tiles (from start)
    Loop until MazeControl 'not necassary | just for sure, the goal is reachable from start

    Return -1'TRUE
End Function

Function tMaze.delMaze() as Integer
    If MazeP Then Delete[] MazeP
    'If MazeP Then deallocate(MazeP)

    MazeStack   = 0
    MazeControl = 0
    MazeW = 0
    MazeH = 0

    return -1'TRUE
End Function


''''TEST
screenres 800,600,32

Dim myMaze as tMaze
Dim mapMaze as any ptr
Dim genTime as double

do
    genTime = Timer
    myMaze.genMaze(80,60)
    mapMaze = myMaze.drawMaze(10)
    put(0,0),mapMaze,pset
    genTime = Timer-genTime
    locate 1,1:?genTime

    sleep 100
    myMaze.delMaze()
    imagedestroy(mapMaze)
loop until multikey(&h01)