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Note that we’ve also included various calls to pause(), usefulįor having a closer look at various stages. Such a way that a wall is always present to its immediate right. To find the object consists in “following the right wall”, moving in
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We’ve alsoĪdded a robot and an object to find. Storage, so that it could be retrieved when accessing Reeborg’s WorldĪt a later time (using the same browser, of course). _world(name) saves the maze in the browser’s local Supposed to represent the amount of time taken by the robot to think Time, with a delay that can be adjusted using think(ms), which is
#Recursive backtracking maze generator algorithm python series
Programs are first run entirely in the background, with various framesīeing recorded the series of frames are then played back, one at a Not read the rest of the documentation: in Reeborg’s World, Quick method for the robot to find the star.Īre instructions to “take a snapshot” (or “recordĪ frame”) of the world’s state at that point. It includes the addition of a robot, a star, and a save_world ( name ) def turn_right (): turn_left () turn_left () turn_left () make_maze ( max_x, max_y ) pause ( 500 ) while not object_here (): if right_is_clear (): turn_right () move () elif front_is_clear (): move () else : turn_left () add_object ( "star", randint ( 1, max_x ), randint ( 1, max_y ), 1 ) RUR. record_frame () walk ( xx, yy ) walk ( randrange ( w ), randrange ( h )) reeborg = UsedRobot ( randint ( 1, max_x ), randint ( 1, max_y )) RUR. toggle_wall ( min ( x, xx ) + 1, y + 1, "east" ) RUR. toggle_wall ( x + 1, min ( y, yy ) + 1, "north" ) elif yy = y : RUR. ''' make_filled_maze ( w, h ) pause ( 500 ) vis = * w + for _ in range ( h )] + * ( w + 1 )] def walk ( x, y ): vis = True d = shuffle ( d ) for ( xx, yy ) in d : if vis : continue if xx = x : RUR. record_frame () def make_maze ( w = 16, h = 8, name = "maze" ): '''Adapted from "name" is the value used to save the maze in the browser's local storage so that it is available if the page is reloaded. toggle_wall ( i, h, "east" ) for j in range ( 1, h ): RUR. toggle_wall ( i, j, "north" ) for i in range ( 1, w ): RUR. compute_world_geometry ( w, h ) for i in range ( 1, w ): for j in range ( 1, h ): RUR. MAX_STEPS = 2000 # bigger for large mazes think ( 30 ) def make_filled_maze ( w, h ): '''Creates a maze of size w by h with all grid cells surrounded by walls ''' RUR. small_tiles = False # display related options RUR. (I wouldn’t have thought of that on my own.)įrom random import shuffle, randrange, randint # Maze parameters max_x = 5 max_y = 5 RUR. When reaching index values greater than the size of the lists,Ĭleverly making use of the fact that refers to the last item in a list.
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record_frame () walk ( xx, yy ) # recursive call push ahead # 5 after recursion, effectively backtrack walk ( randrange ( w ), randrange ( h )) # 1Īn interesting feature of that algorithm is that itĪppends extra fake visited list items to avoid generating an Inde圎rror toggle_wall ( min ( x, xx ) + 1, y + 1, "east" ) # 4 RUR. toggle_wall ( x + 1, min ( y, yy ) + 1, "north" ) # 4 elif yy = y : RUR. From random import shuffle, randrange def make_maze ( w = 16, h = 8 ): visited = * w + for _ in range ( h )] + * ( w + 1 )] def walk ( x, y ): visited = True d = shuffle ( d ) # 2 randomize neighbours for ( xx, yy ) in d : if visited : # 3 (ignore visited) continue if xx = x : RUR.
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