疑似3D迷路を描画する。
let p1, m1, arr;
function setup() {
createCanvas(400, 400);
p1 = new Player();
m1 = new Maze(15,15);
m1.set_maze_boutaoshi();
p1.position = m1.start;
arr = p1.getFrontView(m1.maze,p1.direction,p1.position[0],p1.position[1]);
}
function draw() {
background(220);
if (arr[0][0] === 1) {
fill(255);
rect(0,150,150,100);
noFill();
}
if (arr[0][2] === 1) {
fill(255);
rect(width-150,150,150,100);
noFill();
}
if (arr[0][1] === 1) {
fill(255);
rect(150,150,100,100);
noFill();
}
if (arr[1][0] === 1) {
fill(255);
rect(0,100,100,200);
beginShape();
vertex(100,100);
vertex(150,150);
vertex(150,height-150);
vertex(100,height-100);
endShape();
noFill();
}
if (arr[1][2] === 1) {
fill(255);
rect(width-100,100,100,200);
beginShape();
vertex(width-100,100);
vertex(width-150,150);
vertex(width-150,height-150);
vertex(width-100,height-100);
endShape();
noFill();
}
if (arr[1][1] === 1) {
fill(255);
rect(100,100,200,200);
noFill();
}
if (arr[2][0] === 1) {
fill(255);
rect(0,50,50,300);
beginShape();
vertex(50,50);
vertex(100,100);
vertex(100,height-100);
vertex(50,height-50);
endShape();
noFill();
}
if (arr[2][2] === 1) {
fill(255);
rect(width-50,50,50,300);
beginShape();
vertex(width-50,50);
vertex(width-100,100);
vertex(width-100,height-100);
vertex(width-50,height-50);
endShape();
noFill();
}
if (arr[2][1] === 1) {
fill(255);
rect(50,50,300,300);
noFill();
}
if (arr[3][0] === 1) {
fill(255);
beginShape();
vertex(0,0);
vertex(50,50);
vertex(50,height-50);
vertex(0,height);
endShape();
noFill();
}
if (arr[3][2] === 1) {
fill(255);
beginShape();
vertex(width,0);
vertex(width-50,50);
vertex(width-50,height-50);
vertex(width,height);
endShape();
noFill();
}
}
function keyPressed() {
if (keyCode === LEFT_ARROW) {
p1.turnLeft();
}
if (keyCode === RIGHT_ARROW) {
p1.turnRight();
}
if (keyCode === UP_ARROW) {
if (p1.direction === p1.NORTH) {
if (m1.maze[p1.position[1]-1][p1.position[0]] === 0) {
p1.position[1]--;
}
} else if (p1.direction === p1.SOUTH) {
if (m1.maze[p1.position[1]+1][p1.position[0]] === 0) {
p1.position[1]++;
}
} else if (p1.direction === p1.WEST) {
if (m1.maze[p1.position[1]][p1.position[0]-1] === 0) {
p1.position[0]--;
}
} else if (p1.direction === p1.EAST) {
if (m1.maze[p1.position[1]][p1.position[0]+1] === 0) {
p1.position[0]++;
}
}
}
if (keyCode === DOWN_ARROW) {
if (p1.direction === p1.NORTH) {
if (m1.maze[p.position[1]+1][p.position[0]] === 0) {
p1.position[1]++;
}
} else if (p1.direction === p1.SOUTH) {
if (m1.maze[p1.position[1]-1][p1.position[0]] === 0) {
p1.position[1]--;
}
} else if (p1.direction === p1.WEST) {
if (m1.maze[p1.position[1]][p1.position[0]+1] === 0) {
p1.position[0]++;
}
} else if (p1.direction === p1.EAST) {
if (m1.maze[p1.position[1]][p1.position[0]-1] === 0) {
p1.position[0]--;
}
}
}
arr = p1.getFrontView(m1.maze,p1.direction,p1.position[0],p1.position[1]);
}
class Player {
constructor() {
this.NORTH = 0;
this.SOUTH = 1;
this.WEST = 2;
this.EAST = 3;
this.direction = this.SOUTH;
this.position = [1, 1];
}
getFrontView(arr,d,x,y) {
if (d === 0) {
const px = x-1;
const py = y-3;
const front_arr = [];
let tmp = [];
for (let y = Math.max(py,0); y < Math.min(py+4,arr.length); y++) {
for (let x = Math.max(px,0); x < Math.min(px+3,arr[0].length); x++) {
tmp.push(arr[y][x]);
}
front_arr.push(tmp)
tmp = [];
}
const view_arr = [...Array(4)].map(() => Array(3).fill(1));
const flip_arr = this.flip(front_arr);
for (let y = 0; y < front_arr.length; y++) {
for (let x = 0; x < 3; x++) {
view_arr[y][x] = flip_arr[y][x];
}
}
return this.flip(view_arr);
} else if (d === 1) {
const px = x-1;
const py = y;
const front_arr = [];
let tmp = [];
for (let y = Math.max(py,0); y < Math.min(py+4,arr.length); y++) {
for (let x = Math.max(px,0); x < Math.min(px+3,arr[0].length); x++) {
tmp.push(arr[y][x]);
}
front_arr.push(tmp)
tmp = [];
}
const view_arr = [...Array(4)].map(() => Array(3).fill(1));
for (let y = 0; y < front_arr.length; y++) {
for (let x = 0; x < 3; x++) {
view_arr[y][x] = front_arr[y][x];
}
}
return this.flip(view_arr);
} else if (d === 2) {
const px = x-3;
const py = y-1;
const front_arr = [];
let tmp = [];
for (let y = Math.max(py,0); y < Math.min(py+3,arr.length); y++) {
for (let x = Math.max(px,0); x < Math.min(px+4,arr[0].length); x++) {
tmp.push(arr[y][x]);
}
front_arr.push(tmp)
tmp = [];
}
const view_arr = [...Array(4)].map(() => Array(3).fill(1));
const rot_arr = this.flip(this.rot90(this.rot90(this.rot90(front_arr))));
for (let y = 0; y < rot_arr.length; y++) {
for (let x = 0; x < 3; x++) {
view_arr[y][x] = rot_arr[y][x];
}
}
return this.flip(view_arr);
} else if (d === 3) {
const px = x;
const py = y-1;
const front_arr = [];
let tmp = [];
for (let y = Math.max(py,0); y < Math.min(py+3,arr.length); y++) {
for (let x = Math.max(px,0); x < Math.min(px+4,arr[0].length); x++) {
tmp.push(arr[y][x]);
}
front_arr.push(tmp)
tmp = [];
}
const view_arr = [...Array(4)].map(() => Array(3).fill(1));
const rot_arr = this.flip(this.rot90(front_arr));
for (let y = 0; y < rot_arr.length; y++) {
for (let x = 0; x < 3; x++) {
view_arr[y][x] = rot_arr[y][x];
}
}
return this.flip(view_arr);
}
}
turnLeft() {
if (this.direction === this.NORTH) {
this.direction = this.WEST;
} else if (this.direction === this.WEST) {
this.direction = this.SOUTH;
} else if (this.direction === this.SOUTH) {
this.direction = this.EAST;
} else if (this.direction === this.EAST) {
this.direction = this.NORTH;
}
}
turnRight() {
if (this.direction === this.NORTH) {
this.direction = this.EAST;
} else if (this.direction === this.EAST) {
this.direction = this.SOUTH;
} else if (this.direction === this.SOUTH) {
this.direction = this.WEST;
} else if (this.direction === this.WEST) {
this.direction = this.NORTH;
}
}
rot90(arr) {
return arr[0].map((col,i) => arr.map(row => row[row.length-1-i]));
}
flip(arr) {
return arr.map((row,i) => arr[arr.length-1-i]).map(row => arr[0].map((col,i) => row[row.length-1-i]));
}
printPosition() {
console.log('position: ' + p1.position);
}
printDirection() {
if (this.direction === this.NORTH) {
console.log('direction: NORTH');
} else if (this.direction === this.SOUTH) {
console.log('direction: SOUTH');
} else if (this.direction === this.WEST) {
console.log('direction: WEST');
} else if (this.direction === this.EAST) {
console.log('direction: EAST');
}
}
printFrontView(arr,d,x,y) {
const view_arr = this.getFrontView(arr,d,x,y);
for (let i = 0; i < view_arr.length; i++) {
console.log(...view_arr[i]);
}
}
}
class Maze {
constructor(width, height, seed=0) {
this.PATH = 0;
this.WALL = 1;
this.width = width;
this.height = height;
if (this.width < 5 || this.height < 5) {
return;
}
if (this.width%2 == 0) {
this.width++;
}
if (this.height%2 == 0) {
this.height++;
}
this.maze = [...Array(this.height)].map(() => Array(this.width).fill(0));
this.dist = [...Array(this.height)].map(() => Array(this.width).fill(-1));
this.start = [1, 1];
this.goal = [this.width-2, this.height-2];
randomSeed(seed);
}
set_outer_wall() {
for (let y = 0; y < this.height; ++y) {
for (let x = 0; x < this.width; ++x) {
if (x == 0 || y == 0 || x == this.width-1 || y == this.height-1) {
this.maze[y][x] = this.WALL;
}
}
}
return this.maze;
}
set_inner_wall() {
for (let y = 2; y < this.height-1; y+=2) {
for (let x = 2; x < this.width-1; x+=2) {
this.maze[y][x] = this.WALL;
}
}
return this.maze;
}
set_maze_boutaoshi() {
let wall_x;
let wall_y;
let direction;
this.set_outer_wall();
this.set_inner_wall();
for (let y = 2; y < this.height-1; y+=2) {
for (let x = 2; x < this.width-1; x+=2) {
while (true) {
wall_x = x;
wall_y = y;
if (y == 2) {
direction = floor(random(4));
} else {
direction = floor(random(3));
}
if (direction == 0) {
wall_x += 1;
} else if (direction == 1) {
wall_y += 1;
} else if (direction == 2) {
wall_x -= 1;
} else if (direction == 3) {
wall_y -= 1;
}
if (this.maze[wall_y][wall_x] != this.WALL) {
this.maze[wall_y][wall_x] = this.WALL;
break;
}
}
}
}
return this.maze;
}
set_start_goal(start, goal) {
if (this.maze[start[1]][start[0]] == this.PATH) {
this.start = start;
}
if (this.maze[goal[1]][goal[0]] == this.PATH) {
this.goal = goal;
}
return this.maze;
}
set_dist_bfs(flag=false) {
let queue = [];
this.dist[this.start[1]][this.start[0]] = 0;
queue.push(this.start);
while (queue.length > 0) {
let point = queue.shift();
for (let x of [[0,-1],[1,0],[0,1],[-1,0]]) {
if (this.maze[point[1]+x[1]][point[0]+x[0]] == 0 && this.dist[point[1]+x[1]][point[0]+x[0]] == -1) {
this.dist[point[1]+x[1]][point[0]+x[0]] = this.dist[point[1]][point[0]] + 1;
queue.push([point[0]+x[0],point[1]+x[1]]);
}
if (flag != true) {
if (point[0]+x[0] == this.goal[0] && point[1]+x[1] == this.goal[1]) {
queue = [];
break;
}
}
}
}
return this.dist;
}
set_dist_dfs(flag=false) {
let stack = [];
this.dist[this.start[1]][this.start[0]] = 0;
stack.push(this.start);
while (stack.length > 0) {
let point = stack.pop();
for (let x of [[0,-1],[1,0],[0,1],[-1,0]]) {
if (this.maze[point[1]+x[1]][point[0]+x[0]] == 0 && this.dist[point[1]+x[1]][point[0]+x[0]] == -1) {
this.dist[point[1]+x[1]][point[0]+x[0]] = this.dist[point[1]][point[0]] + 1;
stack.push([point[0]+x[0],point[1]+x[1]]);
}
if (flag != true) {
if (point[0]+x[0] == this.goal[0] && point[1]+x[1] == this.goal[1]) {
stack = [];
break;
}
}
}
}
return this.dist;
}
set_shortest_path() {
let point = this.goal;
let x = [[0,-1],[1,0],[0,1],[-1,0]];
this.maze[point[1]][point[0]] = '*';
while (this.dist[point[1]][point[0]] > 0) {
for (let i = 0; i < x.length; ++i) {
if (this.dist[point[1]][point[0]]-this.dist[point[1]+x[i][1]][point[0]+x[i][0]] == 1) {
if (this.dist[point[1]][point[0]] > 0) {
this.maze[point[1]+x[i][1]][point[0]+x[i][0]] = '*';
point = [point[0]+x[i][0],point[1]+x[i][1]];
}
}
}
}
return this.maze;
}
print_maze() {
// this.maze[this.start[1]][this.start[0]] = 'S';
// this.maze[this.goal[1]][this.goal[0]] = 'G';
for (let col of this.maze) {
let arr = '';
for(let cell of col) {
if (cell == this.WALL) {
arr += '#';
} else if (cell == this.PATH) {
arr += ' ';
} else if (cell == 'S') {
arr += 'S';
} else if (cell == 'G') {
arr += 'G';
} else if (cell == '*') {
arr += '*';
}
}
console.log(arr);
}
}
print_dist() {
for (let col of this.dist) {
let arr = '';
for (let cell of col) {
if (cell == -1) {
if (Math.max.apply(null, Array.prototype.concat.apply([], this.dist)) == -1) {
arr += '#';
} else {
for (let i = 0; i < str(Math.max.apply(null, Array.prototype.concat.apply([], this.dist))).length; ++i) {
arr += '#';
}
}
} else {
if (str(cell).length == str(Math.max.apply(null, Array.prototype.concat.apply([], this.dist))).length) {
arr += str(cell);
} else {
for (let i = 0; i < str(Math.max.apply(null, Array.prototype.concat.apply([], this.dist))).length-str(cell).length; ++i) {
arr += ' ';
}
arr += str(cell);
}
}
}
console.log(arr);
}
}
}
今回は、以下のように出力される。
draw-pseudo3d-maze by inoha_naito -p5.js Web Editor
A web editor for p5.js, a JavaScript library with the goal of making coding accessible to artists, designers, educators,...