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<!DOCTYPE html> |
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<meta charset="utf-8"> |
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<style> |
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body { |
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background: #000; |
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} |
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</style> |
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<body> |
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<script src="//d3js.org/d3.v3.min.js"></script> |
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<script> |
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var width = 960, |
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height = 960; |
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var N = 1 << 0, |
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S = 1 << 1, |
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W = 1 << 2, |
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E = 1 << 3; |
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var cellSize = 4, |
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cellSpacing = 4, |
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cellWidth = Math.floor((width - cellSpacing) / (cellSize + cellSpacing)), |
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cellHeight = Math.floor((height - cellSpacing) / (cellSize + cellSpacing)), |
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cells = generateMaze(cellWidth, cellHeight), // each cell’s edge bits |
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distance = 0, |
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visited = new Array(cellWidth * cellHeight), |
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frontier = [(cellHeight - 1) * cellWidth]; |
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var canvas = d3.select("body").append("canvas") |
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.attr("width", width) |
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.attr("height", height); |
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var context = canvas.node().getContext("2d"); |
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context.translate( |
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Math.round((width - cellWidth * cellSize - (cellWidth + 1) * cellSpacing) / 2), |
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Math.round((height - cellHeight * cellSize - (cellHeight + 1) * cellSpacing) / 2) |
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); |
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context.fillStyle = "#fff"; |
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for (var y = 0, i = 0; y < cellHeight; ++y) { |
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for (var x = 0; x < cellWidth; ++x, ++i) { |
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fillCell(i); |
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if (cells[i] & S) fillSouth(i); |
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if (cells[i] & E) fillEast(i); |
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} |
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} |
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d3.timer(function() { |
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if (!(n0 = frontier.length)) return true; |
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context.fillStyle = d3.hsl(distance++ % 360, 1, .5) + ""; |
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if (distance & 1) { |
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for (var i = 0; i < n0; ++i) { |
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fillCell(frontier[i]); |
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} |
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} else { |
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var frontier1 = [], |
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i0, |
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i1, |
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n0; |
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for (var i = 0; i < n0; ++i) { |
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i0 = frontier[i]; |
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if (cells[i0] & E && !visited[i1 = i0 + 1]) visited[i1] = true, fillEast(i0), frontier1.push(i1); |
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if (cells[i0] & W && !visited[i1 = i0 - 1]) visited[i1] = true, fillEast(i1), frontier1.push(i1); |
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if (cells[i0] & S && !visited[i1 = i0 + cellWidth]) visited[i1] = true, fillSouth(i0), frontier1.push(i1); |
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if (cells[i0] & N && !visited[i1 = i0 - cellWidth]) visited[i1] = true, fillSouth(i1), frontier1.push(i1); |
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} |
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frontier = frontier1; |
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} |
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}); |
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function fillCell(i) { |
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var x = i % cellWidth, y = i / cellWidth | 0; |
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context.fillRect(x * cellSize + (x + 1) * cellSpacing, y * cellSize + (y + 1) * cellSpacing, cellSize, cellSize); |
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} |
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function fillEast(i) { |
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var x = i % cellWidth, y = i / cellWidth | 0; |
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context.fillRect((x + 1) * (cellSize + cellSpacing), y * cellSize + (y + 1) * cellSpacing, cellSpacing, cellSize); |
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} |
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function fillSouth(i) { |
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var x = i % cellWidth, y = i / cellWidth | 0; |
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context.fillRect(x * cellSize + (x + 1) * cellSpacing, (y + 1) * (cellSize + cellSpacing), cellSize, cellSpacing); |
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} |
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function generateMaze(cellWidth, cellHeight) { |
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var cells = new Array(cellWidth * cellHeight), |
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frontier = [], |
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startIndex = (cellHeight - 1) * cellWidth; |
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cells[startIndex] = 0; |
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frontier.push({index: startIndex, direction: N}); |
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frontier.push({index: startIndex, direction: E}); |
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while ((edge = popRandom(frontier)) != null) { |
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var edge, |
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i0 = edge.index, |
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d0 = edge.direction, |
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i1 = i0 + (d0 === N ? -cellWidth : d0 === S ? cellWidth : d0 === W ? -1 : +1), |
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x0 = i0 % cellWidth, |
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y0 = i0 / cellWidth | 0, |
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x1, |
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y1, |
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d1, |
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open = cells[i1] == null; // opposite not yet part of the maze |
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if (d0 === N) x1 = x0, y1 = y0 - 1, d1 = S; |
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else if (d0 === S) x1 = x0, y1 = y0 + 1, d1 = N; |
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else if (d0 === W) x1 = x0 - 1, y1 = y0, d1 = E; |
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else x1 = x0 + 1, y1 = y0, d1 = W; |
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if (open) { |
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cells[i0] |= d0, cells[i1] |= d1; |
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if (y1 > 0 && cells[i1 - cellWidth] == null) frontier.push({index: i1, direction: N}); |
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if (y1 < cellHeight - 1 && cells[i1 + cellWidth] == null) frontier.push({index: i1, direction: S}); |
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if (x1 > 0 && cells[i1 - 1] == null) frontier.push({index: i1, direction: W}); |
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if (x1 < cellWidth - 1 && cells[i1 + 1] == null) frontier.push({index: i1, direction: E}); |
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} |
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} |
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return cells; |
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} |
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function popRandom(array) { |
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if (!array.length) return; |
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var n = array.length, i = Math.random() * n | 0, t; |
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t = array[i], array[i] = array[n - 1], array[n - 1] = t; |
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return array.pop(); |
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} |
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d3.select(self.frameElement).style("height", height + "px"); |
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</script> |