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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(width, height) { |
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var cells = new Array(width * height), // each cell’s edge bits |
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remaining = d3.range(width * height), // cell indexes to visit |
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previous = new Array(width * height); // current random walk |
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// Add the starting cell. |
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var start = remaining.pop(); |
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cells[start] = 0; |
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// While there are remaining cells, |
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// add a loop-erased random walk to the maze. |
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while (!loopErasedRandomWalk()); |
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return cells; |
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function loopErasedRandomWalk() { |
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var i0, |
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i1, |
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x0, |
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y0; |
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// Pick a location that’s not yet in the maze (if any). |
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do if ((i0 = remaining.pop()) == null) return true; |
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while (cells[i0] >= 0); |
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// Perform a random walk starting at this location, |
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previous[i0] = i0; |
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while (true) { |
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x0 = i0 % width; |
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y0 = i0 / width | 0; |
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// picking a legal random direction at each step. |
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i1 = Math.random() * 4 | 0; |
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if (i1 === 0) { if (y0 <= 0) continue; --y0, i1 = i0 - width; } |
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else if (i1 === 1) { if (y0 >= height - 1) continue; ++y0, i1 = i0 + width; } |
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else if (i1 === 2) { if (x0 <= 0) continue; --x0, i1 = i0 - 1; } |
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else { if (x0 >= width - 1) continue; ++x0, i1 = i0 + 1; } |
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// If this new cell was visited previously during this walk, |
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// erase the loop, rewinding the path to its earlier state. |
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if (previous[i1] >= 0) eraseWalk(i0, i1); |
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// Otherwise, just add it to the walk. |
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else previous[i1] = i0; |
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// If this cell is part of the maze, we’re done walking. |
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if (cells[i1] >= 0) { |
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// Add the random walk to the maze by backtracking to the starting cell. |
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// Also erase this walk’s history to not interfere with subsequent walks. |
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while ((i0 = previous[i1]) !== i1) { |
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if (i1 === i0 + 1) cells[i0] |= E, cells[i1] |= W; |
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else if (i1 === i0 - 1) cells[i0] |= W, cells[i1] |= E; |
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else if (i1 === i0 + width) cells[i0] |= S, cells[i1] |= N; |
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else cells[i0] |= N, cells[i1] |= S; |
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previous[i1] = NaN; |
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i1 = i0; |
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} |
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previous[i1] = NaN; |
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return; |
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} |
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i0 = i1; |
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} |
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} |
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function eraseWalk(i0, i2) { |
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var i1; |
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do i1 = previous[i0], previous[i0] = NaN, i0 = i1; while (i1 !== i2); |
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} |
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} |
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d3.select(self.frameElement).style("height", height + "px"); |
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</script> |