mazes | Animated GIF maze generator , in various languages | Learning library
kandi X-RAY | mazes Summary
kandi X-RAY | mazes Summary
Animated GIF maze generator, in various languages. This is a relatively simple program that generates mazes on a toroidal topology and writes the maze generation process out as an animated GIF file. [Here’s an example.] /examples/algorithm1-500x500.gif?raw=true) It contains an implementation of the LZW algorithm for encoding the animated GIFs. It’d be useful to study for anyone who is interested in the internals of the GIF standard, or who is interested in a simple way to generate mazes. There are three possible maze generation algorithms that can be selected from the command line, using the -style option. I am planning on implementing a version of this in each programming language I know, as a programming exercise. Presently, Python (2.7 branch) is the only version that’s finished.
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mazes Key Features
mazes Examples and Code Snippets
private static void bfs(Maze maze) {
BFSMazeSolver bfs = new BFSMazeSolver();
List path = bfs.solve(maze);
maze.printPath(path);
maze.reset();
}
Community Discussions
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QUESTION
import os
os.environ['PYGAME_HIDE_SUPPORT_PROMPT'] = "hide"
import pygame
import random
from abc import abstractmethod
class Cell:
NUMBER_OF_CELLS = 0
def __init__(self):
self.id = Cell.NUMBER_OF_CELLS
Cell.NUMBER_OF_CELLS += 1
self.top_cell = None
self.bottom_cell = None
self.left_cell = None
self.right_cell = None
self.top_wall = True
self.bottom_wall = True
self.left_wall = True
self.right_wall = True
self.visited = False
def set_visited(self, visited: bool) -> None:
"""Sets the visited status of the cell
Args:
visited (bool): The visited status to set
"""
self.visited = visited
def has_unvisited_neighbors(self) -> bool:
"""Check if all neighbors are visited or not
Returns:
bool: True if there is at least one, else False
"""
return (
self.top_cell is not None
and not self.top_cell.visited
or self.bottom_cell is not None
and not self.bottom_cell.visited
or self.left_cell is not None
and not self.left_cell.visited
or self.right_cell is not None
and not self.right_cell.visited
)
def get_unvisited_neighbors(self) -> list["Cell"]:
"""Get all univisited neighbors of the cell (top, bottom, left and right)
Returns:
list["Cell"]: List of unvisited neighbors (cells)
"""
neighbors = []
if self.top_cell is not None and not self.top_cell.visited:
neighbors.append(self.top_cell)
if self.bottom_cell is not None and not self.bottom_cell.visited:
neighbors.append(self.bottom_cell)
if self.left_cell is not None and not self.left_cell.visited:
neighbors.append(self.left_cell)
if self.right_cell is not None and not self.right_cell.visited:
neighbors.append(self.right_cell)
return neighbors
def open_wall_with(self, cell: "Cell") -> None:
"""Opens the wall in the given direction for both cells (method called and parameter one)
Args:
cell (Cell): The cell to open the wall with
"""
direction = self.get_direction(cell)
if direction == "top":
self.top_wall = False
self.top_cell.bottom_wall = False
elif direction == "bottom":
self.bottom_wall = False
self.bottom_cell.top_wall = False
elif direction == "left":
self.left_wall = False
self.left_cell.right_wall = False
elif direction == "right":
self.right_wall = False
self.right_cell.left_wall = False
def get_direction(self, cell: "Cell") -> str:
"""Gets the direction to the given cell from this cell
Args:
cell (Cell): The cell to get the direction to
Returns:
str: The direction to the given cell or empty string if not found
"""
if self.top_cell is cell:
return "top"
elif self.bottom_cell is cell:
return "bottom"
elif self.left_cell is cell:
return "left"
elif self.right_cell is cell:
return "right"
else:
return ""
def __str__(self):
tmp = ""
tmp += "1" if self.top_wall else "0"
tmp += "1" if self.bottom_wall else "0"
tmp += "1" if self.left_wall else "0"
tmp += "1" if self.right_wall else "0"
return f" {tmp} "
class Maze:
def __init__(self, width: int, height: int):
self.width = width
self.height = height
self.cells = [[Cell() for _ in range(height)] for _ in range(width)]
self.link_cells()
def __str__(self):
s = ""
for i in range(self.height):
for j in range(self.width):
s += str(self.cells[j][i])
s += "\n"
return s
def link_cells(self) -> None:
"""Links all cells recursively"""
for i in range(self.width):
for j in range(self.height):
cell = self.cells[i][j]
if j > 0:
cell.top_cell = self.cells[i][j - 1]
if j < self.height - 1:
cell.bottom_cell = self.cells[i][j + 1]
if i > 0:
cell.left_cell = self.cells[i - 1][j]
if i < self.width - 1:
cell.right_cell = self.cells[i + 1][j]
class MazeBuilder:
ALGORITHMS = []
def __init__(self, num: int):
MazeBuilder.ALGORITHMS = [
method_name
for method_name in dir(self)
if callable(getattr(self, method_name)) and not method_name.startswith("__")
and method_name != "build"
]
self.algorithm = MazeBuilder.ALGORITHMS[num]
def build(self, maze: Maze) -> None:
self.algorithm(maze)
@staticmethod
def depth_first_search(maze: Maze) -> None:
"""Depth First Search algorithm (iterative, cuz the recursive one overflows the stack)
Args:
maze (Maze): An untouched maze object to be built upon
"""
maze.cells[0][0].set_visited(True)
stack = [maze.cells[0][0]]
while len(stack) != 0:
current_cell = stack.pop()
if current_cell.has_unvisited_neighbors():
stack.append(current_cell)
chosen_cell = random.choice(current_cell.get_unvisited_neighbors())
current_cell.open_wall_with(chosen_cell)
chosen_cell.set_visited(True)
stack.append(chosen_cell)
class MazeSolver:
ALGORITHMS = []
def __init__(self, num: int):
MazeSolver.ALGORITHMS = [
method_name
for method_name in dir(self)
if callable(getattr(self, method_name)) and not method_name.startswith("__")
and method_name != "solve"
]
self.algorithm = MazeSolver.ALGORITHMS[num]
def solve(self, maze: Maze) -> None:
self.algorithm(maze)
@staticmethod
def a_star(maze: Maze) -> None:
"""Depth First Search algorithm (iterative, cuz the recursive one overflows the stack)
Args:
maze (Maze): An untouched maze object to be built upon
"""
pass
class Color:
WHITE = pygame.Color("white")
BLACK = pygame.Color("black")
RED = pygame.Color("red")
BLUE = pygame.Color("blue")
class Window:
FPS = 60
WIDTH = 1280
HEIGHT = 720
def __init__(self):
pygame.init()
self.screen = pygame.display.set_mode((Window.WIDTH, Window.HEIGHT))
self.screen.fill(Color.WHITE)
pygame.display.set_caption("MazeBuild&Solve")
self.run = False
self.clock = pygame.time.Clock()
@abstractmethod
def start(self):
raise NotImplementedError("Not implemented abstract method for object type 'Window'")
class MazeDrawer(Window):
def __init__(self, alg_gen: int, alg_sol: int, width: int, height: int):
super().__init__()
self.maze_builder = MazeBuilder(alg_gen)
self.maze_solver = MazeSolver(alg_sol)
self.maze = Maze(width, height)
def _draw_line(self, start_coords: tuple, end_coords: tuple):
pygame.draw.line(self.screen, Color.BLACK, start_coords, end_coords)
def _draw_maze(self) -> None:
"""Draw the maze on pygame's window"""
pass
def start(self):
self.run = True
while self.run:
# Setting the tick to Window.FPS (default: 60)
self.clock.tick(Window.FPS)
# Looking for any event
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.run = False
self._draw_maze()
pygame.display.update()
pygame.display.flip()
def main():
_ = MazeBuilder(0) # Needed to init the MazeBuilder.ALGORITHMS list
_ = MazeSolver(0) # Needed to init the MazeSolver.ALGORITHMS list
alg_gen, alg_sol, width, height = -1, -1, -1, -1
for i in range(len(MazeBuilder.ALGORITHMS)):
print(f"{i}: {MazeBuilder.ALGORITHMS[i]}")
print()
while(alg_gen := int(input("Input the n° of the algorithm for the generation: ")) not in range(len(MazeBuilder.ALGORITHMS))):
continue
print()
for i in range(len(MazeSolver.ALGORITHMS)):
print(f"{i}: {MazeSolver.ALGORITHMS[i]}")
print()
while(alg_sol := int(input("Input the n° of the algorithm for the solving: ")) not in range(len(MazeSolver.ALGORITHMS))):
continue
print()
while(width := int(input("Width of the maze: \t")) not in range(1000)):
continue
print()
while(height := int(input("Height of the maze: \t")) not in range(1000)):
continue
m = MazeDrawer(alg_gen, alg_sol, width, height)
print(m.maze)
m.start()
if __name__ == "__main__":
main()
...ANSWER
Answered 2022-Feb-28 at 04:29Your big problem is parentheses:
QUESTION
In Conan documentation for cmake_find_package generator, it is mentioned that :
In the CMakeList.txt you do not need to specify or include anything related with Conan at all, just rely on the find_package feature
In my case, after calling find_package(boost COMPONENTS boost program_options REQUIRED)
in CMakeLists.txt of config module, the ${Boost_INCLUDE_DIRS}
variable was empty (undefined) so that CMake failed to build due to boost missing header file included in StartupConfig.cpp.
The only workaround I found is to include(FindBoost.cmake)
in the root CMakeLists.txt.
If I comment the include(FindBoost.cmake)
and change boost by Boost in the find_package, I get the following build error :
ANSWER
Answered 2021-Dec-29 at 15:57As proposed by @Tsyvarev, changing INTERFACE by PRIVATE in target_link_libraries(${PROJECT_NAME} INTERFACE boost::boost boost::program_options)
resolved my issue.
For more details, I recommend reading this clarification about CMake scope meaning:
https://leimao.github.io/blog/CMake-Public-Private-Interface/
QUESTION
I am a student and studying JAVA. I did write my code for DFS (Rat in a maze) and I need to use stack. I don't want Node class and my maze is just final. [0][0] is start and [5][5] is exit which has 'e'.
So, here's my code but if I run this code, there is a reputation between (1, 3), (2, 1). why this code failed?
...ANSWER
Answered 2021-Nov-14 at 13:26Some notes:
- Stacks work Last-In-First-Out (LIFO), so, because you are using the same stack for both
x
andy
coordinates, note thatpop
ing should be the opposite ofpush
ing in this case, ie if youpush
thex
coordinate first and then they
theny
is expected to be on top, so you shouldpop
they
coordinate first and then thex
. - You push only one neighbouring grid cell into the stack for each visited grid cell. But each grid cell has 4 neighbours, not 1. So you should check all neighbours for each visit, which means converting this:
QUESTION
My main goal is to fill in yellow bricks all the gaps in the maze only on the outer rows/columns.
First , I can't yet find how to fill this gaps but I also noticed that when I select one of the outer bricks the size is 27 on 27 ?
Maze selected bricks to show the size
On the top in the screenshot I selected brick that is out of the maze area not sure why and it's position is X = 1 and Z = 29 than on the bottom I selected a brick that is on the outer of the maze and its position is X = 18 and Z = 27 but why z is 27 ? and why there are bricks outside the maze on position 29 on the z ?
The maze size is 30 on 30 in the inspector.
This is the maze class :
...ANSWER
Answered 2021-Aug-04 at 12:17First of all the length and width of the maze should be an odd number. So your Start()
method should increase the size for even numbers.
Think of a repetitive set of two columns, one column of walls and one of paths. At the end of the repetition you need one more column of walls to close the maze.
QUESTION
I'm trying to write an algorithm to create mazes. The algorithm (DFS) looks like this:
- Start at a random cell.
- Mark the current cell as visited, get a list of the neighbors. For each neighbor, starting with a randomly selected neighbor:
If that neighbor hasn't been visited, remove the wall between this cell and that neighbor, and then recurse with that neighbor as the current cell.
But it produces mazes like this:
and I don't know why the algorithm creates full lanes instead of creating dead ends as well to make it look more like a maze instead of a one way road.
I suspected bad random selection, faulty backtracking or that the algorithm marks each cell as visited in the recursive step resulting in no dead ends as it can't go back to a cell but I can't narrow down the problem. Small mazes seem to produce the same problem.
Code:
...ANSWER
Answered 2021-Jul-28 at 12:33The algorithm produces a one way path as further generation of other paths is not included. It needs to further produce dead ends after the first on is created. In the algorithm I implemented, I did not account for further generation of other paths;
So when a dead-end is reached, it needs to backtrack through the path until it reaches a cell with an unvisited neighbour. Then it continues the generation with a new path until a dead end is reached. This stops when all valid neighbors of all cells have been visited.
Code to add before marking the end:
QUESTION
import pandas as pd
import requests
from bs4 import BeautifulSoup
page = requests.get("**website name**")
soup = BeautifulSoup(page.content,'html.parser')
books = soup.find('div',{'class':'row justify-content-md-first'})
#print(books)
items = books.find_all(class_='col-12')
#print(items[0].find(class_ ='product_title').get_text())
#print(items[0].find(class_ ='product_price').get_text())
product_titles = [item.find(class_ = 'product_title').get_text() for item in items]
product_prices = [item.find(class_ = 'product_price').get_text() for item in items]
print(product_titles)
#print(product_prices)
product_list = pd.DataFrame(
{'product_title':product_titles,
'product_price': product_prices,
})
print(product_list)
product_list.to_csv('Product.csv')
...ANSWER
Answered 2021-May-13 at 10:05You can use pandas.Series.str.strip()
to remove leading and trailing characters.
QUESTION
I have C# project in rider and FFMediaToolkit
installed via NuGet. I made instance of MediaBuilder
. When I hit run I get this error message:
ANSWER
Answered 2021-May-06 at 17:14Solution was to set:
QUESTION
I have trouble with making a project on javafx. I am trying to play sound using media and mediaplayer but got trouble with path selection. I work on IntellijIDEA. I decided to simplify the work and created a class sounds.java that creates object that takes string(path) and methods that will play and stop sound.(Like I can click button many times and sound plays over and over)
Here is my code(I put code in comments because of errors after using new method(
...ANSWER
Answered 2021-May-03 at 02:36You need to create a sounds object and use that in your code. Something like the following. Note how the object is defined outside of the start
method so that it can be referenced easily:
QUESTION
I am working through some code wherein I am wanting to piece (word by word) variations of the following sentence together, but I am working through my 'if' and 'else if' usage so only this please :
...ANSWER
Answered 2021-Mar-24 at 00:59There are some errors in the code and others in the logic:
The 'else if' doesn't do anything because of the ';', the printf after it will occur every time.
QUESTION
In the following code, when I debugged it, the first call function (mazesentence(0, 0, 1, 0);) also went to the if(before == 1 ), but 'before' is clearly a zero. Why is it entering in that location? I would imagine, i have my braces incorrectly.
...ANSWER
Answered 2021-Mar-23 at 23:04Your braces are indeed incorrect. Looking at the problem conditional:
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Install mazes
You can use mazes like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.
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