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import random
import time
import pygame
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)
GREY = (46, 49, 49, 1)
Width, Height = 1680, 1050
pygame.init()
pygame.mixer.init()
pygame.display.set_caption("Maze generator")
win = pygame.display.set_mode((Width, Height))
win.fill(WHITE)
pygame.display.update()
Fps = 30
clock = pygame.time.Clock()
cell_width = 40
x = 0
y = 0
grid = []
stack_list = []
closed_list = []
path = {}
time.sleep(2)
def build_grid(x, y, cell_width=cell_width):
for n in range(20):
x = 40
y = y + 40
for m in range(20):
pygame.draw.line(win, BLACK, [x + cell_width, y], [x + cell_width, y + cell_width], 2) # East wall
pygame.draw.line(win, BLACK, [x , y], [x, y + cell_width], 2) # West wall
pygame.draw.line(win, BLACK, [x, y], [x + cell_width, y], 2) # North wall
pygame.draw.line(win, BLACK, [x, y + cell_width], [x + cell_width, y + cell_width], 2) # South wall
grid.append((x,y))
x = x + 40
pygame.display.update()
def Knockdown_East_Wall(x, y):
pygame.draw.rect(win, YELLOW, (x + 1, y + 1, 79, 39), 0)
pygame.display.update()
def Knockdown_West_Wall(x, y):
pygame.draw.rect(win, YELLOW, (x - cell_width + 1, y + 1, 79, 39), 0)
pygame.display.update()
def Knockdown_North_Wall(x, y):
pygame.draw.rect(win, YELLOW, (x + 1, y - cell_width + 1, 39, 79), 0)
pygame.display.update()
def Knockdown_South_Wall(x, y):
pygame.draw.rect(win, YELLOW, (x + 1, y + 1, 39, 79), 0)
pygame.display.update()
def Single_Cell(x, y):
pygame.draw.rect(win, BLUE, (x + 1, y + 1, 38, 38), 0)
pygame.display.update()
def backtracking_cell(x, y):
pygame.draw.rect(win, YELLOW, (x + 1, y+1, 38, 38), 0)
pygame.display.update()
def Path_tracker(x, y):
pygame.draw.rect(win, GREEN, (x + 8, y + 8, 10, 10),0)
pygame.display.update()
def Maze(x, y):
Single_Cell(x, y)
stack_list.append((x,y))
closed_list.append((x,y))
while len(stack_list) > 0:
time.sleep(0.07)
cell = []
if(x + cell_width, y) not in closed_list and (x + cell_width, y) in grid:
cell.append("East")
if (x - cell_width, y) not in closed_list and (x - cell_width, y) in grid:
cell.append("West")
if (x , y + cell_width) not in closed_list and (x , y + cell_width) in grid:
cell.append("South")
if (x, y - cell_width) not in closed_list and (x , y - cell_width) in grid:
cell.append("North")
if len(cell) > 0:
current_cell = (random.choice(cell))
if current_cell == "East":
Knockdown_East_Wall(x,y)
path[(x + cell_width, y)] = x, y
x = x + cell_width
closed_list.append((x, y))
stack_list.append((x, y))
elif current_cell == "West":
Knockdown_West_Wall(x, y)
path[(x - cell_width, y)] = x, y
x = x - cell_width
closed_list.append((x, y))
stack_list.append((x, y))
elif current_cell == "North":
Knockdown_North_Wall(x, y)
path[(x , y - cell_width)] = x, y
y = y - cell_width
closed_list.append((x, y))
stack_list.append((x, y))
elif current_cell == "South":
Knockdown_South_Wall(x, y)
path[(x , y + cell_width)] = x, y
y = y + cell_width
closed_list.append((x, y))
stack_list.append((x, y))
else:
x, y = stack_list.pop()
Single_Cell(x, y)
time.sleep(0.05)
backtracking_cell(x, y)
def path_tracer(x, y):
Path_tracker(x,y)
while (x, y) != (40, 40 ):
x, y = path[x, y]
Path_tracker(x,y)
time.sleep(0.1)
x, y = 40, 40
build_grid(40, 0, 40)
Maze(x, y)
path_tracer(400, 400)
RUN = True
while RUN:
clock.tick(Fps)
for event in pygame.event.get():
if event.type == pygame.QUIT:
RUN = False