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# -*- coding: utf-8 -*-
# Maze.activity
# A simple multi-player maze game for the XO laptop.
# http://wiki.laptop.org/go/Maze
#
# Special thanks to Brendan Donohoe for the icon.
#
# Copyright (C) 2007 Joshua Minor
# This file is part of Maze.activity
#
# Maze.activity is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# Maze.activity is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with Maze.activity. If not, see <http://www.gnu.org/licenses/>.
import random
from pygame import Rect
class Maze:
SOLID = 0
EMPTY = 1
SEEN = 2
GOAL = 3
def __init__(self, seed, width, height):
# use the seed given to us to make a pseudo-random number generator
# we will use that to generate the maze, so that other players can
# generate the exact same maze given the same seed.
print "Generating maze:%d,%d,%d" % (seed, width, height)
self.seed = seed
self.generator = random.Random(seed)
self.width, self.height = width, height
self.map = []
self.bounds = Rect(0,0,width,height)
for x in range(0, width):
self.map.append([self.SOLID] * self.height)
startx = self.generator.randrange(1,width,2)
starty = self.generator.randrange(1,height,2)
self.dig(startx,starty)
def validMove(self, x, y):
return self.bounds.collidepoint(x,y) and self.map[x][y]!=self.SOLID
def validDig(self, x, y):
return self.bounds.collidepoint(x,y) and self.map[x][y]==self.SOLID
def validDigDirections(self, x, y):
directions = []
if self.validDig(x,y-2):
directions.append((0,-1))
if self.validDig(x+2,y):
directions.append((1,0))
if self.validDig(x,y+2):
directions.append((0,1))
if self.validDig(x-2,y):
directions.append((-1,0))
return directions
def fill(self, color):
for y in range(0, height):
for x in range(0, width):
self.map[x][y] = color
def digRecursively(self, x, y):
"""This works great, except for python's lame limit on recursion depth."""
self.map[x][y] = self.EMPTY
directions = self.validDigDirections(x,y)
while len(directions) > 0:
direction = self.generator.choice(directions)
self.map[x+direction[0]][y+direction[1]] = self.EMPTY
self.dig(x+direction[0]*2, y+direction[1]*2)
directions = self.validDigDirections(x,y)
def dig(self, x, y):
stack = [(x,y)]
while len(stack) > 0:
x, y = stack[-1]
self.map[x][y] = self.EMPTY
directions = self.validDigDirections(x,y)
if len(directions) > 0:
direction = self.generator.choice(directions)
self.map[x+direction[0]][y+direction[1]] = self.EMPTY
stack.append((x+direction[0]*2, y+direction[1]*2))
else:
stack.pop()
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