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maze.coffee
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maze.coffee
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randrange = (min, max) ->
Math.floor(Math.random() * (max - min) + min)
choice = (seq) -> seq[randrange(0, seq.length)]
# http://stackoverflow.com/a/11143926/792749
arrayEqual = (a, b) ->
a.length is b.length and a.every (elem, i) -> elem is b[i]
ear = (x) ->
console.log(x)
x
class Maze
constructor: (@dimensions) ->
@passages = {}
@portals = {}
@finishes = {}
@start = (0 for _ in @dimensions)
neighbors: (cell) ->
result = []
for dimension, i in @dimensions
for distance in [-1, 1] when cell[i] + distance in [0...dimension]
result.push(cell[...i].concat([cell[i] + distance]).concat(
cell[i + 1...]))
result
passageExists: (passage) ->
passage of @passages
isFinish: (cell) ->
cell of @finishes
class RandomMaze extends Maze
constructor: (dimensions) ->
super(dimensions)
# Generate maze using growing tree algorithm:
@growingTree()
# Choose maximally distant cells for start and finish to make it
# interesting. # FIXME use double-Dijkstra instead of this simple
# algorithm - it also works for mazes with cycles
maxpathInfo = @maxpath((0 for _ in @dimensions), [])
@start = maxpathInfo.cell1
@finish = maxpathInfo.cell2
@finishes[@finish] = true
# Growing Tree Algorithm
# http://weblog.jamisbuck.org/2011/1/27/maze-generation-growing-tree-algorithm
growingTree: ->
startingCell = (randrange(0, d) for d in @dimensions)
activeCells = [startingCell]
visitedCells = {}
visitedCells[startingCell] = true
until activeCells.length == 0
cell = choice(activeCells)
unvisitedNeighbors =
(n for n in @neighbors(cell) when not (n of visitedCells))
# TODO Only using *unvisited* neighbors rules out cycles - but you would
# occasionally expect cycles in a "natural" maze. We could make picking a
# visited neighbor merely improbable instead of impossible. But we first
# need a more general longest-simple-path-finding algorithm (double
# Dijkstra).
if unvisitedNeighbors.length > 0
neighbor = choice(unvisitedNeighbors)
passage = [cell, neighbor]
finish = neighbor
passage.sort()
@passages[passage] = true
visitedCells[neighbor] = true
activeCells.push(neighbor)
else
activeCells = activeCells.filter (c) -> c isnt cell
return
# Implementation of the http://cs.stackexchange.com/a/11264 algorithm
# for finding the longest simple path in a tree in a single pass. This
# implementation returns not only the height and diameter (length of the
# longest simple path) of a subtree but also the two nodes at the ends of
# the longest path. The first argument is the root of the subtree to
# examine. Because our tree is undirected, the parent of that node (or an
# empty array, if none) needs to be passed as the second argument to
# identify the subtree.
# Returns an object with four fields: cell1 is the deepest node in the
# subtree, cell2 is the node with the maximal distance from cell1 in the
# subtree, diameter is that distance, height is the height of the subtree
# (i.e. the distance of cell from cell1).
maxpath: (cell, parent) ->
children = (neighbor for neighbor in @neighbors(cell) \
when not arrayEqual(neighbor, parent) \
and @passageExists([neighbor, cell].sort()))
if children.length == 0
{cell1: cell, cell2: cell, height: 0, diameter: 0}
else
# Calculate heights, diameters and most distant nodes of children:
results = (@maxpath(child, cell) for child in children)
# Add dummy result in case there's only one. The -1 is to compensate for
# the fact that we can only add one edge in the first case, not two.
results.push({cell1: cell, height: -1, diameter: 0})
# Find the two highest subtrees:
results.sort((a, b) -> b.height - a.height)
highest = results[0]
secondHighest = results[1]
# Find the subtree with the greatest diameter:
results.sort((a, b) -> b.diameter - a.diameter)
amplest = results[0]
if highest.height + secondHighest.height + 2 > amplest.diameter
# The longest simple path passes through cell
{cell1: highest.cell1, cell2: secondHighest.cell1, \
height: highest.height + 1, \
diameter: highest.height + secondHighest.height + 2}
else
# The longest simple path does not pass through cell
{cell1: amplest.cell1, cell2: amplest.cell2, \
height: highest.height + 1, \
diameter: amplest.diameter}
class LevelChooser extends Maze
@waitingPosition = {
3: [1, 3, 0]
4: [1, 3, 0]
5: [0, 2, 0]
6: [3, 2, 0]
7: [1, 0, 0]
8: [1, 2, 0]
}
constructor: (@nextLevel=3) ->
super([4, 4, 1])
@start = LevelChooser.waitingPosition[@nextLevel] || LevelChooser.waitingPosition[8]
# row 0
@passages[[[0, 0, 0], [1, 0, 0]]] = true
@passages[[[1, 0, 0], [2, 0, 0]]] = true
@passages[[[2, 0, 0], [3, 0, 0]]] = true
# row 0 to row 1
@passages[[[1, 0, 0], [1, 1, 0]]] = true
# row 1
@passages[[[1, 1, 0], [2, 1, 0]]] = true
@passages[[[2, 1, 0], [3, 1, 0]]] = true
# row 1 to row 2
@passages[[[0, 1, 0], [0, 2, 0]]] = true
@passages[[[2, 1, 0], [2, 2, 0]]] = true
@passages[[[3, 1, 0], [3, 2, 0]]] = true
# row 2
@passages[[[0, 2, 0], [1, 2, 0]]] = true
@passages[[[1, 2, 0], [2, 2, 0]]] = true
# row 2 to row 3
@passages[[[1, 2, 0], [1, 3, 0]]] = true
@passages[[[3, 2, 0], [3, 3, 0]]] = true
# row 3
@passages[[[0, 3, 0], [1, 3, 0]]] = true
@passages[[[1, 3, 0], [2, 3, 0]]] = true
# portals to levels
@portals[[0, 3, 0]] = 3
@portals[[2, 3, 0]] = 4
@portals[[0, 1, 0]] = 5
@portals[[3, 3, 0]] = 6
@portals[[0, 0, 0]] = 7
@portals[[3, 0, 0]] = 8
class MazeUI3D
@msg = {}
@msg['arrows'] = 'Use the arrow keys to move around the maze.'
@msg['updown'] = 'Press R to move a floor up, F to move a floor down.'
@msg['win'] = 'Yay! You mastered the maze!'
constructor: (@maze, @frame, @messagebox, @viewport) ->
# dynamic attributes
[@x, @y, @z] = @maze.start
@busy = false
@queue = []
@moves = 0
@status = 'playing'
# floor positions
width = @maze.dimensions[0] * 71 + 1
height = @maze.dimensions[1] * 71 + 1
@here = {
width: width
height: height
top: Math.round(width / 2)
left: Math.round(height / 2)
opacity: 1
}
@above = {
width: 2 * @here.width
height: 2 * @here.height
top: 0
left: 0
opacity: 0
}
width = Math.round(2 / 3 * @here.width)
height = Math.round(2 / 3 * @here.height)
@below = {
width: width
height: height
top: Math.round((@above.height - height) / 2)
left: Math.round((@above.width - width) / 2)
opacity: 0
}
# set viewport
#@viewport.attr('content', "width=#{@here.width + 142}");
# style frame
@frame.css({
height: @here.height + 71
width: @here.width + 71
position: 'relative'
})
# make container
@container = $('<div class=container></div>').css({
position: 'absolute'
top: (@here.height - @above.height + 71) / 2
left: (@here.width - @above.width + 71) / 2
})
@frame.append(@container)
# make invisible grid on which the pawn moves
grid = $('<div class=grid></div>').css({
width: @here.width
height: @here.height
position: 'relative',
top: @here.top
left: @here.left
zIndex: 10
})
@container.append(grid)
# make pawn
@pawn = $('<canvas class=pawn width=70 height=70></canvas>').css({
position: 'relative'
top: @y * 71
left: @x * 71
})
pawnContext = @pawn[0].getContext('2d')
imageObj = new Image()
imageObj.onload = ->
pawnContext.drawImage(imageObj, 0, 0)
imageObj.src = 'dot.png'
grid.append(@pawn)
# draw floors
@floors = []
for z in [[email protected][2]]
floor = $('<canvas class=floor></canvas>').attr({
width: @here.width
height: @here.height
})
context = floor[0].getContext('2d')
context.font = "50px 'Slabo 27px'"
context.fillStyle = 'grey'
for y in [[email protected][1]]
for x in [[email protected][0]]
context.strokeStyle = 'black'
context.lineWidth = 1
if [email protected]([[x, y, z], [x + 1, y, z]])
# paint right wall
context.beginPath()
context.moveTo(71.5 + 71 * x, 0.5 + 71 * y)
context.lineTo(71.5 + 71 * x, 71.5 + 71 * y)
context.lineWidth = 1
context.stroke()
if [email protected]([[x, y, z], [x, y + 1, z]])
# paint bottom wall
context.beginPath()
context.moveTo(0.5 + 71 * x, 71.5 + 71 * y)
context.lineTo(71.5 + 71 * x, 71.5 + 71 * y)
context.lineWidth = 1
context.stroke()
context.strokeStyle = 'grey'
if @maze.isFinish([x, y, z])
# paint finish mark
context.beginPath()
context.arc(71 * x + 35, 71 * y + 35, 13.5, 0, 2 * Math.PI, false)
context.stroke()
context.beginPath()
context.moveTo(71 * x + 35, 71 * y + 15)
context.lineTo(71 * x + 35, 71 * y + 55)
context.stroke()
context.moveTo(71 * x + 15, 71 * y + 35)
context.lineTo(71 * x + 55, 71 * y + 35)
context.stroke()
if [x, y, z] of @maze.portals
context.fillText(@maze.portals[[x, y, z]], 71 * x + 20, 71 * y + 55)
context.lineWidth = 2
if @maze.passageExists([[x, y, z], [x, y, z + 1]])
# paint up arrow
context.beginPath()
context.moveTo(x * 71 + 27, y * 71 + 18)
context.lineTo(x * 71 + 35, y * 71 + 13)
context.lineTo(x * 71 + 43, y * 71 + 18)
context.lineWidth = 2
context.stroke()
if @maze.passageExists([[x, y, z - 1], [x, y, z]])
# paint down arrow
context.beginPath()
context.moveTo(x * 71 + 27, y * 71 + 53)
context.lineTo(x * 71 + 35, y * 71 + 58)
context.lineTo(x * 71 + 43, y * 71 + 53)
context.lineWidth = 2
context.stroke()
@floors[z] = floor
@container.append(floor)
floor.css({
position: 'absolute'
})
if z < @z
floor.css(@below)
else if z == @z
floor.css(@here)
else
floor.css(@above)
# attach key event handlers
$(document).keyup(@handleEvent)
# message box
@updateStatus()
# show the whole thing
@container.fadeIn(600)
@messagebox.fadeIn(600)
handleEvent: (event) =>
if event.which == 27 or event.which == 8
@playAgain(@maze.dimensions[0])
else if @status == 'playing'
if event.which == 82 # R key
@goUp()
else if event.which == 70 # F key
@goDown()
else if event.which == 37 # Left key
@goLeft()
else if event.which == 38 # Up key
@goForward()
else if event.which == 39 # Right key
@goRight()
else if event.which == 40 # Down key
@goBackward()
else if @status == 'frozen'
if event.which == 80 # P key
@playAgain(@maze.dimensions[0] + 1)
if event.which == 70 # F key
@facebook()
else if event.which == 84 # T key
@tweet()
freeze: ->
@queue = []
@status = 'frozen'
destroy: (complete=$.noop) ->
@freeze()
$(document).off('keyup')
@container.fadeOut(600)
@messagebox.fadeOut(600)
@container.promise().done(=>
@messagebox.promise().done(=>
@container.remove()
complete()
)
)
whenIdle: (callback) =>
@queue.push(callback)
@continue()
continue: =>
if @busy
setTimeout(@continue, 10)
else
@queue.shift()()
startMove: =>
@busy = true
moveDone: =>
@updateStatus()
@busy = false
goUp: ->
@whenIdle =>
if @maze.passageExists([[@x, @y, @z], [@x, @y, @z + 1]])
@startMove()
@floors[@z].animate(@below, 600)
@z += 1
@moves++
@floors[@z].animate(@here, 600, @moveDone)
goDown: ->
@whenIdle =>
if @maze.passageExists([[@x, @y, @z - 1], [@x, @y, @z]])
@startMove()
@floors[@z].animate(@above, 600)
@z -= 1
@moves++
@floors[@z].animate(@here, 600, @moveDone)
goBackward: ->
@whenIdle =>
if @maze.passageExists([[@x, @y, @z], [@x, @y + 1, @z]])
@startMove()
@y += 1
@moves++
@movePawn(@moveDone)
goForward: ->
@whenIdle =>
if @maze.passageExists([[@x, @y - 1, @z], [@x, @y, @z]])
@startMove()
@y -= 1
@moves++
@movePawn(@moveDone)
goRight: ->
@whenIdle =>
if @maze.passageExists([[@x, @y, @z], [@x + 1, @y, @z]])
@startMove()
@x += 1
@moves++
@movePawn(@moveDone)
goLeft: ->
@whenIdle =>
if @maze.passageExists([[@x - 1, @y, @z], [@x, @y, @z]])
@startMove()
@x -= 1
@moves++
@movePawn(@moveDone)
movePawn: (callback) ->
@pawn.animate({
top: @y * 71
left: @x * 71
}, 200, callback)
currentMessage: ->
if @maze.isFinish([@x, @y, @z])
"Yay! You masterd the #{@maze.dimensions[0]}x#{@maze.dimensions[1]}x#{@maze.dimensions[2]} maze in #{@moves} moves!"
else if @maze.passageExists([[@x, @y, @z], [@x, @y, @z + 1]]) or @maze.passageExists([[@x, @y, @z - 1], [@x, @y, @z]])
MazeUI3D.msg['updown']
else
MazeUI3D.msg['arrows']
updateStatus: ->
@messagebox.html('<p>' + @currentMessage() + '</p>')
if @maze.isFinish([@x, @y, @z])
@freeze()
@messagebox.append(
$('<p></p>')
.append(@makeActionLink('<span class=shortcut>t</span>weet', => @tweet()))
.append(' ')
.append(@makeActionLink('<span class=shortcut>f</span>acebook', => @facebook()))
.append(' ')
.append(@makeActionLink('<span class=shortcut>p</span>lay again', => @playAgain(@maze.dimensions[0] + 1))))
if [@x, @y, @z] of @maze.portals
level = @maze.portals[[@x, @y, @z]]
@destroy( =>
new MazeUI3D(new RandomMaze([level, level, level]), @frame,
@messagebox,
@viewport)
)
makeActionLink: (text, callback) =>
$('<a></a>')
.attr({
class: 'actionLink'
href: '#'
}).append(text).click(callback)
playAgain: (nextLevel=3) =>
@destroy( =>
new LevelChooserUI(new LevelChooser(nextLevel), @frame, @messagebox,
@viewport)
)
tweet: =>
window.open('https://twitter.com/share?text=' + encodeURIComponent(
@makeTweetText()), 'tweet', 'toolbars=0,height=320,width=400')
facebook: =>
window.open('https://www.facebook.com/sharer.php?u=' + encodeURIComponent(
'https://texttheater.net/maze/'), 'facebook',
'toolbars=0,height=320,width=400')
makeTweetText: ->
article = if @maze.dimensions[0] == 8 then 'an' else 'a' # Grammar, baby!
"I solved #{article} #{@maze.dimensions[0]}x#{@maze.dimensions[1]}x#{@maze.dimensions[2]} #maze in #{@moves} moves!"
class LevelChooserUI extends MazeUI3D
currentMessage: ->
'Welcome to the maze!<br>Use the arrow keys to move and choose a level.'
root = exports ? this
root.RandomMaze = RandomMaze
root.MazeUI3D = MazeUI3D
root.LevelChooser = LevelChooser
root.LevelChooserUI = LevelChooserUI