ESP32-HUB75-MatrixPanel-DMA/examples/AuroraDemo/PatternMaze.h

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/*
* Aurora: https://github.com/pixelmatix/aurora
* Copyright (c) 2014 Jason Coon
*
* Many thanks to Jamis Buck for the documentation of the Growing Tree maze generation algorithm: http://weblog.jamisbuck.org/2011/1/27/maze-generation-growing-tree-algorithm
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
* the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef PatternMaze_H
#define PatternMaze_H
class PatternMaze : public Drawable {
private:
enum Directions {
None = 0,
Up = 1,
Down = 2,
Left = 4,
Right = 8,
};
struct Point{
int x;
int y;
static Point New(int x, int y) {
Point point;
point.x = x;
point.y = y;
return point;
}
Point Move(Directions direction) {
switch (direction)
{
case Up:
return New(x, y - 1);
case Down:
return New(x, y + 1);
case Left:
return New(x - 1, y);
case Right:
default:
return New(x + 1, y);
}
}
static Directions Opposite(Directions direction) {
switch (direction) {
case Up:
return Down;
case Down:
return Up;
case Left:
return Right;
case Right:
default:
return Left;
}
}
};
// int width = 16;
// int height = 16;
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static const int width = VPANEL_W / 2;
static const int height = VPANEL_H / 2;
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Directions grid[width][height];
Point point;
Point cells[256];
int cellCount = 0;
int algorithm = 0;
int algorithmCount = 1;
byte hue = 0;
byte hueOffset = 0;
Directions directions[4] = { Up, Down, Left, Right };
void removeCell(int index) {// shift cells after index down one
for (int i = index; i < cellCount - 1; i++) {
cells[i] = cells[i + 1];
}
cellCount--;
}
void shuffleDirections() {
for (int a = 0; a < 4; a++)
{
int r = random(a, 4);
Directions temp = directions[a];
directions[a] = directions[r];
directions[r] = temp;
}
}
Point createPoint(int x, int y) {
Point point;
point.x = x;
point.y = y;
return point;
}
CRGB chooseColor(int index) {
byte h = index + hueOffset;
switch (algorithm) {
case 0:
default:
return effects.ColorFromCurrentPalette(h);
case 1:
return effects.ColorFromCurrentPalette(hue++);
}
}
int chooseIndex(int max) {
switch (algorithm) {
case 0:
default:
// choose newest (recursive backtracker)
return max - 1;
case 1:
// choose random(Prim's)
return random(max);
// case 2:
// // choose oldest (not good, so disabling)
// return 0;
}
}
void generateMaze() {
while (cellCount > 1) {
drawNextCell();
}
}
void drawNextCell() {
int index = chooseIndex(cellCount);
if (index < 0)
return;
point = cells[index];
Point imagePoint = createPoint(point.x * 2, point.y * 2);
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//effects.setPixel(imagePoint.x, imagePoint.y, CRGB(CRGB::Gray));
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shuffleDirections();
CRGB color = chooseColor(index);
for (int i = 0; i < 4; i++) {
Directions direction = directions[i];
Point newPoint = point.Move(direction);
if (newPoint.x >= 0 && newPoint.y >= 0 && newPoint.x < width && newPoint.y < height && grid[newPoint.y][newPoint.x] == None) {
grid[point.y][point.x] = (Directions) ((int) grid[point.y][point.x] | (int) direction);
grid[newPoint.y][newPoint.x] = (Directions) ((int) grid[newPoint.y][newPoint.x] | (int) point.Opposite(direction));
Point newImagePoint = imagePoint.Move(direction);
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effects.setPixel(newImagePoint.x, newImagePoint.y, color);
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cellCount++;
cells[cellCount - 1] = newPoint;
index = -1;
break;
}
}
if (index > -1) {
Point finishedPoint = cells[index];
imagePoint = createPoint(finishedPoint.x * 2, finishedPoint.y * 2);
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effects.setPixel(imagePoint.x, imagePoint.y, color);
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removeCell(index);
}
}
public:
PatternMaze() {
name = (char *)"Maze";
}
unsigned int drawFrame() {
if (cellCount < 1) {
effects.ClearFrame();
// reset the maze grid
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
grid[y][x] = None;
}
}
int x = random(width);
int y = random(height);
cells[0] = createPoint(x, y);
cellCount = 1;
hue = 0;
hueOffset = random(0, 256);
}
drawNextCell();
if (cellCount < 1) {
algorithm++;
if (algorithm >= algorithmCount)
algorithm = 0;
return 0;
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}
effects.ShowFrame();
return 0;
}
void start() {
effects.ClearFrame();
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cellCount = 0;
hue = 0;
}
};
#endif