Maze with rounded corners.
This commit is contained in:
parent
1047ece799
commit
cc4e71e1a9
267
app/maze.tsx
267
app/maze.tsx
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@ -1,18 +1,21 @@
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"use client"
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import React, {
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useEffect,
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useState
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useEffect
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} from "react";
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import anime from 'animejs/lib/anime.es.js';
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const cellSize = 32; // Size of each cell in the SVG
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const offset = 0.15 * cellSize; // Offset for the outline
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type Pos = [number, number];
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const findClusters = (shape: [number, number], walls: [number, number][]) => {
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const cellSize = 32; // Size of each cell in the SVG
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const offset = 0.2 * cellSize; // Offset for the outline
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let radius = 0.5 * cellSize - offset;
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let radius_inner = offset;
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const findClusters = (shape: Pos, walls: Pos[]) => {
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const [width, height] = shape;
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const clusters: [number, number][][] = [];
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const clusters: Pos[][] = [];
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const visited = new Set<string>();
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const directions = [
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@ -21,7 +24,7 @@ const findClusters = (shape: [number, number], walls: [number, number][]) => {
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const inBounds = (x: number, y: number) => x >= 0 && x < width && y >= 0 && y < height;
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const dfs = (x: number, y: number, cluster: [number, number][]) => {
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const dfs = (x: number, y: number, cluster: Pos[]) => {
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if (!inBounds(x, y) || visited.has(`${x},${y}`) || !walls.some(([bx, by]) => bx === x && by === y)) {
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return;
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}
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@ -34,7 +37,7 @@ const findClusters = (shape: [number, number], walls: [number, number][]) => {
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for (const [x, y] of walls) {
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if (!visited.has(`${x},${y}`)) {
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const cluster: [number, number][] = [];
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const cluster: Pos[] = [];
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dfs(x, y, cluster);
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clusters.push(cluster);
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}
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@ -44,122 +47,181 @@ const findClusters = (shape: [number, number], walls: [number, number][]) => {
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};
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// Generate the path for a single cluster using a perimeter tracing algorithm with inner and outer boundaries
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const createPath = (cluster: [number, number][]) => {
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const pathCommands: string[] = [];
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const createPath = (cluster: Pos[]) => {
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const visitedCorners = new Set<string>();
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const visitedCells = new Set<string>();
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const startPoint = cluster[0];
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let [x, y] = startPoint;
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let corner = 0;
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const move = () => {
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/* Corners:
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Reference points
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+-4-----+-------+
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| 0 7
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+-2-----+-----1-+
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8 3 |
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+-------+----11-+
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*/
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type PathMove = { next: [Pos, number], path: string };
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const move = (x: number, y: number, corner: number): PathMove | undefined => {
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let refPoint0 = [0.5 * cellSize, offset];
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let refPoint1 = [cellSize - offset, 0.5 * cellSize];
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let refPoint2 = [offset, 0.5 * cellSize];
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let refPoint3 = [0.5 * cellSize, cellSize - offset];
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let refPoint4 = [offset, 0];
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let refPoint7 = [cellSize, offset];
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let refPoint8 = [0, cellSize - offset];
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let refPoint11 = [cellSize - offset, cellSize];
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switch (corner) {
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case 0:
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// exit if wall to the top
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if (cluster.some(([bx, by]) => bx === x && by === y - 1)) return;
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// check if there is a wall to the left
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if (cluster.some(([bx, by]) => bx === x - 1 && by === y)) {
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corner = 1;
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x -= 1;
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return { next: [[x - 1, y], 7], path: `l ${- cellSize / 2} 0` };
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} else {
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corner = 2;
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const px = x * cellSize + refPoint2[0];
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const py = y * cellSize + refPoint2[1];
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return { next: [[x, y], 2], path: `A ${radius} ${radius} 0 0 0 ${px} ${py}` };
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}
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break;
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case 1:
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// exit if wall to the right
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if (cluster.some(([bx, by]) => bx === x + 1 && by === y)) return;
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// check if there is a wall to the top
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if (cluster.some(([bx, by]) => bx === x && by === y - 1)) {
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corner = 3;
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y -= 1;
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return { next: [[x, y - 1], 11], path: `l 0 ${- cellSize / 2}` };
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} else {
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corner = 0;
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const px = x * cellSize + refPoint0[0];
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const py = y * cellSize + refPoint0[1];
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return { next: [[x, y], 0], path: `A ${radius} ${radius} 0 0 0 ${px} ${py}` };
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}
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break;
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case 2:
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// exit if wall to the left
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if (cluster.some(([bx, by]) => bx === x - 1 && by === y)) return;
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// check if there is a wall to the bottom
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if (cluster.some(([bx, by]) => bx === x && by === y + 1)) {
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corner = 0;
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y += 1;
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return { next: [[x, y + 1], 4], path: `l 0,${cellSize / 2}` };
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} else {
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corner = 3;
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const px = x * cellSize + refPoint3[0];
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const py = y * cellSize + refPoint3[1];
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return { next: [[x, y], 3], path: `A ${radius},${radius} 0 0 0 ${px},${py}` };
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}
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break;
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case 3:
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// exit if wall to the bottom
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if (cluster.some(([bx, by]) => bx === x && by === y + 1)) return;
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// check if there is a wall to the right
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if (cluster.some(([bx, by]) => bx === x + 1 && by === y)) {
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corner = 2;
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x += 1;
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return { next: [[x + 1, y], 8], path: `l ${cellSize / 2},0` };
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} else {
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corner = 1;
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const px = x * cellSize + refPoint1[0];
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const py = y * cellSize + refPoint1[1];
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return { next: [[x, y], 1], path: `A ${radius},${radius} 0 0 0 ${px},${py}` };
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}
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break;
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default:
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break;
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case 4:
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// check if there is a wall to the left
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if (cluster.some(([bx, by]) => bx === x - 1 && by === y)) {
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const px = (x - 1) * cellSize + refPoint7[0];
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const py = y * cellSize + refPoint7[1];
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return { next: [[x - 1, y], 7], path: `A ${radius_inner},${radius_inner} 0 0 1 ${px},${py}` };
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} else {
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return { next: [[x, y], 2], path: `l 0 ${cellSize / 2}` };
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}
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case 7:
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// check if there is a wall to the top
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if (cluster.some(([bx, by]) => bx === x && by === y - 1)) {
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const px = x * cellSize + refPoint11[0];
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const py = (y - 1) * cellSize + refPoint11[1];
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return { next: [[x, y - 1], 11], path: `A ${radius_inner},${radius_inner} 0 0 1 ${px},${py}` };
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} else {
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return { next: [[x, y], 0], path: `l ${- cellSize / 2},0` };
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}
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case 8:
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// check if there is a wall to the bottom
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if (cluster.some(([bx, by]) => bx === x && by === y + 1)) {
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const px = x * cellSize + refPoint4[0];
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const py = (y + 1) * cellSize + refPoint4[1];
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return { next: [[x, y + 1], 4], path: `A ${radius_inner},${radius_inner} 0 0 1 ${px},${py}` };
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} else {
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return { next: [[x, y], 3], path: `l ${cellSize / 2},0` };
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}
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case 11:
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// check if there is a wall to the right
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if (cluster.some(([bx, by]) => bx === x + 1 && by === y)) {
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const px = (x + 1) * cellSize + refPoint8[0];
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const py = y * cellSize + refPoint8[1];
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return { next: [[x + 1, y], 8], path: `A ${radius_inner},${radius_inner} 0 0 1 ${px},${py}` };
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} else {
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return { next: [[x, y], 1], path: `l 0,${- cellSize / 2}` };
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}
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}
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};
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{
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let startCorner = 3;
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corner = startCorner;
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const pathCommands = cluster.flatMap((startCell) => {
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// iterate through all possible starting points in all cells (unless already visited)
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const paths = [0, 1, 2, 3].map(startRefPoint => {
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let [x, y] = startCell;
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if (visitedCorners.has(`${x},${y},${startRefPoint}`)) return "";
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const px = x * cellSize + (corner % 2 === 0 ? offset : cellSize - offset);
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const py = y * cellSize + (corner < 2 ? offset : cellSize - offset);
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let refPoint = startRefPoint;
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pathCommands.push(`M${px},${py}`);
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let refPointLoc = [[0.5 * cellSize, offset],
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[cellSize - offset, 0.5 * cellSize],
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[offset, 0.5 * cellSize],
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[0.5 * cellSize, cellSize - offset]
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];
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do {
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const node = `${x},${y},${corner}`;
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if (visitedCorners.has(node)) {
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break;
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}
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const px = x * cellSize + refPointLoc[refPoint][0];
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const py = y * cellSize + refPointLoc[refPoint][1];
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visitedCorners.add(node);
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let pathCommands = [];
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pathCommands.push([`M ${px},${py}`]);
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const px = x * cellSize + (corner % 2 === 0 ? offset : cellSize - offset);
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const py = y * cellSize + (corner < 2 ? offset : cellSize - offset);
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do {
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const node = `${x},${y},${refPoint}`;
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if (visitedCorners.has(node)) {
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break;
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}
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pathCommands.push(`L${px} ${py}`);
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move()
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} while (!(x === startPoint[0] && y === startPoint[1] && corner === startCorner));
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visitedCorners.add(node);
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visitedCells.add(`${x},${y}`);
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pathCommands.push('Z'); // Close the path
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};
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let pathMove = move(x, y, refPoint);
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if (!pathMove) return "";
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let path = "";
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({ next: [[x, y], refPoint], path: path } = pathMove);
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const node = `${x},${y},${0}`;
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if (!visitedCorners.has(node)) {
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let startCorner = 0;
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corner = startCorner;
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pathCommands.push([path]);
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} while (!(x === startCell[0] && y === startCell[1] && refPoint === startRefPoint));
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const px = x * cellSize + (corner % 2 === 0 ? offset : cellSize - offset);
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const py = y * cellSize + (corner < 2 ? offset : cellSize - offset);
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pathCommands.push(["Z"]); // Close the path
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pathCommands.push(`M${px},${py}`);
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const joined = pathCommands.join(" ");
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return joined;
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});
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return paths;
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});
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do {
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const node = `${x},${y},${corner}`;
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if (visitedCorners.has(node)) {
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break;
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}
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visitedCorners.add(node);
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const px = x * cellSize + (corner % 2 === 0 ? offset : cellSize - offset);
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const py = y * cellSize + (corner < 2 ? offset : cellSize - offset);
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pathCommands.push(`L${px},${py}`);
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move()
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} while (!(x === startPoint[0] && y === startPoint[1] && corner === startCorner));
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pathCommands.push('Z'); // Close the path
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};
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//console.log(pathCommands, cluster);
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return pathCommands.join(' ');
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console.log(pathCommands);
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return pathCommands.join(" ");
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};
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function Bot({ position, color, width }: { position: [number, number], color: string, width: number }) {
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function Bot({ position, color, width }: { position: Pos, color: string, width: number }) {
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const leftSide = position[0] < width / 2;
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const inHomezone = () => {
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switch (color) {
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@ -192,16 +254,17 @@ function Bot({ position, color, width }: { position: [number, number], color: st
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)
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}
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function Maze({ game_uuid, shape, walls, food, a, b, x, y, whowins, gameover }:
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{
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game_uuid: string,
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shape: [number, number],
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walls: [number, number][],
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food: [number, number][],
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a: [number, number],
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b: [number, number],
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x: [number, number],
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y: [number, number],
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shape: Pos,
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walls: Pos[],
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food: Pos[],
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a: Pos,
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b: Pos,
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x: Pos,
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y: Pos,
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whowins: number | null,
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gameover: boolean
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}
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@ -223,7 +286,8 @@ function Maze({ game_uuid, shape, walls, food, a, b, x, y, whowins, gameover }:
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})
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.add({
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targets: '#mazebox #maze path',
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fill: ['rgb(214, 219, 220)', "#faa"], // ffa
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//fill: ['rgb(214, 219, 220)', "#faa"], // ffa
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fillOpacity: [0, 0.7], // ffa
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easing: 'linear',
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duration: 2000
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}, 2000)
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@ -252,7 +316,7 @@ function Maze({ game_uuid, shape, walls, food, a, b, x, y, whowins, gameover }:
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duration: 2000,
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}, 3500);
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}
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}, [walls]);
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}, [walls, game_uuid]);
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useEffect(() => {
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@ -327,6 +391,12 @@ function Maze({ game_uuid, shape, walls, food, a, b, x, y, whowins, gameover }:
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<defs>
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<linearGradient id="grad" gradientUnits="userSpaceOnUse">
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<stop stopColor="blue" offset="0" />
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<stop stopColor="blue" offset="50%" />
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<stop stopColor="red" offset="50%" />
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<stop stopColor="red" offset="100%" />
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</linearGradient>
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<g id="pacman">
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<path d="M 9.98 7.73
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A 4.38 4.38 0 1 1 9.98 3.8
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@ -386,7 +456,9 @@ function Maze({ game_uuid, shape, walls, food, a, b, x, y, whowins, gameover }:
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y={y * cellSize}
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width={cellSize}
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height={cellSize}
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fill="transparent"
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opacity="0"
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// fill="lightblue"
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stroke="lightgrey"
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/>
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))}
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{clusters.map((cluster, index) => (
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@ -394,9 +466,10 @@ function Maze({ game_uuid, shape, walls, food, a, b, x, y, whowins, gameover }:
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className="maze"
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key={`${cluster[0]},${cluster[1]}-${cluster.length}`}
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d={createPath(cluster)}
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stroke="darkblue"
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// stroke="lightblue"
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stroke="url(#grad)"
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strokeWidth="2"
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fill="transparent"
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fill="#ffa"
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strokeLinecap="round"
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strokeLinejoin="bevel"
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/>
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@ -413,13 +486,13 @@ function Maze({ game_uuid, shape, walls, food, a, b, x, y, whowins, gameover }:
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{
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gameover ? (<text fontSize="100" className="gameover"
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x="50%" y="50%"
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dominantBaseline="middle"
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textAnchor="middle"
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x="50%" y="50%"
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dominantBaseline="middle"
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textAnchor="middle"
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>
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GAME OVER
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</text>) : null
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}
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GAME OVER
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</text>) : null
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}
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</svg>
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</div>
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@ -1,5 +1,6 @@
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{
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"compilerOptions": {
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"target": "ES6",
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"lib": ["dom", "dom.iterable", "esnext"],
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"allowJs": true,
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"skipLibCheck": true,
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