Maze with rounded corners.

This commit is contained in:
Rike-Benjamin Schuppner 2024-07-25 11:35:58 +02:00
parent 1047ece799
commit cc4e71e1a9
2 changed files with 171 additions and 97 deletions

View file

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

View file

@ -1,5 +1,6 @@
{
"compilerOptions": {
"target": "ES6",
"lib": ["dom", "dom.iterable", "esnext"],
"allowJs": true,
"skipLibCheck": true,