I’m working on a game for Android where the explorable areas will be randomly generated. Right now I’m just trying to get the maze generated (with some ASCII art output so I can see it), and I’ve been at it for about 4-5 days now but I’m just stumped.
I’m trying to use the “depth-first search” algorithm, and all the examples I could find use recursive backtracking. Since this is for Android and phones are relatively wimpy, the recursion quickly leads to a call stack overflow, which is why I’m trying to write my own algorithm using a stack for backtracking.
I came up with this solution, using a MazeGenerator class and a MazeCell class.
MazeGenerator:
package com.zarokima.mistwalkers.explore;
import java.util.Random;
import java.util.Stack;
import org.anddev.andengine.util.path.Direction;
import android.graphics.Point;
public class MazeGenerator
{
private int x, y; // the dimensions of the maze
private MazeCell[][] maze;
private Random rand = new Random();
private Stack<MazeCell> stack;
public MazeGenerator(int x, int y)
{
this.x = x;
this.y = y;
generateMaze();
}
public void setSeed(long seed)
{
rand.setSeed(seed);
}
public void setSize(int x, int y)
{
this.x = x;
this.y = y;
}
public String outputMazeText()
{
String output = new String();
for (int i = 0; i < y; i++)
{
// draw the north edge
for (int k = 0; k < x; k++)
{
output += maze[k][i].hasNeighbor(Direction.UP) ? "+ " : "+---";
}
output += "+\n";
// draw the west edge
for (int k = 0; k < x; k++)
{
output += maze[k][i].hasNeighbor(Direction.LEFT) ? " " : "| ";
}
output += "|\n";
}
// draw the bottom line
for (int k = 0; k < x; k++)
{
output += "+---";
}
output += "+\n";
return output;
}
public void generateMaze()
{
maze = new MazeCell[x][y];
for (int i = 0; i < x; i++)
{
for (int k = 0; k < y; k++)
{
maze[i][k] = new MazeCell(i, k);
}
}
MazeCell.setBounds(x, y);
stack = new Stack<MazeCell>();
stack.push(maze[0][0]);
maze[0][0].setInMaze(true);
while (!stack.isEmpty())
{
MazeCell currentCell = stack.peek();
Direction[] possibleDirections = currentCell.getUncheckedDirections();
if (possibleDirections.length == 0)
{
stack.pop();
continue;
}
int dint = rand.nextInt(possibleDirections.length);
Direction direction = possibleDirections[dint];
MazeCell nextCell = null;
Point position = currentCell.getPosition();
switch (direction)
{
case UP:
nextCell = maze[position.x][position.y - 1];
break;
case DOWN:
nextCell = maze[position.x][position.y + 1];
break;
case LEFT:
nextCell = maze[position.x - 1][position.y];
break;
case RIGHT:
nextCell = maze[position.x + 1][position.y];
break;
}
currentCell.setNeighbor(nextCell, direction);
stack.push(nextCell);
}
}
}
MazeCell:
package com.zarokima.mistwalkers.explore;
import java.util.ArrayList;
import org.anddev.andengine.util.path.Direction;
import android.graphics.Point;
public class MazeCell
{
private MazeCell[] neighbors;
private boolean[] checked;
private boolean inMaze = false;
private Point position;
private static boolean setNeighbor = true; //whether the next call of SetNeighbor() should also call for the new neighbor
private static int xMax = 10, yMax = 10; //exclusive boundary for position
private int mapIndex; //will be used when maze generation is working properly
public MazeCell(int x, int y)
{
position = new Point(x,y);
neighbors = new MazeCell[4];
checked = new boolean[4];
for(int i = 0; i < neighbors.length; i++)
{
neighbors[i] = null;
}
}
public Point getPosition()
{
return position;
}
public void setInMaze(boolean b)
{
inMaze = b;
}
public static void setBounds(int x, int y)
{
xMax = x;
yMax = y;
}
public void setNeighbor(MazeCell c, Direction d)
{
checked[d.ordinal()] = true;
switch(d)
{
case UP:
if(!c.hasNeighbor(Direction.DOWN) && !c.isInMaze());
{
if(setNeighbor)
{
setNeighbor = false;
c.setNeighbor(this, Direction.DOWN);
}
neighbors[d.ordinal()] = c;
}
break;
case DOWN:
if(!c.hasNeighbor(Direction.UP) && !c.isInMaze())
{
if(setNeighbor)
{
setNeighbor = false;
c.setNeighbor(this, Direction.UP);
}
neighbors[d.ordinal()] = c;
}
break;
case LEFT:
if(!c.hasNeighbor(Direction.RIGHT) && !c.isInMaze())
{
if(setNeighbor)
{
setNeighbor = false;
c.setNeighbor(this, Direction.RIGHT);
}
neighbors[d.ordinal()] = c;
}
break;
case RIGHT:
if(!c.hasNeighbor(Direction.LEFT) && !c.isInMaze())
{
if(setNeighbor)
{
setNeighbor = false;
c.setNeighbor(this, Direction.LEFT);
}
neighbors[d.ordinal()] = c;
}
break;
}
setNeighbor = true;
inMaze = true;
}
public void setDirectionChecked(Direction d, boolean b)
{
checked[d.ordinal()] = b;
}
public boolean hasNeighbor(Direction d)
{
return (neighbors[d.ordinal()] != null);
}
public MazeCell getNeighbor(Direction d)
{
return neighbors[d.ordinal()];
}
public boolean isInMaze()
{
return inMaze;
}
public Direction[] getUncheckedDirections()
{
ArrayList<Direction> al = new ArrayList<Direction>();
for(Direction d : Direction.values())
{
//boundary cases
switch(d)
{
case UP:
if(position.y == 0)
continue;
break;
case DOWN:
if(position.y == yMax-1)
continue;
break;
case LEFT:
if(position.x == 0)
continue;
break;
case RIGHT:
if(position.x == xMax-1)
continue;
break;
}
if(checked[d.ordinal()] == false)
al.add(d);
}
Direction[] d = new Direction[al.size()];
for(int i = 0; i < d.length; i++)
d[i] = al.get(i);
return d;
}
}
This produces results that look like this
Notice how every cell always connects to its up and down neighbors. I have not been able to figure out what is wrong here.
Although the checks in MazeCell’s setNeighbor function seem like they should be enough, I added a few more just to see what would happen. Here is the second generateMaze() method:
public void generateMaze()
{
maze = new MazeCell[x][y];
for (int i = 0; i < x; i++)
{
for (int k = 0; k < y; k++)
{
maze[i][k] = new MazeCell(i, k);
}
}
MazeCell.setBounds(x, y);
stack = new Stack<MazeCell>();
stack.push(maze[0][0]);
maze[0][0].setInMaze(true);
while (!stack.isEmpty())
{
MazeCell currentCell = stack.peek();
Direction[] possibleDirections = currentCell.getUncheckedDirections();
if (possibleDirections.length == 0)
{
stack.pop();
continue;
}
int dint = rand.nextInt(possibleDirections.length);
Direction direction = possibleDirections[dint];
currentCell.setDirectionChecked(direction, true);
MazeCell nextCell = null;
Point position = currentCell.getPosition();
switch (direction)
{
case UP:
nextCell = maze[position.x][position.y - 1];
break;
case DOWN:
nextCell = maze[position.x][position.y + 1];
break;
case LEFT:
nextCell = maze[position.x - 1][position.y];
break;
case RIGHT:
nextCell = maze[position.x + 1][position.y];
break;
}
if (!nextCell.isInMaze())
{
currentCell.setNeighbor(nextCell, direction);
stack.push(nextCell);
}
}
And it produces results like this
Notice how segments are all broken up.
I’ve played around with it a lot more than just what is mentioned here, but nothing that shows any real improvement — most end up just looking like the second picture. Any help?
I recommend creating a function called
Direction oppositeOf(Direction d)(with obvious logic). This function allows you to remove the switch statement entirely insetNeighborif added.Here I’ve rewritten
setNeighborto have the exact same logic as above, just using this function:…which actually exposes that
setNeighborboolean always equates to true (regardless of if it’s set false, it’s always then set true), which I’m willing to bet you don’t want it to do.This might not be your biggest problem, there might be other logic errors.