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Copy pathMaze.jack
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541 lines (513 loc) · 16.8 KB
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class Maze {
static int offsetX;
field Array maze;
field int lengthX;
field int lengthY;
field int tileSize;
field Player player;
field Status status;
constructor Maze new(int lx, int ly) {
var int index;
var int size;
var Tile tile;
let offsetX = 128;
let lengthX = lx;
let lengthY = ly;
let tileSize = 8;
let status = Status.new();
if((lengthX * tileSize) > 256) {
do Sys.error(21);
}
if((lengthY * tileSize) > 256) {
do Sys.error(21);
}
let size = lengthX * lengthY;
let maze = Array.new(size);
let index = 0;
while(index < size) {
// everything is fog
let maze[index] = Tile.new(1);
let index = index + 1;
}
let tile = maze[getIndex(1,1)];
do tile.setState(0);
let player = Player.new(1,1, this);
return this;
}
method Status exportStatus() {
var int fog, free;
var int targets, found;
var int x,y;
var Tile tile;
let fog = 0;
let free = 0;
let targets = 0;
let found = 0;
do status.setTotalTiles((lengthX - 2) * (lengthY - 2));
let x = 1;
while(x < (lengthX - 1)) {
let y = 1;
while(y < (lengthY - 1)) {
let tile = maze[getIndex(x,y)];
if(tile.getState() = 0) {
let free = free + 1;
} else {
let fog = fog + 1;
}
if(tile.isTarget()) {
let targets = targets + 1;
if(tile.getState() = 0) {
let found = found + 1;
}
}
let y = y + 1;
}
let x = x + 1;
}
do status.setFogTiles(fog);
do status.setFreeTiles(free);
do status.setTotalTargets(targets);
do status.setFoundTargets(found);
return status;
}
method void dispose() {
var int index,size;
var Tile tile;
let index = 0;
while(index < size) {
let tile = maze[index];
do tile.dispose();
let index = index + 1;
}
do player.dispose();
do status.dispose();
do Memory.deAlloc(this);
return;
}
method void setTile(int x, int y, int state) {
var Tile tile;
let tile = maze[getIndex(x,y)];
do tile.setState(state);
return;
}
method void update() {
var int currentX;
var int currentY;
let currentY = 0;
do drawPlayer();
while(currentY < lengthY) {
let currentX = 0;
while(currentX < lengthX) {
do drawTile(currentX, currentY);
do drawOutline(currentX, currentY);
let currentX = currentX + 1;
}
let currentY = currentY + 1;
}
do drawPlayer();
return;
}
method void drawTile(int x, int y) {
var int baseX;
var int baseY;
var Tile tile;
let baseX = x * tileSize + offsetX;
let baseY = y * tileSize;
let tile = maze[getIndex(x,y)];
do Screen.setColor(tile.getState() = 2);
do Screen.drawRectangle(baseX, baseY, baseX + tileSize - 2, baseY + tileSize - 2);
// symbol for fog
if (tile.getState() = 1) {
do Screen.setColor(true);
do Screen.drawLine(baseX + 2, baseY + 1, baseX + 4, baseY + 1);
do Screen.drawPixel(baseX + 4, baseY + 2);
do Screen.drawPixel(baseX + 3, baseY + 3);
do Screen.drawPixel(baseX + 3, baseY + 5);
}
return;
}
method void drawOutline(int x, int y) {
var int baseX;
var int baseY;
var Tile tile,below,right;
var boolean belowTileRightOpen, rightTileBottomOpen;
var boolean rightTileFree, belowTileFree;
let baseX = x * tileSize + offsetX;
let baseY = y * tileSize;
// does a tile below exist
// default is true, since no Tile means no closedDoor
let belowTileRightOpen = true;
// check if tile below is free.
// intend is to show an open door, when the tile it leads to
// has been discovered.
let belowTileFree = false;
if (y < lengthY - 2) {
let tile = maze[getIndex(x,y + 1)];
let belowTileFree = (tile.getState() = 0);
let belowTileRightOpen = tile.isOpenRight();
}
// same for right Tile
let rightTileBottomOpen = true;
let rightTileFree = false;
if (x < lengthX - 2) {
let tile = maze[getIndex(x + 1,y)];
let rightTileFree = (tile.getState() = 0);
let rightTileBottomOpen = tile.isOpenBottom();
}
let tile = maze[getIndex(x,y)];
// bottom door
// default draw closed door
do Screen.setColor(true);
// current tile or below tile is free
// draw door as it is
if((tile.getState() = 0) | (belowTileFree)) {
do Screen.setColor(~(tile.isOpenBottom()));
}
do Screen.drawLine(baseX, baseY + tileSize - 1, baseX + tileSize - 2, baseY + tileSize - 1);
// right door
// same for right door
do Screen.setColor(true);
if((tile.getState() = 0) | (rightTileFree)) {
do Screen.setColor(~(tile.isOpenRight()));
}
do Screen.drawLine(baseX + tileSize - 1, baseY, baseX + tileSize - 1, baseY + tileSize - 2);
// corner pixel. is to be drawn, when no adjecent door is closed;
do Screen.setColor((tile.getState() = 1) | ~tile.isOpenRight() | ~tile.isOpenBottom() | ~belowTileRightOpen | ~rightTileBottomOpen);
do Screen.drawPixel(baseX + tileSize - 1, baseY + tileSize - 1);
return;
}
method void setBorder(){
var int x,y;
var Tile tile;
let x = 0;
while(x < lengthX) {
let tile = maze[getIndex(x, 0)];
do tile.closeDoor(1);
do tile.closeDoor(2);
do setTile(x, 0, 2);
let tile = maze[getIndex(x, lengthY - 1)];
do tile.closeDoor(1);
do tile.closeDoor(2);
let tile = maze[getIndex(x, lengthY - 2)];
do tile.closeDoor(1);
do setTile(x, lengthY - 1, 2);
let x = x + 1;
}
let y = 0;
while(y < lengthY) {
let tile = maze[getIndex(0, y)];
do tile.closeDoor(1);
do tile.closeDoor(2);
do setTile(0, y, 2);
let tile = maze[getIndex(lengthX - 1, y)];
do tile.closeDoor(1);
do tile.closeDoor(2);
let tile = maze[getIndex(lengthX - 2, y)];
do tile.closeDoor(2);
do setTile(lengthX - 1, y, 2);
let y = y + 1;
}
return;
}
method int getIndex(int x, int y) {
return (lengthX * y) + x;
}
method void drawPlayer() {
var int baseX;
var int baseY;
let baseX = player.getX() * tileSize + offsetX;
let baseY = player.getY() * tileSize;
do Screen.setColor(~maze[getIndex(player.getX(), player.getY())]);
// arrow pointing west
if (player.getDirection() = 3) {
do Screen.drawLine(baseX + 1, baseY + 3, baseX + 5, baseY + 3);
do Screen.drawPixel(baseX + 2, baseY + 2);
do Screen.drawPixel(baseX + 2, baseY + 4);
do Screen.drawPixel(baseX + 3, baseY + 1);
do Screen.drawPixel(baseX + 3, baseY + 5);
}
// arrow pointing east
if (player.getDirection() = 1) {
do Screen.drawLine(baseX + 1, baseY + 3, baseX + 5, baseY + 3);
do Screen.drawPixel(baseX + 4, baseY + 2);
do Screen.drawPixel(baseX + 4, baseY + 4);
do Screen.drawPixel(baseX + 3, baseY + 1);
do Screen.drawPixel(baseX + 3, baseY + 5);
}
// arrow pointing north
if (player.getDirection() = 0) {
do Screen.drawLine(baseX + 3, baseY + 1, baseX + 3, baseY + 5);
do Screen.drawPixel(baseX + 2, baseY + 2);
do Screen.drawPixel(baseX + 4, baseY + 2);
do Screen.drawPixel(baseX + 1, baseY + 3);
do Screen.drawPixel(baseX + 5, baseY + 3);
}
// arrow pointing north
if (player.getDirection() = 2) {
do Screen.drawLine(baseX + 3, baseY + 1, baseX + 3, baseY + 5);
do Screen.drawPixel(baseX + 2, baseY + 4);
do Screen.drawPixel(baseX + 4, baseY + 4);
do Screen.drawPixel(baseX + 1, baseY + 3);
do Screen.drawPixel(baseX + 5, baseY + 3);
}
// do Screen.drawRectangle(baseX + 2, baseY + 2, baseX + tileSize - 3, baseY + tileSize - 3);
return;
}
method boolean isFree(int x, int y) {
var Tile tile;
let tile = maze[getIndex(x,y)];
return ~(tile.getState() = 2);
}
method boolean canMove() {
var int direction;
var Tile tile;
let direction = player.getDirection();
if(direction = 0) {
let tile = maze[getIndex(player.getX(), player.getY() - 1)];
return tile.isOpenBottom();
}
if(direction = 1) {
let tile = maze[getIndex(player.getX(), player.getY())];
return tile.isOpenRight();
}
if(direction = 2) {
let tile = maze[getIndex(player.getX(), player.getY())];
return tile.isOpenBottom();
}
if(direction = 3) {
let tile = maze[getIndex(player.getX() - 1, player.getY())];
return tile.isOpenRight();
}
return true;
}
method Player getPlayer() {
return player;
}
// 0 = all doors open
// 1 = close all doors
// 2 = horizontal lines with 1 open door south
// 3 = vertical lines with 1 open door east
method void loadConfig(char id) {
var int x, y;
var Tile tile;
if(id = 0) {
do openAllDoors();
return;
}
if(id = 1) {
do closeAllDoors();
return;
}
if(id = 2) {
do horizontalLines();
return;
}
if(id = 3) {
do verticalLines();
return;
}
if(id = 4) {
do generateRealMaze();
return;
}
return;
}
method void verticalLines() {
var int x,y;
var Tile tile;
do openAllDoors();
let x = 1;
while (x < (lengthX - 2)) {
let y = 1;
while (y < (lengthY - 1)) {
let tile = maze[getIndex(x,y)];
do tile.closeDoor(2);
let y = y + 1;
}
let tile = maze[getIndex(x,Random.between(1,lengthY - 1))];
do tile.openDoor(2);
let x = x + 1;
}
return;
}
method void horizontalLines() {
var int x,y;
var Tile tile;
do openAllDoors();
let y = 1;
while (y < (lengthY - 2)) {
let x = 1;
while (x < (lengthX - 1)) {
let tile = maze[getIndex(x,y)];
do tile.closeDoor(1);
let x = x + 1;
}
let tile = maze[getIndex(Random.between(1,lengthX - 1),y)];
do tile.openDoor(1);
let y = y + 1;
}
return;
}
method void openAllDoors(){
var int x,y;
var Tile tile;
let x = 1;
while(x < (lengthX - 2)) {
let y = 1;
while(y < (lengthY - 2)) {
let tile = maze[getIndex(x,y)];
do tile.openDoor(1);
do tile.openDoor(2);
let y = y + 1;
}
let x = x + 1;
}
let x = lengthX - 2;
let y = 1;
while (y < (lengthY - 2)) {
let tile = maze[getIndex(x,y)];
do tile.openDoor(1);
let y = y + 1;
}
let x = 1;
let y = lengthY - 2;
while (x < (lengthX - 2)) {
let tile = maze[getIndex(x,y)];
do tile.openDoor(2);
let x = x + 1;
}
return;
}
method void closeAllDoors() {
var int x,y;
var Tile tile;
let x = 1;
while(x < (lengthX - 1)) {
let y = 1;
while(y < (lengthY - 1)) {
let tile = maze[getIndex(x,y)];
do tile.closeDoor(1);
do tile.closeDoor(2);
let y = y + 1;
}
let x = x + 1;
}
return;
}
method void generateRealMaze() {
var Array family;
var int sizeF, needed;
var int index, count, countThisY;
var int x,y,markX, markY;
var Tile tile;
do closeAllDoors();
// Zusammenhangskomponente aller Knoten
let sizeF = lengthX * lengthY;
let family = Array.new(sizeF);
let index = 0;
while(index < sizeF) {
let family[index] = index;
let index = index + 1;
}
let x = 0;
while(x < lengthX) {
let family[getIndex(x, 0)] = -1;
let family[getIndex(x, lengthY - 1)] = -1;
let x = x + 1;
}
let y = 0;
while(y < lengthY) {
let family[getIndex(0, y)] = -1;
let family[getIndex(lengthX - 1, y)] = -1;
let y = y + 1;
}
let count = 0;
// amount of inner connections
let needed = ((lengthX - 2) * (lengthY - 2)) - 1;
while((count < needed)) {
let markX = Random.between(1, lengthX - 3);
let x = markX + 1;
while(~(x = markX) & (count < needed)) {
let markY = Random.between(2, lengthY - 3);
if(Maze.isEven(x)) {
let y = markY + 1;
} else {
let y = markY - 1;
}
while(~(y = markY) & (count < needed)) {
let tile = maze[getIndex(x,y)];
if(~((Random.rand() & 8) = 8)){
// block below no border & different family
if((~(family[getIndex(x,y + 1)] = -1)) & (~(family[getIndex(x,y)] = family[getIndex(x,y + 1)]))) {
do tile.openDoor(1);
let count = count + 1;
do makeNeighbor(family,sizeF,x,y,x,y+1);
}
} else {
// block right no border & different family
if((~(family[getIndex(x + 1,y)] = -1)) & (~(family[getIndex(x,y)] = family[getIndex(x + 1,y)]))) {
do tile.openDoor(2);
let count = count + 1;
do makeNeighbor(family,sizeF,x,y,x + 1,y);
}
}
if(Maze.isEven(x)) {
if(y = (lengthY - 2)) {
let y = 1;
}else {
let y = y + 1;
}
} else {
if(y = 1) {
let y = lengthY - 2;
}else {
let y = y - 1;
}
}
}
if(x = (lengthX - 2)) {
let x = 1;
}else {
let x = x + 1;
}
}
}
do family.dispose();
return;
}
method void makeNeighbor(Array family, int size,int xp,int yp,int xc,int yc) {
var int parent, child;
var int index;
let parent = family[getIndex(xp,yp)];
let child = family[getIndex(xc,yc)];
let index = 0;
while(index < size) {
if(family[index] = child) {
let family[index] = parent;
}
let index = index + 1;
}
return;
}
function boolean isEven(int x) {
// lowest bit is set
if((x & 1) = 1) {
return false;
}
return true;
}
method void clearFog() {
var int index, size;
var Tile tile;
let index = 0;
let size = lengthX * lengthY;
while(index < size) {
let tile = maze[index];
if(tile.getState() = 1) {
do tile.setState(0);
}
let index = index + 1;
}
return;
}
}