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*.dll | ||
*.exe |
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# Maze Path Finder | ||
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<kbd><img src="https://github.com/ZERDICORP/maze_path_finder/blob/master/screenshots/s1.png?row=true" alt="screenshot" width="250" height="250"></kbd> | ||
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### Just 3 steps to get started: | ||
1) **Install [C++ SFML Library](https://www.sfml-dev.org/download.php).** | ||
2) **In the "build.bat" file, specify your path to SFML.** | ||
3) **Run "run.bat".** | ||
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### Author's libraries used by this project: | ||
- [athm.h](https://github.com/ZERDICORP/athm-lib.git) | ||
- [file.h](https://github.com/ZERDICORP/file-lib.git) |
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@echo off | ||
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REM ↓↓↓↓↓↓↓↓↓↓↓↓ Path to SFML ↓↓↓↓↓↓↓↓↓↓↓↓ | ||
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SET sfmlPath="C:/Program Files/SFML-2.5.1" | ||
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REM ↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑ | ||
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SET includePath=%sfmlPath%/include | ||
SET libPath=%sfmlPath%/lib | ||
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g++ ./src/implementation/*.cpp -o ./build/main.exe -O3 -O2 -O1 -DSFML_STATIC -I %includePath% -I "./src/headers" -L %libPath% -lsfml-graphics -lsfml-window -lsfml-system | ||
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echo Press any button.. | ||
pause > nul |
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squareWidth = 10 |
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@echo off | ||
call build.bat | ||
call start.bat |
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#include "include.h" | ||
#include "macros.h" | ||
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#ifndef MAIN_CONFIG | ||
#define MAIN_CONFIG | ||
enum class EVENT_CODE | ||
{ | ||
NONE, | ||
CLOSE, | ||
RESTART, | ||
}; | ||
#endif |
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#include <SFML/Graphics.hpp> | ||
#include <iostream> | ||
#include <vector> | ||
#include <map> | ||
#include <athm.h> | ||
#include <file.h> |
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#define mWH 400 | ||
#define mWW 400 | ||
#define mTitle "maze generation" | ||
#define mConfigPath ".cfg" |
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#include "config.h" | ||
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struct Node | ||
{ | ||
bool bCollapse = false; | ||
bool bTopWall = true; | ||
bool bLeftWall = true; | ||
}; | ||
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void mazeGen(std::vector<std::vector<Node>>& nodes, int iRows, int iCols); | ||
void displayConsoleInformation(std::map<std::string, float>& cfg); | ||
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std::map<std::string, float> readConfig(std::string sConfigPath); | ||
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EVENT_CODE eventListener(sf::RenderWindow& window); | ||
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int init(sf::RenderWindow& window); | ||
int main(); |
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#include "config.h" | ||
#include "tools.h" | ||
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int loop(sf::RenderWindow& window, std::map<std::string, float>& cfg) | ||
{ | ||
bool bNeedToUpdateConsole = true; | ||
bool bFinding = true; | ||
bool bRollback = false; | ||
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int iSqW = cfg["squareWidth"]; | ||
int iRows = mWH / iSqW; | ||
int iCols = mWW / iSqW; | ||
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sf::Vector2i startPos(0, 0); | ||
sf::Vector2i finishPos(zer::athm::rand_int(10, iCols - 1), zer::athm::rand_int(10, iRows - 1)); | ||
sf::Vector2i currentPos = startPos; | ||
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std::vector<std::vector<Node>> nodes(iRows, std::vector<Node>(iCols, Node())); | ||
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mazeGen(nodes, iRows, iCols); | ||
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for (int iRow = 0; iRow < iRows; ++iRow) | ||
for (int iCol = 0; iCol < iCols; ++iCol) | ||
nodes[iRow][iCol].bCollapse = false; | ||
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std::vector<sf::Vector2i> history; | ||
history.push_back(currentPos); | ||
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std::vector<sf::Vector2i> vectors({ | ||
sf::Vector2i(0, -1), | ||
sf::Vector2i(0, 1), | ||
sf::Vector2i(-1, 0), | ||
sf::Vector2i(1, 0) | ||
}); | ||
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sf::RectangleShape rectStart(sf::Vector2f(iSqW, iSqW)); | ||
rectStart.setFillColor(sf::Color::Yellow); | ||
rectStart.setPosition(0, 0); | ||
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sf::RectangleShape rectFinish(sf::Vector2f(iSqW, iSqW)); | ||
rectFinish.setFillColor(sf::Color::Red); | ||
rectFinish.setPosition(finishPos.x * iSqW, finishPos.y * iSqW); | ||
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sf::VertexArray pathLine(sf::LinesStrip, 2); | ||
pathLine[0].color = sf::Color(15, 255, 252); | ||
pathLine[1].color = sf::Color(15, 255, 252); | ||
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sf::VertexArray mazeLine(sf::LineStrip, 2); | ||
mazeLine[0].color = sf::Color::White; | ||
mazeLine[1].color = sf::Color::White; | ||
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while (window.isOpen()) | ||
{ | ||
window.clear(); | ||
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/* | ||
Maze path finder algorithm body. | ||
*/ | ||
if (bFinding) | ||
{ | ||
if (currentPos.y == finishPos.y && currentPos.x == finishPos.x) | ||
{ | ||
bFinding = false; | ||
rectFinish.setFillColor(sf::Color::Green); | ||
continue; | ||
} | ||
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std::vector<int> vectorVariants({0, 1, 2, 3}); | ||
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while (true) | ||
{ | ||
int iRandomVectorVariantIndex = zer::athm::rand_int(vectorVariants.size()); | ||
int iRandomVectorIndex = vectorVariants[iRandomVectorVariantIndex]; | ||
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sf::Vector2i tempPos = currentPos + vectors[iRandomVectorIndex]; | ||
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if (zer::athm::inRange2D(iRows, iCols, tempPos.y, tempPos.x)) | ||
{ | ||
bool bWall = ((vectors[iRandomVectorIndex].y < 0 && nodes[currentPos.y][currentPos.x].bTopWall) || | ||
(vectors[iRandomVectorIndex].y > 0 && nodes[tempPos.y][tempPos.x].bTopWall) || | ||
(vectors[iRandomVectorIndex].x < 0 && nodes[currentPos.y][currentPos.x].bLeftWall) || | ||
(vectors[iRandomVectorIndex].x > 0 && nodes[tempPos.y][tempPos.x].bLeftWall)); | ||
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/* | ||
If there are no walls in the direction and we have not been there yet. | ||
*/ | ||
if (!bWall && !nodes[tempPos.y][tempPos.x].bCollapse) | ||
{ | ||
if (bRollback) | ||
{ | ||
history.push_back(currentPos); | ||
bRollback = false; | ||
} | ||
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currentPos = tempPos; | ||
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history.push_back(currentPos); | ||
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nodes[currentPos.y][currentPos.x].bCollapse = true; | ||
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break; | ||
} | ||
else | ||
vectorVariants.erase(vectorVariants.begin() + iRandomVectorVariantIndex); | ||
} | ||
else | ||
vectorVariants.erase(vectorVariants.begin() + iRandomVectorVariantIndex); | ||
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if (vectorVariants.size() == 0) | ||
{ | ||
currentPos = history[history.size() - 1]; | ||
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history.erase(history.end() - 1); | ||
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bRollback = true; | ||
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break; | ||
} | ||
} | ||
} | ||
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/* | ||
Drawing start & finish. | ||
*/ | ||
window.draw(rectStart); | ||
window.draw(rectFinish); | ||
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/* | ||
Drawing path. | ||
*/ | ||
if (history.size() > 1) | ||
{ | ||
for (int i = 1; i < history.size() - 1; ++i) | ||
{ | ||
pathLine[0].position = sf::Vector2f(history[i - 1].x * iSqW + (iSqW / 2), history[i - 1].y * iSqW + (iSqW / 2)); | ||
pathLine[1].position = sf::Vector2f(history[i].x * iSqW + (iSqW / 2), history[i].y * iSqW + (iSqW / 2)); | ||
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window.draw(pathLine); | ||
} | ||
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pathLine[0].position = sf::Vector2f( | ||
history[history.size() - 2].x * iSqW + (iSqW / 2), history[history.size() - 2].y * iSqW + (iSqW / 2)); | ||
pathLine[1].position = sf::Vector2f( | ||
history[history.size() - 1].x * iSqW + (iSqW / 2), history[history.size() - 1].y * iSqW + (iSqW / 2)); | ||
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window.draw(pathLine); | ||
} | ||
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/* | ||
Drawing maze. | ||
*/ | ||
for (int r = 0; r < iRows; ++r) | ||
{ | ||
for (int c = 0; c < iCols; ++c) | ||
{ | ||
if (nodes[r][c].bTopWall) | ||
{ | ||
mazeLine[0].position = sf::Vector2f(c * iSqW, r * iSqW); | ||
mazeLine[1].position = sf::Vector2f(c * iSqW + iSqW, r * iSqW); | ||
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window.draw(mazeLine); | ||
} | ||
if (nodes[r][c].bLeftWall) | ||
{ | ||
mazeLine[0].position = sf::Vector2f(c * iSqW, r * iSqW); | ||
mazeLine[1].position = sf::Vector2f(c * iSqW, r * iSqW + iSqW); | ||
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window.draw(mazeLine); | ||
} | ||
} | ||
} | ||
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window.display(); | ||
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if (bNeedToUpdateConsole) | ||
{ | ||
displayConsoleInformation(cfg); | ||
bNeedToUpdateConsole = false; | ||
} | ||
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switch (eventListener(window)) | ||
{ | ||
case EVENT_CODE::CLOSE: | ||
window.close(); | ||
break; | ||
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case EVENT_CODE::RESTART: | ||
init(window); | ||
break; | ||
} | ||
} | ||
return 0; | ||
} | ||
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int init(sf::RenderWindow& window) | ||
{ | ||
std::map<std::string, float> cfg = readConfig(mConfigPath); | ||
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return loop(window, cfg); | ||
} |
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