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2.3 is out, here! This version is outdated, so moved to scraps :P
This is version 2.2 of my Maze Generator tool, I've added a few cool features, I finally managed to get the "Search path" function working :D
[Edit] Fixed a few bugs since 2.0, please force-refresh the page (Ctrl+F5 on Windows, no idea on mac :P)
[Edit] 2.1.1: Some more minor bugfixes.
[Edit] 2.2: Added the "Complexity" feature, moved the spead toggle to the + and - buttons, and some minor tweaks.
You can use it to generate random mazes of any specified size, walk around on them, and it can find the correct path from the entrance to the exit.
Controls:
Press [Spacebar] to generate a maze,
Press [Spacebar] again to restart.
Press [R] to reset above fields.
Press [M] to enter the maximum width and heigth.
Press [+] and [-] to toggle Drawing and Solving Speed.
Press when the maze is generated to solve the maze.
Click in the maze with your left mouse button at any time to pause and resume maze creation / pathfinding.
When nothing is entered in the fields, the MazeGen will generate a 25*25 maze, with CellSize 5.
After the maze is generated, you can walk around in it, with the arrow keys.
The "Instant Render?" checkbox determines if the MazeGen will show you the creation process, or if it will render the maze as fast as it can. Expect a little delay on huge mazes, if you check this checkbox.
This is version 2.2 of my Maze Generator tool, I've added a few cool features, I finally managed to get the "Search path" function working :D
[Edit] Fixed a few bugs since 2.0, please force-refresh the page (Ctrl+F5 on Windows, no idea on mac :P)
[Edit] 2.1.1: Some more minor bugfixes.
[Edit] 2.2: Added the "Complexity" feature, moved the spead toggle to the + and - buttons, and some minor tweaks.
You can use it to generate random mazes of any specified size, walk around on them, and it can find the correct path from the entrance to the exit.
Controls:
Press [Spacebar] to generate a maze,
Press [Spacebar] again to restart.
Press [R] to reset above fields.
Press [M] to enter the maximum width and heigth.
Press [+] and [-] to toggle Drawing and Solving Speed.
Press when the maze is generated to solve the maze.
Click in the maze with your left mouse button at any time to pause and resume maze creation / pathfinding.
When nothing is entered in the fields, the MazeGen will generate a 25*25 maze, with CellSize 5.
After the maze is generated, you can walk around in it, with the arrow keys.
The "Instant Render?" checkbox determines if the MazeGen will show you the creation process, or if it will render the maze as fast as it can. Expect a little delay on huge mazes, if you check this checkbox.
Category Flash / Abstract
Species Unspecified / Any
Size 1000 x 1000px
File Size 20.6 kB
I found an easy way to bork it
1: Generate maze (duh)
2: find your won way through the maze
3: Press P when you're sitting next to the exit. a red line should appear along one of the paths from where you are (If there's only one, then that's the path that will be colored)
4: You'll be teleported to the entrance.
5: Press P again and watch as it fruitlessly tries to solve the already solved puzzle. You won't be able to move.
Also, if you've alreeady solved the puzzle, and you move into one of the yellow areas and press P, a yellow line will appear connecting you to the entrance, and you'll be frozen in place
You can still press Spacebar to get back to the main menu during either of these.
1: Generate maze (duh)
2: find your won way through the maze
3: Press P when you're sitting next to the exit. a red line should appear along one of the paths from where you are (If there's only one, then that's the path that will be colored)
4: You'll be teleported to the entrance.
5: Press P again and watch as it fruitlessly tries to solve the already solved puzzle. You won't be able to move.
Also, if you've alreeady solved the puzzle, and you move into one of the yellow areas and press P, a yellow line will appear connecting you to the entrance, and you'll be frozen in place
You can still press Spacebar to get back to the main menu during either of these.
Also, i figured out a way to speed up the creation of the maps
It seems like you're running a query of something along the lines of 'all spots visited'
Instead of doing that, add 2 extra variables into the coding (I'll call them x and y)
X=0
Y=Rows x Columns (Default of 25 rows and 25 columns makes 625. this is how many spots you have)
Every time a new spot is visited, perform X+1=new X
That way, X will equal the number of spots visited.
now, instead of running 'All spots visited' you can run 'X=Y'
It seems like you're running a query of something along the lines of 'all spots visited'
Instead of doing that, add 2 extra variables into the coding (I'll call them x and y)
X=0
Y=Rows x Columns (Default of 25 rows and 25 columns makes 625. this is how many spots you have)
Every time a new spot is visited, perform X+1=new X
That way, X will equal the number of spots visited.
now, instead of running 'All spots visited' you can run 'X=Y'
When the maze is not on "instant generation", each step is 1 tick of a clock coded into the maze, I've got the clock running as fast as I can, but there is a built in minimal delay I can't get around, so that's what's the fastest speed is, the maze can generate, when not instantly generating.
Basically, I have this:
function tick()
{
if (visitedcells < totalcells)
{
mazePiece();
}
}
(some more stuff in there, a else to stop the timer when done etc.)
On each timer event. mazePiece(); is 1 step in the maze.
mazePiece(); contains this:
cells[q][w].visit(); //Change the "visited" boolean of that cell to true.
visitedcells++;
Basically, I have this:
function tick()
{
if (visitedcells < totalcells)
{
mazePiece();
}
}
(some more stuff in there, a else to stop the timer when done etc.)
On each timer event. mazePiece(); is 1 step in the maze.
mazePiece(); contains this:
cells[q][w].visit(); //Change the "visited" boolean of that cell to true.
visitedcells++;
Ah xD
Well, The mazeGen has a timer, that activates the tick() function every X milliseconds. The timer has a built in minimum for X, that's why it can't go any faster :(
The generator checks if it's done by using "if (visitedcells < totalcells)", so it doesn't check every single cell every loop, it just compares the amount of visited cells, to the amount of cells in the maze (x*y).
I hope that makes some sense =]
Well, The mazeGen has a timer, that activates the tick() function every X milliseconds. The timer has a built in minimum for X, that's why it can't go any faster :(
The generator checks if it's done by using "if (visitedcells < totalcells)", so it doesn't check every single cell every loop, it just compares the amount of visited cells, to the amount of cells in the maze (x*y).
I hope that makes some sense =]
FA+

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