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Maze Hover
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license: gpl-3.0 |
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<!DOCTYPE html> | |
<meta charset="utf-8"> | |
<style> | |
body { | |
background: #000; | |
} | |
</style> | |
<body> | |
<script src="//d3js.org/d3.v3.min.js"></script> | |
<script> | |
var width = 960, | |
height = 960; | |
var N = 1 << 0, | |
S = 1 << 1, | |
W = 1 << 2, | |
E = 1 << 3; | |
var cellSize = 4, | |
cellSpacing = 4, | |
cellWidth = Math.floor((width - cellSpacing) / (cellSize + cellSpacing)), | |
cellHeight = Math.floor((height - cellSpacing) / (cellSize + cellSpacing)), | |
marginLeft = Math.round((width - cellWidth * cellSize - (cellWidth + 1) * cellSpacing) / 2), | |
marginTop = Math.round((height - cellHeight * cellSize - (cellHeight + 1) * cellSpacing) / 2), | |
cells = generateMaze(cellWidth, cellHeight), // each cell’s edge bits | |
parents = computeParents(cells, cellWidth, cellHeight), | |
hoverIndex = cellWidth - 1; | |
var canvas = d3.select("body").append("canvas") | |
.attr("width", width) | |
.attr("height", height) | |
.on("ontouchstart" in document ? "touchmove" : "mousemove", mousemoved); | |
var context = canvas.node().getContext("2d"); | |
context.translate(marginLeft, marginTop); | |
context.fillStyle = "#fff"; | |
for (var y = 0, i = 0; y < cellHeight; ++y) { | |
for (var x = 0; x < cellWidth; ++x, ++i) { | |
fillCell(i); | |
if (cells[i] & S) fillSouth(i); | |
if (cells[i] & E) fillEast(i); | |
} | |
} | |
context.fillStyle = "#f00"; | |
fillPath(hoverIndex); | |
function mousemoved() { | |
var m = d3.mouse(this), | |
x = Math.max(0, Math.min(cellWidth - 1, Math.floor((m[0] - marginLeft - cellSpacing) / (cellSize + cellSpacing)))), | |
y = Math.max(0, Math.min(cellHeight - 1, Math.floor((m[1] - marginTop - cellSpacing) / (cellSize + cellSpacing)))); | |
context.fillStyle = "#fff"; | |
fillPath(hoverIndex); | |
context.fillStyle = "#f00"; | |
fillPath(hoverIndex = y * cellWidth + x); | |
} | |
function fillPath(i0) { | |
var i1; | |
while (true) { | |
i1 = parents[i0]; | |
fillCell(i0); | |
if (i1 === i0 - 1) fillEast(i1); | |
else if (i1 === i0 + 1) fillEast(i0); | |
else if (i1 === i0 - cellWidth) fillSouth(i1); | |
else if (i1 === i0 + cellWidth) fillSouth(i0); | |
else break; | |
i0 = i1; | |
} | |
} | |
function fillCell(i) { | |
var x = i % cellWidth, y = i / cellWidth | 0; | |
context.fillRect(x * cellSize + (x + 1) * cellSpacing, y * cellSize + (y + 1) * cellSpacing, cellSize, cellSize); | |
} | |
function fillEast(i) { | |
var x = i % cellWidth, y = i / cellWidth | 0; | |
context.fillRect((x + 1) * (cellSize + cellSpacing), y * cellSize + (y + 1) * cellSpacing, cellSpacing, cellSize); | |
} | |
function fillSouth(i) { | |
var x = i % cellWidth, y = i / cellWidth | 0; | |
context.fillRect(x * cellSize + (x + 1) * cellSpacing, (y + 1) * (cellSize + cellSpacing), cellSize, cellSpacing); | |
} | |
function computeParents(cells, width, height) { | |
var parents = new Array(width * height), | |
i0 = (height - 1) * width, | |
i1, | |
frontier = [i0]; | |
parents[i0] = i0; | |
while ((i0 = frontier.pop()) != null) { | |
if (cells[i0] & E && isNaN(parents[i1 = i0 + 1])) parents[i1] = i0, frontier.push(i1); | |
if (cells[i0] & W && isNaN(parents[i1 = i0 - 1])) parents[i1] = i0, frontier.push(i1); | |
if (cells[i0] & S && isNaN(parents[i1 = i0 + width])) parents[i1] = i0, frontier.push(i1); | |
if (cells[i0] & N && isNaN(parents[i1 = i0 - width])) parents[i1] = i0, frontier.push(i1); | |
} | |
return parents; | |
} | |
function generateMaze(width, height) { | |
var cells = new Array(width * height), // each cell’s edge bits | |
remaining = d3.range(width * height), // cell indexes to visit | |
previous = new Array(width * height); // current random walk | |
// Add the starting cell. | |
var start = remaining.pop(); | |
cells[start] = 0; | |
// While there are remaining cells, | |
// add a loop-erased random walk to the maze. | |
while (!loopErasedRandomWalk()); | |
return cells; | |
function loopErasedRandomWalk() { | |
var i0, | |
i1, | |
x0, | |
y0; | |
// Pick a location that’s not yet in the maze (if any). | |
do if ((i0 = remaining.pop()) == null) return true; | |
while (cells[i0] >= 0); | |
// Perform a random walk starting at this location, | |
previous[i0] = i0; | |
while (true) { | |
x0 = i0 % width; | |
y0 = i0 / width | 0; | |
// picking a legal random direction at each step. | |
i1 = Math.random() * 4 | 0; | |
if (i1 === 0) { if (y0 <= 0) continue; --y0, i1 = i0 - width; } | |
else if (i1 === 1) { if (y0 >= height - 1) continue; ++y0, i1 = i0 + width; } | |
else if (i1 === 2) { if (x0 <= 0) continue; --x0, i1 = i0 - 1; } | |
else { if (x0 >= width - 1) continue; ++x0, i1 = i0 + 1; } | |
// If this new cell was visited previously during this walk, | |
// erase the loop, rewinding the path to its earlier state. | |
if (previous[i1] >= 0) eraseWalk(i0, i1); | |
// Otherwise, just add it to the walk. | |
else previous[i1] = i0; | |
// If this cell is part of the maze, we’re done walking. | |
if (cells[i1] >= 0) { | |
// Add the random walk to the maze by backtracking to the starting cell. | |
// Also erase this walk’s history to not interfere with subsequent walks. | |
while ((i0 = previous[i1]) !== i1) { | |
if (i1 === i0 + 1) cells[i0] |= E, cells[i1] |= W; | |
else if (i1 === i0 - 1) cells[i0] |= W, cells[i1] |= E; | |
else if (i1 === i0 + width) cells[i0] |= S, cells[i1] |= N; | |
else cells[i0] |= N, cells[i1] |= S; | |
previous[i1] = NaN; | |
i1 = i0; | |
} | |
previous[i1] = NaN; | |
return; | |
} | |
i0 = i1; | |
} | |
} | |
function eraseWalk(i0, i2) { | |
var i1; | |
do i1 = previous[i0], previous[i0] = NaN, i0 = i1; while (i1 !== i2); | |
} | |
} | |
d3.select(self.frameElement).style("height", height + "px"); | |
</script> |
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