Code
- Program.cs
using System;
namespace SideWinderMaze
{
class Program
{
static void Main(string[] args)
{
Board board = new Board();
Player player = new Player();
board.Initialize(25, player);
player.Initionalize(1, 1, board);
Console.CursorVisible = false;
const int WAIT_TICK = 1000 / 30;
int lastTick = 0;
while (true)
{
// Frame
int currentTick = System.Environment.TickCount;
if (currentTick - lastTick < WAIT_TICK)
continue;
int deltaTick = currentTick - lastTick;
lastTick = currentTick;
// Logic
player.Update(deltaTick);
// Rendering
Console.SetCursorPosition(0, 0);
board.Render();
}
}
}
}
- Board.cs
using System;
using System.Collections.Generic;
using System.Text;
namespace SideWinderMaze
{
class Board
{
const char CIRCLE = '\u25cf';
public TileType[,] Tile { get; private set; }
public int Size { get; private set; }
public int DestY { get; private set; }
public int DestX { get; private set; }
Player _player;
public enum TileType
{
Empty,
Wall,
}
public void Initialize(int size, Player player)
{
if (size % 2 == 0)
return;
_player = player;
Tile = new TileType[size, size];
Size = size;
DestY = Size - 2;
DestX = Size - 2;
GeneratedBySideWinder(size);
}
public void GeneratedBySideWinder(int size)
{
for(int y = 0; y < Size; y++)
{
for(int x = 0; x < Size; x++)
{
if (x % 2 == 0 || y % 2 == 0)
Tile[y, x] = TileType.Wall;
else
Tile[y, x] = TileType.Empty;
}
}
Random rand = new Random();
for (int y = 0; y < Size; y++)
{
int count = 1;
for(int x = 0; x < Size; x++)
{
if (x % 2 == 0 || y % 2 == 0)
continue;
if (x == Size - 2 && y == Size - 2)
continue;
if(y == Size - 2)
{
Tile[y, x + 1] = TileType.Empty;
continue;
}
if(x == Size - 2)
{
Tile[y + 1, x] = TileType.Empty;
continue;
}
if (rand.Next(0, 2) == 0)
{
Tile[y, x + 1] = TileType.Empty;
count++;
}
else
{
int randomIndex = rand.Next(0, count);
Tile[y + 1, x - randomIndex * 2] = TileType.Empty;
count = 1;
}
}
}
}
public void Render()
{
ConsoleColor prevColor = Console.ForegroundColor;
for(int y = 0; y < Size; y++)
{
for(int x = 0; x < Size; x++)
{
// Get player position
// If current [y, x] == player position, change color
if (y == _player.PosY && x == _player.PosX)
Console.ForegroundColor = ConsoleColor.Blue;
else if (y == DestY && x == DestX)
Console.ForegroundColor = ConsoleColor.Yellow;
else
Console.ForegroundColor = GetTileColor(Tile[y, x]);
Console.Write(CIRCLE);
}
Console.WriteLine();
}
}
ConsoleColor GetTileColor(TileType type)
{
switch (type)
{
case TileType.Empty:
return ConsoleColor.Green;
case TileType.Wall:
return ConsoleColor.Red;
default:
return ConsoleColor.Green;
}
}
}
}
- Player.cs
using System;
using System.Collections.Generic;
using System.Text;
namespace SideWinderMaze
{
class Pos
{
public Pos(int y, int x) { Y = y; X = x; }
public int Y;
public int X;
}
class Player
{
public int PosY { get; private set; }
public int PosX { get; private set; }
Random _random = new Random();
Board _board;
enum Dir
{
Up = 0,
Left = 1,
Down = 2,
Right = 3
}
int _dir = (int)Dir.Up;
List<Pos> _points = new List<Pos>();
public void Initialize(int posY, int posX, Board board)
{
PosY = posY;
PosX = posX;
_board = board;
// Position changing from current direction
int[] frontY = new int[] { -1, 0, 1, 0 };
int[] frontX = new int[] { 0, -1, 0, 1 };
int[] rightY = new int[] { 0, -1, 0, 1 };
int[] rightX = new int[] { 1, 0, -1, 0 };
_points.Add(new Pos(PosY, PosX));
// Not arrived to destination
while (PosY != board.DestY || PosX != board.DestX)
{
// 1. Check able to go right
if (_board.Tile[PosY + rightY[_dir], PosX + rightX[_dir]] == Board.TileType.Empty)
{
// Turn right 90 degree
_dir = (_dir - 1 + 4) % 4;
// Go straight
PosY = PosY + frontY[_dir];
PosX = PosX + frontX[_dir];
_points.Add(new Pos(PosY, PosX));
}
// 2. Check albe to go straight
else if (_board.Tile[PosY + frontY[_dir], PosX + frontX[_dir]] == Board.TileType.Empty)
{
// Go straight
PosY = PosY + frontY[_dir];
PosX = PosX + frontX[_dir];
_points.Add(new Pos(PosY, PosX));
}
else
{
// Turn left 90 degree
_dir = (_dir + 1 + 4) % 4;
}
}
}
const int MOVE_TICK = 10;
int _sumTick = 0;
int _lastIndex = 0;
public void Update(int deltaTick)
{
if (_lastIndex >= _points.Count)
return;
_sumTick += deltaTick;
if(_sumTick >= MOVE_TICK)
{
_sumTick = 0;
PosY = _points[_lastIndex].Y;
PosX = _points[_lastIndex].X;
_lastIndex++;
}
}
}
}
Algorithm
- Initialize
- Make first row and column and last row and column to wall
- Make every enum-th row and column to wall
- Side Winder Maze
- Change next row of enum-th to empty randomly
- If next random is wall, choose one of previous empty block
- Make that empty block’s bottom to empty
- Right Hand Rule
- In current direction, go right block if it is empty
- In current direction, go straight if it is empty
- Otherwise, turn left
Timer
- WAIT_TICK
- Excute while loop in every 1000/30 ms
- Calculate
- currentTick: System Timer
- lasTick: last checked Time
- deltaTick: duration of Tick
const int WAIT_TICK = 1000 / 30;
int lastTick = 0;
while (true)
{
// Frame
int currentTick = System.Environment.TickCount;
if (currentTick - lastTick < WAIT_TICK)
continue;
int deltaTick = currentTick - lastTick;
lastTick = currentTick;
// Logic
player.Update(deltaTick);
- Move_TICK
- Move player in every Move_TICK
_sumTick += deltaTick;
if(_sumTick >= MOVE_TICK)
{
_sumTick = 0;
...
Property
- Getter
- Return value
- Setter
- Change value
- If value should not be changed in other classes, use private set
public TileType[,] Tile { get; private set; }
List
- Dynamical Array
- Allocate memory 1.5 - 2 times more then real using memory to minimize cost of resizing
- Pros: flexible and continuous
- Cos: cost of resizing
List<Pos> _points = new List<Pos>();
...
_points.Add(new Pos(PosY, PosX));
...
PosY = _points[_lastIndex].Y;
Generic
- List
- To facilitate the reuse of code and algorithms
- Specifies types when classes are used instead of when designing existing classes
List<Pos> _points = new List<Pos>();
Calculate rotation
- Set direction to number
enum Dir
{
Up = 0,
Left = 1,
Down = 2,
Right = 3
}
- Turn Right
- For example, if player face up, then player direction must be changed to right
- 0 -> 3, 1 -> 0, 2 -> 1, 3 -> 2
- +4 is for positive number
_dir = (_dir - 1 + 4) % 4;
- Turn Left
- For example, if player face up, then player direction must be changed to left
- 0 -> 1, 1 -> 2, 2 -> 3, 3 -> 0
_dir = (_dir + 1 + 4) % 4;
Calculate position
- Front direction
- If player faces up, decrese row
- If player faces down, increse row
int[] frontY = new int[] { -1, 0, 1, 0 };
- If player faces left, decrese column
- If player faces right, increse column
int[] frontX = new int[] { 0, -1, 0, 1 };
- Right direction
- If player faces left, decrese row
- If player faces right, increse row
int[] rightY = new int[] { 0, -1, 0, 1 };
- If player faces up, increase column
- If player faces down, decrease coloum
int[] rightX = new int[] { 1, 0, -1, 0 };