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At the end of the maze, it cycles through the cells and removes random walls.

Maze is still solvable, but more 'open' this way.

Higher number at the bottom = more open maze, you can modify it.
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:iconsecv:
secv Featured By Owner Jun 5, 2009
That's a cool addition.

Maybe you could have the generator seed the board with a certain number of different "rooms" and then generate hallways between the room entrances. That way it'd be more like a dungeon.

If that can even work I guess lol
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:iconssjskipp:
ssjskipp Featured By Owner Jun 5, 2009
Yeah, that would work just fine.
The way it works now is start in the upper left.
Set the current cell as 'visited'
Get all open (not-visited) neighbors, so, there's 2 to start (down and right).
The next step is choose a random one of the list of open cells.
Then destroy the wall between them, set the chosen cell as the current, repeat.
If there's no neighbors to choose from, take a step back. Continue until you can't step back anymore.
This guarantees that every cell will be visited, and that the entire maze is connected.

So, my addition is it then removes random walls throughout the maze, making it more 'open'.

If I make a 'room' class as a 2D array, which is then run through the maze generator and 'open' function, then I'll have a random room. The next step is to pick a random border cell, and expand out for a few cells, then add another room there.
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:iconsecv:
secv Featured By Owner Jun 6, 2009
Ok, I had to read that twice, but I'm getting what you're saying now :p

But yeah, that's...how you'd...uh...do that. Good work lol
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:iconsm3ck:
sm3ck Featured By Owner Jun 5, 2009  Hobbyist General Artist
I hereby forbid you to keep being awsome with flash and giving us all kinds of selfhating complexes...
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:iconn3xuz:
N3XUZ Featured By Owner Jun 7, 2009
This -^
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