forked from: 迷路生成_1
/*
* 参考サイト
* http://www5d.biglobe.ne.jp/~stssk/maze/make.html
*/
package
{
import flash.display.*;
import flash.events.*;
import flash.geom.*;
import frocessing.math.*;
import jp.progression.commands.lists.*;
import jp.progression.commands.*;
import com.bit101.components.*;
public class Main extends Sprite
{
private var panel:Panel
private var bd:BitmapData;
private var destbd:BitmapData;
private var bitmap:Bitmap;
private var list:SerialList = new SerialList();
private var wait:Number = 10 / 1000.0;
public function Main()
{
Wonderfl.capture_delay(10);
panel = new Panel(this);
panel.width = panel.height = 465;
stage.frameRate = 120;
bd = new BitmapData(51, 51, false, Status.FIELD);
destbd = bd.clone();
bitmap = new Bitmap(destbd);
bitmap.scaleX = bitmap.scaleY = 6;
bitmap.x = (465 - bitmap.width) / 2;
panel.content.addChild(bitmap);
dig1()
// var button1:PushButton = new PushButton(panel.content, 82, 310, "boutaoshi", dig2);
// var button2:PushButton = new PushButton(panel.content, 182, 310, "anahori", dig1);
// var button3:PushButton = new PushButton(panel.content, 282, 310, "kabenobashi", dig3);
// var slider:HUISlider = new HUISlider(panel.content, 82, 350, "SPEED", sliderHandler);
// slider.minimum = 1;
// slider.value = 10;
}
private function sliderHandler(event:Event):void
{
var slider:HUISlider = event.currentTarget as HUISlider;
wait = slider.value / 1000.0;
}
private function dig2(event:Event = null):void
{
list.clearCommand(true);
list = new SerialList();
bd = new BitmapData(51, 51, false, Status.FIELD);
destbd = bd.clone();
bitmap.bitmapData = destbd;
for (var y:int = 0; y < bd.height; y++)
{
for (var x:int = 0; x < bd.width; x++)
{
if (y == 0 || x == 0 || y == bd.height - 1 || x == bd.width - 1 || y % 2 == 0 && x % 2 == 0)
{
bd.setPixel(x, y, Status.WALL);
list.addCommand(new Func(function(x:int, y:int):void { destbd.setPixel(x, y, Status.WALL); }, [x, y]));
list.addCommand(new Wait(wait));
}
}
}
for (y = 2; y < bd.height - 1; y += 2)
{
var dx:int = 2;
var dy:int = y;
switch (int(Math.random() * 4))
{
case 0: dx++; break;
case 1: dx--; break;
case 2: dy++; break;
case 3: dy--; break;
}
if (bd.getPixel(dx, dy) != Status.WALL)
{
bd.setPixel(dx, dy, Status.WALL);
list.addCommand(new Func(function(x:int, y:int):void { destbd.setPixel(x, y, Status.WALL); }, [dx, dy]));
list.addCommand(new Wait(wait));
}
else y -= 2;
}
for (x = 4; x < bd.width - 1; x += 2)
{
for (y = 2; y < bd.height - 1; y += 2)
{
dx = x;
dy = y;
switch (int(Math.random() * 3))
{
case 0: dy++; break;
case 1: dy--; break;
case 2: dx++; break;
}
if (bd.getPixel(dx, dy) != Status.WALL)
{
bd.setPixel(dx, dy, Status.WALL);
list.addCommand(new Func(function(x:int, y:int):void { destbd.setPixel(x, y, Status.WALL); }, [dx, dy]));
list.addCommand(new Wait(wait));
}
else y -= 2;
}
}
list.execute();
}
private function dig1(event:Event = null):void
{
list.clearCommand(true);
list = new SerialList();
bd = new BitmapData(51, 51, false, Status.FIELD);
bd.fillRect(new Rectangle(1, 1, bd.width - 2, bd.height - 2), Status.WALL);
destbd = bd.clone();
bitmap.bitmapData = destbd;
var px:int = int(Math.random() * (bd.width - 3) / 2) * 2 + 2;
var py:int = int(Math.random() * (bd.width - 3) / 2) * 2 + 2;
bd.setPixel(px, py, Status.FIELD);
list.addCommand(new Func(function():void { destbd.setPixel(px, py, Status.FIELD); } ));
_dig1(px, py);
list.execute();
}
private function _dig1(px:int, py:int):void
{
const DIR:Array =
[
[ 1, 0],
[-1, 0],
[ 0, 1],
[ 0, -1]
];
var random:Array = Random.shakedIntegers(4);
for (var i:int = 0; i < random.length; i++)
{
if (bd.getPixel(px + DIR[random[i]][0] * 2, py + DIR[random[i]][1] * 2) == Status.WALL)
{
bd.setPixel(px + DIR[random[i]][0], py + DIR[random[i]][1], Status.FIELD);
bd.setPixel(px + DIR[random[i]][0] * 2, py + DIR[random[i]][1] * 2, Status.FIELD);
var ii:int = i;
list.addCommand(new Func(function(px:int, py:int, i:int):void {destbd.setPixel(px + DIR[random[i]][0], py + DIR[random[i]][1], Status.FIELD);}, [px, py, i]));
list.addCommand(new Wait(wait));
list.addCommand(new Func(function(px:int, py:int, i:int):void {destbd.setPixel(px + DIR[random[i]][0] * 2, py + DIR[random[i]][1] * 2, Status.FIELD);}, [px, py, i]));
list.addCommand(new Wait(wait));
_dig1(px + DIR[random[i]][0] * 2, py + DIR[random[i]][1] * 2);
}
}
}
private function dig3(event:Event = null):void
{
list.clearCommand(true);
list = new SerialList();
bd = new BitmapData(51, 51, false, Status.WALL);
bd.fillRect(new Rectangle(1, 1, bd.width - 2, bd.height - 2), Status.FIELD);
destbd = bd.clone();
bitmap.bitmapData = destbd;
var wall:Array = new Array();
for (var x:int = 2; x < bd.width; x += 2)
{
wall.push(new Point(x, 0));
wall.push(new Point(x, bd.height - 1));
}
for (var y:int = 2; y < bd.height; y += 2)
{
wall.push(new Point(0, y));
wall.push(new Point(bd.width - 1, y));
}
wall = Random.shake(wall);
var point:Point = wall.pop();
_dig3(point.x, point.y, wall);
list.execute();
}
private function _dig3(px:int, py:int, wall:Array):void
{
const DIR:Array =
[
[ 1, 0],
[-1, 0],
[ 0, 1],
[ 0, -1]
];
var random:Array = Random.shakedIntegers(4);
for (var i:int = 0; i < random.length; i++)
{
if (bd.getPixel(px + DIR[random[i]][0] * 2, py + DIR[random[i]][1] * 2) == Status.FIELD)
{
bd.setPixel(px + DIR[random[i]][0], py + DIR[random[i]][1], Status.WALL);
bd.setPixel(px + DIR[random[i]][0] * 2, py + DIR[random[i]][1] * 2, Status.WALL);
var ii:int = i;
list.addCommand(new Func(function(px:int, py:int, i:int):void {destbd.setPixel(px + DIR[random[i]][0], py + DIR[random[i]][1], Status.WALL);}, [px, py, i]));
list.addCommand(new Wait(wait));
list.addCommand(new Func(function(px:int, py:int, i:int):void {destbd.setPixel(px + DIR[random[i]][0] * 2, py + DIR[random[i]][1] * 2, Status.WALL);}, [px, py, i]));
list.addCommand(new Wait(wait));
_dig3(px + DIR[random[i]][0] * 2, py + DIR[random[i]][1] * 2, wall);
}
}
if (wall.length != 0)
{
var point:Point = wall.pop();
_dig3(point.x, point.y, wall);
}
}
}
}
class Status
{
public static const FIELD:int = 0xF3F3F3;
public static const WALL:int = 0x393939;
}