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colortest.htm
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colortest.htm
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<!DOCTYPE html>
<html>
<head>
<script>
// change this to increase/decrease the scale at which the map is drawn
var scale = 2;
// set this to false to hide the ghosts and pacman
var shouldDrawActors = true;
window.onload = function() {
var canvas = document.getElementById('canvas');
var rows = 36;
var cols = 28;
canvas.width = cols*tileSize*scale;
canvas.height = rows*tileSize*scale;
var ctx = canvas.getContext('2d');
ctx.scale(scale,scale);
var map = mapgen();
map.draw(ctx,0,0);
if (shouldDrawActors) {
drawActors(ctx);
}
};
////////////////////////////////////////////////////////
// source: http://mjijackson.com/2008/02/rgb-to-hsl-and-rgb-to-hsv-color-model-conversion-algorithms-in-javascript
/**
* Converts an RGB color value to HSL. Conversion formula
* adapted from http://en.wikipedia.org/wiki/HSL_color_space.
* Assumes r, g, and b are contained in the set [0, 255] and
* returns h, s, and l in the set [0, 1].
*
* @param Number r The red color value
* @param Number g The green color value
* @param Number b The blue color value
* @return Array The HSL representation
*/
function rgbToHsl(r, g, b){
r /= 255, g /= 255, b /= 255;
var max = Math.max(r, g, b), min = Math.min(r, g, b);
var h, s, l = (max + min) / 2;
if(max == min){
h = s = 0; // achromatic
}else{
var d = max - min;
s = l > 0.5 ? d / (2 - max - min) : d / (max + min);
switch(max){
case r: h = (g - b) / d + (g < b ? 6 : 0); break;
case g: h = (b - r) / d + 2; break;
case b: h = (r - g) / d + 4; break;
}
h /= 6;
}
return [h, s, l];
}
/**
* Converts an HSL color value to RGB. Conversion formula
* adapted from http://en.wikipedia.org/wiki/HSL_color_space.
* Assumes h, s, and l are contained in the set [0, 1] and
* returns r, g, and b in the set [0, 255].
*
* @param Number h The hue
* @param Number s The saturation
* @param Number l The lightness
* @return Array The RGB representation
*/
function hslToRgb(h, s, l){
var r, g, b;
if(s == 0){
r = g = b = l; // achromatic
}else{
function hue2rgb(p, q, t){
if(t < 0) t += 1;
if(t > 1) t -= 1;
if(t < 1/6) return p + (q - p) * 6 * t;
if(t < 1/2) return q;
if(t < 2/3) return p + (q - p) * (2/3 - t) * 6;
return p;
}
var q = l < 0.5 ? l * (1 + s) : l + s - l * s;
var p = 2 * l - q;
r = hue2rgb(p, q, h + 1/3);
g = hue2rgb(p, q, h);
b = hue2rgb(p, q, h - 1/3);
}
r *= 255;
g *= 255;
b *= 255;
return [r,g,b];
}
/**
* Converts an RGB color value to HSV. Conversion formula
* adapted from http://en.wikipedia.org/wiki/HSV_color_space.
* Assumes r, g, and b are contained in the set [0, 255] and
* returns h, s, and v in the set [0, 1].
*
* @param Number r The red color value
* @param Number g The green color value
* @param Number b The blue color value
* @return Array The HSV representation
*/
function rgbToHsv(r, g, b){
r = r/255, g = g/255, b = b/255;
var max = Math.max(r, g, b), min = Math.min(r, g, b);
var h, s, v = max;
var d = max - min;
s = max == 0 ? 0 : d / max;
if(max == min){
h = 0; // achromatic
}else{
switch(max){
case r: h = (g - b) / d + (g < b ? 6 : 0); break;
case g: h = (b - r) / d + 2; break;
case b: h = (r - g) / d + 4; break;
}
h /= 6;
}
return [h, s, v];
}
/**
* Converts an HSV color value to RGB. Conversion formula
* adapted from http://en.wikipedia.org/wiki/HSV_color_space.
* Assumes h, s, and v are contained in the set [0, 1] and
* returns r, g, and b in the set [0, 255].
*
* @param Number h The hue
* @param Number s The saturation
* @param Number v The value
* @return Array The RGB representation
*/
function hsvToRgb(h, s, v){
var r, g, b;
var i = Math.floor(h * 6);
var f = h * 6 - i;
var p = v * (1 - s);
var q = v * (1 - f * s);
var t = v * (1 - (1 - f) * s);
switch(i % 6){
case 0: r = v, g = t, b = p; break;
case 1: r = q, g = v, b = p; break;
case 2: r = p, g = v, b = t; break;
case 3: r = p, g = q, b = v; break;
case 4: r = t, g = p, b = v; break;
case 5: r = v, g = p, b = q; break;
}
r *= 255;
g *= 255;
b *= 255;
return [r,g,b];
}
function rgbString(rgb) {
var r = Math.floor(rgb[0]);
var g = Math.floor(rgb[1]);
var b = Math.floor(rgb[2]);
return 'rgb('+r+','+g+','+b+')';
}
// direction enums (in clockwise order)
var DIR_UP = 0;
var DIR_RIGHT = 1;
var DIR_DOWN = 2;
var DIR_LEFT = 3;
// get direction enum from a direction vector
var getEnumFromDir = function(dir) {
if (dir.x==-1) return DIR_LEFT;
if (dir.x==1) return DIR_RIGHT;
if (dir.y==-1) return DIR_UP;
if (dir.y==1) return DIR_DOWN;
};
// set direction vector from a direction enum
var setDirFromEnum = function(dir,dirEnum) {
if (dirEnum == DIR_UP) { dir.x = 0; dir.y =-1; }
else if (dirEnum == DIR_RIGHT) { dir.x =1; dir.y = 0; }
else if (dirEnum == DIR_DOWN) { dir.x = 0; dir.y = 1; }
else if (dirEnum == DIR_LEFT) { dir.x = -1; dir.y = 0; }
};
// size of a square tile in pixels
var tileSize = 8;
/////////////////////////////////////////////////
//
// actor starting states
midTile = {x:3,y:4};
var blinky = {};
blinky.color = "#FF0000";
var pinky = {};
pinky.color = "#FFB8FF";
var inky = {};
inky.color = "#00FFFF";
var clyde = {};
clyde.color = "#FFB851";
var pacman = {};
pacman.color = "#FFFF00";
var ghosts = [blinky,inky,pinky,clyde];
blinky.dirEnum = DIR_LEFT;
blinky.pixel = {
x: 14*tileSize-1,
y: 14*tileSize+midTile.y
};
pinky.dirEnum = DIR_DOWN;
pinky.pixel = {
x: 14*tileSize-1,
y: 17*tileSize+midTile.y,
};
inky.dirEnum = DIR_UP;
inky.pixel = {
x: 12*tileSize-1,
y: 17*tileSize + midTile.y,
};
clyde.dirEnum = DIR_UP;
clyde.pixel = {
x: 16*tileSize-1,
y: 17*tileSize + midTile.y,
};
pacman.dirEnum = DIR_LEFT;
pacman.pixel = {
x: 14*tileSize-1,
y: 26*tileSize + midTile.y,
};
//////////////////////////////////////////////////////////////
// Sprites
// (sprites are created using canvas paths)
var drawGhostSprite = (function(){
// add top of the ghost head to the current canvas path
var addHead = (function() {
// pixel coordinates for the top of the head
// on the original arcade ghost sprite
var coords = [
0,6,
1,3,
2,2,
3,1,
4,1,
5,0,
8,0,
9,1,
10,1,
11,2,
12,3,
13,6,
];
return function(ctx) {
var i;
ctx.save();
// translate by half a pixel to the right
// to try to force centering
ctx.translate(0.5,0);
ctx.moveTo(0,6);
ctx.quadraticCurveTo(1.5,0,6.5,0);
ctx.quadraticCurveTo(11.5,0,13,6);
// draw lines between pixel coordinates
/*
ctx.moveTo(coords[0],coords[1]);
for (i=2; i<coords.length; i+=2)
ctx.lineTo(coords[i],coords[i+1]);
*/
ctx.restore();
};
})();
// add first ghost animation frame feet to the current canvas path
var addFeet1 = (function(){
// pixel coordinates for the first feet animation
// on the original arcade ghost sprite
var coords = [
13,13,
11,11,
9,13,
8,13,
8,11,
5,11,
5,13,
4,13,
2,11,
0,13,
];
return function(ctx) {
var i;
ctx.save();
// translate half a pixel right and down
// to try to force centering and proper height
ctx.translate(0.5,0.5);
// continue previous path (assuming ghost head)
// by drawing lines to each of the pixel coordinates
for (i=0; i<coords.length; i+=2)
ctx.lineTo(coords[i],coords[i+1]);
ctx.restore();
};
})();
// add second ghost animation frame feet to the current canvas path
var addFeet2 = (function(){
// pixel coordinates for the second feet animation
// on the original arcade ghost sprite
var coords = [
13,12,
12,13,
11,13,
9,11,
7,13,
6,13,
4,11,
2,13,
1,13,
0,12,
];
return function(ctx) {
var i;
ctx.save();
// translate half a pixel right and down
// to try to force centering and proper height
ctx.translate(0.5,0.5);
// continue previous path (assuming ghost head)
// by drawing lines to each of the pixel coordinates
for (i=0; i<coords.length; i+=2)
ctx.lineTo(coords[i],coords[i+1]);
ctx.restore();
};
})();
// draw regular ghost eyes
var addEyes = function(ctx,dirEnum){
var i;
ctx.save();
ctx.translate(2,3);
var coords = [
0,1,
1,0,
2,0,
3,1,
3,3,
2,4,
1,4,
0,3
];
var drawEyeball = function() {
ctx.translate(0.5,0.5);
ctx.beginPath();
ctx.moveTo(coords[0],coords[1]);
for (i=2; i<coords.length; i+=2)
ctx.lineTo(coords[i],coords[i+1]);
ctx.closePath();
ctx.fill();
ctx.stroke();
ctx.translate(-0.5,-0.5);
//ctx.fillRect(1,0,2,5); // left
//ctx.fillRect(0,1,4,3);
};
// translate eye balls to correct position
if (dirEnum == DIR_LEFT) ctx.translate(-1,0);
else if (dirEnum == DIR_RIGHT) ctx.translate(1,0);
else if (dirEnum == DIR_UP) ctx.translate(0,-1);
else if (dirEnum == DIR_DOWN) ctx.translate(0,1);
// draw eye balls
ctx.fillStyle = "#FFF";
ctx.strokeStyle = "#FFF";
ctx.lineWidth = 1.0;
drawEyeball();
ctx.translate(6,0);
drawEyeball();
// translate pupils to correct position
if (dirEnum == DIR_LEFT) ctx.translate(0,2);
else if (dirEnum == DIR_RIGHT) ctx.translate(2,2);
else if (dirEnum == DIR_UP) ctx.translate(1,0);
else if (dirEnum == DIR_DOWN) ctx.translate(1,3);
// draw pupils
ctx.fillStyle = "#00F";
ctx.fillRect(0,0,2,2); // right
ctx.translate(-6,0);
ctx.fillRect(0,0,2,2); // left
ctx.restore();
};
// draw scared ghost face
var addScaredFace = function(ctx,flash){
ctx.strokeStyle = ctx.fillStyle = flash ? "#F00" : "#FF0";
// eyes
ctx.fillRect(4,5,2,2);
ctx.fillRect(8,5,2,2);
// mouth
var coords = [
1,10,
2,9,
3,9,
4,10,
5,10,
6,9,
7,9,
8,10,
9,10,
10,9,
11,9,
12,10,
];
ctx.translate(0.5,0.5);
ctx.beginPath();
ctx.moveTo(coords[0],coords[1]);
for (i=2; i<coords.length; i+=2)
ctx.lineTo(coords[i],coords[i+1]);
ctx.lineWidth = 1.0;
ctx.stroke();
ctx.translate(-0.5,-0.5);
/*
ctx.fillRect(1,10,1,1);
ctx.fillRect(12,10,1,1);
ctx.fillRect(2,9,2,1);
ctx.fillRect(6,9,2,1);
ctx.fillRect(10,9,2,1);
ctx.fillRect(4,10,2,1);
ctx.fillRect(8,10,2,1);
*/
};
return function(ctx,frame,dirEnum,scared,flash,eyes_only,color) {
if (scared)
color = energizer.isFlash() ? "#FFF" : "#2121ff";
if (!eyes_only) {
// draw body
ctx.beginPath();
addHead(ctx);
if (frame == 0)
addFeet1(ctx);
else
addFeet2(ctx);
ctx.closePath();
ctx.fillStyle = color;
ctx.fill();
}
// draw face
if (scared)
addScaredFace(ctx, flash);
else
addEyes(ctx,dirEnum);
};
})();
// draw pacman body
var drawPacmanSprite = function(ctx,dirEnum,angle,mouthShift,scale,centerShift,alpha) {
if (mouthShift == undefined) mouthShift = 0;
if (centerShift == undefined) centerShift = 0;
if (scale == undefined) scale = 1;
if (alpha == undefined) alpha = 1;
ctx.save();
// rotate to current heading direction
var d90 = Math.PI/2;
if (dirEnum == DIR_UP) ctx.rotate(3*d90);
else if (dirEnum == DIR_RIGHT) ctx.rotate(0);
else if (dirEnum == DIR_DOWN) ctx.rotate(d90);
else if (dirEnum == DIR_LEFT) ctx.rotate(2*d90);
// plant corner of mouth
ctx.beginPath();
ctx.moveTo(-3+mouthShift,0);
// draw head outline
ctx.arc(centerShift,0,6.5*scale,angle,2*Math.PI-angle);
ctx.closePath();
ctx.fillStyle = "rgba(255,255,0," + alpha + ")";
ctx.fill();
ctx.restore();
};
var drawGhosts = function(ctx) {
var i=0;
var actorSize = (tileSize-1)*2;
for (i=0;i<4;i++) {
var g = ghosts[i];
ctx.save();
ctx.translate(g.pixel.x-actorSize/2+1, g.pixel.y-actorSize/2);
var frame = 0;
drawGhostSprite(ctx,frame,g.dirEnum,g.scared,false,false,g.color);
ctx.restore();
}
};
var drawPlayer = function(ctx) {
ctx.save();
ctx.translate(pacman.pixel.x+1, pacman.pixel.y);
var frame = 1;
drawPacmanSprite(ctx, pacman.dirEnum, frame*Math.PI/6);
ctx.restore();
};
var drawActors = function(ctx) {
drawGhosts(ctx);
drawPlayer(ctx);
};
// constructor
var Map = function(numCols, numRows, tiles) {
// sizes
this.numCols = numCols;
this.numRows = numRows;
this.numTiles = numCols*numRows;
this.widthPixels = numCols*tileSize;
this.heightPixels = numRows*tileSize;
// ascii map
this.tiles = tiles;
this.resetCurrent();
this.parseWalls();
};
// reset current tiles
Map.prototype.resetCurrent = function() {
this.currentTiles = this.tiles.split(""); // create a mutable list copy of an immutable string
};
// This is a procedural way to generate original-looking maps from a simple ascii tile
// map without a spritesheet.
Map.prototype.parseWalls = function() {
var that = this;
// creates a list of drawable canvas paths to render the map walls
this.paths = [];
// a map of wall tiles that already belong to a built path
var visited = {};
// we extend the x range to suggest the continuation of the tunnels
var toIndex = function(x,y) {
if (x>=-2 && x<that.numCols+2 && y>=0 && y<that.numRows)
return (x+2)+y*(that.numCols+4);
};
// a map of which wall tiles that are not completely surrounded by other wall tiles
var edges = {};
var i=0,x,y;
for (y=0;y<this.numRows;y++) {
for (x=-2;x<this.numCols+2;x++,i++) {
if (this.getTile(x,y) == '|' &&
(this.getTile(x-1,y) != '|' ||
this.getTile(x+1,y) != '|' ||
this.getTile(x,y-1) != '|' ||
this.getTile(x,y+1) != '|' ||
this.getTile(x-1,y-1) != '|' ||
this.getTile(x-1,y+1) != '|' ||
this.getTile(x+1,y-1) != '|' ||
this.getTile(x+1,y+1) != '|')) {
edges[i] = true;
}
}
}
// walks along edge wall tiles starting at the given index to build a canvas path
var makePath = function(tx,ty) {
// get initial direction
var dir = {};
var dirEnum;
if (toIndex(tx+1,ty) in edges)
dirEnum = DIR_RIGHT;
else if (toIndex(tx, ty+1) in edges)
dirEnum = DIR_DOWN;
else
throw "tile shouldn't be 1x1 at "+tx+","+ty;
setDirFromEnum(dir,dirEnum);
// increment to next tile
tx += dir.x;
ty += dir.y;
// backup initial location and direction
var init_tx = tx;
var init_ty = ty;
var init_dirEnum = dirEnum;
var path = [];
var pad; // (persists for each call to getStartPoint)
var point;
var lastPoint;
var turn,turnAround;
/*
We employ the 'right-hand rule' by keeping our right hand in contact
with the wall to outline an individual wall piece.
Since we parse the tiles in row major order, we will always start
walking along the wall at the leftmost tile of its topmost row. We
then proceed walking to the right.
When facing the direction of the walk at each tile, the outline will
hug the left side of the tile unless there is a walkable tile to the
left. In that case, there will be a padding distance applied.
*/
var getStartPoint = function(tx,ty,dirEnum) {
var dir = {};
setDirFromEnum(dir, dirEnum);
if (!(toIndex(tx+dir.y,ty-dir.x) in edges))
pad = that.isFloorTile(tx+dir.y,ty-dir.x) ? 5 : 0;
var px = -tileSize/2+pad;
var py = tileSize/2;
var a = dirEnum*Math.PI/2;
var c = Math.cos(a);
var s = Math.sin(a);
return {
// the first expression is the rotated point centered at origin
// the second expression is to translate it to the tile
x:(px*c - py*s) + (tx+0.5)*tileSize,
y:(px*s + py*c) + (ty+0.5)*tileSize,
};
};
while (true) {
visited[toIndex(tx,ty)] = true;
// determine start point
point = getStartPoint(tx,ty,dirEnum);
if (turn) {
// if we're turning into this tile, create a control point for the curve
//
// >---+ <- control point
// |
// V
lastPoint = path[path.length-1];
if (dir.x == 0) {
point.cx = point.x;
point.cy = lastPoint.y;
}
else {
point.cx = lastPoint.x;
point.cy = point.y;
}
}
// update direction
turn = false;
turnAround = false;
if (toIndex(tx+dir.y, ty-dir.x) in edges) { // turn left
dirEnum = (dirEnum+3)%4;
turn = true;
}
else if (toIndex(tx+dir.x, ty+dir.y) in edges) { // continue straight
}
else if (toIndex(tx-dir.y, ty+dir.x) in edges) { // turn right
dirEnum = (dirEnum+1)%4;
turn = true;
}
else { // turn around
dirEnum = (dirEnum+2)%4;
turnAround = true;
}
setDirFromEnum(dir,dirEnum);
// commit path point
path.push(point);
// special case for turning around (have to connect more dots manually)
if (turnAround) {
path.push(getStartPoint(tx-dir.x, ty-dir.y, (dirEnum+2)%4));
path.push(getStartPoint(tx, ty, dirEnum));
}
// advance to the next wall
tx += dir.x;
ty += dir.y;
// exit at full cycle
if (tx==init_tx && ty==init_ty && dirEnum == init_dirEnum) {
that.paths.push(path);
break;
}
}
};
// iterate through all edges, making a new path after hitting an unvisited wall edge
i=0;
for (y=0;y<this.numRows;y++)
for (x=-2;x<this.numCols+2;x++,i++)
if (i in edges && !(i in visited)) {
visited[i] = true;
makePath(x,y);
}
};
Map.prototype.posToIndex = function(x,y) {
if (x>=0 && x<this.numCols && y>=0 && y<this.numRows)
return x+y*this.numCols;
};
// retrieves tile character at given coordinate
// extended to include offscreen tunnel space
Map.prototype.getTile = function(x,y) {
if (x>=0 && x<this.numCols && y>=0 && y<this.numRows)
return this.currentTiles[this.posToIndex(x,y)];
// extend walls and paths outward for entrances and exits
if ((x==-1 && this.getTile(x+1,y)=='|' && (this.isFloorTile(x+1,y+1)||this.isFloorTile(x+1,y-1))) ||
(x==this.numCols && this.getTile(x-1,y)=='|' && (this.isFloorTile(x-1,y+1)||this.isFloorTile(x-1,y-1))))
return '|';
if ((x==-1 && this.isFloorTile(x+1,y)) ||
(x==this.numCols && this.isFloorTile(x-1,y)))
return ' ';
};
// determines if the given character is a walkable floor tile
Map.prototype.isFloorTileChar = function(tile) {
return tile==' ' || tile=='.' || tile=='o';
};
// determines if the given tile coordinate has a walkable floor tile
Map.prototype.isFloorTile = function(x,y) {
return this.isFloorTileChar(this.getTile(x,y));
};
// function to draw the map as a tile map
Map.prototype.draw = function(ctx,left,top,print) {
// save state
ctx.save();
//ctx.translate(0.5,0.5); // pixel perfect lines?
// translate to the position of the map
ctx.translate(left,top);
// clip the drawing surface
ctx.beginPath();
ctx.rect(0,0,this.widthPixels, this.heightPixels);
ctx.clip();
if (!print) {
ctx.fillStyle = "#000";
ctx.fillRect(0,0,this.widthPixels, this.heightPixels);
}
// set colors
ctx.fillStyle = print?"#333":this.wallFillColor;
ctx.strokeStyle = print?"#333":this.wallStrokeColor;
var x,y;
var i,j;
var tile;
for (i=0; i<this.paths.length; i++) {
var path = this.paths[i];
ctx.beginPath();
ctx.moveTo(path[0].x, path[0].y);
for (j=1; j<path.length; j++) {
if (path[j].cx != undefined)
ctx.quadraticCurveTo(path[j].cx, path[j].cy, path[j].x, path[j].y);
else
ctx.lineTo(path[j].x, path[j].y);
}
ctx.quadraticCurveTo(path[j-1].x, path[0].y, path[0].x, path[0].y);
ctx.fill();
ctx.stroke();
}
// draw pellets for each path tile
var pelletSize = print?tileSize:2;
var energizerSize = tileSize;
for (y=0; y<this.numRows; y++) {
for (x=0; x<this.numCols; x++) {
switch(this.getTile(x,y)) {
case '.':
ctx.fillStyle=print?"#bbb":this.pelletColor;
ctx.fillRect(
x*tileSize+tileSize/2-pelletSize/2,
y*tileSize+tileSize/2-pelletSize/2,
pelletSize,pelletSize);
break;
case 'o':
ctx.fillStyle = this.energizerColor;
ctx.beginPath();
ctx.arc(
x*tileSize+tileSize/2,
y*tileSize+tileSize/2,
energizerSize/2,
0,Math.PI*2);
ctx.fill();
break;
}
}
}
ctx.restore();
};
var mapgen = (function(){
var getRandomInt = function(min,max) {
return Math.floor(Math.random() * (max-min+1)) + min;
};
var shuffle = function(list) {
var len = list.length;
var i,j;
var temp;
for (i=0; i<len; i++) {
j = getRandomInt(0,len-1);
temp = list[i];
list[i] = list[j];
list[j] = temp;
}
};
var randomElement = function(list) {
var len = list.length;
if (len > 0) {
return list[getRandomInt(0,len-1)];
}
};
var UP = 0;
var RIGHT = 1;
var DOWN = 2;
var LEFT = 3;
var cells = [];
var tallRows = [];
var narrowCols = [];
var rows = 9;
var cols = 5;
var reset = function() {
var i;
var c;
// initialize cells
for (i=0; i<rows*cols; i++) {
cells[i] = {
x: i%cols,
y: Math.floor(i/cols),
filled: false,
connect: [false, false, false, false],
next: [],
no: undefined,
group: undefined,
};
}
// allow each cell to refer to surround cells by direction
for (i=0; i<rows*cols; i++) {
var c = cells[i];
if (c.x > 0)
c.next[LEFT] = cells[i-1];
if (c.x < cols - 1)
c.next[RIGHT] = cells[i+1];
if (c.y > 0)
c.next[UP] = cells[i-cols];
if (c.y < rows - 1)
c.next[DOWN] = cells[i+cols];
}
// define the ghost home square
i = 3*cols;
c = cells[i];
c.filled=true;
c.connect[LEFT] = c.connect[RIGHT] = c.connect[DOWN] = true;
i++;
c = cells[i];
c.filled=true;
c.connect[LEFT] = c.connect[DOWN] = true;
i+=cols-1;
c = cells[i];
c.filled=true;
c.connect[LEFT] = c.connect[UP] = c.connect[RIGHT] = true;
i++;
c = cells[i];
c.filled=true;
c.connect[UP] = c.connect[LEFT] = true;
};
var genRandom = function() {
var getLeftMostEmptyCells = function() {
var x;
var leftCells = [];
for (x=0; x<cols; x++) {
for (y=0; y<rows; y++) {
var c = cells[x+y*cols];
if (!c.filled) {
leftCells.push(c);
}
}
if (leftCells.length > 0) {
break;
}
}
return leftCells;
};
var isOpenCell = function(cell,i,prevDir,size) {
// prevent wall from going through starting position
if (cell.y == 6 && cell.x == 0 && i == DOWN ||
cell.y == 7 && cell.x == 0 && i == UP) {
return false;
}
// prevent long straight pieces of length 3
if (size == 2 && (i==prevDir || (i+2)%4==prevDir)) {
return false;
}
// examine an adjacent empty cell
if (cell.next[i] && !cell.next[i].filled) {
// only open if the cell to the left of it is filled
if (cell.next[i].next[LEFT] && !cell.next[i].next[LEFT].filled) {
}
else {
return true;
}
}
return false;
};
var getOpenCells = function(cell,prevDir,size) {
var openCells = [];