The Growing Tree method is a fantastic method for creating mazes. Starting from a chosen cell, we put this cell in to a list and do the following:
- Mark the current cell as visited
- Create a list of neighbours the are not marked as visited and fall within map bounds
- Select a random cell from the neighbours list and create a 'tunnel' by flagging the walls as open between the current cell and the neighbouring cell
- Mark the selected cell as visited and add it to the list with our starting cell
Then, we either select the newest cell we added or a random cell from the list and repeat the process. The method is simple and produces very nice mazes without obvious directional bias.
In our method, we create a Maze object that stores information for the maze we are building:
function Maze(w, h, nextCell, startX, startY)
{
this.w = (isNaN(w) || w < 5 || w > 999 ? 20 : w);
this.h = (isNaN(h) || h < 5 || h > 999 ? 20 : h);
this.map = new Array();
for(var mh = 0; mh < h; ++mh) { this.map[mh] = new Array(); for(var mw = 0; mw < w; ++mw) { this.map[mh][mw] = {'n':0,'s':0,'e':0,'w':0,'v':0}; } }
this.nextCell = (typeof nextCell=='undefined' || (nextCell!='first' && nextCell!='last' && nextCell!='random') ? 'random' : nextCell);
this.startX = (isNaN(startX) || startX=w ? 0 : startX);
this.startY = (isNaN(startY) || startY=h ? 0 : startY);
this.build();
}
We then add a build function that goes through the steps we described above:
Maze.prototype.build = function(dir)
{
var c = new Array();
c.push({x:this.startX, y:this.startY});
this.map[this.startY][this.startX]['v'] = 1;
var modDir = {
'n' : { y : -1, x : 0, o : 's' },
's' : { y : 1, x : 0, o : 'n' },
'w' : { y : 0, x : -1, o : 'e' },
'e' : { y : 0, x : 1, o : 'w' }
};
while(c.length>0)
{
var i = (this.nextCell=='first' ? 0 : (this.nextCell=='last' ? c.length-1 : Math.floor((Math.random()*10000)%c.length)));
var cell = c[i];
// Check for neighbours
var n = new Array();
if(cell.x>0 && this.map[cell.y][(cell.x-1)]['v']==0) { n.push('w'); }
if(cell.x<(this.w-1) && this.map[cell.y][(cell.x+1)]['v']==0) { n.push('e'); }
if(cell.y>0 && this.map[(cell.y-1)][cell.x]['v']==0) { n.push('n'); }
if(cell.y<(this.h-1) && this.map[(cell.y+1)][cell.x]['v']==0) { n.push('s'); }
if(n.length==0) { c.splice(i, 1); continue; }
var dir = n[Math.floor((Math.random()*10000)%n.length)];
var destX = (cell.x + modDir[dir].x);
var destY = (cell.y + modDir[dir].y);
this.map[cell.y][cell.x][dir] = 1;
this.map[destY][destX][modDir[dir].o] = 1;
this.map[destY][destX]['v'] = 1;
c.push({x:destX, y:destY});
}
this.toGrid();
};
Additionally, we create a method for adapting the resulting maze to grid based / tile maps:
Maze.prototype.toGrid = function()
{
var grid = new Array();
for(var mh = 0; mh < (this.h * 2 + 1); ++mh) { grid[mh] = new Array(); for(var mw = 0; mw < (this.w * 2 + 1); ++mw) { grid[mh][mw] = 0; } }
for(var y = 0; y < this.h; ++ y)
{
var py = (y * 2) + 1;
for(var x = 0; x < this.w; ++x)
{
var px = (x * 2) + 1;
grid[py][px] = 1;
if(this.map[y][x]['n']==1) { grid[(py-1)][px] = 1; }
if(this.map[y][x]['s']==1) { grid[(py+1)][px] = 1; }
if(this.map[y][x]['e']==1) { grid[py][(px+1)] = 1; }
if(this.map[y][x]['w']==1) { grid[py][(px-1)] = 1; }
}
}
this.gridMap = grid;
this.gridW = grid.length;
this.gridH = grid[0].length;
};