Difference between revisions of "Levelgen gallery"

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To use the following script, copy it into a file called "mazegen.lua" in your levels folder, and add the following line to your level file:
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Some examples of levelgens:
 
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*[[Levelgen_example:_Funcorners|Funcorners]] (created by Zoomber)<br>
Script mazegen.lua
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*[[Levelgen_example:_Mazeracer|Mazeracer]] (created by Watusimoto)<br>
 
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*[[Levelgen_example:_SquarePegs|Square Pegs & Round Holes]] (created by Karamazovapy)<br>
or, to create a smaller maze:
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<source lang="levelcode">
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Script mazegen.lua 5 5 0 0 1
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</source>
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<source lang="lua">
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-------------------------------------------------------------------------------
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--
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-- MazeGen script creates a random maze
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-- Args: gridXSize, gridYSize, ulCornerX, ulCornerY, cellsize
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--
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--    gridXSize, gridYSize --> Number of cells in the maze (defaults to 10, 10)
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--    ulCornerX, ulCornerY --> Coordinates of upper left corner of maze
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--                        (defaults to 0, 0)
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--    cellsize --> Size of each maze cell (defaults to 1)
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--
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-------------------------------------------------------------------------------
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function isUnvisited(cell)
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  return cell["N Wall"] and cell["S Wall"] and cell["E Wall"] and cell["W Wall"]
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end
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function getAdjacentUnvisitedCells(cell)
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  local x = cell["x"]
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  local y = cell["y"]
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  adjCells = {}
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  adjDirs = {}
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  if(not cells[x][y]["N Edge"] and isUnvisited(cells[x][y - 1])) then
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    table.insert(adjCells, cells[x][y - 1])
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    table.insert(adjDirs, "N")
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  end
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  if(not cells[x][y]["S Edge"] and isUnvisited(cells[x][y + 1])) then
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    table.insert(adjCells, cells[x][y + 1])
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    table.insert(adjDirs, "S")
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  end
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  if(not cells[x][y]["E Edge"] and isUnvisited(cells[x + 1][y])) then
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    table.insert(adjCells, cells[x + 1][y])
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    table.insert(adjDirs, "E")
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  end
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  if(not cells[x][y]["W Edge"] and isUnvisited(cells[x - 1][y])) then
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    table.insert(adjCells, cells[x - 1][y])
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    table.insert(adjDirs, "W")
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  end
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end
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-- Knock down wall to neighbor cell, and neighbor's wall to current cell
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function knockDownWallToCell(cell, dir, adjacentCell)
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  cell[dir .. " Wall"] = false
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  adjacentCell[oppDir(dir) .. " Wall"] = false
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end
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function oppDir(dir)
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  if(dir == "N") then return "S" end
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  if(dir == "S") then return "N" end
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  if(dir == "E") then return "W" end
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  if(dir == "W") then return "E" end
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end
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function initGridCells(xsize, ysize)
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  for x = 0, xsize + 1 do    -- Add extra cell to avoid bounds checking later
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    cells[x] = {}
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    for y = 0, ysize + 1 do
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        cells[x][y] = {}
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        cells[x][y]["N Wall"] = true
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        cells[x][y]["S Wall"] = true
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        cells[x][y]["E Wall"] = true
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        cells[x][y]["W Wall"] = true
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        cells[x][y]["x"] = x
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        cells[x][y]["y"] = y
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        cells[x][y]["N Edge"] = (y == 1)
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        cells[x][y]["S Edge"] = (y == gridYSize)
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        cells[x][y]["E Edge"] = (x == gridXSize)
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        cells[x][y]["W Edge"] = (x == 1)
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    end
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  end
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end
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function outputMaze()
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  -- We'll output our maze as a series of tiles, each being 2 x cellsize square
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  -- Divide each tile into quadrants, as follows:
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  --          X----+----+
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  --          | UL | UR |    * denotes point (cenx, ceny)
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  --          |    |    |    size of each cell is (gridXSize, gridXSize)
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  --          +----*----+    coords of point X on upper left cell are
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  --          | LL | LR |      (ulCornerX, ulCornerY)
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  --          |    |    |    UL is always filled in, LR is always open
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  --          +----+----+    LL is filled in when an E wall is present
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  --                          UR is filled in when a N wall is present
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  --  When a series of these tiles are tiled together, a maze will be drawn
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  --  with an open bottom and open right side, which will be closed at the end.
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  --
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  --  Wall segments are drawn as 2-pt horizontal lines with the appropriate
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  --  thickness to make them square.  Adjacent wall segments are partially
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  --  merged into longer horizontal lines to reduce vertices and therefore
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  --  level transfer size.  Note we're taking advantage of Bitfighter's vertex
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  --  thinning algorithms to make our job just a bit easier.
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  local gridsize = levelgen:getGridSize() + 1 -- Add 1 to get a tiny bit of
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                                              -- overlap to make walls merge
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  local wallsize = gridsize * cellsize
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  local points
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  for y = 1, gridYSize do
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      local xpoints = { }
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      for x = 1, gridXSize do
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        local cenx = ulCornerX + (2 * x - 1) * cellsize
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        local ceny = ulCornerY + (2 * y - 1) * cellsize
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        local cell = cells[x][y]
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        -- UL quadrant is always drawn
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        if(#xpoints == 0) then        -- No line in progress
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            xpoints = { Point(cenx - cellsize, ceny - cellsize * 0.5) }
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        end
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        -- UR quadrant drawn only when a N wall is present
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      local endx
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      if(cell["N Wall"]) then
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        endx = cenx + cellsize
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      else
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        endx = cenx
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        end
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      if(not cell["N Wall"] or cell["E Edge"]) then
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            table.insert(xpoints, Point(endx, ceny - cellsize * 0.5) )
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          levelgen:addWall(wallsize, false, xpoints)
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          xpoints = { }
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      end
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        -- LL quadrant drawn only when a W wall is present
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        if(cell["W Wall"]) then
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            local pts = { Point(cenx - cellsize, ceny + cellsize * 0.5),
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                          Point(cenx            , ceny + cellsize * 0.5) }
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            levelgen:addWall(wallsize, false, pts)
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        end
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        -- LR quadrant is always open, so do nothing
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      end
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  end
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  -- Now add walls along entire bottom and right sides of the maze
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  local pts = { Point(ulCornerX,
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                    ulCornerY + 2 * gridYSize * cellsize + cellsize * 0.5),
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                Point(ulCornerX + 2 * gridXSize * cellsize + cellsize * 0.5,
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                      ulCornerY + 2 * gridYSize * cellsize + cellsize * 0.5),
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                Point(ulCornerX + 2 * gridXSize * cellsize + cellsize * 0.5,
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                      ulCornerY) }
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  levelgen:addWall(wallsize, false, pts)
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end
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-----------------------------------------------------------
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-----------------------------------------------------------
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-----------------------------------------------------------
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-----------------------------------------------------------
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-----------------------------------------------------------
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-----------------------------------------------------------
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-----------------------------------------------------------
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-----------------------------------------------------------
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-----------------------------------------------------------
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-- Global variables
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-- Remember, in Bitfighter, all global variables must be
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-- defined in the main block!
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gridXSize = tonumber(arg[1])
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gridYSize = tonumber(arg[2])
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ulCornerX = tonumber(arg[3])
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ulCornerY = tonumber(arg[4])
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cellsize = tonumber(arg[5])
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if gridXSize == nil then gridXSize = 10 end
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if gridYSize == nil then gridYSize = 10 end
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if ulCornerX == nil then ulCornerX = 0 end
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if ulCornerY == nil then ulCornerY = 0 end
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if cellsize == nil then cellsize = 1 end
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cellStack = List:new()
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cells = {}
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adjCells = {}
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adjDirs = {}
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-- Initialize cells
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initGridCells(gridXSize, gridYSize)
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-- Get starting cell
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local x = math.random(gridXSize)
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local y = math.random(gridYSize)
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local currCell = cells[x][y]
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local totalCells = gridXSize * gridYSize
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local visitedCells = 1
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while visitedCells < totalCells do
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  -- Find all adjacent cells with all walls intact (sets adjCells and adjDirs)
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  getAdjacentUnvisitedCells(currCell)
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  if(#adjCells > 0) then                  -- More than one?
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    local adj = math.random(#adjCells)    -- Pick one at random
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          knockDownWallToCell(currCell, adjDirs[adj], adjCells[adj])
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          -- Push current cell location on the cellStack; we'll revisit it later
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          cellStack:pushright(currCell)
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          -- Make the randomly selected adjacent cell the new current cell
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          currCell = adjCells[adj]
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    visitedCells = visitedCells + 1
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  else
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    -- This cell has no neighbors, so let's grab one from the stack
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    currCell = cellStack:popright()
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  end
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end
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-- Output the results
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outputMaze()
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</source>
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Latest revision as of 00:31, 29 October 2010

Some examples of levelgens: