Binary Tree maze generation in Javascript
canvasgamedevfunctionmazemapsjavascriptarchivedMaze Creation
Generating a maze using the Binary Tree algorithm in Javascript. This simple method searches in a diagonal bias from the starting corner. This results in simple mazes with long corridors covering the sides opposite to the starting corner.
First we create a Maze object that stores information and is used to set the maze dimensions and directional bias:
function Maze(w, h, bias)
{
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}; } }
var bias = (typeof bias=='undefined' || (bias!='ne' && bias!='nw' && bias!='sw' && bias!='se') ? 'nw' : bias);
this.build(bias);
}
We then use a method to randomly move to one of the biased direction from each square until we've covered the whole map:
Maze.prototype.build = function(dir)
{
if(typeof dir=='undefined' || (dir!='nw' && dir!='ne' && dir!='sw' && dir!='se')) { dir = 'se'; }
var dirs = new Array();
dirs.push(dir=='ne' || dir=='nw' ? 'n' : 's');
dirs.push(dir=='ne' || dir=='se' ? 'e' : 'w');
for(var y = 0; y < this.h; ++y)
{
var trueY = (dir=='nw' || dir=='ne' ? this.h-(y+1) : y);
for(var x = 0; x < this.w; ++x)
{
var trueX = (dir=='nw' || dir=='sw' ? this.w-(x+1) : x);
var m = 0;
// If we're at the opposite corners for our movement, break!
if(trueY==0 && dirs[0]=='n' && ((trueX==0 && dirs[1]=='w') || (trueX==(this.w-1) && dirs[1]=='e'))) { break; }
if(trueY==(this.h-1) && dirs[0]=='s' && ((trueX==0 && dirs[1]=='w') || (trueX==(this.w-1) && dirs[1]=='e'))) { break; }
// If we're at an opposite border, move the only way we can...
if(trueY==0 && dirs[0]=='n') { this.map[trueY][trueX][dirs[1]] = 1; this.map[trueY][(trueX+(dirs[1]=='w'?-1:1))][(dirs[1]=='w'?'e':'w')] = 1; m = 1; }
else if(trueY==(this.h-1) && dirs[0]=='s') { this.map[trueY][trueX][dirs[1]] = 1; this.map[trueY][(trueX+(dirs[1]=='w'?-1:1))][(dirs[1]=='w'?'e':'w')] = 1; m = 1; }
else if(trueX==0 && dirs[1]=='w') { this.map[trueY][trueX][dirs[0]] = 1; this.map[(trueY+(dirs[0]=='n'?-1:1))][trueX][(dirs[0]=='n'?'s':'n')] = 1; m = 1; }
else if(trueX==(this.w-1) && dirs[1]=='e') { this.map[trueY][trueX][dirs[0]] = 1; this.map[(trueY+(dirs[0]=='n'?-1:1))][trueX][(dirs[0]=='n'?'s':'n')] = 1; m = 1; }
if(m==0)
{
var mov = dirs[Math.floor((Math.random()*1000)%2)];
if(mov=='n') { this.map[trueY][trueX][mov] = 1; this.map[(trueY-1)][trueX]['s'] = 1; }
else if(mov=='s') { this.map[trueY][trueX][mov] = 1; this.map[(trueY+1)][trueX]['n'] = 1; }
else if(mov=='w') { this.map[trueY][trueX][mov] = 1; this.map[trueY][(trueX-1)]['e'] = 1; }
else if(mov=='e') { this.map[trueY][trueX][mov] = 1; this.map[trueY][(trueX+1)]['w'] = 1; }
}
}
}
this.toGrid();
};
And additionally we use a method to convert the map and walls to a useable grid for 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;
};
Example source code
<!DOCTYPE html>
<html>
<head>
<script type="text/javascript">
var ctx = null, game = null;
var mazeMap = null, mazeW = 19, mazeH = 9;
window.onload = function() {
game = document.getElementById('game');
ctx = game.getContext('2d');
ctx.font = "bold 10pt sans-serif";
mazeMap = new Maze(10,10);
requestAnimationFrame(drawGame);
document.getElementById('reset').addEventListener('click', function() {
mazeMap = new Maze(10,10, document.getElementById('direction-bias').value);
});
};
function drawGame()
{
if(ctx==null) { return; }
ctx.fillStyle = "#ffffff";
ctx.fillRect(0, 0, 800, 400);
ctx.fillStyle = "#000000";
for(var y = 0; y < mazeMap.gridH; ++y)
{
for(var x = 0; x < mazeMap.gridW; ++x)
{
if(mazeMap.gridMap[y][x]==0) { ctx.fillRect(10 * x, 10 * y, 10, 10); }
}
}
requestAnimationFrame(drawGame);
}
function Maze(w, h, bias)
{
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}; } }
var bias = (typeof bias=='undefined' || (bias!='ne' && bias!='nw' && bias!='sw' && bias!='se') ? 'nw' : bias);
this.build(bias);
}
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;
};
Maze.prototype.build = function(dir)
{
if(typeof dir=='undefined' || (dir!='nw' && dir!='ne' && dir!='sw' && dir!='se')) { dir = 'se'; }
var dirs = new Array();
dirs.push(dir=='ne' || dir=='nw' ? 'n' : 's');
dirs.push(dir=='ne' || dir=='se' ? 'e' : 'w');
for(var y = 0; y < this.h; ++y)
{
var trueY = (dir=='nw' || dir=='ne' ? this.h-(y+1) : y);
for(var x = 0; x < this.w; ++x)
{
var trueX = (dir=='nw' || dir=='sw' ? this.w-(x+1) : x);
var m = 0;
// If we're at the opposite corners for our movement, break!
if(trueY==0 && dirs[0]=='n' && ((trueX==0 && dirs[1]=='w') || (trueX==(this.w-1) && dirs[1]=='e'))) { break; }
if(trueY==(this.h-1) && dirs[0]=='s' && ((trueX==0 && dirs[1]=='w') || (trueX==(this.w-1) && dirs[1]=='e'))) { break; }
// If we're at an opposite border, move the only way we can...
if(trueY==0 && dirs[0]=='n') { this.map[trueY][trueX][dirs[1]] = 1; this.map[trueY][(trueX+(dirs[1]=='w'?-1:1))][(dirs[1]=='w'?'e':'w')] = 1; m = 1; }
else if(trueY==(this.h-1) && dirs[0]=='s') { this.map[trueY][trueX][dirs[1]] = 1; this.map[trueY][(trueX+(dirs[1]=='w'?-1:1))][(dirs[1]=='w'?'e':'w')] = 1; m = 1; }
else if(trueX==0 && dirs[1]=='w') { this.map[trueY][trueX][dirs[0]] = 1; this.map[(trueY+(dirs[0]=='n'?-1:1))][trueX][(dirs[0]=='n'?'s':'n')] = 1; m = 1; }
else if(trueX==(this.w-1) && dirs[1]=='e') { this.map[trueY][trueX][dirs[0]] = 1; this.map[(trueY+(dirs[0]=='n'?-1:1))][trueX][(dirs[0]=='n'?'s':'n')] = 1; m = 1; }
if(m==0)
{
var mov = dirs[Math.floor((Math.random()*1000)%2)];
if(mov=='n') { this.map[trueY][trueX][mov] = 1; this.map[(trueY-1)][trueX]['s'] = 1; }
else if(mov=='s') { this.map[trueY][trueX][mov] = 1; this.map[(trueY+1)][trueX]['n'] = 1; }
else if(mov=='w') { this.map[trueY][trueX][mov] = 1; this.map[trueY][(trueX-1)]['e'] = 1; }
else if(mov=='e') { this.map[trueY][trueX][mov] = 1; this.map[trueY][(trueX+1)]['w'] = 1; }
}
}
}
this.toGrid();
};
</script>
</head>
<body>
<p>Binary Tree maze.</p>
<p>If you cannot see the maze below, check you have Javascript enabled and that your browser supports the Canvas element.</p>
<select id="direction-bias">
<option value="nw">(NW) North-West</option>
<option value="ne">(NE) North-East</option>
<option value="sw">(SW) South-West</option>
<option value="se">(SE) South-East</option>
</select><
input id="reset" type="button" value="Reset maze"><br>
<canvas id="game" width="800" height="400"></canvas>
</body>
</html>