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2efe03145f + README.md 2026-02-26 23:28:08 +02:00
98d701b2fe QOL 2026-02-26 22:25:01 +02:00
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maze.png

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# go-maze
Tiny Go maze library I built for fun.
It generates random mazes, can solve them, and can render PNGs.
## What it does
- Generate a maze grid (`0 = wall`, `1 = walkable`)
- Solve a maze (top entrance -> bottom exit)
- Render mazes as images
- Optionally highlight the solution path
## Upcoming Features
- [ ] Add the posibiltiy for entrance/exit to be on the left/right walls
- [ ] Add the posiblity of choice when it comes to which position to put the entrance or the exit
- [ ] Add complex maze shapes, such as L, U, etc...
## Example images
Normal maze:
![Normal maze](docs/images/maze.png)
Maze with solution path:
![Solved maze](docs/images/maze_solved.png)
## Install
```bash
go get tea.chunkbyte.com/kato/go-maze@latest
```
If this is private on your Gitea, set:
```bash
go env -w GOPRIVATE=tea.chunkbyte.com # You need to do this
git config --global url."ssh://git@tea.chunkbyte.com:2422/".insteadOf "https://tea.chunkbyte.com/" # Optional
```
## Use in code
```go
package main
import (
"log"
maze "tea.chunkbyte.com/kato/go-maze/maze"
)
func main() {
grid, err := maze.GenerateWithSeed(41, 41, 42)
if err != nil {
log.Fatal(err)
}
opts := maze.DefaultRenderOptions()
opts.Scale = 8
opts.HighlightPath = true
if err := maze.SavePNG(grid, "maze.png", opts); err != nil {
log.Fatal(err)
}
}
```
## Run the web example
```bash
go run ./examples/web
```
Then open `http://localhost:8080`.

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@@ -9,6 +9,8 @@ import (
// A value of 0 is a wall and 1 is a walkable path.
type Grid [][]int
const GOLDEN_RATION_BIT_MIXER = 0x9e3779b97f4a7c15
var (
// ErrInvalidDimensions is returned when width or height are not positive.
ErrInvalidDimensions = errors.New("maze dimensions must be greater than zero")
@@ -33,7 +35,7 @@ func Generate(width, height int) (Grid, error) {
//
// The same width, height, and seed always produce the same maze.
func GenerateWithSeed(width, height int, seed uint64) (Grid, error) {
rng := rand.New(rand.NewPCG(seed, seed^0x9e3779b97f4a7c15))
rng := rand.New(rand.NewPCG(seed, seed^GOLDEN_RATION_BIT_MIXER))
return generate(width, height, rng.IntN)
}
@@ -60,6 +62,9 @@ func generate(width, height int, intN func(int) int) (Grid, error) {
stackY := make([]int, 1, width*height/2)
stackX[0], stackY[0] = startX, startY
// Depth-first backtracking carve:
// grow the maze from the current cell into a random unvisited neighbor,
// and backtrack when no further expansion is possible.
for len(stackX) > 0 {
last := len(stackX) - 1
x, y := stackX[last], stackY[last]
@@ -90,6 +95,7 @@ func generate(width, height int, intN func(int) int) (Grid, error) {
}
}
// Choose a top-border entrance that connects to an already carved cell.
topChoices := make([]int, 0, width/2)
for x := 1; x < width-1; x++ {
if grid[1][x] == 1 {
@@ -101,6 +107,7 @@ func generate(width, height int, intN func(int) int) (Grid, error) {
grid[0][entranceX] = 1
}
// Choose a bottom-border exit that connects to an already carved cell.
bottomChoices := make([]int, 0, width/2)
for x := 1; x < width-1; x++ {
if grid[height-2][x] == 1 {
@@ -158,6 +165,8 @@ func Solve(grid Grid) ([][]bool, error) {
dx := [4]int{0, 1, 0, -1}
dy := [4]int{-1, 0, 1, 0}
// Breadth-first search from entrance to exit while recording parent links
// so the shortest path can be reconstructed afterward.
found := false
for head := 0; head < len(queue); head++ {
idx := queue[head]
@@ -192,6 +201,7 @@ func Solve(grid Grid) ([][]bool, error) {
return nil, ErrNoPath
}
// Reconstruct the path by following parent pointers backward from exit to entrance.
pathCells := make([]bool, width*height)
for idx := end; idx != -1; idx = parent[idx] {
pathCells[idx] = true
@@ -200,6 +210,7 @@ func Solve(grid Grid) ([][]bool, error) {
}
}
// Expose the flat path buffer as a 2D matrix aligned with the maze grid.
path := make([][]bool, height)
for y := 0; y < height; y++ {
rowStart := y * width