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http://xahlee.info/comp/unicode_drawing_shapes.html by Xah Lee
Jacqueline de Jong (one of the makers of the Situationist Times) talking about printed mazes with overlay.
The PDFs of the Situationist Times are available on Monoskop!
Nick Montfort and others compilation of maze generation and other simple scripts from early home computing.
https://hub.xpub.nl/bootleglibrary/book/583
Some links to nice parts:
The terms “maze” and “labyrinth” are generally synonyms in colloquial English. Still, many scholars and historians have argued over the distinction between these two terms. In the most popular proposed distinction, “labyrinth” refers only to single-path (unicursal) structures, while “maze” refers only to branching-path (multicursal) structures.In this book, the terms “maze” and “labyrinth” are not used to distinguish two different categories of structure or image. Instead, the two terms indicate a single conceptual category, with this book primarily using the term “maze” for both
AND an interesting link to the conversation about popular culture and the middle-class:
This notebook is based on the Medium article "Fun with Python part 1: Maze Generator" written by Orestis Zekai in 2020.
It is a nice tutorial which talks you through a Python implementation of a maze generator.
You can find the tutorial here: https://medium.com/swlh/fun-with-python-1-maze-generator-931639b4fb7e
The maze generator is based on a randomized version of Prim's algorithm, which is one of the maze algorithms that is used to generate a maze:
from IPython.display import IFrame
IFrame("maze-generator-on-paper.pdf", width=600, height=400)
The code below is a slightly adapted version of maze.py
written by Orestis Zekai: https://github.com/OrWestSide/python-scripts/blob/master/maze.py
You can use the code to generate custom mazes.
Change the following variables in the code, to make your maze bigger or smaller and to change how your maze looks like!
# --------------------------
wall_tile = "▓"
cell_tile = "░"
height = 11
width = 27
# --------------------------
NOTE: The code below is a slightly different version of the code from the tutorial. The variable names are changed in the double for-loops, to make them connect to the other canvas examples in the other notebooks. For example, a for loop to move block by block through the maze is written below in the following way, using y
and x
to refer to the coordinates of a block:
for y in range(height):
for x in range(width):
if (maze[y][x] == "u"):
print(unvisited, end="")
# Maze generator -- Randomized Prim Algorithm
## Imports
import random
## Functions
def printMaze(maze):
for y in range(height):
for x in range(width):
if (maze[y][x] == "u"):
print(unvisited, end="")
elif (maze[y][x] == "c"):
print(cell_tile, end="")
else:
print(wall_tile, end="")
print("")
# Find number of surrounding cells
def surroundingCells(rand_wall):
s_cells = 0
if (maze[rand_wall[0]-1][rand_wall[1]] == "c"):
s_cells += 1
if (maze[rand_wall[0]+1][rand_wall[1]] == "c"):
s_cells += 1
if (maze[rand_wall[0]][rand_wall[1]-1] == "c"):
s_cells +=1
if (maze[rand_wall[0]][rand_wall[1]+1] == "c"):
s_cells += 1
return s_cells
## Main code
# Init variables
# --------------------------
wall_tile = "▓"
cell_tile = "░"
height = 11
width = 27
# --------------------------
wall = "w"
cell = "c"
unvisited = "u"
maze = []
# Denote all cells as unvisited
for y in range(height):
line = []
for x in range(width):
line.append(unvisited)
maze.append(line)
# Randomize starting point and set it a cell
starting_height = int(random.random()*height)
starting_width = int(random.random()*width)
if (starting_height == 0):
starting_height += 1
if (starting_height == height-1):
starting_height -= 1
if (starting_width == 0):
starting_width += 1
if (starting_width == width-1):
starting_width -= 1
# Mark it as cell and add surrounding walls to the list
maze[starting_height][starting_width] = cell
walls = []
walls.append([starting_height - 1, starting_width])
walls.append([starting_height, starting_width - 1])
walls.append([starting_height, starting_width + 1])
walls.append([starting_height + 1, starting_width])
# Denote walls in maze
maze[starting_height-1][starting_width] = "w"
maze[starting_height][starting_width - 1] = "w"
maze[starting_height][starting_width + 1] = "w"
maze[starting_height + 1][starting_width] = "w"
while (walls):
# Pick a random wall
rand_wall = walls[int(random.random()*len(walls))-1]
# Check if it is a left wall
if (rand_wall[1] != 0):
if (maze[rand_wall[0]][rand_wall[1]-1] == "u" and maze[rand_wall[0]][rand_wall[1]+1] == "c"):
# Find the number of surrounding cells
s_cells = surroundingCells(rand_wall)
if (s_cells < 2):
# Denote the new path
maze[rand_wall[0]][rand_wall[1]] = "c"
# Mark the new walls
# Upper cell
if (rand_wall[0] != 0):
if (maze[rand_wall[0]-1][rand_wall[1]] != "c"):
maze[rand_wall[0]-1][rand_wall[1]] = "w"
if ([rand_wall[0]-1, rand_wall[1]] not in walls):
walls.append([rand_wall[0]-1, rand_wall[1]])
# Bottom cell
if (rand_wall[0] != height-1):
if (maze[rand_wall[0]+1][rand_wall[1]] != "c"):
maze[rand_wall[0]+1][rand_wall[1]] = "w"
if ([rand_wall[0]+1, rand_wall[1]] not in walls):
walls.append([rand_wall[0]+1, rand_wall[1]])
# Leftmost cell
if (rand_wall[1] != 0):
if (maze[rand_wall[0]][rand_wall[1]-1] != "c"):
maze[rand_wall[0]][rand_wall[1]-1] = "w"
if ([rand_wall[0], rand_wall[1]-1] not in walls):
walls.append([rand_wall[0], rand_wall[1]-1])
# Delete wall
for wall in walls:
if (wall[0] == rand_wall[0] and wall[1] == rand_wall[1]):
walls.remove(wall)
continue
# Check if it is an upper wall
if (rand_wall[0] != 0):
if (maze[rand_wall[0]-1][rand_wall[1]] == "u" and maze[rand_wall[0]+1][rand_wall[1]] == "c"):
s_cells = surroundingCells(rand_wall)
if (s_cells < 2):
# Denote the new path
maze[rand_wall[0]][rand_wall[1]] = "c"
# Mark the new walls
# Upper cell
if (rand_wall[0] != 0):
if (maze[rand_wall[0]-1][rand_wall[1]] != "c"):
maze[rand_wall[0]-1][rand_wall[1]] = "w"
if ([rand_wall[0]-1, rand_wall[1]] not in walls):
walls.append([rand_wall[0]-1, rand_wall[1]])
# Leftmost cell
if (rand_wall[1] != 0):
if (maze[rand_wall[0]][rand_wall[1]-1] != "c"):
maze[rand_wall[0]][rand_wall[1]-1] = "w"
if ([rand_wall[0], rand_wall[1]-1] not in walls):
walls.append([rand_wall[0], rand_wall[1]-1])
# Rightmost cell
if (rand_wall[1] != width-1):
if (maze[rand_wall[0]][rand_wall[1]+1] != "c"):
maze[rand_wall[0]][rand_wall[1]+1] = "w"
if ([rand_wall[0], rand_wall[1]+1] not in walls):
walls.append([rand_wall[0], rand_wall[1]+1])
# Delete wall
for wall in walls:
if (wall[0] == rand_wall[0] and wall[1] == rand_wall[1]):
walls.remove(wall)
continue
# Check the bottom wall
if (rand_wall[0] != height-1):
if (maze[rand_wall[0]+1][rand_wall[1]] == "u" and maze[rand_wall[0]-1][rand_wall[1]] == "c"):
s_cells = surroundingCells(rand_wall)
if (s_cells < 2):
# Denote the new path
maze[rand_wall[0]][rand_wall[1]] = "c"
# Mark the new walls
if (rand_wall[0] != height-1):
if (maze[rand_wall[0]+1][rand_wall[1]] != "c"):
maze[rand_wall[0]+1][rand_wall[1]] = "w"
if ([rand_wall[0]+1, rand_wall[1]] not in walls):
walls.append([rand_wall[0]+1, rand_wall[1]])
if (rand_wall[1] != 0):
if (maze[rand_wall[0]][rand_wall[1]-1] != "c"):
maze[rand_wall[0]][rand_wall[1]-1] = "w"
if ([rand_wall[0], rand_wall[1]-1] not in walls):
walls.append([rand_wall[0], rand_wall[1]-1])
if (rand_wall[1] != width-1):
if (maze[rand_wall[0]][rand_wall[1]+1] != "c"):
maze[rand_wall[0]][rand_wall[1]+1] = "w"
if ([rand_wall[0], rand_wall[1]+1] not in walls):
walls.append([rand_wall[0], rand_wall[1]+1])
# Delete wall
for wall in walls:
if (wall[0] == rand_wall[0] and wall[1] == rand_wall[1]):
walls.remove(wall)
continue
# Check the right wall
if (rand_wall[1] != width-1):
if (maze[rand_wall[0]][rand_wall[1]+1] == "u" and maze[rand_wall[0]][rand_wall[1]-1] == "c"):
s_cells = surroundingCells(rand_wall)
if (s_cells < 2):
# Denote the new path
maze[rand_wall[0]][rand_wall[1]] = "c"
# Mark the new walls
if (rand_wall[1] != width-1):
if (maze[rand_wall[0]][rand_wall[1]+1] != "c"):
maze[rand_wall[0]][rand_wall[1]+1] = "w"
if ([rand_wall[0], rand_wall[1]+1] not in walls):
walls.append([rand_wall[0], rand_wall[1]+1])
if (rand_wall[0] != height-1):
if (maze[rand_wall[0]+1][rand_wall[1]] != "c"):
maze[rand_wall[0]+1][rand_wall[1]] = "w"
if ([rand_wall[0]+1, rand_wall[1]] not in walls):
walls.append([rand_wall[0]+1, rand_wall[1]])
if (rand_wall[0] != 0):
if (maze[rand_wall[0]-1][rand_wall[1]] != "c"):
maze[rand_wall[0]-1][rand_wall[1]] = "w"
if ([rand_wall[0]-1, rand_wall[1]] not in walls):
walls.append([rand_wall[0]-1, rand_wall[1]])
# Delete wall
for wall in walls:
if (wall[0] == rand_wall[0] and wall[1] == rand_wall[1]):
walls.remove(wall)
continue
# Delete the wall from the list anyway
for wall in walls:
if (wall[0] == rand_wall[0] and wall[1] == rand_wall[1]):
walls.remove(wall)
# Mark the remaining unvisited cells as walls
for y in range(height):
for x in range(width):
if (maze[y][x] == "u"):
maze[y][x] = "w"
# Set entrance and exit
for x in range(width):
if (maze[1][x] == "c"):
maze[0][x] = "c"
break
for x in range(width-1, 0, -1):
if (maze[height-2][x] == "c"):
maze[height-1][x] = "c"
break
# Print final maze
printMaze(maze)
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