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cf7ad3446b
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23
mazegeneration/2D/main2d.tscn
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23
mazegeneration/2D/main2d.tscn
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102
mazegeneration/2D/tile_map_layer_maze.gd
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102
mazegeneration/2D/tile_map_layer_maze.gd
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@tool
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extends TileMapLayer
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# ---------------------
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# Definir les variables
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# ---------------------
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# largeur, longeur du labyrinte
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@export var WIDTH : int
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@export var HEIGHT : int
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# Les boutons
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@export_tool_button("Init") var init_action = init_maze
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@export_tool_button("Step") var step_action = generate_maze_step
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@export_tool_button("All") var all_action = generate_map_all
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@export_tool_button("All with wait") var all_wait_action = generate_map_all_wait
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const TILE_FLOOR = Vector2i(0, 0)
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const TILE_WALL = Vector2i(1, 0)
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var current_pos = Vector2i(0, 0)
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var undo_stack : Array[Vector2i] = [current_pos] # Pile des positions explores, on depopera la pile pour le backtracking
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var explored : Dictionary[Vector2i, bool] # Stock les positions explores
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# Pas besoin d'init a false pour explored, contrairement python la valeur d'une cle pas dans le dico, est null. Qui est interprete comme false en gdscript
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# ---------------------
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# Fonctions utilitaires
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# ---------------------
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func set_tile(pos : Vector2i, val : Vector2i) -> void:
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assert(pos.x >= 0 && pos.x < WIDTH, "x has bad value, x is {}, but should be beetwen 0 and {}".format([pos.x, WIDTH], "{}"))
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assert(pos.y >= 0 && pos.y < HEIGHT, "y has bad value, y is {}, but should be beetwen 0 and {}".format([pos.y, HEIGHT], "{}"))
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set_cell(pos, 0, val)
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# Renvoie une direction possible depuis une position dans le labyrinte
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func get_random_possible_dir(current_pos : Vector2i):
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var all_dir = [2*Vector2i.UP, 2*Vector2i.DOWN, 2*Vector2i.RIGHT, 2*Vector2i.LEFT]
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var possible_dir = []
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for dir in all_dir:
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var next_pos = current_pos + dir
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var can_be_explored = not explored.get(next_pos) \
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&& next_pos.x >= 0 && next_pos.x < WIDTH && next_pos.y >= 0 && next_pos.y < HEIGHT
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if can_be_explored:
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possible_dir.append(dir)
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if possible_dir.is_empty():
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return null
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return possible_dir.pick_random()
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# Va dans la direction dir, pour agrandir le labyrinthe
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func path_move(dir : Vector2i) -> void:
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var next_pos = current_pos + dir
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var passway = current_pos + dir / 2
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set_tile(passway, TILE_FLOOR)
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set_tile(next_pos, TILE_FLOOR)
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explored[next_pos] = true
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undo_stack.append(next_pos)
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current_pos = next_pos
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# Initialize le labyrinthe
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func init_maze() -> void:
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print("init map")
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current_pos = Vector2i(0, 0)
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undo_stack = [current_pos]
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explored = {}
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clear() # fonction de TileMapLayer, clear les tiles
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current_pos = Vector2i(0, 0)
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explored[current_pos] = true
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for x in range(WIDTH):
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for y in range(HEIGHT):
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set_cell(Vector2i(x, y), 0, TILE_WALL) # fonction de TileMapLayer
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func _ready() -> void:
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print("ready")
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# ----------------------------------
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# Fonctions appeles par les boutons
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# ----------------------------------
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func generate_maze_step() -> void:
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var next_dir = get_random_possible_dir(current_pos)
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# Si pas de voisins (next_dir est vide), alors on va en arriere
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while not next_dir:
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print("going back")
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current_pos = undo_stack.pop_back()
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next_dir = get_random_possible_dir(current_pos)
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print("path move")
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path_move(next_dir)
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func generate_map_all() -> void:
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while not undo_stack.is_empty():
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generate_maze_step()
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func generate_map_all_wait() -> void:
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while not undo_stack.is_empty():
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generate_maze_step()
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await get_tree().create_timer(0.01).timeout
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1
mazegeneration/2D/tile_map_layer_maze.gd.uid
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mazegeneration/2D/tile_map_layer_maze.gd.uid
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uid://2fw281l5o16y
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BIN
mazegeneration/2D/tileset.aseprite
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mazegeneration/2D/tileset.aseprite
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mazegeneration/2D/tileset.png
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mazegeneration/2D/tileset.png
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mazegeneration/2D/tileset.png.import
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mazegeneration/2D/tileset.png.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://hwfveek70gga"
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path="res://.godot/imported/tileset.png-d096f978b03dd56545ecbab3756af876.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://mazegeneration/2D/tileset.png"
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dest_files=["res://.godot/imported/tileset.png-d096f978b03dd56545ecbab3756af876.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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93
mazegeneration/3D/grid_map_maze.gd
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mazegeneration/3D/grid_map_maze.gd
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@tool
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extends GridMap
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# Moralement c'est un labyrinthe 2D, mais les graphiques sont en 3D
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# Le code sera comme tile_map_layer_maze mais avec des gridmaps au lieu des tilemaps
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# ---------------------
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# Definir les variables
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# ---------------------
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# largeur, longeur du labyrinte
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@export var WIDTH : int
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@export var HEIGHT : int
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# Les boutons
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@export_tool_button("Init") var init_action = init_maze
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@export_tool_button("Step") var step_action = generate_maze_step
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@export_tool_button("All") var all_action = generate_map_all
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@export_tool_button("All with wait") var all_wait_action = generate_map_all_wait
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const TILE_FLOOR = 1
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const TILE_WALL = 0
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var current_pos = Vector3i(0, 0, 0)
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var undo_stack : Array[Vector3i]
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var explored : Dictionary[Vector3i, bool]
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func set_grid(pos : Vector3i, val : int):
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assert(pos.x >= 0 && pos.x < WIDTH, "x has bad value, x is {}, but should be beetwen 0 and {}".format([pos.x, WIDTH], "{}"))
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assert(pos.z >= 0 && pos.z < HEIGHT, "z has bad value, z is {}, but should be beetwen 0 and {}".format([pos.z, HEIGHT], "{}"))
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set_cell_item(pos, val) #Fonction de gridmap
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# Renvoie une direction possible depuis une position dans le labyrinte
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func get_random_possible_dir(current_pos : Vector3i):
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var all_dir = [2*Vector3i.FORWARD, 2*Vector3i.LEFT, 2*Vector3i.RIGHT, 2*Vector3i.BACK]
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var possible_dir = []
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for dir in all_dir:
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var next_pos = current_pos + dir
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var can_be_explored = not explored.get(next_pos) \
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&& next_pos.x >= 0 && next_pos.x < WIDTH && next_pos.z >= 0 && next_pos.z < HEIGHT
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if can_be_explored:
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possible_dir.append(dir)
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if possible_dir.is_empty():
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return null
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return possible_dir.pick_random()
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# Va dans la direction dir, pour agrandir le labyrinthe
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func path_move(dir : Vector3i) -> void:
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var next_pos = current_pos + dir
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var passway = current_pos + dir / 2
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set_grid(passway, TILE_FLOOR)
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set_grid(next_pos, TILE_FLOOR)
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explored[next_pos] = true
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undo_stack.append(next_pos)
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current_pos = next_pos
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# Initialize le labyrinthe
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func init_maze() -> void:
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print("init map")
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current_pos = Vector3i(0, 0, 0)
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undo_stack = [current_pos]
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explored = {}
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clear() # fonction de GridMap, clear les tiles
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current_pos = Vector3i(0, 0, 0)
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explored[current_pos] = true
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for x in range(WIDTH):
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for z in range(HEIGHT):
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set_cell_item(Vector3i(x, 0, z), TILE_WALL) # fonction de GridMap
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func generate_maze_step() -> void:
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var next_dir = get_random_possible_dir(current_pos)
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# Si pas de voisins (next_dir est vide), alors on va en arriere
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while not next_dir:
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print("going back")
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current_pos = undo_stack.pop_back()
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next_dir = get_random_possible_dir(current_pos)
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print("path move")
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path_move(next_dir)
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func generate_map_all() -> void:
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while not undo_stack.is_empty():
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generate_maze_step()
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func generate_map_all_wait() -> void:
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while not undo_stack.is_empty():
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generate_maze_step()
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await get_tree().create_timer(0.01).timeout
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1
mazegeneration/3D/grid_map_maze.gd.uid
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mazegeneration/3D/grid_map_maze.gd.uid
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uid://b0bhljevk3h8r
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mazegeneration/3D/grids_tiles/wall.tscn
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mazegeneration/3D/grids_tiles/wall.tscn
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[gd_scene load_steps=3 format=3 uid="uid://brb3771fda52c"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_vu8eu"]
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albedo_color = Color(3.08037e-06, 0.959929, 0.976304, 1)
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[sub_resource type="BoxMesh" id="BoxMesh_vu8eu"]
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material = SubResource("StandardMaterial3D_vu8eu")
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size = Vector3(2, 4, 2)
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[node name="Wall" type="MeshInstance3D"]
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mesh = SubResource("BoxMesh_vu8eu")
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mazegeneration/3D/grids_tiles/way.tscn
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mazegeneration/3D/grids_tiles/way.tscn
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[gd_scene load_steps=3 format=3 uid="uid://c20by0tgxdjpc"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_t6cuw"]
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albedo_color = Color(0.188162, 0.571815, 1.84822e-05, 1)
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[sub_resource type="BoxMesh" id="BoxMesh_t6cuw"]
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material = SubResource("StandardMaterial3D_t6cuw")
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size = Vector3(2, 2, 2)
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[node name="Wall" type="MeshInstance3D"]
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mesh = SubResource("BoxMesh_t6cuw")
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15
mazegeneration/3D/main3d.tscn
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mazegeneration/3D/main3d.tscn
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mazegeneration/3D/mesh_lib.tres
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mazegeneration/3D/mesh_lib.tres
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mazegeneration/3D/mesh_library_scene.tscn
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mazegeneration/3D/mesh_library_scene.tscn
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[gd_scene load_steps=3 format=3 uid="uid://qdw4en85l0eq"]
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[ext_resource type="PackedScene" uid="uid://brb3771fda52c" path="res://3D/grids_tiles/wall.tscn" id="1_2npxr"]
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[ext_resource type="PackedScene" uid="uid://c20by0tgxdjpc" path="res://3D/grids_tiles/way.tscn" id="2_t4liu"]
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[node name="MeshLibraryScene" type="Node3D"]
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[node name="Wall" parent="." instance=ExtResource("1_2npxr")]
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[node name="Way" parent="." instance=ExtResource("2_t4liu")]
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