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    <p>First of all, the algorithm displayed on your image from the pdf file is not a solution to the Hamilton path problem but a solution to a maze generation as the final path has several branches.</p> <p>To find algorithms for a maze generation, see: <a href="https://en.wikipedia.org/wiki/Maze_generation_algorithm" rel="nofollow">https://en.wikipedia.org/wiki/Maze_generation_algorithm</a></p> <p>Now here is a simple algorithm to generate a Hamiltonian path on a N*M 2D grid:</p> <p>1) Let a N*M grid be (for instance, 4*5):</p> <pre><code>O-O-O-O-O | | | | | O-O-O-O-O | | | | | O-O-O-O-O | | | | | O-O-O-O-O </code></pre> <p>2) Let's start from the East/North corner and let's create a simple zigzag to the West and to the East:</p> <pre><code>O-O-O-O-O | O-O-O-O-O | O-O-O-O-O | O-O-O-O-O </code></pre> <p>Now we have a Hamiltonian path.</p> <p>3) Let's search two glued edges which one front of the other. They are the beginning and the end of a loop:</p> <pre><code>O-O-O-O-O | O-OXO-O-O | O-OXO-O-O | O-O-O-O-O </code></pre> <p>4) Ensure that there is at least one edge inside the loop that is glued to an edge outside the loop, otherwise, go to step 3:</p> <pre><code>O-O-O-O-O | O-OXO-O-O | O-OXOxO-O | O-O-OxO-O </code></pre> <p>5) Shortcut the loop:</p> <pre><code>O-O-O-O-O | O-O O-O-O | | | O-O OxO-O | O-O-OxO-O </code></pre> <p>6) Reattach the loop by the two other glued edges:</p> <pre><code>O-O-O-O-O | O-O O-O-O | | | O-O O O-O | | | O-O-O O-O </code></pre> <p>7) If the Hamiltonian path is not randomized enough, go to step 3.</p> <p>Only the start and the end will not move. To randomize the end or the start, you can replace the initial zigzag by another algorithm:</p> <ol> <li>Choose one of the four corners</li> <li>Search all the non-visited neighbors</li> <li>If there is no neighbor, the map is filled, otherwise go to step 4</li> <li>Only keep the neighbors that have a void or a visited cell on one side, left or right (in other words, the neighbors that walk along the border of the non-visited area)</li> <li>Choose one of those neighbors, visit it and go to step 2</li> </ol> <p>The result may look like that:</p> <pre><code>O-O-O-O-O | O-O-O-O O | | | O O-O O O | | | | O-O-O O-O </code></pre> <p>With this algorithm, the start remains on a corner but the end can be anywhere. To randomize the start AND the end, you can apply an algorithm that you can iterate as many times as you want either on the start or on the end. Let's take the start:</p> <p>1) Locate the start:</p> <pre> | v O-O-O-O-O | O-O-O-O O | | | O O-O O O | | | | O-O-O O-O </pre> <p>2) Locate a neighbor that is not directly connected to the start (you will always find one in a 2D grid):</p> <pre> O-O-O-O-O | ->O-O-O-O O | | | O O-O O O | | | | O-O-O O-O </pre> <p>3) Find from where you arrive to it from the start (respectively from the end):</p> <pre> O-O-O-O-O | OXO-O-O O | | | O O-O O O | | | | O-O-O O-O </pre> <p>4) Cut this link and create a link between this point and the start:</p> <pre> O-O-O-O-O | | O O-O-O O | | | O O-O O O | | | | O-O-O O-O </pre> <p>The start has moved two cells. The start and the end are as on a checkerboard and they only can move on a case with the same color.</p> <p>Now your path is completely randomized.</p> <p>Here is the whole algorithm in Python. You can run it here: <a href="http://www.compileonline.com/execute_python3_online.php" rel="nofollow">http://www.compileonline.com/execute_python3_online.php</a></p> <p>The result is stored in an array (<code>self.gameGrid</code>) that is logged twice (with arrows and with nodes and lines). The first two glued edges are called a <em>permutation</em> and the second ones are called an <em>intersection</em>.</p> <pre><code>#!/usr/local/bin/python3 import random class CellRoom: def generateGame(self): ## Constants self.UNDEFINED = 0 self.FROM_NOWHERE = 1 self.FROM_NORTH = 2 self.FROM_EAST = 3 self.FROM_SOUTH = 4 self.FROM_WEST = 5 self.LEFT = 0 self.RIGHT = 1 self.GAME_WIDTH = random.randint(3, 20) self.GAME_HEIGHT = random.randint(3, 20) self.initGame() for i in range(100): self.permutate() ##self.logGameWithPath() ##self.logGameWithArrow() for i in range(50): self.start = self.moveExtremity(self.start) self.logGameWithPath() self.logGameWithArrow() self.verifyGame() ## Print the map of the game on the standard output. ## Do not show the orientation. def logGameWithPath(self): print ('game width: ' + str(self.GAME_WIDTH)) print ('game height: ' + str(self.GAME_HEIGHT)) print ('Start [x=' + str(self.start[1]) + ', y=' + str(self.start[0]) + ']') gameText = '' for i in range(len(self.gameGrid)): for j in range(len(self.gameGrid[i])): if (self.gameGrid[i][j] == self.FROM_NORTH) or ((i &gt; 0) and (self.gameGrid[i - 1][j] == self.FROM_SOUTH)): gameText = gameText + ' |' else: gameText = gameText + ' ' gameText = gameText + ' \n' for j in range(len(self.gameGrid[i])): if (self.gameGrid[i][j] == self.FROM_WEST) or ((j &gt; 0) and (self.gameGrid[i][j - 1] == self.FROM_EAST)): gameText = gameText + '-O' else: gameText = gameText + ' O' gameText = gameText + ' \n' for j in range(len(self.gameGrid[i])): gameText = gameText + ' ' gameText = gameText + ' \n' print (gameText) ## Print the map of the game on the standard output. ## It shows the orientation. def logGameWithArrow(self): gameText = '' for gameLine in self.gameGrid: for j in gameLine: if j == self.FROM_NOWHERE: gameText = gameText + 'X' elif j == self.FROM_NORTH: gameText = gameText + 'V' elif j == self.FROM_EAST: gameText = gameText + '(' elif j == self.FROM_SOUTH: gameText = gameText + '^' elif j == self.FROM_WEST: gameText = gameText + ')' gameText = gameText + '\n' print (gameText) ## Generate a new map with an extremity (ex. start point) at another place. ## It receives and returns a valid map. def moveExtremity(self, extremity): ## Search the points. possibleNewOrigins = [] if ((extremity[0] &lt; self.GAME_HEIGHT - 1) and (self.gameGrid[extremity[0] + 1][extremity[1]] != self.FROM_NORTH)): possibleNewOrigins.append(self.FROM_NORTH) besidePoint = [extremity[0] + 1, extremity[1]] elif ((extremity[1] &gt; 0) and (self.gameGrid[extremity[0]][extremity[1] - 1] != self.FROM_EAST)): possibleNewOrigins.append(self.FROM_EAST) besidePoint = [extremity[0], extremity[1] - 1] elif ((extremity[0] &gt; 0) and (self.gameGrid[extremity[0] - 1][extremity[1]] != self.FROM_SOUTH)): possibleNewOrigins.append(self.FROM_SOUTH) besidePoint = [extremity[0] - 1, extremity[1]] elif ((extremity[1] &lt; self.GAME_WIDTH - 1) and (self.gameGrid[extremity[0]][extremity[1] + 1] != self.FROM_WEST)): possibleNewOrigins.append(self.FROM_WEST) besidePoint = [extremity[0], extremity[1] + 1] besidePointNewOrigin = possibleNewOrigins[random.randint(0, len(possibleNewOrigins) - 1)] if besidePointNewOrigin == self.FROM_NORTH: besidePoint = [extremity[0] + 1, extremity[1]] elif besidePointNewOrigin == self.FROM_EAST: besidePoint = [extremity[0], extremity[1] - 1] elif besidePointNewOrigin == self.FROM_SOUTH: besidePoint = [extremity[0] - 1, extremity[1]] elif besidePointNewOrigin == self.FROM_WEST: besidePoint = [extremity[0], extremity[1] + 1] ##print ('New start: [' + str(extremity[0]) + ', ' + str(extremity[1]) + ']') ##print ('besidePoint: [' + str(besidePoint[0]) + ', ' + str(besidePoint[1]) + ']') ## Search the new extremity if self.gameGrid[besidePoint[0]][besidePoint[1]] == self.FROM_NORTH: newExtremity = [besidePoint[0] - 1, besidePoint[1]] elif self.gameGrid[besidePoint[0]][besidePoint[1]] == self.FROM_EAST: newExtremity = [besidePoint[0], besidePoint[1] + 1] elif self.gameGrid[besidePoint[0]][besidePoint[1]] == self.FROM_SOUTH: newExtremity = [besidePoint[0] + 1, besidePoint[1]] elif self.gameGrid[besidePoint[0]][besidePoint[1]] == self.FROM_WEST: newExtremity = [besidePoint[0], besidePoint[1] - 1] ## Do the move. self.reversePath(extremity, newExtremity) self.gameGrid[besidePoint[0]][besidePoint[1]] = besidePointNewOrigin self.gameGrid[newExtremity[0]][newExtremity[1]] = self.FROM_NOWHERE ##print ('extremity: [' + str(newExtremity[0]) + ', ' + str(newExtremity[1]) + ']') return newExtremity ## Rewrite the path on the map as the end was the start and vice versa. ## The end becomes undefined. def reversePath(self, start, end): currentPoint = start ##print ('start: [' + str(currentPoint[0]) + ', ' + str(currentPoint[1]) + ']') ##print ('end: [' + str(end[0]) + ', ' + str(end[1]) + ']') while (currentPoint[0] != end[0]) or (currentPoint[1] != end[1]): ##print ('currentPoint: [' + str(currentPoint[0]) + ', ' + str(currentPoint[1]) + ']') ## We search the next point, not the point we just have reversed if (currentPoint[0] &lt; self.GAME_HEIGHT - 1) and (self.gameGrid[currentPoint[0] + 1][currentPoint[1]] == self.FROM_NORTH) and (self.gameGrid[currentPoint[0]][currentPoint[1]] != self.FROM_SOUTH): self.gameGrid[currentPoint[0]][currentPoint[1]] = self.FROM_SOUTH currentPoint[0] = currentPoint[0] + 1 elif (currentPoint[1] &gt; 0) and (self.gameGrid[currentPoint[0]][currentPoint[1] - 1] == self.FROM_EAST) and (self.gameGrid[currentPoint[0]][currentPoint[1]] != self.FROM_WEST): self.gameGrid[currentPoint[0]][currentPoint[1]] = self.FROM_WEST currentPoint[1] = currentPoint[1] - 1 elif (currentPoint[0] &gt; 0) and (self.gameGrid[currentPoint[0] - 1][currentPoint[1]] == self.FROM_SOUTH) and (self.gameGrid[currentPoint[0]][currentPoint[1]] != self.FROM_NORTH): self.gameGrid[currentPoint[0]][currentPoint[1]] = self.FROM_NORTH currentPoint[0] = currentPoint[0] - 1 elif (currentPoint[1] &lt; self.GAME_WIDTH - 1) and (self.gameGrid[currentPoint[0]][currentPoint[1] + 1] == self.FROM_WEST) and (self.gameGrid[currentPoint[0]][currentPoint[1]] != self.FROM_EAST): self.gameGrid[currentPoint[0]][currentPoint[1]] = self.FROM_EAST currentPoint[1] = currentPoint[1] + 1 ##print ('reversePath: [' + str(currentPoint[0]) + ', ' + str(currentPoint[1]) + ']') self.gameGrid[currentPoint[0]][currentPoint[1]] = self.UNDEFINED ## Check that we go on every cell. def verifyGame(self): moveCount = 0 currentPoint = [self.start[0], self.start[1]] isEnd = 0 while (isEnd == 0): if (currentPoint[0] &lt; self.GAME_HEIGHT - 1) and (self.gameGrid[currentPoint[0] + 1][currentPoint[1]] == self.FROM_NORTH): currentPoint[0] = currentPoint[0] + 1 elif (currentPoint[1] &gt; 0) and (self.gameGrid[currentPoint[0]][currentPoint[1] - 1] == self.FROM_EAST): currentPoint[1] = currentPoint[1] - 1 elif (currentPoint[0] &gt; 0) and (self.gameGrid[currentPoint[0] - 1][currentPoint[1]] == self.FROM_SOUTH): currentPoint[0] = currentPoint[0] - 1 elif (currentPoint[1] &lt; self.GAME_WIDTH - 1) and (self.gameGrid[currentPoint[0]][currentPoint[1] + 1] == self.FROM_WEST): currentPoint[1] = currentPoint[1] + 1 else: isEnd = 1 if isEnd == 0: moveCount = moveCount + 1 ## The number of moves should equal to the size of the map minus one cell because we don't arrive on the start if moveCount == ((self.GAME_HEIGHT * self.GAME_WIDTH) - 1): print ('OK') else: print ('ko!!!') ## Fill the map with void data. def initGame(self): self.gameGrid = [] for i in range(self.GAME_HEIGHT): gameLine = [] for j in range(self.GAME_WIDTH): gameLine.append(self.UNDEFINED) self.gameGrid.append(gameLine) self.initComplexMap() ## Create a valid simple map. ## It uses a complex algorithm. def initComplexMap(self): startPoint = random.randint(0, 3) if startPoint == 0: self.start = [0, 0] elif startPoint == 1: self.start = [0, self.GAME_WIDTH - 1] elif startPoint == 2: self.start = [self.GAME_HEIGHT - 1, 0] elif startPoint == 3: self.start = [self.GAME_HEIGHT - 1, self.GAME_WIDTH - 1] self.gameGrid[self.start[0]][self.start[1]] = self.FROM_NOWHERE currentPoint = [self.start[0], self.start[1]] while ((0 &lt; currentPoint[0]) and (self.gameGrid[currentPoint[0] - 1][currentPoint[1]] == self.UNDEFINED)) or ((currentPoint[0] &lt; self.GAME_HEIGHT - 1) and (self.gameGrid[currentPoint[0] + 1][currentPoint[1]] == self.UNDEFINED)) or ((0 &lt; currentPoint[1]) and (self.gameGrid[currentPoint[0]][currentPoint[1] - 1] == self.UNDEFINED)) or ((currentPoint[1] &lt; self.GAME_WIDTH - 1) and (self.gameGrid[currentPoint[0]][currentPoint[1] + 1] == self.UNDEFINED)): possibilities = [] if ((0 &lt; currentPoint[0]) and (self.gameGrid[currentPoint[0] - 1][currentPoint[1]] == self.UNDEFINED)) and (((0 == currentPoint[1]) or (self.gameGrid[currentPoint[0] - 1][currentPoint[1] - 1] != self.UNDEFINED)) or ((currentPoint[1] == self.GAME_WIDTH - 1) or (self.gameGrid[currentPoint[0] - 1][currentPoint[1] + 1] != self.UNDEFINED))): possibilities.append([currentPoint[0] - 1, currentPoint[1], self.FROM_SOUTH]) if ((currentPoint[0] &lt; self.GAME_HEIGHT - 1) and (self.gameGrid[currentPoint[0] + 1][currentPoint[1]] == self.UNDEFINED)) and (((0 == currentPoint[1]) or (self.gameGrid[currentPoint[0] + 1][currentPoint[1] - 1] != self.UNDEFINED)) or ((currentPoint[1] == self.GAME_WIDTH - 1) or (self.gameGrid[currentPoint[0] + 1][currentPoint[1] + 1] != self.UNDEFINED))): possibilities.append([currentPoint[0] + 1, currentPoint[1], self.FROM_NORTH]) if ((0 &lt; currentPoint[1]) and (self.gameGrid[currentPoint[0]][currentPoint[1] - 1] == self.UNDEFINED)) and (((0 == currentPoint[0]) or (self.gameGrid[currentPoint[0] - 1][currentPoint[1] - 1] != self.UNDEFINED)) or ((currentPoint[0] == self.GAME_HEIGHT - 1) or (self.gameGrid[currentPoint[0] + 1][currentPoint[1] - 1] != self.UNDEFINED))): possibilities.append([currentPoint[0], currentPoint[1] - 1, self.FROM_EAST]) if ((currentPoint[1] &lt; self.GAME_WIDTH - 1) and (self.gameGrid[currentPoint[0]][currentPoint[1] + 1] == self.UNDEFINED)) and (((0 == currentPoint[0]) or (self.gameGrid[currentPoint[0] - 1][currentPoint[1] + 1] != self.UNDEFINED)) or ((currentPoint[0] == self.GAME_HEIGHT - 1) or (self.gameGrid[currentPoint[0] + 1][currentPoint[1] + 1] != self.UNDEFINED))): possibilities.append([currentPoint[0], currentPoint[1] + 1, self.FROM_WEST]) possibility = possibilities.pop(random.randint(0, len(possibilities) - 1)) currentPoint = [possibility[0], possibility[1]] self.gameGrid[possibility[0]][possibility[1]] = possibility[2] ## Create a valid simple map. ## It uses a basic algorithm. def initSimpleMap(self): direction = self.RIGHT if random.randint(0, 1) == 0: for i in range(self.GAME_HEIGHT): if direction == self.RIGHT: self.gameGrid[i][0] = self.FROM_NORTH for j in range(1, self.GAME_WIDTH): self.gameGrid[i][j] = self.FROM_WEST direction = self.LEFT else: for j in range(self.GAME_WIDTH - 1): self.gameGrid[i][j] = self.FROM_EAST self.gameGrid[i][self.GAME_WIDTH - 1] = self.FROM_NORTH direction = self.RIGHT self.gameGrid.append(gameLine) self.gameGrid[0][0] = self.FROM_NOWHERE else: for j in range(self.GAME_WIDTH): if direction == self.RIGHT: self.gameGrid[0][j] = self.FROM_WEST for i in range(1, self.GAME_HEIGHT): self.gameGrid[i][j] = self.FROM_NORTH direction = self.LEFT else: for i in range(self.GAME_HEIGHT - 1): self.gameGrid[i][j] = self.FROM_SOUTH self.gameGrid[self.GAME_HEIGHT - 1][j] = self.FROM_WEST direction = self.RIGHT self.gameGrid[0][0] = self.FROM_NOWHERE ## Search all the possible permutations. ## It doesn't affect the map. def listPermutation(self): self.permutableZones = [] for i in range(self.GAME_HEIGHT - 1): for j in range(self.GAME_WIDTH - 1): if (self.gameGrid[i + 1][j] == self.FROM_NORTH) and (self.gameGrid[i][j + 1] == self.FROM_SOUTH): self.permutableZones.append([[i + 1, j], [i, j + 1]]) elif (self.gameGrid[i][j] == self.FROM_SOUTH) and (self.gameGrid[i + 1][j + 1] == self.FROM_NORTH): self.permutableZones.append([[i, j], [i + 1, j + 1]]) elif (self.gameGrid[i][j] == self.FROM_EAST) and (self.gameGrid[i + 1][j + 1] == self.FROM_WEST): self.permutableZones.append([[i, j], [i + 1, j + 1]]) elif (self.gameGrid[i][j + 1] == self.FROM_WEST) and (self.gameGrid[i + 1][j] == self.FROM_EAST): self.permutableZones.append([[i, j + 1], [i + 1, j]]) ## Permutate the connection of path. ## It receives and returns a valid map. def permutate(self): self.listPermutation() if len(self.permutableZones) &gt; 0: permutation = self.permutableZones.pop(random.randint(0, len(self.permutableZones) - 1)) start = permutation[0] end = permutation[1] ##print ('Entry of the loop: (' + str(start[0]) + ', ' + str(start[1]) + ')') ##print ('Exit of the loop: (' + str(end[0]) + ', ' + str(end[1]) + ')') if self.isLoop(end, start): self.findPermutation(start, end) else: end = permutation[0] start = permutation[1] ## Assertion if not self.isLoop(end, start): print ('Wrong!') self.findPermutation(start, end) ## It doesn't affect the map. def isInLoop(self, searchedPoint): found = False for point in self.currentLoop: if (searchedPoint[0] == point[0]) and (searchedPoint[1] == point[1]): found = True return found ## It doesn't affect the map. def isLoop(self, originalPoint, destination): self.currentLoop = [] point = [] point.append(originalPoint[0]) point.append(originalPoint[1]) self.currentLoop.append([originalPoint[0], originalPoint[1]]) while ((point[0] != destination[0]) or (point[1] != destination[1])) and (self.gameGrid[point[0]][point[1]] != self.FROM_NOWHERE): ##print ('Loop point: (' + str(point[0]) + ', ' + str(point[1]) + ')') newY = point[0] newX = point[1] if self.gameGrid[point[0]][point[1]] == self.FROM_SOUTH: newY = point[0] + 1 elif self.gameGrid[point[0]][point[1]] == self.FROM_NORTH: newY = point[0] - 1 elif self.gameGrid[point[0]][point[1]] == self.FROM_WEST: newX = point[1] - 1 elif self.gameGrid[point[0]][point[1]] == self.FROM_EAST: newX = point[1] + 1 point[0] = newY point[1] = newX self.currentLoop.append([newY, newX]) return ((point[0] == destination[0]) and (point[1] == destination[1])) ## Permutate the connections of path. ## It receives and returns a valid map. def findPermutation(self, start, end): self.findIntersections() if len(self.intersections) &gt; 0: self.modifyIntersection(start, end) ## Permutate the connections of path. ## It doesn't affect the map. def findIntersections(self): self.intersections = [] for i in range(1, len(self.currentLoop) - 1): point = self.currentLoop[i] if self.gameGrid[point[0]][point[1]] == self.FROM_NORTH: if (0 &lt; point[1]) and (self.gameGrid[point[0] - 1][point[1] - 1] == self.FROM_SOUTH) and not self.isInLoop([point[0] - 1, point[1] - 1]): self.intersections.append([[point[0], point[1]], [point[0] - 1, point[1] - 1]]) elif (point[1] &lt; self.GAME_WIDTH - 1) and (self.gameGrid[point[0] - 1][point[1] + 1] == self.FROM_SOUTH) and not self.isInLoop([point[0] - 1, point[1] + 1]): self.intersections.append([[point[0], point[1]], [point[0] - 1, point[1] + 1]]) elif self.gameGrid[point[0]][point[1]] == self.FROM_SOUTH: if (0 &lt; point[1]) and (self.gameGrid[point[0] + 1][point[1] - 1] == self.FROM_NORTH) and not self.isInLoop([point[0] + 1, point[1] - 1]): self.intersections.append([[point[0], point[1]], [point[0] + 1, point[1] - 1]]) elif (point[1] &lt; self.GAME_WIDTH - 1) and (self.gameGrid[point[0] + 1][point[1] + 1] == self.FROM_NORTH) and not self.isInLoop([point[0] + 1, point[1] + 1]): self.intersections.append([[point[0], point[1]], [point[0] + 1, point[1] + 1]]) elif self.gameGrid[point[0]][point[1]] == self.FROM_WEST: if (0 &lt; point[0]) and (self.gameGrid[point[0] - 1][point[1] - 1] == self.FROM_EAST) and not self.isInLoop([point[0] - 1, point[1] - 1]): self.intersections.append([[point[0], point[1]], [point[0] - 1, point[1] - 1]]) elif (point[0] &lt; self.GAME_HEIGHT - 1) and (self.gameGrid[point[0] + 1][point[1] - 1] == self.FROM_EAST) and not self.isInLoop([point[0] + 1, point[1] - 1]): self.intersections.append([[point[0], point[1]], [point[0] + 1, point[1] - 1]]) elif self.gameGrid[point[0]][point[1]] == self.FROM_EAST: if (0 &lt; point[0]) and (self.gameGrid[point[0] - 1][point[1] + 1] == self.FROM_WEST) and not self.isInLoop([point[0] - 1, point[1] + 1]): self.intersections.append([[point[0], point[1]], [point[0] - 1, point[1] + 1]]) elif (point[0] &lt; self.GAME_HEIGHT - 1) and (self.gameGrid[point[0] + 1][point[1] + 1] == self.FROM_WEST) and not self.isInLoop([point[0] + 1, point[1] + 1]): self.intersections.append([[point[0], point[1]], [point[0] + 1, point[1] + 1]]) ## Permutate the connections of path. ## It receives and returns a valid map. def modifyIntersection(self, start, end): ##self.logGameWithPath() ##self.printGameOld() intersection = self.intersections[random.randint(0, len(self.intersections) - 1)] ## Disconnect the loop self.modifyPath([start, end]) ## Reconnect the loop self.modifyPath(intersection) ## Change the connections on the map. def modifyPath(self, intersection): ##print ('modifyPath: (' + str(intersection[0][0]) + ', ' + str(intersection[0][1]) + ') with (' + str(intersection[1][0]) + ', ' + str(intersection[1][1]) + ')') firstPoint = self.gameGrid[intersection[0][0]][intersection[0][1]] secondPoint = self.gameGrid[intersection[1][0]][intersection[1][1]] if (self.gameGrid[intersection[0][0]][intersection[0][1]] == self.FROM_NORTH) or (self.gameGrid[intersection[0][0]][intersection[0][1]] == self.FROM_SOUTH): if (intersection[0][1] &lt; intersection[1][1]): firstPoint = self.FROM_EAST secondPoint = self.FROM_WEST else: firstPoint = self.FROM_WEST secondPoint = self.FROM_EAST if (self.gameGrid[intersection[0][0]][intersection[0][1]] == self.FROM_EAST) or (self.gameGrid[intersection[0][0]][intersection[0][1]] == self.FROM_WEST): if (intersection[0][0] &lt; intersection[1][0]): firstPoint = self.FROM_SOUTH secondPoint = self.FROM_NORTH else: firstPoint = self.FROM_NORTH secondPoint = self.FROM_SOUTH self.gameGrid[intersection[0][0]][intersection[0][1]] = firstPoint self.gameGrid[intersection[1][0]][intersection[1][1]] = secondPoint cellRoom = CellRoom() cellRoom.generateGame() </code></pre>
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