185 lines
5.4 KiB
C++
185 lines
5.4 KiB
C++
#include <iostream>
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#include <vector>
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#include <stack>
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#include <algorithm>
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#include <random>
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#include <chrono>
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#include <string>
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#include <SDL3/SDL.h>
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class Maze {
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private:
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int n_rows, n_cols;
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int real_rows, real_cols;
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std::vector<std::vector<int>> data;
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const int EMPTY = 0;
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const int WALL = 1;
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struct Cell {
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int r, c;
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};
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bool isValid(int r, int c, const std::vector<std::vector<bool>>& visited) {
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return (r >= 0 && r < n_rows && c >= 0 && c < n_cols && !visited[r][c]);
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}
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void generateMaze() {
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std::vector<std::vector<bool>> visited(n_rows, std::vector<bool>(n_cols, false));
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std::stack<Cell> cellStack;
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int dr[] = {-1, 1, 0, 0};
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int dc[] = {0, 0, -1, 1};
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unsigned seed = std::chrono::system_clock::now().time_since_epoch().count();
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std::default_random_engine engine(seed);
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Cell current = {0, 0};
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visited[current.r][current.c] = true;
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data[1][1] = EMPTY;
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cellStack.push(current);
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while (!cellStack.empty()) {
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current = cellStack.top();
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std::vector<int> neighbors;
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for (int i = 0; i < 4; ++i) {
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if (isValid(current.r + dr[i], current.c + dc[i], visited)) {
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neighbors.push_back(i);
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}
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}
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if (!neighbors.empty()) {
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std::shuffle(neighbors.begin(), neighbors.end(), engine);
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int dirIndex = neighbors[0];
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int next_r = current.r + dr[dirIndex];
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int next_c = current.c + dc[dirIndex];
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int current_real_r = current.r * 2 + 1;
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int current_real_c = current.c * 2 + 1;
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int next_real_r = next_r * 2 + 1;
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int next_real_c = next_c * 2 + 1;
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int wall_r = current_real_r + dr[dirIndex];
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int wall_c = current_real_c + dc[dirIndex];
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data[wall_r][wall_c] = EMPTY;
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data[next_real_r][next_real_c] = EMPTY;
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visited[next_r][next_c] = true;
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cellStack.push({next_r, next_c});
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} else {
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cellStack.pop();
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}
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}
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// Perforar entrada y salida
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data[1][0] = EMPTY;
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data[real_rows - 2][real_cols - 1] = EMPTY;
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}
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public:
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Maze(int r, int c) : n_rows(r), n_cols(c) {
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real_rows = 2 * n_rows + 1;
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real_cols = 2 * n_cols + 1;
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data.assign(real_rows, std::vector<int>(real_cols, WALL));
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generateMaze();
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}
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int getRealRows() const { return real_rows; }
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int getRealCols() const { return real_cols; }
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int getValue(int r, int c) const { return data[r][c]; }
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};
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int main(int argc, char* argv[]) {
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if (argc != 3) {
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std::cerr << "Uso: " << argv[0] << " <filas> <columnas>\n";
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return 1;
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}
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int filas = std::stoi(argv[1]);
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int columnas = std::stoi(argv[2]);
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if (filas <= 0 || columnas <= 0) {
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std::cerr << "Error: Las dimensiones deben ser mayores que cero.\n";
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return 1;
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}
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// Generar el laberinto
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Maze maze(filas, columnas);
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// Configuración de píxeles por celda
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const float CELL_SIZE = 16.0f;
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int window_width = maze.getRealCols() * CELL_SIZE;
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int window_height = maze.getRealRows() * CELL_SIZE;
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// Inicializar SDL3
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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std::cerr << "Error al inicializar SDL3: " << SDL_GetError() << "\n";
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return 1;
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}
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// Crear ventana y renderer con la API moderna de SDL3
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SDL_Window* window = nullptr;
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SDL_Renderer* renderer = nullptr;
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if (!SDL_CreateWindowAndRenderer("Generador de Laberintos (SDL3)", window_width, window_height, 0, &window, &renderer)) {
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std::cerr << "Error al crear la ventana/renderer: " << SDL_GetError() << "\n";
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SDL_Quit();
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return 1;
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}
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bool running = true;
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SDL_Event event;
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// Bucle principal de renderizado
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while (running) {
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// Manejo de eventos (cerrar ventana o pulsar ESC)
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_EVENT_QUIT) {
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running = false;
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} else if (event.type == SDL_EVENT_KEY_DOWN) {
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if (event.key.key == SDLK_ESCAPE) {
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running = false;
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}
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}
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}
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// Limpiar pantalla en negro (los pasillos y fondo)
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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// Dibujar los muros
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// El color gris oscuro/azul destaca muy bien para los muros
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SDL_SetRenderDrawColor(renderer, 40, 50, 70, 255);
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for (int i = 0; i < maze.getRealRows(); ++i) {
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for (int j = 0; j < maze.getRealCols(); ++j) {
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if (maze.getValue(i, j) == 1) { // Si es un muro (WALL)
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SDL_FRect rect;
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rect.x = j * CELL_SIZE;
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rect.y = i * CELL_SIZE;
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rect.w = CELL_SIZE;
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rect.h = CELL_SIZE;
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SDL_RenderFillRect(renderer, &rect);
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}
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}
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}
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// Presentar el frame en pantalla
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SDL_RenderPresent(renderer);
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// Pequeño delay para no saturar la CPU a miles de FPS innecesariamente
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SDL_Delay(16);
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}
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// Limpieza final de recursos
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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} |