Class: AMazeIng::Cell
- Inherits:
-
Object
- Object
- AMazeIng::Cell
- Defined in:
- lib/a_maze_ing/cell.rb
Instance Attribute Summary collapse
-
#cell_index_x ⇒ Object
Returns the value of attribute cell_index_x.
-
#cell_index_y ⇒ Object
Returns the value of attribute cell_index_y.
-
#is_current ⇒ Object
Returns the value of attribute is_current.
-
#neigh_bors ⇒ Object
Returns the value of attribute neigh_bors.
-
#visited ⇒ Object
Returns the value of attribute visited.
-
#walls ⇒ Object
Returns the value of attribute walls.
Instance Method Summary collapse
-
#cell_index(i, j, cells_length) ⇒ Object
Get cell_index by cell_index_x and cell_index_y if the given indexes is invalid (outside the maze) it will return cells_length, which will cause the returned cell (neighbor) to be equal to nil.
- #draw(cell_size, color) ⇒ Object
- #get_random_neighbor(cells) ⇒ Object
-
#initialize(cell_index_x, cell_index_y) ⇒ Cell
constructor
A new instance of Cell.
Constructor Details
#initialize(cell_index_x, cell_index_y) ⇒ Cell
Returns a new instance of Cell.
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# File 'lib/a_maze_ing/cell.rb', line 4 def initialize(cell_index_x, cell_index_y) @cell_index_x = cell_index_x @cell_index_y = cell_index_y @walls = [true, true, true, true] @visited = false @color = Color::GREEN @is_current = false end |
Instance Attribute Details
#cell_index_x ⇒ Object
Returns the value of attribute cell_index_x.
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# File 'lib/a_maze_ing/cell.rb', line 3 def cell_index_x @cell_index_x end |
#cell_index_y ⇒ Object
Returns the value of attribute cell_index_y.
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# File 'lib/a_maze_ing/cell.rb', line 3 def cell_index_y @cell_index_y end |
#is_current ⇒ Object
Returns the value of attribute is_current.
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# File 'lib/a_maze_ing/cell.rb', line 3 def is_current @is_current end |
#neigh_bors ⇒ Object
Returns the value of attribute neigh_bors.
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# File 'lib/a_maze_ing/cell.rb', line 3 def neigh_bors @neigh_bors end |
#visited ⇒ Object
Returns the value of attribute visited.
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# File 'lib/a_maze_ing/cell.rb', line 3 def visited @visited end |
#walls ⇒ Object
Returns the value of attribute walls.
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# File 'lib/a_maze_ing/cell.rb', line 3 def walls @walls end |
Instance Method Details
#cell_index(i, j, cells_length) ⇒ Object
Get cell_index by cell_index_x and cell_index_y if the given indexes is invalid (outside the maze) it will return cells_length, which will cause the returned cell (neighbor) to be equal to nil
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# File 'lib/a_maze_ing/cell.rb', line 21 def cell_index(i, j, cells_length) if i < 0 || j < 0 || i > $cols-1 || j > $rows-1 return cells_length # cause the cell to be (neighbor) equal to nil else return i + j * $cols end end |
#draw(cell_size, color) ⇒ Object
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# File 'lib/a_maze_ing/cell.rb', line 70 def draw(cell_size, color) x = @cell_index_x * cell_size y = @cell_index_y * cell_size if @walls[0] draw_line x, y, color, x + cell_size, y, color end if @walls[1] draw_line x + cell_size, y, color, x + cell_size, y + cell_size, color end if @walls[2] draw_line x + cell_size, y + cell_size, color, x, y + cell_size, color end if @walls[3] draw_line x, y + cell_size, color, x, y, color end end |
#get_random_neighbor(cells) ⇒ Object
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# File 'lib/a_maze_ing/cell.rb', line 29 def get_random_neighbor(cells) @neigh_bors = Array.new top = cells[cell_index(cell_index_x, cell_index_y - 1, cells.length)] right = cells[cell_index(cell_index_x + 1, cell_index_y, cells.length)] bottom = cells[cell_index(cell_index_x, cell_index_y + 1, cells.length)] left = cells[cell_index(cell_index_x - 1, cell_index_y, cells.length)] if top if !top.visited @neigh_bors.push(top); end end if right if !right.visited @neigh_bors.push(right); end end if bottom if !bottom.visited @neigh_bors.push(bottom); end end if left if !left.visited @neigh_bors.push(left); end end if @neigh_bors.length > 0 max = @neigh_bors.length - 1 random_index = rand(0..max) return @neigh_bors[random_index] else return nil end end |