public void BuildMaze() { // pick a random square int c = 0; int r = random.Next(maze.Height); Square startingSquare = maze.SquareAt(r, c); // set current square to starting square currentSquare = startingSquare; // remove LEFT wall of current square currentSquare.RemoveSide(Square.Direction.LEFT); // set last side to left lastSide = Square.Direction.LEFT; // while there remains any blocked square in the grid while (maze.IsAnyBlocked()) { // set bool addingSquare to false addingSquareFlag = false; // create a random sequence of the 0, 1, 2, or 3 remaining walls for currentSquare // exclude sides that lead to unblocked squares (squares that are already in the maze) directions.Clear(); if (currentSquare.HasSide(Square.Direction.LEFT)) { if (currentSquare.AdjacentSquare(Square.Direction.LEFT) != null && currentSquare.AdjacentSquare(Square.Direction.LEFT).IsBlocked()) { directions.Add(Square.Direction.LEFT); } } if (currentSquare.HasSide(Square.Direction.RIGHT)) { if (currentSquare.AdjacentSquare(Square.Direction.RIGHT) != null && currentSquare.AdjacentSquare(Square.Direction.RIGHT).IsBlocked()) { directions.Add(Square.Direction.RIGHT); } } if (currentSquare.HasSide(Square.Direction.TOP)) { if (currentSquare.AdjacentSquare(Square.Direction.TOP) != null && currentSquare.AdjacentSquare(Square.Direction.TOP).IsBlocked()) { directions.Add(Square.Direction.TOP); } } if (currentSquare.HasSide(Square.Direction.BOTTOM)) { if (currentSquare.AdjacentSquare(Square.Direction.BOTTOM) != null && currentSquare.AdjacentSquare(Square.Direction.BOTTOM).IsBlocked()) { directions.Add(Square.Direction.BOTTOM); } } // exclude lastSide directions.Remove(lastSide); // shuffle them Shuffle(directions); foreach (Square.Direction dir in directions) { // let nextSide be the current element in this sequence Square.Direction nextSide = dir; // if square adjacent to the current square on side nextSide exists and is blocked if (currentSquare.AdjacentSquare(nextSide) != null && currentSquare.AdjacentSquare(nextSide).IsBlocked()) { // remove walls that separate currentSquare and adjacentSquare Square adjacent = currentSquare.AdjacentSquare(nextSide); currentSquare.RemoveSide(nextSide); adjacent.RemoveSide(Square.OppositeSide(nextSide)); // add path to adjacency matrix int u = ConvertToNode(currentSquare.Row, currentSquare.Column); int v = ConvertToNode(adjacent.Row, adjacent.Column); adjacentMatrix[u, v] = true; adjacentMatrix[v, u] = true; // adjacentSquare becomes currentSquare currentSquare = adjacent; // set boolean addingSquareFlag to true addingSquareFlag = true; // set lastSide to the opposite of nextSide lastSide = Square.OppositeSide(nextSide); break; } } // this means we couldn't find any adjacent square to move to in the for loop above // we now have to backtrack by picking a random unblocked square elsewhere in the maze // and try to build a path from that point if (!addingSquareFlag) { // pick an unblocked square (already in the maze) from the grid at // random, optionally ensuring that it is adjacent to at least one // blocked square (not already in the maze) // this becomes the current square currentSquare = maze.SelectRandomUnblockedSquare(); if (currentSquare == null) break; // randomly pick an open side (one with wall already removed) of the // current square, this becomes lastSide lastSide = currentSquare.SelectOpenSide(); } // redraw UpdateDrawing(); } // update state mazeState = MazeState.BUILT; }