twisty little passages, all alike
Another update.
AI working - A bot roams the maze now. It takes 15-20 minutes to solve the maze.
I've smoothed out the progress bar using a missile.
After generating a maze, the maze number (read: random number seed) is displayed in the score.
If you get totally lost in a particular maze, a program is included that will generate one of the mazes as a monochrome .bmp - enter the hexadecimal maze number as an argument and redirect to an output filename. The passages are black and walls white - so you may need to invert the colors if you print a maze. (And do not enter 0000 as the maze number - the program will never exit :!: )
For example, to run the program with maze 9d84, do this:
mazegen 9d84 >maze.bmp
Todo:
fix glitches on the bottom of the maze
disallow placing blocks when bot is active (or limit the number and use the ball to display them) as you are able to unfairly block off the bot, and if you prevent the bot from moving altogether, the game will crash.
improve AI
implement a timer
The todo list is incomplete.
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