int main(int argc, char **argv){ start = (State *) malloc(sizeof(State)); start->from = -1; goal = (State *) malloc(sizeof(State)); char defaultMaze[] = "maze1.txt"; char * mazeFilename = read_string(argc, argv, "-m", defaultMaze); loadMaze(mazeFilename); AS_Node * startNode = newASNode(getHeuristic(start), 0); startNode->state = start; AS_Config config; AS_initConfig(&config); config.areSameStates = &areSameState; config.isGoalState = &isGoalState; config.expandNode = &expandNode; config.queueInitialCapacity = 20000; config.closedSetChunkSize = 20000; config.startNode = startNode; AS_NodePointer * path = AS_search(&config); printMaze(); if(path){ printf("Solution found.\n"); assignPathToMaze(path); printMaze(); AS_freePath(path); }else{ printf("Solution not found\n."); } return 0; }
//Load maze definition from file located in 'path' char *MazeEnv::loadMazeFromFile(const char* path, int *nRows, int *nColumns){ loadMaze(path); *nRows = this->nRows; *nColumns = this->nColumns; return &maze[0][0]; }
bool MazeEnv::initialize(){ //loading maze from file try { loadMaze(mazePath.c_str()); } catch (std::string text) { throw (text); } return true; }
Maze::Maze(std::string filename, int width, int heigth) { mFilename = filename; mWidth = width; mHeigth = heigth; loadMaze(); updateRatio(); }
int main(int argc, char** argv) { /** * Main function for the whole PAC Game */ curLevel[0] = '1'; curLevel[1] = '\0'; loadMaze(); loadConfig(); srand(time(NULL)); winsizex=config->resx,winsizey=config->resy; //Pac initialization agentsSet(); cameraSetting.posx = 0.0; cameraSetting.posy = 0.0; cameraSetting.posz = 0.0; cameraSetting.dirx = 0.0; cameraSetting.diry = 0.0; cameraSetting.dirz = -1.0; cameraSetting.upx = 0.0; cameraSetting.upy = 1.0; cameraSetting.upz = 0.0; cameraSetting.cameraMode = 0; prevMouseX = INT_MAX; prevMouseY = INT_MAX; unbuildPacAIMaze(); pacControlAgent = 0; init(argc, argv); //Initialize rendering //Set functions for glutMainLoop to call glutDisplayFunc(draw); glutReshapeFunc(handleResize); glutKeyboardFunc(key); glutKeyboardUpFunc(keyUp); glutSpecialFunc(keyListen); glutMotionFunc(mouseMotion); glutMouseFunc(mouse); //glutIdleFunc(motion); //glutIdleFunc(draw); startTime = prevFrameTime = curFrameTime = glutGet(GLUT_ELAPSED_TIME); glutTimerFunc(ANIM, motion, 0); glutMainLoop(); //Start the main loop. glutMainLoop doesn't return. return 0; //This line is never reached }
int test_maze_flash () { int rv = MAZE_SOLVER_E_SUCCESS; labyrinthe maze, maze_to_discovert = 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ALL,NO_WALL,WALL_PRESENCE,NO_WALL,INFINITY_WEIGHT},{NO_WALL,NO_WALL,WALL_PRESENCE,NO_WALL,INFINITY_WEIGHT},{NO_WALL,NO_WALL,WALL_PRESENCE,NO_WALL,INFINITY_WEIGHT},{NO_WALL,NO_WALL,WALL_PRESENCE,NO_WALL,INFINITY_WEIGHT},{NO_WALL,NO_WALL,WALL_PRESENCE,NO_WALL,INFINITY_WEIGHT},{NO_WALL,NO_WALL,WALL_PRESENCE,NO_WALL,INFINITY_WEIGHT},{NO_WALL,NO_WALL,WALL_PRESENCE,NO_WALL,INFINITY_WEIGHT},{NO_WALL,NO_WALL,WALL_PRESENCE,NO_WALL,INFINITY_WEIGHT},{NO_WALL,NO_WALL,WALL_PRESENCE,NO_WALL,INFINITY_WEIGHT},{NO_WALL,NO_WALL,WALL_PRESENCE,NO_WALL,INFINITY_WEIGHT},{NO_WALL,NO_WALL,WALL_PRESENCE,NO_WALL,INFINITY_WEIGHT},{NO_WALL,NO_WALL,WALL_PRESENCE,NO_WALL,INFINITY_WEIGHT},{NO_WALL,NO_WALL,WALL_PRESENCE,NO_WALL,INFINITY_WEIGHT},{NO_WALL,NO_WALL,WALL_PRESENCE,NO_WALL,INFINITY_WEIGHT},{NO_WALL,WALL_PRESENCE,WALL_PRESENCE,NO_WALL,INFINITY_WEIGHT}}}}; coordinate end_coordinate = {0,0}; positionRobot start_position = {0,FALSE,{8,8}}; rv=saveMaze(&maze_to_discovert, &start_position, &end_coordinate); if (rv != FLASH_DRIVER_E_SUCCESS) { } loadMaze(&maze, &start_position, &end_coordinate); printMaze(maze,end_coordinate); printLength(maze, end_coordinate.x, end_coordinate.y); while (expanderJoyFiltered() != JOY_LEFT); return rv; }
void microMouseServer::connectSignals() { //connect all signals connect(ui->menu_loadMaze, SIGNAL(triggered()), this, SLOT(loadMaze())); connect(ui->menu_saveMaze, SIGNAL(triggered()), this, SLOT(saveMaze())); connect(ui->menu_connect2Mouse, SIGNAL(triggered()), this, SLOT(connect2mouse())); connect(ui->menu_startRun, SIGNAL(triggered()), this, SLOT(startAI())); connect(_comTimer, SIGNAL(timeout()), this, SLOT(netComs())); connect(_aiCallTimer, SIGNAL(timeout()), this, SLOT(studentAI())); connect(this->maze, SIGNAL(passTopWall(QPoint)), this, SLOT(addTopWall(QPoint))); connect(this->maze, SIGNAL(passBottomWall(QPoint)), this, SLOT(addBottomWall(QPoint))); connect(this->maze, SIGNAL(passLeftWall(QPoint)), this, SLOT(addLeftWall(QPoint))); connect(this->maze, SIGNAL(passRightWall(QPoint)), this, SLOT(addRightWall(QPoint))); connect(this->maze, SIGNAL(takeBottomWall(QPoint)),this,SLOT(removeBottomWall(QPoint))); connect(this->maze, SIGNAL(takeTopWall(QPoint)),this,SLOT(removeTopWall(QPoint))); connect(this->maze, SIGNAL(takeLeftWall(QPoint)),this,SLOT(removeLeftWall(QPoint))); connect(this->maze, SIGNAL(takeRightWall(QPoint)),this,SLOT(removeRightWall(QPoint))); }
Maze::Maze(const TextureHolder& textures, const sf::Vector2u& mazeSize) : mazeSize_(mazeSize), tileMap_(textures.resource(TextureId::Tiles)), mazeTexture_(), hitBox_(), contactNormals_(3), mazeMap_(), tileTextureById_(), tileHitBoxesById_(), wallCommand_() { assert(tileSize > wallSize); mazeMap_.resize(mazeSize_.y); for(std::size_t i = 0; i < mazeSize_.y; ++i) mazeMap_[i].resize(mazeSize_.x); mazeTexture_.setPrimitiveType(sf::Triangles); mazeTexture_.resize(mazeSize_.x * mazeSize_.y* 6); //It needs 2 triangles to make a quad which makes 6 vertices. loadTiles(); loadMaze(); }