Amélioration génération labyrinthes: chemins denses partout, réduction des grands espaces vides
This commit is contained in:
152
game.js
152
game.js
@ -559,6 +559,7 @@ function nextLevel() {
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console.log('Labyrinthe copié, maze.length:', maze.length);
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fillEmptySpaces();
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randomizeMaze();
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countDots();
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@ -606,12 +607,102 @@ function nextLevel() {
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});
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}
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function fillEmptySpaces() {
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console.log('Remplissage de tous les espaces vides avec des chemins');
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// Première passe : remplir tous les empty
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for (let y = 1; y < ROWS - 1; y++) {
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for (let x = 1; x < COLS - 1; x++) {
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if (maze[y][x] === EMPTY) {
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maze[y][x] = DOT;
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}
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}
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}
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// Détecter et remplir les grandes zones vides
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for (let iteration = 0; iteration < 6; iteration++) {
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for (let y = 1; y < ROWS - 1; y++) {
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for (let x = 1; x < COLS - 1; x++) {
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if (maze[y][x] === WALL) {
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const neighbors = [
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maze[y-1][x], maze[y+1][x], maze[y][x-1], maze[y][x+1]
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];
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const emptyCount = neighbors.filter(c => c === EMPTY).length;
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const dotCount = neighbors.filter(c => c === DOT).length;
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const wallCount = neighbors.filter(c => c === WALL).length;
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// Si entouré d'espaces vides ou de beaucoup de chemins, transformer en chemin
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if (emptyCount >= 1) {
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maze[y][x] = DOT;
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} else if (wallCount <= 1 && dotCount >= 2) {
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if (Math.random() < 0.9) {
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maze[y][x] = DOT;
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}
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} else if (wallCount === 0) {
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maze[y][x] = DOT;
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}
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} else if (maze[y][x] === EMPTY) {
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maze[y][x] = DOT;
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}
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}
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}
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// Détecter les grandes zones vides (empty) et les remplir
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for (let y = 2; y < ROWS - 2; y++) {
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for (let x = 2; x < COLS - 2; x++) {
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if (maze[y][x] === EMPTY) {
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let emptyArea = 0;
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const visited = new Set();
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const stack = [[x, y]];
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while (stack.length > 0 && emptyArea < 20) {
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const [cx, cy] = stack.pop();
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const key = `${cy},${cx}`;
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if (visited.has(key)) continue;
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visited.add(key);
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if (maze[cy][cx] === EMPTY) {
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emptyArea++;
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if (cy > 1) stack.push([cx, cy-1]);
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if (cy < ROWS-2) stack.push([cx, cy+1]);
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if (cx > 1) stack.push([cx-1, cy]);
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if (cx < COLS-2) stack.push([cx+1, cy]);
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}
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}
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if (emptyArea >= 5) {
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for (const key of visited) {
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const [cy, cx] = key.split(',').map(Number);
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if (maze[cy][cx] === EMPTY) {
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maze[cy][cx] = DOT;
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}
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}
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}
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}
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}
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}
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}
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// Créer une petite cavité au centre seulement
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const centerX = Math.floor(COLS / 2);
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const centerY = Math.floor(ROWS / 2);
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if (maze[centerY] && maze[centerY][centerX] !== WALL) {
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maze[centerY][centerX] = EMPTY;
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}
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console.log('Tous les grands espaces réduits, chemins denses créés');
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}
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function randomizeMaze() {
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const modificationRate = 0.1;
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const modificationRate = 0.05;
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const changes = Math.floor(ROWS * COLS * modificationRate);
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console.log('Modification aléatoire du labyrinthe,', changes, 'changements');
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const centerX = Math.floor(COLS / 2);
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const centerY = Math.floor(ROWS / 2);
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for (let i = 0; i < changes; i++) {
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const x = Math.floor(Math.random() * COLS);
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const y = Math.floor(Math.random() * ROWS);
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@ -620,42 +711,67 @@ function randomizeMaze() {
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continue;
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}
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const distX = Math.abs(x - centerX);
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const distY = Math.abs(y - centerY);
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if (distX <= 1 && distY <= 1) {
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continue;
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}
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const currentCell = maze[y][x];
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if (currentCell === WALL) {
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if (Math.random() < 0.9) {
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if (Math.random() < 0.8) {
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maze[y][x] = DOT;
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}
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} else if (currentCell === EMPTY) {
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maze[y][x] = DOT;
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} else if (currentCell === DOT) {
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if (Math.random() < 0.05) {
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maze[y][x] = WALL;
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}
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}
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}
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// Remplir tous les empty restants
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for (let y = 1; y < ROWS - 1; y++) {
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for (let x = 1; x < COLS - 1; x++) {
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if (maze[y][x] === EMPTY) {
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maze[y][x] = DOT;
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} else if (maze[y][x] === WALL) {
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const neighbors = [
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maze[y-1][x], maze[y+1][x], maze[y][x-1], maze[y][x+1]
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];
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const wallCount = neighbors.filter(c => c === WALL).length;
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const emptyCount = neighbors.filter(c => c === EMPTY).length;
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const distX = Math.abs(x - centerX);
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const distY = Math.abs(y - centerY);
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if (wallCount === 0 && Math.random() < 0.7) {
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maze[y][x] = DOT;
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} else if (emptyCount >= 2 && Math.random() < 0.9) {
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if (distX > 1 || distY > 1) {
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if (maze[y][x] === EMPTY) {
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maze[y][x] = DOT;
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}
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}
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}
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}
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console.log('Labyrinthe modifié aléatoirement, tous les trous remplis');
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// Transformer les murs isolés en chemins
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for (let iteration = 0; iteration < 3; iteration++) {
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for (let y = 1; y < ROWS - 1; y++) {
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for (let x = 1; x < COLS - 1; x++) {
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const distX = Math.abs(x - centerX);
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const distY = Math.abs(y - centerY);
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if (distX <= 1 && distY <= 1) {
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continue;
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}
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if (maze[y][x] === WALL) {
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const neighbors = [
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maze[y-1][x], maze[y+1][x], maze[y][x-1], maze[y][x+1]
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];
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const wallCount = neighbors.filter(c => c === WALL).length;
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const dotCount = neighbors.filter(c => c === DOT).length;
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if (wallCount <= 1 && dotCount >= 2 && Math.random() < 0.85) {
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maze[y][x] = DOT;
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} else if (wallCount === 0) {
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maze[y][x] = DOT;
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}
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}
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}
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}
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}
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console.log('Labyrinthe modifié avec chemins denses, grands espaces réduits');
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}
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function placeBonuses() {
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