DIRS = [ :up, :right, :down, :left ] Pos = Struct.new(:x, :y) do def move(dir) case dir when :up Pos.new(x, y - 1) when :right Pos.new(x + 1, y) when :down Pos.new(x, y + 1) when :left Pos.new(x - 1, y) end end end Tile = Struct.new(:pos, :up, :right, :down, :left) class Maze attr_reader :width attr_reader :height def initialize(width, height) @width = width @height = height @h_walls = Array.new(@width) { Array.new(@height + 1, true) } @v_walls = Array.new(@width + 1) { Array.new(@height, true) } end def inBounds?(pos) x = pos.x y = pos.y x >= 0 && y >= 0 && x < @width && y < @height end def get(pos) raise IndexError unless inBounds?(pos) x = pos.x y = pos.y Tile.new(pos, @h_walls[x][y], @v_walls[x + 1][y], @h_walls[x][y + 1], @v_walls[x][y]) end def neighbors(pos) neighbors = [] DIRS.each do |dir| neighbors.push(pos.move(dir)) if inBounds?(pos.move(dir)) end neighbors end def set(pos, dir, state) raise IndexError if pos.x >= @width raise IndexError if pos.y >= @height case dir when :up @h_walls[pos.x][pos.y] = state when :right @v_walls[pos.x + 1][pos.y] = state when :down @h_walls[pos.x][pos.y + 1] = state when :left @v_walls[pos.x][pos.y] = state end end end class MazeGenerator def initialize(width, height) @maze = Maze.new(width, height) p @maze.width end def generate() @currentPos = Pos.new(Random.rand(@width), Random.rand(@height)) @visitedCells = [@currentPos] end end # MazeGenerator.new(15, 15) maze = Maze.new(15, 15) p maze.neighbors(Pos.new(0,0))