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Maze builder using a Dart implementation of Eller's Algorithm. This algorithm creates 'perfect' mazes, which guarantees a single path between any two cells.

example/lib/main.dart

import 'dart:math';

import 'package:example/maze_driver.dart';
import 'package:flutter/material.dart';
import 'package:flutter/scheduler.dart';
import 'package:maze_builder/maze_builder.dart';
import 'dart:ui' as ui;

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({super.key});

  // This widget is the root of your application.
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(
        // This is the theme of your application.
        //
        // Try running your application with "flutter run". You'll see the
        // application has a blue toolbar. Then, without quitting the app, try
        // changing the primarySwatch below to Colors.green and then invoke
        // "hot reload" (press "r" in the console where you ran "flutter run",
        // or simply save your changes to "hot reload" in a Flutter IDE).
        // Notice that the counter didn't reset back to zero; the application
        // is not restarted.
        primarySwatch: Colors.blue,
      ),
      home: const MyHomePage(title: 'Flutter Demo Home Page'),
    );
  }
}

class MyHomePage extends StatefulWidget {
  const MyHomePage({super.key, required this.title});

  // This widget is the home page of your application. It is stateful, meaning
  // that it has a State object (defined below) that contains fields that affect
  // how it looks.

  // This class is the configuration for the state. It holds the values (in this
  // case the title) provided by the parent (in this case the App widget) and
  // used by the build method of the State. Fields in a Widget subclass are
  // always marked "final".

  final String title;

  @override
  State<MyHomePage> createState() => _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> with TickerProviderStateMixin {
  List<List<Cell>> maze = [];
  late AnimationController _controller;
  BoxConstraints? viewportConstraints;

  @override
  void initState() {
    super.initState();

    _controller =
        AnimationController(vsync: this, duration: const Duration(seconds: 1));

    SchedulerBinding.instance.addPostFrameCallback((_) {
      _controller.repeat();
      generateMaze();
    });
  }

  @override
  void dispose() {
    _controller.dispose();
    super.dispose();
  }

  /// Generate the maze
  void generateMaze() {
    int size = 24;
    Random rand = Random();
    //final stopwatch = Stopwatch()..start();
    List<List<Cell>> localMaze = generate(
        width: size, height: size, closed: true, seed: rand.nextInt(100000));

    setState(() {
      maze = localMaze;
      //mazeSolution = solution;
    });

    //print('generate maze executed in ${stopwatch.elapsed}');
  }

  void randomize() {
    generateMaze();
  }

  @override
  Widget build(BuildContext context) {
    // This method is rerun every time setState is called, for instance as done
    // by the _incrementCounter method above.
    //
    // The Flutter framework has been optimized to make rerunning build methods
    // fast, so that you can just rebuild anything that needs updating rather
    // than having to individually change instances of widgets.
    return Scaffold(
        backgroundColor: const ui.Color.fromARGB(255, 0, 0, 0),
        bottomNavigationBar: Padding(
          padding: const EdgeInsets.all(8.0),
          child: Container(
              padding: const EdgeInsets.only(left: 8.0, right: 8.0),
              decoration: BoxDecoration(
                  borderRadius: BorderRadius.circular(50.0),
                  color: const ui.Color.fromARGB(255, 0, 0, 0)),
              child: Padding(
                padding: const EdgeInsets.all(8.0),
                child: Column(
                  mainAxisSize: MainAxisSize.min,
                  children: <Widget>[
                    Row(
                      mainAxisAlignment: MainAxisAlignment.spaceBetween,
                      children: const <Widget>[],
                    ),
                  ],
                ),
              )),
        ),
        body: LayoutBuilder(builder:
            (BuildContext context, BoxConstraints viewportConstraints) {
          this.viewportConstraints = viewportConstraints;
          return Stack(children: [
            Transform.translate(
              offset: const Offset(50, 100),
              child: RepaintBoundary(
                  child: CustomPaint(
                size: const ui.Size(200, 400),
                key: UniqueKey(),
                isComplex: true,
                painter: MazeDriverCanvas(
                  controller: _controller,
                  maze: maze,
                  blockSize: 16,

                  //solution: this.mazeSolution,
                  width: viewportConstraints.maxWidth,
                  height: viewportConstraints.maxHeight,
                ),
                child: Container(
                    constraints: BoxConstraints(
                        maxWidth: viewportConstraints.maxWidth,
                        maxHeight: viewportConstraints.maxHeight)),
              )),
            ),
            Positioned(
              top: viewportConstraints.maxHeight - 100,
              left: viewportConstraints.maxWidth - 100,
              child: FloatingActionButton(
                onPressed: randomize,
                backgroundColor: Colors.green,
                child: const Icon(Icons.refresh),
              ),
            ),
          ]);

          //);
        }));
  }
}
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Maze builder using a Dart implementation of Eller's Algorithm. This algorithm creates 'perfect' mazes, which guarantees a single path between any two cells.

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Documentation

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License

MIT (license)

Dependencies

flutter

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