v0.1.0
New features and bug fixes
- Added true Prim's algorithm. Closes #6.
- Added the 10print algorithm. Use
algorithm: "ten print"
to get it working. Maze.createWidget()
now works (although lots of improvements still need to be made). You can play, pause, step and finish generation. Closes #11.- Added
distanceFrom
to.display()
, so you can now specify where the distance is measured from incoloringMode: "distance"
. - maze_generator is now on nest.land. Importing from nest.land is now preferred over importing from deno.land/x.
- The
size
property can now be used inMaze.create()
- All algorithms should return a boolean after every call of
.step()
now .display()
now supportsremoveWallsAtEntranceAndExit
(boolean), which does exactly what you would expect it to do."random"
algorithm should always work now. (Bug fix).generate()
no longerconsole.log
s anything.- Added an image to the top of the README file, added information about importing the module and made a bunch of other improvements to
README.md
. - Added
entrance
andexit
properties for theMaze.create()
parameter. These contain the location of the start and end points of the solution. - There's probably also a couple of small bug fixes that I forgot about.
Behind-the-scene changes
- Added
DEV.md
to remind myself what to do before each release. - Moved
DisjointSet
class into theKruskals.js
file as it isn't used by any other algorithm - Code in the algorithms files now use
takeStep
rather thanstep
. - Some tidying of code.
Also the default branch is now "main" (rather than "master").
For more information about maze_generator, see this discussion on the nest.land repository.