termflix 0.7.2

Terminal animation player with 60 procedurally generated animations, multiple render modes, and true color support
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
use super::Animation;
use crate::render::{Canvas, RenderMode};
use rand::RngExt;

#[derive(Clone, Copy, PartialEq)]
enum Phase {
    Generating,
    Solving,
    Displaying,
}

#[derive(Clone, Copy, PartialEq)]
enum CellState {
    Unvisited,
    Visited,
    Explored,
    Solution,
}

/// Maze cell — tracks which walls are still standing
#[derive(Clone, Copy)]
struct Cell {
    walls: [bool; 4], // top, right, bottom, left
    state: CellState,
}

/// Animated maze generation with recursive backtracking and BFS solving
pub struct Maze {
    width: usize,
    height: usize,
    grid: Vec<Cell>,
    grid_w: usize,
    grid_h: usize,
    stack: Vec<(usize, usize)>,
    phase: Phase,
    solve_queue: Vec<(usize, usize)>,
    solve_parent: Vec<Option<(usize, usize)>>,
    solution_path: Vec<(usize, usize)>,
    solve_head: usize,
    display_timer: f64,
    steps_per_frame: usize,
    rng: rand::rngs::ThreadRng,
}

impl Maze {
    pub fn new(width: usize, height: usize, _scale: f64) -> Self {
        let mut maze = Maze {
            width,
            height,
            grid: Vec::new(),
            grid_w: 0,
            grid_h: 0,
            stack: Vec::new(),
            phase: Phase::Generating,
            solve_queue: Vec::new(),
            solve_parent: Vec::new(),
            solution_path: Vec::new(),
            solve_head: 0,
            display_timer: 0.0,
            steps_per_frame: 3,
            rng: rand::rng(),
        };
        maze.build_grid();
        maze
    }

    fn build_grid(&mut self) {
        // Each maze cell occupies a 2x2 pixel area; walls are shared with neighbors:
        //   #.    # = pillar/wall, . = passage
        //   ..    The next cell's pillar is the right wall of this one.
        // So grid fits: grid_w = (width - 1) / 2, grid_h = (height - 1) / 2
        self.grid_w = if self.width >= 3 {
            (self.width - 1) / 2
        } else {
            1
        };
        self.grid_h = if self.height >= 3 {
            (self.height - 1) / 2
        } else {
            1
        };
        // Cap so the rendered area fits within canvas
        while self.grid_w * 2 + 1 > self.width && self.grid_w > 0 {
            self.grid_w -= 1;
        }
        while self.grid_h * 2 + 1 > self.height && self.grid_h > 0 {
            self.grid_h -= 1;
        }
        self.grid_w = self.grid_w.max(2);
        self.grid_h = self.grid_h.max(2);

        let total = self.grid_w * self.grid_h;
        self.grid = vec![
            Cell {
                walls: [true, true, true, true],
                state: CellState::Unvisited,
            };
            total
        ];

        // Start recursive backtracking from (0,0)
        self.grid[0].state = CellState::Visited;
        self.stack = vec![(0, 0)];

        self.phase = Phase::Generating;
        self.solve_queue = Vec::new();
        self.solve_parent = Vec::new();
        self.solution_path = Vec::new();
        self.solve_head = 0;
        self.display_timer = 0.0;

        // Pace generation: more cells = more steps per frame
        self.steps_per_frame = ((total as f64).sqrt() * 0.8).ceil() as usize;
        self.steps_per_frame = self.steps_per_frame.clamp(2, 40);
    }

    fn idx(&self, x: usize, y: usize) -> usize {
        y * self.grid_w + x
    }

    fn in_bounds(&self, x: usize, y: usize) -> bool {
        x < self.grid_w && y < self.grid_h
    }

    // Neighbors in order: top, right, bottom, left
    fn neighbors(&self, x: usize, y: usize) -> [(usize, usize); 4] {
        [
            (x, y.saturating_sub(1)), // top
            (x.saturating_add(1), y), // right
            (x, y.saturating_add(1)), // bottom
            (x.saturating_sub(1), y), // left
        ]
    }

    /// Remove walls between two adjacent cells
    fn remove_wall(&mut self, a: (usize, usize), b: (usize, usize)) {
        let dx = b.0 as isize - a.0 as isize;
        let dy = b.1 as isize - a.1 as isize;
        let ai = self.idx(a.0, a.1);
        let bi = self.idx(b.0, b.1);
        match (dx, dy) {
            (0, -1) => {
                // b is above a
                self.grid[ai].walls[0] = false;
                self.grid[bi].walls[2] = false;
            }
            (1, 0) => {
                // b is right of a
                self.grid[ai].walls[1] = false;
                self.grid[bi].walls[3] = false;
            }
            (0, 1) => {
                // b is below a
                self.grid[ai].walls[2] = false;
                self.grid[bi].walls[0] = false;
            }
            (-1, 0) => {
                // b is left of a
                self.grid[ai].walls[3] = false;
                self.grid[bi].walls[1] = false;
            }
            _ => {}
        }
    }

    fn step_generate(&mut self) -> bool {
        // Returns true when generation is complete
        while let Some(&(cx, cy)) = self.stack.last() {
            // Find unvisited neighbors
            let nbrs = self.neighbors(cx, cy);
            let mut unvisited: Vec<(usize, usize)> = Vec::new();
            for &(nx, ny) in &nbrs {
                if self.in_bounds(nx, ny)
                    && self.grid[self.idx(nx, ny)].state == CellState::Unvisited
                {
                    unvisited.push((nx, ny));
                }
            }

            if unvisited.is_empty() {
                self.stack.pop();
                // Continue backtracking — don't count as a step
                continue;
            }

            // Pick a random unvisited neighbor
            let pick = unvisited[self.rng.random_range(0..unvisited.len())];
            self.remove_wall((cx, cy), pick);
            let pick_idx = self.idx(pick.0, pick.1);
            self.grid[pick_idx].state = CellState::Visited;
            self.stack.push(pick);
            return false; // did one carving step
        }

        // Stack empty — maze fully generated
        true
    }

    fn begin_solve(&mut self) {
        let total = self.grid_w * self.grid_h;
        self.solve_parent = vec![None; total];
        self.solve_queue = vec![(0, 0)];
        self.solve_head = 0;
        self.grid[0].state = CellState::Explored;
        self.phase = Phase::Solving;
    }

    fn step_solve(&mut self) -> bool {
        // Returns true when solving is complete
        let steps = self.steps_per_frame * 2;
        for _ in 0..steps {
            if self.solve_head >= self.solve_queue.len() {
                // BFS done — reconstruct path
                self.reconstruct_path();
                return true;
            }

            let (cx, cy) = self.solve_queue[self.solve_head];
            self.solve_head += 1;

            if cx == self.grid_w - 1 && cy == self.grid_h - 1 {
                // Found the end
                self.reconstruct_path();
                return true;
            }

            let cell = self.grid[self.idx(cx, cy)];
            let nbrs = self.neighbors(cx, cy);

            // Check each direction — can only traverse if wall is removed
            for (dir, &(nx, ny)) in nbrs.iter().enumerate() {
                if !self.in_bounds(nx, ny) || cell.walls[dir] {
                    continue;
                }
                let ni = self.idx(nx, ny);
                if self.grid[ni].state == CellState::Explored {
                    continue;
                }
                self.grid[ni].state = CellState::Explored;
                self.solve_parent[ni] = Some((cx, cy));
                self.solve_queue.push((nx, ny));
            }
        }
        false
    }

    fn reconstruct_path(&mut self) {
        let mut path = Vec::new();
        let mut cur = (self.grid_w - 1, self.grid_h - 1);
        while let Some(parent) = self.solve_parent[self.idx(cur.0, cur.1)] {
            path.push(cur);
            cur = parent;
        }
        path.push((0, 0));
        path.reverse();
        for &(px, py) in &path {
            let idx = self.idx(px, py);
            self.grid[idx].state = CellState::Solution;
        }
        self.solution_path = path;
        self.phase = Phase::Displaying;
        self.display_timer = 0.0;
    }

    fn draw(&self, canvas: &mut Canvas) {
        canvas.clear();

        let cw = canvas.width;
        let ch = canvas.height;

        // Wall colors
        let wall_r: u8 = 40;
        let wall_g: u8 = 50;
        let wall_b: u8 = 90;

        // Passage (visited) color
        let path_r: u8 = 180;
        let path_g: u8 = 200;
        let path_b: u8 = 220;

        // Explored (BFS visited) color
        let expl_r: u8 = 50;
        let expl_g: u8 = 70;
        let expl_b: u8 = 120;

        // Solution path color
        let sol_r: u8 = 80;
        let sol_g: u8 = 255;
        let sol_b: u8 = 120;

        // Start marker
        let start_r: u8 = 100;
        let start_g: u8 = 200;
        let start_b: u8 = 255;

        // End marker
        let end_r: u8 = 255;
        let end_g: u8 = 200;
        let end_b: u8 = 60;

        // Stack head (current cell during generation) color
        let cur_r: u8 = 255;
        let cur_g: u8 = 100;
        let cur_b: u8 = 50;

        for gy in 0..self.grid_h {
            for gx in 0..self.grid_w {
                let cell = &self.grid[self.idx(gx, gy)];
                let base_x = gx * 2;
                let base_y = gy * 2;

                // Center of the cell
                let (cr, cg, cb) = match cell.state {
                    CellState::Unvisited => (wall_r, wall_g, wall_b),
                    CellState::Visited => (path_r, path_g, path_b),
                    CellState::Explored => (expl_r, expl_g, expl_b),
                    CellState::Solution => (sol_r, sol_g, sol_b),
                };

                // Highlight current generation position
                let is_stack_head =
                    self.phase == Phase::Generating && self.stack.last() == Some(&(gx, gy));

                let (center_r, center_g, center_b, center_ch) = if is_stack_head {
                    (cur_r, cur_g, cur_b, '@')
                } else if gx == 0 && gy == 0 {
                    (start_r, start_g, start_b, 'S')
                } else if gx == self.grid_w - 1 && gy == self.grid_h - 1 {
                    (end_r, end_g, end_b, 'E')
                } else if cell.state == CellState::Solution {
                    (cr, cg, cb, 'o')
                } else {
                    (cr, cg, cb, ' ')
                };

                // Draw cell center
                if base_x + 1 < cw && base_y + 1 < ch {
                    if center_ch != ' ' {
                        canvas.set_char(
                            base_x + 1,
                            base_y + 1,
                            center_ch,
                            center_r,
                            center_g,
                            center_b,
                        );
                    } else {
                        canvas.set_colored(
                            base_x + 1,
                            base_y + 1,
                            1.0,
                            center_r,
                            center_g,
                            center_b,
                        );
                    }
                }

                // Top-left corner — always a wall pillar
                if base_x < cw && base_y < ch {
                    canvas.set_colored(base_x, base_y, 1.0, wall_r, wall_g, wall_b);
                }

                // Top wall (between this cell and the one above)
                if cell.walls[0] {
                    if base_x + 1 < cw && base_y < ch {
                        canvas.set_colored(base_x + 1, base_y, 1.0, wall_r, wall_g, wall_b);
                    }
                } else {
                    let (pr, pg, pb) = if gy > 0 {
                        let above = &self.grid[self.idx(gx, gy - 1)];
                        match above.state {
                            CellState::Unvisited => (wall_r, wall_g, wall_b),
                            CellState::Visited => (path_r, path_g, path_b),
                            CellState::Explored => (expl_r, expl_g, expl_b),
                            CellState::Solution => (sol_r, sol_g, sol_b),
                        }
                    } else {
                        (path_r, path_g, path_b)
                    };
                    let br = ((pr as u16 + cr as u16) / 2) as u8;
                    let bg = ((pg as u16 + cg as u16) / 2) as u8;
                    let bb = ((pb as u16 + cb as u16) / 2) as u8;
                    if base_x + 1 < cw && base_y < ch {
                        canvas.set_colored(base_x + 1, base_y, 1.0, br, bg, bb);
                    }
                }

                // Left wall (between this cell and the one to the left)
                if cell.walls[3] {
                    if base_x < cw && base_y + 1 < ch {
                        canvas.set_colored(base_x, base_y + 1, 1.0, wall_r, wall_g, wall_b);
                    }
                } else {
                    let (pr, pg, pb) = if gx > 0 {
                        let left = &self.grid[self.idx(gx - 1, gy)];
                        match left.state {
                            CellState::Unvisited => (wall_r, wall_g, wall_b),
                            CellState::Visited => (path_r, path_g, path_b),
                            CellState::Explored => (expl_r, expl_g, expl_b),
                            CellState::Solution => (sol_r, sol_g, sol_b),
                        }
                    } else {
                        (path_r, path_g, path_b)
                    };
                    let br = ((pr as u16 + cr as u16) / 2) as u8;
                    let bg = ((pg as u16 + cg as u16) / 2) as u8;
                    let bb = ((pb as u16 + cb as u16) / 2) as u8;
                    if base_x < cw && base_y + 1 < ch {
                        canvas.set_colored(base_x, base_y + 1, 1.0, br, bg, bb);
                    }
                }
            }
        }

        // Draw bottom border wall
        let bottom_y = self.grid_h * 2;
        if bottom_y < ch {
            for gx in 0..self.grid_w {
                let cell = &self.grid[self.idx(gx, self.grid_h - 1)];
                let bx = gx * 2;
                // Corner
                if bx < cw {
                    canvas.set_colored(bx, bottom_y, 1.0, wall_r, wall_g, wall_b);
                }
                // Bottom wall of last row — only draw if wall is still there
                if cell.walls[2] {
                    if bx + 1 < cw {
                        canvas.set_colored(bx + 1, bottom_y, 1.0, wall_r, wall_g, wall_b);
                    }
                } else {
                    let (pr, pg, pb) = match cell.state {
                        CellState::Solution => (sol_r, sol_g, sol_b),
                        CellState::Explored => (expl_r, expl_g, expl_b),
                        CellState::Visited => (path_r, path_g, path_b),
                        CellState::Unvisited => (wall_r, wall_g, wall_b),
                    };
                    if bx + 1 < cw {
                        canvas.set_colored(bx + 1, bottom_y, 1.0, pr, pg, pb);
                    }
                }
            }
        }

        // Draw right border wall
        let right_x = self.grid_w * 2;
        if right_x < cw {
            for gy in 0..self.grid_h {
                let cell = &self.grid[self.idx(self.grid_w - 1, gy)];
                let by = gy * 2;
                // Corner
                if by < ch {
                    canvas.set_colored(right_x, by, 1.0, wall_r, wall_g, wall_b);
                }
                // Right wall of last column
                if cell.walls[1] {
                    if by + 1 < ch {
                        canvas.set_colored(right_x, by + 1, 1.0, wall_r, wall_g, wall_b);
                    }
                } else {
                    let (pr, pg, pb) = match cell.state {
                        CellState::Solution => (sol_r, sol_g, sol_b),
                        CellState::Explored => (expl_r, expl_g, expl_b),
                        CellState::Visited => (path_r, path_g, path_b),
                        CellState::Unvisited => (wall_r, wall_g, wall_b),
                    };
                    if by + 1 < ch {
                        canvas.set_colored(right_x, by + 1, 1.0, pr, pg, pb);
                    }
                }
            }
            // Bottom-right corner
            if bottom_y < ch {
                canvas.set_colored(right_x, bottom_y, 1.0, wall_r, wall_g, wall_b);
            }
        }
    }
}

impl Animation for Maze {
    fn name(&self) -> &str {
        "maze"
    }

    fn preferred_render(&self) -> RenderMode {
        RenderMode::HalfBlock
    }

    fn on_resize(&mut self, width: usize, height: usize) {
        self.width = width;
        self.height = height;
        self.build_grid();
    }

    fn update(&mut self, canvas: &mut Canvas, dt: f64, _time: f64) {
        match self.phase {
            Phase::Generating => {
                for _ in 0..self.steps_per_frame {
                    if self.step_generate() {
                        self.begin_solve();
                        break;
                    }
                }
            }
            Phase::Solving => {
                self.step_solve();
            }
            Phase::Displaying => {
                self.display_timer += dt;
                if self.display_timer >= 4.0 {
                    self.build_grid();
                }
            }
        }

        self.draw(canvas);
    }
}