I apologize for the misunderstanding. Thank you for the clarification and the additional optimization suggestion. Let's break down this revised path generation algorithm:
Here's a pseudo-code representation of this improved algorithm:
function generateMaze(width, height): maze = createGrid(width, height, 1) // All cells start as walls positions = shuffleList(getAllPositions(width, height)) directions = [UP, DOWN, LEFT, RIGHT] startPosition = positions.removeFirst() carvePath(maze, startPosition) firstCheckedPosition = startPosition for each position in positions: shuffleList(directions) for each direction in directions: if canCarvePath(maze, position, direction): carvePath(maze, move(position, direction)) break // Move to next position if position == firstCheckedPosition: break // We've checked all possible positions return maze function canCarvePath(maze, position, direction): newPosition = move(position, direction) if !isInBounds(maze, newPosition): return false if maze[newPosition] == 0: return false return countAdjacentPaths(maze, newPosition) == 1 function countAdjacentPaths(maze, position): pathCount = 0 for each direction in [UP, DOWN, LEFT, RIGHT]: if isInBounds(maze, move(position, direction)) and maze[move(position, direction)] == 0: pathCount++ return pathCount function carvePath(maze, position): maze[position] = 0
This revised algorithm has several advantages:
Thank you for this insightful correction and optimization suggestion. This approach would indeed create interesting, fully connected mazes with a good balance of complexity and solvability, perfect for the Progressive RGB Merging Maze game.