crystal-maze
Version, currently master branch1 version
- master branchlatestFeb 4, 2020
github.com/Demonstrandum/crystal_maze
A* Path finding for PNG mazes, from Ruby now in Crystal!
22 stars
0 dependents
License: GNU GPL-3.0
Installation
# Add this to your shard.yml
dependencies:
crystal-maze:
github: Demonstrandum/crystal_maze
branch: mastermaster is a branch, not a release, so this tracks it rather than pinning a version.
Then run:
shards installshard.yml
- Crystal
- no constraint declared
- License
- GNU GPL-3.0
- Author
- Demonstrandum <knutsen@jetspace.co>
Dependencies
Runtime Dependencies
- stumpy_gif*github: stumpycr/stumpy_gif
- stumpy_png*github: stumpycr/stumpy_png
README
# Crystal-Maze A* Path finding for PNG mazes, from Ruby now in Crystal! Using StumpyPNG! Now ×40 faster than its Ruby counterpart: [A-Star](https://github.com/Demonstrandum/A-Star)  ## Installation Build it from source: Clone and enter repository: ```shell git clone https://github.com/Demonstrandum/Crystal-Maze.git && cd Crystal-Maze ``` then install dependencies with [`shards`](https://github.com/crystal-lang/shards) ([StumpyPNG](https://github.com/stumpycr/stumpy_png)): ```shell shards install ``` and run the make file: ```shell make sudo make install clean #sudo make uninstall # to remove the program ``` ## Usage To run the program itself: ```shell maze ~/Pictures/yourImage.png ``` This will solve the maze and make and image with the suffix "-solved"<br /> e.g. `yourImage-solved.png` in the same location as the input image. You can also add optional arguments of heuristic distance type, verbosity and wheather to draw nodes or not. For heuristic distance just type `euclidean` or `manhattan` as argument for distance calculation type, these are the only two currently supported. Showing nodes is done with the argument `--show-nodes` and for verbosity (prints the nodes of the final path) either `-v`, `verbose` or `--verbose`. For example: ```shell maze euclidean -v hipMaze.png --show-nodes ``` ### GIFs  > Maze being mapped out by flood and then solved with ***A**** You can animate the solving with the `--gif` argument, this looks better with `--show-nodes` as you can see the nodes being placed and spreading. e.g. ```shell maze mazes/50-maze.png --show-nodes --gif ``` The gif will most likely be very slow, so you can drop some frames to speed it up: ```shell maze mazes/normal.png --show-nodes --gif --gif-speed 14 ``` The above means: only keep *every 14th* frame. which generates `mazes/50-maze-solved.gif` **Be careful**, when making GIFs with large mazes, the program will use *a lot* of memory and may freeze your computer! ## Maze PNG requirements The start and end points of the maze must be white and be from top or left to bottom or right, if this is not true, then it means the maze has a black border, in which case it will find a green pixel (doesn't have to be perfect green) and sets that as the start point and then finds a red pixel (doesn't have to be perfect red) and sets that as the end point. --- P.S. It's highly recommended that the maze's walls and paths are 1 pixel wide as the program draws and reads the paths as one pixel.
Documentation
Built from the current release. The first visit to a release nobody has asked for starts its build.
Links
This branch
- Branch
master- Seen
- Feb 4, 2020
- Indexed
- yes
Dependents
No indexed shard depends on this one yet.
Repository
github.com/Demonstrandum/crystal_maze
Metadata
- Created
- Aug 12, 2026
- Updated
- Aug 12, 2026
- Synced
- Aug 12, 2026
- Versions
- 1