# iso_trapezoid_maze: iso_trapezoid_maze . In mazealls: Generate Recursive Mazes

## Description

Recursively draw a isosceles trapezoid maze, with three sides consisting of 2^{depth} pieces of length `unit_len`, and one long side of length 2^{depth+1} pieces, starting from the long side.

## Usage

 ```1 2 3 4 5 6``` ```iso_trapezoid_maze(depth, unit_len = 4L, clockwise = TRUE, start_from = c("midpoint", "corner"), method = c("four_trapezoids", "one_ear", "random"), boustro = c(1, 1), draw_boundary = FALSE, num_boundary_holes = 2, boundary_lines = TRUE, boundary_holes = NULL, boundary_hole_color = NULL, boundary_hole_locations = NULL, boundary_hole_arrows = FALSE, end_side = 1) ```

## Arguments

 `depth` the depth of recursion. This controls the side length: three sides have `round(2^depth)` segments of length `unit_len`, while the long side is twice as long. `depth` need not be integral. `unit_len` the unit length in graph coordinates. This controls the width of the ‘holes’ in the boundary lines and generally controls the spacing of mazes. `clockwise` whether to draw clockwise. `start_from` whether to start from the midpoint of the first side of a maze, or from the corner facing the first side. `method` there are many ways to recursive draw an isosceles trapezoid. The following values are acceptable: four_trapezoidsFour isosceles trapezoids are packed around each other with a ‘bone’ between them. one_earA parallelogram is placed next to an equilateral triangle (an ‘ear’). Note this method is acceptable when depth is not an integer. randomA method is chosen uniformly at random. `boustro` an array of two values, which help determine the location of holes in internal lines of length `height`. The default value, `c(1,1)` results in uniform selection. Otherwise the location of holes are chosen with probability proportional to a beta density with the ordered elements of `boustro` set as `shape1` and `shape2`. In sub mazes, this parameter is reversed, which can lead to ‘boustrophedonic’ mazes. It is suggested that the sum of values not exceed 40, as otherwise the location of internal holes may be not widely dispersed from the mean value. `draw_boundary` a boolean indicating whether a final boundary shall be drawn around the maze. `num_boundary_holes` the number of boundary sides which should be randomly selected to have holes. Note that the `boundary_holes` parameter takes precedence. `boundary_lines` indicates which of the sides of the maze shall have drawn boundary lines. Can be a logical array indicating which sides shall have lines, or a numeric array, giving the index of sides that shall have lines. `boundary_holes` an array indicating which of the boundary lines have holes. If `NULL`, then boundary holes are randomly selected by the `num_boundary_holes` parameter. If numeric, indicates which sides of the maze shall have holes. If a boolean array, indicates which of the sides shall have holes. These forms are recycled if needed. See `holey_path`. Note that if no line is drawn, no hole can be drawn either. `boundary_hole_color` the color of boundary holes. A value of `NULL` indicates no colored holes. See `holey_path` for more details. Can be an array of colors, or colors and the value `'clear'`, which stands in for `NULL` to indicate no filled hole to be drawn. `boundary_hole_locations` the ‘locations’ of the boundary holes within each boundary segment. A value of `NULL` indicates the code may randomly choose, as is the default. May be a numeric array. A positive value up to the side length is interpreted as the location to place the boundary hole. A negative value is interpreted as counting down from the side length plus 1. A value of zero corresponds to allowing the code to pick the location within a segment. A value of `NA` may cause an error. `boundary_hole_arrows` a boolean or boolean array indicating whether to draw perpendicular double arrows at the boundary holes, as a visual guide. These can be useful for locating the entry and exit points of a maze. `end_side` the number of the side to end on. A value of 1 corresponds to the starting side, while higher numbers correspond to the drawn side of the figure in the canonical order (that is, the order induced by the `clockwise` parameter).

## Details

Draws a maze in an isoscelese trapezoid with three sides of equal length and one long side of twice that length, starting from the midpoint of the long side (or the corner before the first side via the `start_from` option). A number of different recursive methods are supported. Optionally draws boundaries around the trapezoid, with control over which sides have lines and holes. Three sides of the trapezoid consist of 2^{depth} segments of length `unit_len`, while the longer has 2^{depth}. A number of different methods are supported. For `method='four_trapezoids'`:

For `method='one_ear'`:

## Value

nothing; the function is called for side effects only, though in the future this might return information about the drawn boundary of the shape.

## Author(s)

Steven E. Pav shabbychef@gmail.com

## Examples

 ``` 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23``` ```library(TurtleGraphics) turtle_init(1000,1000) turtle_hide() iso_trapezoid_maze(depth=4,20,clockwise=FALSE,draw_boundary=TRUE) turtle_init(1000,1000) turtle_hide() turtle_do({ iso_trapezoid_maze(depth=3,20,clockwise=TRUE,draw_boundary=TRUE,boundary_holes=3) }) turtle_init(2000,2000) turtle_hide() turtle_up() turtle_do({ len <- 22 iso_trapezoid_maze(depth=log2(len),15,clockwise=TRUE,draw_boundary=TRUE, boundary_holes=c(1,3),method='one_ear', boundary_hole_color=c('clear','clear','green','clear')) iso_trapezoid_maze(depth=log2(len),15,clockwise=FALSE,draw_boundary=TRUE, boundary_lines=c(2,3,4),boundary_holes=c(2),method='one_ear', boundary_hole_color=c('red')) }) ```

mazealls documentation built on May 2, 2019, 3:39 a.m.