Maze Interpreter v2
New better V3 here!
An interpreter for the Maze programming language, based on the description on the Esolangs Wiki.
Maze is a language based on an ASCII art 'maze' for 'cars' (variables) to move around. The shape of your maze describes the program flow and the branches the variables take. It makes a lot more sense if you look at an example, here is a partial recording of a Fibonacci program running:
All the examples on the Esolangs wiki page work. I'm not entirely sure if the Turing complete example works correctly, because I'm not exactly sure what it is meant to do, but it doesn't enter the loop properly. See some examples in the programs directory.
You can get the sublime syntax highlighting package from
Please create an issue or pull request if you find a problem :)
-d for the cool animations in GIF above!)
Depends on python3.
usage: main.py [-h] [-d] [-c] [-f FPS] file A Maze interpreter (http://esolangs.org/wiki/Maze) positional arguments: file the program to run optional arguments: -h, --help show this help message and exit -d, --debug display the maze during interpretation. -c, --no-colors shows the maze without color when in debug mode. -f FPS, --fps FPS the fps of the maze when in debug mode.
The parsing is not perfect, but it seems to work well enough. It allows a much simpler syntax than that on the Esolangs wiki, although that works fine too. The commas are not needed between the commands, but you can add as much white space as you want, it will be ignored. Because the white space is ignored, the examples on the wiki need the leading white space converted to walls to align them properly. You can also use a
`` (double tick) as a wall, to reduce the heaviness of the solid wall areas.
I have extended some of the syntax from the Esolangs Wiki to make the language a little more usable. Here is a list of the features:
Signals can also be in the form
X is a letter or number and is the name of the signal. The
** signal will trigger and detect all named signals, whereas named signals will only detect/trigger signals with the same name.
%N in a function will keep the car in the same cell for the next frame.
>/ cell will print the value of the car with a newline appended to the end.
The specification on the Esolangs wiki is a bit ambiguous in places, so I have had to make some assumptions:
- The program currently generates an error and exits if two cars are in the same cell, this can be easily changed, but it is not clear from the wiki what is meant to happen.
- The cars will attempt to move in the direction they were last travelling in first. The opposite direction to the direction they were last travelling in is always tried last. Otherwise directions are tried in this order:
- Many start positions are allowed in the map, this is disallowed in the specification, but I included it because it allows more freedom in creating programs. Although it can be fun to make programs just one start as well.