Progressive RGB Merging Maze

Level: 0 ✔️ Moves so far: 0
Merge the red, green, and blue
Claude AI says: Thank you for the insightful suggestion. You're absolutely right - creating a list first and then making the changes ensures consistency regardless of the order of checking. This approach is more robust and easier to reason about. Let's implement this maze enhancement function based on your idea: ```javascript function enhanceMaze(maze) { const height = maze.length; const width = maze[0].length; const wallsToConvert = []; // Helper function to check if a cell is a wall or off the board function isWallOrOffBoard(y, x) { return y < 0 || y >= height || x < 0 || x >= width || maze[y][x] === 1; } // First pass: identify walls to convert for (let y = 0; y < height; y++) { for (let x = 0; x < width; x++) { if (maze[y][x] === 1) { // If it's a wall if (isWallOrOffBoard(y-1, x) && isWallOrOffBoard(y+1, x) && isWallOrOffBoard(y, x-1) && isWallOrOffBoard(y, x+1)) { wallsToConvert.push({y, x}); } } } } // Second pass: convert identified walls to paths for (const {y, x} of wallsToConvert) { maze[y][x] = 0; // 0 represents a path } return maze; } ``` This function does the following: 1. Creates an empty list `wallsToConvert` to store the coordinates of walls that should be converted to paths. 2. Defines a helper function `isWallOrOffBoard` to check if a cell is either a wall or off the board. 3. Iterates through the maze once, identifying walls that are surrounded by walls or off-board cells on all sides, and adds their coordinates to `wallsToConvert`. 4. Iterates through `wallsToConvert`, changing each identified wall to a path. To integrate this into the game, we would call `enhanceMaze(maze)` after the initial maze generation and player placement, but before rendering the maze. This enhancement adds visual complexity to the maze without altering the core gameplay mechanics, creating an interesting cognitive challenge for players as they navigate the maze. Would you like to see how this function could be integrated into the existing game logic, or should we focus on any other aspects of the maze enhancement?