pub fn empty(grid: &mut Grid) {
   // make the grid fully connected
   for i in 0..grid.size() {
      if grid.has_neighbor_south(i) {
         grid.connect_cell_south(i)
      }
      if grid.has_neighbor_east(i) {
         grid.connect_cell_east(i)
      }
   }
}
// not really a maze at all
not really a maze at all
not really a maze at all
pub fn empty(grid: &mut Grid) {
   // make the grid fully connected
   for i in 0..grid.size() {
      if grid.has_neighbor_south(i) {
         grid.connect_cell_south(i)
      }
      if grid.has_neighbor_east(i) {
         grid.connect_cell_east(i)
      }
   }
}
pub fn empty ( grid : & mut Grid ) { // make the grid fully connected for i in 0 .. grid . size ( ) { if grid . has_neighbor_south ( i ) { grid . connect_cell_south ( i ) } if grid . has_neighbor_east ( i ) { grid . connect_cell_east ( i ) } } }
not really a maze at all
not really a maze at all
grid
&mut Grid