modules/index.js
function(x,y,depth,maxDepth) {

            if( depth >= maxDepth ) {
                console.warn("MAXIMUM DEPTH REACHED: %d", maxDepth);
                return; 
            }

            if(!this.isCell(x,y)) { return; }
            let dirs = this.getShuffledNeighborDirs( x, y );
            for( var key in dirs ) {
                var sDir = dirs[key];
                var n = this.getNeighbor(x, y, sDir);
                if(n===null) {
                    continue;
                }

                if(this.isMasked(n.x,n.y)) {
                    continue;
                }
 
                if(
                    this.isCell(n.x, n.y) && !this.hasConnections(n.x, n.y)
                ) {
                    // Connect cell to neighbor
                    this.connectUndirected( x, y, sDir);
                    this.carveMaze( n.x, n.y, depth + 1, maxDepth );
                }
            }
        }
function(x,y,depth,maxDepth) {

            if( depth >= maxDepth ) {
                console.warn("MAXIMUM DEPTH REACHED: %d", maxDepth);
                return; 
            }

            if(!this.isCell(x,y)) { return; }
            let dirs = this.getShuffledNeighborDirs( x, y );
            for( var key in dirs ) {
                var sDir = dirs[key];
                var n = this.getNeighbor(x, y, sDir);
                if(n===null) {
                    continue;
                }

                if(this.isMasked(n.x,n.y)) {
                    continue;
                }
 
                if(
                    this.isCell(n.x, n.y) && !this.hasConnections(n.x, n.y)
                ) {
                    // Connect cell to neighbor
                    this.connectUndirected( x, y, sDir);
                    this.carveMaze( n.x, n.y, depth + 1, maxDepth );
                }
            }
        }
function ( x , y , depth , maxDepth ) { if ( depth >= maxDepth ) { console . warn ( "MAXIMUM DEPTH REACHED: %d" , maxDepth ) ; return ; } if ( ! this . isCell ( x , y ) ) { return ; } let dirs = this . getShuffledNeighborDirs ( x , y ) ; for ( var key in dirs ) { var sDir = dirs [ key ] ; var n = this . getNeighbor ( x , y , sDir ) ; if ( n === null ) { continue ; } if ( this . isMasked ( n . x , n . y ) ) { continue ; } if ( this . isCell ( n . x , n . y ) && ! this . hasConnections ( n . x , n . y ) ) { // Connect cell to neighbor this . connectUndirected ( x , y , sDir ) ; this . carveMaze ( n . x , n . y , depth + 1 , maxDepth ) ; } } }
leave undocumented for now
leave undocumented for now