Edge FindCheapestLink(MazeNode[,] cells)
    {
        Edge cheapestConnection = null;
        for (int x = 0; x < cells.GetLength(0); x++)
        {
            for (int y = 0; y < cells.GetLength(0); y++)
            {
                MazeNode cell = cells[x, y];
                if (cell.ConnectedNodes == 0)
                {
                    foreach (Edge conn in cell.Edges)
                    {
                        if (cheapestConnection == null || conn.Weight < cheapestConnection.Weight)
                            cheapestConnection = conn;
                    }
                }
            }
        }

        return cheapestConnection;
    }
Beispiel #2
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    public virtual void GenerateMaze(MazeNode[,] cells)
    {
        for (int x = 0; x < cells.GetLength(0); x++)
        {
            for (int y = 0; y < cells.GetLength(1); y++)
            {
                MazeNode cell = cells[x, y];

                if (cell.Right != null)
                {
                    cell.Right.Connected = true;
                    cell.Right.MazeCellOne.Left.Connected = true;
                }

                if (cell.Above != null)
                {
                    cell.Above.Connected = true;
                    cell.Above.MazeCellOne.Below.Connected = true;
                }
            }
        }
    }
Beispiel #3
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    private static void GenerateHorizontal(MazeNode[,] cells)
    {
        for (int x = 0; x < cells.GetLength(0); x++)
        {
            for (int y = 0; y < cells.GetLength(1); y++)
            {
                MazeNode cell = cells[x, y];
                bool noRoof = false;
                if (y % 2 == 1)
                {
                    if (x == cells.GetLength(0) - 1)
                    {
                        noRoof = true;
                    }
                }
                else
                {
                    if (x == 0)
                    {
                        noRoof = true;
                    }
                }

                if (noRoof && cell.Above != null)
                {
                    cell.Above.Connected = true;
                    cell.Above.MazeCellOne.Below.Connected = true;
                }

                if (cell.Right != null)
                {
                    cell.Right.Connected = true;
                    cell.Right.MazeCellOne.Left.Connected = true;
                }

            }
        }
    }