Beispiel #1
0
        private void GenerateWorldData()
        {
            int numberVillages = 5;
            int numberDungeons = 10;

            //Generate VillageLocations
            for (int i = 0; i < numberVillages; i++)
            {
                VillageData d = new VillageData();
                d.Loc = GenerateVillageChunkLocation();
                wData.Villages.Add(d);
            }

            //Connect each village to a random village
            for (int j = 0; j < wData.Villages.Count; j++)
            {
                wData.Villages[j].ConnectedVillageLoc = wData.Villages[Game.rng.Next(wData.Villages.Count)].Loc;
                wData.Villages[j].VillageToVillage    = new Ray(wData.Villages[j].Loc, wData.Villages[j].ConnectedVillageLoc);

                for (int x = 0; x < wData.worldSize; x++)
                {
                    for (int y = 0; y < wData.worldSize; y++)
                    {
                        Rectangle chunkRect = new Rectangle(x * wData.chunkSize, y * wData.chunkSize, wData.chunkSize, wData.chunkSize);
                        if (Ray.isIntersectingRect(wData.Villages[j].VillageToVillage, chunkRect))
                        {
                            if (wData.Villages[j].roadChunks == null)
                            {
                                wData.Villages[j].roadChunks = new List <Point>();
                            }
                            wData.Villages[j].roadChunks.Add(new Point(x, y));
                        }
                    }
                }
            }

            for (int k = 0; k < numberDungeons; k++)
            {
                DungeonData d = new DungeonData();
                d.DoorChunkLoc = GenerateDungeonLocation();
                d.DoorLoc      = new Point(d.DoorChunkLoc.X % 100, d.DoorChunkLoc.Y % 100);
                d.seed         = Game.rng.Next();
                wData.Dungeons.Add(d);
            }
        }
Beispiel #2
0
        private Chunk GenerateDungeon(DungeonData dData)
        {
            Random rng               = new Random(dData.seed);
            Point  chunk             = new Point(dData.DoorChunkLoc.X / 100, dData.DoorChunkLoc.Y / 100);
            int    randomFillPercent = 50;
            int    iterations        = 5;
            int    xSize             = rng.Next(20, 80);

            Chunk tempChunk = new Chunk(xSize, chunk.X, chunk.Y);

            worldTile wall = new worldTile();

            wall.graphics        = new Tile();
            wall.graphics.tAtlas = wData.tAtlas;
            wall.graphics.TexID  = (int)WorldTexID.wall;
            wall.isCollideable   = true;
            wall.isContainer     = false;
            wall.isRoad          = false;
            wall.type            = "wall";

            worldTile air = new worldTile();

            air.graphics        = new Tile();
            air.graphics.tAtlas = wData.tAtlas;
            air.graphics.TexID  = (int)WorldTexID.air;
            air.isCollideable   = false;
            air.isContainer     = false;
            air.isRoad          = false;
            air.type            = "air";

            for (int x = 0; x < xSize; x++)
            {
                for (int y = 0; y < xSize; y++)
                {
                    if (rng.Next(100) > randomFillPercent - 1)
                    {
                        tempChunk.backgroundTiles[x, y] = wall;
                    }
                    else
                    {
                        tempChunk.backgroundTiles[x, y] = air;
                    }
                }
            }

            for (int i = 0; i < iterations; i++)
            {
                for (int x = 0; x < xSize; x++)
                {
                    for (int y = 0; y < xSize; y++)
                    {
                        int neighbors = getNumberNeighbors(tempChunk, x, y, "wall", xSize);

                        if (tempChunk.backgroundTiles[x, y].type == "wall")
                        {
                            if (neighbors >= 4)
                            {
                                tempChunk.backgroundTiles[x, y] = wall;
                            }
                        }
                        else
                        {
                            if (neighbors >= 5)
                            {
                                tempChunk.backgroundTiles[x, y] = wall;
                            }
                        }
                    }
                }
            }

            return(tempChunk);
        }