Beispiel #1
0
        void FindCellLines()
        {
            foreach (LineSegment l in spanningTree)
            {
                GeneratorCell cellStart = GetCellByPoint(l.p0.Value.x, l.p0.Value.y);
                if (cellStart != null)
                {
                    l.cellStart = cellStart;
                }
                else
                {
                    Debug.LogError("Could not find cell start for " + l.p0.Value);
                }

                GeneratorCell cellEnd = GetCellByPoint(l.p1.Value.x, l.p1.Value.y);
                if (cellEnd != null)
                {
                    l.cellEnd = cellEnd;
                }
                else
                {
                    Debug.LogError("Could not find cell end for " + l.p1.Value);
                }
            }
        }
Beispiel #2
0
        void FindPathRoomsBetweenMainRooms()
        {
            foreach (Path p in paths)
            {
                foreach (GeneratorCell c in cells)
                {
                    if (!c.isMainRoom && !c.isPathRoom)
                    {
                        foreach (BlockPath bp in p.path)
                        {
                            if (LineRectangleInteresection(bp, c))
                            {
                                c.isPathRoom = true;
                                break;
                            }
                        }
                    }
                }
            }

            int c_index = 0;

            while (c_index < cells.Count)
            {
                GeneratorCell c = cells[c_index];
                if (c.isMainRoom || c.isPathRoom)
                {
                    maxX = Mathf.Max(c.posX + c.width, maxX);
                    maxY = Mathf.Max(c.posY + c.height, maxY);
                    minX = Mathf.Min(c.posX, minX);
                    minY = Mathf.Min(c.posY, minY);

                    c_index++;
                }
                else
                {
                    cells.Remove(c);
                }
            }

            foreach (GeneratorCell c in cells)
            {
                c.posX += Mathf.CeilToInt(Mathf.Abs(minX));
                c.posY += Mathf.CeilToInt(Mathf.Abs(minY));
                maxX    = Mathf.Max(c.posX, c.width, maxX);
                maxY    = Mathf.Max(c.posY + c.height, maxY);
            }

            foreach (Path p in paths)
            {
                foreach (BlockPath bp in p.path)
                {
                    bp.start.x += Mathf.Abs(minX);
                    bp.start.y += Mathf.Abs(minY);
                    bp.end.x   += Mathf.Abs(minX);
                    bp.end.y   += Mathf.Abs(minY);
                }
            }
        }
Beispiel #3
0
        void SeparateCells()
        {
            bool cellCollision = true;
            int  loop          = 0;

            while (cellCollision)
            {
                loop++;
                cellCollision = false;
                if (debug)
                {
                    //             Debug.Log("Loop " + loop);
                }

                for (int i = 0; i < cells.Count; i++)
                {
                    GeneratorCell c = cells[i];

                    for (int j = i + 1; j < cells.Count; j++)
                    {
                        GeneratorCell cb = cells[j];
                        if (c.CollidesWith(cb))
                        {
                            cellCollision = true;

                            int cb_x = Mathf.RoundToInt((c.x + c.width) - cb.x);
                            int c_x  = Mathf.RoundToInt((cb.x + cb.width) - c.x);

                            int cb_y = Mathf.RoundToInt((c.y + c.height) - cb.y);
                            int c_y  = Mathf.RoundToInt((cb.y + cb.height) - c.y);

                            if (c_x < cb_x)
                            {
                                if (c_x < c_y)
                                {
                                    c.Shift(c_x, 0);
                                }
                                else
                                {
                                    c.Shift(0, c_y);
                                }
                            }
                            else
                            {
                                if (cb_x < cb_y)
                                {
                                    cb.Shift(cb_x, 0);
                                }
                                else
                                {
                                    cb.Shift(0, cb_y);
                                }
                            }
                        }
                    }
                }
            }
        }
Beispiel #4
0
        void SeparateCells()
        {
            bool cellCollision = true;
            int  loop          = 0;

            while (cellCollision)
            {
                loop++;
                cellCollision = false;

                for (int i = 0; i < cells.Count; i++)
                {
                    GeneratorCell cell = cells[i];

                    ///Check all the other cells in the list if it's colliding with our cell
                    for (int j = i + 1; j < cells.Count; j++)
                    {
                        GeneratorCell cell2 = cells[j];
                        if (cell.CollidesWith(cell2))
                        {
                            cellCollision = true;

                            int cell2XOverlap = Mathf.RoundToInt((cell.posX + cell.width) - cell2.posX);
                            int cellXOverlap  = Mathf.RoundToInt((cell2.posX + cell2.width) - cell.posX);

                            int cell2YOverlap = Mathf.RoundToInt((cell.posY + cell.height) - cell2.posY);
                            int cellYOverlap  = Mathf.RoundToInt((cell2.posY + cell2.height) - cell.posY);
                            //If the cells are colliding. Move the one on the left.
                            if (cellXOverlap < cell2XOverlap)
                            {
                                //Move horizontally if distance from the origin has more bias towards Y.
                                //Otherwise, Move Vertically
                                if (cellXOverlap < cellYOverlap)
                                {
                                    cell.OffsetPosition(cellXOverlap, 0);
                                }
                                else
                                {
                                    cell.OffsetPosition(0, cellYOverlap);
                                }
                            }
                            else
                            {
                                if (cell2XOverlap < cell2YOverlap)
                                {
                                    cell2.OffsetPosition(cell2XOverlap, 0);
                                }
                                else
                                {
                                    cell2.OffsetPosition(0, cell2YOverlap);
                                }
                            }
                        }
                    }
                }
            }
        }
        public bool CollidesWith(GeneratorCell cell)
        {
            bool retVal = true;

            if (cell.posX >= this.posX + this.width ||
                cell.posY >= this.posY + this.height ||
                cell.posX + cell.width <= this.posX ||
                cell.posY + cell.height <= this.posY)
            {
                retVal = false;
            }

            return(retVal);
        }
Beispiel #6
0
        public bool CollidesWith(GeneratorCell cell)
        {
            bool retVal = true;

            if (cell.x >= this.x + this.width ||
                cell.y >= this.y + this.height ||
                cell.x + cell.width <= this.x ||
                cell.y + cell.height <= this.y)
            {
                retVal = false;
            }

            return(retVal);
        }
Beispiel #7
0
        /// <summary>
        /// Finds a cell at the given point.
        /// </summary>
        /// <param name="x"></param>
        /// <param name="y"></param>
        /// <returns></returns>
        GeneratorCell GetCellByPoint(float x, float y)
        {
            GeneratorCell retCell = null;

            foreach (GeneratorCell c in cells)
            {
                if (c.posX < x && c.posY < y && c.posX + c.width > x && c.posY + c.height > y)
                {
                    retCell = c;
                    break;
                }
            }

            return(retCell);
        }
Beispiel #8
0
        bool LineRectangleInteresection(BlockPath line, GeneratorCell rect)
        {
            bool    retVal = false;
            Vector2 intersection;

            BlockPath topLine = new BlockPath();

            topLine.start = new Vector2(rect.posX, rect.posY + rect.height);
            topLine.end   = new Vector2(rect.posX + rect.width, rect.posY + rect.height);
            if (LineIntersects(line.start, line.end, topLine.start, topLine.end, out intersection))
            {
                retVal = true;
            }

            BlockPath rightLine = new BlockPath();

            rightLine.start = new Vector2(rect.posX + rect.width, rect.posY + rect.height);
            rightLine.end   = new Vector2(rect.posX + rect.width, rect.posY);
            if (LineIntersects(line.start, line.end, rightLine.start, rightLine.end, out intersection))
            {
                retVal = true;
            }


            BlockPath bottomLine = new BlockPath();

            bottomLine.start = new Vector2(rect.posX, rect.posY);
            bottomLine.end   = new Vector2(rect.posX + rect.width, rect.posY);
            if (LineIntersects(line.start, line.end, bottomLine.start, bottomLine.end, out intersection))
            {
                retVal = true;
            }


            BlockPath leftLine = new BlockPath();

            leftLine.start = new Vector2(rect.posX, rect.posY);
            leftLine.end   = new Vector2(rect.posX, rect.posY + rect.height);
            if (LineIntersects(line.start, line.end, leftLine.start, leftLine.end, out intersection))
            {
                retVal = true;
            }

            return(retVal);
        }
Beispiel #9
0
        void CreateCells()
        {
            RandomFromDistribution.ConfidenceLevel_e conf_level = RandomFromDistribution.ConfidenceLevel_e._80;

            int   numberOfCells    = levelStats.numberOfCells;
            float roomCircleRadius = levelStats.roomCircleRadius;

            percFromGraphToPaths = levelStats.percFromGraphToPaths;
            mainRoomMeanCutoff   = levelStats.mainRoomCutoff;

            float cellMinWidth  = levelStats.cellMinWidth;
            float cellMaxWidth  = levelStats.cellMaxWidth;
            float cellMinHeight = levelStats.cellMinHeight;
            float cellMaxHeight = levelStats.cellMaxHeight;

            for (int i = 0; i < numberOfCells; i++)
            {
                float minWidthScalar  = cellMinWidth;
                float maxWidthScalar  = cellMaxWidth;
                float minHeightScalar = cellMinHeight;
                float maxHeightScalar = cellMaxHeight;

                GeneratorCell cell = new GeneratorCell();
                cell.width  = Mathf.RoundToInt(RandomFromDistribution.RandomRangeNormalDistribution(minWidthScalar, maxWidthScalar, conf_level));
                cell.height = Mathf.RoundToInt(RandomFromDistribution.RandomRangeNormalDistribution(minHeightScalar, maxHeightScalar, conf_level));


                Vector2 pos = GetRandomPointInCirlce(roomCircleRadius);
                cell.posX  = Mathf.RoundToInt(pos.x);
                cell.posY  = Mathf.RoundToInt(pos.y);
                cell.index = i;
                cells.Add(cell);
                widthAvg  += cell.width;
                heightAvg += cell.height;
            }

            widthAvg  /= cells.Count;
            heightAvg /= cells.Count;
        }