private MapRoom[,] generateRoomConnections(int columns, int rows) { // http://kuoi.com/~kamikaze/GameDesign/art07_rogue_dungeon.php MapRoom[,] rooms = new MapRoom[columns, rows]; List <MapRoom> disconnectedRooms = new List <MapRoom>(columns * rows); for (int x = 0; x < columns; ++x) { for (int y = 0; y < rows; ++y) { rooms[x, y] = new MapRoom(new Point(x, y)); disconnectedRooms.Add(rooms[x, y]); } } MapRoom currentRoom = disconnectedRooms.Sample(); MapRoom nextRoom; while ((nextRoom = currentRoom.GetNeighborWhere(rooms, columns, rows, room => !room.Connected)) != null) { disconnectedRooms.Remove(currentRoom); disconnectedRooms.Remove(nextRoom); currentRoom.ConnectTo(nextRoom); currentRoom = nextRoom; } while (disconnectedRooms.Count > 0) { currentRoom = disconnectedRooms.Sample(); nextRoom = currentRoom.GetNeighborWhere(rooms, columns, rows, room => room.Connected); if (nextRoom != null) { disconnectedRooms.Remove(currentRoom); disconnectedRooms.Remove(nextRoom); currentRoom.ConnectTo(nextRoom); } } return(rooms); }
public MapRoom GetNeighborWhere(MapRoom[,] rooms, int columns, int rows, Func<MapRoom, bool> predicate) { List<MapRoom> neighbors = new List<MapRoom>(); for (int x = Position.X - 1; x <= Position.X + 1; ++x) { if (x < 0 || x >= columns) continue; for (int y = Position.Y - 1; y <= Position.Y + 1; ++y) { if (y < 0 || y >= rows) continue; if (Position.X == x && Position.Y == y) continue; if (predicate(rooms[x, y])) neighbors.Add(rooms[x, y]); } } if (neighbors.Count > 0) return neighbors.Sample(); else return null; }
public void ConnectTo(MapRoom room) { ConnectedRooms.Add(room); room.ConnectedRooms.Add(this); }
private MapRoom[,] generateRoomConnections(int columns, int rows) { // http://kuoi.com/~kamikaze/GameDesign/art07_rogue_dungeon.php MapRoom[,] rooms = new MapRoom[columns, rows]; List<MapRoom> disconnectedRooms = new List<MapRoom>(columns * rows); for (int x = 0; x < columns; ++x) { for (int y = 0; y < rows; ++y) { rooms[x, y] = new MapRoom(new Point(x, y)); disconnectedRooms.Add(rooms[x, y]); } } MapRoom currentRoom = disconnectedRooms.Sample(); MapRoom nextRoom; while ((nextRoom = currentRoom.GetNeighborWhere(rooms, columns, rows, room => !room.Connected)) != null) { disconnectedRooms.Remove(currentRoom); disconnectedRooms.Remove(nextRoom); currentRoom.ConnectTo(nextRoom); currentRoom = nextRoom; } while (disconnectedRooms.Count > 0) { currentRoom = disconnectedRooms.Sample(); nextRoom = currentRoom.GetNeighborWhere(rooms, columns, rows, room => room.Connected); if (nextRoom != null) { disconnectedRooms.Remove(currentRoom); disconnectedRooms.Remove(nextRoom); currentRoom.ConnectTo(nextRoom); } } return rooms; }
private void generateCollisionMapFromRooms(MapRoom[,] rooms, int columns, int rows) { int roomWidth = TileWidth / columns; int roomHeight = TileHeight / rows; for (int x = 0; x < columns; ++x) { for (int y = 0; y < rows; ++y) { if (rooms[x, y].IsCorridor) fillInRoom(x, y, roomWidth, roomHeight); else wallOffRoom(x, y, roomWidth, roomHeight); } } for (int x = 0; x < columns; ++x) { for (int y = 0; y < rows; ++y) { foreach (MapRoom room in rooms[x, y].ConnectedRooms) digCorridor(rooms[x, y].Position, room.Position, roomWidth, roomHeight); } } }
public void ConnectTo(MapRoom room) { ConnectedRooms.Add(room); room.ConnectedRooms.Add(this); }