Ejemplo n.º 1
0
    public void GenerateTerrain(Vector3 spawnPos)
    {
        grid.ClearGrid();
        TerrainChunk tc = GameObject.Instantiate(terrainChunk, spawnPos, Quaternion.identity) as TerrainChunk;

        // Generate ground
        // Experimental: Generate ground separately for Nback
        // groundGen.GenerateGrounds(grid, tc);

        // Generate For Pattern
        if (gameMngr.Modes().Contains(GameModes.Pattern))
        {
            //Platforms should also be spawned in cloud format!

            /*if(genPlatforms)
             * {
             *      platformGen.GeneratePlatforms (grid, tc);
             *
             * }
             * if(genPlants)
             * {
             *      collectibleGen.GenerateCollectibles (grid, tc);
             * }*/
        }

        // Generate For Nback
        if (gameMngr.Modes().Contains(GameModes.Nback))
        {
            nbackGen.GenerateNbackInGrid(grid, tc, groundGen);
        }
        else
        {
            groundGen.GenerateGrounds(grid, tc);
        }
    }
Ejemplo n.º 2
0
    public void GenerateNbackInGrid(Grid grid, TerrainChunk tc, GroundGenerator ggen)
    {
        int difficulty = navigationDifficulty;
        int scale      = 10;

        // Generate beginning so character doesnt fall
        if (generateCount == 0)
        {
            for (int i = 0; i < 5; ++i)
            {
                //ggen.GenerateGround (i, 0, grid, tc);
                //ggen.GenerateGround (i, 7, grid, tc);
            }
        }
        ++generateCount;

        // Entry for prototype platforms generation
        if (platforms)
        {
            GenerateNbackInGridPlatforms(grid, tc, ggen);
            return;
        }

        // Generate Nback collectibles
        int x = lastGridOffset;

        for ( ; x < grid.numCellsX; x += rate)
        {
            int rand = Random.Range(0, 2);
            int y    = rand == 0 ? 1 : 6;
            //int y = 1;
            Transform h = GenerateNbackObjectInGrid(x, y, grid, tc);
        }

        ggen.GenerateGrounds(grid, tc, 0, false, 60);
        ggen.GenerateGrounds(grid, tc, 7, true);

        lastGridOffset = x - grid.numCellsX;
    }
Ejemplo n.º 3
0
    public void GenerateNbackInGrid(Grid grid, TerrainChunk tc, GroundGenerator ggen)
    {
        //Called from Terrainen
        int difficulty = navigationDifficulty;
        int scale = 10;

        // Generate beginning so character doesnt fall
        if (generateCount == 0) {
            for (int i = 0; i < 5; ++i) {
                //ggen.GenerateGround (i, 0, grid, tc);
                //ggen.GenerateGround (i, 7, grid, tc);
            }
        }
        ++generateCount;

        //Entry for prototype platforms generation
        /*if (platforms) {
            GenerateNbackInGridPlatforms(grid, tc, ggen);
            return;
        }*/

        // Generate Nback collectibles on floor,ceiling, and random
        int x = lastGridOffset;
        int y = 3;
        for ( ; x < grid.numCellsX; x += rate) {
            int rand = Random.Range(0, 2);
            //int y = rand == 0 ? 1 : 6;
            if(timer >= 0f && timer < 40f){
                y = 3;
            } else if (timer >= 40f && timer < 80f) {
                y = 5;
            } else if (timer >= 80f && timer < 120f) {
                y = 6;
            } else if (timer >= 120f && timer < 240f) {
                y = 1;
            } else if (timer >= 240f && timer < 280) {
                y = rand == 0 ? 1 : 5;
            } else if ((timer >= 280f && timer < 320f) || (timer >= 360f && timer < 480f)) {
                y = rand == 0 ? 1 : 6;
            } else if ((timer >= 320f && timer < 360f) || timer >= 480f) {
                y = rand == 0 ? 1 : 4;
            }

            // Used to create empty space between levels and updates current level
            int emptyspace = 0;
            if(timer >= 120 && timer < 125){
                currentLevel = 2;
                emptyspace = 1;
            }else if(timer >= 240 && timer < 245){
                currentLevel = 3;
                emptyspace = 1;
            }else if(timer >= 360 && timer < 365){
                currentLevel = 4;
                emptyspace = 1;
            }else if(timer >= 480 && timer < 485){
                currentLevel = 5;
                emptyspace = 1;
            }else if(timer >= 0 && timer < 120){
                currentLevel = 1;
                emptyspace = 0;
            }else{
                emptyspace = 0;
            }

            if(emptyspace == 0){
            Transform h = GenerateNbackObjectInGrid(x, y, grid, tc);
            }
        }

        //GenerateGround
        ggen.GenerateGrounds (grid, tc, 0, false);

        //Generate Ceilings depending on timer

        if ((timer >= 0 && timer < 40) || (timer >= 200f && timer < 240f) || (timer >= 320f && timer < 360f) || timer >= 480f) {
            ggen.GenerateGrounds (grid, tc, 5, true);
        } else if ((timer >= 40f && timer < 80f) || (timer >= 160f && timer < 200f) || (timer >= 240f && timer < 280f)) {
            ggen.GenerateGrounds (grid, tc, 6, true);
        } else if ((timer >= 80f && timer < 160f) || (timer >= 280f && timer < 320f) || (timer >= 360f && timer < 480f)) {
            ggen.GenerateGrounds (grid, tc, 7, true);
        }
        lastGridOffset = x - grid.numCellsX;
    }
Ejemplo n.º 4
0
    public void GenerateNbackInGrid(Grid grid, TerrainChunk tc, GroundGenerator ggen)
    {
        //Called from Terrainen
        int difficulty = navigationDifficulty;
        int scale      = 10;

        // Generate beginning so character doesnt fall
        if (generateCount == 0)
        {
            for (int i = 0; i < 5; ++i)
            {
                //ggen.GenerateGround (i, 0, grid, tc);
                //ggen.GenerateGround (i, 7, grid, tc);
            }
        }
        ++generateCount;

        //Entry for prototype platforms generation

        /*if (platforms) {
         *      GenerateNbackInGridPlatforms(grid, tc, ggen);
         *      return;
         * }*/

        // Generate Nback collectibles on floor,ceiling, and random
        int x = lastGridOffset;
        int y = 3;

        for ( ; x < grid.numCellsX; x += rate)
        {
            int rand = Random.Range(0, 2);
            //int y = rand == 0 ? 1 : 6;
            if (timer >= 0f && timer < 40f)
            {
                y = 3;
            }
            else if (timer >= 40f && timer < 80f)
            {
                y = 5;
            }
            else if (timer >= 80f && timer < 120f)
            {
                y = 6;
            }
            else if (timer >= 120f && timer < 240f)
            {
                y = 1;
            }
            else if (timer >= 240f && timer < 280)
            {
                y = rand == 0 ? 1 : 5;
            }
            else if ((timer >= 280f && timer < 320f) || (timer >= 360f && timer < 480f))
            {
                y = rand == 0 ? 1 : 6;
            }
            else if ((timer >= 320f && timer < 360f) || timer >= 480f)
            {
                y = rand == 0 ? 1 : 4;
            }

            // Used to create empty space between levels and updates current level
            int emptyspace = 0;
            if (timer >= 120 && timer < 125)
            {
                currentLevel = 2;
                emptyspace   = 1;
            }
            else if (timer >= 240 && timer < 245)
            {
                currentLevel = 3;
                emptyspace   = 1;
            }
            else if (timer >= 360 && timer < 365)
            {
                currentLevel = 4;
                emptyspace   = 1;
            }
            else if (timer >= 480 && timer < 485)
            {
                currentLevel = 5;
                emptyspace   = 1;
            }
            else if (timer >= 0 && timer < 120)
            {
                currentLevel = 1;
                emptyspace   = 0;
            }
            else
            {
                emptyspace = 0;
            }

            if (emptyspace == 0)
            {
                Transform h = GenerateNbackObjectInGrid(x, y, grid, tc);
            }
        }

        //GenerateGround
        ggen.GenerateGrounds(grid, tc, 0, false);

        //Generate Ceilings depending on timer

        if ((timer >= 0 && timer < 40) || (timer >= 200f && timer < 240f) || (timer >= 320f && timer < 360f) || timer >= 480f)
        {
            ggen.GenerateGrounds(grid, tc, 5, true);
        }
        else if ((timer >= 40f && timer < 80f) || (timer >= 160f && timer < 200f) || (timer >= 240f && timer < 280f))
        {
            ggen.GenerateGrounds(grid, tc, 6, true);
        }
        else if ((timer >= 80f && timer < 160f) || (timer >= 280f && timer < 320f) || (timer >= 360f && timer < 480f))
        {
            ggen.GenerateGrounds(grid, tc, 7, true);
        }
        lastGridOffset = x - grid.numCellsX;
    }