Ejemplo n.º 1
0
 public Maze(int rows, int cols)
 {
     Rows = rows;
     Columns = cols;
     Labrynth = new MazeCell[rows, cols];
 }
Ejemplo n.º 2
0
        /// <summary>
        /// Create a maze.
        /// </summary>
        public void CreateMaze()
        {
            for (int i = 0; i < Rows; i++)
            {
                for (int j = 0; j < Columns; j++)
                {
                    Labrynth[i, j] = new MazeCell(i, j, this);
                }
            }

            // now, remove walls
            int numconnected = 1;

            Labrynth[0, 0].IsConnected = true;

            var a = new List <MazeCell> {
                Labrynth[0, 0]
            };                                             // the fringe
            MazeCell currentCell;

            while (numconnected < (Rows * Columns))
            {
                int r = Random.Range(0, a.Count);
                currentCell = (MazeCell)a[r];
                int count = 0;
                if (currentCell.CanGoUp() || currentCell.CanGoDown() ||
                    currentCell.CanGoLeft() || currentCell.CanGoRight())
                {
                    // we can knock down a wall
                    // count the number of ways we can go, and then pick a wall to knock down.
                    if (currentCell.CanGoUp())
                    {
                        count++;
                    }

                    if (currentCell.CanGoDown())
                    {
                        count++;
                    }

                    if (currentCell.CanGoLeft())
                    {
                        count++;
                    }

                    if (currentCell.CanGoRight())
                    {
                        count++;
                    }

                    int temp = Random.Range(0, count);
                    if (currentCell.CanGoUp())
                    {
                        temp--;
                        if (temp == -1)
                        {
                            currentCell.UpCell.IsConnected = true;
                            currentCell.UpCell.Bottom      = false;
                            a.Add(currentCell.UpCell);
                            numconnected++;
                        }
                    }

                    if (currentCell.CanGoDown())
                    {
                        temp--;
                        if (temp == -1)
                        {
                            currentCell.DownCell.IsConnected = true;
                            currentCell.Bottom = false;
                            a.Add(currentCell.DownCell);
                            numconnected++;
                        }
                    }

                    if (currentCell.CanGoLeft())
                    {
                        temp--;
                        if (temp == -1)
                        {
                            currentCell.LeftCell.IsConnected = true;
                            currentCell.LeftCell.Right       = false;
                            a.Add(currentCell.LeftCell);
                            numconnected++;
                        }
                    }

                    if (currentCell.CanGoRight())
                    {
                        temp--;
                        if (temp == -1)
                        {
                            currentCell.RightCell.IsConnected = true;
                            currentCell.Right = false;
                            a.Add(currentCell.RightCell);
                            numconnected++;
                        }
                    }
                }
                else // remove that MazeCell
                {
                    a.RemoveAt(r);
                }
            }
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Create a maze.
        /// </summary>
        public void CreateMaze()
        {
            for (int i = 0; i < Rows; i++)
            {
                for (int j = 0; j < Columns; j++)
                {
                    Labrynth[i, j] = new MazeCell(i, j, this);
                }
            }

            // now, remove walls
            int numconnected = 1;
            Labrynth[0, 0].IsConnected = true;

            var a = new List<MazeCell> { Labrynth[0, 0] }; // the fringe
            MazeCell currentCell;
            while (numconnected < (Rows * Columns))
            {
                int r = Random.Range(0, a.Count);
                currentCell = (MazeCell)a[r];
                int count = 0;
                if (currentCell.CanGoUp() || currentCell.CanGoDown() ||
                    currentCell.CanGoLeft() || currentCell.CanGoRight())
                {
                    // we can knock down a wall
                    // count the number of ways we can go, and then pick a wall to knock down.
                    if (currentCell.CanGoUp())
                    {
                        count++;
                    }

                    if (currentCell.CanGoDown())
                    {
                        count++;
                    }

                    if (currentCell.CanGoLeft())
                    {
                        count++;
                    }

                    if (currentCell.CanGoRight())
                    {
                        count++;
                    }

                    int temp = Random.Range(0, count);
                    if (currentCell.CanGoUp())
                    {
                        temp--;
                        if (temp == -1)
                        {
                            currentCell.UpCell.IsConnected = true;
                            currentCell.UpCell.Bottom = false;
                            a.Add(currentCell.UpCell);
                            numconnected++;
                        }
                    }

                    if (currentCell.CanGoDown())
                    {
                        temp--;
                        if (temp == -1)
                        {
                            currentCell.DownCell.IsConnected = true;
                            currentCell.Bottom = false;
                            a.Add(currentCell.DownCell);
                            numconnected++;
                        }
                    }

                    if (currentCell.CanGoLeft())
                    {
                        temp--;
                        if (temp == -1)
                        {
                            currentCell.LeftCell.IsConnected = true;
                            currentCell.LeftCell.Right = false;
                            a.Add(currentCell.LeftCell);
                            numconnected++;
                        }
                    }

                    if (currentCell.CanGoRight())
                    {
                        temp--;
                        if (temp == -1)
                        {
                            currentCell.RightCell.IsConnected = true;
                            currentCell.Right = false;
                            a.Add(currentCell.RightCell);
                            numconnected++;
                        }
                    }
                }
                else // remove that MazeCell
                {
                    a.RemoveAt(r);
                }
            }
        }
Ejemplo n.º 4
0
 public Maze(int rows, int cols)
 {
     Rows     = rows;
     Columns  = cols;
     Labrynth = new MazeCell[rows, cols];
 }