Example #1
0
 private void RemoveWall(CellRB current, CellRB chosen)
 {
     if (current.X == chosen.X)
     {
         if (current.Y > chosen.Y)
         {
             current.BottomWall = false;
         }
         else
         {
             chosen.BottomWall = false;
         }
     }
     else
     {
         if (current.X > chosen.X)
         {
             current.LeftWall = false;
         }
         else
         {
             chosen.LeftWall = false;
         }
     }
 }
Example #2
0
    private void RemoveWalls(CellRB[,] maze)
    {
        CellRB current = maze[0, 0];

        current._visited          = true;
        current.DistanceFromStart = 0;

        Stack <CellRB> stack = new Stack <CellRB>();

        do
        {
            List <CellRB> unvisitedNeighbours = new List <CellRB>();

            if (current.X > 0 && !maze[current.X - 1, current.Y]._visited)
            {
                unvisitedNeighbours.Add(maze[current.X - 1, current.Y]);
            }

            if (current.Y > 0 && !maze[current.X, current.Y - 1]._visited)
            {
                unvisitedNeighbours.Add(maze[current.X, current.Y - 1]);
            }

            if (current.X < Width - 2 && !maze[current.X + 1, current.Y]._visited)
            {
                unvisitedNeighbours.Add(maze[current.X + 1, current.Y]);
            }

            if (current.Y < Height - 2 && !maze[current.X, current.Y + 1]._visited)
            {
                unvisitedNeighbours.Add(maze[current.X, current.Y + 1]);
            }

            if (unvisitedNeighbours.Count > 0)
            {
                int rnd = UnityEngine.Random.Range(0, unvisitedNeighbours.Count);

                CellRB chosen = unvisitedNeighbours[rnd];
                RemoveWall(current, chosen);
                chosen._visited = true;
                stack.Push(chosen);
                current = chosen;
                chosen.DistanceFromStart = stack.Count;
            }
            else
            {
                current = stack.Pop();
            }
        } while (stack.Count > 0);
    }
Example #3
0
    public CellRB[,] GenerateMaze()
    {
        var CellArray = new CellRB[Width, Height];

        for (int x = 0; x < CellArray.GetLength(0); x++)
        {
            for (int y = 0; y < CellArray.GetLength(1); y++)
            {
                CellArray[x, y] = new CellRB {
                    X = x, Y = y
                };
            }
        }

        for (int x = 0; x < CellArray.GetLength(0); x++)
        {
            for (int y = 0; y < CellArray.GetLength(1); y++)
            {
                CellArray[x, y].RightWall = false;
                CellArray[x, y].TopWall   = false;
            }
        }


        for (int i = 0; i < CellArray.GetLength(0); i++)
        {
            CellArray[i, Height - 1].LeftWall = false;
        }

        for (int i = 0; i < CellArray.GetLength(1); i++)
        {
            CellArray[Width - 1, i].BottomWall = false;
        }

        RemoveWalls(CellArray);

        MazeExit(CellArray);


        return(CellArray);
    }
Example #4
0
    private void MazeExit(CellRB[,] cellArray)
    {
        //for (int i = 0; i < cellArray.GetLength(0); i++)
        //{
        //    for (int j = 0; j < cellArray.GetLength(1); j++)
        //    {
        //        max = (cellArray[i, j].DistanceFromStart > max.DistanceFromStart) ? cellArray[i, j]: max;
        //    }
        //}

        CellRB max = cellArray[0, 0];

        for (int x = 0; x < cellArray.GetLength(0); x++)
        {
            if (cellArray[x, Height - 2].DistanceFromStart > max.DistanceFromStart)
            {
                max = cellArray[x, Height - 2];
            }
            if (cellArray[x, 0].DistanceFromStart > max.DistanceFromStart)
            {
                max = cellArray[x, 0];
            }
        }

        for (int y = 0; y < cellArray.GetLength(1); y++)
        {
            if (cellArray[Width - 2, y].DistanceFromStart > max.DistanceFromStart)
            {
                max = cellArray[Width - 2, y];
            }
            if (cellArray[0, y].DistanceFromStart > max.DistanceFromStart)
            {
                max = cellArray[0, y];
            }
        }

        cellArray[max.X, max.Y].End = true;
    }