// Start is called before the first frame update void Start() { running = true; maker = GetComponent <MazeMaker>(); maker.gc = this; maker.makeMaze(35, 35); enemies = new GameObject[10]; player.GetComponent <Player>().maker = maker; player.GetComponent <Player>().gc = this; for (int i = 0; i < 10; i++) { Destroy(enemies[i]); int posr = 0; int posc = 0; do { posr = Random.Range(2, maker.data.GetUpperBound(1) - 2); posc = Random.Range(2, maker.data.GetUpperBound(1) - 2); } while (maker.data[posr, posc] == 1); Vector3 pos = new Vector3(posc * maker.width, 0.5f, posr * maker.width); enemies[i] = (GameObject)Instantiate <GameObject>(en, pos, Quaternion.identity); enemies[i].name = "Skel" + i.ToString(); enemies[i].GetComponent <Enemy>().maker = maker; enemies[i].GetComponent <Enemy>().player = player; enemies[i].GetComponent <Enemy>().gc = this; enemies[i].GetComponent <Enemy>().self = enemies[i]; } }
public void StartProcess() { DestroyMaze(); player.transform.position = new Vector3(0, 0, 0); InitializeMaze(); MazeAlgorithm ma = new MazeMaker(mazeCells); ma.CreateMaze(); }
// END CUT HERE // BEGIN CUT HERE public static void Main() { try { MazeMaker ___test = new MazeMaker(); ___test.run_test(-1); } catch(Exception e) { //Console.WriteLine(e.StackTrace); Console.WriteLine(e.ToString()); } }
// END CUT HERE // BEGIN CUT HERE public static void Main() { try { MazeMaker ___test = new MazeMaker(); ___test.run_test(-1); } catch (Exception e) { //Console.WriteLine(e.StackTrace); Console.WriteLine(e.ToString()); } }
// Start is called before the first frame update void Awake() { instance = this; neighborList = new Dictionary <Vector2, HashSet <Vector2> >(); PRNG.ForceSeed(seed); enemyCount = PRNG.Range(10, 15); lootCount = PRNG.Range(5, 10); GenerateMaze(); DeformMaze(4 * width, 5 * width * height, 10 * width * height); // PrintMinesweeper(); }
public void place_bombs() { var map = MazeMaker.create(get_counts().x, get_counts().y, free_space_amount); map[start.x, start.y] = false; map[goal.x, goal.y] = false; // Just bruteforce 100% solveable levels! while (!AStar.solvable(map, start, goal)) { map = MazeMaker.create(get_counts().x, get_counts().y, free_space_amount); map[start.x, start.y] = false; map[goal.x, goal.y] = false; } for (int x = 0; x < map.GetLength(0); x++) { for (int y = 0; y < map.GetLength(1); y++) { set_bomb(x, y, map[x, y]); } } }