Example #1
0
    public void BSP_initLevel()
    {
        LevelEndUI.SetActive(false);
        // destroy previous level if there is one, and make a new one.
        if (currentLevel != 0)
        {
            GameObject.Destroy(tilesHolderInstance);
            GameObject.Destroy(enemyHolderInstance);
            GameObject.Destroy(potionsHolderInstance);
            print(generateStats());
        }
        tilesHolderInstance = Instantiate(holderTemplate);
        tilesHolderInstance.transform.name = "Tiles Holder";

        enemyHolderInstance = Instantiate(holderTemplate);
        enemyHolderInstance.transform.name = "Enemy Holder";

        potionsHolderInstance = Instantiate(holderTemplate);
        potionsHolderInstance.transform.name = "Potions Holder";

        currentLevel++;
        updateSeed();

        rand = GetComponent <PseudoRandom>();
        rand.randomInit(rand.hasher, seed, 2);
        levelMap = new bool[width, height];
        levelMap = mapInit(levelMap);
        levelMap = partition(levelMap, 1, height - 2, 1, width - 2);
        setSpawnCounts();
        // once logic'd out, draw it as a Unity level, put the player in, and let's dance.
        GenerateUnityMap();
        placeStartAndExit();
    }
Example #2
0
    public void initLevel(string seed)
    {
        rand = GetComponent <PseudoRandom>();
        rand.randomInit(rand.hasher, seed, 2);
        cellmap = new bool[width, height];
        cellmap = mapInit(cellmap);

        for (int i = 0; i < cycles; i++)
        {
            cellmap = doSimulationStep(cellmap);
        }

        potionsHolderInstance   = levelHolderInstance.transform.Find("Potions").gameObject;
        skeletonsHolderInstance = levelHolderInstance.transform.Find("Skeletons").gameObject;
        tilesHolderInstance     = levelHolderInstance.transform.Find("MapTiles").gameObject;

        cellmap   = giveBorder(cellmap);
        skeletons = numberOfSkeletons();
        GenerateUnityMap();
        spawnSkeletons(cellmap);
    }