Example #1
0
 public void ApplyRoom(Room room)
 {
     for (int _y = 0; _y < room.height; _y++) {
         for (int _x = 0; _x < room.width; _x++) {
             worldmap [room.pos.x + _x, room.pos.y + _y, room.pos.z] = '.';
         }
     }
 }
Example #2
0
        public Room[] FindNearestRooms(Room room, int distance)
        {
            List<Room> selected = new List<Room> ();
            foreach (Room otherRoom in rooms) {
                if(Cord.Distance(room.pos,otherRoom.pos) <= distance)
                    selected.Add(otherRoom);
            }

            return selected.ToArray();
        }
Example #3
0
        public void Generate()
        {
            Random rand = new Random ();
            //Set all tiles to soild
            for (int z = 0; z < worldmap.GetLength(2); z++) {
                for (int x = 0; x < worldmap.GetLength(0); x++) {
                    for (int y = 0; y < worldmap.GetLength(1); y++) {
                        worldmap [x, y, z] = '#';
                    }
                }

                //Create rooms
                for (int r = 0; r < rand.Next(150,300); r++) {
                    int width = rand.Next (3, 15), height = rand.Next (3, 10);
                    int cx = 0, cy = 0;
                    bool failed = true;
                    while (failed) {
                        while ((cx - width) < 25 || (cx + width) > 486 || (cy - height) < 25 || (cy + height) > 486) {
                            cx = rand.Next (0, 511);
                            cy = rand.Next (0, 511);
                        }

                        Room potential = new Room(new Cord (cx, cy, z), width, height);
                        if(r == 0){failed = false; };
                        foreach (Room room in rooms) {
                            if (!potential.Intersects (room))
                                failed = false;
                        }

                    }
                    Room newRoom = new Room(new Cord (cx, cy, z), width, height);

                    if (rooms.Count () > 1) {
                        //Create a tunnel.
                        Room[] selectedr = FindNearestRooms(newRoom,Consts.MAX_TUNNEL_DIST);
                        Room oldRoom;
                        if(selectedr.Count() > 0)
                        {
                            int roomid = rand.Next(1,selectedr.Count()) - 1;
                            oldRoom = rooms[rooms.IndexOf(selectedr[roomid])];

                            Cord oldCord = oldRoom.getCenter();
                            Cord newCord = newRoom.getCenter();

                            int minx = Math.Min(newCord.x,oldCord.x);
                            int maxx = Math.Max(newCord.x,oldCord.x);

                            int miny = Math.Min(newCord.y,oldCord.y);
                            int maxy = Math.Max(newCord.y,oldCord.y);

                            int oldy = oldCord.y;
                            int oldx = oldCord.x;

                            //Horizontal tunnel.
                            for(int x = minx; x < maxx; x++) {
                                worldmap[x,oldy,z] = '.';
                            }
                            //Vertical tunnel.
                            for(int y = miny; y < maxy; y++) {
                                worldmap[oldx,y,z] = '.';
                            }
                        }
                    }
                    ApplyRoom(newRoom);
                    rooms.Add(newRoom);
                }
            }
        }
Example #4
0
        public bool Intersects(Room otherRoom)
        {
            bool x_i = false,y_i = false;

            int r_xmin = pos.x;
            int r_xmax = pos.x + width;
            int r_ymin = pos.y;
            int r_ymax = pos.y + height;

            int or_xmin = otherRoom.pos.x;
            int or_xmax = otherRoom.pos.x + otherRoom.width;
            int or_ymin = otherRoom.pos.y;
            int or_ymax = otherRoom.pos.y + otherRoom.height;

            if (r_xmin >= or_xmin && r_xmin <= or_xmax) //Is the room along the x side.
                x_i = true;

            if(r_ymin >= or_ymin && r_ymin <= or_ymax)
                y_i = true;

            if(x_i && y_i)
                return true;
            else
                return false;
        }