Example #1
0
		public void FindSolution (Maze maze)
		{
			_solutionFound = false;
			_cycleFound = false;
			_visited.Clear();
			_robot.Location = maze.StartRoom;
			Explore(null,maze.StartRoom);
			_solutionFound = _visited.Contains(maze.FinishRoom);
			_roomsConnected = _visited.Count;
		}
Example #2
0
        public Maze CreateMaze()
        {
            Maze aMaze = new Maze();
            Room r1 = new Room(1);
            Room r2 = new Room(2);
            Door theDoor = new Door(r1, r2);

            aMaze.AddRoom(r1);
            aMaze.AddRoom(r2);

            r1.SetSide(Direction.North, new Wall());
            r1.SetSide(Direction.East, theDoor);
            r1.SetSide(Direction.South, new Wall());
            r1.SetSide(Direction.West, new Wall());

            r2.SetSide(Direction.North, new Wall());
            r2.SetSide(Direction.East, new Wall());
            r2.SetSide(Direction.South, new Wall());
            r2.SetSide(Direction.West, theDoor);

            return aMaze;
        }
Example #3
0
        /// <summary>
        /// Update the enemy location depending on AI logic and play sound effects
        /// </summary>
        /// <param name="gameTime">Snapshot of game timing state</param>
        /// <param name="maze">The maze the enemy is in</param>
        /// <param name="listener">The listener to enemy's footstep sound effect and music</param>
        /// <param name="music">The music that the enemy objec will be effecting depends on distance to the listener</param>
        public void Update(GameTime gameTime, Maze maze, AudioListener listener, SoundEffectInstance music)
        {
            float elapsedTime = (float)gameTime.ElapsedGameTime.TotalSeconds;
            Vector3 moveAmount = Vector3.Zero;

            // first we looking into future time so that enemy won't walk into walls
            moveAmount.Z += MOVE_SCALE * elapsedTime * PREVIEW_FRAMES;
            Vector3 newLocation = PreviewMove(moveAmount);

            willCollide = false;
            foreach (BoundingBox box in maze.GetBoundsForCell((int)newLocation.X, (int)newLocation.Z))
            {
                if (box.Contains(newLocation) == ContainmentType.Contains)
                {
                    willCollide = true;
                }
            }

            // if walking stright will collide with wall, try turning left
            if ( willCollide )
            {
                // try turn left
                Direction = (Direction + 1) % 4;
                moveAmount = Vector3.Zero;
                moveAmount.Z += MOVE_SCALE * elapsedTime * PREVIEW_FRAMES;
                newLocation = PreviewMove(moveAmount);

                willCollide = false;
                foreach (BoundingBox box in maze.GetBoundsForCell((int)newLocation.X, (int)newLocation.Z))
                {
                    if (box.Contains(newLocation) == ContainmentType.Contains)
                    {
                        willCollide = true;
                    }
                }
            }

            // if turn left fails, try opposite direction (turn right from original direction)
            if ( willCollide )
            {
                // try turn right
                Direction = (Direction + 2) % 4;
                moveAmount = Vector3.Zero;
                moveAmount.Z += MOVE_SCALE * elapsedTime * PREVIEW_FRAMES;
                newLocation = PreviewMove(moveAmount);

                willCollide = false;
                foreach (BoundingBox box in maze.GetBoundsForCell((int)newLocation.X, (int)newLocation.Z))
                {
                    if (box.Contains(newLocation) == ContainmentType.Contains)
                    {
                        willCollide = true;
                    }
                }
            }

            // if still going to collide, make a u-turn
            if ( willCollide )
            {
                // try walk backward
                Direction = (Direction + 3) % 4;
                moveAmount = Vector3.Zero;
                moveAmount.Z += MOVE_SCALE * elapsedTime * PREVIEW_FRAMES;
                newLocation = PreviewMove(moveAmount);

                willCollide = false;
                foreach (BoundingBox box in maze.GetBoundsForCell((int)newLocation.X, (int)newLocation.Z))
                {
                    if (box.Contains(newLocation) == ContainmentType.Contains)
                    {
                        willCollide = true;
                    }
                }
            }

            // Animate legs movement
            if (isLeftLegForward)
            {
                leftLegRotation -= LEG_ROTATION_SCALE;
                rightLegRotation += LEG_ROTATION_SCALE;
            }
            else
            {
                rightLegRotation -= LEG_ROTATION_SCALE;
                leftLegRotation += LEG_ROTATION_SCALE;
            }

            // reset move amount to just timing the elapsed time instead of a future time
            moveAmount = Vector3.Zero;
            moveAmount.Z += MOVE_SCALE * elapsedTime;
            newLocation = PreviewMove(moveAmount);

            Apply3DAudio(listener, newLocation, music);

            position = newLocation;
        }
Example #4
0
        /// <summary>
        /// Initialize game variables/objects
        /// </summary>
        protected override void Initialize()
        {
            // Setup window
            Window.Title = "MazeGame";
            graphics.PreferredBackBufferWidth = 1280;
            graphics.PreferredBackBufferHeight = 720;
            graphics.IsFullScreen = false;
            graphics.ApplyChanges();

            SoundEffect.DistanceScale = 1;
            SoundEffect.DopplerScale = 0.1f;

            // initialise sound for camera
            wallCollisionAudio = Content.Load<SoundEffect>("Sounds/wallcollision_sound");

            // Other variables to initialize
            maze = new Maze(GraphicsDevice);

            // Set default feature states
            fog = false;
            ambient = true;
            skyColor = Color.DeepSkyBlue;
            listener = new AudioListener();

            base.Initialize();
        }
Example #5
0
		public DrawContext (Maze m)
		{
			_maze = m;
		}
Example #6
0
		public void Traverse (Maze maze)
		{
			//RectangleF bounds = g.VisibleClipBounds;
			//Point a = new Point((int)bounds.Width/2, (int)bounds.Height/2);
			//DrawRoom(maze.AnchorRoom);
		}
Example #7
0
		private void SaveMaze (Maze m)
		{
			Stream f = File.Create(System.Environment.GetFolderPath(System.Environment.SpecialFolder.Personal)+@"\SavedMaze.dat");
			BinaryFormatter serializer = new BinaryFormatter();
			serializer.Serialize(f,m);
		}
Example #8
0
        public void Update(GameTime gameTime, Maze maze, AudioListener listener)
        {
            float elapsedTime = (float)gameTime.ElapsedGameTime.TotalSeconds;
            wallCollisionElapsedTime += gameTime.ElapsedGameTime.Milliseconds;
            footStepElapsedTime += (float)gameTime.ElapsedGameTime.TotalMilliseconds;

            // Restrain movement to the maze width and height
            if (moveAmount.Z != 0 || moveAmount.X != 0)
            {
                Vector3 newLocation = PreviewMove(moveAmount);
                bool moveOk = true;

                if (newLocation.X < 0 || newLocation.X > Maze.MAZE_WIDTH)
                    moveOk = false;
                if (newLocation.Z < 0 || newLocation.Z > Maze.MAZE_HEIGHT)
                    moveOk = false;

                // Handle Collision based on bounding box
                if (collision)
                    foreach (BoundingBox box in maze.GetBoundsForCell((int)newLocation.X, (int)newLocation.Z))
                    {
                        if (box.Contains(newLocation) == ContainmentType.Contains)
                        {
                            moveOk = false;

                            // check to play wall sounds if wallsound is true and there is a delap. dealys stops constant looping
                            if (wallSound && wallCollisionElapsedTime > WALL_COLLISION_DELAY)
                            {
                                wallCollisionSound.Play();
                                wallSound = false;

                                // reset elapsedTime to provide a delay
                                wallCollisionElapsedTime = 0;

                            }
                        }
                        else
                        {
                            // enable sounds again
                            wallSound = true;
                        }
                    }

                // if no collision and ok to move the move and play footstep sound
                if (moveOk)
                {
                    MoveForward(moveAmount);
                    listener.Velocity = (newLocation - position) / elapsedTime;

                    // Play footstep sounds
                    if (footStepElapsedTime > FOOT_STEP_DELAY)
                    {
                        if (footsteps)
                            leftFootstepSound.Play();
                        else
                            rightFootstepSound.Play();
                        footsteps = !footsteps;

                        footStepElapsedTime = 0;
                    }

                }
                else
                {
                    listener.Velocity = Vector3.Zero;
                }

            }
            else
            {
                listener.Velocity = Vector3.Zero;
            }

            listener.Position = Position;
            listener.Up = View.Up;
            listener.Forward = View.Forward;
        }
		public void Traverse (Maze maze, IMapSiteAction action)
		{
			_action = action;
			Visit(maze.StartRoom);
		}
Example #10
0
 public void SetMazePointer(Maze maz)
 {
     mz = maz;
 }
Example #11
0
 private void MazeGame_Load(object sender, EventArgs e)
 {
     this.WindowState = FormWindowState.Maximized;
     //player = new Player(this.DisplayRectangle);
     maze = new Maze(this.DisplayRectangle);
 }