Exemple #1
0
    public override LevelMap generateRoom()
    {
        LevelMap _map = new LevelMap();

        //This Room will introduce the player to the non-euclidean spaces

        List <LevelEditor_2.TileCoord> emptyTiles = new List <LevelEditor_2.TileCoord>();

        emptyTiles.Add(new LevelEditor_2.TileCoord(2, 1));

        Node[,] chunk1 = LevelEditor_2.createChunk(_map, new Color32(244, 173, 66, 255), 5, 3, emptyTiles);
        Node[,] chunk2 = LevelEditor_2.createChunk(_map, Color.red, 1, 10);

        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunk2,
            new LevelEditor_2.TileCoord(2, 0),
            new LevelEditor_2.TileCoord(0, 0),
            GameManager.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunk2,
            new LevelEditor_2.TileCoord(2, 2),
            new LevelEditor_2.TileCoord(0, 9),
            GameManager.Direction.North
            );

        LevelEditor_2.setSource(_map, chunk1, new LevelEditor_2.TileCoord(0, 0));
        LevelEditor_2.setTarget(_map, chunk1, new LevelEditor_2.TileCoord(4, 2));


        return(_map);
    }
Exemple #2
0
    public static Map generateRoom()
    {
        Map demoMap = new Map();

        // This map is a long room, with a walled off walway in the middle.
        // The hallway looks short from the outside, and long from the inside

        List <LevelEditor_2.TileCoord> emptyTiles = new List <LevelEditor_2.TileCoord>();

        emptyTiles.Add(new LevelEditor_2.TileCoord(2, 2));

        Node[,] chunk1 = LevelEditor_2.createChunk(demoMap, new Color32(255, 255, 0, 255), 5, 5, emptyTiles);
        Node[,] chunk2 = LevelEditor_2.createChunk(demoMap, new Color32(0, 155, 255, 255), 5, 1);

        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunk2,
            new LevelEditor_2.TileCoord(1, 2),
            new LevelEditor_2.TileCoord(0, 0),
            LevelEditor_2.Direction.East
            );
        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunk2,
            new LevelEditor_2.TileCoord(3, 2),
            new LevelEditor_2.TileCoord(4, 0),
            LevelEditor_2.Direction.West
            );

        LevelEditor_2.setSource(chunk1, new LevelEditor_2.TileCoord(0, 0));
        LevelEditor_2.setTarget(chunk2, new LevelEditor_2.TileCoord(2, 0));

        return(demoMap);
    }
    override public LevelMap generateRoom()
    {
        LevelMap demoMap = new LevelMap();

        demoMap.stringleft = 10;

        // This room has two hallways that go through the middle.
        // both of the hallways are longer from the inside than the outside,
        // and the hallways are also at 90 degrees to each other, passing through the same space.

        List <LevelEditor_2.TileCoord> emptyTiles = new List <LevelEditor_2.TileCoord>();

        emptyTiles.Add(new LevelEditor_2.TileCoord(1, 1));

        Node[,] chunk1 = LevelEditor_2.createChunk(demoMap, new Color32(255, 0, 0, 255), 3, 3, emptyTiles);
        Node[,] chunk2 = LevelEditor_2.createChunk(demoMap, new Color32(0, 255, 0, 255), 2, 1);
        Node[,] chunk3 = LevelEditor_2.createChunk(demoMap, new Color32(0, 0, 255, 255), 1, 2);

        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunk2,
            new LevelEditor_2.TileCoord(0, 1),
            new LevelEditor_2.TileCoord(0, 0),
            GameManager.Direction.East
            );

        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunk2,
            new LevelEditor_2.TileCoord(2, 1),
            new LevelEditor_2.TileCoord(1, 0),
            GameManager.Direction.West
            );

        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunk3,
            new LevelEditor_2.TileCoord(1, 0),
            new LevelEditor_2.TileCoord(0, 0),
            GameManager.Direction.South
            );

        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunk3,
            new LevelEditor_2.TileCoord(1, 2),
            new LevelEditor_2.TileCoord(0, 1),
            GameManager.Direction.North
            );

        LevelEditor_2.setSource(demoMap, chunk1, new LevelEditor_2.TileCoord(0, 2));
        LevelEditor_2.setTarget(demoMap, chunk1, new LevelEditor_2.TileCoord(2, 0));

        return(demoMap);
    }
Exemple #4
0
    override public LevelMap generateRoom()
    {
        LevelMap demoMap = new LevelMap();


        // This map is a long room, with a walled off walway in the middle.
        // The hallway looks short from the outside, and long from the inside

        List <LevelEditor_2.TileCoord> emptyTiles = new List <LevelEditor_2.TileCoord>();

        emptyTiles.Add(new LevelEditor_2.TileCoord(2, 2));

        List <LevelEditor_2.TileCoord> emptyTiles2 = new List <LevelEditor_2.TileCoord>();

        emptyTiles2.Add(new LevelEditor_2.TileCoord(0, 1));
        emptyTiles2.Add(new LevelEditor_2.TileCoord(0, 2));
        emptyTiles2.Add(new LevelEditor_2.TileCoord(0, 3));
        emptyTiles2.Add(new LevelEditor_2.TileCoord(0, 4));
        emptyTiles2.Add(new LevelEditor_2.TileCoord(1, 1));
        emptyTiles2.Add(new LevelEditor_2.TileCoord(1, 2));
        emptyTiles2.Add(new LevelEditor_2.TileCoord(1, 3));
        emptyTiles2.Add(new LevelEditor_2.TileCoord(1, 4));
        emptyTiles2.Add(new LevelEditor_2.TileCoord(2, 1));
        emptyTiles2.Add(new LevelEditor_2.TileCoord(2, 2));
        emptyTiles2.Add(new LevelEditor_2.TileCoord(2, 3));
        emptyTiles2.Add(new LevelEditor_2.TileCoord(2, 4));
        emptyTiles2.Add(new LevelEditor_2.TileCoord(3, 1));
        emptyTiles2.Add(new LevelEditor_2.TileCoord(3, 2));
        emptyTiles2.Add(new LevelEditor_2.TileCoord(3, 3));
        emptyTiles2.Add(new LevelEditor_2.TileCoord(3, 4));

        Node[,] chunk1 = LevelEditor_2.createChunk(demoMap, new Color32(255, 255, 0, 255), 5, 5, emptyTiles);
        Node[,] chunk2 = LevelEditor_2.createChunk(demoMap, new Color32(0, 155, 255, 255), 5, 5, emptyTiles2);

        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunk2,
            new LevelEditor_2.TileCoord(1, 2),
            new LevelEditor_2.TileCoord(0, 0),
            GameManager.Direction.East
            );
        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunk2,
            new LevelEditor_2.TileCoord(2, 3),
            new LevelEditor_2.TileCoord(4, 4),
            GameManager.Direction.North
            );

        LevelEditor_2.setSource(demoMap, chunk1, new LevelEditor_2.TileCoord(0, 0));
        LevelEditor_2.setTarget(demoMap, chunk2, new LevelEditor_2.TileCoord(4, 0));

        return(demoMap);
    }
Exemple #5
0
    override public LevelMap generateRoom()
    {
        LevelMap demoMap = new LevelMap();

        // simple map for 1st room, one chunk, not strange connections
        Node[,] chunk = LevelEditor_2.createChunk(demoMap, new Color32(255, 255, 255, 255), 3, 3);

        LevelEditor_2.setSource(demoMap, chunk, new LevelEditor_2.TileCoord(0, 1));
        LevelEditor_2.setTarget(demoMap, chunk, new LevelEditor_2.TileCoord(2, 1));

        return(demoMap);
    }
    override public LevelMap generateRoom()
    {
        LevelMap demoMap = new LevelMap();

        // still a simple map for room 2, still one chunk but a bit larger
        Node[,] chunk = LevelEditor_2.createChunk(demoMap, new Color32(255, 200, 100, 255), 5, 5);

        LevelEditor_2.setSource(demoMap, chunk, new LevelEditor_2.TileCoord(0, 1));
        LevelEditor_2.setTarget(demoMap, chunk, new LevelEditor_2.TileCoord(4, 3));

        return(demoMap);
    }
Exemple #7
0
    public override LevelMap generateRoom()
    {
        LevelMap _map = new LevelMap();

        //This Room will show the player how to move and that they need to move a certain distance to complete a level

        Node[,] chunk1 = LevelEditor_2.createChunk(_map, new Color32(244, 173, 66, 255), 5, 3);


        LevelEditor_2.setSource(_map, chunk1, new LevelEditor_2.TileCoord(0, 0));
        LevelEditor_2.setTarget(_map, chunk1, new LevelEditor_2.TileCoord(4, 0));


        return(_map);
    }
    override public LevelMap generateRoom()
    {
        LevelMap demoMap = new LevelMap();

        // This map is a long room, with a walled off walway in the middle.
        // The hallway looks short from the outside, and long from the inside

        Node[,] chunk1 = LevelEditor_2.createChunk(demoMap, new Color32(255, 255, 0, 255), 20, 1);



        LevelEditor_2.setSource(demoMap, chunk1, new LevelEditor_2.TileCoord(0, 0));
        LevelEditor_2.setTarget(demoMap, chunk1, new LevelEditor_2.TileCoord(6, 0));

        return(demoMap);
    }
    override public LevelMap generateRoom()
    {
        LevelMap demoMap = new LevelMap();

        //Demo room map, relativly complex

        List <LevelEditor_2.TileCoord> emptyTiles1 = new List <LevelEditor_2.TileCoord>();

        emptyTiles1.Add(new LevelEditor_2.TileCoord(1, 1));
        //emptyTiles1.Add(new LevelEditor_2.TileCoord(2, 0));
        //emptyTiles1.Add(new LevelEditor_2.TileCoord(1, 2));

        Node[,] chunk1 = LevelEditor_2.createChunk(demoMap, new Color32(150, 150, 255, 255), 3, 3, emptyTiles1);
        Node[,] chunk2 = LevelEditor_2.createChunk(demoMap, new Color32(150, 150, 255, 255), 3, 3, emptyTiles1);

        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunk2,
            new LevelEditor_2.TileCoord(2, 2),
            new LevelEditor_2.TileCoord(1, 0),
            GameManager.Direction.West
            );

        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunk2,
            new LevelEditor_2.TileCoord(1, 2),
            new LevelEditor_2.TileCoord(2, 0),
            GameManager.Direction.East
            );

        LevelEditor_2.createOneWayLink(
            chunk1,
            chunk1,
            new LevelEditor_2.TileCoord(1, 2),
            new LevelEditor_2.TileCoord(2, 2),
            GameManager.Direction.East
            );

        LevelEditor_2.setSource(demoMap, chunk1, new LevelEditor_2.TileCoord(1, 0));
        //LevelEditor_2.setTarget(demoMap, chunk6, new LevelEditor_2.TileCoord(0, 0));

        return(demoMap);
    }
    override public LevelMap generateRoom()
    {
        LevelMap demoMap = new LevelMap();

        //Demo room map, relativly complex

        Node[,] chunk1 = LevelEditor_2.createChunk(demoMap, new Color32(255, 200, 100, 255), 3, 3);
        Node[,] chunk2 = LevelEditor_2.createChunk(demoMap, new Color32(100, 100, 255, 255), 3, 3);

        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunk2,
            new LevelEditor_2.TileCoord(1, 0),
            new LevelEditor_2.TileCoord(1, 2),
            GameManager.Direction.North
            );
        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunk2,
            new LevelEditor_2.TileCoord(0, 1),
            new LevelEditor_2.TileCoord(2, 1),
            GameManager.Direction.West
            );
        LevelEditor_2.createTwoWayLink(
            chunk2,
            chunk1,
            new LevelEditor_2.TileCoord(1, 0),
            new LevelEditor_2.TileCoord(1, 2),
            GameManager.Direction.North
            );
        LevelEditor_2.createTwoWayLink(
            chunk2,
            chunk1,
            new LevelEditor_2.TileCoord(0, 1),
            new LevelEditor_2.TileCoord(2, 1),
            GameManager.Direction.West
            );

        LevelEditor_2.setSource(demoMap, chunk1, new LevelEditor_2.TileCoord(1, 1));
        LevelEditor_2.setTarget(demoMap, chunk2, new LevelEditor_2.TileCoord(1, 1));

        return(demoMap);
    }
    public static Map generateRoom()
    {
        Map demoMap = new Map();

        //Demo room map, relativly complex

        List <LevelEditor_2.TileCoord> emptyTiles1 = new List <LevelEditor_2.TileCoord>();

        emptyTiles1.Add(new LevelEditor_2.TileCoord(2, 0));

        Node[,] chunk1  = LevelEditor_2.createChunk(demoMap, new Color32(244, 66, 66, 255), 5, 1);                        //
        Node[,] chunk2  = LevelEditor_2.createChunk(demoMap, new Color32(244, 155, 66, 255), 5, 1, emptyTiles1);
        Node[,] chunk3  = LevelEditor_2.createChunk(demoMap, new Color32(244, 244, 66, 255), 5, 1, emptyTiles1);          //
        Node[,] chunk4  = LevelEditor_2.createChunk(demoMap, new Color32(155, 244, 66, 255), 5, 1, emptyTiles1);
        Node[,] chunk5  = LevelEditor_2.createChunk(demoMap, new Color32(66, 244, 66, 255), 5, 1, emptyTiles1);           //
        Node[,] chunk6  = LevelEditor_2.createChunk(demoMap, new Color32(66, 244, 155, 255), 5, 1, emptyTiles1);
        Node[,] chunk7  = LevelEditor_2.createChunk(demoMap, new Color32(66, 244, 244, 255), 5, 1, emptyTiles1);          //
        Node[,] chunk8  = LevelEditor_2.createChunk(demoMap, new Color32(66, 155, 244, 255), 5, 1, emptyTiles1);
        Node[,] chunk9  = LevelEditor_2.createChunk(demoMap, new Color32(66, 66, 244, 255), 5, 1, emptyTiles1);           //
        Node[,] chunk10 = LevelEditor_2.createChunk(demoMap, new Color32(155, 66, 244, 255), 5, 1, emptyTiles1);
        Node[,] chunk11 = LevelEditor_2.createChunk(demoMap, new Color32(244, 66, 244, 255), 5, 1);                       //

        Node[,] chunk12 = LevelEditor_2.createChunk(demoMap, new Color32(244, 244, 244, 255), 1, 4);

        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunk12,
            new LevelEditor_2.TileCoord(2, 0),
            new LevelEditor_2.TileCoord(0, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk11,
            chunk12,
            new LevelEditor_2.TileCoord(2, 0),
            new LevelEditor_2.TileCoord(0, 3),
            LevelEditor_2.Direction.North
            );

        #region links_1
        #region 1-2
        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunk2,
            new LevelEditor_2.TileCoord(0, 0),
            new LevelEditor_2.TileCoord(0, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunk2,
            new LevelEditor_2.TileCoord(1, 0),
            new LevelEditor_2.TileCoord(1, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunk2,
            new LevelEditor_2.TileCoord(3, 0),
            new LevelEditor_2.TileCoord(3, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunk2,
            new LevelEditor_2.TileCoord(4, 0),
            new LevelEditor_2.TileCoord(4, 0),
            LevelEditor_2.Direction.South
            );
        #endregion
        #region 2-3
        LevelEditor_2.createTwoWayLink(
            chunk2,
            chunk3,
            new LevelEditor_2.TileCoord(0, 0),
            new LevelEditor_2.TileCoord(0, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk2,
            chunk3,
            new LevelEditor_2.TileCoord(1, 0),
            new LevelEditor_2.TileCoord(1, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk2,
            chunk3,
            new LevelEditor_2.TileCoord(3, 0),
            new LevelEditor_2.TileCoord(3, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk2,
            chunk3,
            new LevelEditor_2.TileCoord(4, 0),
            new LevelEditor_2.TileCoord(4, 0),
            LevelEditor_2.Direction.South
            );
        #endregion
        #region 3-4
        LevelEditor_2.createTwoWayLink(
            chunk3,
            chunk4,
            new LevelEditor_2.TileCoord(0, 0),
            new LevelEditor_2.TileCoord(0, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk3,
            chunk4,
            new LevelEditor_2.TileCoord(1, 0),
            new LevelEditor_2.TileCoord(1, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk3,
            chunk4,
            new LevelEditor_2.TileCoord(3, 0),
            new LevelEditor_2.TileCoord(3, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk3,
            chunk4,
            new LevelEditor_2.TileCoord(4, 0),
            new LevelEditor_2.TileCoord(4, 0),
            LevelEditor_2.Direction.South
            );
        #endregion
        #region 4-5
        LevelEditor_2.createTwoWayLink(
            chunk4,
            chunk5,
            new LevelEditor_2.TileCoord(0, 0),
            new LevelEditor_2.TileCoord(0, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk4,
            chunk5,
            new LevelEditor_2.TileCoord(1, 0),
            new LevelEditor_2.TileCoord(1, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk4,
            chunk5,
            new LevelEditor_2.TileCoord(3, 0),
            new LevelEditor_2.TileCoord(3, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk4,
            chunk5,
            new LevelEditor_2.TileCoord(4, 0),
            new LevelEditor_2.TileCoord(4, 0),
            LevelEditor_2.Direction.South
            );
        #endregion
        #region 5-6
        LevelEditor_2.createTwoWayLink(
            chunk5,
            chunk6,
            new LevelEditor_2.TileCoord(0, 0),
            new LevelEditor_2.TileCoord(0, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk5,
            chunk6,
            new LevelEditor_2.TileCoord(1, 0),
            new LevelEditor_2.TileCoord(1, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk5,
            chunk6,
            new LevelEditor_2.TileCoord(3, 0),
            new LevelEditor_2.TileCoord(3, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk5,
            chunk6,
            new LevelEditor_2.TileCoord(4, 0),
            new LevelEditor_2.TileCoord(4, 0),
            LevelEditor_2.Direction.South
            );
        #endregion
        #region 6-7
        LevelEditor_2.createTwoWayLink(
            chunk6,
            chunk7,
            new LevelEditor_2.TileCoord(0, 0),
            new LevelEditor_2.TileCoord(0, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk6,
            chunk7,
            new LevelEditor_2.TileCoord(1, 0),
            new LevelEditor_2.TileCoord(1, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk6,
            chunk7,
            new LevelEditor_2.TileCoord(3, 0),
            new LevelEditor_2.TileCoord(3, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk6,
            chunk7,
            new LevelEditor_2.TileCoord(4, 0),
            new LevelEditor_2.TileCoord(4, 0),
            LevelEditor_2.Direction.South
            );
        #endregion
        #region 7-8
        LevelEditor_2.createTwoWayLink(
            chunk7,
            chunk8,
            new LevelEditor_2.TileCoord(0, 0),
            new LevelEditor_2.TileCoord(0, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk7,
            chunk8,
            new LevelEditor_2.TileCoord(1, 0),
            new LevelEditor_2.TileCoord(1, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk7,
            chunk8,
            new LevelEditor_2.TileCoord(3, 0),
            new LevelEditor_2.TileCoord(3, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk7,
            chunk8,
            new LevelEditor_2.TileCoord(4, 0),
            new LevelEditor_2.TileCoord(4, 0),
            LevelEditor_2.Direction.South
            );
        #endregion
        #region 8-9
        LevelEditor_2.createTwoWayLink(
            chunk8,
            chunk9,
            new LevelEditor_2.TileCoord(0, 0),
            new LevelEditor_2.TileCoord(0, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk8,
            chunk9,
            new LevelEditor_2.TileCoord(1, 0),
            new LevelEditor_2.TileCoord(1, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk8,
            chunk9,
            new LevelEditor_2.TileCoord(3, 0),
            new LevelEditor_2.TileCoord(3, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk8,
            chunk9,
            new LevelEditor_2.TileCoord(4, 0),
            new LevelEditor_2.TileCoord(4, 0),
            LevelEditor_2.Direction.South
            );
        #endregion
        #region 9-10
        LevelEditor_2.createTwoWayLink(
            chunk9,
            chunk10,
            new LevelEditor_2.TileCoord(0, 0),
            new LevelEditor_2.TileCoord(0, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk9,
            chunk10,
            new LevelEditor_2.TileCoord(1, 0),
            new LevelEditor_2.TileCoord(1, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk9,
            chunk10,
            new LevelEditor_2.TileCoord(3, 0),
            new LevelEditor_2.TileCoord(3, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk9,
            chunk10,
            new LevelEditor_2.TileCoord(4, 0),
            new LevelEditor_2.TileCoord(4, 0),
            LevelEditor_2.Direction.South
            );
        #endregion
        #region 10-11
        LevelEditor_2.createTwoWayLink(
            chunk10,
            chunk11,
            new LevelEditor_2.TileCoord(0, 0),
            new LevelEditor_2.TileCoord(0, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk10,
            chunk11,
            new LevelEditor_2.TileCoord(1, 0),
            new LevelEditor_2.TileCoord(1, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk10,
            chunk11,
            new LevelEditor_2.TileCoord(3, 0),
            new LevelEditor_2.TileCoord(3, 0),
            LevelEditor_2.Direction.South
            );
        LevelEditor_2.createTwoWayLink(
            chunk10,
            chunk11,
            new LevelEditor_2.TileCoord(4, 0),
            new LevelEditor_2.TileCoord(4, 0),
            LevelEditor_2.Direction.South
            );
        #endregion
        #endregion

        #region links_2
        #region 3
        LevelEditor_2.createTwoWayLink(
            chunk3,
            chunk12,
            new LevelEditor_2.TileCoord(1, 0),
            new LevelEditor_2.TileCoord(0, 0),
            LevelEditor_2.Direction.East
            );
        LevelEditor_2.createTwoWayLink(
            chunk3,
            chunk12,
            new LevelEditor_2.TileCoord(3, 0),
            new LevelEditor_2.TileCoord(0, 0),
            LevelEditor_2.Direction.West
            );
        #endregion
        #region 5
        LevelEditor_2.createTwoWayLink(
            chunk5,
            chunk12,
            new LevelEditor_2.TileCoord(1, 0),
            new LevelEditor_2.TileCoord(0, 1),
            LevelEditor_2.Direction.East
            );
        LevelEditor_2.createTwoWayLink(
            chunk5,
            chunk12,
            new LevelEditor_2.TileCoord(3, 0),
            new LevelEditor_2.TileCoord(0, 1),
            LevelEditor_2.Direction.West
            );
        #endregion
        #region 7
        LevelEditor_2.createTwoWayLink(
            chunk7,
            chunk12,
            new LevelEditor_2.TileCoord(1, 0),
            new LevelEditor_2.TileCoord(0, 2),
            LevelEditor_2.Direction.East
            );
        LevelEditor_2.createTwoWayLink(
            chunk7,
            chunk12,
            new LevelEditor_2.TileCoord(3, 0),
            new LevelEditor_2.TileCoord(0, 2),
            LevelEditor_2.Direction.West
            );
        #endregion
        #region 9
        LevelEditor_2.createTwoWayLink(
            chunk9,
            chunk12,
            new LevelEditor_2.TileCoord(1, 0),
            new LevelEditor_2.TileCoord(0, 3),
            LevelEditor_2.Direction.East
            );
        LevelEditor_2.createTwoWayLink(
            chunk9,
            chunk12,
            new LevelEditor_2.TileCoord(3, 0),
            new LevelEditor_2.TileCoord(0, 3),
            LevelEditor_2.Direction.West
            );
        #endregion
        #endregion

        LevelEditor_2.setSource(chunk1, new LevelEditor_2.TileCoord(2, 0));
        LevelEditor_2.setTarget(chunk11, new LevelEditor_2.TileCoord(2, 0));

        return(demoMap);
    }
Exemple #12
0
    override public LevelMap generateRoom()
    {
        LevelMap _map = new LevelMap();

        //This Room will show the player that they can move from one pink tile to the next

        List <LevelEditor_2.TileCoord> Chunk1EmptyTiles = new List <LevelEditor_2.TileCoord>
        {
            new LevelEditor_2.TileCoord(3, 1),
            new LevelEditor_2.TileCoord(3, 2),
            new LevelEditor_2.TileCoord(3, 3),
            new LevelEditor_2.TileCoord(3, 4),
            new LevelEditor_2.TileCoord(3, 5),
            new LevelEditor_2.TileCoord(3, 6),
        };

        Node[,] chunk1 = LevelEditor_2.createChunk(_map, new Color32(244, 173, 66, 255), 4, 9, Chunk1EmptyTiles);
        Node[,] chunk2 = LevelEditor_2.createChunk(_map, Color.cyan, 2, 4);
        Node[,] chunk3 = LevelEditor_2.createChunk(_map, Color.red, 2, 4);

        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunk2,
            new LevelEditor_2.TileCoord(3, 7),
            new LevelEditor_2.TileCoord(0, 2),
            GameManager.Direction.East
            );
        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunk2,
            new LevelEditor_2.TileCoord(3, 8),
            new LevelEditor_2.TileCoord(0, 3),
            GameManager.Direction.East
            );
        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunk3,
            new LevelEditor_2.TileCoord(3, 0),
            new LevelEditor_2.TileCoord(0, 0),
            GameManager.Direction.East
            );
        LevelEditor_2.createOneWayLink(
            chunk2,
            chunk1,
            new LevelEditor_2.TileCoord(0, 0),
            new LevelEditor_2.TileCoord(3, 0),
            GameManager.Direction.West
            );
        LevelEditor_2.createOneWayLink(
            chunk3,
            chunk1,
            new LevelEditor_2.TileCoord(0, 2),
            new LevelEditor_2.TileCoord(3, 7),
            GameManager.Direction.West
            );
        LevelEditor_2.createOneWayLink(
            chunk3,
            chunk1,
            new LevelEditor_2.TileCoord(0, 3),
            new LevelEditor_2.TileCoord(3, 8),
            GameManager.Direction.West
            );

        LevelEditor_2.setSource(_map, chunk1, new LevelEditor_2.TileCoord(2, 6));
        LevelEditor_2.setTarget(_map, chunk3, new LevelEditor_2.TileCoord(1, 1));

        return(_map);
    }
Exemple #13
0
    public static Map generateRoom()
    {
        Map demoMap = new Map();

        // This map is a long room, with a walled off walway in the middle.
        // The hallway looks short from the outside, and long from the inside

        List <LevelEditor_2.TileCoord> emptyTiles = new List <LevelEditor_2.TileCoord>
        {
            new LevelEditor_2.TileCoord(1, 1),
            new LevelEditor_2.TileCoord(5, 1),
            new LevelEditor_2.TileCoord(5, 4),
            new LevelEditor_2.TileCoord(3, 4),
            new LevelEditor_2.TileCoord(1, 4),
            new LevelEditor_2.TileCoord(3, 1),
        };

        Node[,] chunk1  = LevelEditor_2.createChunk(demoMap, new Color32(255, 255, 0, 255), 7, 6, emptyTiles);
        Node[,] chunkAE = LevelEditor_2.createChunk(demoMap, Color.red, 1, 3);
        Node[,] chunkBF = LevelEditor_2.createChunk(demoMap, Color.green, 1, 3);
        Node[,] chunkCD = LevelEditor_2.createChunk(demoMap, Color.blue, 1, 3);

        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunkAE,
            new LevelEditor_2.TileCoord(1, 2),
            new LevelEditor_2.TileCoord(0, 2),
            LevelEditor_2.Direction.North
            );
        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunkAE,
            new LevelEditor_2.TileCoord(3, 3),
            new LevelEditor_2.TileCoord(0, 0),
            LevelEditor_2.Direction.South
            );



        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunkBF,
            new LevelEditor_2.TileCoord(3, 2),
            new LevelEditor_2.TileCoord(0, 2),
            LevelEditor_2.Direction.North
            );
        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunkBF,
            new LevelEditor_2.TileCoord(5, 3),
            new LevelEditor_2.TileCoord(0, 0),
            LevelEditor_2.Direction.South
            );



        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunkCD,
            new LevelEditor_2.TileCoord(5, 2),
            new LevelEditor_2.TileCoord(0, 2),
            LevelEditor_2.Direction.North
            );
        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunkCD,
            new LevelEditor_2.TileCoord(1, 3),
            new LevelEditor_2.TileCoord(0, 0),
            LevelEditor_2.Direction.South
            );



        LevelEditor_2.setSource(chunk1, new LevelEditor_2.TileCoord(0, 2));
        LevelEditor_2.setTarget(chunk1, new LevelEditor_2.TileCoord(3, 3));

        return(demoMap);
    }
    public static Map generateRoom()
    {
        Map demoMap = new Map();

        //Demo room map, relativly complex

        List <LevelEditor_2.TileCoord> emptyTiles1 = new List <LevelEditor_2.TileCoord>();

        emptyTiles1.Add(new LevelEditor_2.TileCoord(0, 0));
        emptyTiles1.Add(new LevelEditor_2.TileCoord(2, 0));
        emptyTiles1.Add(new LevelEditor_2.TileCoord(1, 2));

        Node[,] chunk1 = LevelEditor_2.createChunk(demoMap, new Color32(255, 200, 100, 255), 3, 4, emptyTiles1);
        Node[,] chunk2 = LevelEditor_2.createChunk(demoMap, new Color32(100, 100, 255, 255), 3, 4, emptyTiles1);

        LevelEditor_2.createOneWayLink(
            chunk1,
            chunk2,
            new LevelEditor_2.TileCoord(0, 3),
            new LevelEditor_2.TileCoord(1, 3),
            LevelEditor_2.Direction.East
            );
        LevelEditor_2.createOneWayLink(
            chunk2,
            chunk1,
            new LevelEditor_2.TileCoord(2, 3),
            new LevelEditor_2.TileCoord(1, 3),
            LevelEditor_2.Direction.West
            );


        List <LevelEditor_2.TileCoord> emptyTiles2 = new List <LevelEditor_2.TileCoord>();

        emptyTiles2.Add(new LevelEditor_2.TileCoord(1, 1));

        Node[,] chunk3 = LevelEditor_2.createChunk(demoMap, new Color32(255, 0, 0, 255), 3, 3, emptyTiles2);
        Node[,] chunk4 = LevelEditor_2.createChunk(demoMap, new Color32(0, 255, 0, 255), 2, 1);
        Node[,] chunk5 = LevelEditor_2.createChunk(demoMap, new Color32(0, 0, 255, 255), 1, 2);

        LevelEditor_2.createTwoWayLink(
            chunk3,
            chunk4,
            new LevelEditor_2.TileCoord(0, 1),
            new LevelEditor_2.TileCoord(0, 0),
            LevelEditor_2.Direction.East
            );

        LevelEditor_2.createTwoWayLink(
            chunk3,
            chunk4,
            new LevelEditor_2.TileCoord(2, 1),
            new LevelEditor_2.TileCoord(1, 0),
            LevelEditor_2.Direction.West
            );

        LevelEditor_2.createTwoWayLink(
            chunk3,
            chunk5,
            new LevelEditor_2.TileCoord(1, 0),
            new LevelEditor_2.TileCoord(0, 0),
            LevelEditor_2.Direction.South
            );

        LevelEditor_2.createTwoWayLink(
            chunk3,
            chunk5,
            new LevelEditor_2.TileCoord(1, 2),
            new LevelEditor_2.TileCoord(0, 1),
            LevelEditor_2.Direction.North
            );

        LevelEditor_2.createTwoWayLink(
            chunk1,
            chunk3,
            new LevelEditor_2.TileCoord(1, 0),
            new LevelEditor_2.TileCoord(1, 2),
            LevelEditor_2.Direction.North
            );

        Node[,] chunk6 = LevelEditor_2.createChunk(demoMap, new Color32(50, 50, 50, 255), 1, 1);

        LevelEditor_2.createTwoWayLink(
            chunk3,
            chunk6,
            new LevelEditor_2.TileCoord(0, 0),
            new LevelEditor_2.TileCoord(0, 0),
            LevelEditor_2.Direction.West
            );

        LevelEditor_2.setSource(chunk2, new LevelEditor_2.TileCoord(1, 0));
        LevelEditor_2.setTarget(chunk6, new LevelEditor_2.TileCoord(0, 0));

        return(demoMap);
    }