Esempio n. 1
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 void _OnBoardGenerated(BoardGeneratedEvent e)
 {
     head         = new Coordinate(0, 0);
     tail         = new Coordinate(0, 0);
     prev_head    = new Coordinate(-1, -1);
     snake_length = 1;
     snake_next_memory.Clear();
 }
Esempio n. 2
0
    void _OnBoardGeneratedEvent(BoardGeneratedEvent e)
    {
        return;

        num  = 1;
        cost = original_cost;
        snake.snake_move_time = original_snake_speed;

        UpdateText();
        b.interactable = false;
    }
Esempio n. 3
0
    void _OnBoardGeneratedEvent(BoardGeneratedEvent e)
    {
        //num = 1;
        num_inactive = 0;
        //cost = original_cost;

        UpdateText();
        b.interactable = false;

        for (int i = 0; i < num; ++i)
        {
            BoardData.RandomApple();
        }
    }
Esempio n. 4
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    void _OnBoardGenerated(BoardGeneratedEvent e)
    {
        float ui_ratio = 240 / user_interface.sizeDelta.x;

        float height = BoardData.GetHeight();
        float width  = BoardData.GetWidth() / (1 - ui_ratio);

        float ui_width = width - BoardData.GetWidth();

        // adjust position
        transform.position = new Vector3((width) / 2f - 0.5f - ui_ratio * width, (height) / 2f - 0.5f, transform.position.z);

        // adjust height
        Camera.main.orthographicSize = Mathf.Max(height / 2f, (width + ui_width / 2f) / (2f * Camera.main.aspect));
    }
Esempio n. 5
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 void _OnBoardGeneratedEvent(BoardGeneratedEvent e)
 {
     cost   = BoardData.GetWidth() * BoardData.GetHeight();
     c.text = cost.ToString();
 }
Esempio n. 6
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 void _OnBoardGeneratedEvent(BoardGeneratedEvent e)
 {
     gold = 1;
     UpdateShop();
 }
Esempio n. 7
0
    void _OnBoardGenerated(BoardGeneratedEvent e)
    {
        int height = BoardData.GetHeight();
        int width  = BoardData.GetWidth();

        // num nodes = (height / 2) * (width / 2)
        int node_height = height / 2;
        int node_width  = width / 2;
        // Create MST with Kruskal's algorithm
        List <Edge> edges = new List <Edge>(); // not sorted in any order

        MstNode[, ] nodes = new MstNode[node_width, node_height];

        // populate nodes and edges
        for (int x = 0; x < node_width; ++x)
        {
            for (int y = 0; y < node_height; ++y)
            {
                nodes[x, y] = new MstNode(x, y);

                // add edge 0 if not at top of grid
                if (y < node_height - 1)
                {
                    edges.Add(new Edge(new Coordinate(x, y), 0));
                }
                // add edge 1 if not at right side of grid
                if (x < node_width - 1)
                {
                    edges.Add(new Edge(new Coordinate(x, y), 1));
                }
            }
        }
        Debug.Assert(edges.Count == (node_height * (node_width - 1) + node_width * (node_height - 1)));

        int added_edges = 0;

        while (added_edges < node_width * node_height - 1)
        {
            // select a random edge
            int        i    = Random.Range(0, edges.Count);
            Edge       edge = edges[i];
            Coordinate vertex2;
            if (edge.output_side == 0)
            {
                vertex2 = new Coordinate(edge.vertex.x, edge.vertex.y + 1);
            }
            else
            {
                vertex2 = new Coordinate(edge.vertex.x + 1, edge.vertex.y);
            }

            // remove from edges
            edges[i] = edges[edges.Count - 1];
            edges.RemoveAt(edges.Count - 1);

            // if the edge forms a cycle, discard, else, add

            // check representative
            Coordinate repA = GetRepresentative(nodes, edge.vertex);
            Coordinate repB = GetRepresentative(nodes, vertex2);

            // if reps are equal, there is a cycle (do nothing)
            // otherwise add the edges to mstTree, update representatives
            if (repA != repB)
            {
                added_edges++;

                nodes[edge.vertex.x, edge.vertex.y].nearby_edges[edge.output_side] = true;
                nodes[vertex2.x, vertex2.y].nearby_edges[edge.output_side + 2]     = true;

                nodes[repA.x, repA.y].representative = repB;
            }
        }

        // Assign paths based on MST
        next_map = new Coordinate[width, height];

        // start at lower left edge
        Coordinate current_step = new Coordinate(0, 0);

        while (current_step != new Coordinate(1, 0))
        {
            MstNode    node = nodes[current_step.x / 2, current_step.y / 2];
            Coordinate next = new Coordinate(0, 0);

            // check an edge based on position in node quadrant

            // lower left
            if (current_step.x % 2 == 0 && current_step.y % 2 == 0)
            {
                if (node.nearby_edges[3])
                {
                    next = new Coordinate(current_step.x - 1, current_step.y);
                }
                else
                {
                    next = new Coordinate(current_step.x, current_step.y + 1);
                }
            }
            // top left
            else if (current_step.x % 2 == 0 && current_step.y % 2 == 1)
            {
                if (node.nearby_edges[0])
                {
                    next = new Coordinate(current_step.x, current_step.y + 1);
                }
                else
                {
                    next = new Coordinate(current_step.x + 1, current_step.y);
                }
            }
            // top right
            else if (current_step.x % 2 == 1 && current_step.y % 2 == 1)
            {
                if (node.nearby_edges[1])
                {
                    next = new Coordinate(current_step.x + 1, current_step.y);
                }
                else
                {
                    next = new Coordinate(current_step.x, current_step.y - 1);
                }
            }
            // bottom right
            else if (current_step.x % 2 == 1 && current_step.y % 2 == 0)
            {
                if (node.nearby_edges[2])
                {
                    next = new Coordinate(current_step.x, current_step.y - 1);
                }
                else
                {
                    next = new Coordinate(current_step.x - 1, current_step.y);
                }
            }

            next_map[current_step.x, current_step.y] = next;
            current_step = next;
        }
    }