public float[,] GenerateFallOffMap() { // create fallOffMap 2D array float[,] fallOffMap = new float[mapWidth, mapHeight]; // add pattern to the array switch (fallOffPattern) { case (int)FallOffPattern.NONE: { for (int y = 0; y < mapHeight; y++) { for (int x = 0; x < mapWidth; x++) { fallOffMap[x, y] = 0; } } } break; case (int)FallOffPattern.CENTER: { fallOffMap = BrickPatterns.FallOffCenter(mapWidth, mapHeight, edge, size); } break; case (int)FallOffPattern.BOTTOM: { fallOffMap = BrickPatterns.FallOffBottom(mapWidth, mapHeight, edge, size); } break; case (int)FallOffPattern.TOP: { fallOffMap = BrickPatterns.FallOffTop(mapWidth, mapHeight, edge, size); } break; case (int)FallOffPattern.SIDES: { fallOffMap = BrickPatterns.FallOffSides(mapWidth, mapHeight, edge, size); } break; case (int)FallOffPattern.VERTICAL_SLICES: { fallOffMap = BrickPatterns.FallOffVerticalSlices(mapWidth, mapHeight, edge, size); } break; case (int)FallOffPattern.HORIZONTAL_SLICES: { fallOffMap = BrickPatterns.FallOffHorizontalSlices(mapWidth, mapHeight, edge, size); } break; } return(fallOffMap); }
public float[,] GeneratePerlinNoiseMap() { // create and initialize brickSpace 2D array to zeros float[,] noiseMap = new float[mapWidth, mapHeight]; noiseMap = BrickPatterns.PerlinNoiseMap(mapWidth, mapHeight, seed, mapScale, octaves, persistance, lacunarity, offset); return(noiseMap); }
public float[,] GenerateExplosiveMap() { explosiveMap = new float[mapWidth, mapHeight]; // add pattern to the array switch (explosivePattern) { case (int)ExplosivePattern.NONE: { for (int y = 0; y < mapHeight; y++) { for (int x = 0; x < mapWidth; x++) { explosiveMap[x, y] = 0; } } } break; case (int)ExplosivePattern.RANDOM: { InitializePlacementWeights(explosiveWeight, emptyExplosiveWeight); for (int y = 0; y < mapHeight; y++) { for (int x = 0; x < mapWidth; x++) { if (unbreakableMap[x, y] == empty) { // set point explosiveMap[x, y] = placementExplosive[RandomWeighted(placementWeights, placementWeightTotal)]; } } } // mirror unbreakable map if (mirrorExplosive) { explosiveMap = BrickPatterns.Mirror(explosiveMap); } } break; } return(explosiveMap); }
public void Generate() { mapWidth = brickSpaceDimensions.x; mapHeight = brickSpaceDimensions.y; // generate unbreakable brick map unbreakableMap = GenerateUnbreakableMap(); // generate explosive brick map explosiveMap = GenerateExplosiveMap(); // generate noise map float[,] noiseMap = GeneratePerlinNoiseMap(); // generate fall off map float[,] fallOffMap = GenerateFallOffMap(); // mix noise map with fall off map noiseMap = MixMaps(noiseMap, fallOffMap); // mirror map noiseMap = BrickPatterns.Mirror(noiseMap); // mix unbreakable map with explosive map; MixMapsExplosive(unbreakableMap, explosiveMap); // mix noise map with unbreakable map; MixMapsUnbreakable(noiseMap, unbreakableMap); // remove random horizontal lines RemoveRandomHorizontalLines(noiseMap); // remove rogue explosive bricks RemoveRogueExplosives(noiseMap); // add bricks if empty noiseMap = CheckAndFixEmptyMap(noiseMap); // display map //MapDisplay display = FindObjectOfType<MapDisplay>(); //display.DrawNoiseMap(noiseMap); // generate bricks if (generateBricks) { generateBricks = false; DestroyPreviousStuff(); // spawn bricks float[,] brickSpace = noiseMap; for (int y = 0; y < brickSpace.GetLength(1); y++) { for (int x = 0; x < brickSpace.GetLength(0); x++) { float sample = brickSpace[x, y]; //Debug.Log(sample); if (sample == unbreakableBrickValue) { Instantiate(unbreakableBrick, startingPosition + new Vector2(x * brickOffset.x, y * brickOffset.y), transform.rotation); } else if (sample == explosiveBrickValue) { Instantiate(explosiveBrick, startingPosition + new Vector2(x * brickOffset.x, y * brickOffset.y), transform.rotation); } else if (sample > 0) { GameObject newBrick = (GameObject)GameObject.Instantiate(brick, startingPosition + new Vector2(x * brickOffset.x, y * brickOffset.y), transform.rotation); float brHits = sample * brickFactor * 9; newBrick.GetComponent <Brick>().hits = Mathf.Clamp(Mathf.RoundToInt(brHits), 1, 3); //Debug.Log(brHits); /*if (sample > 0 && sample <= hitsPercentage1) * { * newBrick.GetComponent<Brick>().hits = 1; * } * else if (sample > hitsPercentage1 && sample <= hitsPercentage2) * { * newBrick.GetComponent<Brick>().hits = 2; * } * else if (sample > hitsPercentage2) * { * newBrick.GetComponent<Brick>().hits = 3; * }*/ } } } } }
public float[,] GenerateUnbreakableMap() { // create fallOffMap 2D array unbreakableMap = new float[mapWidth, mapHeight]; // add pattern to the array switch (unbreakablePattern) { case (int)UnbreakablePattern.NONE: { for (int y = 0; y < mapHeight; y++) { for (int x = 0; x < mapWidth; x++) { unbreakableMap[x, y] = 0; } } } break; case (int)UnbreakablePattern.RANDOM: { InitializePlacementWeights(wallWeight, emptyWeight); do { for (int y = 0; y < mapHeight; y++) { for (int x = 0; x < mapWidth; x++) { if (y == 0 || y == mapHeight - 1) { unbreakableMap[x, y] = empty; } else { //int[] numbers = { Placement.wall, Placement.empty, Placement.empty, Placement.empty }; unbreakableMap[x, y] = placement[RandomWeighted(placementWeights, placementWeightTotal)]; //numbers[UnityEngine.Random.Range(0, numbers.Length)]; // //Debug.Log(unbreakableMap[x, y]); } } } // mirror unbreakable map if (mirrorUnbreakable) { unbreakableMap = BrickPatterns.Mirror(unbreakableMap); } // && emptyWeight > 6 } while (ConfirmPath(unbreakableMap) == false); } break; case (int)UnbreakablePattern.MAZE: { //unbreakableMap = BrickPatterns.UnbreakableMaze(mapWidth, mapHeight, emptyWeight); } break; } return(unbreakableMap); }