Esempio n. 1
0
        public void GenerateMaze()
        {
            if (indexBuffer != null)
            {
                indexBuffer.Dispose();
            }
            if (vertexBuffer != null)
            {
                vertexBuffer.Dispose();
            }



            var alg   = new AlgorithmBacktrack();
            var maze  = alg.Generate(curMazeWidth, curMazeHeight, InnerMapType.BitArreintjeFast, null);
            var walls = maze.GenerateListOfMazeWalls();

            currentPath = PathFinderDepthFirst.GoFind(maze.InnerMap, null);


            VertexPositionNormalTexture[] vertices = new VertexPositionNormalTexture[walls.Count * 8];
            int[] indices = new int[walls.Count * 12];

            int curVertice = 0;
            int curIndice  = 0;



            foreach (var wall in walls)
            {
                //int factorHeight = 10;
                //int factorWidth = 10;

                WallModel model = new WallModel(wall);

                model.GoGenerateVertices(vertices, indices, ref curVertice, ref curIndice);
            }

            wallsCount = walls.Count;

            vertexBuffer = new VertexBuffer(GraphicsDevice, VertexPositionNormalTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
            indexBuffer  = new IndexBuffer(GraphicsDevice, IndexElementSize.ThirtyTwoBits, indices.Length, BufferUsage.WriteOnly);

            vertexBuffer.SetData(vertices);
            indexBuffer.SetData(indices);

            GeneratePath(currentPath);
        }
Esempio n. 2
0
        public void GenerateMaze()
        {
            if (indexBuffer != null)
            {
                indexBuffer.Dispose();
            }
            if (vertexBuffer != null)
            {
                vertexBuffer.Dispose();
            }


            Algorithm alg;
            int       randomnumber = curMazeWidth < 2048 ? random.Next(3) : random.Next(2);

            if (randomnumber == 0)
            {
                alg = new AlgorithmBacktrack();
            }
            else if (randomnumber == 1)
            {
                alg = new AlgorithmDivision();
            }
            else
            {
                alg = new AlgorithmKruskal();
            }

            lastAlgorithm = alg.GetType().Name;

            currentMaze = alg.Generate(curMazeWidth, curMazeHeight, InnerMapType.BitArreintjeFast, null);
            var walls = currentMaze.GenerateListOfMazeWalls();

            currentPath = PathFinderDepthFirst.GoFind(currentMaze.InnerMap, null);


            determiner          = new LineOfSightDeterminer(currentMaze.InnerMap, currentPath);
            curChaseCameraPoint = null;

            VertexPositionNormalTexture[] vertices = new VertexPositionNormalTexture[walls.Count * 8];
            int[] indices = new int[walls.Count * 12];

            int curVertice = 0;
            int curIndice  = 0;



            foreach (var wall in walls)
            {
                //int factorHeight = 10;
                //int factorWidth = 10;

                WallModel model = new WallModel(wall);

                model.GoGenerateVertices(vertices, indices, ref curVertice, ref curIndice);
            }

            wallsCount = walls.Count;

            vertexBuffer = new VertexBuffer(GraphicsDevice, VertexPositionNormalTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
            indexBuffer  = new IndexBuffer(GraphicsDevice, IndexElementSize.ThirtyTwoBits, indices.Length, BufferUsage.WriteOnly);

            vertexBuffer.SetData(vertices);
            indexBuffer.SetData(indices);

            GeneratePath(currentPath);
        }
Esempio n. 3
0
        public void GenerateMaze()
        {
            if (indexBuffer != null)
                indexBuffer.Dispose();
            if (vertexBuffer != null)
                vertexBuffer.Dispose();

            var alg = new AlgorithmBacktrack();
            var maze = alg.Generate(curMazeWidth, curMazeHeight, InnerMapType.BitArreintjeFast, null);
            var walls = maze.GenerateListOfMazeWalls();
            currentPath = PathFinderDepthFirst.GoFind(maze.InnerMap, null);

            VertexPositionNormalTexture[] vertices = new VertexPositionNormalTexture[walls.Count * 8];
            int[] indices = new int[walls.Count * 12];

            int curVertice = 0;
            int curIndice = 0;

            foreach (var wall in walls)
            {
                //int factorHeight = 10;
                //int factorWidth = 10;

                WallModel model = new WallModel(wall);

                model.GoGenerateVertices(vertices, indices, ref curVertice, ref curIndice);

            }

            wallsCount = walls.Count;

            vertexBuffer = new VertexBuffer(GraphicsDevice, VertexPositionNormalTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
            indexBuffer = new IndexBuffer(GraphicsDevice, IndexElementSize.ThirtyTwoBits, indices.Length, BufferUsage.WriteOnly);

            vertexBuffer.SetData(vertices);
            indexBuffer.SetData(indices);

            GeneratePath(currentPath);
        }
Esempio n. 4
0
        public void GenerateMaze()
        {
            if (indexBuffer != null)
                indexBuffer.Dispose();
            if (vertexBuffer != null)
                vertexBuffer.Dispose();

            Algorithm alg;
            int randomnumber = curMazeWidth < 2048 ? random.Next(3) : random.Next(2);
            if (randomnumber == 0)
                alg = new AlgorithmBacktrack();
            else if (randomnumber == 1)
                alg = new AlgorithmDivision();
            else
                alg = new AlgorithmKruskal();

            lastAlgorithm = alg.GetType().Name;

            currentMaze = alg.Generate(curMazeWidth, curMazeHeight, InnerMapType.BitArreintjeFast, null);
            var walls = currentMaze.GenerateListOfMazeWalls();
            currentPath = PathFinderDepthFirst.GoFind(currentMaze.InnerMap, null);

            determiner = new LineOfSightDeterminer(currentMaze.InnerMap, currentPath);
            curChaseCameraPoint = null;

            VertexPositionNormalTexture[] vertices = new VertexPositionNormalTexture[walls.Count * 8];
            int[] indices = new int[walls.Count * 12];

            int curVertice = 0;
            int curIndice = 0;

            foreach (var wall in walls)
            {
                //int factorHeight = 10;
                //int factorWidth = 10;

                WallModel model = new WallModel(wall);

                model.GoGenerateVertices(vertices, indices, ref curVertice, ref curIndice);

            }

            wallsCount = walls.Count;

            vertexBuffer = new VertexBuffer(GraphicsDevice, VertexPositionNormalTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
            indexBuffer = new IndexBuffer(GraphicsDevice, IndexElementSize.ThirtyTwoBits, indices.Length, BufferUsage.WriteOnly);

            vertexBuffer.SetData(vertices);
            indexBuffer.SetData(indices);

            GeneratePath(currentPath);
        }