Esempio n. 1
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        private QMazeEngine createChildMaze(QRectInt rect, QMazeEngine mazeEngine)
        {
            mazeEngine.setMazeWidth(rect.width);
            mazeEngine.setMazeHeight(rect.height);
            mazeEngine.transform.position = new Vector3(0, 0, 0);
            mazeEngine.transform.position = mazeEngine.transform.TransformPoint(new Vector3(rect.x, -3, -rect.y));

            List <QVector2IntDir> finishPositionList = new List <QVector2IntDir>();

            finishPositionList.Add(new QVector2IntDir(rect.width / 2, rect.height / 2, QMazeOutputDirection.NotSpecified));
            mazeEngine.setFinishPositionList(finishPositionList);

            List <QVector2IntDir> exitPositionList = new List <QVector2IntDir>();
            QVector2IntDir        mazeExit         = getExitForRect(rect);

            exitPositionList.Add(mazeExit);
            mazeEngine.setExitPositionList(exitPositionList);

            List <QVector2IntDir> baseMazeEngineExitPositionlist = baseMazeEngine.getExitPositionList();

            baseMazeEngineExitPositionlist.Add(new QVector2IntDir(rect.x + mazeExit.x + QMazeOutput.dx[mazeExit.direction],
                                                                  rect.y + mazeExit.y + QMazeOutput.dy[mazeExit.direction],
                                                                  QMazeOutput.opposite[mazeExit.direction]));
            baseMazeEngine.setExitPositionList(baseMazeEngineExitPositionlist);

            return(mazeEngine);
        }
Esempio n. 2
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        private QVector2IntDir getExitForRect(QRectInt rect)
        {
            QMazeOutputDirection dir;
            int ix = QMath.getRandom(0, rect.width);
            int iy;

            if (ix == 0 || ix == rect.width - 1)
            {
                iy  = QMath.getRandom(0, rect.height);
                dir = (ix == 0 ? QMazeOutputDirection.W : QMazeOutputDirection.E);
            }
            else
            {
                if (QMath.getRandom() > 0.5)
                {
                    iy  = 0;
                    dir = QMazeOutputDirection.N;
                }
                else
                {
                    iy  = rect.height - 1;
                    dir = QMazeOutputDirection.S;
                }
            }
            return(new QVector2IntDir(ix, iy, dir));
        }
Esempio n. 3
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        private void generateNextLevel()
        {
            baseMazeEngine.destroyImmediateMazeGeometry();

            List <QVector2IntDir> exitPositionList = baseMazeEngine.getExitPositionList();

            if (exitPositionList.Count > 1)
            {
                exitPositionList.RemoveAt(0);
                baseMazeEngine.setExitPositionList(exitPositionList);
            }

            List <QVector2Int> obstaclePositionList = new List <QVector2Int>();

            if (prevMazeEngine == null)
            {
                prevRect = new QRectInt(QMath.getRandom(1, baseMazeEngine.getMazeWidth() - CHILD_MAZE_SIZE - 2),
                                        QMath.getRandom(1, baseMazeEngine.getMazeHeight() - CHILD_MAZE_SIZE - 2), CHILD_MAZE_SIZE, CHILD_MAZE_SIZE);
                obstaclePositionList.AddRange(rectToList(prevRect));
                prevMazeEngine = createChildMaze(prevRect, childMazeEngine_1);
                prevMazeEngine.generateMaze();

                player.setPosition(prevMazeEngine.transform.TransformPoint(prevMazeEngine.getFinishPositionList()[0].toVector3()));
            }
            else
            {
                prevMazeEngine.destroyImmediateMazeGeometry();
                prevRect       = nextRect;
                prevMazeEngine = nextMazeEngine;
                obstaclePositionList.AddRange(rectToList(prevRect));
            }

            nextRect = new QRectInt(QMath.getRandom(1, baseMazeEngine.getMazeWidth() - CHILD_MAZE_SIZE - 2),
                                    QMath.getRandom(1, baseMazeEngine.getMazeHeight() - CHILD_MAZE_SIZE - 2), CHILD_MAZE_SIZE, CHILD_MAZE_SIZE);
            while (isRectNear(prevRect, nextRect))
            {
                nextRect.x = QMath.getRandom(1, baseMazeEngine.getMazeWidth() - CHILD_MAZE_SIZE - 2);
                nextRect.y = QMath.getRandom(1, baseMazeEngine.getMazeHeight() - CHILD_MAZE_SIZE - 2);
            }

            obstaclePositionList.AddRange(rectToList(nextRect));

            baseMazeEngine.setObstaclePositionList(obstaclePositionList);
            nextMazeEngine = createChildMaze(nextRect, prevMazeEngine == childMazeEngine_1 ? childMazeEngine_2 : childMazeEngine_1);
            nextMazeEngine.generateMaze();
            List <QVector2IntDir> nextMazeEngineFinishPositionList = nextMazeEngine.getFinishPositionList();

            finishTransform.parent        = nextMazeEngine.getMazeData()[nextMazeEngineFinishPositionList[0].x][nextMazeEngineFinishPositionList[0].y].geometry.transform;
            finishTransform.localPosition = new Vector3();

            player.setGoal(nextMazeEngine.transform.TransformPoint(nextMazeEngineFinishPositionList[0].toVector3()), goalReachedHandler);

            baseMazeEngine.generateMaze();

            currentLevel++;
            levelText.text = "LEVEL: " + currentLevel;
        }
Esempio n. 4
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 private bool isRectNear(QRectInt first, QRectInt second, int offset = 1)
 {
     if (first.x < second.x + second.width + offset && first.x + first.width + offset > second.x &&
         first.y < second.y + second.height + offset && first.y + first.height + offset > second.y)
     {
         return(true);
     }
     else
     {
         return(false);
     }
 }
Esempio n. 5
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        private List <QVector2Int> rectToList(QRectInt rect)
        {
            List <QVector2Int> result = new List <QVector2Int>();

            for (int ix = rect.x; ix < rect.x + rect.width; ix++)
            {
                for (int iy = rect.y; iy < rect.y + rect.height; iy++)
                {
                    result.Add(new QVector2Int(ix, iy));
                }
            }
            return(result);
        }