// Use this for initialization void Start() { if (mazeColumns > 0 && mazeRows > 0) { if (mazeColumns < 30 && mazeRows < 30) //change maximum size here { if ((startRow <= mazeRows && startColumn <= mazeColumns && startRow > 0 && startColumn > 0) && (endRow <= mazeRows && endColumn <= mazeColumns && endRow > 0 && endColumn > 0) && (endRow != startRow || endColumn != startColumn)) { InitializeMaze(); MazeAlgorithm ma = new HuntAndKillMazeAlgorithm(mazeCells); ma.CreateMaze(); } else { print("I am not like yours to break easily"); } } else { print("I cant handle such big like your mouth"); } } else { print("too small like yours"); } }
public void StartingGame(int c, int col, int row) { round = 1; idt = 0; //tile id maxColumns = col; maxRows = row; tiles = new Tile[maxColumns, maxRows]; size = 8f; // if changed you need to change *8f in cameracontroller panlimit idc = 1; //character id cMax = c; // max characters characters = new List <Character> (); // set character list Spawner s = GetComponent <Spawner> (); dedCharacters = new List <Character> (); //Creating tiles for (int x = 0; x < maxColumns; x++) { for (int z = 0; z < maxRows; z++) { tiles[x, z] = s.AddTile(idt, x, z, size, maxRows); tiles[x, z].GetComponent <TileEvent> ().SetTileEvent(Random.Range(1, 10)); idt++; } } MazeAlgorithm ma = new HuntAndKillMazeAlgorithm(tiles); ma.CreateMaze(); foreach (Tile t in tiles) { t.SetVisited(false); } }
public void CreateNew() { //Clear the children list children.Clear(); //Used to destroy any older maze wall and floors when creating a new maze for (int i = 0; i < mazeHolder.transform.childCount; i++) { children.Add(mazeHolder.transform.GetChild(i).gameObject); } for (int i = 0; i < children.Count; i++) { Destroy(children[i]); } //Set the maze rows and columns value to a random value between 4 and 21 mazeRows = Random.Range(4, 21); mazeColumns = Random.Range(4, 21); //Call the InitializeMaze method InitializeMaze(); MazeAlgorithm ma = new HuntAndKillMazeAlgorithm(mazeCells); //Call the CreateMaze method from MazeAlgorithm script ma.CreateMaze(); }
public void GenerateNewMaze() { foreach (Transform child in parent.transform) { Destroy(child.gameObject); } foreach (KeyValuePair <Vector3, GameObject> child in nodeNetwork.nodeReference) { Destroy(child.Value); } nodeNetwork.walkablePositions = new Dictionary <Vector3, bool>(); nodeNetwork.nodeReference = new Dictionary <Vector3, GameObject>(); Destroy(GameObject.Find("Player")); Debug.Log("CreatePlayer"); var newPlayer = Instantiate(playerPrefab); newPlayer.name = "Player"; mazeColumns = (int)widthSlider.value; mazeRows = (int)heightSlider.value; InitializeMaze(); MazeAlgorithm ma = new HuntAndKillMazeAlgorithm(mazeCells); ma.CreateMaze(); }
public void CreateNew() { //Clear the children list children.Clear(); //Used to destroy any older maze wall and floors when creating a new maze for (int i = 0; i < mazeHolder.transform.childCount; i++) { children.Add(mazeHolder.transform.GetChild(i).gameObject); } for (int i = 0; i < children.Count; i++) { Destroy(children[i]); } //Values for mazeRows and mazeColumns parsed from the input fields mazeRows = int.Parse(rowIF.text); mazeColumns = int.Parse(colIF.text); //Call the InitializeMaze method InitializeMaze(); MazeAlgorithm ma = new HuntAndKillMazeAlgorithm(mazeCells); //Call the CreateMaze method from the MazeAlgoritm variable ma.CreateMaze(); //Set timeScale to 1 to resume game playing at real time Time.timeScale = 1f; //Set the inputPanel gameObject to inactive so the player doesn't see it inputPanel.SetActive(false); //Set the gamePanel gameObject to active for the player to see gamePanel.SetActive(true); }
// Use this for initialization void Start() { InitializeMaze(); character = Instantiate(character, new Vector3(66, -2, 102), Quaternion.identity); MazeAlgorithm ma = new HuntAndKillMazeAlgorithm(mazeCells); ma.CreateMaze(); }
// Use this for initialization void Start() { InitializeMaze(); MazeAlgorithm ma = new HuntAndKillMazeAlgorithm(mazeCells); ma.CreateMaze(); }
// Start is called before the first frame update void Start() { Debug.Log("I am alive!"); InitializeMaze(); MazeAlgorithm ma = new HuntAndKillMazeAlgorithm(mazeCells); ma.CreateMaze(); }
// Use this for initialization void Start() { InitializeMaze(); MazeAlgorithm ma = new HuntAndKillMazeAlgorithm(mazeCells); ma.CreateMaze(); present.transform.position = new Vector3(6 * (mazeRows - 1), -2, 6 * (mazeColumns - 1)); }
// Use this for initialization void Start() { particleSystemPool = GameObject.FindGameObjectWithTag("MapLoader").GetComponent <ParticleSystemPool>(); numberGenerator = new PseudoRandomNumberGenerator(StaticGameStats.Seed); Initialize(); HuntAndKillMazeAlgorithm ma = new HuntAndKillMazeAlgorithm(cells, StaticGameStats.Seed); ma.CreateMap(); }
// Use this for initialization void Start() { allcoin.text = " / " + coinnumber.ToString(); NumberOfcoins = coinnumber; timeBycoins = mazeRows; InitializeMaze(); MazeAlgorithm ma = new HuntAndKillMazeAlgorithm(mazeCells); ma.CreateMaze(); }
public void LoadMaze() { InitializeMaze(); MazeAlgorithm ma = new HuntAndKillMazeAlgorithm(mazeCells); ma.CreateMaze(); ma.ResetVisitedValues(); }
// Use this for initialization void Start() { InitializeMaze(); MazeAlgorithm ma = new HuntAndKillMazeAlgorithm(mazeCells); ma.CreateMaze(); spawnObjects(); first = true; }
//public static List<int> KillKeys = new List<int>(); //public static List<int> DestroyKeys = new List<int>(); //public List<int> KillKeys2 = new List<int>(); //public List<int> DestroyKeys2 = new List<int>(); //Is the player ar or vr? //ar = maze is randomized //vr = maze is created with ar KillKeys and DestroyKeys values //public static bool arPlayer = true; // Use this for initialization void Awake() { randomDirection = Random.Range(1, 5); randomRemovableWallNumber = Random.Range(0, Mathf.Min(mazeRows, mazeColumns)); InitializeMaze(); MazeAlgorithm ma = new HuntAndKillMazeAlgorithm(mazeCells); ma.CreateMaze(); }
// Use this for initialization public void GenerateMaze() { ClearMaze(); InitializeMaze(); MazeAlgorithm ma = new HuntAndKillMazeAlgorithm(mazeCells); ma.CreateMaze(); Instantiate(playerPrfab, GameObject.Find("Floor 0,0").transform.position, Quaternion.identity); }
// Use this for initialization void Start() { InitializeMaze(); MazeAlgorithm ma = new HuntAndKillMazeAlgorithm(mazeCells); ma.CreateMaze(); // GameObject Player = Random.Range(0,100)>Random.Range(0,100) ? Instantiate (player, new Vector3 (Random.Range(0,100)>Random.Range(0,100) ? -10 : 210, 3, Random.Range(-10,221) ), Quaternion.identity) as GameObject : Instantiate (player, new Vector3 (Random.Range(-10,221), 3, Random.Range(0,100)>Random.Range(0,100) ? -10 : 210 ), Quaternion.identity) as GameObject ; // GameObject Player2 = Random.Range(0,100)>Random.Range(0,100) ? Instantiate (player2, new Vector3 (Random.Range(0,100)>Random.Range(0,100) ? -10 : 210, 3, Random.Range(-10,221) ), Quaternion.identity) as GameObject : Instantiate (player2, new Vector3 (Random.Range(-10,221), 3, Random.Range(0,100)>Random.Range(0,100) ? -10 : 210 ), Quaternion.identity) as GameObject ; //player2 }
// Use this for initialization void Start() { //BenchMarking Stopwatch sw = Stopwatch.StartNew(); GenerateMaze(); MazeGen mg = new HuntAndKillMazeAlgorithm(mazeCells); mg.BuildMaze(); sw.Stop(); UnityEngine.Debug.Log("Debug BenchMark :" + sw.ElapsedMilliseconds + "ms"); }
// Use this for initialization void Start() { //create maze grid InitializeMaze(); if (!arenaMode) { // call hunt and kill algorithm to knock down random walls and create maze MazeAlgorithm ma = new HuntAndKillMazeAlgorithm(mazeCells); // create maze from maze algorithm ma.CreateMaze(); } }
public void Load(string seed) { // Create a full maze grid InitializeMaze(); // Create a maze by removing cells based on the seed given MazeAlgorithm ma = new HuntAndKillMazeAlgorithm(mazeCells); ma.LoadMaze(seed); // Set certain cells to contain powerups or be the start/end cell SetCellTypes(true); }
public string Create() { // Create a full maze grid InitializeMaze(); // Create a maze by removing walls and save the seed MazeAlgorithm ma = new HuntAndKillMazeAlgorithm(mazeCells); string seed = ma.CreateMaze(); // Set certain cells to contain powerups or be the start/end cell SetCellTypes(false); return(seed); }
// Use this for initialization void Start() { CreateBackground(); InitializeMaze(); MazeAlgorithm ma = new HuntAndKillMazeAlgorithm(mazeCells); // MazeAlgorithm ma = new DFSMazeAlgorithm(mazeCells); ma.CreateMaze(); // activate player GameObject GameObject player = GameObject.FindGameObjectWithTag("Player"); player.GetComponent <PlayerController>().Initialize(); }
void Start() { // Initialize the maze by building the cells InitializeMaze(); // Carve a path out of the cells to create a maze MazeAlgorithm ma = new HuntAndKillMazeAlgorithm(mazeCells); ma.CreateMaze(); // Update the nav mesh mazeChanged = true; // Invoke the method that changes the different sections of the maze InvokeRepeating("BuildNewMazeSection", 1.0f, 1.0f); }
// Use this for initialization void Start() { //Set the maze rows and columns value to a random value between 4 and 21 mazeRows = Random.Range(4, 21); mazeColumns = Random.Range(4, 21); //Call the InitializeMaze method InitializeMaze(); MazeAlgorithm ma = new HuntAndKillMazeAlgorithm(mazeCells); //Call the CreateMaze method from MazeAlgorithm script ma.CreateMaze(); //Get the Rigidbody component from the player playerRB = player.GetComponent <Rigidbody>(); }
// Use this for initialization void Start() { //System.Console.WriteLine(Global.keycounter); Camera.main.clearFlags = CameraClearFlags.Skybox; Camera.main.rect = new Rect(0f, 0f, 1f, 1f); InitializeMaze(); MazeAlgorithm ma = new HuntAndKillMazeAlgorithm(mazeCells); ma.CreateMaze(); Camera.main.clearFlags = CameraClearFlags.Depth; Camera.main.rect = new Rect(0f, 0f, 0.5f, 0.5f); //add keys InitializeKey(); InitializeStairs(); InitializeStairsExit(); InitializeTerrian(); GameObject player = Instantiate(Player, new Vector3(34.5f, 88f, -136f), Quaternion.identity) as GameObject; player.name = "player"; InitializeMazecells(); }
// Use this for initialization void Start() { Cursor.visible = false; // initializing maze InitializeMaze(); // building the maze with the hunt and kill algorithm MazeAlgorithm ma = new HuntAndKillMazeAlgorithm(mazeCells); ma.CreateMaze(); // building the navmesh for the navAgent surface.BuildNavMesh(); // instantiating the endobject at endpoint endObject = Instantiate(endObject, endPoint, Quaternion.identity); // giving the endobject audio source to the player playerHelp = player.GetComponent <GettingHelp>(); playerHelp.setEnding(endObject.GetComponent <AudioSource>()); }
void mazeGenerate() { HuntAndKillMazeAlgorithm ma = new HuntAndKillMazeAlgorithm(mazeCells); }
public static void CreateMaze(MazeCell[,] mazeCells, string seed) { MazeAlgorithm ma = new HuntAndKillMazeAlgorithm(mazeCells, seed); ma.CreateMaze(); }
/** * Reset the map and build a new maze. */ private void BuildNewMazeSection() { // Exit if the game is paused if (PauseMenu.isPaused) { return; } // Check if the remaining time is divisible by 5 by checking the last digit (using mod causes this to be true longer than we want for some reason, so we do it this way) bool correctInterval = timeController.timeLeft.ToString().EndsWith("5") || timeController.timeLeft.ToString().EndsWith("0"); // Don't build new sections while time is reversing or the time remaining isn't divisible by 5 if (timeController.isReversing || !correctInterval) { return; } // Copy the maze layout CopyCurrentMazeLayout(); // Randomly choose a section of the maze that the player ISN'T in to change int section = UnityEngine.Random.Range(1, 5); switch (section) { case 1: if (playerSectionTag == "SECTION ONE") { BuildNewMazeSection(); break; } GenerateMazeSection(0, 0, 6, 9, "SectionOne"); break; case 2: if (playerSectionTag == "SECTION TWO") { BuildNewMazeSection(); break; } GenerateMazeSection(0, 9, 6, 18, "SectionTwo"); break; case 3: if (playerSectionTag == "SECTION THREE") { BuildNewMazeSection(); break; } GenerateMazeSection(6, 0, 12, 9, "SectionThree"); break; case 4: if (playerSectionTag == "SECTION FOUR") { BuildNewMazeSection(); break; } GenerateMazeSection(6, 9, 12, 18, "SectionFour"); break; } // Carve a path out of the cells to create a maze MazeAlgorithm ma = new HuntAndKillMazeAlgorithm(mazeCells); ma.CreateMaze(); // Update the nav mesh mazeChanged = true; }