コード例 #1
0
    public void RegenerateLevel()
    {
        LevelHolder.Level = null;

        if (LevelHolder.LevelSkeletonWithBioms == null)
        {
            Debug.Log($"[Failed] Level generation failed: {nameof(LevelHolder.LevelSkeletonWithBioms)} is null");
            return;
        }

        var levelGeneratorParams = new LevelGeneratorParams()
        {
            LevelSkeleton = LevelHolder.LevelSkeletonWithBioms
        };

        var levelGenerator = new LevelGenerator(levelGeneratorParams);

        LevelHolder.Level = levelGenerator.Execute();

        if (LevelHolder.Level == null)
        {
            Debug.Log("[Failed] Level generation failed");
            return;
        }

        Redraw();
    }
コード例 #2
0
ファイル: LevelGenerator.cs プロジェクト: Sannholm/Leap
    private void ChooseActionPoints(System.Random rand, LevelGeneratorParams p, PlatformInfo plat)
    {
        float earlyLandMargin = Mathf.Lerp(p.minEarlyLandMargin, p.maxEarlyLandMargin, (float)rand.NextDouble());
        float lateJumpMargin  = Mathf.Lerp(p.minLateJumpMargin, p.maxLateJumpMargin, (float)rand.NextDouble());

        plat.landPoint = Vector2.Lerp(plat.GetStartPoint(), plat.GetEndPoint(), earlyLandMargin);
        plat.jumpPoint = Vector2.Lerp(plat.GetStartPoint(), plat.GetEndPoint(), 1 - lateJumpMargin);
    }
コード例 #3
0
ファイル: LevelGenerator.cs プロジェクト: Sannholm/Leap
    private MovementFunc SetupJumpFunction(LevelGeneratorParams p, IList <PlatformInfo> platforms, PlatformInfo from, PlatformInfo to)
    {
        Vector2      jumpStart = from.jumpPoint;
        Vector2      jumpEnd   = to.landPoint;
        MovementFunc jf        = GenerateJumpFunction(p, jumpStart, jumpEnd);

        from.jumpFunction = jf;
        return(jf);
    }
コード例 #4
0
    public void RegenerateBioms(float minEs, float maxEs)
    {
        LevelHolder.LevelSkeletonWithBioms = null;
        LevelHolder.Level = null;

        if (LevelHolder.LevelSkeleton == null)
        {
            Debug.Log($"[Failed] Bioms generation failed: {nameof(LevelHolder.LevelSkeleton)} is null");
            return;
        }

        var levelSkeletonBiomsGeneratorParams = new LevelSkeletonBiomsGeneratorParams()
        {
            LevelSkeleton = LevelHolder.LevelSkeleton
        };

        if (minEs > 0)
        {
            levelSkeletonBiomsGeneratorParams.MinOpenSpacePerimeter = minEs;
        }

        if (maxEs > 0)
        {
            levelSkeletonBiomsGeneratorParams.MaxOpenSpacePerimeter = maxEs;
        }

        var levelSkeletonBiomsGenerator = new LevelSkeletonBiomsGenerator(levelSkeletonBiomsGeneratorParams);

        LevelHolder.LevelSkeletonWithBioms = levelSkeletonBiomsGenerator.Execute();

        if (LevelHolder.LevelSkeletonWithBioms == null)
        {
            Debug.Log("[Failed] Bioms generation failed");
            return;
        }

        var levelGeneratorParams = new LevelGeneratorParams()
        {
            LevelSkeleton = LevelHolder.LevelSkeletonWithBioms
        };

        var levelGenerator = new LevelGenerator(levelGeneratorParams);

        LevelHolder.Level = levelGenerator.Execute();

        if (LevelHolder.Level == null)
        {
            Debug.Log("[Failed] Level generation failed");
            return;
        }

        Redraw();
    }
コード例 #5
0
ファイル: LevelGenerator.cs プロジェクト: Sannholm/Leap
    private MovementFunc GenerateJumpFunction(LevelGeneratorParams p, Vector2 jumpStart, Vector2 jumpEnd)
    {
        float dx = jumpEnd.x - jumpStart.x;
        float dy = jumpEnd.y - jumpStart.y;
        float h  = Mathf.Max(0, dy) + dx * p.jumpHeightRatio;
        float jt = Vector2.Distance(jumpStart, jumpEnd) * p.jumpTimePerDistance;

        float a  = (dy - 2 * (h + Mathf.Sqrt(h * (-dy + h)))) / (jt * jt);
        float b  = (2 * (h + Mathf.Sqrt(h * (-dy + h)))) / jt;
        float vx = dx / jt;

        return(new MovementFunc(t => new Vector2(vx * t, (a * t + b) * t), jt));
    }
コード例 #6
0
    public void Regenerate(LevelSkeletonGeneratorParams levelSkeletonGeneratorParams)
    {
        LevelHolder.LevelSkeleton          = null;
        LevelHolder.LevelSkeletonWithBioms = null;
        LevelHolder.Level = null;

        var levelSkeletonGenerator = new LevelSkeletonGenerator(levelSkeletonGeneratorParams);

        LevelHolder.LevelSkeleton = levelSkeletonGenerator.Execute();

        if (LevelHolder.LevelSkeleton == null)
        {
            Debug.Log("[Failed] generation failed");
            return;
        }

        var levelSkeletonBiomsGeneratorParams = new LevelSkeletonBiomsGeneratorParams
        {
            LevelSkeleton         = LevelHolder.LevelSkeleton,
            MinOpenSpacePerimeter = levelSkeletonGeneratorParams.MinOpenSpacePerimeter,
            MaxOpenSpacePerimeter = levelSkeletonGeneratorParams.MaxOpenSpacePerimeter
        };

        var levelSkeletonBiomsGenerator = new LevelSkeletonBiomsGenerator(levelSkeletonBiomsGeneratorParams);

        LevelHolder.LevelSkeletonWithBioms = levelSkeletonBiomsGenerator.Execute();

        if (LevelHolder.LevelSkeletonWithBioms == null)
        {
            Debug.Log("[Failed] Bioms generation failed");
            return;
        }

        var levelGeneratorParams = new LevelGeneratorParams()
        {
            LevelSkeleton = LevelHolder.LevelSkeletonWithBioms
        };

        var levelGenerator = new LevelGenerator(levelGeneratorParams);

        LevelHolder.Level = levelGenerator.Execute();

        if (LevelHolder.Level == null)
        {
            Debug.Log("[Failed] Level generation failed");
            return;
        }

        Redraw();
    }
コード例 #7
0
ファイル: LevelGenerator.cs プロジェクト: Sannholm/Leap
    private PlatformInfo PlaceNextPlatform(System.Random rand, LevelGeneratorParams p, PlatformInfo prevPlatform, float progress)
    {
        Vector2 prevPlatformEndpoint = prevPlatform.GetEndPoint();
        float   spacing = Mathf.Lerp(p.minSpacing, p.maxSpacing, (float)rand.NextDouble());
        float   x       = prevPlatformEndpoint.x + spacing;

        float offsetY   = Mathf.Lerp(p.minOffsetY, p.maxOffsetY, (float)rand.NextDouble());
        float y         = prevPlatformEndpoint.y + offsetY;
        float tiltAngle = Mathf.Lerp(p.minTiltAngle, p.maxTiltAngle, (float)rand.NextDouble());

        float avgLength = Mathf.Lerp(p.startAvgLength, p.endAvgLength, progress);
        float length    = avgLength + Mathf.Lerp(-p.lengthVariation, p.lengthVariation, (float)rand.NextDouble());

        Vector2 start = new Vector2(x, y);
        Vector2 end   = start + (Vector2)(Quaternion.Euler(0, 0, tiltAngle) * new Vector2(length, 0));

        return(PlatformInfo.FromEndpoints(start, end));
    }
コード例 #8
0
ファイル: GameController.cs プロジェクト: Sannholm/Leap
    private (IList <Platform> platforms, MovementFunc guidePath) ConstructLevel(LevelGeneratorParams levelGenParams)
    {
        LevelGenerator levelGen = new LevelGenerator();

        // Generate platforms
        IList <PlatformInfo> platformInfos = levelGen.GeneratePlatforms(new System.Random(), PlatformInfo.FromLength(Vector2.zero, startPlatformLength), levelGenParams);
        IList <Platform>     platforms     = new List <Platform>(platformInfos.Count);

        PlacePlatforms(platforms, platformInfos);

        // Generate guide path
        float        jumpDuration  = platformInfos.Sum(p => p.GetJumpFunction().duration);
        float        runDuration   = levelGenParams.levelDuration - jumpDuration;
        float        runDistance   = platformInfos.Sum(p => Vector3.Distance(p.GetLandPoint(), p.GetJumpPoint()));
        float        guideRunSpeed = runDistance / runDuration;
        MovementFunc guidePath     = levelGen.GenerateGuidePath(platformInfos, guideRunSpeed);

        return(platforms, guidePath);
    }
コード例 #9
0
ファイル: LevelGenerator.cs プロジェクト: Sannholm/Leap
    public IList <PlatformInfo> GeneratePlatforms(System.Random rand, PlatformInfo startPlatform, LevelGeneratorParams p)
    {
        Assert.IsTrue(p.maxEarlyLandMargin + p.maxLateJumpMargin <= 1, "Early landing and late jump margin overlapping");

        IList <PlatformInfo> platforms = new List <PlatformInfo>();

        ChooseActionPoints(rand, p, startPlatform);
        platforms.Add(startPlatform);

        float accumLevelTime = Vector2.Distance(startPlatform.GetStartPoint(), startPlatform.GetJumpPoint()) / p.runSpeed;

        while (accumLevelTime < p.levelDuration)
        {
            float progress = accumLevelTime / p.levelDuration;

            PlatformInfo plat = PlaceNextPlatform(rand, p, platforms[platforms.Count - 1], progress);
            ChooseActionPoints(rand, p, plat);
            platforms.Add(plat);

            MovementFunc jf = SetupJumpFunction(p, platforms, platforms[platforms.Count - 2], platforms[platforms.Count - 1]);

            accumLevelTime += Vector2.Distance(plat.GetLandPoint(), plat.GetJumpPoint()) / p.runSpeed + jf.duration;
        }

        platforms[platforms.Count - 1].jumpFunction = new MovementFunc(_ => Vector2.zero, 0);

        return(platforms);
    }