public void TestMethod1() { RandomMaze maze; maze = new RandomMaze(15, 9); //cube = new Cube(); maze.GenerateMaze(); maze.printMaze(); maze.setStartPointAndDestPoint(); maze.printMaze(); }
public MazeLandscape(LabGame game,int dimension,int seed ) { this.seed = seed; this.dimension = dimension; this.game = game; maze = new RandomMaze(dimension, seed); cube = new Cube(); maze.GenerateMaze(); maze.setStartPointAndDestPoint(); while (maze.destPoint == null) { game.mazeSeed=game.random.Next(); this.seed = game.mazeSeed; maze = new RandomMaze(dimension, this.seed); //cube = new Cube(); maze.GenerateMaze(); maze.setStartPointAndDestPoint(); } //display path. /* List<Node> pathFromSrcToDest = maze.astar.FindPath(maze.astar.Float2DtoInt(maze.maze) , RandomMaze.WALL, maze.startPoint.x, maze.startPoint.y, maze.destPoint.x, maze.destPoint.y); */ //maze.updateMazeRoad(pathFromSrcToDest, Project.Cube.goal); type = GameObjectType.MazeLandscape; //if maze existed before just remove it from model game.assets.modelDict.Remove(mazeModelName); myModel = game.assets.GetModel(mazeModelName, CreateMazeLandscapeModel); //radius = 0.5f; //frictionConstant = 0.4f; pos = new SharpDX.Vector3(0, 0, 0); GetParamsFromModel(); effect = game.Content.Load<Effect>("Phong"); Debug.WriteLine("maze created"); entranceX = maze.startPoint.x * CUBESCALE * 2; entranceZ = maze.startPoint.y * CUBESCALE * 2; normalMaze = myModel.shapeArray; }