public void generateField() { Vector2 pos = new Vector2(); pos.X = 450; pos.Y = 180; Block b = new Block(blocktext, pos, null, 0); b.SetParent(b); blocks.Add(b); for (int i = 1; i < this.cells.Count; i++) { bool setNewRoot = false; Vector2 newpos = new Vector2(); Cell C = new Cell(); int k = this.blocks.Count - 1; Block pre = this.blocks.ToArray()[k]; // Random generation of board blocks! // Variables: bool BuildBlock = false; int loc = rand.Next(1, 4); // Loop bool NotFound = true; while (NotFound) { if (setNewRoot) k = rand.Next(0, this.blocks.Count); pre = this.blocks.ToArray()[k]; loc = rand.Next(1, 5); // Check Direction to be Built switch (loc) { case 1: newpos.X = pre.Apos.X - 30; newpos.Y = pre.Apos.Y; break; case 2: newpos.X = pre.Apos.X; newpos.Y = pre.Apos.Y - 30; break; case 3: newpos.X = pre.Apos.X + 30; newpos.Y = pre.Apos.Y; break; case 4: newpos.X = pre.Apos.X; newpos.Y = pre.Apos.Y + 30; break; default: break; } if (newpos.X < mainFrame.Width && newpos.Y < mainFrame.Height && newpos.X >= 0 && newpos.Y >= 0) { foreach (Cell c in this.cells) { if (c.X == newpos.X && c.Y == newpos.Y) { C = c; C.visited = true; int freeNeighbors = 0; // check for neighbors if (!isBlockNeighbor((int)newpos.X + 30, (int)newpos.Y)) //if(!isVisitedNeighbor((int)newpos.X + 30, (int)newpos.Y)) freeNeighbors++; if (!isBlockNeighbor((int)newpos.X, (int)newpos.Y + 30)) //if(!isVisitedNeighbor((int)newpos.X, (int)newpos.Y + 30)) freeNeighbors++; if (!isBlockNeighbor((int)newpos.X - 30, (int)newpos.Y)) //if(!isVisitedNeighbor((int)newpos.X - 30, (int)newpos.Y)) freeNeighbors++; if (!isBlockNeighbor((int)newpos.X, (int)newpos.Y - 30)) //if (!isVisitedNeighbor((int)newpos.X, (int)newpos.Y - 30)) freeNeighbors++; if (freeNeighbors >= 3) { NotFound = false; BuildBlock = true; } if (freeNeighbors < 3) setNewRoot = true; } } } if (blocks.Count > 3100) return; } if (BuildBlock) { Block newBlock = new Block(blocktext, newpos, pre, loc); newBlock.cell = C; C.setBlock(newBlock); this.blocks.Add(newBlock); pre.SetChild(newBlock); //System.Console.WriteLine(C.id); } } }
public void generateMazePlan() { int ID = 0; for (int i = 0; i < mainFrame.Width / 30; i++) { for (int j = 0; j < mainFrame.Height / 30; j++) { Cell c = new Cell(i * 30, j * 30); c.id = ID + 1; ID++; this.cells.Add(c); } } }