IsOpenTile() 공개 메소드

public IsOpenTile ( int x, int y ) : bool
x int
y int
리턴 bool
예제 #1
0
 public void Setup(RL.Map _map, int[] _dir)
 {
     map = _map;
     directions = _dir;
     lineRenderers = new GameObject[directions.Length];
     for (int i = 0; i < directions.Length; i++) {
         lineRenderers [i] = new GameObject ();
         lineRenderers [i].transform.parent = transform;
         lineRenderers [i].transform.position = transform.position;
         LineRenderer lr = lineRenderers [i].AddComponent<LineRenderer> ();
         lr.renderer.sortingOrder = 2;
         lr.renderer.sortingLayerName = "Default";
         lr.SetColors(new Color(74/255f,63/255f,148/255f, 0.5f), new Color(113/255f,138/255f,145/255f, 0.5f));
         lr.SetWidth (0.05f, 0.05f);
         lr.material = (Material)Resources.Load ("trapParticle");
         lr.useWorldSpace = false;
         // move out on the direction until we hit a wall, this is our endpoint
         Vector2i ndir = new Vector2i (RL.Map.nDir[directions[i],0], RL.Map.nDir[directions[i],1]);
         Vector2i np = GetComponent<RLCharacter>().positionI;
         int distanceCount = 1;
         np += ndir;
         while (map.IsOpenTile (np.x, np.y)) {
             np += ndir;
         }
     //			np -= ndir*0.5f;
         lr.SetPosition (0, Vector3.zero);
         lr.SetPosition (1, new Vector3(np.x-ndir.x*0.5f, np.y-ndir.y*0.5f, 0)-transform.position);
     }
 }
예제 #2
0
    public void Setup(RL.Map _map, int[] _dir)
    {
        map           = _map;
        directions    = _dir;
        lineRenderers = new GameObject[directions.Length];
        for (int i = 0; i < directions.Length; i++)
        {
            lineRenderers [i] = new GameObject();
            lineRenderers [i].transform.parent   = transform;
            lineRenderers [i].transform.position = transform.position;
            LineRenderer lr = lineRenderers [i].AddComponent <LineRenderer> ();
            lr.renderer.sortingOrder     = 2;
            lr.renderer.sortingLayerName = "Default";
            lr.SetColors(new Color(74 / 255f, 63 / 255f, 148 / 255f, 0.5f), new Color(113 / 255f, 138 / 255f, 145 / 255f, 0.5f));
            lr.SetWidth(0.05f, 0.05f);
            lr.material      = (Material)Resources.Load("trapParticle");
            lr.useWorldSpace = false;
            // move out on the direction until we hit a wall, this is our endpoint
            Vector2i ndir          = new Vector2i(RL.Map.nDir[directions[i], 0], RL.Map.nDir[directions[i], 1]);
            Vector2i np            = GetComponent <RLCharacter>().positionI;
            int      distanceCount = 1;
            np += ndir;
            while (map.IsOpenTile(np.x, np.y))
            {
                np += ndir;
            }
//			np -= ndir*0.5f;
            lr.SetPosition(0, Vector3.zero);
            lr.SetPosition(1, new Vector3(np.x - ndir.x * 0.5f, np.y - ndir.y * 0.5f, 0) - transform.position);
        }
    }
예제 #3
0
    void BulletProcess()
    {
        EachObject((b) => {
            b.SetPosition(b.positionI.x + RL.Map.nDir [(int)b.direction, 0], b.positionI.y + RL.Map.nDir [(int)b.direction, 1]);
        }, RLCharacter.RLTypes.BULLET);

        OverlapCheck((b, m) => {
            objects.Remove(m);
            objects.Remove(b);
            Destroy(m.gameObject);
            Destroy(b.gameObject);
        }, RLCharacter.RLTypes.BULLET, RLCharacter.RLTypes.MONSTER);

        EachObject((b) => {
            if (!map.IsOpenTile(b.positionI.x, b.positionI.y))
            {
                objects.Remove(b);
                Destroy(b.gameObject);
            }
        }, RLCharacter.RLTypes.BULLET);

        fsm.PerformTransition(FsmTransitionId.Complete);
    }
예제 #4
0
        public List <Vector2i> FindPath(Vector2i start, Vector2i end, CostCallback costFn, Map map)
        {
            if (start.Equals(end))
            {
                return(new List <Vector2i> ());
            }
            // clear the lists
            openList   = new Dictionary <ulong, Node> ();
            closedList = new Dictionary <ulong, Node> ();
            Node startNode = new Node(start);

            openList [startNode.Key] = startNode;
            bool pathfound   = false;
            int  searchCount = 0;

            while (!pathfound && openList.Count > 0 && searchCount < 500)
            {
                Node lowestCost = findLowestCost();
                openList.Remove(lowestCost.Key);
                closedList[lowestCost.Key] = lowestCost;

                if (lowestCost.position.Equals(end))
                {
                    pathfound = true;
                    break;
                }
                for (int i = 0; i < 4; i++)
                {
                    Vector2i neighborPosition = new Vector2i(lowestCost.position.x + Map.nDir [i, 0], lowestCost.position.y + Map.nDir [i, 1]);

                    int newCost = lowestCost.distanceCost + costFn(neighborPosition.x, neighborPosition.y);

                    if (map.IsOpenTile(neighborPosition.x, neighborPosition.y) && !openList.ContainsKey(Node.KeyFromPostion(neighborPosition)))
                    {
                        Node newPosition = new Node(neighborPosition);
                        newPosition.heuristicCost = (int)Math.Abs(neighborPosition.x - end.x) + (int)Math.Abs(neighborPosition.y - end.y);
                        newPosition.distanceCost  = newCost;
                        newPosition.parent        = lowestCost;
                        openList[newPosition.Key] = newPosition;
                    }
                    else if (openList.ContainsKey(Node.KeyFromPostion(neighborPosition)) && openList[Node.KeyFromPostion(neighborPosition)].distanceCost > newCost)
                    {
                        openList [Node.KeyFromPostion(neighborPosition)].distanceCost = newCost;
                        openList [Node.KeyFromPostion(neighborPosition)].parent       = lowestCost;
                    }
                }
                searchCount++;
            }
            Node nextn = null;

            // couldn't find a path to the end
            if (!closedList.ContainsKey(Node.KeyFromPostion(end)))
            {
                // just build a short list containing the neighbor tiles.
                // eventually this should find "as near as possible" type tiles to move towards
                // I guess it depends on the application though
                startNode = new Node(start);
                Node lowestCost = startNode;
                for (int i = 0; i < 4; i++)
                {
                    Vector2i neighborPosition = new Vector2i(lowestCost.position.x + Map.nDir [i, 0], lowestCost.position.y + Map.nDir [i, 1]);
                    int      newCost          = lowestCost.distanceCost + costFn(neighborPosition.x, neighborPosition.y);
                    if (map.IsOpenTile(neighborPosition.x, neighborPosition.y) && !openList.ContainsKey(Node.KeyFromPostion(neighborPosition)))
                    {
                        Node newPosition = new Node(neighborPosition);
                        newPosition.heuristicCost  = (int)Math.Abs(neighborPosition.x - end.x) + (int)Math.Abs(neighborPosition.y - end.y);
                        newPosition.distanceCost   = newCost;
                        newPosition.parent         = lowestCost;
                        openList [newPosition.Key] = newPosition;
                    }
                }
                nextn = findLowestCost();
            }
            else
            {
                nextn = closedList [Node.KeyFromPostion(end)];
            }
            // build the step list
            List <Vector2i> returnList = new List <Vector2i> ();

            while (nextn != null)
            {
                returnList.Add(nextn.position);
                nextn = nextn.parent;
            }
            returnList.Reverse();
            return(returnList);
        }
예제 #5
0
        public List<Vector2i> FindPath(Vector2i start, Vector2i end, CostCallback costFn, Map map)
        {
            if (start.Equals (end)) {
                return new List<Vector2i> ();
            }
            // clear the lists
            openList = new Dictionary<ulong, Node> ();
            closedList = new Dictionary<ulong, Node> ();
            Node startNode = new Node (start);
            openList [startNode.Key] = startNode;
            bool pathfound = false;
            int searchCount = 0;
            while (!pathfound && openList.Count > 0 && searchCount < 500) {
                Node lowestCost = findLowestCost ();
                openList.Remove (lowestCost.Key);
                closedList[lowestCost.Key] = lowestCost;

                if (lowestCost.position.Equals (end)) {
                    pathfound = true;
                    break;
                }
                for (int i = 0; i < 4; i++) {

                    Vector2i neighborPosition = new Vector2i (lowestCost.position.x + Map.nDir [i, 0], lowestCost.position.y + Map.nDir [i, 1]);

                    int newCost = lowestCost.distanceCost + costFn (neighborPosition.x, neighborPosition.y);

                    if (map.IsOpenTile (neighborPosition.x, neighborPosition.y) && !openList.ContainsKey (Node.KeyFromPostion (neighborPosition))) {
                        Node newPosition = new Node (neighborPosition);
                        newPosition.heuristicCost = (int)Math.Abs (neighborPosition.x - end.x) + (int)Math.Abs (neighborPosition.y - end.y);
                        newPosition.distanceCost = newCost;
                        newPosition.parent = lowestCost;
                        openList[newPosition.Key] = newPosition;
                    } else if (openList.ContainsKey (Node.KeyFromPostion (neighborPosition)) && openList[Node.KeyFromPostion (neighborPosition)].distanceCost > newCost) {
                        openList [Node.KeyFromPostion (neighborPosition)].distanceCost = newCost;
                        openList [Node.KeyFromPostion (neighborPosition)].parent = lowestCost;
                    }
                }
                searchCount++;
            }
            Node nextn = null;
            // couldn't find a path to the end
            if (!closedList.ContainsKey (Node.KeyFromPostion (end))) {
                // just build a short list containing the neighbor tiles.
                // eventually this should find "as near as possible" type tiles to move towards
                // I guess it depends on the application though
                startNode = new Node (start);
                Node lowestCost = startNode;
                for (int i = 0; i < 4; i++) {
                    Vector2i neighborPosition = new Vector2i (lowestCost.position.x + Map.nDir [i, 0], lowestCost.position.y + Map.nDir [i, 1]);
                    int newCost = lowestCost.distanceCost + costFn (neighborPosition.x, neighborPosition.y);
                    if (map.IsOpenTile (neighborPosition.x, neighborPosition.y) && !openList.ContainsKey (Node.KeyFromPostion (neighborPosition))) {
                        Node newPosition = new Node (neighborPosition);
                        newPosition.heuristicCost = (int)Math.Abs (neighborPosition.x - end.x) + (int)Math.Abs (neighborPosition.y - end.y);
                        newPosition.distanceCost = newCost;
                        newPosition.parent = lowestCost;
                        openList [newPosition.Key] = newPosition;
                    }
                }
                nextn = findLowestCost ();
            } else {
                nextn = closedList [Node.KeyFromPostion (end)];
            }
            // build the step list
            List<Vector2i> returnList = new List<Vector2i> ();
            while (nextn != null) {
                returnList.Add (nextn.position);
                nextn = nextn.parent;
            }
            returnList.Reverse ();
            return returnList;
        }
예제 #6
0
    // get the lookup table index for the sprite, based on its neighbors
    int calculateIndex(int x, int y, Map map)
    {
        // calculate the binary index of the layer

        int i1 = (!map.IsValidTile(x+1, y)||map.IsOpenTile(x+1,y))?0:1;
        int i2 = (!map.IsValidTile(x,y-1)||map.IsOpenTile(x,y-1))?0:1;
        int i3 = (!map.IsValidTile(x-1,y)||map.IsOpenTile(x-1,y))?0:1;
        int i4 = (!map.IsValidTile(x,y+1)||map.IsOpenTile(x,y+1))?0:1;

        return (i4<<3) | (i3<<2) | (i2<<1) | (i1);
    }
예제 #7
0
    void GenLevel()
    {
        currentLevel++;
        // clear the map and all current objects
        foreach (RLCharacter c in objects)
        {
            Destroy(c.gameObject);
        }
        objects.Clear();

        // rebuild the map
        // build the map
        map = new RL.Map(14, 12);

        // build the walls based on the underlying tiles
        for (int x = 0; x < map.sx; x++)
        {
            for (int y = 0; y < map.sy; y++)
            {
                /*
                 * assuming there is a sprite in the middle, here are the potential fills
                 * ...
                 * .x.
                 * ...
                 *
                 * ...
                 * xxx
                 * ...
                 *
                 * .x.
                 * .x.
                 * .x.
                 *
                 * oxi // note, need to do two for each, depending on the direction of internal / external
                 * oxx
                 * ooo
                 *
                 * ...
                 * .xx
                 * .x.
                 *
                 * .x.
                 * xx.
                 * ...
                 *
                 * what a pain in the butt. I am not going to f**k with this for right now, because it makes tons of assumptions
                 * about the map structure and room layout and stuff
                 */

                Sprite toInsert    = tl;
                bool   needsInsert = false;
                if (!map.IsOpenTile(x, y))
                {
                    toInsert    = t;
                    needsInsert = true;
                }
                if (needsInsert)
                {
                    GameObject s = (GameObject)Instantiate(spriteHolder, new Vector3(x, y, 0), Quaternion.identity);
                    s.GetComponent <SpriteRenderer> ().sprite = toInsert;
                    s.AddComponent <RLCharacter> ();
                    objects.Add(s.GetComponent <RLCharacter>());
                }
            }
        }

        GameObject playerGO = (GameObject)Instantiate(spriteHolder, new Vector3(4, 3, 0), Quaternion.identity);

        player = playerGO.AddComponent <RLCharacter> ();
//		player = playerGO.GetComponent<RLCharacter> ();
        player.GetComponent <SpriteRenderer> ().sprite = playerR;
        player.name = "player";
        objects.Add(player);
        currentFacing = Facing.RIGHT;

        // add a random number of monsters
        int nMonsters = currentLevel;

        for (int i = 0; i < nMonsters; i++)
        {
            GameObject m = (GameObject)Instantiate(monster, new Vector3(Random.Range(1, map.sx - 1), Random.Range(1, map.sy - 1)), Quaternion.identity);
            m.GetComponent <RLCharacter> ().AddType(RLCharacter.RLTypes.MONSTER);
            objects.Add(m.GetComponent <RLCharacter> ());
        }

        // add some downward facing stairs
        GameObject stair = (GameObject)Instantiate(spriteHolder, new Vector3(Random.Range(1, map.sx - 1), Random.Range(1, map.sy - 1)), Quaternion.identity);

        stair.GetComponent <SpriteRenderer> ().sprite = stairsDown;
        stair.AddComponent <RLCharacter> ();
        stair.GetComponent <RLCharacter> ().AddType(RLCharacter.RLTypes.STAIRS_DOWN);
        objects.Add(stair.GetComponent <RLCharacter> ());
    }
예제 #8
-1
    void GenLevel()
    {
        currentLevel++;
        // clear the map and all current objects
        foreach (RLCharacter c in objects) {
            Destroy (c.gameObject);
        }
        objects.Clear ();

        // rebuild the map
        // build the map
        map = new RL.Map (14, 12);

        // build the walls based on the underlying tiles
        for (int x = 0; x < map.sx; x++) {
            for (int y = 0; y < map.sy; y++) {
                /*
                 * assuming there is a sprite in the middle, here are the potential fills
                 * ...
                 * .x.
                 * ...
                 *
                 * ...
                 * xxx
                 * ...
                 *
                 * .x.
                 * .x.
                 * .x.
                 *
                 * oxi // note, need to do two for each, depending on the direction of internal / external
                 * oxx
                 * ooo
                 *
                 * ...
                 * .xx
                 * .x.
                 *
                 * .x.
                 * xx.
                 * ...
                 *
                 * what a pain in the butt. I am not going to f**k with this for right now, because it makes tons of assumptions
                 * about the map structure and room layout and stuff
                */

                Sprite toInsert = tl;
                bool needsInsert = false;
                if (!map.IsOpenTile (x, y)) {
                    toInsert = t;
                    needsInsert = true;
                }
                if (needsInsert) {
                    GameObject s = (GameObject)Instantiate (spriteHolder, new Vector3 (x, y, 0), Quaternion.identity);
                    s.GetComponent<SpriteRenderer> ().sprite = toInsert;
                    s.AddComponent<RLCharacter> ();
                    objects.Add (s.GetComponent<RLCharacter>());
                }
            }
        }

        GameObject playerGO = (GameObject)Instantiate (spriteHolder, new Vector3 (4, 3, 0), Quaternion.identity);
        player = playerGO.AddComponent<RLCharacter> ();
        //		player = playerGO.GetComponent<RLCharacter> ();
        player.GetComponent<SpriteRenderer> ().sprite = playerR;
        player.name = "player";
        objects.Add (player);
        currentFacing = Facing.RIGHT;

        // add a random number of monsters
        int nMonsters = currentLevel;
        for (int i = 0; i < nMonsters; i++) {
            GameObject m = (GameObject)Instantiate (monster, new Vector3 (Random.Range (1, map.sx - 1), Random.Range (1, map.sy - 1)), Quaternion.identity);
            m.GetComponent<RLCharacter> ().AddType (RLCharacter.RLTypes.MONSTER);
            objects.Add (m.GetComponent<RLCharacter> ());
        }

        // add some downward facing stairs
        GameObject stair = (GameObject)Instantiate (spriteHolder, new Vector3 (Random.Range (1, map.sx - 1), Random.Range (1, map.sy - 1)), Quaternion.identity);
        stair.GetComponent<SpriteRenderer> ().sprite = stairsDown;
        stair.AddComponent<RLCharacter> ();
        stair.GetComponent<RLCharacter> ().AddType (RLCharacter.RLTypes.STAIRS_DOWN);
        objects.Add (stair.GetComponent<RLCharacter> ());
    }