Exemplo n.º 1
0
    public bool TryToPlaceFeatureRandomly(GP[,] feature, ref GP[,] map)
    {
        var randomH = UnityEngine.Random.Range(0, map.GetLength(0)-feature.GetLength(0));
        var randomV = UnityEngine.Random.Range(0, map.GetLength(1)-feature.GetLength(1));

        if(CanPlaceFeature(feature, ref map, randomH, randomV))
        {
            PlaceFeature(feature, ref map, randomH, randomV);
            return true;
        }
        return false;
    }
Exemplo n.º 2
0
 public void PlaceFeature(GP[,] feature, ref GP[,] map, int hPos, int vPos)
 {
     for (var h = hPos; h < hPos + feature.GetLength(0); ++h)
     {
         for (var v = vPos; v < vPos + feature.GetLength(1); ++v)
         {
             map[h,v] = feature[h-hPos, v-vPos];
         }
     }
 }
Exemplo n.º 3
0
    public void CreateGameBoard(GP[,] pieceArray)
    {
        var board = GameManager.Instance.Board;
        var width = pieceArray.GetLength(0);
        var height = pieceArray.GetLength(1);
        board.CreateBoard(width, height);

        for (var h = 0; h < width; ++h)
        {
            for (var v = 0; v < height; ++v)
            {
                // create the piece
                var piece = GameObject.Instantiate(PrefabFromGP(pieceArray[h,v]));

                // always add a floor piece even if piece isn't a floor piece.
                var isFloor = piece.IsFloorPiece;
                if (!isFloor)
                {
                    var floorFirst = GameObject.Instantiate(FloorPiecePrefab);
                    board.SetPiece(h, v, floorFirst);
                }

                // tell the game NonFloorPieces
                board.SetPiece(h, v, piece);
            }
        }
    }
Exemplo n.º 4
0
    public GP[,] GenerateMap()
    {
        GP[,] generatedMap = new GP[7*20, 7*20];

        // mark every area as unset
        for(var i = 0; i < generatedMap.GetLength(0); ++i)
            for(var j = 0; j < generatedMap.GetLength(1); ++j)
                generatedMap[i,j] = GP.I;

        // place the white house randomly (special one time only chunk)
        var presidentPlaced = false;
        while(!presidentPlaced)
        {
            presidentPlaced = TryToPlaceFeatureRandomly(whiteHouse, ref generatedMap);
        }

        // Try to add some other features!  The map is 140x140, keep in mind feature size and the fact that some will fail
        var features = new GP[][,] { survivorSmallHouse /* 7 */, bigHouse /* 14 */, emptyStreetWithDebrisOrTrees /* 7 */ };
        var maxToPlace = new int[]{ 30, 20, 40 };
        for (var i = 0; i < features.Length; ++i)
        {
            var addedCount = 0;
            for (var tries = 0; tries < maxToPlace[i]; ++tries)
            {
                addedCount += TryToPlaceFeatureRandomly(features[i], ref generatedMap) ? 1 : 0;
            }
            Debug.Log(string.Format("Feature {2}: added {0}/{1}", addedCount, maxToPlace[i], i));
        }

        // Place some random starting zombies.
        var startingZombies = 2;
        var zombiesAdded = 0;
        while (zombiesAdded < startingZombies)
        {
            zombiesAdded += TryToPlaceFeatureRandomly(zombie, ref generatedMap) ? 1 : 0;
        }

        // Replace all remaining empty spaces with floors
        for (var i = 0; i < generatedMap.GetLength(0); ++i)
            for (var j = 0; j < generatedMap.GetLength(1); ++j)
                if (generatedMap[i, j] == GP.I)
                    generatedMap[i, j] = GP.F;

        return generatedMap;
    }
Exemplo n.º 5
0
 public bool CanPlaceFeature(GP[,] feature, ref GP[,] map, int hPos, int vPos)
 {
     for (var h = hPos; h < hPos + feature.GetLength(0); ++h)
     {
         for (var v = vPos; v < vPos + feature.GetLength(1); ++v)
         {
             if(map[h,v] != GP.I)
                 return false;
         }
     }
     return true;
 }