Пример #1
0
        static void Example()
        {
            // 乱数の設定をコンストラクタで行います。
            FieldGenerator gen = new FieldGenerator(5);

            // フィールドの生成方法
            // フィールドのw, hは2以上
            // ブロックのw, hは5以上かつ奇数という制限があります
            int fieldHeight = 3;
            int fieldWidth = 3;
            int blockHeight = 5;
            int blockWidth = 5;
            gen.SetSize(fieldHeight, fieldWidth, blockHeight, blockWidth);

            // フィールドを生成します
            // 各要素がブロックである2次元配列を生成します
            // したがって、ブロック(i,j)にはreturn_value[i,j]でアクセスし、
            // ブロック(i,j)内の要素(u,v)にはreturn_value[i,j][u,v]でアクセスします
            var field = gen.CreateField();
            gen.DebugPrint(field);

            // 生成したフィールドの1つの要素が何を示すかはFieldGenerator.ChipTypeで調べます。
            if (FieldGenerator.ChipType.Wall == field[0, 0][0, 0])
                Console.WriteLine("壁です");
        }
Пример #2
0
        static void Example()
        {
            // 乱数の設定をコンストラクタで行います。
            FieldGenerator gen = new FieldGenerator(5);

            // フィールドの生成方法
            // フィールドのw, hは2以上
            // ブロックのw, hは5以上かつ奇数という制限があります
            int fieldHeight = 3;
            int fieldWidth  = 3;
            int blockHeight = 5;
            int blockWidth  = 5;

            gen.SetSize(fieldHeight, fieldWidth, blockHeight, blockWidth);

            // フィールドを生成します
            // 各要素がブロックである2次元配列を生成します
            // したがって、ブロック(i,j)にはreturn_value[i,j]でアクセスし、
            // ブロック(i,j)内の要素(u,v)にはreturn_value[i,j][u,v]でアクセスします
            var field = gen.CreateField();

            gen.DebugPrint(field);

            // 生成したフィールドの1つの要素が何を示すかはFieldGenerator.ChipTypeで調べます。
            if (FieldGenerator.ChipType.Wall == field[0, 0][0, 0])
            {
                Console.WriteLine("壁です");
            }
        }
Пример #3
0
	// 레벨 생성 Kazuhisa Minato.
	public void		generateLevel(int seed)
	{
		if(this.levelGenerator == null) {

			this.random_plant = PseudoRandom.get().createPlant("MapCreator", 100);

			// ---------------------------------------------------------------- //

			// 난수 설정을 생성자에서 한다.
			this.levelGenerator = new FieldGenerator (seed);
			
			// 필드 생성방법.
			// 필드의 w, h는 2이상.
			// 블록의 w, h는 5이상 그리고 홀수라는 제한이 있다..
			// 홀수열의 그리드 폭은 제로로 해석할 필요가 있다.
			this.levelGenerator.SetSize (ROOM_ROWS_NUM, ROOM_COLUMNS_NUM, BLOCK_ROWS_NUM, BLOCK_COLUMNS_NUM);

			// 필드를 생성.
			// 각 요소가 블록인 2차원 배열을 생성한다.
			// 따라서 블록(i,j)에는 return_value[i,j]로 액세스 하고.
			// 블록(i,j)안의 요소(u,v)에는 return_value[i,j][u,v]로 액세스한다.
			var	levelData = levelGenerator.CreateField();


			// FieldGenerator 출력을 정렬한다.
			// ・[z, x]		->	[x, z].
			// ・위가 z = 0	->	아래가 z = 0.

			this.level_data = new FieldGenerator.ChipType[ROOM_COLUMNS_NUM, ROOM_ROWS_NUM][,];

			foreach(var ri in Map.RoomIndex.getRange(ROOM_COLUMNS_NUM, ROOM_ROWS_NUM)) {

				this.level_data[ri.x, ri.z] = new FieldGenerator.ChipType[BLOCK_COLUMNS_NUM, BLOCK_ROWS_NUM];

				foreach(var bi in Map.BlockIndex.getRange(this.block_columns_num, this.block_rows_num)) {

					this.level_data[ri.x, ri.z][bi.x, bi.z] = levelData[ROOM_ROWS_NUM - 1 - ri.z, ri.x][BLOCK_ROWS_NUM - 1 - bi.z, bi.x];
				}
			}

			// 시작, 목표.

			var ep = levelGenerator.GetEndPoints(levelData);

			this.start.room_index.x  = ep[0].fieldWidth;
			this.start.room_index.z  = ROOM_ROWS_NUM - 1 - ep[0].fieldHeight;
			this.start.block_index.x = (ep[0].blockWidth - 1)/2;
			this.start.block_index.z = this.block_grid_rows_num - 1 - (ep[0].blockHeight - 1)/2;

			this.goal.room_index.x  = ep[1].fieldWidth;
			this.goal.room_index.z  = ROOM_ROWS_NUM - 1 - ep[1].fieldHeight;
			this.goal.block_index.x = (ep[1].blockWidth - 1)/2;
			this.goal.block_index.z = this.block_grid_rows_num - 1 - (ep[1].blockHeight - 1)/2;

			//

			// ---------------------------------------------------------------- //

			// 방을 만든다.

			this.floor_root_go = new GameObject("Floor");

			foreach(var room_index in Map.RoomIndex.getRange(ROOM_COLUMNS_NUM, ROOM_ROWS_NUM)) {

				this.createRoom(room_index);
			}

			// 더미인 방.
			// (플로어의 가장 아래 열).
			for(int i = 0;i < ROOM_COLUMNS_NUM;i++) {

				this.createVacancy(new Map.RoomIndex(i, -1));
			}

			// 방 칸막이 생성.
			this.createRoomWall();

			this.createOuterWalls();


			// ---------------------------------------------------------------- //
			// 플로어 위에 둘 것(문, 아이템 등) 정보를 만들어 둔다.

			// 방 이동 문.
	
			this.block_infos = new MapCreator.BlockInfo[ROOM_COLUMNS_NUM, ROOM_ROWS_NUM][,];

			foreach(var ri in Map.RoomIndex.getRange(ROOM_COLUMNS_NUM, ROOM_ROWS_NUM)) {

				this.block_infos[ri.x, ri.z] = new BlockInfo[this.block_grid_columns_num, this.block_grid_rows_num];

				var		block_info_room = this.block_infos[ri.x, ri.z];
				var		level_data_room = this.level_data[ri.x, ri.z];

				foreach(var bi in Map.BlockIndex.getRange(this.block_grid_columns_num, this.block_grid_rows_num)) {

					block_info_room[bi.x, bi.z].chip = Map.CHIP.VACANT;

					if(level_data_room[bi.x*2 + 1 - 1, bi.z*2 + 1] == FieldGenerator.ChipType.Door) {

						block_info_room[bi.x, bi.z].chip    = Map.CHIP.DOOR;
						block_info_room[bi.x, bi.z].option0 = (int)Map.EWSN.WEST;

					} else if(level_data_room[bi.x*2 + 1 + 1, bi.z*2 + 1] == FieldGenerator.ChipType.Door) {

						block_info_room[bi.x, bi.z].chip    = Map.CHIP.DOOR;
						block_info_room[bi.x, bi.z].option0 = (int)Map.EWSN.EAST;

					} else if(level_data_room[bi.x*2 + 1, bi.z*2 + 1 - 1] == FieldGenerator.ChipType.Door) {

						block_info_room[bi.x, bi.z].chip    = Map.CHIP.DOOR;
						block_info_room[bi.x, bi.z].option0 = (int)Map.EWSN.SOUTH;

					} else if(level_data_room[bi.x*2 + 1, bi.z*2 + 1 + 1] == FieldGenerator.ChipType.Door) {

						block_info_room[bi.x, bi.z].chip    = Map.CHIP.DOOR;
						block_info_room[bi.x, bi.z].option0 = (int)Map.EWSN.NORTH;
					}
				}
			}

			// 플로어 이동 문.

			this.block_infos[this.start.room_index.x, this.start.room_index.z][this.start.block_index.x, this.start.block_index.z].chip    = Map.CHIP.STAIRS;
			this.block_infos[this.start.room_index.x, this.start.room_index.z][this.start.block_index.x, this.start.block_index.z].option0 = 0;
			this.block_infos[this.goal.room_index.x,   this.goal.room_index.z][this.goal.block_index.x,   this.goal.block_index.z].chip    = Map.CHIP.STAIRS;
			this.block_infos[this.goal.room_index.x,   this.goal.room_index.z][this.goal.block_index.x,   this.goal.block_index.z].option0 = 1;

			foreach(var ri in Map.RoomIndex.getRange(ROOM_COLUMNS_NUM, ROOM_ROWS_NUM)) {

				var		info_room = this.block_infos[ri.x, ri.z];

				RoomController	room = this.get_room_root_go(ri);

				List<Map.BlockIndex>	reserves = new List<Map.BlockIndex>();

				// ジェネレーター.
				for(int i = 0;i < 3;i++) {

					var		lair_places = this.allocateChipPlacesRoom(ri, Map.CHIP.LAIR, 1);

					if(lair_places.Count == 0) {

						break;
					}

					// 제네레이터가 이웃한 블록에 나오지 않게.
					// 주위 8블록을 예약해 둔다.

					Map.BlockIndex	bi = lair_places[0];

					foreach(var around in bi.getArounds8()) {

						if(this.allocateChipPlaceRoom(ri, around, Map.CHIP.LAIR)) {
	
							reserves.Add(around);
						}
					}
				}

				// 예약한 블록을 반환한다.
				foreach(var reserve in reserves) {

					this.putbackChipPlaceRoom(ri, reserve);
				}

				// 방 이동 열쇠.

				var		key_places = this.allocateChipPlacesRoom(ri, Map.CHIP.KEY, room.getDoorCount());

				for(int i = 0;i < key_places.Count;i++) {

					Map.BlockIndex	place = key_places[i];

					info_room[place.x, place.z].option0 = (int)room.getDoorByIndex(i).KeyType;
				}
			}

			// 플로어 이동 문의 열쇠.

			bool	floor_key_created = false;

			for(int i = 0;i < ROOM_COLUMNS_NUM*ROOM_ROWS_NUM;i++) {

				Map.RoomIndex	ri = new Map.RoomIndex();

				ri.x = this.random_plant.getRandomInt(ROOM_COLUMNS_NUM);
				ri.z = this.random_plant.getRandomInt(ROOM_ROWS_NUM);

				var floor_key_places = this.allocateChipPlacesRoom(ri, Map.CHIP.KEY, 1);

				if(floor_key_places.Count == 0) {

					continue;
				}

				this.block_infos[ri.x, ri.z][floor_key_places[0].x, floor_key_places[0].z].option0 = (int)Item.KEY_COLOR.PURPLE;

				floor_key_created = true;
				break;
			}
			if(!floor_key_created) {

				Debug.LogError("can't create floor key.");
			}

			// ---------------------------------------------------------------- //

		}
	}