private void generateNextLevel() { baseMazeEngine.destroyImmediateMazeGeometry(); List <QVector2IntDir> exitPositionList = baseMazeEngine.getExitPositionList(); if (exitPositionList.Count > 1) { exitPositionList.RemoveAt(0); baseMazeEngine.setExitPositionList(exitPositionList); } List <QVector2Int> obstaclePositionList = new List <QVector2Int>(); if (prevMazeEngine == null) { prevRect = new QRectInt(QMath.getRandom(1, baseMazeEngine.getMazeWidth() - CHILD_MAZE_SIZE - 2), QMath.getRandom(1, baseMazeEngine.getMazeHeight() - CHILD_MAZE_SIZE - 2), CHILD_MAZE_SIZE, CHILD_MAZE_SIZE); obstaclePositionList.AddRange(rectToList(prevRect)); prevMazeEngine = createChildMaze(prevRect, childMazeEngine_1); prevMazeEngine.generateMaze(); player.setPosition(prevMazeEngine.transform.TransformPoint(prevMazeEngine.getFinishPositionList()[0].toVector3())); } else { prevMazeEngine.destroyImmediateMazeGeometry(); prevRect = nextRect; prevMazeEngine = nextMazeEngine; obstaclePositionList.AddRange(rectToList(prevRect)); } nextRect = new QRectInt(QMath.getRandom(1, baseMazeEngine.getMazeWidth() - CHILD_MAZE_SIZE - 2), QMath.getRandom(1, baseMazeEngine.getMazeHeight() - CHILD_MAZE_SIZE - 2), CHILD_MAZE_SIZE, CHILD_MAZE_SIZE); while (isRectNear(prevRect, nextRect)) { nextRect.x = QMath.getRandom(1, baseMazeEngine.getMazeWidth() - CHILD_MAZE_SIZE - 2); nextRect.y = QMath.getRandom(1, baseMazeEngine.getMazeHeight() - CHILD_MAZE_SIZE - 2); } obstaclePositionList.AddRange(rectToList(nextRect)); baseMazeEngine.setObstaclePositionList(obstaclePositionList); nextMazeEngine = createChildMaze(nextRect, prevMazeEngine == childMazeEngine_1 ? childMazeEngine_2 : childMazeEngine_1); nextMazeEngine.generateMaze(); List <QVector2IntDir> nextMazeEngineFinishPositionList = nextMazeEngine.getFinishPositionList(); finishTransform.parent = nextMazeEngine.getMazeData()[nextMazeEngineFinishPositionList[0].x][nextMazeEngineFinishPositionList[0].y].geometry.transform; finishTransform.localPosition = new Vector3(); player.setGoal(nextMazeEngine.transform.TransformPoint(nextMazeEngineFinishPositionList[0].toVector3()), goalReachedHandler); baseMazeEngine.generateMaze(); currentLevel++; levelText.text = "LEVEL: " + currentLevel; }
void generateNewMaze() { mazeEngine.destroyImmediateMazeGeometry(); mazeEngine.generateMaze(); List <QVector2IntDir> finishPointList = mazeEngine.getFinishPositionList(); for (int i = 0; i < finishPointList.Count; i++) { QVector2IntDir finishPosition = finishPointList[i]; GameObject finishTriggerInstance = (GameObject)GameObject.Instantiate(finishTriggerPrefab); finishTriggerInstance.transform.parent = mazeEngine.transform; finishTriggerInstance.transform.localPosition = new Vector3(finishPosition.x * mazeEngine.getMazePieceWidth(), 0.01f, -finishPosition.y * mazeEngine.getMazePieceHeight()); } QFinishTrigger[] finishTriggerArray = FindObjectsOfType <QFinishTrigger>(); if (finishTriggerArray != null) { for (int i = 0; i < finishTriggerArray.Length; i++) { finishTriggerArray[i].triggerHandlerEvent += finishHandler; } } List <QVector2IntDir> startPointList = mazeEngine.getStartPositionList(); QFPSController fpsController = FindObjectOfType <QFPSController>(); if (fpsController != null) { if (startPointList.Count == 0) { fpsController.gameObject.transform.position = new Vector3(0, 1, 0); } else { QVector2IntDir startPoint = startPointList[0]; fpsController.gameObject.transform.position = new Vector3(startPoint.x * mazeEngine.getMazePieceWidth(), 0.9f, -startPoint.y * mazeEngine.getMazePieceHeight()); fpsController.setRotation(Quaternion.AngleAxis((int)startPoint.direction * 90, Vector3.up)); } } currentLevel++; levelText.text = "LEVEL: " + currentLevel; }
private void AddFinishPoints() { //The maze engine provides a method called getFinishPositionList, which returns a list of finish points //Get the list of finish points from the mazeEngine and store them in the variable finishPoints List <QVector2IntDir> finishPoints = mazeEngine.getFinishPositionList(); //Loop through the finish points and instantiate them foreach (QVector2IntDir finishPoint in finishPoints) { //Instantiate a new game object GameObject goFinish = Instantiate(finishPrefab) as GameObject; //Set the object's parent to the maze so it is correctly positioned within the maze goFinish.transform.parent = mazeEngine.transform; //Position the finish object relative to its parent (local position) //Scale the x and z position according to the maze's width and height //The y-position is fixed at 0.01f; float x = finishPoint.x * mazeEngine.getMazePieceWidth(); float z = -finishPoint.y * mazeEngine.getMazePieceHeight(); goFinish.transform.localPosition = new Vector3(x, 0.01f, z); } }