public void Init(bool isFirstGame = true) { SetState(GameState.Ready); System.Diagnostics.Debug.WriteLine("Start"); totalElapsedSeconds = 0; drawer = Context.Instance.Drawer; IMazeGenerator generator = new RecursiveGenerator(); maze = generator.Generate(Context.Instance.TileWidth, Context.Instance.TileHeight); world = new World(); world.Init(maze, Context.Instance.ScreenWidth - H_OFFSET, Context.Instance.ScreenHeight - V_OFFSET, 10, H_OFFSET / 2); centerPoint = world.FindCenterPoint(); pathFinder = new AStarFinder(); pathFinder.Init(maze.Tiles, Context.Instance.TileWidth); InitWalls(); InitFood(); InitCharacters(); InitDirectionButtons(); InitFunctionalButtons(); InitText(); }
// Use this for initialization void Start() { initial_recursion_iterations = recursion_iterations; initial_split_number = split_number; initial_branch_scale = branch_scale; initial_branch_angle_rotation = branch_angle_rotation; recursion_iterations -= 1; for (int i = 0; i < split_number; i++) { if (recursion_iterations > 0) { GameObject branch_copy = Instantiate(gameObject); RecursiveGenerator branch_copy_rec_inst = branch_copy.GetComponent <RecursiveGenerator>(); //branch_copy.SendMessage("Generated", i); branch_copy_rec_inst.growBranch(); branch_copy_rec_inst.scaleBranch(); branch_copy_rec_inst.rotateBranch(i); } } }
public RecursiveGeneratorTests() { _noiseGenerator = new RecursiveGenerator(); }