public Interior(InteriorNames interiorname, Game _game, Vector2 Position, Vector2 _size, RoomDoorPositionsInfo DoorPositions, RoomAmbiance ambient) { switch (interiorname) { case InteriorNames.Empty: break; case InteriorNames.Cave: createCave(_game, Position, _size, DoorPositions, ambient); break; } }
public bool[,] GenerateCave(Vector2 size, RoomDoorPositionsInfo doorpositions) { depth = 2; area = (int)(size.X * size.Y); solidGrid = new bool[(int)size.X * Globals.Xgrid, (int)size.Y * Globals.Ygrid]; representWalls(); int percent = 35 + (area*2); if (percent >47) { percent = 48; } randomize(percent); makeDoorExclusionZones(doorpositions.PositionsArray); //iter1(4); iter2(6); return solidGrid; }
private void createCave(Game _game, Vector2 Position, Vector2 _size, RoomDoorPositionsInfo DoorPositions, RoomAmbiance ambient) { CaveGenerator cavegen = new CaveGenerator(); _solidGrid = cavegen.GenerateCave(_size, DoorPositions); for (int x = 1; x < _solidGrid.GetLength(0) - 1; x++) { for (int y = 1; y < _solidGrid.GetLength(1) - 1; y++) { if (_solidGrid[x, y] == true) { bool solid = false; foreach (var coord in Globals.GetMoore(x, y)) { if (_solidGrid[coord.Item1, coord.Item2] == false) solid = true; } if (solid == true) { var solidblock = new SolidSmallBlock01(_game, new Vector2(Position.X + (x * Globals.SmallGridSize.X), Position.Y + (y * Globals.SmallGridSize.Y)), ambient.RoomColour , MaterialsStats.Rock01); DestructibleWalls.Add(solidblock); } else { var wallblock = new SmallBlock01(_game, new Vector2(Position.X + (x * Globals.SmallGridSize.X), Position.Y + (y * Globals.SmallGridSize.Y)), ambient.RoomColour); _interiorSpriteList.Add(wallblock); } } } } }