示例#1
0
        // Splits area considered for the sub dungeon based on given room size limitations
        public bool Cut(int minSize)
        {
            if (!IsLeaf())
            {
                return(false);
            }
            // Default value to avoid issues
            bool hCut = false;

            // If wider than a particular tolerance (usually 1.25), split vertically or horizontally
            if ((float)subDunWidth / subDunHeight >= tolerance)
            {
                hCut = false;
            }
            else if ((float)subDunHeight / subDunWidth >= tolerance)
            {
                hCut = true;
            }

            int max = 0;

            if (hCut)
            {
                max = subDunHeight - minSize;
            }
            else
            {
                max = subDunWidth - minSize;
            }

            // Checks to see if current sub area can be further divided into more, if not then this is a leaf and we are done with this section
            if (max <= minSize)
            {
                Debug.Log("Sub-Dungeon " + debugId + " is leaf");
                return(false);
            }

            int cutPoint = _random.Next(minSize, max);

            // Cut current area horizontally on the randomly select cut point, the left child being the upper half, the right being the lower half
            // Upper half has a height equal to the size of cutPoint, lower has original sub area height minus cutPoint
            if (hCut)
            {
                left  = new SubDungeon(_x, _y, subDunWidth, cutPoint, _random);
                right = new SubDungeon(_x, _y + cutPoint, subDunWidth, subDunHeight - cutPoint, _random);
            }
            else // Do the above but vice versa
            {
                left  = new SubDungeon(_x, _y, cutPoint, subDunHeight, _random);
                right = new SubDungeon(_x + cutPoint, _y, subDunWidth - cutPoint, subDunHeight, _random);
            }
            return(true);
        }
示例#2
0
        public T GenerateMap()
        {
            _map.Initialize(_width, _height);
            _map.Clear(new Tile(Tile.Type.Block));

            SubDungeon rootLeaf = new SubDungeon(0, 0, _map.Width, _map.Height, _random);

            Debug.Log("Root subdungeon added");
            _subdungeons.Add(rootLeaf);

            bool splitSuccessfully = true;

            //Loop through all leaves until they can no longer split successfully
            while (splitSuccessfully)
            {
                splitSuccessfully = false;

                for (int i = 0; i < _subdungeons.Count; i++)
                {
                    if (_subdungeons[i].IsLeaf())
                    {
                        if ((_subdungeons[i].subDunWidth > _maxSize) || (_subdungeons[i].subDunHeight > _maxSize))
                        {
                            //Try to split the leaf
                            if (_subdungeons[i].Cut(_minSize))
                            {
                                _subdungeons.Add(_subdungeons[i].left);
                                Debug.Log("Left sub dungeon " + _subdungeons[i].left.debugId + " added successfully");
                                _subdungeons.Add(_subdungeons[i].right);
                                Debug.Log("Left sub dungeon " + _subdungeons[i].right.debugId + " added successfully");
                                splitSuccessfully = true;
                            }
                        }
                    }
                }
            }

            rootLeaf.CreateRooms <T>(this, _maxSize, _maxRoom, _minRoom);

            return(_map);
        }
示例#3
0
 void BSPDraw(SubDungeon subDungeon)
 {
     if (subDungeon == null)
     {
         return;
     }
     if (subDungeon.IsLeaf())
     {
         for (int i = (int)subDungeon.room.x; i < subDungeon.room.xMax; i++)
         {
             for (int j = (int)subDungeon.room.y; j < subDungeon.room.yMax; j++)
             {
                 GameObject instance = Instantiate(floorTile, new Vector2(i, j), Quaternion.identity) as GameObject;
                 instance.transform.SetParent(transform);
                 mapPositionsFloor[i, j] = instance;
             }
         }
     }
     else
     {
         BSPDraw(subDungeon.left);
         BSPDraw(subDungeon.right);
     }
 }