示例#1
0
        // we can't draw a straight corridor so let's do an L shape
        public void connectWith_L_ShapedHall(Node currentNode, int[][] dungeon)
        {
            int meetX, meetY;
            Node tempL, tempR;
            bool isRight;

            //   L     R    L   R
            //    R   L    R     L
            //   T=   FS   F=   TS

            if (currentNode.leftChild.roomRect.Left < currentNode.rightChild.roomRect.Left)
            {
                if (currentNode.leftChild.roomRect.Top < currentNode.rightChild.roomRect.Top)
                {
                    isRight = true; // L above and left R
                    tempL = currentNode.leftChild;
                    tempR = currentNode.rightChild;
                }
                else
                {
                    isRight = false; // L below and left R
                    tempL = currentNode.rightChild;
                    tempR = currentNode.leftChild;
                }
            }
            else
            {
                if (currentNode.leftChild.roomRect.Top < currentNode.rightChild.roomRect.Top)
                {
                    isRight = false; // L above and right R
                    tempL = currentNode.leftChild;
                    tempR = currentNode.rightChild;
                }
                else
                {
                    isRight = true; // L below and right R
                    tempL = currentNode.rightChild;
                    tempR = currentNode.leftChild;
                }
            }

            if (currentNode.split_dir == "vert")  // down
            {
                if (!isRight)
                {
                    // up and left
                    //        _____
                    //        |   |
                    //        | L |
                    //        |___|
                    //  _____   |
                    //  |   |   |
                    //  | R |___|X
                    //  |___|
                    meetX = Meta.random.Next(Math.Max(tempR.roomRect.Right + 1, tempL.roomRect.Left), tempL.roomRect.Right);
                    meetY = Meta.random.Next(Math.Max(tempL.roomRect.Bottom + 1, tempR.roomRect.Top + 1), tempR.roomRect.Bottom);

                    dungeon[meetX][meetY] = 1;

                    // go up
                    int a = 1;
                    bool hit = false;
                    while (!hit)
                    {
                        if (dungeon[meetX][meetY - a] != 1)
                        {
                            dungeon[meetX][meetY - a] = 1;
                            a++;
                        }
                        else hit = true;
                    }
                    // go left
                    a = 1;
                    hit = false;
                    while (!hit)
                    {
                        if (dungeon[meetX - a][meetY] != 1)
                        {
                            dungeon[meetX - a][meetY] = 1;
                            a++;
                        }
                        else hit = true;
                    }
                }
                else
                {
                    // up and right
                    //    _____
                    //    |   |
                    //    | L |
                    //    |___|
                    //      |    _____
                    //      |    |   |
                    //     X|____| R |
                    //           |___|
                    meetX = Meta.random.Next(tempL.roomRect.Left + 1, Math.Min(tempL.roomRect.Right, tempR.roomRect.Left - 1));
                    meetY = Meta.random.Next(Math.Max(tempL.roomRect.Bottom + 1, tempR.roomRect.Top + 1), tempR.roomRect.Bottom);

                    dungeon[meetX][meetY] = 1;

                    // go up
                    int a = 1;
                    bool hit = false;
                    while (!hit)
                    {
                        if (dungeon[meetX][meetY - a] != 1)
                        {
                            dungeon[meetX][meetY - a] = 1;
                            a++;
                        }
                        else hit = true;
                    }
                    // go right
                    a = 1;
                    hit = false;
                    while (!hit)
                    {
                        if (dungeon[meetX + a][meetY] != 1)
                        {
                            dungeon[meetX + a][meetY] = 1;
                            a++;
                        }
                        else hit = true;
                    }
                }
            }
            else // up
            {
                if (!isRight)
                {
                    // down and right
                    //        _____
                    //   X____|   |
                    //    |   | L |
                    //    |   |___|
                    //  __|__
                    //  |   |
                    //  | R |
                    //  |___|
                    meetX = Meta.random.Next(tempR.roomRect.Left + 1, Math.Min(tempR.roomRect.Right - 1, tempL.roomRect.Left));
                    meetY = Meta.random.Next(tempL.roomRect.Top + 1, tempL.roomRect.Bottom);

                    dungeon[meetX][meetY] = 1;

                    // go down
                    int a = 1;
                    bool hit = false;
                    while (!hit)
                    {
                        if (dungeon[meetX][meetY + a] != 1)
                        {
                            dungeon[meetX][meetY + a] = 1;
                            a++;
                        }
                        else hit = true;
                    }
                    // go right
                    a = 1;
                    hit = false;
                    while (!hit)
                    {
                        if (dungeon[meetX + a][meetY] != 1)
                        {
                            dungeon[meetX + a][meetY] = 1;
                            a++;
                        }
                        else hit = true;
                    }
                }
                else
                {
                    // down and left
                    //    _____
                    //    |   |____X
                    //    | L |   |
                    //    |___|   |
                    //          __|__
                    //          |   |
                    //          | R |
                    //          |___|
                    meetX = Meta.random.Next(tempR.roomRect.Left + 1, tempR.roomRect.Right);
                    meetY = Meta.random.Next(tempL.roomRect.Top + 1, Math.Min(tempL.roomRect.Bottom - 1, tempR.roomRect.Top));

                    dungeon[meetX][meetY] = 1;

                    // go down
                    int a = 1;
                    bool hit = false;
                    while (!hit)
                    {
                        if (dungeon[meetX][meetY + a] != 1)
                        {
                            dungeon[meetX][meetY + a] = 1;
                            a++;
                        }
                        else hit = true;
                    }
                    // go left
                    a = 1;
                    hit = false;
                    while (!hit)
                    {
                        if (dungeon[meetX - a][meetY] != 1)
                        {
                            dungeon[meetX - a][meetY] = 1;
                            a++;
                        }
                        else hit = true;
                    }
                }
            }
        }
示例#2
0
        public void split(int[][] dungeon)
        {
            // try to favor one way if ratio is way out of whack
            if (Rect.Width / Rect.Height > max_partition_ratio)
            {
                split_dir = "vert";
            }
            else if (Rect.Height / Rect.Width > max_partition_ratio)
            {
                split_dir = "horiz";
            }
            else split_dir = (Meta.random.Next(2) == 1) ? "vert" : "horiz";

            // split the node
            if (split_dir == "vert")
            {
                // get split position
                splitPos = Rect.Left + (int)(HomogenizedRandomValue() * Rect.Width);

                // create kiddos
                leftChild = new Node(Rect.Left, Rect.Top, splitPos - Rect.Left, Rect.Height);
                rightChild = new Node(splitPos + 1, Rect.Top, Rect.Left + Rect.Width - splitPos - 1, Rect.Height);

                // if not too small, split
                if (leftChild.shouldSplit(leftChild.Rect.Width))
                    leftChild.split(dungeon);
                if (rightChild.shouldSplit(rightChild.Rect.Width))
                    rightChild.split(dungeon);

            }
            else // horiz split
            {
                splitPos = Rect.Top + (int)(HomogenizedRandomValue() * Rect.Height);

                leftChild = new Node(Rect.Left, Rect.Top, Rect.Width, splitPos - Rect.Top);
                rightChild = new Node(Rect.Left, splitPos + 1, Rect.Width, Rect.Top + Rect.Height - splitPos - 1);

                if (leftChild.shouldSplit(leftChild.Rect.Height))
                    leftChild.split(dungeon);
                if (rightChild.shouldSplit(rightChild.Rect.Height))
                    rightChild.split(dungeon);
            }
        }
示例#3
0
        public int[][] createDungeon()
        {
            torchList = new List<Entity>();
            roomList = new List<Rectangle>();
            manager = new EntityManager();

            // initialize size of dungeon array and sets everything to unvisited (0)
            floor = new int[dwidth][];
            for (int a = 0; a < floor.Length; a++)
            {
                floor[a] = new int[dheight];
            }

            for (int x = 0; x < floor.Length; x++)
            {
                for (int y = 0; y < floor[x].Length; y++)
                {
                    floor[x][y] = 0;
                }
            }

            // start with single node then recursively split into areas until done
            Node wholeDungeon = new Node(1, 1, dwidth - 2, dheight - 2);
            wholeDungeon.split(floor);
            // now add rooms
            roomList = wholeDungeon.addRooms(floor);
            // now connect the rooms
            wholeDungeon.connectRooms(floor);
            // now draw walls
            paintWalls();
            // now add doors
            addDoors();
            // now add torches
            addTorches();
            // now add stairs up and down
            addStairs();
            // add mobs
            addMobs();

            return floor;
        }