示例#1
0
文件: HexScene.cs 项目: hgrandry/Mgx
 private Body BuildHexagon(BodyRenderer renderer, Color[] colors, Hexagon hex, float radius, float spacing)
 {
     var pos = hex.GetPosition(spacing);
     pos += new Vector2(radius) * Rand.Sign();
     var color = colors.RandomItem();
     return BuildHexagon(renderer, color, pos, radius, spacing);
 }
示例#2
0
文件: HexScene.cs 项目: hgrandry/Mgx
        private IEnumerable<Body> SpiralRingDistribution(BodyRenderer renderer, Color[] colors, Vector2 origin, float size, float spacing, int spiralRadius, float chance)
        {
            var hexagons = new List<Body>();

            var center = new Hexagon(0, 0);

            var color = colors.RandomItem();
            var pos = origin + center.GetPosition(spacing);
            //hexagons.Add(BuildHexagon(render, color, pos, size, spacing));

            var ring = center.GetSpiralRing(spiralRadius);

            foreach (var hexagon in ring)
            {
                pos = origin + hexagon.GetPosition(spacing);

                var rand = Rand.Float();

                if (rand < chance)
                {
                    if (rand > chance / 2)
                        continue;

                    var newSize = size / 3;
                    var newSpacing = spacing / 3;
                    if (newSpacing > .5f)
                    {
                        hexagons.AddRange(SpiralRingDistribution(renderer, colors, pos, newSize, newSpacing, 1, chance));
                    }

                    continue;
                }

                color = colors.RandomItem();
                hexagons.Add(BuildHexagon(renderer, color, pos, size, spacing));
            }

            return hexagons;
        }
示例#3
0
文件: HexScene.cs 项目: hgrandry/Mgx
        private Node TreeDistribution(Rectangle area, Color[] colors, BodyRenderer renderer)
        {
            var hexagons = new Node();

            var radius = 2;
            var spacing = 4;
            var mapWidth = area.Width / spacing - 3;
            var mapHeight = area.Height / spacing - 1;
            var map = new HexagonMap<bool>(mapWidth, mapHeight);

            var first = new Hexagon(Rand.Floor(mapWidth), Rand.Floor(mapHeight));
            map[first] = true;
            hexagons.Add(BuildHexagon(renderer, colors, first, radius, spacing));

            var current = first;
            var n = 5 + Rand.Floor(10);
            for (int i = 0; i < n; i++)
            {
                var freeNeighbors = current.GetNeighborsWhere(hexagon => map.IsInBound(hexagon) && !map[hexagon]).ToArray();
                if (!freeNeighbors.Any())
                    break;

                current = freeNeighbors.RandomItem();
                map[current] = true;

                hexagons.Add(BuildHexagon(renderer, colors, current, radius, spacing));
            }

            return hexagons;
        }
示例#4
0
文件: Hexagon.cs 项目: hgrandry/Mgx
 public static Hexagon GetNeighbor(Hexagon node, int direction)
 {
     var d = Directions[direction];
     return new Hexagon(node.Q + d.Q, node.R + d.R);
 }