v0.3.3: added a random maze generator, currently used in the tengu boss fight

This commit is contained in:
Evan Debenham 2015-11-27 19:47:00 -05:00
parent 30668278c2
commit dd3f866205
2 changed files with 163 additions and 31 deletions

View File

@ -31,6 +31,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Tengu;
import com.shatteredpixel.shatteredpixeldungeon.items.Heap; import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
import com.shatteredpixel.shatteredpixeldungeon.items.Item; import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey; import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey;
import com.shatteredpixel.shatteredpixeldungeon.levels.painters.MazePainter;
import com.shatteredpixel.shatteredpixeldungeon.levels.traps.SpearTrap; import com.shatteredpixel.shatteredpixeldungeon.levels.traps.SpearTrap;
import com.shatteredpixel.shatteredpixeldungeon.levels.traps.Trap; import com.shatteredpixel.shatteredpixeldungeon.levels.traps.Trap;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene; import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
@ -286,6 +287,15 @@ public class PrisonBossLevel extends Level {
HealthIndicator.instance.target(null); HealthIndicator.instance.target(null);
tengu.sprite.kill(); tengu.sprite.kill();
Room maze = new Room();
maze.set(10, 1, 31, 29);
maze.connected.put(null, new Room.Door(10, 2));
maze.connected.put(maze, new Room.Door(20, 29));
MazePainter.paint(this, maze);
GameScene.resetMap();
buildFlagMaps();
cleanWalls();
GameScene.flash(0xFFFFFF); GameScene.flash(0xFFFFFF);
Sample.INSTANCE.play(Assets.SND_BLAST); Sample.INSTANCE.play(Assets.SND_BLAST);
@ -397,39 +407,38 @@ public class PrisonBossLevel extends Level {
W, W, W, T, T, T, T, T, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, T, T, T, T, T, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W}; W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W};
//TODO: while this hardcoded maze is nice, it would be better to have it random each time.
private static final int[] MAP_MAZE = private static final int[] MAP_MAZE =
{ W, W, W, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, { W, W, W, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
W, W, W, W, _, _, _, W, W, W, W, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, _, _, _, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
_, _, _, D, _, _, _, D, _, _, _, _, _, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, W, _, W, W, _, _, _, D, _, _, _, D, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
W, W, W, W, _, _, _, W, W, W, W, W, W, _, W, _, W, W, W, W, W, W, W, W, W, W, W, _, W, _, W, W, W, W, W, W, _, _, _, W, W, M, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
W, W, W, W, W, M, W, W, W, W, W, _, _, _, W, _, W, _, _, _, _, _, W, _, _, _, _, _, W, _, W, W, W, W, W, W, W, M, W, W, W, W, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
W, W, W, W, W, D, W, W, W, W, W, W, W, _, W, _, W, _, W, W, W, W, W, W, W, W, W, _, W, _, W, W, W, W, W, W, W, D, W, W, W, W, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
W, W, W, W, W, _, W, W, W, W, W, _, _, _, _, _, W, _, _, _, W, _, W, _, _, _, _, _, W, _, W, W, W, W, W, W, W, _, W, W, W, W, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
W, W, M, W, W, _, W, W, M, W, W, W, W, _, W, W, W, _, W, W, W, _, W, W, W, W, W, _, W, _, W, W, W, W, M, W, W, _, W, W, M, W, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, W, _, _, _, _, _, _, _, W, _, _, _, W, W, W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
W, _, _, _, D, _, D, _, _, _, W, _, W, W, W, W, W, W, W, W, W, _, W, _, W, W, W, W, W, _, W, W, W, _, _, _, D, _, D, _, _, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
W, _, _, _, W, _, W, _, _, _, W, _, W, _, W, _, W, _, W, _, W, _, W, _, W, _, _, _, _, _, W, W, W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
W, W, M, W, W, _, W, W, M, W, W, _, W, _, W, _, W, _, W, _, W, _, W, W, W, W, W, W, W, _, W, W, W, W, M, W, W, _, W, W, M, W, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
W, _, _, _, W, _, W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, W, _, W, _, W, _, W, _, W, W, W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
W, _, _, _, D, _, D, _, _, _, W, _, W, _, W, W, W, W, W, W, W, _, W, _, W, _, W, _, W, _, W, W, W, _, _, _, D, _, D, _, _, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
W, _, _, _, W, _, W, _, _, _, W, _, _, _, W, _, W, _, _, _, _, _, W, _, _, _, _, _, _, _, W, W, W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
W, W, M, W, W, _, W, W, M, W, W, W, W, _, W, _, W, W, W, W, W, _, W, _, W, W, W, W, W, W, W, W, W, W, M, W, W, _, W, W, M, W, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
W, _, _, _, W, _, W, _, _, _, W, _, _, _, W, _, W, _, W, _, W, _, _, _, W, _, W, _, _, _, W, W, W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
W, _, _, _, D, _, D, _, _, _, W, W, W, _, W, _, W, _, W, _, W, _, W, W, W, _, W, W, W, _, W, W, W, _, _, _, D, _, D, _, _, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, W, _, _, _, _, _, W, _, _, _, W, W, W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
W, W, M, W, W, _, W, W, M, W, W, W, W, _, W, W, W, _, W, W, W, _, W, _, W, W, W, _, W, W, W, W, W, W, M, W, W, _, W, W, M, W, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
W, _, _, _, W, _, W, _, _, _, W, _, W, _, W, _, W, _, W, _, _, _, W, _, W, _, _, _, _, _, W, W, W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
W, _, _, _, D, _, D, _, _, _, W, _, W, _, W, _, W, W, W, W, W, _, W, W, W, _, W, W, W, W, W, W, W, _, _, _, D, _, D, _, _, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
W, _, _, _, W, _, W, _, _, _, W, _, W, _, _, _, W, _, W, _, _, _, _, _, _, _, _, _, _, _, W, W, W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
W, W, M, W, W, _, W, W, M, _, W, _, W, _, W, W, W, _, W, _, W, W, W, W, W, W, W, _, W, W, W, W, W, W, M, W, W, _, W, W, M, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
W, W, W, W, W, _, W, W, W, _, W, _, _, _, W, _, W, _, W, _, _, _, _, _, _, _, W, _, W, _, W, W, W, W, W, W, W, _, W, W, W, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
W, W, W, M, W, D, W, M, W, _, W, W, W, _, W, _, W, _, W, _, W, W, W, W, W, W, W, W, W, _, W, W, W, W, W, M, W, D, W, M, W, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
W, W, W, T, T, T, T, T, W, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, W, _, _, _, _, _, W, W, W, W, W, T, T, T, T, T, W, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
W, W, W, T, T, T, T, T, W, _, W, W, W, _, W, W, W, _, W, W, W, _, W, _, W, _, W, W, W, W, W, W, W, W, W, T, T, T, T, T, W, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
W, W, W, T, T, T, T, T, W, _, W, _, W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, W, W, W, W, W, T, T, T, T, T, W, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
W, W, W, T, T, T, T, T, W, _, W, _, W, _, W, W, W, _, W, W, W, W, W, _, W, W, W, W, W, _, W, W, W, W, W, T, T, T, T, T, W, _, W, W, W, W, W, W, W, W, W, W, _, W, W, W, W, W, W, W, W, W, W, W,
W, W, W, T, T, T, T, T, W, _, _, _, _, _, _, _, W, _, _, _, _, _, W, _, _, _, _, _, W, _, W, W, W, W, W, T, T, T, T, T, W, _, _, _, _, _, _, _, _, _, _, _, _, W, W, W, W, W, W, W, W, W, W, W,
W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W}; W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W};
private static final int[] MAP_ARENA = private static final int[] MAP_ARENA =

View File

@ -0,0 +1,123 @@
package com.shatteredpixel.shatteredpixeldungeon.levels.painters;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.Room;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.watabou.utils.Random;
/**
* Created by Evan on 24/11/2015.
*/
public class MazePainter extends Painter {
public static void paint( Level level, Room room ) {
fill(level, room, 1, Terrain.EMPTY);
//true = space, false = wall
boolean[][] maze = new boolean[room.width() + 1][room.height() + 1];
for (int x = 0; x < maze.length; x++) {
for (int y = 0; y < maze[0].length; y++) {
if (x == 0 || x == maze.length - 1 ||
y == 0 || y == maze[0].length - 1) {
//set spaces where there are doors
for (Room.Door d : room.connected.values()) {
if (d.x == x + room.left && d.y == y + room.top) {
maze[x][y] = true;
break;
}
}
} else {
maze[x][y] = true;
}
}
}
int fails = 0;
while (fails < 10000) {
//find a random wall point
int x, y;
do {
x = Random.Int(maze.length);
y = Random.Int(maze[0].length);
} while (maze[x][y]);
//decide on how we're going to move
int[] mov = decideDirection(maze, x, y);
if (mov == null) {
fails++;
} else {
fails = 0;
int moves = 0;
do {
x += mov[0];
y += mov[1];
maze[x][y] = false;
moves++;
} while (Random.Int(moves+1) == 0 && checkValidMove(maze, x, y, mov));
}
}
fill(level, room, 1, Terrain.EMPTY);
for (int x = 0; x < maze.length; x++)
for (int y = 0; y < maze[0].length; y++) {
if (!maze[x][y]) {
fill(level, x + room.left, y + room.top, 1, 1, Terrain.WALL);
}
}
}
private static int[] decideDirection(boolean[][] maze, int x, int y){
//attempts to move up
if (Random.Int(4) == 0 && //1 in 4 chance
checkValidMove(maze, x, y, new int[]{0, -1})){
return new int[]{0, -1};
}
//attempts to move right
if (Random.Int(3) == 0 && //1 in 3 chance
checkValidMove(maze, x, y, new int[]{1, 0})){
return new int[]{1, 0};
}
//attempts to move down
if (Random.Int(2) == 0 && //1 in 2 chance
checkValidMove(maze, x, y, new int[]{0, 1})){
return new int[]{0, 1};
}
//attempts to move left
if (
checkValidMove(maze, x, y, new int[]{-1, 0})){
return new int[]{-1, 0};
}
return null;
}
private static boolean checkValidMove( boolean[][] maze, int x, int y, int[] mov){
int sideX = 1 - Math.abs(mov[0]);
int sideY = 1 - Math.abs(mov[1]);
//checking two tiles forward in the movement, and the tiles to their left/right
for (int i = 0; i < 2; i ++) {
x += mov[0];
y += mov[1];
//checks if tiles we're examining are valid and open
if ( x > 0 && x < maze.length-1 && y > 0 && y < maze[0].length-1 &&
maze[x][y] && maze[x + sideX][y+ sideY] && maze[x - sideX][y - sideY]){
continue;
} else {
return false;
}
}
return true;
}
}