Unity_Dungeonize 随机生成迷宫
本文对随机生成迷宫的实现思路进行记录,其作用在于为游戏过程提供随机性以及节省开发周期,下面是Dungeonize的结构
随机迷宫的生成主要包括几个阶段

1.生成房间体结构,为墙体,自定义房间,自定义物体生成平台
for (var i = ; i < room_count; i++) {
Room room = new Room ();
if (rooms.Count == ) {
//初始房间生成玩家和任务事件监听
room.x = (int)Mathf.Floor (map_size / 2f);
room.y = (int)Mathf.Floor (map_size / 2f); //Random.Range(10,20);
room.w = Random.Range (min_size, max_size);
if (room.w % == ) room.w += ;
room.h = Random.Range (min_size, max_size);
if (room.h % == ) room.h += ;
room.branch = ;
lastRoom = room;
} else {
int branch = ;
if (collision_count == ) {
branch = Random.Range (, ); //complexity
}
room.branch = branch;
lastRoom = rooms [rooms.Count - ];
int lri = ;
while (lastRoom.dead_end) {
lastRoom = rooms [rooms.Count - lri++];
}
if (direction == "set") {
string newRandomDirection = directions[Random.Range(, directions.Count)];
direction = newRandomDirection;
while (direction == oldDirection)
{
newRandomDirection = directions[Random.Range(, directions.Count)];
direction = newRandomDirection;
}
}
this.roomMarginTemp = Random.RandomRange(, this.roomMargin - );
//邻接方位生成房间
if (direction == "y") {
room.x = lastRoom.x + lastRoom.w + Random.Range (, ) + this.roomMarginTemp;
room.y = lastRoom.y;
} else if (direction == "-y") {
room.x = lastRoom.x - lastRoom.w - Random.Range (, ) - this.roomMarginTemp;
room.y = lastRoom.y;
} else if (direction == "x") {
room.y = lastRoom.y + lastRoom.h + Random.Range (, ) + this.roomMarginTemp;
room.x = lastRoom.x;
} else if (direction == "-x") {
room.y = lastRoom.y - lastRoom.h - Random.Range (, ) - this.roomMarginTemp;
room.x = lastRoom.x;
}
room.w = Random.Range (min_size, max_size);
if (room.w % == ) room.w += ;
room.h = Random.Range (min_size, max_size);
if (room.h % == ) room.h += ;
room.connectedTo = lastRoom;
}
在随机产生生成房间体后,生成墙体形成一个完整的房间结构,为之后prefab提供空间
//wall
for (int x = ; x < map_size_x -; x++) {
for (int y = ; y < map_size_y -; y++) {
if (map [x, y].type == ) {
if (map [x + , y].type == || map [x + , y].type == ) { //west
map [x, y].type = ;
map [x, y].room = map [x + , y].room;
}
if (x > ) {
if (map [x - , y].type == || map [x - , y].type == ) { //east
map [x, y].type = ;
map [x, y].room = map [x - , y].room; }
} if (map [x, y + ].type == || map [x, y + ].type == ) { //south
map [x, y].type = ;
map [x, y].room = map [x, y + ].room; } if (y > ) {
if (map [x, y - ].type == || map [x, y - ].type == ) { //north
map [x, y].type = ;
map [x, y].room = map [x, y - ].room; }
}
}
}
}
通过list存储方位参数
//tile types for ease
public static List<int> roomsandfloors = new List<int> { , };
public static List<int> corners = new List<int> {,,,};
public static List<int> walls = new List<int> {,,,}; //wall direction
private static List<string> directions = new List<string> {"x","y","-y","-x"}; //,"-y"};
根据lis存储过道结构
//corners
for (int x = ; x < map_size_x -; x++) {
for (int y = ; y < map_size_y -; y++) {
if (walls.Contains (map [x, y + ].type) && walls.Contains (map [x + , y].type) && roomsandfloors.Contains (map [x + , y + ].type)) { //north
map [x, y].type = ;
map [x, y].room = map [x + , y + ].room;
}
if (y > ) {
if (walls.Contains (map [x + , y].type) && walls.Contains (map [x, y - ].type) && roomsandfloors.Contains (map [x + , y - ].type)) { //north
map [x, y].type = ;
map [x, y].room = map [x + , y - ].room; }
}
if (x > ) {
if (walls.Contains (map [x - , y].type) && walls.Contains (map [x, y + ].type) && roomsandfloors.Contains (map [x - , y + ].type)) { //north
map [x, y].type = ;
map [x, y].room = map [x - , y + ].room; }
}
if (x > && y > ) {
if (walls.Contains (map [x - , y].type) && walls.Contains (map [x, y - ].type) && roomsandfloors.Contains (map [x - , y - ].type)) { //north
map [x, y].type = ;
map [x, y].room = map [x - , y - ].room; }
}
/* door corners --- a bit problematic in this version */
if (map [x, y].type == ) {
if (map [x + , y].type == ) {
map [x, y + ].type = ;
map [x, y - ].type = ;
} else if (Dungeon.map [x - , y].type == ) {
map [x, y + ].type = ;
map [x, y - ].type = ;
}
} }
}
这样一个房间体的完整结构已经创建完毕,之后对迷宫结构生成地下城结构
for (var y = ; y < Dungeon.map_size_y; y++) {
for (var x = ; x < Dungeon.map_size_x; x++) {
int tile = Dungeon.map [x, y].type;
int orientation = Dungeon.map[x, y].orientation;
GameObject created_tile;
Vector3 tile_location;
if (!makeIt3d) {
tile_location = new Vector3 (x * tileScaling, y * tileScaling, );
} else {
tile_location = new Vector3 (x * tileScaling, , y * tileScaling);
}
created_tile = null;
if (tile == ) {
GameObject floorPrefabToUse = floorPrefab;
Room room = Dungeon.map[x,y].room;
if(room != null){
foreach(CustomRoom customroom in customRooms){
if(customroom.roomId == room.room_id){
floorPrefabToUse = customroom.floorPrefab;
break;
}
}
}
created_tile = GameObject.Instantiate (floorPrefabToUse, tile_location, Quaternion.identity) as GameObject;
}
if ( Dungeon.walls.Contains(tile)) {
GameObject wallPrefabToUse = wallPrefab;
Room room = Dungeon.map[x,y].room;
if(room != null){
foreach(CustomRoom customroom in customRooms){
if(customroom.roomId == room.room_id){
wallPrefabToUse = customroom.wallPrefab;
break;
}
}
}
created_tile = GameObject.Instantiate (wallPrefabToUse, tile_location, Quaternion.identity) as GameObject;
if(!makeIt3d){
created_tile.transform.Rotate(Vector3.forward * (- * (tile -)));
}
else{
created_tile.transform.Rotate(Vector3.up * (- * (tile -)));
}
}
if (tile == ) {
if (corridorFloorPrefab)
{
created_tile = GameObject.Instantiate(corridorFloorPrefab, tile_location, Quaternion.identity) as GameObject;
}
else
{
created_tile = GameObject.Instantiate(floorPrefab, tile_location, Quaternion.identity) as GameObject;
}
if (orientation == && makeIt3d)
{
created_tile.transform.Rotate(Vector3.up * (-));
}
}
if (Dungeon.corners.Contains(tile)) {
GameObject cornerPrefabToUse = cornerPrefab;
Room room = Dungeon.map[x,y].room;
if(room != null){
foreach(CustomRoom customroom in customRooms){
if(customroom.roomId == room.room_id){
cornerPrefabToUse = customroom.cornerPrefab;
break;
}
}
}
if(cornerPrefabToUse){ //there was a bug in this line. A good man helped for fix.
created_tile = GameObject.Instantiate (cornerPrefabToUse, tile_location, Quaternion.identity) as GameObject;
if(cornerRotation){
if(!makeIt3d){
created_tile.transform.Rotate(Vector3.forward * (- * (tile -)));
}
else{
created_tile.transform.Rotate(Vector3.up * (- * (tile -)));
}
}
}
else{
created_tile = GameObject.Instantiate (wallPrefab, tile_location, Quaternion.identity) as GameObject;
}
}
if (created_tile) {
created_tile.transform.parent = transform;
}
}
}
迷宫生成后,需要对房间内容进行添加,随机的物品以及房间为玩家提供游玩条件,特定的内容包含战斗条件或者任务条件
//Spawn Objects;
List<SpawnList> spawnedObjectLocations = new List<SpawnList> (); //OTHERS
for (int x = ; x < Dungeon.map_size_x; x++) {
for (int y = ; y < Dungeon.map_size_y; y++) {
if (Dungeon.map [x, y].type == &&
((Dungeon.startRoom != Dungeon.map [x, y].room && Dungeon.goalRoom != Dungeon.map [x, y].room) || maximumRoomCount <= )) {
var location = new SpawnList (); location.x = x;
location.y = y;
if (Dungeon.walls.Contains(Dungeon.map[x + , y].type)) {
location.byWall = true;
location.wallLocation = "S";
}
else if (Dungeon.walls.Contains(Dungeon.map[x - , y].type))
{
location.byWall = true;
location.wallLocation = "N";
}
else if (Dungeon.walls.Contains(Dungeon.map[x, y + ].type)) {
location.byWall = true;
location.wallLocation = "W";
}
else if (Dungeon.walls.Contains(Dungeon.map [x, y - ].type)) {
location.byWall = true;
location.wallLocation = "E";
} if (Dungeon.map [x + , y].type == || Dungeon.map [x - , y].type == || Dungeon.map [x, y + ].type == || Dungeon.map [x, y - ].type == ) {
location.byCorridor = true;
}
if (Dungeon.map [x + , y + ].type == || Dungeon.map [x - , y - ].type == || Dungeon.map [x - , y + ].type == || Dungeon.map [x + , y - ].type == ) {
location.byCorridor = true;
}
location.room = Dungeon.map[x,y].room; int roomCenterX = (int)Mathf.Floor(location.room.w / ) + location.room.x;
int roomCenterY = (int)Mathf.Floor(location.room.h / ) + location.room.y; if(x == roomCenterX + && y == roomCenterY + )
{
location.inTheMiddle = true;
}
spawnedObjectLocations.Add (location);
}
else if (Dungeon.map [x, y].type == ) {
var location = new SpawnList ();
location.x = x;
location.y = y; if (Dungeon.map [x + , y].type == ) {
location.byCorridor = true;
location.asDoor = ;
location.room = Dungeon.map[x + ,y].room; spawnedObjectLocations.Add (location);
}
else if(Dungeon.map [x - , y].type == ){
location.byCorridor = true;
location.asDoor = ;
location.room = Dungeon.map[x - ,y].room; spawnedObjectLocations.Add (location);
}
else if (Dungeon.map [x, y + ].type == ){
location.byCorridor = true;
location.asDoor = ;
location.room = Dungeon.map[x,y + ].room; spawnedObjectLocations.Add (location);
}
else if (Dungeon.map [x, y - ].type == ){
location.byCorridor = true;
location.asDoor = ;
location.room = Dungeon.map[x,y - ].room; spawnedObjectLocations.Add (location);
}
}
}
}
这样就能生成基本的随机模型
2d ver
3d ver
也可以根据需求进行修改
Unity_Dungeonize 随机生成迷宫的更多相关文章
- canvas——随机生成迷宫
先上图. 效果 代码 随机生成迷宫要求任意两点都能够找到相同的路径,也就是说,迷宫是一个连通图.随机生成迷宫可以使用普里姆算法.广度优先算法.深度优先算法等实现.这里将使用普里姆算法通过生成最小数的方 ...
- 【Javascript + Vue】实现随机生成迷宫图片
前言 成品预览:https://codesandbox.io/s/maze-vite-15-i7oik?file=/src/maze.js 不久前写了一篇文章介绍了如何解迷宫:https://www. ...
- UWP开发:自动生成迷宫&自动寻路算法(3)
+ , + ];//0<=x<=12 0<=y<=24 private static Random Rd = new Random(); 首先声明mazeMap存储数据,声明了 ...
- php生成迷宫和迷宫寻址算法实例
较之前的终于有所改善.生成迷宫的算法和寻址算法其实是一样.只是一个用了遍历一个用了递归.参考了网上的Mike Gold的算法. <?php //zairwolf z@cot8.com heade ...
- PHP树生成迷宫及A*自己主动寻路算法
PHP树生成迷宫及A*自己主动寻路算法 迷宫算法是採用树的深度遍历原理.这样生成的迷宫相当的细,并且死胡同数量相对较少! 随意两点之间都存在唯一的一条通路. 至于A*寻路算法是最大众化的一全自己主动寻 ...
- Prim算法生成迷宫
初始化地图 function initMaze(r,c){ let row = new Array(2 * r + 1) for(let i = 0; i < row.length; i++){ ...
- 随机生成长度为len的密码,且包括大写、小写英文字母和数字
一道华三面试题,随机生成长度为len的密码,且包括大写.小写英文字母和数字,主要Random类的使用,random.nextInt(len)表示生成[0,len)整数.具体实现见下面代码,已经很详细了 ...
- Java随机生成18位身份证号
package com.ihome.data; import java.text.SimpleDateFormat; import java.util.Calendar; import java.ut ...
- js 随机生成姓名、手机号、身份证号、银行卡号
开发测试的时候,经常需要填写姓名.手机号.身份证号.银行卡号,既要符合格式要求.又不能重复.大家会到网上搜各种生成器.能不能自己写一个简单的生成器呢.下面是随机生成姓名.手机号.身份证号.银行卡号的j ...
随机推荐
- HTML提供的6种空格
HTML提供了6种空格(space entity),它们拥有不同的宽度. 非断行空格( )是常规空格的宽度,可运行于所有主流浏览器.其它几种空格( . . ..)在不同浏览器中宽度各异. ...
- Python--day60--一个简单(不完整)的web框架
- golang http get请求方式
client := &http.Client{} //生成要访问的url,token是api鉴权,每个api访问方式不同,根据api调用文档拼接URLurl := fmt.Sprintf(&q ...
- P1038 间谍入侵
题目描述 爱丽丝魔法王国成立10周年,于是决定矩形国庆大阅兵. 在国庆大阅兵期间,为了防止暗黑王国的间谍乔装成平民混入,需要对每一个进城的人做检测. 因为暗黑王国的人长得和爱丽丝魔法王国的人长得很像, ...
- P1018 灵灵排数字
题目描述 今天灵灵收到了n张卡片,他需要给他们从小到大排序. 输入格式 输入的第一行包含一个整数 \(n(1 \le n \le 10^5)\) . 输入的第二行包含 \(n\) 个正整数,以空格间隔 ...
- 2019牛客暑期多校训练营(第二场)F.Partition problem
链接:https://ac.nowcoder.com/acm/contest/882/F来源:牛客网 Given 2N people, you need to assign each of them ...
- js 中日期2013-08-30或2019-08-24 12:30:00 转换成时间戳,和2019-08-29T02:15:08.000+0000转化为2019-08-29T02:15:08
js 中日期2019-08-24 或2019-08-24 12:30:00 转换成时间戳 首先将它转成date日期类型,然后获取毫秒形式时间戳 let date=new Date("2019 ...
- css隐藏滚动条、移动端滚动卡顿的解决
1.如果想保持容器能够滚动,同时不想看到丑陋的滚动条,chrome.firefox和移动端上不考虑兼容性直接 element::-webkit-scrollbar{ display:none } 2. ...
- 阿里云“网红"运维工程师白金:做一个平凡的圆梦人
他是阿里云的一位 P8 运维专家,却很有野心得给自己取花名“辟拾(P10)”:他没有华丽的履历,仅凭着 26 年的热爱与坚持,一步一个脚印踏出了属于自己的技术逆袭之路:他爱好清奇,练就了能在 20 秒 ...
- 关于C#异步编程你应该了解的几点建议
前段时间写了一篇关于C#异步编程入门的文章,你可以点击<C#异步编程入门看这篇就够了>查看.这篇文章我们来讨论下关于C#异步编程几个不成文的建议,希望对你写出高性能的异步编程代码有所帮助. ...

