JvlS Dev Labyrinth: Difference between revisions
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The first version utilizes plane primitive. This is a problem since Unity's WebGL compiler will NOT generate primitives, for some obscure reason. | The first version utilizes plane primitive. This is a problem since Unity's WebGL compiler will NOT generate primitives, for some obscure reason. | ||
< | <source> | ||
using System.Collections; | using System.Collections; | ||
using System.Collections.Generic; | using System.Collections.Generic; | ||
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} | } | ||
} | } | ||
</ | </source> | ||
== Make a maze of it == | == Make a maze of it == |
Latest revision as of 18:03, 1 January 2017
Development page for the Labyrinth system in J'ai vu le Soleil
Stage One: Dedalus
Well, at first, my goal was to build a simple procedural Labyrinth. So, because I'm a smartass, I called it Dedalus.
Dedalus is quite simple and works in two stages:
Create a grid floor
The first version utilizes plane primitive. This is a problem since Unity's WebGL compiler will NOT generate primitives, for some obscure reason.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Dedalus: Maze builder for J'ai vu le soleil
/// Code by laei
/// </summary>
public enum linkPosition{
//which wall is that link on
north,
east,
south,
west
}
public class link{
public cell nearCell;
public bool openWall;
public linkPosition linkPos;
}
public class cell{
public GameObject GO;
public float size;
public List<link> links;
public int distanceIndex;
}
public class Dedalus : MonoBehaviour {
public int seed;
public int width;
public int length;
public float CellSurfaceSize;
public Vector2 StartCell = new Vector2(0,0);
public Vector2 EndCell = new Vector3(1,1);
public cell[,] floor;
private int seedIndex;
public void reset(){
foreach(cell C in floor){
DestroyImmediate(C.GO);
}
floor = new cell[width, length];
}
public void makeFloor(){
floor = new cell[width, length];
for(int i = 0; i < width; i++){
for(int j = 0; j < length; j++){
floor[i,j] = new cell();
//floor[i,j].GO = new GameObject();
floor[i,j].GO = GameObject.CreatePrimitive(PrimitiveType.Plane);
GameObject go = floor[i,j].GO;
go.transform.localScale = new Vector3(CellSurfaceSize / 10f,CellSurfaceSize /10f,CellSurfaceSize /10f);
go.name = "Cell_[" + i + "," + j +"]";
//move gameobject in its place
go.transform.position = new Vector3(i * CellSurfaceSize + this.gameObject.transform.position.x, this.gameObject.transform.position.y, j * CellSurfaceSize + this.gameObject.transform.position.z);
go.transform.parent = this.transform;
floor[i,j].links = new List<link>();
floor[i,j].distanceIndex = -1;
}
}
{
//leftWall
GameObject LW = GameObject.CreatePrimitive(PrimitiveType.Cube);
LW.name = "LeftWall";
LW.transform.parent = this.transform;
LW.transform.localScale = new Vector3(CellSurfaceSize * width, 3f, 1f);
LW.transform.localPosition = new Vector3((CellSurfaceSize * width/ 2f) - (0.5f * CellSurfaceSize), 1.5f, - CellSurfaceSize / 2f);
//RightWall
GameObject RW = GameObject.CreatePrimitive(PrimitiveType.Cube);
RW.name = "RightWall";
RW.transform.parent = this.transform;
RW.transform.localScale = new Vector3(CellSurfaceSize * width, 3f, 1f);
RW.transform.localPosition = new Vector3((CellSurfaceSize * width / 2f) - (0.5f * CellSurfaceSize), 1.5f, CellSurfaceSize * length - CellSurfaceSize / 2f);
//North
GameObject NW = GameObject.CreatePrimitive(PrimitiveType.Cube);
NW.name = "NorthWall";
NW.transform.parent = this.transform;
NW.transform.localScale = new Vector3(1f, 3f, CellSurfaceSize * length);
NW.transform.localPosition = new Vector3(CellSurfaceSize * width - CellSurfaceSize / 2f, 1.5f, (CellSurfaceSize * length / 2f) - (0.5f * CellSurfaceSize));
//South
GameObject SW = GameObject.CreatePrimitive(PrimitiveType.Cube);
SW.name = "SouthWall";
SW.transform.parent = this.transform;
SW.transform.localScale = new Vector3(1f, 3f, CellSurfaceSize * length);
SW.transform.localPosition = new Vector3( - CellSurfaceSize / 2f, 1.5f, (CellSurfaceSize * length / 2f) - (0.5f * CellSurfaceSize));
//Goal
GameObject Goal = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
Goal.name = "Goal";
Goal.transform.parent = this.transform;
Goal.transform.localScale = new Vector3(1f, 200f, 1f);
Goal.transform.localPosition = floor[floor.GetLength(0) - 1, floor.GetLength(1) - 1].GO.transform.position + Vector3.up * 100f;
}
// Populating the links
for(int i = 0; i < width; i++){
for(int j = 0; j < length; j++){
if(i > 0){
link daLink = new link();
daLink.nearCell = floor[i - 1, j];
daLink.openWall = true;
daLink.linkPos = linkPosition.east;
floor[i,j].links.Add(daLink);
}
if(i < (width - 1)){
link daLink = new link();
daLink.nearCell = floor[i + 1, j];
daLink.openWall = true;
daLink.linkPos = linkPosition.west;
floor[i,j].links.Add(daLink);
}
if(j > 0){
link daLink = new link();
daLink.nearCell = floor[i, j - 1];
daLink.openWall = true;
daLink.linkPos = linkPosition.north;
floor[i,j].links.Add(daLink);
}
if(j < (length - 1)){
link daLink = new link();
daLink.nearCell = floor[i, j + 1];
daLink.openWall = true;
daLink.linkPos = linkPosition.south;
floor[i,j].links.Add(daLink);
}
}
}
}
public void evaluate(){
List<cell> toVisit = new List<cell>();
List<cell> toVisitNext = new List<cell>();
int currentDistance = 0;
toVisit.Add(floor[(int)StartCell.x, (int)StartCell.y]);
while(toVisit.Count > 0 && currentDistance < width*length){
toVisitNext.Clear();
foreach(cell C in toVisit){
C.distanceIndex = currentDistance;
foreach(link nxt in C.links){
if(nxt.openWall && nxt.nearCell.distanceIndex == -1) //checks the wall is open & nearCell is not already visited.
toVisitNext.Add(nxt.nearCell);
}
}
toVisit.Clear();
toVisit.AddRange(toVisitNext);
currentDistance++;
}
//Checking
if(toVisit.Count !=0){
Debug.Log("Incomplete visit - " + toVisit.Count);
foreach(cell c in toVisit){
Debug.Log(c.GO.name + " is unchecked");
}
}
for(int i = 0; i < width; i++){
for(int j = 0; j < length; j++){
if(floor[i,j].distanceIndex == -1)
Debug.Log("Warning: " + this.name + " has innaccessible cell@ " + i + ", " + j);
}
}
Debug.Log("Maze shortest path is " + floor[(int)EndCell.x, (int)EndCell.y].distanceIndex + " cells long");
}
public void amazeMe(){
//Recursive Backtracking Algorithm
//Erase all distances
foreach(cell C in floor){
C.distanceIndex = -1;
}
seedIndex = 0;
cell current = floor[(int)StartCell.x, (int)StartCell.y];
recursion(current, 0);
foreach(cell C in floor){
foreach(link L in C.links){
L.openWall = (Mathf.Abs(C.distanceIndex - L.nearCell.distanceIndex) == 1);
if(!L.openWall){
//build wall
GameObject wall = GameObject.CreatePrimitive(PrimitiveType.Cube);
wall.name = L.linkPos.ToString() + "WallOn_" + C.GO.name;
wall.transform.localScale = new Vector3(CellSurfaceSize + 1.5f ,3f , 1f);
wall.transform.parent = C.GO.transform;
switch(L.linkPos){
case linkPosition.east :
wall.transform.localPosition = Vector3.left * (CellSurfaceSize + 0.75f)+ Vector3.up * 3f;
wall.transform.Rotate(new Vector3(0f,90f,0f));
break;
case linkPosition.west :
wall.transform.localPosition = Vector3.right* (CellSurfaceSize + 0.75f) + Vector3.up * 3f;
wall.transform.Rotate(new Vector3(0f,90f,0f));
break;
case linkPosition.north :
wall.transform.localPosition = Vector3.back * (CellSurfaceSize + 0.75f) + Vector3.up * 3f;
break;
case linkPosition.south :
wall.transform.localPosition = Vector3.forward * (CellSurfaceSize + 0.75f) + Vector3.up * 3f;
break;
}
}
}
}
materializeMe();
}
private int seedRead(){
int i = seedIndex;
seedIndex++;
if(seedIndex == seed.ToString().Length)
seedIndex = 0;
return int.Parse(seed.ToString().Substring(i, 1));
}
private void recursion(cell C, int currentDist){
bool deadend = false;
C.distanceIndex = currentDist;
while(!deadend){
bool canVisitNeighbour = false;
for(int i = 0; i < C.links.Count && !canVisitNeighbour; i++)
canVisitNeighbour = C.links[i].openWall && C.links[i].nearCell.distanceIndex == -1;
if(canVisitNeighbour){
List<cell> visitable = new List<cell>();
for(int i = 0; i < C.links.Count; i++){
if(C.links[i].openWall && C.links[i].nearCell.distanceIndex == -1)
visitable.Add(C.links[i].nearCell);
}
//May require the double check for bidirectionality
int alea = seedRead() % 4;
recursion(visitable[alea % visitable.Count], currentDist + 1);
}else
deadend = true;
}
}
public void materializeMe(){
Material Blank = Resources.Load<Material>("Blank");
//List<MeshRenderer> MRl = new List<MeshRenderer>(GetComponents<MeshRenderer>());
List<Transform> children = new List<Transform>(this.transform.GetComponentsInChildren<Transform>());
children.Remove(this.transform);
foreach(Transform child in children){
Material[] m = child.gameObject.GetComponent<Renderer>().materials;
if(m != null){
m[0] = Blank;
child.gameObject.GetComponent<MeshRenderer>().materials = m;
}
}
}
// Use this for initialization
void Start () {
CellSurfaceSize = 5f;
seed = Random.Range(12021, int.MaxValue);
width = Random.Range(8,75);
length = Random.Range(8,75);
makeFloor();
amazeMe();
}
// Update is called once per frame
void Update () {
if(Input.GetKeyDown(KeyCode.T)){
List<Transform> toDestroy = new List<Transform>(this.transform.GetComponentsInChildren<Transform>());
toDestroy.Remove(this.transform);
foreach(Transform GO in toDestroy){
Destroy(GO.gameObject);
}
reset();
seed = Random.Range(12021, int.MaxValue);
width = Random.Range(8,75);
length = Random.Range(8,75);
makeFloor();
amazeMe();
}
}
}