我最初试图跟随 this algorithm 在 C# 中创建一个简单的 roguelike 地牢。但我想我只是太愚蠢了,因为我的结果总是一团糟。
然后我切换到我自己的算法,它产生了不太好但半可识别的地牢结果。
有没有人有任何以 BSP 方式进行操作的示例,如链接文章中所述?最好不要被一堆游戏细节/库调用所困扰,因为(再次)我很愚蠢。
(如果你特别受虐并且希望我发布我拥有的代码,我可以,但我认为这对于一个 SO 问题来说太过分了。)
最佳答案
这还没有链接房间,但它使用描述的算法生成了不错的地牢。 (不幸的是,它是用 Java 编写的,但我尝试添加一些注释以阐明正在执行的操作。)
public static class Rectangle {
private static int MIN_SIZE = 5;
private static Random rnd = new Random();
private int top, left, width, height;
private Rectangle leftChild;
private Rectangle rightChild;
private Rectangle dungeon;
public Rectangle(int top, int left, int height, int width) {
this.top = top;
this.left = left;
this.width = width;
this.height = height;
}
public boolean split() {
if( leftChild != null ) //if already split, bail out
return false;
boolean horizontal = rnd.nextBoolean(); //direction of split
int max = (horizontal ? height : width ) - MIN_SIZE; //maximum height/width we can split off
if( max <= MIN_SIZE ) // area too small to split, bail out
return false;
int split = rnd.nextInt( max ); // generate split point
if( split < MIN_SIZE ) // adjust split point so there's at least MIN_SIZE in both partitions
split = MIN_SIZE;
if( horizontal ) { //populate child areas
leftChild = new Rectangle( top, left, split, width );
rightChild = new Rectangle( top+split, left, height-split, width );
} else {
leftChild = new Rectangle( top, left, height, split );
rightChild = new Rectangle( top, left+split, height, width-split );
}
return true; //split successful
}
public void generateDungeon() {
if( leftChild != null ) { //if current are has child areas, propagate the call
leftChild.generateDungeon();
rightChild.generateDungeon();
} else { // if leaf node, create a dungeon within the minimum size constraints
int dungeonTop = (height - MIN_SIZE <= 0) ? 0 : rnd.nextInt( height - MIN_SIZE);
int dungeonLeft = (width - MIN_SIZE <= 0) ? 0 : rnd.nextInt( width - MIN_SIZE);
int dungeonHeight = Math.max(rnd.nextInt( height - dungeonTop ), MIN_SIZE );;
int dungeonWidth = Math.max(rnd.nextInt( width - dungeonLeft ), MIN_SIZE );;
dungeon = new Rectangle( top + dungeonTop, left+dungeonLeft, dungeonHeight, dungeonWidth);
}
}
}
这是一个测试类来演示其用法:
import java.util.ArrayList;
import java.util.Random;
public class GenerateDungeon {
private static Random rnd = new Random();
public static void main(String[] args) {
ArrayList<Rectangle> rectangles = new ArrayList<Rectangle>(); // flat rectangle store to help pick a random one
Rectangle root = new Rectangle( 0, 0, 60, 120 ); //
rectangles.add( root ); //populate rectangle store with root area
while( rectangles.size() < 19 ) { // this will give us 10 leaf areas
int splitIdx = rnd.nextInt( rectangles.size() ); // choose a random element
Rectangle toSplit = rectangles.get( splitIdx);
if( toSplit.split() ) { //attempt to split
rectangles.add( toSplit.leftChild );
rectangles.add( toSplit.rightChild );
}
}
root.generateDungeon(); //generate dungeons
printDungeons(rectangles); //this is just to test the output
}
private static void printDungeons(ArrayList<Rectangle> rectangles) {
byte [][] lines = new byte[60][];
for( int i = 0; i < 60; i++ ) {
lines[ i ] = new byte[120];
for( int j = 0; j < 120; j++ )
lines[ i ][ j ] = -1;
}
byte dungeonCount = -1;
for( Rectangle r : rectangles ) {
if( r.dungeon == null )
continue;
Rectangle d = r.dungeon;
dungeonCount++;
for( int i = 0; i < d.height; i++ ) {
for( int j = 0; j < d.width; j++ )
lines[ d.top + i ][ d.left+ j ] = dungeonCount;
}
}
for( int i = 0; i < 60; i++ ) {
for( int j = 0; j < 120; j++ ) {
if( lines[ i ][ j ] == -1 )
System.out.print( '.');
else
System.out.print( lines[ i ][ j ] );
}
System.out.println();
}
}
}
关于c# - BSP地牢生成的简单例子,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/4997642/