我编写了一种算法,使用SpriteKit在iOS的Swift中生成地牢。该代码按预期功能运行,生成具有四个边的规则多边形。但是,当我切换到8路邻接组时,生成器开始混乱。
这是生成地牢的代码,其中包含用于代表房间和走廊的单个瓷砖的一些屏幕截图。
import Foundation
import SpriteKit
private let mapWidth = 100
private let mapHeight = 100
class Room {
// these values hold grid coordinates for each corner of the room
var x1:Int
var x2:Int
var y1:Int
var y2:Int
var width:Int
var height:Int
// center point of the room
var center:CGPoint
init (x:Int, y:Int, w:Int, h:Int) {
x1 = x
x2 = x + w
y1 = y
y2 = y + h
width = w
height = h
center = CGPoint(x: (x1 + x2) / 2,
y: (y1 + y2) / 2)
}
func intersects(room:Room) -> Bool {
if y2 >= mapHeight - 1 || x2 >= mapWidth - 1 {
return true
}
if x1 <= room.x2 + 2 && x2 >= room.x1 - 2 && y1 <= room.y2 + 2 && y2 >= room.y1 - 2 {
return true
}
return false
}
}
//******* 1 *******//
//******* 1 *******//
//******* 1 *******//
class TileEngine: SKNode {
var rooms = [Room]()
init (tileSize: CGSize) {
super.init()
let tile1 = SKTexture(imageNamed: "black")
let tile2 = SKTexture(imageNamed: "red")
let black = SKTileGroup(tileDefinition: SKTileDefinition(texture: tile1, size: CGSize(width: 32, height: 32)))
let red = SKTileGroup(tileDefinition: SKTileDefinition(texture: tile2, size: CGSize(width: 32, height: 32)))
let tileSet = SKTileSet(tileGroups: [black,red])
let tileMap = SKTileMapNode(tileSet: tileSet, columns: mapWidth, rows: mapHeight, tileSize: tileSize)
func createRooms() {
for c in 0..<tileMap.numberOfColumns {
for r in 0..<tileMap.numberOfRows {
for i in 0..<rooms.count {
if rooms[i].x1 <= c && rooms[i].x2 >= c && rooms[i].y1 <= r && rooms[i].y2 >= r {
tileMap.setTileGroup(red, forColumn: c, row: r)
} else if tileMap.tileGroup(atColumn: c, row: r) != red && tileMap.tileGroup(atColumn: c, row: r) != red {
tileMap.setTileGroup(black, forColumn: c, row: r)
}
}
}
}
self.addChild(tileMap)
tileMap.setScale(0.3)
}
//******* 2 *******//
//******* 2 *******//
//******* 2 *******//
func placeRooms() {
let numberOfRooms = Int(arc4random_uniform(25) + 15)
for i in 0..<numberOfRooms {
let w = Int(arc4random_uniform(8) + 4);
let h = Int(arc4random_uniform(8) + 4);
let x = Int(arc4random_uniform(UInt32(mapWidth)));
let y = Int(arc4random_uniform(UInt32(mapHeight)));
// create room with randomized values
let newRoom = Room(x:x, y:y, w:w, h:h);
var failed = false
for otherRoom in rooms {
if newRoom.intersects(room: otherRoom) {
failed = true
}
}
if failed != true {
let newCenter = newRoom.center
if rooms.isEmpty != true {
let prevCenter = rooms[rooms.count - 1].center
let rand = Int(arc4random_uniform(2) + 1)
if rand == 1 {
hCorridor(x1: Int(prevCenter.x), x2: Int(newCenter.x), y: Int(prevCenter.y))
vCorridor(y1: Int(prevCenter.y), y2: Int(newCenter.y), x: Int(newCenter.x))
} else {
vCorridor(y1: Int(prevCenter.y), y2: Int(newCenter.y), x: Int(prevCenter.x))
hCorridor(x1: Int(prevCenter.x), x2: Int(newCenter.x), y: Int(newCenter.y))
}
}
}
if failed != true {
rooms.append(newRoom)
}
}
createRooms()
}
//******* 3 *******//
//******* 3 *******//
//******* 3 *******//
func hCorridor(x1: Int, x2:Int, y: Int) {
for x in min(x1,x2)..<max(x1,x2) {
tileMap.setTileGroup(red, forColumn: x, row: y)
}
}
func vCorridor(y1: Int, y2:Int, x: Int) {
for y in Int(min(y1,y2))..<Int(max(y1,y2) + 1) {
tileMap.setTileGroup(red, forColumn: x, row: y)
}
}
placeRooms()
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
此代码生成基本的,干净的地下城,如下所示:
我在Aseprite中绘制了一些图块,因为我想生成带纹理的贴图。我将它们放入8向邻接组中,以便将其加载到地图中。在我构建和运行时,代码不再生成常规的四边多边形。我开始收到不良结果:
就像几乎连接到另一个走廊但被切断的走廊一样:
形状不规则的房间:
每次我运行代码时都会生成这些。看来只有在我使用8向邻接组而不是单个图块时才会发生。
代码本身似乎没有任何问题。就在我添加图块组时,它搞砸了。我想要的结果是矩形房间,走廊相互连接。为什么平铺组将其弄乱了?我该如何解决?
Here是一篇文章,解释了该算法的工作方式和运行方式。