Levelgen gallery
From Bitfighter
Revision as of 07:50, 21 September 2009 by Watusimoto (Talk | contribs)
To use the following script, copy it into a file called "mazegen.lua" in your levels folder, and add the following line to your level file:
Script mazegen.lua
or, to create a smaller maze:
Script mazegen.lua 5 5 0 0 1
NOTE THAT THIS CODE WILL ONLY WORK WITH BITFIGHTER 011!!
------------------------------------------------------------------------------- -- -- MazeGen script creates a random maze -- Args: gridXSize, gridYSize, ulCornerX, ulCornerY, cellsize -- -- gridXSize, gridYSize --> Number of cells in the maze (defaults to 10, 10) -- ulCornerX, ulCornerY --> Coordinates of upper left corner of maze -- (defaults to 0, 0) -- cellsize --> Size of each maze cell (defaults to 1) -- ------------------------------------------------------------------------------- function isUnvisited(cell) return cell["N Wall"] and cell["S Wall"] and cell["E Wall"] and cell["W Wall"] end function getAdjacentUnvisitedCells(cell) local x = cell["x"] local y = cell["y"] adjCells = {} adjDirs = {} if(not cells[x][y]["N Edge"] and isUnvisited(cells[x][y - 1])) then table.insert(adjCells, cells[x][y - 1]) table.insert(adjDirs, "N") end if(not cells[x][y]["S Edge"] and isUnvisited(cells[x][y + 1])) then table.insert(adjCells, cells[x][y + 1]) table.insert(adjDirs, "S") end if(not cells[x][y]["E Edge"] and isUnvisited(cells[x + 1][y])) then table.insert(adjCells, cells[x + 1][y]) table.insert(adjDirs, "E") end if(not cells[x][y]["W Edge"] and isUnvisited(cells[x - 1][y])) then table.insert(adjCells, cells[x - 1][y]) table.insert(adjDirs, "W") end end -- Knock down wall to neighbor cell, and neighbor's wall to current cell function knockDownWallToCell(cell, dir, adjacentCell) cell[dir .. " Wall"] = false adjacentCell[oppDir(dir) .. " Wall"] = false end function oppDir(dir) if(dir == "N") then return "S" end if(dir == "S") then return "N" end if(dir == "E") then return "W" end if(dir == "W") then return "E" end end function initGridCells(xsize, ysize) for x = 0, xsize + 1 do -- Add extra cell to avoid bounds checking later cells[x] = {} for y = 0, ysize + 1 do cells[x][y] = {} cells[x][y]["N Wall"] = true cells[x][y]["S Wall"] = true cells[x][y]["E Wall"] = true cells[x][y]["W Wall"] = true cells[x][y]["x"] = x cells[x][y]["y"] = y cells[x][y]["N Edge"] = (y == 1) cells[x][y]["S Edge"] = (y == gridYSize) cells[x][y]["E Edge"] = (x == gridXSize) cells[x][y]["W Edge"] = (x == 1) end end end function outputMaze() -- We'll output our maze as a series of tiles, each being 2 x cellsize square -- Divide each tile into quadrants, as follows: -- X----+----+ -- | UL | UR | * denotes point (cenx, ceny) -- | | | size of each cell is (gridXSize, gridXSize) -- +----*----+ coords of point X on upper left cell are -- | LL | LR | (ulCornerX, ulCornerY) -- | | | UL is always filled in, LR is always open -- +----+----+ LL is filled in when an E wall is present -- UR is filled in when a N wall is present -- When a series of these tiles are tiled together, a maze will be drawn -- with an open bottom and open right side, which will be closed at the end. -- -- Wall segments are drawn as 2-pt horizontal lines with the appropriate -- thickness to make them square. Adjacent wall segments are partially -- merged into longer horizontal lines to reduce vertices and therefore -- level transfer size. Note we're taking advantage of Bitfighter's vertex -- thinning algorithms to make our job just a bit easier. local gridsize = levelgen:getGridSize() + 1 -- Add 1 to get a tiny bit of -- overlap to make walls merge local wallsize = gridsize * cellsize local points for y = 1, gridYSize do local xpoints = { } for x = 1, gridXSize do local cenx = ulCornerX + (2 * x - 1) * cellsize local ceny = ulCornerY + (2 * y - 1) * cellsize local cell = cells[x][y] -- UL quadrant is always drawn if(#xpoints == 0) then -- No line in progress xpoints = { Point(cenx - cellsize, ceny - cellsize * 0.5) } end -- UR quadrant drawn only when a N wall is present local endx if(cell["N Wall"]) then endx = cenx + cellsize else endx = cenx end if(not cell["N Wall"] or cell["E Edge"]) then table.insert(xpoints, Point(endx, ceny - cellsize * 0.5) ) levelgen:addWall(wallsize, false, xpoints) xpoints = { } end -- LL quadrant drawn only when a W wall is present if(cell["W Wall"]) then local pts = { Point(cenx - cellsize, ceny + cellsize * 0.5), Point(cenx , ceny + cellsize * 0.5) } levelgen:addWall(wallsize, false, pts) end -- LR quadrant is always open, so do nothing end end -- Now add walls along entire bottom and right sides of the maze local pts = { Point(ulCornerX, ulCornerY + 2 * gridYSize * cellsize + cellsize * 0.5), Point(ulCornerX + 2 * gridXSize * cellsize + cellsize * 0.5, ulCornerY + 2 * gridYSize * cellsize + cellsize * 0.5), Point(ulCornerX + 2 * gridXSize * cellsize + cellsize * 0.5, ulCornerY) } levelgen:addWall(wallsize, false, pts) end ----------------------------------------------------------- ----------------------------------------------------------- ----------------------------------------------------------- ----------------------------------------------------------- ----------------------------------------------------------- ----------------------------------------------------------- ----------------------------------------------------------- ----------------------------------------------------------- ----------------------------------------------------------- -- Global variables -- Remember, in Bitfighter, all global variables must be -- defined in the main block! gridXSize = tonumber(arg[1]) gridYSize = tonumber(arg[2]) ulCornerX = tonumber(arg[3]) ulCornerY = tonumber(arg[4]) cellsize = tonumber(arg[5]) if gridXSize == nil then gridXSize = 10 end if gridYSize == nil then gridYSize = 10 end if ulCornerX == nil then ulCornerX = 0 end if ulCornerY == nil then ulCornerY = 0 end if cellsize == nil then cellsize = 1 end cellStack = List:new() cells = {} adjCells = {} adjDirs = {} -- Initialize cells initGridCells(gridXSize, gridYSize) -- Get starting cell local x = math.random(gridXSize) local y = math.random(gridYSize) local currCell = cells[x][y] local totalCells = gridXSize * gridYSize local visitedCells = 1 while visitedCells < totalCells do -- Find all adjacent cells with all walls intact (sets adjCells and adjDirs) getAdjacentUnvisitedCells(currCell) if(#adjCells > 0) then -- More than one? local adj = math.random(#adjCells) -- Pick one at random knockDownWallToCell(currCell, adjDirs[adj], adjCells[adj]) -- Push current cell location on the cellStack; we'll revisit it later cellStack:pushright(currCell) -- Make the randomly selected adjacent cell the new current cell currCell = adjCells[adj] visitedCells = visitedCells + 1 else -- This cell has no neighbors, so let's grab one from the stack currCell = cellStack:popright() end end -- Output the results outputMaze()