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− | 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:
| + | Some examples of levelgens: |
− | | + | *[[Levelgen_example:_Funcorners|Funcorners]] (created by Zoomber)<br> |
− | Script mazegen.lua
| + | *[[Levelgen_example:_Mazeracer|Mazeracer]] (created by Watusimoto)<br> |
− | | + | *[[Levelgen_example:_SquarePegs|Square Pegs & Round Holes]] (created by Karamazovapy)<br> |
− | or, to create a smaller maze:
| + | |
− | | + | |
− | Script mazegen.lua 5 5 0 0 1
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− | | + | |
− | | + | |
− | <source lang="lua">
| + | |
− | -------------------------------------------------------------------------------
| + | |
− | --
| + | |
− | -- 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"]
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− | end
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− | | + | |
− | | + | |
− | function getAdjacentUnvisitedCells(cell)
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− | | + | |
− | local x = cell["x"]
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− | local y = cell["y"]
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− | | + | |
− | adjCells = {}
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− | adjDirs = {}
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− | | + | |
− | if(not cells[x][y]["N Edge"] and isUnvisited(cells[x][y - 1])) then
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− | table.insert(adjCells, cells[x][y - 1])
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− | table.insert(adjDirs, "N")
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− | end
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− | | + | |
− | if(not cells[x][y]["S Edge"] and isUnvisited(cells[x][y + 1])) then
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− | table.insert(adjCells, cells[x][y + 1])
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− | table.insert(adjDirs, "S")
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− | end
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− | | + | |
− | if(not cells[x][y]["E Edge"] and isUnvisited(cells[x + 1][y])) then
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− | table.insert(adjCells, cells[x + 1][y])
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− | table.insert(adjDirs, "E")
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− | end
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− | | + | |
− | if(not cells[x][y]["W Edge"] and isUnvisited(cells[x - 1][y])) then
| + | |
− | table.insert(adjCells, cells[x - 1][y])
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− | table.insert(adjDirs, "W")
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− | end
| + | |
− | end
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− | | + | |
− | | + | |
− | -- Knock down wall to neighbor cell, and neighbor's wall to current cell
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− | function knockDownWallToCell(cell, dir, adjacentCell)
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− | cell[dir .. " Wall"] = false
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− | adjacentCell[oppDir(dir) .. " Wall"] = false
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− | end
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− | | + | |
− | | + | |
− | function oppDir(dir)
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− | 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
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− | | + | |
− | | + | |
− | function initGridCells(xsize, ysize)
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− | for x = 0, xsize + 1 do -- Add extra cell to avoid bounds checking later
| + | |
− | cells[x] = {}
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− | for y = 0, ysize + 1 do
| + | |
− | cells[x][y] = {}
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− | | + | |
− | cells[x][y]["N Wall"] = true
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− | cells[x][y]["S Wall"] = true
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− | cells[x][y]["E Wall"] = true
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− | cells[x][y]["W Wall"] = true
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− | | + | |
− | cells[x][y]["x"] = x
| + | |
− | cells[x][y]["y"] = y
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− | | + | |
− | cells[x][y]["N Edge"] = (y == 1)
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− | cells[x][y]["S Edge"] = (y == gridYSize)
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− | cells[x][y]["E Edge"] = (x == gridXSize)
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− | cells[x][y]["W Edge"] = (x == 1)
| + | |
− | end
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− | end
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− | end
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− | | + | |
− | | + | |
− | function outputMaze()
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− | | + | |
− | -- 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
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− | -- | LL | LR | (ulCornerX, ulCornerY)
| + | |
− | -- | | | UL is always filled in, LR is always open
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− | -- +----+----+ LL is filled in when an E wall is present
| + | |
− | -- UR is filled in when a N wall is present
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− | -- When a series of these tiles are tiled together, a maze will be drawn
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− | -- with an open bottom and open right side, which will be closed at the end.
| + | |
− | --
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− | -- Wall segments are drawn as 2-pt horizontal lines with the appropriate
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− | -- thickness to make them square. Adjacent wall segments are partially
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− | -- merged into longer horizontal lines to reduce vertices and therefore
| + | |
− | -- level transfer size. Note we're taking advantage of Bitfighter's vertex
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− | -- thinning algorithms to make our job just a bit easier.
| + | |
− | | + | |
− | local gridsize = levelgen:getGridSize() + 1 -- Add 1 to get a tiny bit of
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− | -- overlap to make walls merge
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− | local wallsize = gridsize * cellsize
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− | local points
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− | | + | |
− | for y = 1, gridYSize do
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− | | + | |
− | local xpoints = { }
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− | | + | |
− | for x = 1, gridXSize do
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− | local cenx = ulCornerX + (2 * x - 1) * cellsize
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− | local ceny = ulCornerY + (2 * y - 1) * cellsize
| + | |
− | local cell = cells[x][y]
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− | | + | |
− | | + | |
− | -- UL quadrant is always drawn
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− | if(#xpoints == 0) then -- No line in progress
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− | xpoints = { Point(cenx - cellsize, ceny - cellsize * 0.5) }
| + | |
− | end
| + | |
− | | + | |
− | -- UR quadrant drawn only when a N wall is present
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− | local endx
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− | | + | |
− | if(cell["N Wall"]) then
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− | endx = cenx + cellsize
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− | else
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− | endx = cenx
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− | end
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− | | + | |
− | | + | |
− | if(not cell["N Wall"] or cell["E Edge"]) then
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− | table.insert(xpoints, Point(endx, ceny - cellsize * 0.5) )
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− | | + | |
− | levelgen:addWall(wallsize, false, xpoints)
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− | xpoints = { }
| + | |
− | end
| + | |
− | | + | |
− | -- LL quadrant drawn only when a W wall is present
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− | if(cell["W Wall"]) then
| + | |
− | local pts = { Point(cenx - cellsize, ceny + cellsize * 0.5),
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− | Point(cenx , ceny + cellsize * 0.5) }
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− | levelgen:addWall(wallsize, false, pts)
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− | end
| + | |
− | | + | |
− | -- LR quadrant is always open, so do nothing
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− | end
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− | | + | |
− | end
| + | |
− | | + | |
− | -- Now add walls along entire bottom and right sides of the maze
| + | |
− | local pts = { Point(ulCornerX,
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− | ulCornerY + 2 * gridYSize * cellsize + cellsize * 0.5),
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− | Point(ulCornerX + 2 * gridXSize * cellsize + cellsize * 0.5,
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− | ulCornerY + 2 * gridYSize * cellsize + cellsize * 0.5),
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− | Point(ulCornerX + 2 * gridXSize * cellsize + cellsize * 0.5,
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− | ulCornerY) }
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− | levelgen:addWall(wallsize, false, pts)
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− | end
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− | | + | |
− | | + | |
− | | + | |
− | -----------------------------------------------------------
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− | -----------------------------------------------------------
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− | -----------------------------------------------------------
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− | -----------------------------------------------------------
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− | -----------------------------------------------------------
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− | -----------------------------------------------------------
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− | -----------------------------------------------------------
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− | -----------------------------------------------------------
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− | -----------------------------------------------------------
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− | | + | |
− | | + | |
− | -- Global variables
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− | | + | |
− | -- Remember, in Bitfighter, all global variables must be
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− | -- defined in the main block!
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− | | + | |
− | gridXSize = tonumber(arg[1])
| + | |
− | gridYSize = tonumber(arg[2])
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− | ulCornerX = tonumber(arg[3])
| + | |
− | ulCornerY = tonumber(arg[4])
| + | |
− | cellsize = tonumber(arg[5])
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− | | + | |
− | 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 = {}
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− | adjCells = {}
| + | |
− | adjDirs = {}
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− | | + | |
− | -- Initialize cells
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− | initGridCells(gridXSize, gridYSize)
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− | | + | |
− | | + | |
− | -- Get starting cell
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− | local x = math.random(gridXSize)
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− | local y = math.random(gridYSize)
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− | | + | |
− | local currCell = cells[x][y]
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− | local totalCells = gridXSize * gridYSize
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− | | + | |
− | local visitedCells = 1
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− | | + | |
− | while visitedCells < totalCells do
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− | | + | |
− | -- Find all adjacent cells with all walls intact (sets adjCells and adjDirs)
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− | getAdjacentUnvisitedCells(currCell)
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− | if(#adjCells > 0) then -- More than one?
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− | local adj = math.random(#adjCells) -- Pick one at random
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− | knockDownWallToCell(currCell, adjDirs[adj], adjCells[adj])
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− | | + | |
− | -- Push current cell location on the cellStack; we'll revisit it later
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− | cellStack:pushright(currCell)
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− | | + | |
− | -- Make the randomly selected adjacent cell the new current cell
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− | currCell = adjCells[adj]
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− | | + | |
− | visitedCells = visitedCells + 1
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− | else
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− | -- This cell has no neighbors, so let's grab one from the stack
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− | currCell = cellStack:popright()
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− | end
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− | end
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− | | + | |
− | -- Output the results
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− | outputMaze()
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− | | + | |
− | | + | |
− | </source> | + | |