From c732582f681412d364e2f0509d2fdbf5319b9402 Mon Sep 17 00:00:00 2001 From: Starla Insigna Date: Sun, 3 Jun 2012 11:07:34 -0400 Subject: Consolidated makeRoom method --- src/com/fourisland/frigidearth/Direction.java | 31 +++ .../fourisland/frigidearth/MapViewGameState.java | 278 ++++++--------------- src/com/fourisland/frigidearth/Room.java | 52 ++++ 3 files changed, 159 insertions(+), 202 deletions(-) create mode 100644 src/com/fourisland/frigidearth/Direction.java create mode 100644 src/com/fourisland/frigidearth/Room.java (limited to 'src/com') diff --git a/src/com/fourisland/frigidearth/Direction.java b/src/com/fourisland/frigidearth/Direction.java new file mode 100644 index 0000000..3c24a89 --- /dev/null +++ b/src/com/fourisland/frigidearth/Direction.java @@ -0,0 +1,31 @@ +/* + * To change this template, choose Tools | Templates + * and open the template in the editor. + */ +package com.fourisland.frigidearth; + +/** + * + * @author hatkirby + */ +public enum Direction +{ + North, + East, + South, + West; + + public static Direction getRandomDirection() + { + int r = Functions.random(0, 3); + + switch (r) + { + case 0: return North; + case 1: return East; + case 2: return South; + case 3: return West; + default: return null; // This can't happen + } + } +} diff --git a/src/com/fourisland/frigidearth/MapViewGameState.java b/src/com/fourisland/frigidearth/MapViewGameState.java index aa489da..43d61b7 100644 --- a/src/com/fourisland/frigidearth/MapViewGameState.java +++ b/src/com/fourisland/frigidearth/MapViewGameState.java @@ -7,6 +7,8 @@ package com.fourisland.frigidearth; import java.awt.Color; import java.awt.Graphics2D; import java.awt.event.KeyEvent; +import java.util.ArrayList; +import java.util.List; /** * @@ -29,6 +31,7 @@ public class MapViewGameState implements GameState private final int[][] OCTET_MULTIPLIERS = new int[][] {new int[] {1,0,0,-1,-1,0,0,1}, new int[] {0,1,-1,0,0,-1,1,0}, new int[] {0,1,1,0,0,-1,-1,0}, new int[] {1,0,0,1,-1,0,0,-1}}; private Tile[][] grid; private boolean[][] gridLighting; + private List rooms = new ArrayList(); private int playerx = 4; private int playery = 4; private int viewportx = 0; @@ -52,7 +55,7 @@ public class MapViewGameState implements GameState } } - makeRoom(GAME_WIDTH/2, GAME_HEIGHT/2, Functions.random(0, 3)); + makeRoom(GAME_WIDTH/2, GAME_HEIGHT/2, Direction.getRandomDirection()); playerx = GAME_WIDTH/2; playery = GAME_HEIGHT/2; @@ -70,62 +73,62 @@ public class MapViewGameState implements GameState int xmod = 0; int newy = 0; int ymod = 0; - int validTile = -1; + Direction validTile = null; for (int testing = 0; testing < 1000; testing++) { newx = Functions.random(1, GAME_WIDTH-1); newy = Functions.random(1, GAME_HEIGHT-1); - validTile = -1; + validTile = null; if ((grid[newx][newy] == Tile.DirtWall) || (grid[newx][newy] == Tile.Corridor)) { if ((grid[newx][newy+1] == Tile.DirtFloor) || (grid[newx][newy+1] == Tile.Corridor)) { - validTile = 0; + validTile = Direction.North; xmod = 0; ymod = -1; } else if ((grid[newx-1][newy] == Tile.DirtFloor) || (grid[newx-1][newy] == Tile.Corridor)) { - validTile = 1; + validTile = Direction.East; xmod = 1; ymod = 0; } else if ((grid[newx][newy-1] == Tile.DirtFloor) || (grid[newx][newy-1] == Tile.Corridor)) { - validTile = 2; + validTile = Direction.South; xmod = 0; ymod = 1; } else if ((grid[newx+1][newy] == Tile.DirtFloor) || (grid[newx+1][newy] == Tile.Corridor)) { - validTile = 3; + validTile = Direction.West; xmod = -1; ymod = 0; } - if (validTile > -1) + if (validTile != null) { if (grid[newx][newy+1] == Tile.Door) { - validTile = -1; + validTile = null; } else if (grid[newx-1][newy] == Tile.Door) { - validTile = -1; + validTile = null; } else if (grid[newx][newy-1] == Tile.Door) { - validTile = -1; + validTile = null; } else if (grid[newx+1][newy] == Tile.Door) { - validTile = -1; + validTile = null; } } - if (validTile > -1) + if (validTile != null) { break; } } } - if (validTile > -1) + if (validTile != null) { if (Functions.random(0, 100) <= 75) { @@ -146,225 +149,96 @@ public class MapViewGameState implements GameState } } - private boolean makeRoom(int x, int y, int direction) + private boolean makeRoom(int x, int y, Direction direction) { int width = Functions.random(MIN_ROOM_WIDTH, MAX_ROOM_WIDTH); int height = Functions.random(MIN_ROOM_HEIGHT, MAX_ROOM_HEIGHT); Tile floor = Tile.DirtFloor; Tile wall = Tile.DirtWall; - int dir = 0; + Room room = null; - if ((direction > 0) && (direction < 4)) + switch (direction) { - dir = direction; - } - - switch (dir) - { - case 0: // North - for (int ytemp=y; ytemp > (y-height); ytemp--) - { - if ((ytemp < 0) || (ytemp > GAME_HEIGHT)) - { - return false; - } - - for (int xtemp=(x-width/2); xtemp < (x+(width+1)/2); xtemp++) - { - if ((xtemp < 0) || (xtemp > GAME_WIDTH)) - { - return false; - } - - if (grid[xtemp][ytemp] != Tile.Unused) - { - return false; - } - } - } - - for (int ytemp = y; ytemp > (y-height); ytemp--) - { - for (int xtemp = (x-width/2); xtemp < (x+(width+1)/2); xtemp++) - { - if (xtemp == (x-width/2)) - { - grid[xtemp][ytemp] = wall; - } else if (xtemp == (x+(width-1)/2)) - { - grid[xtemp][ytemp] = wall; - } else if (ytemp == y) - { - grid[xtemp][ytemp] = wall; - } else if (ytemp == (y-height+1)) - { - grid[xtemp][ytemp] = wall; - } else { - grid[xtemp][ytemp] = floor; - } - } - } + case North: + room = new Room(x-width/2, y-height, width+1, height+1, true); break; - case 1: // East - for (int ytemp=(y-height/2); ytemp < (y+(height+1)/2); ytemp++) - { - if ((ytemp < 0) || (ytemp > GAME_HEIGHT)) - { - return false; - } - - for (int xtemp=x; xtemp < (x+width); xtemp++) - { - if ((xtemp < 0) || (xtemp > GAME_WIDTH)) - { - return false; - } - - if (grid[xtemp][ytemp] != Tile.Unused) - { - return false; - } - } - } - - for (int ytemp=(y-height/2); ytemp < (y+(height+1)/2); ytemp++) - { - for (int xtemp=x; xtemp < (x+width); xtemp++) - { - if (xtemp == x) - { - grid[xtemp][ytemp] = wall; - } else if (xtemp == (x+width-1)) - { - grid[xtemp][ytemp] = wall; - } else if (ytemp == (y-height/2)) - { - grid[xtemp][ytemp] = wall; - } else if (ytemp == (y+(height-1)/2)) - { - grid[xtemp][ytemp] = wall; - } else { - grid[xtemp][ytemp] = floor; - } - } - } + case East: + room = new Room(x, y-height/2, width+1, height+1, true); break; - case 2: // South - for (int ytemp=y; ytemp < (y+height); ytemp++) - { - if ((ytemp < 0) || (ytemp > GAME_HEIGHT)) - { - return false; - } - - for (int xtemp=(x-width/2); xtemp < (x+(width+1)/2); xtemp++) - { - if ((xtemp < 0) || (xtemp > GAME_WIDTH)) - { - return false; - } - - if (grid[xtemp][ytemp] != Tile.Unused) - { - return false; - } - } - } - - for (int ytemp=y; ytemp < (y+height); ytemp++) - { - for (int xtemp = (x-width/2); xtemp < (x+(width+1)/2); xtemp++) - { - if (xtemp == (x-width/2)) - { - grid[xtemp][ytemp] = wall; - } else if (xtemp == (x+(width-1)/2)) - { - grid[xtemp][ytemp] = wall; - } else if (ytemp == y) - { - grid[xtemp][ytemp] = wall; - } else if (ytemp == (y+height-1)) - { - grid[xtemp][ytemp] = wall; - } else { - grid[xtemp][ytemp] = floor; - } - } - } + case South: + room = new Room(x-width/2, y, width+1, height+1, true); break; - case 3: // West - for (int ytemp=(y-height/2); ytemp < (y+(height+1)/2); ytemp++) + case West: + room = new Room(x-width, y-height/2, width+1, height+1, true); + + break; + } + + for (int ytemp=room.getY(); ytemp < room.getY()+room.getHeight(); ytemp++) + { + if ((ytemp < 0) || (ytemp > GAME_HEIGHT)) + { + return false; + } + + for (int xtemp=room.getX(); xtemp < room.getX()+room.getWidth(); xtemp++) + { + if ((xtemp < 0) || (xtemp > GAME_WIDTH)) { - if ((ytemp < 0) || (ytemp > GAME_HEIGHT)) - { - return false; - } - - for (int xtemp=x; xtemp > (x-width); xtemp--) - { - if ((xtemp < 0) || (xtemp > GAME_WIDTH)) - { - return false; - } + return false; + } - if (grid[xtemp][ytemp] != Tile.Unused) - { - return false; - } - } + if (grid[xtemp][ytemp] != Tile.Unused) + { + return false; } - - for (int ytemp=(y-height/2); ytemp < (y+(height+1)/2); ytemp++) + } + } + + for (int ytemp=room.getY(); ytemp < room.getY()+room.getHeight(); ytemp++) + { + for (int xtemp=room.getX(); xtemp < room.getX()+room.getWidth(); xtemp++) + { + if (xtemp == room.getX()) { - for (int xtemp=x; xtemp > (x-width); xtemp--) - { - if (xtemp == x) - { - grid[xtemp][ytemp] = wall; - } else if (xtemp == (x-width+1)) - { - grid[xtemp][ytemp] = wall; - } else if (ytemp == (y-height/2)) - { - grid[xtemp][ytemp] = wall; - } else if (ytemp == (y+(height-1)/2)) - { - grid[xtemp][ytemp] = wall; - } else { - grid[xtemp][ytemp] = floor; - } - } + grid[xtemp][ytemp] = wall; + } else if (xtemp == room.getX()+room.getWidth()-1) + { + grid[xtemp][ytemp] = wall; + } else if (ytemp == room.getY()) + { + grid[xtemp][ytemp] = wall; + } else if (ytemp == room.getY()+room.getHeight()-1) + { + grid[xtemp][ytemp] = wall; + } else { + grid[xtemp][ytemp] = floor; } - - break; + } } + rooms.add(room); + return true; } - private boolean makeCorridor(int x, int y, int direction) + private boolean makeCorridor(int x, int y, Direction direction) { int length = Functions.random(MIN_CORRIDOR_LENGTH, MAX_CORRIDOR_LENGTH); Tile floor = Tile.Corridor; - int dir = 0; - if ((direction > 0) && (direction < 4)) - { - dir = direction; - } int xtemp = 0; int ytemp = 0; - switch (dir) + switch (direction) { - case 0: // North + case North: if ((x < 0) || (x > GAME_WIDTH)) { return false; @@ -392,7 +266,7 @@ public class MapViewGameState implements GameState break; - case 1: // East + case East: if ((y < 0) || (y > GAME_HEIGHT)) { return false; @@ -420,7 +294,7 @@ public class MapViewGameState implements GameState break; - case 2: // South + case South: if ((x < 0) || (x > GAME_WIDTH)) { return false; @@ -448,7 +322,7 @@ public class MapViewGameState implements GameState break; - case 3: // West + case West: if ((y < 0) || (y > GAME_HEIGHT)) { return false; diff --git a/src/com/fourisland/frigidearth/Room.java b/src/com/fourisland/frigidearth/Room.java new file mode 100644 index 0000000..78f06f5 --- /dev/null +++ b/src/com/fourisland/frigidearth/Room.java @@ -0,0 +1,52 @@ +/* + * To change this template, choose Tools | Templates + * and open the template in the editor. + */ +package com.fourisland.frigidearth; + +/** + * + * @author hatkirby + */ +public class Room +{ + private int x; + private int y; + private int width; + private int height; + private boolean generateMonsters; + + public Room(int x, int y, int width, int height, boolean generateMonsters) + { + this.x = x; + this.y = y; + this.width = width; + this.height = height; + this.generateMonsters = generateMonsters; + } + + public int getX() + { + return x; + } + + public int getY() + { + return y; + } + + public int getWidth() + { + return width; + } + + public int getHeight() + { + return height; + } + + public boolean canGenerateMonsters() + { + return generateMonsters; + } +} -- cgit 1.4.1