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  [LibGDX] Cave generation  (Read 718 times)
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Offline javalolman

Junior Newbie





« Posted 2013-12-29 15:48:34 »

Hi!
I have been reading this article: http://roguebasin.roguelikedevelopment.org/index.php?title=Basic_directional_dungeon_generation, but I can`t understand what I am supposed to do: I don`t even know when I am supposed to render any objects. Can anybody help me, and explain how that algorithm works, and how to implement it in my code? Thanks!

@edit: I have tried to implement the algorithm like this, but it crashes the Java Runtime! Here is the code:
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public class MapGenerator {
   
   private int length, roughness, windyness, mapWidth;
   private int[] roll = { -2, -1, 1, 2 };
   private World world;
   
   public MapGenerator(int length, int roughness, int windyness, int mapWidth, World world) {
      this.length = length;
      this.roughness = roughness;
      this.windyness = windyness;
      this.mapWidth = mapWidth;
      this.world = world;
   }
   
   public void generate(int startingX, int startingY, int startingWidth) {
      int x, y, width;
      x = startingX;
      y = startingY;
      width = startingWidth;
      Random r = new Random();
     
      BodyDef bodyDef = new BodyDef();
      FixtureDef fixtureDef = new FixtureDef();
     
      for (int a = 0; a <= length; a++) {
         y++;
         if (r.nextInt(100) <= roughness) {
            int ro = r.nextInt(4);
            width += roll[ro];
           
            if (width > 3)
               width = 3;  
           
            if (width > mapWidth)
               width = mapWidth;
         }
         
         if (r.nextInt(100) <= windyness) {
            int ro = r.nextInt(4);
            x += roll[ro];
           
            if (x < 0)
               x = 0;
           
            if (x > mapWidth - 3)
               x = mapWidth - 3;
         }
         
         bodyDef.type = BodyType.StaticBody;
         bodyDef.position.set(x, y);
         
         ChainShape shape = new ChainShape();
         shape.createChain(new Vector2[] {
            new Vector2(x, y),
            new Vector2(x + width, y),
            new Vector2(x + width, y),
            new Vector2(x, y)
         });
         
         fixtureDef.shape = shape;
         fixtureDef.density = 3;
         fixtureDef.restitution = 0.2f;
         fixtureDef.friction = 0.2f;
         
         world.createBody(bodyDef).createFixture(fixtureDef);
      }
   }
   
}
Offline javalolman

Junior Newbie





« Reply #1 - Posted 2013-12-30 10:16:14 »

@ref Please, anybody?
Offline moogie

JGO Ninja


Medals: 16
Projects: 6
Exp: 10 years


Java games rock!


« Reply #2 - Posted 2013-12-30 22:06:36 »

I am not sure why you have tagged this thread as LibGDX as this is a generic algorithm...

That said, the algorithm is relatively self explanatory: it creates a vertical cave.

The algorithm leaves the rendering up to you once you have the cave data.

Looking at your code you have a the following errors:

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int ro = r.nextInt(4);

should be
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int ro = (r.nextBoolean()?-1:1)*r.nextInt(2);


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            if (width > 3) 
               width = 3;  

should be
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2  
            if (width < 3) 
               width = 3;  


Java4k RIP 2014
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