This patch has a TON of changes. I updated almost every challenge and added some new ones. I think it represents a good suite of possibilities. Check it out.
This commit is contained in:
@@ -7,7 +7,6 @@ import java.util.Random;
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import dk.itu.mario.MarioInterface.GamePlay;
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import dk.itu.mario.MarioInterface.LevelInterface;
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import dk.itu.mario.engine.DataRecorder;
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import dk.itu.mario.engine.sprites.Enemy;
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import dk.itu.mario.engine.sprites.SpriteTemplate;
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import dk.itu.mario.level.grammar.LevelGrammar;
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import dk.itu.mario.level.grammar.LevelGrammarFactory;
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@@ -16,6 +15,12 @@ import dk.itu.mario.level.matcher.ArchetypeMatcher;
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import dk.itu.mario.level.matcher.ProfileMatcher;
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public class PCGLevel extends Level {
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public static double POWERUP_PROBABILITY = .1;
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public static double BLOCKS_PROBABILITY = .3;
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public static double COINS_PROBABILITY = .5;
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public static int COIN_REWARD = 1;
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public static int POWERUP_REWARD = 2;
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public static boolean TESTING = true;
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public static long lastSeed;
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private static Random levelSeedRandom = new Random();
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@@ -121,30 +126,50 @@ public class PCGLevel extends Level {
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int length = 0;
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if (TESTING) {
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difficulty = 6;
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difficulty = 10;
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int minElements = 5;
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int maxLen;
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int elementsSoFar = 0;
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length = buildStraight(0, width - 64, true);
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length += buildFreebie(length, width - 64 - length);
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length = buildStraight(0, width - 64, false);
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length += buildBowlingAlley(length, width - 64 - length,
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SpriteTemplate.ARMORED_TURTLE);
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length += buildFreebie(length, width - 64 - length);
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length += buildLemmingTrap(length, width - 64 - length);
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length += buildFreebie(length, width - 64 - length);
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length += buildPlatformJump(length, width - 64 - length);
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length += buildFreebie(length, width - 64 - length);
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length += buildMaze(length, width - 64 - length);
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length += buildFreebie(length, width - 64 - length);
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length += buildPipeJump(length, width - 64 - length);
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length += buildFreebie(length, width - 64 - length);
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// create all of the medium sections
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while (length < width - 64) {
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length += buildStraight(length, width - length, true);
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maxLen = elementsSoFar < minElements ? (width - 64 - length)
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/ (minElements - elementsSoFar) : width - 64 - length;
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switch (random.nextInt(9)) {
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case 0:
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length += buildStraight(length, maxLen, true);
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break;
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case 1:
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length += buildFreebie(length, maxLen);
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break;
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case 2:
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length += buildBowlingAlley(length, maxLen);
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break;
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case 3:
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length += buildLemmingTrap(length, maxLen);
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break;
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case 4:
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length += buildPipeJump(length, maxLen);
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break;
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case 5:
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length += buildPlatformJump(length, maxLen);
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break;
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case 6:
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length += buildCoinDive(length, maxLen);
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break;
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case 7:
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length += buildCannonLine(length, maxLen);
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break;
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case 8:
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length += buildSinglePit(length, maxLen);
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break;
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default:
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length += buildMaze(length, maxLen);
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}
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elementsSoFar++;
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}
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}
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@@ -158,7 +183,8 @@ public class PCGLevel extends Level {
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System.out.println("Building for: " + lcomp);
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switch (lctype) {
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case FLAT:
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length += buildStraight(length, lcomp.getEnd(), true);
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length += buildStraight(length, lcomp.getEnd(),
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random.nextBoolean());
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break;
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case PIPE_JUMP:
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length += buildPipeJump(length, width - 64 - length);
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@@ -196,11 +222,100 @@ public class PCGLevel extends Level {
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fillEndPiece(length, floor);
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}
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private int buildFreebie(int xo, int maxLength) {
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if (maxLength >= 5) {
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private int buildSinglePit(int xo, int maxLength) {
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if (maxLength >= 13) {
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int length = 13;
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int floor = height - 1 - random.nextInt(4);
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for (int x = 0; x < length; x++) {
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if (x != 5 && x != 6 && x != 7) {
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for (int y = floor; y < height; y++) {
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setBlock(xo + x, y, Level.GROUND);
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}
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}
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if ((x >= 2 && x <= 4) || (x >= 8 && x <= 10)) {
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setBlock(xo + x, floor - 1, Level.ROCK);
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if (x == 3 || x == 4 || x == 8 || x == 9) {
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setBlock(xo + x, floor - 2, Level.ROCK);
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}
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if (x == 4 || x == 8) {
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setBlock(xo + x, floor - 3, Level.ROCK);
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}
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}
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}
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return length;
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}
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return 0;
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}
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private int buildCannonLine(int xo, int maxLength) {
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if (maxLength >= 6) {
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int floor = height - 1 - random.nextInt(4);
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for (int x = 0; x < 5; x++) {
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int length = 6;
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for (int x = 0; x < length; x++) {
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for (int y = floor; y < height; y++) {
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setBlock(xo + x, y, Level.GROUND);
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}
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if (x == 3) {
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setBlock(xo + x, floor - 1, Level.CANNON_MIDDLE);
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setBlock(xo + x, floor - 2, Level.CANNON_TOP);
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setBlock(xo + x, floor - 3,
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shouldAddChallenge() ? Level.CANNON_TOP
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: Level.CANNON_MIDDLE);
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setBlock(xo + x, floor - 4, Level.CANNON_TOP);
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}
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}
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return length;
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}
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return 0;
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}
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private int buildCoinDive(int xo, int maxLength) {
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if (maxLength >= 18) {
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int length = 18;
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int floor = height - 1 - random.nextInt(4);
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for (int x = 0; x < length; x++) {
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for (int y = floor; y < height; y++) {
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setBlock(xo + x, y, Level.GROUND);
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}
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if (x > 2 && x < 6) {
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setBlock(xo + x, floor - 3, Level.BLOCK_EMPTY);
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} else if (x > 2 && x < 11) {
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setBlock(xo + x, floor - 5, Level.BLOCK_EMPTY);
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} else if (x == 11 || x == 12) {
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setBlock(xo + x, floor - 6, Level.COIN);
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} else if (x == 13) {
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setBlock(xo + x, floor - 5, Level.COIN);
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} else if (x == 14) {
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setBlock(xo + x, floor - 4, Level.COIN);
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} else if (x == 15) {
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setBlock(xo + x, floor - 3, Level.COIN);
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}
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}
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return length;
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}
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return 0;
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}
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private int buildFreebie(int xo, int maxLength) {
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if (maxLength >= 9) {
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int floor = height - 1 - random.nextInt(4);
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for (int x = 0; x < 9; x++) {
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for (int y = 0; y < height; y++) {
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if (y >= floor) {
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setBlock(xo + x, y, GROUND);
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@@ -208,6 +323,46 @@ public class PCGLevel extends Level {
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}
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}
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if (random.nextBoolean()) {
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setBlock(xo + 1, floor - 1, Level.BLOCK_EMPTY);
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setBlock(xo + 7, floor - 1, Level.BLOCK_POWERUP);
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setSpriteTemplate(xo + 6, floor - 1, new SpriteTemplate(
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SpriteTemplate.GREEN_TURTLE, false));
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}
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else {
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int powerupLoc = random.nextInt(5);
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setBlock(xo + 2, floor - 3,
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powerupLoc == 0 ? Level.BLOCK_POWERUP
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: Level.BLOCK_COIN);
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setBlock(xo + 3, floor - 3,
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powerupLoc == 1 ? Level.BLOCK_POWERUP
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: Level.BLOCK_COIN);
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setBlock(xo + 4, floor - 3,
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powerupLoc == 2 ? Level.BLOCK_POWERUP
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: Level.BLOCK_COIN);
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setBlock(xo + 5, floor - 3,
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powerupLoc == 3 ? Level.BLOCK_POWERUP
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: Level.BLOCK_COIN);
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setBlock(xo + 6, floor - 3,
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powerupLoc == 4 ? Level.BLOCK_POWERUP
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: Level.BLOCK_COIN);
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}
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return 9;
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}
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else if (maxLength >= 5) {
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int floor = height - 1 - random.nextInt(4);
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for (int x = 0; x < 5; x++) {
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for (int y = floor; y < height; y++) {
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setBlock(xo + x, y, GROUND);
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}
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}
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if (random.nextBoolean()) {
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setBlock(xo, floor - 1, Level.BLOCK_EMPTY);
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setBlock(xo + 4, floor - 1, Level.BLOCK_POWERUP);
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@@ -225,37 +380,85 @@ public class PCGLevel extends Level {
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return 0;
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}
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private int buildBowlingAlley(int xo, int maxLength, int enemyType) {
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if (maxLength >= 26
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&& (enemyType == SpriteTemplate.ARMORED_TURTLE || enemyType == SpriteTemplate.GREEN_TURTLE)) {
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private int buildBowlingAlley(int xo, int maxLength) {
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if (maxLength >= 26) {
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int floor = height - 1 - random.nextInt(4);
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int enemyType = shouldAddChallenge() ? (shouldAddChallenge() ? SpriteTemplate.ARMORED_TURTLE
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: SpriteTemplate.GREEN_TURTLE)
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: SpriteTemplate.GOOMPA;
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int reward = shouldAddReward();
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boolean arc = random.nextBoolean();
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int numEnemies = 0;
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for (int i = 0; i < 10; i++) {
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numEnemies += shouldAddChallenge() ? 1 : 0;
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}
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// Create the pit.
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setBlock(xo, this.height - 2, Level.GROUND);
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setBlock(xo, this.height - 1, Level.GROUND);
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for (int y = floor - 1; y < height; y++) {
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setBlock(xo, y, Level.GROUND);
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setBlock(xo + 1, y, Level.GROUND);
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}
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setBlock(xo + 1, this.height - 1, Level.GROUND);
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setBlock(xo + 1, this.height - 2, Level.GROUND);
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for (int y = floor; y < height; y++) {
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setBlock(xo + 2, y, Level.GROUND);
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setBlock(xo + 3, y, Level.GROUND);
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setBlock(xo + 4, y, Level.GROUND);
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}
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setBlock(xo + 2, this.height - 1, Level.GROUND);
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setBlock(xo + 3, this.height - 1, Level.GROUND);
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setBlock(xo + 4, this.height - 1, Level.GROUND);
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setSpriteTemplate(xo + 2, this.height - 2, new SpriteTemplate(
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setSpriteTemplate(xo + 2, floor - 1, new SpriteTemplate(
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SpriteTemplate.RED_TURTLE, false));
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for (int x = 5; x < 26; x++) {
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setBlock(xo + x, this.height - 1, Level.GROUND);
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setBlock(xo + x, this.height - 2, Level.GROUND);
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setBlock(xo + x, this.height - 3, Level.GROUND);
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for (int y = floor - 3; y < height; y++) {
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setBlock(xo + x, y, Level.GROUND);
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}
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if (arc && reward == 1 && x >= 11 && x <= 23) {
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if (x == 15) {
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setBlock(xo + x, floor - 6, Level.COIN);
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}
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else if (x == 16) {
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setBlock(xo + x, floor - 7, Level.COIN);
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}
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else if (x == 18) {
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setBlock(xo + x, floor - 8, Level.COIN);
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}
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else if (x == 19) {
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setBlock(xo + x, floor - 8, Level.COIN);
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}
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else if (x == 20) {
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setBlock(xo + x, floor - 8, Level.COIN);
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}
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else if (x == 22) {
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setBlock(xo + x, floor - 7, Level.COIN);
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}
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else if (x == 23) {
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setBlock(xo + x, floor - 6, Level.COIN);
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}
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}
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else if (!arc && reward == 1 && x >= 10 && x <= 20) {
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setBlock(xo + x, floor - 6, Level.COIN);
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}
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else if (reward == 2 && x >= 13 && x <= 17) {
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setBlock(
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xo + x,
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floor - 6,
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(random.nextDouble() <= POWERUP_PROBABILITY) ? Level.BLOCK_POWERUP
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: Level.BLOCK_COIN);
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}
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if (x >= 26 - numEnemies) {
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setSpriteTemplate(xo + x, this.height - 4,
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new SpriteTemplate(enemyType, false));
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setSpriteTemplate(xo + x, floor - 4, new SpriteTemplate(
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enemyType, false));
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}
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}
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@@ -267,25 +470,42 @@ public class PCGLevel extends Level {
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private int buildLemmingTrap(int xo, int maxLength) {
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if (maxLength >= 14) {
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int floor = height - 1 - random.nextInt(4);
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int enemyType = shouldAddChallenge() ? (shouldAddChallenge() ? SpriteTemplate.ARMORED_TURTLE
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: SpriteTemplate.GREEN_TURTLE)
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: SpriteTemplate.GOOMPA;
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boolean flying = shouldAddChallenge() && shouldAddChallenge()
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&& shouldAddChallenge();
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int reward = shouldAddReward();
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for (int x = 0; x < 18; x++) {
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if (x > 5) {
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for (int y = 0; y < 5; y++) {
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setBlock(xo + x, this.height - 1 - y, Level.GROUND);
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for (int y = floor - 4; y < height; y++) {
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setBlock(xo + x, y, Level.GROUND);
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}
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}
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else {
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for (int y = floor; y < height; y++) {
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setBlock(xo + x, y, Level.GROUND);
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}
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} else {
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setBlock(xo + x, this.height - 1 - ((x > 5) ? 6 : 0),
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Level.GROUND);
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}
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if (x > 6 && x % 2 == 0) {
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setSpriteTemplate(xo + x, this.height - 6,
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new SpriteTemplate(enemyType, flying));
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setSpriteTemplate(xo + x, floor - 5, new SpriteTemplate(
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enemyType, flying));
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}
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if (reward == 1 && x >= 7 && x <= 16) {
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setBlock(xo + x, floor - 7, Level.COIN);
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}
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else if (reward == 2 && x >= 10 && x <= 13) {
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setBlock(
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xo + x,
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floor - 7,
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random.nextDouble() < POWERUP_PROBABILITY ? Level.BLOCK_POWERUP
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: Level.BLOCK_COIN);
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}
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}
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return 18;
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@@ -324,25 +544,6 @@ public class PCGLevel extends Level {
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fixWalls();
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}
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private void addEnemyLine(int x0, int x1, int y) {
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for (int x = x0; x < x1; x++) {
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if (random.nextInt(35) < difficulty + 1) {
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int type = random.nextInt(4);
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if (difficulty < 1) {
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type = Enemy.ENEMY_GOOMBA;
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} else if (difficulty < 3) {
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type = random.nextInt(3);
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}
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setSpriteTemplate(x, y,
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new SpriteTemplate(type,
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random.nextInt(35) < difficulty));
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ENEMIES++;
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}
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}
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}
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private void blockify(Level level, boolean[][] blocks, int width, int height) {
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int to = 0;
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if (type == LevelInterface.TYPE_CASTLE) {
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@@ -442,6 +643,19 @@ public class PCGLevel extends Level {
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return random.nextInt(11) + 1 <= difficulty;
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}
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private int shouldAddReward() {
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double guess = random.nextDouble();
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if (guess < COINS_PROBABILITY) {
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return 1;
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} else if (guess < COINS_PROBABILITY + BLOCKS_PROBABILITY) {
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return 2;
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} else {
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return 0;
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}
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}
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private int buildMaze(int xo, int maxLength) {
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if (maxLength >= 19) {
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@@ -515,9 +729,11 @@ public class PCGLevel extends Level {
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// skipDown = (skipDown && (x == str.len - 2))
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// || (str.len >= 5 && x == (str.len / 2));
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midLine = (str.len >= 5 && x == (str.len / 2) - 1);
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addEnemy = (str.len >= 5 && x == (str.len / 2));
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stretchEnd = (x == str.len - 1);
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addEnemy = !midLine && !stretchEnd
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&& (random.nextDouble() < .25);
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if // ((stretchEnd && nxt != null && nxt.lvl !=
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// MazeLevel.BOT)
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// ||
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@@ -564,11 +780,11 @@ public class PCGLevel extends Level {
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: SpriteTemplate.GREEN_TURTLE)
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: SpriteTemplate.GOOMPA;
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|
||||
switch (str.lvl) {
|
||||
case TOP:
|
||||
switch (random.nextInt(3)) {
|
||||
case 0:
|
||||
heightMod = 8;
|
||||
break;
|
||||
case MID:
|
||||
case 1:
|
||||
heightMod = 5;
|
||||
break;
|
||||
default:
|
||||
@@ -577,7 +793,7 @@ public class PCGLevel extends Level {
|
||||
|
||||
setSpriteTemplate(xo + soFar + x, this.height
|
||||
- heightMod, new SpriteTemplate(enemyType,
|
||||
shouldAddChallenge()));
|
||||
false));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -594,65 +810,81 @@ public class PCGLevel extends Level {
|
||||
}
|
||||
|
||||
private int buildPipeJump(int xo, int maxLength) {
|
||||
int numPipes = 4;
|
||||
int length = numPipes * 2;
|
||||
int length = 0;
|
||||
int lastHeight = 4;
|
||||
int localHeight;
|
||||
int midFloor;
|
||||
int pipeHeight;
|
||||
int gap = 0;
|
||||
boolean space;
|
||||
boolean deadGaps = shouldAddChallenge();
|
||||
|
||||
while (length > maxLength) {
|
||||
numPipes--;
|
||||
length = numPipes * 2;
|
||||
int numPipes;
|
||||
for (numPipes = 0; shouldAddChallenge(); numPipes++) {
|
||||
}
|
||||
|
||||
if (length == 0) {
|
||||
return length;
|
||||
}
|
||||
localHeight = random.nextInt(2) + 1;
|
||||
loop: for (int i = 0; i < numPipes; i++) {
|
||||
space = (length + 2) <= maxLength;
|
||||
|
||||
for (int i = 0; i < numPipes && length < maxLength; i++) {
|
||||
length += random.nextInt(4);
|
||||
}
|
||||
if (space) {
|
||||
while (Math.abs(localHeight - lastHeight) > 3) {
|
||||
localHeight += localHeight > lastHeight ? -1 : 1;
|
||||
}
|
||||
|
||||
if (length > maxLength) {
|
||||
length = maxLength;
|
||||
}
|
||||
lastHeight = localHeight;
|
||||
|
||||
for (int soFar = 0; numPipes > 0; numPipes--) {
|
||||
localHeight = (soFar == 0) ? random.nextInt(2) + 4 : random
|
||||
.nextInt(7) + 4;
|
||||
pipeHeight = localHeight > 5 ? 4 + random
|
||||
.nextInt(localHeight - 4) : 4;
|
||||
|
||||
while (Math.abs(localHeight - lastHeight) > 3) {
|
||||
localHeight += localHeight > lastHeight ? -1 : 1;
|
||||
}
|
||||
for (int y = 0; y < localHeight; y++) {
|
||||
setBlock(xo + length, this.height - 1 - y, Level.GROUND);
|
||||
setBlock(xo + length + 1, this.height - 1 - y, Level.GROUND);
|
||||
|
||||
lastHeight = localHeight;
|
||||
pipeHeight = localHeight > 5 ? 4 + random.nextInt(localHeight - 4)
|
||||
: 4;
|
||||
if (y == localHeight - 1) {
|
||||
setBlock(xo + length, this.height - 1 - y,
|
||||
Level.TUBE_TOP_LEFT);
|
||||
setBlock(xo + length + 1, this.height - 1 - y,
|
||||
Level.TUBE_TOP_RIGHT);
|
||||
|
||||
for (int y = 0; y < localHeight; y++) {
|
||||
setBlock(xo + soFar, this.height - 1 - y, Level.GROUND);
|
||||
setBlock(xo + soFar + 1, this.height - 1 - y, Level.GROUND);
|
||||
if (shouldAddChallenge()) {
|
||||
setSpriteTemplate(xo + length, this.height - y,
|
||||
new SpriteTemplate(
|
||||
SpriteTemplate.JUMP_FLOWER, false));
|
||||
}
|
||||
} else if (y > localHeight - pipeHeight) {
|
||||
setBlock(xo + length, this.height - 1 - y,
|
||||
Level.TUBE_SIDE_LEFT);
|
||||
setBlock(xo + length + 1, this.height - 1 - y,
|
||||
Level.TUBE_SIDE_RIGHT);
|
||||
}
|
||||
}
|
||||
|
||||
if (y == localHeight - 1) {
|
||||
setBlock(xo + soFar, this.height - 1 - y,
|
||||
Level.TUBE_TOP_LEFT);
|
||||
setBlock(xo + soFar + 1, this.height - 1 - y,
|
||||
Level.TUBE_TOP_RIGHT);
|
||||
} else if (y > localHeight - pipeHeight) {
|
||||
setBlock(xo + soFar, this.height - 1 - y,
|
||||
Level.TUBE_SIDE_LEFT);
|
||||
setBlock(xo + soFar + 1, this.height - 1 - y,
|
||||
Level.TUBE_SIDE_RIGHT);
|
||||
length += 2;
|
||||
|
||||
localHeight = random.nextInt(7) + 4;
|
||||
|
||||
midFloor = localHeight - (random.nextInt(4) + 1);
|
||||
if (midFloor <= 0) {
|
||||
midFloor = 1;
|
||||
}
|
||||
|
||||
for (gap = 0; gap < 4 && length + gap <= maxLength
|
||||
&& shouldAddChallenge(); gap++) {
|
||||
|
||||
if (!deadGaps) {
|
||||
for (int y = 0; y < midFloor; y++) {
|
||||
setBlock(xo + length, this.height - 1 - y,
|
||||
Level.GROUND);
|
||||
}
|
||||
}
|
||||
length++;
|
||||
}
|
||||
}
|
||||
|
||||
gap = random.nextInt(4);
|
||||
while (soFar + gap + 2 > length && gap >= 0) {
|
||||
gap--;
|
||||
else {
|
||||
break loop;
|
||||
}
|
||||
|
||||
soFar += (2 + gap);
|
||||
}
|
||||
|
||||
return length;
|
||||
@@ -665,7 +897,13 @@ public class PCGLevel extends Level {
|
||||
for (gapLength = 1; shouldAddChallenge() && gapLength < 4; gapLength++) {
|
||||
}
|
||||
|
||||
int numPlatforms = random.nextInt((maxLength - 3) / (4 + gapLength));
|
||||
int maxNumPlatforms = (maxLength - 3) / (4 + gapLength);
|
||||
|
||||
if (maxNumPlatforms == 0) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
int numPlatforms = random.nextInt(maxNumPlatforms);
|
||||
|
||||
if (numPlatforms > 1) {
|
||||
boolean found = false;
|
||||
@@ -676,6 +914,8 @@ public class PCGLevel extends Level {
|
||||
int heightMod = 0;
|
||||
int lastHeightMod = 0;
|
||||
int enemyType;
|
||||
int reward;
|
||||
LevelComponent.PlatformLevel hold;
|
||||
|
||||
jumps.add(LevelComponent.PlatformLevel.BOT);
|
||||
|
||||
@@ -738,7 +978,8 @@ public class PCGLevel extends Level {
|
||||
lastHeightMod = heightMod;
|
||||
}
|
||||
|
||||
switch (jumps.get(x)) {
|
||||
hold = jumps.get(x);
|
||||
switch (hold) {
|
||||
case TOP:
|
||||
heightMod = 12;
|
||||
break;
|
||||
@@ -766,10 +1007,10 @@ public class PCGLevel extends Level {
|
||||
|
||||
if (shouldAddChallenge()) {
|
||||
|
||||
enemyType = shouldAddChallenge() ? (shouldAddChallenge() ? (shouldAddChallenge() ? SpriteTemplate.ARMORED_TURTLE
|
||||
: SpriteTemplate.RED_TURTLE)
|
||||
: SpriteTemplate.GREEN_TURTLE)
|
||||
: SpriteTemplate.GOOMPA;
|
||||
enemyType = random.nextBoolean() ? SpriteTemplate.RED_TURTLE
|
||||
: (shouldAddChallenge() ? (shouldAddChallenge() ? SpriteTemplate.ARMORED_TURTLE
|
||||
: SpriteTemplate.GREEN_TURTLE)
|
||||
: SpriteTemplate.GOOMPA);
|
||||
|
||||
setSpriteTemplate(
|
||||
xo + length + 3,
|
||||
@@ -780,6 +1021,33 @@ public class PCGLevel extends Level {
|
||||
|| enemyType != SpriteTemplate.RED_TURTLE));
|
||||
}
|
||||
|
||||
reward = shouldAddReward();
|
||||
if (reward == COIN_REWARD
|
||||
&& hold != LevelComponent.PlatformLevel.TOP) {
|
||||
setBlock(xo + length, this.height - heightMod - 3,
|
||||
Level.COIN);
|
||||
setBlock(xo + length + 1, this.height - heightMod - 3,
|
||||
Level.COIN);
|
||||
setBlock(xo + length + 2, this.height - heightMod - 3,
|
||||
Level.COIN);
|
||||
setBlock(xo + length + 3, this.height - heightMod - 3,
|
||||
Level.COIN);
|
||||
}
|
||||
|
||||
else if (reward == POWERUP_REWARD
|
||||
&& hold != LevelComponent.PlatformLevel.TOP) {
|
||||
setBlock(
|
||||
xo + length + 1,
|
||||
this.height - heightMod - 3,
|
||||
random.nextDouble() < POWERUP_PROBABILITY ? Level.BLOCK_POWERUP
|
||||
: Level.BLOCK_COIN);
|
||||
setBlock(
|
||||
xo + length + 2,
|
||||
this.height - heightMod - 3,
|
||||
random.nextDouble() < POWERUP_PROBABILITY ? Level.BLOCK_POWERUP
|
||||
: Level.BLOCK_COIN);
|
||||
}
|
||||
|
||||
length += 4 + gapLength;
|
||||
}
|
||||
}
|
||||
@@ -787,16 +1055,17 @@ public class PCGLevel extends Level {
|
||||
return length;
|
||||
}
|
||||
|
||||
private int buildStraight(int xo, int maxLength, boolean safe) {
|
||||
int length = random.nextInt(10) + 2;
|
||||
private int buildStraight(int xo, int maxLength, boolean allowEnemies) {
|
||||
int length = random.nextInt(15) + 2;
|
||||
|
||||
if (safe)
|
||||
length = 10 + random.nextInt(5);
|
||||
// if (safe)
|
||||
// length = 10 + random.nextInt(5);
|
||||
|
||||
if (length > maxLength)
|
||||
length = maxLength;
|
||||
|
||||
int floor = height - 1 - random.nextInt(4);
|
||||
int reward = shouldAddReward();
|
||||
|
||||
// runs from the specified x position to the length of the segment
|
||||
for (int x = xo; x < xo + length; x++) {
|
||||
@@ -807,70 +1076,181 @@ public class PCGLevel extends Level {
|
||||
}
|
||||
}
|
||||
|
||||
if (!safe) {
|
||||
if (length > 5) {
|
||||
decorate(xo, xo + length, floor);
|
||||
if (shouldAddChallenge() && allowEnemies) {
|
||||
int enemyType = shouldAddChallenge() ? (shouldAddChallenge() ? (shouldAddChallenge() ? (shouldAddChallenge()
|
||||
|| (reward > 0 && length >= 5) ? SpriteTemplate.ARMORED_TURTLE
|
||||
: SpriteTemplate.CANNON_BALL)
|
||||
: SpriteTemplate.RED_TURTLE)
|
||||
: SpriteTemplate.GREEN_TURTLE)
|
||||
: SpriteTemplate.GOOMPA;
|
||||
|
||||
if (enemyType == SpriteTemplate.CANNON_BALL) {
|
||||
int height = random.nextInt(4) + 1;
|
||||
|
||||
if (height == 1) {
|
||||
setBlock(xo + (length / 2), floor - 1, Level.CANNON_TOP);
|
||||
}
|
||||
|
||||
else if (height == 2) {
|
||||
setBlock(xo + (length / 2), floor - 1, Level.CANNON_MIDDLE);
|
||||
setBlock(xo + (length / 2), floor - 2, Level.CANNON_TOP);
|
||||
}
|
||||
|
||||
else if (height == 3) {
|
||||
setBlock(xo + (length / 2), floor - 1, Level.CANNON_BOTTOM);
|
||||
setBlock(xo + (length / 2), floor - 2, Level.CANNON_MIDDLE);
|
||||
setBlock(xo + (length / 2), floor - 3, Level.CANNON_TOP);
|
||||
}
|
||||
|
||||
else {
|
||||
setBlock(xo + (length / 2), floor - 1, Level.CANNON_BOTTOM);
|
||||
setBlock(xo + (length / 2), floor - 2, Level.CANNON_BOTTOM);
|
||||
setBlock(xo + (length / 2), floor - 3, Level.CANNON_MIDDLE);
|
||||
setBlock(xo + (length / 2), floor - 4, Level.CANNON_TOP);
|
||||
}
|
||||
}
|
||||
|
||||
else {
|
||||
setSpriteTemplate(xo + (length / 2), floor - 1,
|
||||
new SpriteTemplate(enemyType, shouldAddChallenge()));
|
||||
}
|
||||
}
|
||||
|
||||
if (reward > 0) {
|
||||
if (length >= 13) {
|
||||
setBlock(xo + (length - 11), floor - 3, Level.COIN);
|
||||
setBlock(xo + (length - 10), floor - 4, Level.COIN);
|
||||
setBlock(xo + (length - 8), floor - 5, Level.COIN);
|
||||
setBlock(xo + (length - 7), floor - 5, Level.COIN);
|
||||
setBlock(xo + (length - 6), floor - 5, Level.COIN);
|
||||
setBlock(xo + (length - 4), floor - 4, Level.COIN);
|
||||
setBlock(xo + (length - 3), floor - 3, Level.COIN);
|
||||
}
|
||||
|
||||
else if (length >= 7) {
|
||||
int start = length / 2;
|
||||
boolean coins = (reward == 1);
|
||||
|
||||
setBlock(
|
||||
xo + (start - 2),
|
||||
floor - 3,
|
||||
coins ? Level.COIN
|
||||
: random.nextDouble() < POWERUP_PROBABILITY ? Level.BLOCK_POWERUP
|
||||
: Level.BLOCK_COIN);
|
||||
setBlock(
|
||||
xo + (start - 1),
|
||||
floor - 3,
|
||||
coins ? Level.COIN
|
||||
: random.nextDouble() < POWERUP_PROBABILITY ? Level.BLOCK_POWERUP
|
||||
: Level.BLOCK_COIN);
|
||||
setBlock(
|
||||
xo + start,
|
||||
floor - 3,
|
||||
coins ? Level.COIN
|
||||
: random.nextDouble() < POWERUP_PROBABILITY ? Level.BLOCK_POWERUP
|
||||
: Level.BLOCK_COIN);
|
||||
setBlock(
|
||||
xo + (start + 2),
|
||||
floor - 3,
|
||||
coins ? Level.COIN
|
||||
: random.nextDouble() < POWERUP_PROBABILITY ? Level.BLOCK_POWERUP
|
||||
: Level.BLOCK_COIN);
|
||||
setBlock(
|
||||
xo + (start + 1),
|
||||
floor - 3,
|
||||
coins ? Level.COIN
|
||||
: random.nextDouble() < POWERUP_PROBABILITY ? Level.BLOCK_POWERUP
|
||||
: Level.BLOCK_COIN);
|
||||
}
|
||||
|
||||
else if (length >= 5) {
|
||||
int start = length / 2;
|
||||
boolean coins = (reward == 1);
|
||||
|
||||
setBlock(
|
||||
xo + (start - 1),
|
||||
floor - 3,
|
||||
coins ? Level.COIN
|
||||
: random.nextDouble() < POWERUP_PROBABILITY ? Level.BLOCK_POWERUP
|
||||
: Level.BLOCK_COIN);
|
||||
setBlock(
|
||||
xo + start,
|
||||
floor - 3,
|
||||
coins ? Level.COIN
|
||||
: random.nextDouble() < POWERUP_PROBABILITY ? Level.BLOCK_POWERUP
|
||||
: Level.BLOCK_COIN);
|
||||
setBlock(
|
||||
xo + (start + 1),
|
||||
floor - 3,
|
||||
coins ? Level.COIN
|
||||
: random.nextDouble() < POWERUP_PROBABILITY ? Level.BLOCK_POWERUP
|
||||
: Level.BLOCK_COIN);
|
||||
}
|
||||
}
|
||||
// if (!safe) {
|
||||
// if (length > 5) {
|
||||
// decorate(xo, xo + length, floor);
|
||||
// }
|
||||
// }
|
||||
|
||||
return length;
|
||||
}
|
||||
|
||||
private void decorate(int xStart, int xLength, int floor) {
|
||||
// if its at the very top, just return
|
||||
if (floor < 1)
|
||||
return;
|
||||
|
||||
// boolean coins = random.nextInt(3) == 0;
|
||||
boolean rocks = true;
|
||||
|
||||
// add an enemy line above the box
|
||||
addEnemyLine(xStart + 1, xLength - 1, floor - 1);
|
||||
|
||||
int s = random.nextInt(4);
|
||||
int e = random.nextInt(4);
|
||||
|
||||
if (floor - 2 > 0) {
|
||||
if ((xLength - 1 - e) - (xStart + 1 + s) > 1) {
|
||||
for (int x = xStart + 1 + s; x < xLength - 1 - e; x++) {
|
||||
setBlock(x, floor - 2, COIN);
|
||||
COINS++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
s = random.nextInt(4);
|
||||
e = random.nextInt(4);
|
||||
|
||||
// this fills the set of blocks and the hidden objects inside them
|
||||
if (floor - 4 > 0) {
|
||||
if ((xLength - 1 - e) - (xStart + 1 + s) > 2) {
|
||||
for (int x = xStart + 1 + s; x < xLength - 1 - e; x++) {
|
||||
if (rocks) {
|
||||
if (x != xStart + 1 && x != xLength - 2
|
||||
&& random.nextInt(3) == 0) {
|
||||
if (random.nextInt(4) == 0) {
|
||||
setBlock(x, floor - 4, BLOCK_POWERUP);
|
||||
BLOCKS_POWER++;
|
||||
} else { // the fills a block with a hidden coin
|
||||
setBlock(x, floor - 4, BLOCK_COIN);
|
||||
BLOCKS_COINS++;
|
||||
}
|
||||
} else if (random.nextInt(4) == 0) {
|
||||
if (random.nextInt(4) == 0) {
|
||||
setBlock(x, floor - 4, (byte) (2 + 1 * 16));
|
||||
} else {
|
||||
setBlock(x, floor - 4, (byte) (1 + 1 * 16));
|
||||
}
|
||||
} else {
|
||||
setBlock(x, floor - 4, BLOCK_EMPTY);
|
||||
BLOCKS_EMPTY++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// private void decorate(int xStart, int xLength, int floor) {
|
||||
// // if its at the very top, just return
|
||||
// if (floor < 1)
|
||||
// return;
|
||||
//
|
||||
// // boolean coins = random.nextInt(3) == 0;
|
||||
// boolean rocks = true;
|
||||
//
|
||||
// // add an enemy line above the box
|
||||
// addEnemyLine(xStart + 1, xLength - 1, floor - 1);
|
||||
//
|
||||
// int s = random.nextInt(4);
|
||||
// int e = random.nextInt(4);
|
||||
//
|
||||
// if (floor - 2 > 0) {
|
||||
// if ((xLength - 1 - e) - (xStart + 1 + s) > 1) {
|
||||
// for (int x = xStart + 1 + s; x < xLength - 1 - e; x++) {
|
||||
// setBlock(x, floor - 2, COIN);
|
||||
// COINS++;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// s = random.nextInt(4);
|
||||
// e = random.nextInt(4);
|
||||
//
|
||||
// // this fills the set of blocks and the hidden objects inside them
|
||||
// if (floor - 4 > 0) {
|
||||
// if ((xLength - 1 - e) - (xStart + 1 + s) > 2) {
|
||||
// for (int x = xStart + 1 + s; x < xLength - 1 - e; x++) {
|
||||
// if (rocks) {
|
||||
// if (x != xStart + 1 && x != xLength - 2
|
||||
// && random.nextInt(3) == 0) {
|
||||
// if (random.nextInt(4) == 0) {
|
||||
// setBlock(x, floor - 4, BLOCK_POWERUP);
|
||||
// BLOCKS_POWER++;
|
||||
// } else { // the fills a block with a hidden coin
|
||||
// setBlock(x, floor - 4, BLOCK_COIN);
|
||||
// BLOCKS_COINS++;
|
||||
// }
|
||||
// } else if (random.nextInt(4) == 0) {
|
||||
// if (random.nextInt(4) == 0) {
|
||||
// setBlock(x, floor - 4, (byte) (2 + 1 * 16));
|
||||
// } else {
|
||||
// setBlock(x, floor - 4, (byte) (1 + 1 * 16));
|
||||
// }
|
||||
// } else {
|
||||
// setBlock(x, floor - 4, BLOCK_EMPTY);
|
||||
// BLOCKS_EMPTY++;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
private void fixWalls() {
|
||||
boolean[][] blockMap = new boolean[width + 1][height + 1];
|
||||
|
||||
Reference in New Issue
Block a user