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DTL.Shape.SimpleRogueLike (形状クラス)

sitRyo edited this page Jan 15, 2020 · 5 revisions

バージョン 0.1.0以降

namespace DTL.Shape {
    public class SimpleRogueLike
}

概要

SimpleRogueLikeとは "部屋の数, 部屋の大きさ, ランダム値を指定することでシンプルなローグライクダンジョンを生成する" 機能を持つクラスである。

継承

DTL.Range.RectBaseSimpleRogueLike<TDerived> → SiimpleRogueLike

インターフェース

IDrawer<int>

コンストラクタ

// (1)
SimpleRogueLike()
// (2)
SimpleRogueLike(int roomVaue)
// (3)
SimpleRogueLike(int roomValue, int roadValue) 
// (4)
SimpleRogueLike(int roomValue, int roadValue, uint divisionMin, uint divisionRandMax, uint roomMinX, uint roomRandMaxX, uint roomMinY, uint roomRandMaxY)
// (5)
SimpleRogueLike(DTL.Base.Coordinate2DimensionalAndLength2DimensionalmatrixRange matrixRange)
// (6)
SimpleRogueLike(DTL.Base.Coordinate2DimensionalAndLength2DimensionalmatrixRange matrixRange, int roomVaue)
// (7)
SimpleRogueLike(DTL.Base.Coordinate2DimensionalAndLength2DimensionalmatrixRange matrixRange, int roomValue, int roadValue) 
// (8)
SimpleRogueLike(DTL.Base.Coordinate2DimensionalAndLength2DimensionalmatrixRange matrixRange, int roomValue, int roadValue, uint divisionMin, uint divisionRandMax, uint roomMinX, uint roomRandMaxX, uint roomMinY, uint roomRandMaxY)
説明
(1) 空のSimpleRogueLikeのインスタンスを生成する。
(2), (3) 描画値を指定したSimpleRogueLikeのインスタンスを生成する。
(4) 描画値と部屋の数, 部屋の数の幅, 部屋の大きさの最小XY, 部屋の大きさの幅XYを指定したSimpleRogueLikeのインスタンスを生成する。
(5) ~ (8) それぞれ描画範囲が追加されたコンストラクタ。

プロパティ

Name Accessibility Descriptions Version
uint startX public get, protected set 描画の開始点X v0.1.0
uint startY public get, protected set 描画の開始点Y v0.1.0
uint width public get, protected set 描画横幅W v0.1.0
uint height public get, protected set 描画縦幅H v0.1.0
int roomValue public get, protected set 部屋の値 v0.1.0
int roadValue public get, protected set 道の値 v0.1.0
uint divisionMin public get, protected set 部屋生成候補数の最小値 v0.1.0
uint divisionRandMax divisionの振れ幅 v0.1.0
uint roomMinX public get, protected set 部屋のX軸の最小値 v0.1.0
uint roomRandMaxX public get, protected set roomMinXの振れ幅 v0.1.0
uint roomMinY public get, protected set 部屋のY軸の最小値 v0.1.0
uint roomRandMaxY public get, protected set roomMinYの振れ幅 v0.1.0

メソッド

描画範囲取得/描画値取得

Name Descriptions Version
GetPointX 描画始点座標Xを取得 v0.1.0
GetPointY 描画始点座標Yを取得 v0.1.0
GetWidth 描画横幅Wを取得 v0.1.0
GetHeight 描画縦幅Hを取得 v0.1.0
GetRoom 部屋の値を取得 v0.1.0
GetRoad 道の値を取得 v0.1.0
GetWay 道の値を取得 v0.1.0
GetValue 部屋の値を取得 v0.1.0

描画範囲指定/描画値指定

Name Descriptions Version
SetPointX 描画始点座標Xを指定 v0.1.0
SetPointY 描画始点座標Yを指定 v0.1.0
SetWidth 描画横幅Wを指定 v0.1.0
SetHeight 描画縦幅Hを指定 v0.1.0
SetPoint 描画始点座標(X,Y)を指定 v0.1.0
SetRange 描画範囲(X,Y,W,H)を指定 v0.1.0
SetRoom 部屋の値を指定 v0.1.0
SetRoad 道の値を指定 v0.1.0
SetWay 道の値を指定 v0.1.0
SetRogueLike プロパティを指定 v0.1.0

描画範囲消去/描画値消去

名前 説明 対応バージョン
ClearPointX 描画始点座標Xを消去 v0.1.0
ClearPointY 描画始点座標Yを消去 v0.1.0
ClearWidth 描画横幅Wを消去 v0.1.0
ClearHeight 描画縦幅Hを消去 v0.1.0
ClearPoint 描画始点座標(X,Y)を消去 v0.1.0
ClearRange 描画範囲(X,Y,W,H)を消去 v0.1.0
ClearRoom 部屋の値を消去 v0.1.0
ClearRoad 道の値を消去 v0.1.0
ClearWay 道の値を消去 v0.1.0
ClearValue 部屋の値を消去 v0.1.0
Clear 描画値と描画範囲を削除 v0.1.0

インターフェースの実装

Name Descriptions Version
Draw(int[,]) Matrixに描画する v0.1.0
Create(int[,]) Matrixに描画してMatrixを返す v0.1.0

Examples (C#)

using DTL.Console;
using UnityEngine;
using DTL.Shape;
using RangeMatrix = DTL.Base.Coordinate2DimensionalAndLength2Dimensional;

public class GenerateSimpleRogueLikeDungeon : MonoBehaviour {

    public int width = 60;
    public int height = 60;
    public uint divisionMin = 6;
    public uint divisionRandMax = 4;
    public uint roomMinX = 6;
    public uint roomRandMaxX = 2;
    public uint roomMinY = 6;
    public uint roomRandMaxY = 2;

    private SimpleRogueLike simpleRogueLike;
    public GameObject Floor;
    public GameObject Wall;

    private void Start() {
        int[,] matrix = new int[height, width];
        simpleRogueLike 
            = new SimpleRogueLike(1, 2, divisionMin, divisionRandMax, roomMinX, roomRandMaxX, roomMinY, roomRandMaxY);
        simpleRogueLike.Draw(matrix);
        new OutputConsole().Draw(matrix);
        DungeonInstantiate(matrix);
    }

    private void DungeonInstantiate(int[,] matrix) {
        for (int i = 0; i < height; ++i) {
            for (int j = 0; j < width; ++j) {
                if (matrix[i, j] == 0) {
                    Instantiate(Wall, new Vector3(j, 0, i), Quaternion.identity);
                } else {
                    Instantiate(Floor, new Vector3(j, 0, i), Quaternion.identity);
                }
            }
        }
    }
}

Output


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SimpleRogueLike1 SimpleRogueLike2

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