Java Libgdx生成类似盗贼的地下城-算法错误
我已经使用Libgdx生成了一个由键盘字符组成的地下城。我已决定将数组打印为文本文件 然而,我得到的是: 此外,这是不一致的 我不明白怎么了? 我检查了我的算法,没有发现任何错误 这是我的密码:Java Libgdx生成类似盗贼的地下城-算法错误,java,algorithm,roguelike,Java,Algorithm,Roguelike,我已经使用Libgdx生成了一个由键盘字符组成的地下城。我已决定将数组打印为文本文件 然而,我得到的是: 此外,这是不一致的 我不明白怎么了? 我检查了我的算法,没有发现任何错误 这是我的密码: public class test1 extends ApplicationAdapter { SpriteBatch batch; Texture img; int X = 50; int Y = 25; ////////// # wall //
public class test1 extends ApplicationAdapter {
SpriteBatch batch;
Texture img;
int X = 50;
int Y = 25;
////////// # wall
////////// . ground
char[][][] mapChars = new char[1000][1000][1000];
private void genDung() {
int clearance = 4;
for (int i = 0; i < Y; i++) {
for (int j = 0; j <= X; j++) {
if(j == X)
mapChars[0][i][j] = '\n';
else
mapChars[0][i][j] = '#';
}
}
int roomCount = MathUtils.random(2, 2);
int[] roomPosX = new int[roomCount];
int[] roomPosY = new int[roomCount];
int[] roomCenterPosX = new int[roomCount];
int[] roomCenterPosY = new int[roomCount];
int[] roomSizeX = new int[roomCount];
int[] roomSizeY = new int[roomCount];
for (int i = 0; i < roomCount; i++) {
int attempts = 0;
while(true) {
boolean rePosition = false;
roomPosX[i] = MathUtils.random(1, X-1);
roomPosY[i] = MathUtils.random(1, Y-1);
roomSizeX[i] = MathUtils.random(2, 12);
roomSizeY[i] = MathUtils.random(2, 8);
for(int j = 0; j <= i; j++) {
if(i != j) {
if(roomPosX[i] >= roomPosX[j] && roomPosX[i] <= (roomPosX[j] + roomSizeX[j] + clearance)) {
if(roomPosY[i] >= roomPosY[j] && roomPosY[i] <= (roomPosY[j] + roomSizeY[j] + clearance)) {
rePosition = true;
break;
}
}
if((roomPosX[i]+roomSizeX[i]) >= roomPosX[j] && (roomPosX[i]+roomSizeX[i]) <= (roomPosX[j] + roomSizeX[j] + clearance)) {
if((roomPosY[i]+roomSizeY[i]) >= roomPosY[j] && (roomPosY[i]+roomSizeY[i]) <= (roomPosY[j] + roomSizeY[j] + clearance)) {
rePosition = true;
break;
}
}
if((roomPosX[i]) >= roomPosX[j] && (roomPosX[i]) <= (roomPosX[j] + roomSizeX[j] + clearance)) {
if((roomPosY[i]+roomSizeY[i]) >= roomPosY[j] && (roomPosY[i]+roomSizeY[i]) <= (roomPosY[j] + roomSizeY[j] + clearance)) {
rePosition = true;
break;
}
}
if((roomPosX[i]+roomSizeX[i]) >= roomPosX[j] && (roomPosX[i]+roomSizeX[i]) <= (roomPosX[j] + roomSizeX[j] + clearance)) {
if((roomPosY[i]) >= roomPosY[j] && (roomPosY[i]) <= (roomPosY[j] + roomSizeY[j] + clearance)) {
rePosition = true;
break;
}
}
}
else if(roomPosX[j] + roomSizeX[j] >= X-1){
rePosition = true;
}
else if(roomPosY[j] + roomSizeY[j] >= Y-1){
rePosition = true;
}
}
attempts++;
if(attempts >= 10000) break;
if(!rePosition) break;
}
}
for(int r = 0; r < roomCount; r++) {
for (int a = roomPosX[r]; a <= (roomPosX[r] + roomSizeX[r]); a++) {
for (int b = roomPosY[r]; b <= (roomPosY[r] + roomSizeY[r]); b++) {
mapChars[0][b][a] = '.';
}
}
}
Gdx.app.log("roomCount", String.valueOf(roomCount)+"\n\n\n");
for(int i =0; i< roomCount; i++) {
roomCenterPosX[i] = roomPosX[i] + roomSizeX[i]/2;
roomCenterPosY[i] = roomPosY[i] + roomSizeY[i]/2;
Gdx.app.log("room", String.valueOf(i)+"\n");
Gdx.app.log("roomPosX", String.valueOf(roomPosX[i]));
Gdx.app.log("roomPosY", String.valueOf(roomPosY[i]));
Gdx.app.log("roomSizeX", String.valueOf(roomSizeX[i]));
Gdx.app.log("roomSizeY", String.valueOf(roomSizeY[i])+"\n");
Gdx.app.log("RoomCenterPosX", String.valueOf(roomCenterPosX[i]));
Gdx.app.log("RoomCenterPosY", String.valueOf(roomCenterPosY[i])+"\n\n");
}
int difference = X;
int[] roomNum = new int[2];
for(int i = 0; i < roomCount; i++) {
for(int j = 0; j < roomCount; j++) {
if(i != j) {
if(abs(roomCenterPosX[i] - roomCenterPosX[j]) < difference) {
difference = abs(roomCenterPosX[i] - roomCenterPosX[j]);
roomNum[0] = i;
roomNum[1] = j;
}
}
}
}
Gdx.app.log("FarthestRooms", String.valueOf(roomNum[0]));
Gdx.app.log("FarthestRooms", String.valueOf(roomNum[1]));
int differenceX = X;
int differenceY = Y;
int[] connectRooms = new int[2];
// int[] roomsConnected = new int[roomCount];
connectRooms[0] = MathUtils.random(0, roomCount - 1);
// roomsConnected[0] = connectRooms[0];
int count;
for(int i = 0; i < roomCount-1; i++) {
int j;
while(true) {
connectRooms[1] = MathUtils.random(0, roomCount - 1);
/* while (true) {
connectRooms[1] = MathUtils.random(0, roomCount - 1);
count = 0;
for (j = 0; j < i; j++) {
if (connectRooms[1] != roomsConnected[j] && connectRooms[0] != roomsConnected[j]){
count++;
}
}
if(count >= i-2)
break;
}*/
if(connectRooms[0] != connectRooms[1])
break;
}
// roomsConnected[i+1] = connectRooms[1];
differenceX = roomCenterPosX[connectRooms[0]] - roomCenterPosX[connectRooms[1]];
differenceY = roomCenterPosY[connectRooms[0]] - roomCenterPosY[connectRooms[1]];
if(roomCenterPosX[connectRooms[0]] < roomCenterPosX[connectRooms[1]])
differenceX *= -1;
if(roomCenterPosY[connectRooms[0]] < roomCenterPosY[connectRooms[1]])
differenceY *= -1;
int k;
try {
if (differenceX > 0) {
for (k = 0; k < differenceX; k++) {
mapChars[0][roomCenterPosY[i]][roomCenterPosX[i] + k] = '.';
}
} else if (differenceX < 0) {
for (k = 0; k > differenceX; k--) {
mapChars[0][roomCenterPosY[i]][roomCenterPosX[i] + k] = '.';
}
} else k = 0;
if (differenceY < 0) {
for (int z = 0; z > differenceY; z--) {
mapChars[0][roomCenterPosY[i] + z][roomCenterPosX[i] + k] = '.';
}
} else if (differenceY > 0) {
for (int z = 0; z < differenceY; z++) {
mapChars[0][roomCenterPosY[i] + z][roomCenterPosX[i] + k] = '.';
}
} else {
}
}
catch (ArrayIndexOutOfBoundsException e) {
Gdx.app.log("Non Fatal Exception", String.valueOf(e));
}
Gdx.app.log("Connect", String.valueOf(connectRooms[0]));
Gdx.app.log("Connect", String.valueOf(connectRooms[1]));
Gdx.app.log("DifferenceX", String.valueOf(differenceX));
Gdx.app.log("DifferenceY", String.valueOf(differenceY)+"\n");
}
for(int q = 0; q < Y; q++) {
mapChars[0][q][X] = '\n';
}
for(int w = 0; w < Y; w++) {
mapChars[0][w][X-1] = '#';
}
for(int e = 0; e < Y; e++) {
mapChars[0][Y-1][e] = '#';
}
}
private void export() {
if(Gdx.files.isLocalStorageAvailable()) {
FileHandle fileHandle = Gdx.files.local("map.txt");
if(Gdx.files.local("map.txt").exists())
fileHandle.writeString("", false);
for(int i = 0; i<= Y; i++) {
for (int j = 0; j <= X; j++) {
fileHandle.writeString(""+mapChars[0][i][j] , true);
}
}
}
}
@Override
public void create () {
batch = new SpriteBatch();
img = new Texture("badlogic.jpg");
// genMap();
// for(int i = 0; i< 4; i++)
// refineMap();
genDung();
export();
}
@Override
public void render () {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
batch.draw(img, 0, 0);
batch.end();
if(Gdx.input.isTouched()) {
// genMap();
// for(int i = 0; i< 4; i++)
// refineMap();
genDung();
export();
}
}
}
公共类test1扩展了ApplicationAdapter{
喷雾批;
纹理图像;
int X=50;
int Y=25;
//////////#墙
//////////.场地
char[][]mapChars=新字符[1000][1000][1000];
私人有限公司(){
内部间隙=4;
for(int i=0;i=10000)中断;
如果(!重新定位)断裂;
}
}
对于(int r=0;rdifferenceX;k--){
mapChars[0][roomCenterPosY[i]][roomCenterPosX[i]+k]=';
}
}否则k=0;
if(差值<0){
对于(int z=0;z>differenceY;z--){
mapChars[0][roomCenterPosY[i]+z][roomCenterPosX[i]+k]=';
}
}否则如果(差异>0){
对于(int z=0;z 对于(inti=0;i整个事情可以简化,并且肯定需要重构。关于两个房间的连接,请仔细检查这一部分
differenceX = roomCenterPosX[connectRooms[0]] - roomCenterPosX[connectRooms[1]];
differenceY = roomCenterPosY[connectRooms[0]] - roomCenterPosY[connectRooms[1]];
if(roomCenterPosX[connectRooms[0]] < roomCenterPosX[connectRooms[1]])
differenceX *= -1;
if(roomCenterPosY[connectRooms[0]] < roomCenterPosY[connectRooms[1]])
differenceY *= -1;
differenceX=roomCenterPosX[connectRooms[0]]-roomCenterPosX[connectRooms[1]];
差异Y=roomCenterPosY[connectRooms[0]]-roomCenterPosY[connectRooms[1]];
if(roomCenterPosX[connectRooms[0]]
正如@kiheru指出的,它相当于Math.abs(roomCenterPosX[connectRooms[0]]-roomCenterPosX[connectRooms[1]])
(与Y相同)。因此,您总是从右到下“挖掘”,而不是从上到左
放下这个反转,享受算法的其余部分:)你只得到了显示的两个版本吗?还是有更多不同的版本?这是唯一的版本,genMap()和refineMap()这两个变量都是正数吗?请注意,您强制差*
变量始终为正数,并使用差x*=-1;
行,因此隧道始终以正数方向进行。如果没有这一点,代码可能会工作。您没有描述您想要的,因此无法解释“错误”或者知道你说的“不一致”是什么意思。就我所知,在我看来,这就像两个完美的地牢布局。