Generator Grundstruktur implementiert

master
Jonathan Hager 6 years ago
parent cc168a2f84
commit bc660abce5

@ -42,6 +42,12 @@ public class Dungeon {
this.level = level;
}
public void setLevel(Level level, int i){
if(i < this.level.length){
this.level[i] = level;
}
}
/**
* @return the player
*/

@ -5,6 +5,8 @@
*/
package com.dungeoncrawler.model;
import com.dungeoncrawler.model.entities.Player;
/**
*
* @author jonathan
@ -15,7 +17,33 @@ public class DungeonGenerator {
}
public Dungeon generateDungeon(int sizeX, int sizeY, int tileSize){
public Dungeon generateDungeon(int sizeX, int sizeY, int tileSize, Player player){
Dungeon tempDungeon = new Dungeon(player);
int levelAmount = tempDungeon.getLevel().length;
for(int i = 0; i < levelAmount; i++){
tempDungeon.setLevel(generateLevel(), i);
}
return tempDungeon;
}
private Level generateLevel(){
int roomAmount = (int) (Math.random() * 6) + 5;
Level tempLevel = new Level(roomAmount);
for(int i = 0; i < roomAmount; i++){
Room tempRoom = generateRoom();
tempLevel.setRoom(tempRoom, i);
}
return tempLevel;
}
private Room generateRoom(){
return null;
}
@ -27,13 +55,6 @@ public class DungeonGenerator {
int xPos = (int) (Math.random() * sizeX);
int yPos = (int) (Math.random() * sizeY);
if(xPos > sizeX / 2){
xPos -= tileSize;
}
else if(xPos < sizeX / 2){
}
return position;
}
}

@ -30,5 +30,11 @@ public class Level {
this.rooms = rooms;
}
public void setRoom(Room room, int i){
if(i < this.rooms.length){
this.rooms[i] = room;
}
}
}

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