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DmapGen.java
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149 lines (137 loc) · 3.55 KB
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package se;
import java.awt.Point;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Stack;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.swing.JFrame;
import javax.swing.Timer;
/**
*
* @author acer
*/
class DmapGen implements ActionListener {
Timer timer;
Grid G;
MapGen M;
JFrame W;
int width;
int height;
float chanceToStartAlive = 0.45f;
short map[][];
int count;
boolean isRun;
PlayGame P;
DmapGen(int width, int height, JFrame W)
{
timer = new Timer(0, this);
timer.setDelay(50);
this.width = width;
this.height = height;
this.W = W;
count = 0;
map = new short[width][height];
M = new MapGen(width, height, chanceToStartAlive);
map = M.initialiseMap(map);
G = new Grid(map, width, height, W);
W.add(G);
isRun = true;
timer.start();
}
void assignP(PlayGame P)
{
this.P = P;
}
JFrame FF;
Grid createGrid()
{
return G;
}
@Override
public void actionPerformed(ActionEvent e) {
if (count == 100)
{ timer.stop();
FF.setVisible(false);
G.map = M.placeTreasure(G.map);
G.map=fillCaveWithWater(G.map,15);
G.map=addCaveWaterfalls(G.map,10);
W.repaint();
W.setVisible(true);
return;
}
if (count == 12)
count++;
else {
G.map = M.doSimulationStep(G.map);
count++;
if (count == 11)
{
timer.stop();
count++;
for(int p=0;p<3;p++)
{
G.map = M.doSmoothSimulationStep(G.map);
}
//G.map = M.placeTreasure(G.map);
FF = P.callFF();
timer.start();
}
W.repaint();
}
}
public short[][] fillCaveWithWater(short map[][], int depth)
{
int x, y;
int lowestPoint = 0;
AB: for (y = height - 1; y > 0; y--)
for (x = 0; x < width; x++)
if (lowestPoint == 0 && map[y][x] == 1)
{
lowestPoint = y;
break AB;
}
for (y = lowestPoint; y > lowestPoint - depth; y--)
for (x = 0; x < width; x++)
{
if (map[x][y] == 1)
map[x][y] = 30;
}
return map;
}
public short[][] addCaveWaterfalls(short map[][], int numWaterFalls)
{
int x,y;
Stack<Point> waterFallSpawns = new Stack<>();
while (waterFallSpawns.size() < numWaterFalls)
{
x = (int)(Math.random()*width);
y = (int)(Math.random()*height);
if (map[x][y] == 1 && y - 1 >= 0 && map[x][y-1] == 0)
{
waterFallSpawns.push(new Point(x, y));
}
}
int i;
Point waterfall;
while(!waterFallSpawns.isEmpty())
{
waterfall = waterFallSpawns.pop();
map[waterfall.x][waterfall.y] = 30;
while (waterfall.y+1 < height && map[waterfall.x][waterfall.y+1] == 1)
{
waterfall.y++;
map[waterfall.x][waterfall.y] = 30;
}
if (waterfall.x-1 >=0 && map[waterfall.x - 1][waterfall.y] == 1)
{
waterFallSpawns.push(new Point(waterfall.x -1, waterfall.y));
}
if (waterfall.x+1 < width && map[waterfall.x + 1][waterfall.y] == 1)
{
waterFallSpawns.push(new Point(waterfall.x + 1, waterfall.y));
}
}
return map;
}
}