Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by JiXXR · Feb 09, 2016 at 12:29 PM · 2dspritegamemapgenerator

Making a 2D random cave generator. No errors in script or console, but nothing happens. Can anyone tell me why?

I the original code for the 3D Procedural Cave Generation to produce a map of 2D Sprites. It won't do anything though even though it isn't throwing any errors. Can anyone assist please?

 using UnityEngine;
 using System.Collections;
 using System;
 
 public class MapGenerator : MonoBehaviour {
 
     public int width;
     public int height;
 
     public GameObject wallSprite;
 
     public string seed;
     public bool useRandomSeed;
 
     [Range(0,100)]
     public int randomFillPercent;
 
     int[,] map;
 
     void Start() {
         GenerateMap();
     }
 
     void Update() {
         if (Input.GetMouseButtonDown(0)) {
             GenerateMap();
         }
     }
 
     void GenerateMap() {
         map = new int[width,height];
         RandomFillMap();
 
         for (int i = 0; i < 5; i ++) {
             SmoothMap();
         }
     }
 
 
     void RandomFillMap() {
         if (useRandomSeed) {
             seed = Time.time.ToString();
         }
 
         System.Random pseudoRandom = new System.Random(seed.GetHashCode());
 
         for (int x = 0; x < width; x ++) {
             for (int y = 0; y < height; y ++) {
                 if (x == 0 || x == width-1 || y == 0 || y == height -1) {
                     map[x,y] = 1;
                 }
                 else {
                     map[x,y] = (pseudoRandom.Next(0,100) < randomFillPercent)? 1: 0;
                 }
             }
         }
     }
 
     void SmoothMap() {
         for (int x = 0; x < width; x ++) {
             for (int y = 0; y < height; y ++) {
                 int neighbourWallSprite = GetSurroundingWallCount(x,y);
 
                 if (neighbourWallSprite > 4)
                     map[x,y] = 1;
                 else if (neighbourWallSprite < 4)
                     map[x,y] = 0;
 
             }
         }
     }
 
     int GetSurroundingWallCount(int gridX, int gridY) {
         int wallCount = 0;
         for (int neighbourX = gridX - 1; neighbourX <= gridX + 1; neighbourX ++) {
             for (int neighbourY = gridY - 1; neighbourY <= gridY + 1; neighbourY ++) {
                 if (neighbourX >= 0 && neighbourX < width && neighbourY >= 0 && neighbourY < height) {
                     if (neighbourX != gridX || neighbourY != gridY) {
                         wallCount += map[neighbourX,neighbourY];
                     }
                 }
                 else {
                     wallCount ++;
                 }
             }
         }
 
         return wallCount;
     }
     Vector3 CoordToWorldPoint(Coord wallSprite)
     {
         return new Vector3(-width / 2 + .5f + wallSprite.wallSpriteX, 2, -height / 2 + .5f + wallSprite.wallSpriteY);
     }
     struct Coord
     {
         public int wallSpriteX;
         public int wallSpriteY;
 
         public Coord(int x, int y)
         {
             wallSpriteX = x;
             wallSpriteY = y;
         }
     }
 
     void CreateSpriteMap(int[,] borderedMap) {
         if (GameObject.Find ("Map2D")) {
             Destroy (GameObject.Find ("Map2D"));
         }
         GameObject holder = new GameObject ("Map2D");
 
         for (int x = 0; x < borderedMap.GetLength (0); x++) {
             for (int y = 0; y < borderedMap.GetLength (1); y++) {
                 if (borderedMap [x, y] == 1) {
                     Vector3 pos3D = CoordToWorldPoint (new Coord(x, y));
                     Vector3 pos2D = new Vector3 (pos3D.x, pos3D.z, 0);
                     GameObject newWallSprite = Instantiate (wallSprite, pos2D, Quaternion.identity) as GameObject;
                     newWallSprite.transform.parent = holder.transform;}
                 }
             }
         }
     }
 
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by Dave-Carlile · Feb 09, 2016 at 02:43 PM

Where are you calling CreateSpriteMap? That's the part that creates the actual map display.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by FelixCabrita · Aug 22, 2016 at 06:05 AM

Amigo no estas Instanciando.

void GenerateMap() {

     map = new int[width,height];
      RandomFillMap();
      for (int i = 0; i < 10; i ++) {
          SmoothMap();
      }
      CreateSpriteMap(map); //Te Falta esto

}

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

How to recalculate collider bounds when i animate a 2d sprite? 1 Answer

2D platformer advice 4 Answers

2D game using sprites. 1 Answer

A Question about sprites 3 Answers

Sprite rendering problem 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges