From 0bccb8dc42f7f18a6e8d3bcb4ebfddab5d42eabc Mon Sep 17 00:00:00 2001 From: "s3607057 (Angus Niven)" Date: Thu, 12 Sep 2019 18:07:00 +1000 Subject: [PATCH] Added more conditions to map section selection, based on width & difficulty, with width reducing & difficuty increasing as the game continues. Also split camera movement in RacetrackGameMode off into its own function in preparation for expanding it, so it doesn't clutter up OnRoundEnd. --- .../Map Sections/Start 4-player.prefab | 2265 ++++++++--------- .../Map Sections/Start 8-player.prefab | 866 ++++--- Assets/Prefabs/Map Sections/Test 1.prefab | 365 +-- Assets/Prefabs/Map Sections/Test 2.prefab | 339 +-- Assets/Prefabs/Map Sections/Test 3.prefab | 159 +- .../ColorGameMode/RacetrackGameMode.cs | 33 +- Assets/Scripts/Map Generation/MapManager.cs | 115 +- Assets/Scripts/Map Generation/MapSection.cs | 29 +- 8 files changed, 1679 insertions(+), 2492 deletions(-) diff --git a/Assets/Prefabs/Map Sections/Start 4-player.prefab b/Assets/Prefabs/Map Sections/Start 4-player.prefab index d51d18e..a279a29 100644 --- a/Assets/Prefabs/Map Sections/Start 4-player.prefab +++ b/Assets/Prefabs/Map Sections/Start 4-player.prefab @@ -166,8 +166,11 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 36b3461547afb96459a4c4b059c764a7, type: 3} m_Name: m_EditorClassIdentifier: - 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m_PrefabInstance: {fileID: 8549971961488044418} - m_PrefabAsset: {fileID: 0} --- !u!4 &8550205596752905782 stripped Transform: m_CorrespondingSourceObject: {fileID: 4490970058520500, guid: d7698c69246c64044ab2a94628bf0291, diff --git a/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs b/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs index 18ef1d7..917ddeb 100644 --- a/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs +++ b/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs @@ -34,17 +34,7 @@ public class RacetrackGameMode : GameMode /// protected override void OnRoundEnd(PlayerData[] allPlayers) { - //Move the camera forward at a steady rate each round - if (scrollSpeed > 0.0f) - { - Camera.main.transform.Translate(scrollSpeed, 0, 0, Space.World); - mapManager.checkTrack(); - //Debug.Log("New camera position at x = " + Camera.main.transform.position.x); - } - else - { - //Debug.Log("Not scrolling"); - } + cameraCheck(); //At the end of each round, any stuck players are freed to resume moving next round foreach (PlayerData player in allPlayers) @@ -60,6 +50,27 @@ public class RacetrackGameMode : GameMode RoundCount++; } + void cameraCheck() + { + //Move the camera forward at a steady rate each round + if (scrollSpeed > 0.0f) + { + Camera.main.transform.Translate(scrollSpeed, 0, 0, Space.World); + mapManager.checkTrack(); + //Debug.Log("New camera position at x = " + Camera.main.transform.position.x); + + //Plan: get average position of surviving players, centre camera view on it + //Also, will need to check every time someone moves: are they still on camera? + //If ahead of camera, advance it until they're visible + //If behind camera, they lose a life & respawn + } + else + { + //Debug.Log("Not scrolling"); + } + + } + /// /// Checks if the Game is finished diff --git a/Assets/Scripts/Map Generation/MapManager.cs b/Assets/Scripts/Map Generation/MapManager.cs index d9a626a..d501726 100644 --- a/Assets/Scripts/Map Generation/MapManager.cs +++ b/Assets/Scripts/Map Generation/MapManager.cs @@ -15,24 +15,33 @@ public class MapManager : ScriptableObject public List sections; //The list of sections to choose from after starting public int minConns = 2; //The minimum number of valid connections between two map sections for them to be allowed to link up - public float xForward = 28.0f; //How far ahead of the camera's current position do we want to extend the track? - public float xBack = -4.0f; //And how far behind the camera's position does a section need to fall before being deleted? - + public List activeSections; //The list of sections that have been placed on the map (and not removed) MapSection lastSection; //Which map-section was most recently added? float startX = -16.0f; //The x-position of the current start of the track float endX = -16.0f; //The x-position of the current end of the track + int totalSections = 0; //How many sections have been added? Including ones that have been deleted + + int initialPlayerCount; + int diffMin; //Minimum difficulty for a map section to be selected + int diffMax; //Maximum difficulty for a map section to be selected + int diffMinStart = 0; //Initial minimum difficulty for a map section to be selected + int diffMaxStart = 1; //Initial maximum difficulty for a map section to be selected + int diffMinMax = 4; //The highest diffMin can go - ensure that it doesn't go too high to have legal map sections + int widthMin; //The minimum widthIn that we want for a new map section + int widthMax; //The maximum widthIn that we want for a new map section + int minPossibleWidth = 3; //The minimum to which widthMin and widthMax can be reduced public void init() { - int players = clients.ConnectedClients.Count; + initialPlayerCount = clients.ConnectedClients.Count; activeSections = new List(); - if (players < 5) + if (initialPlayerCount < 5) { addSection(spawn4.GetComponent()); } - else if (players > 5) + else if (initialPlayerCount > 5) { addSection(spawn8.GetComponent()); } @@ -48,7 +57,23 @@ public class MapManager : ScriptableObject } } - switch (players) + widthMin = activeSections[0].widthOut - 2; + widthMax = activeSections[0].widthOut + 2; + + //Set the maximum possible diffMin value to 1 less than the highest difficulty on the section list + diffMinMax = 0; + + foreach (MapSection section in sections) + { + if (section.difficulty > diffMinMax) + { + diffMinMax = section.difficulty; + } + } + + diffMinMax--; + + switch (initialPlayerCount) { case 2: foreach (GameObject spawnBlock in lastSection.spawns2) @@ -108,6 +133,8 @@ public class MapManager : ScriptableObject //First, we determine which sections are valid List validSections = new List(); + updateCriteria(); //We update the section selection criteria for the current gamestate + foreach (MapSection section in sections) { if (checkSegments(section)) @@ -147,7 +174,7 @@ public class MapManager : ScriptableObject lastSection = newSectionScript; endX += newSectionScript.length; - + totalSections++; } bool checkSegments(MapSection second) @@ -159,6 +186,16 @@ public class MapManager : ScriptableObject { int connections = 0; + if (second.difficulty < diffMin || second.difficulty > diffMax) + { + return false; + } + + if (second.widthIn < widthMin || second.widthIn > widthMax) + { + return false; + } + //Debug.Log("Checking sections: first = " + first.name + ", second = " + second.name); foreach (GameObject exit in first.exits) @@ -268,6 +305,68 @@ public class MapManager : ScriptableObject checkBack(); } + //Updates minimum and maximum difficulty, width, etc, based on current gamestate + public void updateCriteria() + { + //By default, we can add a section 1 tile wider or narrower on either side than the last section + widthMin = lastSection.widthOut - 2; + widthMax = lastSection.widthOut + 2; + + /* Calculate min & max difficulties & width modifications + * We recalculate from scratch each time (that is, + * each time a section is added) so as to avoid having + * to track which one-off increase has been applied + * and which hasn't + */ + + //Start with base values + diffMin = diffMinStart; + diffMax = diffMaxStart; + + //As the number of players shrinks, we ramp up the difficulty and contract the track + if (clients.ConnectedClients.Count <= (float)(0.5f * initialPlayerCount)) + { + diffMin++; + diffMax++; + + widthMin -= 2; + widthMax -= 2; + } + + if (clients.ConnectedClients.Count <= (float)(0.25f * initialPlayerCount)) + { + diffMin++; + diffMax += 2; + + widthMin -= 2; + widthMax -= 2; + } + + //Ramp up the difficulty as the game goes on + + diffMin += (totalSections - 2) / 2; + diffMax += totalSections / 2; + + //Once the difficulty has ramped up, we cause the track to steadily narrow + //It can no longer widen, only remain constant or shrink + if (diffMin > 2) + { + widthMax--; + } + + //Apply caps + if (diffMin > diffMinMax) + { + diffMin = diffMinMax; + } + + if (widthMin < minPossibleWidth) + { + widthMin = minPossibleWidth; + } + + } + // Update is called once per frame void Update() { diff --git a/Assets/Scripts/Map Generation/MapSection.cs b/Assets/Scripts/Map Generation/MapSection.cs index 0dd1018..55e34ba 100644 --- a/Assets/Scripts/Map Generation/MapSection.cs +++ b/Assets/Scripts/Map Generation/MapSection.cs @@ -4,9 +4,13 @@ using UnityEngine; public class MapSection : MonoBehaviour { - public int width = 0; + //public int width = 0; + public int widthIn = 0; //Width at the entrance, including external wals + public int widthOut = 0; //Width at the exit, including external walls + public int widthMax = 0; //Greatest width at any point (including external walls) public int length = 0; int size; + public int difficulty; public string sectionName = ""; //Lists of spawn points @@ -20,17 +24,6 @@ public class MapSection : MonoBehaviour public List spawns7; public List spawns8; - //Lists of each type of block, assigned in the inspector - public List boulders; - public List belts; - public List cannons; - public List pits; - public List spikes; - public List track; - public List walls; - public List water; - public List blocks; //Complete list of all blocks, cleared & filled on creation - public List entrances; //Ways into this map segment public List exits; //Ways out of this map segment @@ -41,17 +34,7 @@ public class MapSection : MonoBehaviour public void InitSection() { - size = width * length; - blocks = new List(); - blocks.AddRange(boulders); - blocks.AddRange(belts); - blocks.AddRange(cannons); - blocks.AddRange(pits); - //blocks.AddRange(spawns); - blocks.AddRange(spikes); - blocks.AddRange(track); - blocks.AddRange(walls); - blocks.AddRange(water); + size = widthMax * length; } public void InitSection(int num)