cc.Class({
extends: cc.Component,
properties: {
},
// use this for initialization
onLoad: function () {
},
rand:function(min,max){
var num = Math.random()*(max+1-min) + min;
num = parseInt(num, 10);
return num
},
creatMap:function (r,c) {
this.mapArr = [];
var notAccessed = [];
var accessed = [];
var TreeList = [];
var CubeList = [];
var Road = [];
var atlasList = [];
for (let i = 0; i < r * 2 + 1; ++i) {
var arr = [];
for (let n = 0; n < c * 2 + 1; ++n) {
if ((n ^ (n - 1)) == 1 && (i ^ (i - 1)) == 1)
{
arr.push(0); // 0 表示路
notAccessed.push(0);
}
else
{
arr.push(1); // 1 表示墙
}
}
this.mapArr.push(arr);
}
var count = r * c;
var cur = this.rand(0, count);
var offs = [-c, c, -1, 1]; // 四周顶点在notAccessed的偏移量
var offr = [-1, 1, 0, 0]; // 四周顶点在arr的纵向偏移量
var offc = [0, 0, -1, 1]; // 四周顶点在arr的横向偏移量
accessed.push(cur);
notAccessed[cur] = 1;
while (accessed.length < count)
{
var tr = parseInt(cur / c);
var tc = parseInt(cur % c);
var num = 0;
var off = -1;
// 遍历上下左右顶点
while (++num < 5)
{
var around = this.rand(0, 4),
nr = tr + offr[around],
nc = tc + offc[around];
if (nr >= 0 && nc >= 0 && nr < r && nc < c && notAccessed[cur + offs[around]] == 0)
{
off = around;
break;
}
}
// 四周顶点均被访问,则从已访问的顶点中随机抽取一个为cur
if (off < 0)
{
cur = accessed[this.rand(0, accessed.length)];
}
else
{
tr = 2 * tr + 1;
tc = 2 * tc + 1;
this.mapArr[tr + offr[off]][tc + offc[off]] = 0;
cur = cur + offs[off];
notAccessed[cur] = 1;
accessed.push(cur);
// cc.log(accessed.length)
}
}
return this.mapArr;
}
// called every frame, uncomment this function to activate update callback
// update: function (dt) {
// },
});
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