I'm trying to make a game and I'm stuck on random level design. Basically, I'm trying to create a line from one edge/corner to another edge/corner while having some randomness to it.
See below image 1 [link broken] and 2 for examples. I'm doing this in processing and every attempt I've tried hasn't yielded proper results. I can get them to populate randomly but not in a line or from edge to edge. I'm trying to do this on a 16 x 16 grid by the way. Any ideas or help would be greatly appreciated thanks!
Image 2:
Based on your description, the challenge is in having a connected line from top to bottom with a bit of randomness driving left/right direction.
There are multiple options.
Here's a basic idea that comes to mind:
Here's a basic sketch that illustrates this using PImage
to visualise the data:
void setup(){
size(160, 160);
noSmooth();
int levelSize = 16;
PImage level = createImage(levelSize, levelSize, RGB);
level.loadPixels();
java.util.Arrays.fill(level.pixels, color(255));
int x = levelSize / 2;
for(int y = 0 ; y < levelSize; y++){
int randomDirection = (int)random(3);
if(randomDirection == 1) x--;
if(randomDirection == 2) x++;
// if randomDirection is 0 ignore as we don't change x -> just go down
// constrain to valid pixel
x = constrain(x, 0, levelSize - 1);
// render dot
level.pixels[x + y * levelSize] = color(0);
}
level.updatePixels();
// render result;
image(level, 0, 0, width, height);
fill(127);
text("click to reset", 10, 15);
}
// hacky reset
void draw(){}
void mousePressed(){
setup();
}
The logic is be pretty plain above, but free to replace random(3)
with other options (perhaps throwing dice to determine direction or exploring other psuedo-random number generators (PRNGs) such as randomGaussian()
, noise()
(and related functions), etc.)
Here's a p5.js version of the above:
let levelSize = 16;
let numBlocks = levelSize * levelSize;
let level = new Array(numBlocks);
function setup() {
createCanvas(320, 320);
level.fill(0);
let x = floor(levelSize / 2);
for(let y = 0 ; y < levelSize; y++){
let randomDirection = floor(random(3));
if(randomDirection === 1) x--;
if(randomDirection === 2) x++;
// if randomDirection is 0 ignore as we don't change x -> just go down
// constrain to valid pixel
x = constrain(x, 0, levelSize - 1);
// render dot
level[x + y * levelSize] = 1;
}
// optional: print to console
// prettyPrintLevel(level, levelSize, numBlocks);
}
function draw() {
background(255);
// visualise
for(let i = 0 ; i < numBlocks; i++){
let x = i % levelSize;
let y = floor(i / levelSize);
fill(level[i] == 1 ? color(0) : color(255));
rect(x * 20, y * 20, 20, 20);
}
}
function prettyPrintLevel(level, levelSize, numBlocks){
for(let i = 0; i < numBlocks; i+= levelSize){
print(level.slice(i, i + levelSize));
}
}
function mousePressed(){
setup();
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.4.1/p5.min.js"></script>
The data is a structured a 1D array in both examples, however, if it makes it easier it could easily be a 2D array. At this stage of development, whatever is the simplest, most readable option is the way to go.