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Top down 2D procedural generation?

Discussion in 'Scripting' started by djc51401, Aug 2, 2020.

  1. djc51401

    djc51401

    Joined:
    Apr 3, 2020
    Posts:
    12
    so i followed this tutorial on making procedurally generated 2D islands and i followed a tutorial and modified it from sebastian lague. heres the code:

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using UnityEngine.Tilemaps;
    5. using System;
    6.  
    7. public class MapGenerator : MonoBehaviour
    8. {
    9.     public RuleTile[] tiles;
    10.     public GameObject player;
    11.  
    12.     Tilemap tileMap;
    13.     BoxCollider2D bounds;
    14.  
    15.     public int width;
    16.     public int height;
    17.  
    18.     public string seed;
    19.     public bool useRandomSeed;
    20.  
    21.     [Range(0, 100)]
    22.     public int randomFillPercent;
    23.  
    24.     public int[,] map;
    25.  
    26.     // Start is called before the first frame update
    27.     void Start()
    28.     {
    29.         tileMap = GetComponentInChildren<Tilemap>();
    30.         bounds = GetComponent<BoxCollider2D>();
    31.         GenerateMap();
    32.  
    33.         transform.position = new Vector2(-(width / 2), -(height / 2));
    34.         bounds.size = new Vector2(width, height);
    35.         bounds.offset = new Vector2((width / 2) + .5f, (height / 2) + .5f);
    36.        
    37.     }
    38.  
    39.     // Update is called once per frame
    40.     void Update()
    41.     {
    42.         if(map != null)
    43.         {
    44.             for (int x = 0; x < width; x++)
    45.             {
    46.                 for (int y = 0; y < height; y++)
    47.                 {
    48.                     if(map[x,y] == 1)
    49.                     {
    50.                         tileMap.SetTile(new Vector3Int(x, y, 0), tiles[0]);
    51.                     }
    52.                     else
    53.                     {
    54.                         tileMap.SetTile(new Vector3Int(x, y, 0), tiles[1]);
    55.                     }
    56.                 }
    57.             }
    58.         }
    59.  
    60.     }
    61.  
    62.     void GenerateMap()
    63.     {
    64.         map = new int[width, height];
    65.         RandomFillMap();
    66.  
    67.         for (int i = 0; i < 5; i++)
    68.         {
    69.             SmoothMap();
    70.         }
    71.     }
    72.  
    73.     void RandomFillMap()
    74.     {
    75.         if (useRandomSeed)
    76.         {
    77.             seed = DateTime.Now.Ticks.ToString();
    78.         }
    79.  
    80.         System.Random pseudoRandom = new System.Random(seed.GetHashCode());
    81.  
    82.         for (int x = 0; x < width; x++)
    83.         {
    84.             for (int y = 0; y < height; y++)
    85.             {
    86.                 if(x == 0 || x == width - 1 || y == 0 || y == height - 1)
    87.                 {
    88.                     map[x, y] = 1;
    89.                 }
    90.                 else
    91.                 {
    92.                     map[x, y] = (pseudoRandom.Next(0, 100) < randomFillPercent) ? 1 : 0;
    93.                 }
    94.             }
    95.         }
    96.     }
    97.  
    98.     void SmoothMap()
    99.     {
    100.         for (int x = 0; x < width; x++)
    101.         {
    102.             for (int y = 0; y < height; y++)
    103.             {
    104.                 int neighborWallTiles = GetSurroundingWallCount(x, y);
    105.  
    106.                 if (neighborWallTiles > 4)
    107.                     map[x, y] = 1;
    108.                 else if(neighborWallTiles < 4)
    109.                 {
    110.                     map[x, y] = 0;
    111.                 }
    112.             }
    113.         }
    114.     }
    115.  
    116.     int GetSurroundingWallCount(int gridX, int gridY)
    117.     {
    118.         int wallCount = 0;
    119.         for (int neighborX = gridX - 1; neighborX <= gridX + 1; neighborX++)
    120.         {
    121.             for (int neighborY = gridY - 1; neighborY <= gridY + 1; neighborY++)
    122.             {
    123.                 if (neighborX >= 0 && neighborX < width && neighborY >= 0 && neighborY < height)
    124.                 {
    125.                     if (neighborX != gridX || neighborY != gridY)
    126.                     {
    127.                         wallCount += map[neighborX, neighborY];
    128.                     }
    129.                 }
    130.                 else
    131.                 {
    132.                     wallCount++;
    133.                 }
    134.             }
    135.         }
    136.         return wallCount;
    137.     }
    138.  
    139. }
    its very close to sebastian lagues but i just implemented it to use tiles instead of gizmos. does anyone know how id add say more levels (sand between water and grass, stone above grass), and also how would i add items to those areas such and materials in the ground or bushes and plants in the ground? any help would be appreciated!
     
    TunahanYilmaz, ArKeid0s and Co123654 like this.
  2. Co123654

    Co123654

    Joined:
    Oct 16, 2018
    Posts:
    1
    Hippity Hoppity. But seriously, thank you, I have been all over the internet and this is the closest to what I need. and you can use different if statements and random.ranges to randomly choose what type of island you want. And what video is it?
     
    Last edited: Nov 30, 2020
  3. PanderYT

    PanderYT

    Joined:
    Aug 24, 2022
    Posts:
    2
    So how would I implement this into my game?
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,726
    The first step would be to stop necro-posting to old threads with vague "how do I...?" questions.

    The next step would be to start doing tutorials until you understand the parts necessary and can explain it to your dog or to your grandmother.

    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!

    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

    Finally, when you have errors...

    Remember: NOBODY here memorizes error codes. That's not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

    The complete error message contains everything you need to know to fix the error yourself.

    The important parts of the error message are:

    - the description of the error itself (google this; you are NEVER the first one!)
    - the file it occurred in (critical!)
    - the line number and character position (the two numbers in parentheses)
    - also possibly useful is the stack trace (all the lines of text in the lower console window)

    Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

    All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don't have to stop your progress and fiddle around with the forum.

    The purpose of this forum is to assist people who are ready to learn by doing, and who are unafraid to get their hands dirty learning how to code, particularly in the context of Unity3D.

    This assumes you have at least written and studied some code and have run into some kind of issue.

    If you haven't even started yet, go check out some Youtube videos for whatever game design you have in mind. There are already many examples of the individual parts and concepts involved, as there is nothing truly new under the sun.

    If you just want someone to do it for you, you need go to one of these places:

    https://forum.unity.com/forums/commercial-job-offering.49/

    https://forum.unity.com/forums/non-commercial-collaboration.17/

    https://livehelp.unity.com/?keywords=&page=1&searchTypes=lessons