Game level read from file in XNA - c#

I've been working on a tile based map engine for my game project in Xna C#. The system, like most others, uses a digit corresponding to a tile in a tileset mapped to a specific position on screen. This works fine, but requires every cell on screen to have a number manually entered. Instead, I've decided to have level layouts read from a .txt containing the number of each tile in the position it would be ingame, like so:
1111
0110
1001
1100
Where 1 is grass and 0 is dirt. Again, I'm aware this is a common technique. The code I have written can read each line and set the next position in the first column to the corresponding tile graphic. This is fine, but it does not help with the rest of the map. I've been searching and cannot find how you would split each number in a row into a separate number, so that the first line would read (0,0) = 1, (0,1) = 1, etc, so I can then match the coordinates to the x and y position on the map, and the value to the type of tile.
So what I need is the ability to assign a 2d array corresponding to the current position (how many characters left in the file, how many lines down in the .txt file), so I can just run two branched for loops (x and y) for every tile in the level ie:
for (x=0; x<levelwidth; x++)
{
for (y=0; y<levelheight; y++)
{
Row[x].Column[y].Tile = Convert.ToInt32(filepos[x,y]);
}
}

You don't want to use 2D arrays because of heavy performance issues.
Also, you probably want to use a separator between tile numbers, like this
1,1,1,1
1,0,1,1
for two reasons; 1 you can use more than 10 different tiles, and 2 you can then use String.Split() and Int.Parse() in order to get your tile IDs and build your map.
In order to use a 1D array, instead of doing myMap[x][y], you do myMap[y*mapWidth+x].

I switched to using XML so that I could more easily edit and read the file. That also gave me a great way of indicating the end of a row of tiles in my map as well as an easy way of identifying up front just how many columns/rows my map had prior to the reader loading it in the game.
The sample for the code can be found on my site in the "Looks Level to Me" sample and it may be that it will help get some ideas for how to change your current approach.

While the commas are the best approach you can also use .substring to take it apart if things are of fixed length.

Related

Indoor path-finding c# wpf

I am currently developing an indoor path-finding. I have multiple floors and different rooms. How will I be able to implement a* algorithm in the images of each floor using c# wpf?
I use spatial A* for the game I'm working on.
Spatial A* uses movement "cost" to work out the best route between two points. The cost mentions is supplied by an array. Usually a 2d array of number - float uint or whatever.
Moving through a square/cell at position x,y thus costs the number in that 2d array. EG costs[2,3] would be the cost of movement through the cell 2 cells across from the left and 3 down from the top of an imaginary grid projected onto your "room".
If the move is diagonal then there's also a multiplier to consider but that will be in whichever implementation you go with.
Hence you need a 2d costed array per floor.
You would need to somehow analyse your pictures and work out an appropriate size for a costed cell. This should match the smallest size of a significant piece of terrain in your floor.
You would then translate your picture into a costed array. You've not told us anywhere near enough to tell you specifically how to do that. Maybe that would have to be a manual process though.
Blocked cells get the max number, empty cells get 1. Depending on your requirements that might be that. Or alternatively you might have actors leaping tables and chairs etc.
You give the pathing algorithm start and target location (x,y), the appropriate costed array and it works out the cheapest route.

Generate hexagonal islands

I'd like to generate flat islands existing of multiple hexagons. So far I've been able to create hexagonal meshes with code, but can't figure out how to position them in groups, creating a randomly shaped island. (Any shape that's not a perfect circle, square etc.) I think I would need an algorithm, that places hexagon tiles next to multiple sides of an existing tile. If you can help me with an idea for an algorithm, then that would be great.
Are you looking for something like this?
Place 1 hexagon.
for i in (islandSize-1):
Scan all hexagons for open sides. Place open sides in a list named hexBorders
Choose a random index in hexBorders, attach a new hexagon there
That algorithm should give you a fairly roundish island, roughly centered on the original hex, because older hexes have more chances to get picked.
You can tune this shape by preferring either newer or older hexagons (e.g. you could include hexagon age in hexBorders, and adjust your random choice so it prefers younger hexes).
Recently I was also doing random map generator for tile based map and hit a wall while try to add more advanced features (in tile space) the realism of output was not good. I decided to create a 2D/3D image based map and then convert it to tile map. Still not finished with adding all the features I want but the result is already a magnitude better then before:
map generator
see my simple random map generator in C++. It is based on Diamond&Square algorithm with some tweaking to obtain island like maps.
conversion to tile-map
Simply map Cartesian pixel into your hexagonal grid layout. You can also compute the average of some area instead of using single pixel per cell/tile.
For 3D tile maps this will produce "voxel-ated" output so you need to add additional filtering see
How to procedurally generate tile map for some ideas.
Since is a pretty open ended question, this article by Red Blob Games about hexagonal data structures would be an excellent place to start. The author describes how you can use 2D arrays to store the hexagons, and how you can iterate through them.
Once you understand the relation of hexagons to one another you can start to iterate through them in interesting ways.
Probably the easiest way to generate an "island" would be with a SIR-type model, also known as an epidemic model. This is a model that is commonly used by researchers to simulate the spread of infectious disease, but I've found that you can also use it to generate pseudo-natural shapes (like an island!). SIR stands for Susceptible-Infectious-Recovered. Those are the three states of a "cell", or in this case hexagon. At any given step of the algorithm, an infected cell can infect a neighboring cell. Think about it like this: at the start of your algorithm, one hexagon is "infected" (land) and the rest are not (water). At each iteration of the algorithm, cells adjacent to an infected cell have a chance (say, 1 in 10) of being infected as well (turning into land). After many iterations, you'll find that the shape of the infected group of hexagons is pretty random looking, but they're all touching. For a grid-bsed example, here's some images I've uploaded to imgur. Pseudo-code for this algorithm is below.
cellsToDo = [originCell]
for 100 iterations:
for each cell in cellsToDo:
for each neighbor to the current cell:
if randomValueBetween(0, 10) == 1:
set the current cell as infected
add the current cell to the cellsToDo list
There are definitely other algorithms, but I'd start with learning how the hexagons are related to each other and can be stored.

How to randomly place objects as player move around in an infinity map without overlap?

I trying to make a game where player only move forward in an infinity map, and the path (just thing of them like points, the path is only the visual) is procedurally generated. I want those path to have different length (something like the tree of life, but only branches of the selected path are generated).
This is how I generate branches without overlap:
List<Vector3> everyPos; //predetermined position
public void Spawn(int amount)
{
List<Vector3> possiblePos = new List<Vector3>(everyPos);
for (int i = 0; i < amount; i++)
{
int index = Random(0, possiblePos.Count); //Find a random position
SpawnObjectAt(currentPosition+possiblePos[index]));//Create a point there
possiblePos.RemoveAt(index); //Remove that position from the list
}
}
The problem is , look at this image(I can't embed image yet):
Red is where player start, green is possible spawn position in the first move.
If there are 2 point spawned at 1 and 2, player choose point1, then the possible position in the second time will be a point in the black zone, which include point2, so if I keep continue there will eventually overlap.
How can I avoid this? I'm making a mobile game so I don't want to cache every single point. Any help would be really appreciated! Thanks!
This is a small web game that have somewhat similar mechanic to what I trying to achieve: newgrounds.com/portal/view/592325/
This is an attempt here to answer, but honestly, you need to provide more information.
Depending on the language you are writing in, you can handle this differently. You may need dynamic allocation, but for now lets assume, since your idea is quite small, that you can just do one large array predefined before compile time.
I assume you know how to make an array, so create one with say, 500 length to start. If you want to 'generate' a link like they did in that game, you simply need a random function, (there is a built in library in pretty much every language I think) and you need to do a little math.
Whatever language you use will surely have a built in graphics library, or you can use a popular easy to use one. I'll just draw a picture to make this clear.
There are a number of ways you can do this mathematically as shown in the image, using angles for example, the simplest way, however, is just to follow the boxes.
If you have worked with graphics before, you know what a vector is, if not, you will need to learn. The 9 vectors presented in this image (0,1) (1,0) (1,1) etc. can be created as vector objects, or even stored as individual ints.
To make your nodes 'move' into another path, you can simply do a rand 1-9 and then correlated the result to one of 9 possible vectors, and then add them to your position vector. It is easiest to do this in array and just use the rand int as the index. In most c derived languages you do that like this:
positionVector += changeVectorArray[rand(1,9)];
You then increment your position vector by one of the 9 vectors as shown above.
The simplest way of making the 'path' is to copy the position before you add the change vector, and then store all of the changes sequentially in another 'path' array.
To show the path on screen, simply draw a line between the first and second, second and third, third and forth elements of your path array. This formula (of joining lines) is discrete mathematics if I'm not mistaken, and you can do much more complicated path shapes if you want, but you get the gist.
That should at least start you off. Without more info I can't really help you.
I could go off on a tangent describe a bunch of different ways you can make this happen differently but its probably easier if you just ask for specifics.
EDIT>>>
Continuing with this answer, yes, looking at it now, the nodes can definitely overlap. To solve this problem you could use collision detection, every time you generate a new 'position', before adding it and drawing the line you have to loop through your array like this:
boolean copy = true;
for(int i = 0; i < getLength(pathArray); i++){
if( newVector == pathArray[i]){
copy=false;
}
}
Then of course, if copy still is true, copy the new position int the pathArray. NOTE: this whole solution is sloppy as hell, and as your array gets larger, your program is going to take longer and longer to search through that loop. This may not also guarantee that the path goes in one direction, but it is likely. And note that the lines will still be able to overlap each other, even though the position vectors can't be on top of one another.
All this considered, I think it will work, the optimization is up to you. I would suggest that there is probably a much more efficient solution using a discrete formula. You can also use such a formula to make the path go in particular directions and do other more complicated things.
You could also quite easily apply constraints on your random rolls if you want to make the path go in a particular direction. But there are so many ways of doing this I can't begin to explain. You could google path-finding algorithms for that.
Good luck.

How To Customize Tesseract Ignores Noise?

I've a image like this (white background and black text). If there is not noise (as you can see: the top and bottom of number line has many noise), Tesseract can recognize number very good.
But when has noise, Tesseract try to recognize it as number and add more number to result. It is really bad. How can I make Tesseract Ignore Noise? I can't make a preprocessing image to make it more contrast or sharp text. This doesn't help anything.
If some tool can to hightlight only string line. It can be really good input to Tesseract. Please help me. Thanks everybody.
You should try eroding and dilating:
The most basic morphological operations are two: Erosion and Dilation.
They have a wide array of uses, i.e. :
Removing noise
...
you could try to down sample your binary image and sample it up again (pyrDown and PyrUp) or you could try to smooth your image with an gaussian blur. And, as already suggested, erode and dilate your image.
I see 3 solutions for your problem:
As already sugested - try using erode and dilate or some kind of blur. It's the simplest solution.
Find all contours (findContours function) and then delete all contours with area less then some value (try different values, you should find correct one quite fast). Note that the value may not be constant - for example you can try to use 80% of average contour area (just add all contours areas, divide it by number of contours and multiply by 0.8).
Find all contours. Create one dimension array of integers, with length equal to your image height. Fill array with zeros. Now for each contour:
I. Find the top and the bottom point (points with the biggest and the smallest value of y coordinate). Let's name this points T and B.
II. Add one to all elements of array which index is between B.y and T.y. (so if B = (1, 4) and T = (3, 11) then add one to array[4], array[5], array[6] ..., array[11]).
Find the biggest element of array. Let's name this value v. All contours for which B.y <= v <= T.y should be letters, other contours - noise.
you can easily remove these noises by using image processing techniques(Morphological operations like erode and dilate) you can choose opencv for this operations.
Do connected component labeling....that is blob counting....all dose noises can never match the size of the numbers....with morphological techniques the numbers also get modified...label the image...count the number of pixels in each labeled region and set a threshold (which you can easily set as you will only have numbers and noises)...cvblob is the library written in C++ available at code googles...
I had similar problem: small noises was cause of tesseract fails. I cannot use open-cv, because I was developing some feature on android, and open-cv was unwanted because of it large size. I don't know if this solution is good, but here is what I did.
I found all black regions in image (points of each region I added to own region set). Then, I check if count of point in this region is bigger than some threshold, like 10, 25 and 50. If true, I make white all points of that region.

Finding a Position on a 2D Map that meets several criteria

as my personal project i develop a game to which users can join at any time.
I have a tiled worldmap that is created from a simple Bitmap which has resources at random positions all over the map except for oceans.
When a player joins i want to create his starting position at a place that has at least 1 tile of each of the 4 resources in range (circle with a still to decide diameter, i think about 3-4 tiles) but no ocean tiles (Tile.Type != "ocean") and not conflicting with a field belonging to another player (Tile.Owner == null).
The map size can vary, currently it's 600x450 and it's implemented as a simple Array: Tile[][] with Tile.Resource being either null or having Tile.Resource.Type as a string of the resource name (as it's configurable by plaintext files to fit any scenery i want to put it in, so no built-in enums possible).
I currently have a loop that simple goes through every possible position, checks every field in range and counts the number of each resource field and discards it if there are none for one of them or if one of them belongs to a player or is an ocean field.
I would prefer if it finds a random position but thats not a requirement, mono-compatibility however is a requirement.
What would be the best way to implement an algorithm for that in C#?
Edit
The Area of players can and will increase/change and resources can be used up and may even appear randomly (=> "Your prospectors found a new goldmine") so pre-calculated positions will propably not work.
Instead of looping through all your positions, why don't you loop through all your resources? Your resources are likely to be more scant. Then pick one of the sets of resources that meet your clustering criterion.
You might consider simulated annealing ... it's not very complex to implement. You have a set of criteria with certain weight, and randomly "shake" the position at a certain "temperature" (the higher the temp, the greater the radius the position may randomly move within, from it's previous position), then when it "cools" you measure the value of the position based on the total weights and subtract negative things, like spawning too close to where they died, or next to other players, etc..., if the value is not within a certain range, you decrease the temperature, but "shake" the positions again, cool down, check weights and overall value, repeat until you get an acceptable solution.
Simulated annealing is used in map making, to label cities and features with maximum clarity, while staying within range and minimizing overlap. Since it's a heuristic approach there is no guarantee that there will be an optimal solution, so you keep "lowering the temp" and eventually just choose the best result.
Let's suppose that once your map is created you don't have to create a new one often.
Just add the following to each Tile and calculate them once after your map was generated:
-int NrOceanTiles
-int NrResourceA
-int ...
Now when you want to get a tile you can do it quite a bit faster:
IEnumerable<Tiles> goodTiles = tiles.Where(tile => tile.NrResourceA >= 1 && tile.NrResourceB >= 2);
Tile goodTile = goodTiles.ElementAt(randomI);
Predefined data would still be the best way forward.
As modifying the map size, and adding/losing resources would not happen as often, just update this data table when they do happen. Perhaps you could do the map/resource changes once per day, and have everything done in a daily database update.
In this way, finding a valid location would be far faster than any algorithm you implement to search all the tiles around it.
If the game isn't going to be designed for a huge number of players, most games implement "start spots" on the map. You'd hand-pick them and record the positions in your map somehow, probably similar to how you're implementing the map resources (i.e., on that spot, there exists an item you can pick up, but on top of the tile map).
Since the resources spawn at random, you could either not spawn resources on the start spots (which could be visible or not), or simply not spawn a player at a start spot on which there is a resource (or look within a 9-cell box to find a close alternate location).
Certainly you would want to hold the set of possible starting locations and update it as resources are created and consumed.
It seems like your best bet is to calculate open locations at map generation. Have your start location calculation function optionally take grid location and size or rectangle corners.
Have a list for Free locations and Occupied locations. Player occupies territory? Move resources in range to the Occupied list. Player gets crushed mercilessly? Move resources in range to the Free list. Resource eliminated? Delete any locations that used it in your Open/Occupied lists. Resource added? Recalculate using your effect radius to determine effected area. When your map area expands, just run the initial calculations on the new section of your grid + effect radius and add the new locations.
Then you just have to set the events up and pick a random Free value when someone joins.

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