Project
2D Roguelike
Level Generation
Tutorial
Intermediate
25 Mins
Unity Technologies
Overview
You have completed 0% of this Tutorial.
1.
Writing the Board Manager
2.
Writing the Game Manager
Summary
This next part of the 2D Roguelike project addresses writing the BoardManager script that will procedurally generate levels and the GameManager script for managing game states.
Language
English
Recommended Unity Versions
5
Tutorial Materials
1.
Writing the Board Manager
This is part 4 of 14 of the 2D Roguelike tutorial in which we write the BoardManager script which will procedurally or semi-randomly generate our levels.
###BoardManager###

csharp

using UnityEngine; using System; using System.Collections.Generic; //Allows us to use Lists. using Random = UnityEngine.Random; //Tells Random to use the Unity Engine random number generator. namespace Completed { public class BoardManager : MonoBehaviour { // Using Serializable allows us to embed a class with sub properties in the inspector. [Serializable] public class Count { public int minimum; //Minimum value for our Count class. public int maximum; //Maximum value for our Count class. //Assignment constructor. public Count (int min, int max) { minimum = min; maximum = max; } } public int columns = 8; //Number of columns in our game board. public int rows = 8; //Number of rows in our game board. public Count wallCount = new Count (5, 9); //Lower and upper limit for our random number of walls per level. public Count foodCount = new Count (1, 5); //Lower and upper limit for our random number of food items per level. public GameObject exit; //Prefab to spawn for exit. public GameObject[] floorTiles; //Array of floor prefabs. public GameObject[] wallTiles; //Array of wall prefabs. public GameObject[] foodTiles; //Array of food prefabs. public GameObject[] enemyTiles; //Array of enemy prefabs. public GameObject[] outerWallTiles; //Array of outer tile prefabs. private Transform boardHolder; //A variable to store a reference to the transform of our Board object. private List <Vector3> gridPositions = new List <Vector3> (); //A list of possible locations to place tiles. //Clears our list gridPositions and prepares it to generate a new board. void InitialiseList () { //Clear our list gridPositions. gridPositions.Clear (); //Loop through x axis (columns). for(int x = 1; x < columns-1; x++) { //Within each column, loop through y axis (rows). for(int y = 1; y < rows-1; y++) { //At each index add a new Vector3 to our list with the x and y coordinates of that position. gridPositions.Add (new Vector3(x, y, 0f)); } } } //Sets up the outer walls and floor (background) of the game board. void BoardSetup () { //Instantiate Board and set boardHolder to its transform. boardHolder = new GameObject ("Board").transform; //Loop along x axis, starting from -1 (to fill corner) with floor or outerwall edge tiles. for(int x = -1; x < columns + 1; x++) { //Loop along y axis, starting from -1 to place floor or outerwall tiles. for(int y = -1; y < rows + 1; y++) { //Choose a random tile from our array of floor tile prefabs and prepare to instantiate it. GameObject toInstantiate = floorTiles[Random.Range (0,floorTiles.Length)]; //Check if we current position is at board edge, if so choose a random outer wall prefab from our array of outer wall tiles. if(x == -1 || x == columns || y == -1 || y == rows) toInstantiate = outerWallTiles [Random.Range (0, outerWallTiles.Length)]; //Instantiate the GameObject instance using the prefab chosen for toInstantiate at the Vector3 corresponding to current grid position in loop, cast it to GameObject. GameObject instance = Instantiate (toInstantiate, new Vector3 (x, y, 0f), Quaternion.identity) as GameObject; //Set the parent of our newly instantiated object instance to boardHolder, this is just organizational to avoid cluttering hierarchy. instance.transform.SetParent (boardHolder); } } } //RandomPosition returns a random position from our list gridPositions. Vector3 RandomPosition () { //Declare an integer randomIndex, set it's value to a random number between 0 and the count of items in our List gridPositions. int randomIndex = Random.Range (0, gridPositions.Count); //Declare a variable of type Vector3 called randomPosition, set it's value to the entry at randomIndex from our List gridPositions. Vector3 randomPosition = gridPositions[randomIndex]; //Remove the entry at randomIndex from the list so that it can't be re-used. gridPositions.RemoveAt (randomIndex); //Return the randomly selected Vector3 position. return randomPosition; } //LayoutObjectAtRandom accepts an array of game objects to choose from along with a minimum and maximum range for the number of objects to create. void LayoutObjectAtRandom (GameObject[] tileArray, int minimum, int maximum) { //Choose a random number of objects to instantiate within the minimum and maximum limits int objectCount = Random.Range (minimum, maximum+1); //Instantiate objects until the randomly chosen limit objectCount is reached for(int i = 0; i < objectCount; i++) { //Choose a position for randomPosition by getting a random position from our list of available Vector3s stored in gridPosition Vector3 randomPosition = RandomPosition(); //Choose a random tile from tileArray and assign it to tileChoice GameObject tileChoice = tileArray[Random.Range (0, tileArray.Length)]; //Instantiate tileChoice at the position returned by RandomPosition with no change in rotation Instantiate(tileChoice, randomPosition, Quaternion.identity); } } //SetupScene initializes our level and calls the previous functions to lay out the game board public void SetupScene (int level) { //Creates the outer walls and floor. BoardSetup (); //Reset our list of gridpositions. InitialiseList (); //Instantiate a random number of wall tiles based on minimum and maximum, at randomized positions. LayoutObjectAtRandom (wallTiles, wallCount.minimum, wallCount.maximum); //Instantiate a random number of food tiles based on minimum and maximum, at randomized positions. LayoutObjectAtRandom (foodTiles, foodCount.minimum, foodCount.maximum); //Determine number of enemies based on current level number, based on a logarithmic progression int enemyCount = (int)Mathf.Log(level, 2f); //Instantiate a random number of enemies based on minimum and maximum, at randomized positions. LayoutObjectAtRandom (enemyTiles, enemyCount, enemyCount); //Instantiate the exit tile in the upper right hand corner of our game board Instantiate (exit, new Vector3 (columns - 1, rows - 1, 0f), Quaternion.identity); } } }

2.
Writing the Game Manager
This is part 5 of 14 of the 2D Roguelike tutorial in which we write the GameManager script which will manage the state of our game.

GameManager

using UnityEngine; using System.Collections; using System.Collections.Generic; //Allows us to use Lists. public class GameManager : MonoBehaviour { public static GameManager instance = null; //Static instance of GameManager which allows it to be accessed by any other script. private BoardManager boardScript; //Store a reference to our BoardManager which will set up the level. private int level = 3; //Current level number, expressed in game as "Day 1". //Awake is always called before any Start functions void Awake() { //Check if instance already exists if (instance == null) //if not, set instance to this instance = this; //If instance already exists and it's not this: else if (instance != this) //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy(gameObject); //Sets this to not be destroyed when reloading scene DontDestroyOnLoad(gameObject); //Get a component reference to the attached BoardManager script boardScript = GetComponent<BoardManager>(); //Call the InitGame function to initialize the first level InitGame(); } //Initializes the game for each level. void InitGame() { //Call the SetupScene function of the BoardManager script, pass it current level number. boardScript.SetupScene(level); } //Update is called every frame. void Update() { }

Loader

using UnityEngine; using System.Collections; public class Loader : MonoBehaviour { public GameObject gameManager; //GameManager prefab to instantiate. public GameObject soundManager; //SoundManager prefab to instantiate. void Awake () { //Check if a GameManager has already been assigned to static variable GameManager.instance or if it's still null if (GameManager.instance == null) //Instantiate gameManager prefab Instantiate(gameManager); //Check if a SoundManager has already been assigned to static variable GameManager.instance or if it's still null if (SoundManager.instance == null) //Instantiate SoundManager prefab Instantiate(soundManager); } }

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