├── .gitignore ├── IsaacStyleProceduralGeration ├── .vscode │ └── settings.json ├── Assets │ ├── MapMat.mat │ ├── MapMat.mat.meta │ ├── MapTexture.renderTexture │ ├── MapTexture.renderTexture.meta │ ├── Prefabs.meta │ ├── Prefabs │ │ ├── DoorTrigger.prefab │ │ ├── DoorTrigger.prefab.meta │ │ ├── MapSprite.prefab │ │ ├── MapSprite.prefab.meta │ │ ├── ObstacleTile.prefab │ │ ├── ObstacleTile.prefab.meta │ │ ├── RoomRoot.prefab │ │ ├── RoomRoot.prefab.meta │ │ ├── WallTile.prefab │ │ └── WallTile.prefab.meta │ ├── Scripts.meta │ ├── Scripts │ │ ├── ColorToGameObject.cs │ │ ├── ColorToGameObject.cs.meta │ │ ├── LevelGeneration.cs │ │ ├── LevelGeneration.cs.meta │ │ ├── MapSpriteSelector.cs │ │ ├── MapSpriteSelector.cs.meta │ │ ├── Room.cs │ │ ├── Room.cs.meta │ │ ├── RoomInstance.cs │ │ ├── RoomInstance.cs.meta │ │ ├── SheetAssigner.cs │ │ ├── SheetAssigner.cs.meta │ │ ├── TutorialMovement.cs │ │ ├── TutorialMovement.cs.meta │ │ ├── UtilityBehaviors.cs │ │ └── UtilityBehaviors.cs.meta │ ├── Sprites.meta │ ├── Sprites │ │ ├── Blank16.png │ │ ├── Blank16.png.meta │ │ ├── Map.meta │ │ ├── Map │ │ │ ├── roomMapWhiteAll.png │ │ │ ├── roomMapWhiteAll.png.meta │ │ │ ├── roomMapWhiteDown.png │ │ │ ├── roomMapWhiteDown.png.meta │ │ │ ├── roomMapWhiteDownLeft.png │ │ │ ├── roomMapWhiteDownLeft.png.meta │ │ │ ├── roomMapWhiteDownRight.png │ │ │ ├── roomMapWhiteDownRight.png.meta │ │ │ ├── roomMapWhiteDownRightUp.png │ │ │ ├── roomMapWhiteDownRightUp.png.meta │ │ │ ├── roomMapWhiteLeft.png │ │ │ ├── roomMapWhiteLeft.png.meta │ │ │ ├── roomMapWhiteLeftDownRight.png │ │ │ ├── roomMapWhiteLeftDownRight.png.meta │ │ │ ├── roomMapWhiteLeftRight.png │ │ │ ├── roomMapWhiteLeftRight.png.meta │ │ │ ├── roomMapWhiteRight.png │ │ │ ├── roomMapWhiteRight.png.meta │ │ │ ├── roomMapWhiteRightUpLeft.png │ │ │ ├── roomMapWhiteRightUpLeft.png.meta │ │ │ ├── roomMapWhiteUp.png │ │ │ ├── roomMapWhiteUp.png.meta │ │ │ ├── roomMapWhiteUpDown.png │ │ │ ├── roomMapWhiteUpDown.png.meta │ │ │ ├── roomMapWhiteUpLeft.png │ │ │ ├── roomMapWhiteUpLeft.png.meta │ │ │ ├── roomMapWhiteUpLeftDown.png │ │ │ ├── roomMapWhiteUpLeftDown.png.meta │ │ │ ├── roomMapWhiteUpRight.png │ │ │ └── roomMapWhiteUpRight.png.meta │ │ ├── ObstacleTile.png │ │ ├── ObstacleTile.png.meta │ │ ├── WallTile.png │ │ ├── WallTile.png.meta │ │ ├── generationBackground.png │ │ └── generationBackground.png.meta │ ├── TutScene.unity │ ├── TutScene.unity.meta │ ├── roomTemplates.meta │ └── roomTemplates │ │ ├── Old.meta │ │ ├── Old │ │ ├── roomBasic01.psd │ │ ├── roomBasic01.psd.meta │ │ ├── roomBasic02.psd │ │ ├── roomBasic02.psd.meta │ │ ├── roomBasic03.psd │ │ ├── roomBasic03.psd.meta │ │ ├── roomBasic04.psd │ │ ├── roomBasic04.psd.meta │ │ ├── roomBasic05.psd │ │ ├── roomBasic05.psd.meta │ │ ├── roomBasic06.psd │ │ ├── roomBasic06.psd.meta │ │ ├── roomBasic07.psd │ │ ├── roomBasic07.psd.meta │ │ ├── roomBasicBlank.psd │ │ └── roomBasicBlank.psd.meta │ │ ├── roomTile01.psd │ │ ├── roomTile01.psd.meta │ │ ├── roomTile02.psd │ │ ├── roomTile02.psd.meta │ │ ├── roomTile03.psd │ │ ├── roomTile03.psd.meta │ │ ├── roomTile04.psd │ │ ├── roomTile04.psd.meta │ │ ├── roomTile05.psd │ │ ├── roomTile05.psd.meta │ │ ├── roomTileBasic.psd │ │ └── roomTileBasic.psd.meta ├── Packages │ └── manifest.json ├── ProjectSettings │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── NetworkManager.asset │ ├── Physics2DSettings.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ ├── TimeManager.asset │ └── UnityConnectSettings.asset └── UnityPackageManager │ └── manifest.json ├── ProceduralyGenerationTutorialUnityPackageV2.unitypackage ├── README.md └── RoomGenerationTut2_packagev2.unitypackage /.gitignore: -------------------------------------------------------------------------------- 1 | ### 2 | # Unity folders and files 3 | ### 4 | [Aa]ssets/AssetStoreTools* 5 | [Bb]uild/ 6 | [Ll]ibrary/ 7 | [Ll]ocal[Cc]ache/ 8 | [Oo]bj/ 9 | [Tt]emp/ 10 | [Uu]nityGenerated/ 11 | # file on crash reports 12 | sysinfo.txt 13 | # Unity3D generated meta files 14 | *.pidb.meta 15 | 16 | ### 17 | # VS/MD solution and project files 18 | ### 19 | [Ee]xportedObj/ 20 | *.booproj 21 | *.csproj 22 | *.sln 23 | *.suo 24 | *.svd 25 | *.unityproj 26 | *.user 27 | *.userprefs 28 | *.pidb 29 | .DS_Store 30 | 31 | ### 32 | # OS generated 33 | ### 34 | .DS_Store 35 | .DS_Store? 36 | ._* 37 | .Spotlight-V100 38 | .Trashes 39 | Icon? 40 | ehthumbs.db 41 | Thumbs.db 42 | -------------------------------------------------------------------------------- /IsaacStyleProceduralGeration/.vscode/settings.json: -------------------------------------------------------------------------------- 1 | { 2 | "files.exclude": 3 | { 4 | 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-------------------------------------------------------------------------------- /IsaacStyleProceduralGeration/Assets/Scripts/ColorToGameObject.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [System.Serializable] 4 | public class ColorToGameObject { //this is a class, rather than a struct, because structs are not serializable in Unity 5 | public Color color; 6 | public GameObject prefab; 7 | } 8 | -------------------------------------------------------------------------------- /IsaacStyleProceduralGeration/Assets/Scripts/ColorToGameObject.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f9a27d5d72f23754e95419424e19f54d 3 | timeCreated: 1508556177 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /IsaacStyleProceduralGeration/Assets/Scripts/LevelGeneration.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class LevelGeneration : MonoBehaviour { 6 | Vector2 worldSize = new Vector2(4,4); 7 | Room[,] rooms; 8 | List takenPositions = new List(); 9 | int gridSizeX, gridSizeY, numberOfRooms = 20; 10 | public GameObject roomWhiteObj; 11 | public Transform mapRoot; 12 | void Start () { 13 | if (numberOfRooms >= (worldSize.x * 2) * (worldSize.y * 2)){ // make sure we dont try to make more rooms than can fit in our grid 14 | numberOfRooms = Mathf.RoundToInt((worldSize.x * 2) * (worldSize.y * 2)); 15 | } 16 | gridSizeX = Mathf.RoundToInt(worldSize.x); //note: these are half-extents 17 | gridSizeY = Mathf.RoundToInt(worldSize.y); 18 | CreateRooms(); //lays out the actual map 19 | SetRoomDoors(); //assigns the doors where rooms would connect 20 | DrawMap(); //instantiates objects to make up a map 21 | GetComponent().Assign(rooms); //passes room info to another script which handles generatating the level geometry 22 | } 23 | void CreateRooms(){ 24 | //setup 25 | rooms = new Room[gridSizeX * 2,gridSizeY * 2]; 26 | rooms[gridSizeX,gridSizeY] = new Room(Vector2.zero, 1); 27 | takenPositions.Insert(0,Vector2.zero); 28 | Vector2 checkPos = Vector2.zero; 29 | //magic numbers 30 | float randomCompare = 0.2f, randomCompareStart = 0.2f, randomCompareEnd = 0.01f; 31 | //add rooms 32 | for (int i =0; i < numberOfRooms -1; i++){ 33 | float randomPerc = ((float) i) / (((float)numberOfRooms - 1)); 34 | randomCompare = Mathf.Lerp(randomCompareStart, randomCompareEnd, randomPerc); 35 | //grab new position 36 | checkPos = NewPosition(); 37 | //test new position 38 | if (NumberOfNeighbors(checkPos, takenPositions) > 1 && Random.value > randomCompare){ 39 | int iterations = 0; 40 | do{ 41 | checkPos = SelectiveNewPosition(); 42 | iterations++; 43 | }while(NumberOfNeighbors(checkPos, takenPositions) > 1 && iterations < 100); 44 | if (iterations >= 50) 45 | print("error: could not create with fewer neighbors than : " + NumberOfNeighbors(checkPos, takenPositions)); 46 | } 47 | //finalize position 48 | rooms[(int) checkPos.x + gridSizeX, (int) checkPos.y + gridSizeY] = new Room(checkPos, 0); 49 | takenPositions.Insert(0,checkPos); 50 | } 51 | } 52 | Vector2 NewPosition(){ 53 | int x = 0, y = 0; 54 | Vector2 checkingPos = Vector2.zero; 55 | do{ 56 | int index = Mathf.RoundToInt(Random.value * (takenPositions.Count - 1)); // pick a random room 57 | x = (int) takenPositions[index].x;//capture its x, y position 58 | y = (int) takenPositions[index].y; 59 | bool UpDown = (Random.value < 0.5f);//randomly pick wether to look on hor or vert axis 60 | bool positive = (Random.value < 0.5f);//pick whether to be positive or negative on that axis 61 | if (UpDown){ //find the position bnased on the above bools 62 | if (positive){ 63 | y += 1; 64 | }else{ 65 | y -= 1; 66 | } 67 | }else{ 68 | if (positive){ 69 | x += 1; 70 | }else{ 71 | x -= 1; 72 | } 73 | } 74 | checkingPos = new Vector2(x,y); 75 | }while (takenPositions.Contains(checkingPos) || x >= gridSizeX || x < -gridSizeX || y >= gridSizeY || y < -gridSizeY); //make sure the position is valid 76 | return checkingPos; 77 | } 78 | Vector2 SelectiveNewPosition(){ // method differs from the above in the two commented ways 79 | int index = 0, inc = 0; 80 | int x =0, y =0; 81 | Vector2 checkingPos = Vector2.zero; 82 | do{ 83 | inc = 0; 84 | do{ 85 | //instead of getting a room to find an adject empty space, we start with one that only 86 | //as one neighbor. This will make it more likely that it returns a room that branches out 87 | index = Mathf.RoundToInt(Random.value * (takenPositions.Count - 1)); 88 | inc ++; 89 | }while (NumberOfNeighbors(takenPositions[index], takenPositions) > 1 && inc < 100); 90 | x = (int) takenPositions[index].x; 91 | y = (int) takenPositions[index].y; 92 | bool UpDown = (Random.value < 0.5f); 93 | bool positive = (Random.value < 0.5f); 94 | if (UpDown){ 95 | if (positive){ 96 | y += 1; 97 | }else{ 98 | y -= 1; 99 | } 100 | }else{ 101 | if (positive){ 102 | x += 1; 103 | }else{ 104 | x -= 1; 105 | } 106 | } 107 | checkingPos = new Vector2(x,y); 108 | }while (takenPositions.Contains(checkingPos) || x >= gridSizeX || x < -gridSizeX || y >= gridSizeY || y < -gridSizeY); 109 | if (inc >= 100){ // break loop if it takes too long: this loop isnt garuanteed to find solution, which is fine for this 110 | print("Error: could not find position with only one neighbor"); 111 | } 112 | return checkingPos; 113 | } 114 | int NumberOfNeighbors(Vector2 checkingPos, List usedPositions){ 115 | int ret = 0; // start at zero, add 1 for each side there is already a room 116 | if (usedPositions.Contains(checkingPos + Vector2.right)){ //using Vector.[direction] as short hands, for simplicity 117 | ret++; 118 | } 119 | if (usedPositions.Contains(checkingPos + Vector2.left)){ 120 | ret++; 121 | } 122 | if (usedPositions.Contains(checkingPos + Vector2.up)){ 123 | ret++; 124 | } 125 | if (usedPositions.Contains(checkingPos + Vector2.down)){ 126 | ret++; 127 | } 128 | return ret; 129 | } 130 | void DrawMap(){ 131 | foreach (Room room in rooms){ 132 | if (room == null){ 133 | continue; //skip where there is no room 134 | } 135 | Vector2 drawPos = room.gridPos; 136 | drawPos.x *= 16;//aspect ratio of map sprite 137 | drawPos.y *= 8; 138 | //create map obj and assign its variables 139 | MapSpriteSelector mapper = Object.Instantiate(roomWhiteObj, drawPos, Quaternion.identity).GetComponent(); 140 | mapper.type = room.type; 141 | mapper.up = room.doorTop; 142 | mapper.down = room.doorBot; 143 | mapper.right = room.doorRight; 144 | mapper.left = room.doorLeft; 145 | mapper.gameObject.transform.parent = mapRoot; 146 | } 147 | } 148 | void SetRoomDoors(){ 149 | for (int x = 0; x < ((gridSizeX * 2)); x++){ 150 | for (int y = 0; y < ((gridSizeY * 2)); y++){ 151 | if (rooms[x,y] == null){ 152 | continue; 153 | } 154 | Vector2 gridPosition = new Vector2(x,y); 155 | if (y - 1 < 0){ //check above 156 | rooms[x,y].doorBot = false; 157 | }else{ 158 | rooms[x,y].doorBot = (rooms[x,y-1] != null); 159 | } 160 | if (y + 1 >= gridSizeY * 2){ //check bellow 161 | rooms[x,y].doorTop = false; 162 | }else{ 163 | rooms[x,y].doorTop = (rooms[x,y+1] != null); 164 | } 165 | if (x - 1 < 0){ //check left 166 | rooms[x,y].doorLeft = false; 167 | }else{ 168 | rooms[x,y].doorLeft = (rooms[x - 1,y] != null); 169 | } 170 | if (x + 1 >= gridSizeX * 2){ //check right 171 | rooms[x,y].doorRight = false; 172 | }else{ 173 | rooms[x,y].doorRight = (rooms[x+1,y] != null); 174 | } 175 | } 176 | } 177 | } 178 | } 179 | -------------------------------------------------------------------------------- /IsaacStyleProceduralGeration/Assets/Scripts/LevelGeneration.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f288b11a4078a5040b0f6657b4b4e36f 3 | timeCreated: 1506467185 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /IsaacStyleProceduralGeration/Assets/Scripts/MapSpriteSelector.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class MapSpriteSelector : MonoBehaviour { 6 | 7 | public Sprite spU, spD, spR, spL, 8 | spUD, spRL, spUR, spUL, spDR, spDL, 9 | spULD, spRUL, spDRU, spLDR, spUDRL; 10 | public bool up, down, left, right; 11 | public int type; // 0: normal, 1: enter 12 | public Color normalColor, enterColor; 13 | Color mainColor; 14 | SpriteRenderer rend; 15 | void Start () { 16 | rend = GetComponent(); 17 | mainColor = normalColor; 18 | PickSprite(); 19 | PickColor(); 20 | } 21 | void PickSprite(){ //picks correct sprite based on the four door bools 22 | if (up){ 23 | if (down){ 24 | if (right){ 25 | if (left){ 26 | rend.sprite = spUDRL; 27 | }else{ 28 | rend.sprite = spDRU; 29 | } 30 | }else if (left){ 31 | rend.sprite = spULD; 32 | }else{ 33 | rend.sprite = spUD; 34 | } 35 | }else{ 36 | if (right){ 37 | if (left){ 38 | rend.sprite = spRUL; 39 | }else{ 40 | rend.sprite = spUR; 41 | } 42 | }else if (left){ 43 | rend.sprite = spUL; 44 | }else{ 45 | rend.sprite = spU; 46 | } 47 | } 48 | return; 49 | } 50 | if (down){ 51 | if (right){ 52 | if(left){ 53 | rend.sprite = spLDR; 54 | }else{ 55 | rend.sprite = spDR; 56 | } 57 | }else if (left){ 58 | rend.sprite = spDL; 59 | }else{ 60 | rend.sprite = spD; 61 | } 62 | return; 63 | } 64 | if (right){ 65 | if (left){ 66 | rend.sprite = spRL; 67 | }else{ 68 | rend.sprite = spR; 69 | } 70 | }else{ 71 | rend.sprite = spL; 72 | } 73 | } 74 | 75 | void PickColor(){ //changes color based on what type the room is 76 | if (type == 0){ 77 | mainColor = normalColor; 78 | }else if (type == 1){ 79 | mainColor = enterColor; 80 | } 81 | rend.color = mainColor; 82 | } 83 | } -------------------------------------------------------------------------------- /IsaacStyleProceduralGeration/Assets/Scripts/MapSpriteSelector.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c1e0fb6307cbcc743b90b347d37d1a8e 3 | timeCreated: 1506469385 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /IsaacStyleProceduralGeration/Assets/Scripts/Room.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class Room { 6 | public Vector2 gridPos; 7 | public int type; 8 | public bool doorTop, doorBot, doorLeft, doorRight; 9 | public Room(Vector2 _gridPos, int _type){ 10 | gridPos = _gridPos; 11 | type = _type; 12 | } 13 | } 14 | -------------------------------------------------------------------------------- /IsaacStyleProceduralGeration/Assets/Scripts/Room.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: acf1c72f30a3dc44592fdf23e06335ce 3 | timeCreated: 1506467444 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /IsaacStyleProceduralGeration/Assets/Scripts/RoomInstance.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class RoomInstance : MonoBehaviour { 6 | public Texture2D tex; 7 | [HideInInspector] 8 | public Vector2 gridPos; 9 | public int type; // 0: normal, 1: enter 10 | [HideInInspector] 11 | public bool doorTop, doorBot, doorLeft, doorRight; 12 | [SerializeField] 13 | GameObject doorU, doorD, doorL, doorR, doorWall; 14 | [SerializeField] 15 | ColorToGameObject[] mappings; 16 | float tileSize = 16; 17 | Vector2 roomSizeInTiles = new Vector2(9,17); 18 | public void Setup(Texture2D _tex, Vector2 _gridPos, int _type, bool _doorTop, bool _doorBot, bool _doorLeft, bool _doorRight){ 19 | tex = _tex; 20 | gridPos = _gridPos; 21 | type = _type; 22 | doorTop = _doorTop; 23 | doorBot = _doorBot; 24 | doorLeft = _doorLeft; 25 | doorRight = _doorRight; 26 | MakeDoors(); 27 | GenerateRoomTiles(); 28 | } 29 | void MakeDoors(){ 30 | //top door, get position then spawn 31 | Vector3 spawnPos = transform.position + Vector3.up*(roomSizeInTiles.y/4 * tileSize) - Vector3.up*(tileSize/4); 32 | PlaceDoor(spawnPos, doorTop, doorU); 33 | //bottom door 34 | spawnPos = transform.position + Vector3.down*(roomSizeInTiles.y/4 * tileSize) - Vector3.down*(tileSize/4); 35 | PlaceDoor(spawnPos, doorBot, doorD); 36 | //right door 37 | spawnPos = transform.position + Vector3.right*(roomSizeInTiles.x * tileSize) - Vector3.right*(tileSize); 38 | PlaceDoor(spawnPos, doorRight, doorR); 39 | //left door 40 | spawnPos = transform.position + Vector3.left*(roomSizeInTiles.x * tileSize) - Vector3.left*(tileSize); 41 | PlaceDoor(spawnPos, doorLeft, doorL); 42 | } 43 | void PlaceDoor(Vector3 spawnPos, bool door, GameObject doorSpawn){ 44 | // check whether its a door or wall, then spawn 45 | if (door){ 46 | Instantiate(doorSpawn, spawnPos, Quaternion.identity).transform.parent = transform; 47 | }else{ 48 | Instantiate(doorWall, spawnPos, Quaternion.identity).transform.parent = transform; 49 | } 50 | } 51 | void GenerateRoomTiles(){ 52 | //loop through every pixel of the texture 53 | for(int x = 0; x < tex.width; x++){ 54 | for (int y = 0; y < tex.height; y++){ 55 | GenerateTile(x,y); 56 | } 57 | } 58 | } 59 | void GenerateTile(int x, int y){ 60 | Color pixelColor = tex.GetPixel(x,y); 61 | //skip clear spaces in texture 62 | if (pixelColor.a == 0){ 63 | return; 64 | } 65 | //find the color to math the pixel 66 | foreach (ColorToGameObject mapping in mappings){ 67 | if (mapping.color.Equals(pixelColor)){ 68 | Vector3 spawnPos = positionFromTileGrid(x,y); 69 | Instantiate(mapping.prefab, spawnPos, Quaternion.identity).transform.parent = this.transform; 70 | }else{ 71 | //forgot to remove the old print for the tutorial lol so I'll leave it here too 72 | //print(mapping.color + ", " + pixelColor); 73 | } 74 | } 75 | } 76 | Vector3 positionFromTileGrid(int x, int y){ 77 | Vector3 ret; 78 | //find difference between the corner of the texture and the center of this object 79 | Vector3 offset = new Vector3((-roomSizeInTiles.x + 1)*tileSize, (roomSizeInTiles.y/4)*tileSize - (tileSize/4), 0); 80 | //find scaled up position at the offset 81 | ret = new Vector3(tileSize * (float) x, -tileSize * (float) y, 0) + offset + transform.position; 82 | return ret; 83 | } 84 | } 85 | -------------------------------------------------------------------------------- /IsaacStyleProceduralGeration/Assets/Scripts/RoomInstance.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 94b6329b56acffb4599c63c657c1ef6c 3 | timeCreated: 1508556247 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /IsaacStyleProceduralGeration/Assets/Scripts/SheetAssigner.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class SheetAssigner : MonoBehaviour { 6 | [SerializeField] 7 | Texture2D[] sheetsNormal; 8 | [SerializeField] 9 | GameObject RoomObj; 10 | public Vector2 roomDimensions = new Vector2(16*17,16*9); 11 | public Vector2 gutterSize = new Vector2(16*9,16*4); 12 | public void Assign(Room[,] rooms){ 13 | foreach (Room room in rooms){ 14 | //skip point where there is no room 15 | if (room == null){ 16 | continue; 17 | } 18 | //pick a random index for the array 19 | int index = Mathf.RoundToInt(Random.value * (sheetsNormal.Length -1)); 20 | //find position to place room 21 | Vector3 pos = new Vector3(room.gridPos.x * (roomDimensions.x + gutterSize.x), room.gridPos.y * (roomDimensions.y + gutterSize.y), 0); 22 | RoomInstance myRoom = Instantiate(RoomObj, pos, Quaternion.identity).GetComponent(); 23 | myRoom.Setup(sheetsNormal[index], room.gridPos, room.type, room.doorTop, room.doorBot, room.doorLeft, room.doorRight); 24 | } 25 | } 26 | } 27 | -------------------------------------------------------------------------------- /IsaacStyleProceduralGeration/Assets/Scripts/SheetAssigner.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 87595009fef42294980701616981714c 3 | timeCreated: 1508556010 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /IsaacStyleProceduralGeration/Assets/Scripts/TutorialMovement.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class TutorialMovement : MonoBehaviour { 6 | Vector3 moveJump = Vector2.zero; 7 | float horMove, vertMove; 8 | void Start(){ 9 | SheetAssigner SA = FindObjectOfType(); 10 | Vector2 tempJump = SA.roomDimensions + SA.gutterSize; 11 | moveJump = new Vector3(tempJump.x, tempJump.y, 0); //distance b/w rooms: to be used for movement 12 | } 13 | void Update() 14 | { 15 | if (Input.GetKeyDown("w") || Input.GetKeyDown("s") || 16 | Input.GetKeyDown("a") || Input.GetKeyDown("d")) //if any 'wasd' key is pressed 17 | { 18 | horMove = System.Math.Sign(Input.GetAxisRaw("Horizontal"));//capture input 19 | vertMove = System.Math.Sign(Input.GetAxisRaw("Vertical")); 20 | Vector3 tempPos = transform.position; 21 | tempPos += Vector3.right * horMove * moveJump.x; //jump bnetween rooms based opn input 22 | tempPos += Vector3.up * vertMove * moveJump.y; 23 | transform.position = tempPos; 24 | } 25 | } 26 | } 27 | -------------------------------------------------------------------------------- /IsaacStyleProceduralGeration/Assets/Scripts/TutorialMovement.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cdd8865a00b187f498b46d606fdc827c 3 | timeCreated: 1508569314 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /IsaacStyleProceduralGeration/Assets/Scripts/UtilityBehaviors.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.SceneManagement; 5 | 6 | public class UtilityBehaviors : MonoBehaviour { 7 | void Update () { 8 | if (Input.GetKeyDown("r")){//reload scene, for testing purposes 9 | SceneManager.LoadScene(SceneManager.GetActiveScene().name); 10 | } 11 | } 12 | } 13 | -------------------------------------------------------------------------------- /IsaacStyleProceduralGeration/Assets/Scripts/UtilityBehaviors.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6c2cfd018ce0cb94bacc1e6c8e9ee733 3 | timeCreated: 1506472115 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | 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-------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # binding-of-isaac-style-procedural-generation 2 | Unity project for procedural generation similar to Binding of Isaac and the original Legend of Zelda. 3 | -------------------------------------------------------------------------------- /RoomGenerationTut2_packagev2.unitypackage: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/skylarbeaty/binding-of-isaac-style-procedural-generation/89c75786db68eb534c89b9297b0360b459808fcc/RoomGenerationTut2_packagev2.unitypackage --------------------------------------------------------------------------------