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Procedural Content Generation for C++ Game Development
book

Procedural Content Generation for C++ Game Development

by Dale Green
January 2016
Intermediate to advanced
304 pages
6h 17m
English
Packt Publishing
Content preview from Procedural Content Generation for C++ Game Development

Selecting a suitable game tile

Now, to find suitable tiles, we will generate random spawn coordinates. We know that all tiles with the TILE::FLOOR or TILE::FLOOR_ALT type are floor tiles. Therefore, we can select a tile at random and deduce if it's suitable for the spawning of an item.

To avoid having to do these checks ourselves, the project provides the Level::IsFloor function. It is quite self-explanatory; you can pass it a tile, or the indices of one, and it will return true if it's a floor tile. We'll use that from now on to check whether the tiles are valid for spawning an item.

Randomly selecting a tile

The first function that we'll look at is choosing a value from an underlying grid. In our case, the level data is described in a 2D array. ...

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Publisher Resources

ISBN: 9781785886713