Created
September 20, 2020 00:26
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Polished maze game made in under 10 minutes with Unity
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// Made from scratch in just 8 minutes 23 seconds | |
// Watch this video to see how: | |
// https://youtu.be/aP9eKrnyxe4 | |
// Play online here: | |
// https://nns2009.itch.io/just-maze | |
using Cinemachine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEngine; | |
public class Game : MonoBehaviour | |
{ | |
public float holep; | |
public int w, h, x, y; | |
public bool[,] hwalls, vwalls; | |
public Transform Level, Player, Goal; | |
public GameObject Floor, Wall; | |
public CinemachineVirtualCamera cam; | |
void Start() | |
{ | |
foreach (Transform child in Level) | |
Destroy(child.gameObject); | |
hwalls = new bool[w + 1, h]; | |
vwalls = new bool[w, h + 1]; | |
var st = new int[w, h]; | |
void dfs(int x, int y) | |
{ | |
st[x, y] = 1; | |
Instantiate(Floor, new Vector3(x, y), Quaternion.identity, Level); | |
var dirs = new[] | |
{ | |
(x - 1, y, hwalls, x, y, Vector3.right, 90, KeyCode.A), | |
(x + 1, y, hwalls, x + 1, y, Vector3.right, 90, KeyCode.D), | |
(x, y - 1, vwalls, x, y, Vector3.up, 0, KeyCode.S), | |
(x, y + 1, vwalls, x, y + 1, Vector3.up, 0, KeyCode.W), | |
}; | |
foreach (var (nx, ny, wall, wx, wy, sh, ang, k) in dirs.OrderBy(d => Random.value)) | |
if (!(0 <= nx && nx < w && 0 <= ny && ny < h) || (st[nx, ny] == 2 && Random.value > holep)) | |
{ | |
wall[wx, wy] = true; | |
Instantiate(Wall, new Vector3(wx, wy) - sh / 2, Quaternion.Euler(0, 0, ang), Level); | |
} | |
else if (st[nx, ny] == 0) dfs(nx, ny); | |
st[x, y] = 2; | |
} | |
dfs(0, 0); | |
x = Random.Range(0, w); | |
y = Random.Range(0, h); | |
Player.position = new Vector3(x, y); | |
do Goal.position = new Vector3(Random.Range(0, w), Random.Range(0, h)); | |
while (Vector3.Distance(Player.position, Goal.position) < (w + h) / 4); | |
cam.m_Lens.OrthographicSize = Mathf.Pow(w / 3 + h / 2, 0.7f) + 1; | |
} | |
void Update() | |
{ | |
var dirs = new[] | |
{ | |
(x - 1, y, hwalls, x, y, Vector3.right, 90, KeyCode.A), | |
(x + 1, y, hwalls, x + 1, y, Vector3.right, 90, KeyCode.D), | |
(x, y - 1, vwalls, x, y, Vector3.up, 0, KeyCode.S), | |
(x, y + 1, vwalls, x, y + 1, Vector3.up, 0, KeyCode.W), | |
}; | |
foreach (var (nx, ny, wall, wx, wy, sh, ang, k) in dirs.OrderBy(d => Random.value)) | |
if (Input.GetKeyDown(k)) | |
if (wall[wx, wy]) | |
Player.position = Vector3.Lerp(Player.position, new Vector3(nx, ny), 0.1f); | |
else (x, y) = (nx, ny); | |
Player.position = Vector3.Lerp(Player.position, new Vector3(x, y), Time.deltaTime * 12); | |
if (Vector3.Distance(Player.position, Goal.position) < 0.12f) | |
{ | |
if (Random.Range(0, 5) < 3) w++; | |
else h++; | |
Start(); | |
} | |
} | |
} |
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Here is the first version of the maze game code I wrote,
it's longer (I optimized the code length for video speed-coding),
but it is more readable, easier to understand and better for learning about maze generation (as it is in a separate function):