# AVI

My website code stuff

Project maintained by Polaros Hosted on GitHub Pages — Theme by mattgraham

# Tournament ### Project Description

I created a game for the professor of my Computer Graphics class to get credit for the course. It is a 2D game which procedurally generates an obstacle course within an arena that some simple AI try to get through. You bet on how many will make it judging by the course created and are rewarded money based on how accurate your guess is.

### Code Examples

Spawns all the drones on the left using randomized separations and offsets

``````private IEnumerator SpawnDrones ()
{
while (dronesSpawned < totalDroneCount)
{
//Find total distance through which we can spawn drones
float totalDist = maxX - minX;

//Find the maximum separation we can manage with the current
//number of drones
float maxSep = totalDist / (groupSize - 1);

//Pick a separation value between min and max
float sep = Random.Range (minSep, maxSep);

//How much distance will we cover with this separation?
float distCovered = (groupSize - 1) * sep;

//find the maximum dif from which we can start spawning drones
//(and have them all fit)
float distDif = totalDist - distCovered;

//Pick a dif value to start spawning drones
float dif = Random.Range (0f, distDif);

//Spawn them drones!
Vector2 pos = new Vector2(minX + dif, y);
for (int i = 0; i < groupSize; i++)
{
//Spawn drone at the position and then add the separation
//to that position
Instantiate(drone, pos, transform.rotation);
pos.x += sep;

//Add these spawned drones to the total
dronesSpawned++;
if (dronesSpawned >= totalDroneCount)
break;
}

//Wait before spawning the next bunch
yield return new WaitForSeconds(groupSpawnDelay);
}
}
``````

Creates a template object which controls the locations, types and orientations of all obstacles on a board

``````public List<Obstacle> PickRandomBoard ()
{
List<Obstacle> board = new List<Obstacle>();

//find number of x and y spaces
int ex = Mathf.RoundToInt((xRange.y - xRange.x) / spacing) + 1;
int wi = Mathf.RoundToInt((yRange.y - yRange.x) / spacing) + 1;

//Create a bool array to keep track of taken spaces
bool[,] taken = new bool[ex,wi];

int obstaclesSpawned = 0;
while(obstaclesSpawned < numObstacles)
{
//Pick a random slot to spawn an obstacle
int tempX = Random.Range (0, ex);
int tempY = Random.Range (0, wi);

//Check if it’s taken
if (taken[tempX, tempY])
continue;

//Find the real-world coordinates
float x = (tempX - (xRange.y / spacing)) * spacing;
float y = (tempY - (yRange.y / spacing)) * spacing;

//Note that this is taken
taken[tempX, tempY] = true;

//Pick an obstacle to spawn
int pick = Mathf.RoundToInt(Random.Range (-0.5f, 2.49f));

//Pick a random rotation
Quaternion rot = transform.rotation;
Vector3 eulTemp = rot.eulerAngles;
eulTemp.z = Random.Range (0, 359);
rot.eulerAngles = eulTemp;

//Pick a random direction (for magnets exclusively)
bool dir = (Random.value > 0.5f);

board.Add(new Obstacle(pick, new Vector2(x, y), rot, dir));

//Count the obstacles we've created so far
obstaclesSpawned++;
}

return board;
}
``````