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Procedural Content Generation for C++ Game Development

You're reading from   Procedural Content Generation for C++ Game Development Get to know techniques and approaches to procedurally generate game content in C++ using Simple and Fast Multimedia Library

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Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781785886713
Length 304 pages
Edition 1st Edition
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Author (1):
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Dale Green Dale Green
Author Profile Icon Dale Green
Dale Green
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Table of Contents (13) Chapters Close

Preface 1. An Introduction to Procedural Generation FREE CHAPTER 2. Project Setup and Breakdown 3. Using RNG with C++ Data Types 4. Procedurally Populating Game Environments 5. Creating Unique and Randomized Game Objects 6. Procedurally Generating Art 7. Procedurally Modifying Audio 8. Procedural Behavior and Mechanics 9. Procedural Dungeon Generation 10. Component-Based Architecture 11. Epilogue Index

Spawning items at a random location


Now, let's tie all of this together to spawn items randomly in the map. Here is a quick overview of the steps that we'll take:

  1. Select a random tile from the level data.

  2. Check whether this tile is a floor tile. If not, go to step 1.

  3. Convert the tile location to the absolute position and give it to the item.

The first step is to select a random tile in the level data. Earlier in this chapter, we covered how we'll achieve this:

// Declare the variables we need.
int columnIndex(0), rowIndex(0);
Tile tileType;

// Generate a random index for the row and column.
columnIndex = std::rand() % GRID_WIDTH;
rowIndex = std::rand() % GRID_HEIGHT;

// Get the tile type.
tileType = m_level.GetTileType(columnIndex, rowIndex);

We now need to check whether the randomly selected tile is suitable for the spawning of an item. We know that we can do this by checking the type of the tile, but we need to incorporate this into some kind of loop, so that if the randomly selected tile...

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