Hi everyone,

I'm making a maze game that contains a substantial amount of objects (trees, rocks, etc.). The map is quite big (4000 to 64000 pixels depending on the difficulty. Here's how I generate my map:

EDIT: On the topic of collision, How do I check collision for every non-transparent pixel of an image? My trees are basically circles to the collision algorithm but they're shown with a PImage and trees are of course lopsided so some clear areas are blocked and some covered areas are walkable.

I'm making a maze game that contains a substantial amount of objects (trees, rocks, etc.). The map is quite big (4000 to 64000 pixels depending on the difficulty. Here's how I generate my map:

- int[] mapx = new int[int(sq(mapSize/4000)*512 )]; //x coordinate of a tree

int[] mapy = new int[mapx.length]; //y coordinate of a tree

boolean[] mapi = new boolean[mapx.length]; // type of tree - void randomize() {
- for ( int i=0; i < mapx.length; i++ ) {

boolean out = true;

while (out) {

out = false;

mapx[i] = int(random(mapSize));

mapy[i] = int(random(mapSize));

mapi[i] = boolean(int(random(2)));

if (mapx[i] < pos.x+100 && mapx[i] > pos.x-100 && mapy[i] < pos.y+100 && mapy[i] > pos.y-100) {

out = true;

}

if (mapx[i] < cp.x+500 && mapx[i] > cp.x-500 && mapy[i] < cp.y+500 && mapy[i] > cp.y-500) {

out = true;

}

for (int j = 0; j < i; j++) {

float td = sqrt(sq(abs(mapx[i] - mapx[j])) + sq(abs(mapy[i] - mapy[j])));

if (td < 80) {

out = true;

break;

}

}

}

} - }

EDIT: On the topic of collision, How do I check collision for every non-transparent pixel of an image? My trees are basically circles to the collision algorithm but they're shown with a PImage and trees are of course lopsided so some clear areas are blocked and some covered areas are walkable.

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