Best algorithm for recursive adjacent tiles?

Posted by OhMrBigshot on Game Development See other posts from Game Development or by OhMrBigshot
Published on 2012-07-08T23:00:53Z Indexed on 2012/07/09 3:23 UTC
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In my game I have a set of tiles placed in a 2D array marked by their Xs and Zs ([1,1],[1,2], etc).

Now, I want a sort of "Paint Bucket" mechanism: Selecting a tile will destroy all adjacent tiles until a condition stops it, let's say, if it hits an object with hasFlag.

Here's what I have so far, I'm sure it's pretty bad, it also freezes everything sometimes:

void destroyAdjacentTiles(int x, int z) {
    int GridSize = Cubes.GetLength(0);
    int minX = x == 0 ? x : x-1;
    int maxX = x == GridSize - 1 ? x : x+1;
    int minZ = z == 0 ? z : z-1;
    int maxZ = z == GridSize - 1 ? z : z+1;

    Debug.Log(string.Format("Cube: {0}, {1}; X {2}-{3}; Z {4}-{5}", x, z, minX, maxX, minZ, maxZ));

    for (int curX = minX; curX <= maxX; curX++) {
        for (int curZ = minZ; curZ <= maxZ; curZ++) {
            if (Cubes[curX, curZ] != Cubes[x, z]) {
                Debug.Log(string.Format("        Checking: {0}, {1}", curX, curZ));
                if (Cubes[curX,curZ] && Cubes[curX,curZ].GetComponent<CubeBehavior>().hasFlag) {
                    Destroy(Cubes[curX,curZ]);
                    destroyAdjacentTiles(curX, curZ);
                }
            }
        }
    }
}

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