void Start()
{
GameObject startCube = GameObject.CreatePrimitive(PrimitiveType.Cube);
startCube.transform.localScale = new Vector3 (150,1,150);
startCube.tag = "GenSection";
startCube.transform.position = new Vector3(transform.position.x + startCube.transform.localScale.x/2,
transform.position.y,
transform.position.z + startCube.transform.localScale.z/2);
levelGrid = new Grid((int) startCube.transform.localScale.x,(int) startCube.transform.localScale.z);
for (int i = 0; i < levelGrid.Width(); i++){
for (int j = 0; j < levelGrid.Height(); j++){
levelGrid.setTile(i,j,0);
}
}
parentNode = new BSPNode();
parentNode.setCube(startCube);
for (int i = 0; i < 7; i++){
split (parentNode);
}
//create the rooms
createRooms(parentNode);
//connect the rooms
connectRooms(parentNode);
//tidy up dungeon
for (int k = 0; k < 5; k++){
for (int i = 0; i < levelGrid.Width(); i++){
for (int j = 0; j < levelGrid.Height(); j++){
removeSingles(i,j);
}
}
}
createLevel();
}