Aycblok (pronounced "ice block") provides a set of procedural generators for creating sliding ice block puzzles.
The aim of the puzzles is for a player character to slide all push blocks onto a goal tile. Once pushed, the push blocks slide until they are stopped by an obstacle: either a permanent stop block, a break block that is removed when hit, or another push block. The player can move freely within non-obstacle or non-player void tiles and must be positioned directly next to a push block in order to push it in one of the cardinal directions. A push block is assumed to disappear when it is pushed onto a goal tile. The puzzle is complete when all push blocks have been pushed onto goal tiles.
The following is a move-by-move report as generated for one such puzzle:
Start board: Move 1: Move 2: Key:
. . . . . . . . . . . . . . . . . . . . . . . . . . . o = Push Block
. . . . . . . . . . . . . . . . . . . . . . . . . . . % = Break Block
. . . . . . . . . . . . . . . . . . . . . . . . . . . # = Stop Block
. o . . . . . # . . . . . . . . # . . . . . . . . # . $ = Goal
. . . . $ . . . . . . . . $ . . . . . . . . $ . . . . * = Push Block at Goal
. . . . . . . % . . . . . . . . % . . . . . . . . % .
. . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . # . o . . . . . . # . . . . . . . o #
. # . . . . . . . . # . . . . . . . . # . . . . . . .
Move 3: Move 4: Move 5:
. . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . # . . . . . . . . # . . . . . . . . # .
. . . . $ . . . . . . . . $ . . o . . . . . * . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . o . . . . . . . . . . . . . . . . . . .
. . . . . . . . # . . . . . . . . # . . . . . . . . #
. # . . . . . . . . # . . . . . . . . # . . . . . . .
- Ice push block puzzle generation for a specified tile area.
- Input tile areas can have their tiles flagged to apply confining geometry to add challenge or visual interest.
- Support of multiple push blocks in a single puzzle area, which can interact and stop or block each other.
- Support of area obstacles such a holes by means of void tiles, which disallow traversal of a tile by the player, the push blocks, or both.
- Includes a random garbage block generator to clutter the area and make the solution less obvious.
- Customizable parameters for generation steps to help adjust the feel and difficulty of puzzles.
- Persistence of results through JSON and XML via Data Contract serialization.
The generation pipeline provides a way for multiple generation steps to be chained together. This is often easier than making manual calls to each generation step.
// Create a dictionary of arguments to be passed to each pipeline step.
var inputs = new Dictionary<string, object>
{
{ "PuzzleArea", new Array2D<PuzzleTile>(20, 20) },
{ "RandomSeed", new RandomSeed(12345) },
};
// Create a pipeline
var pipeline = new Pipeline(
new PuzzleGoalGenerator(goalSize: new Vector2DInt(2, 2)),
new PuzzleMoveGenerator(pushBlockCount: 3, targetPushCount: 20),
new PuzzleGarbageGenerator(targetDensity: 0.1f, breakBlockChance: 0.5f),
);
// Run the pipeline and retrieve an output
var results = pipeline.Run(inputs);
var layout = results.GetOutput<PuzzleLayout>("PuzzleLayout");