Work in progress nethack dungeon generator background for the nethack page
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264
assets/scripts/nethack/dungeon.js
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264
assets/scripts/nethack/dungeon.js
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class Cell {
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character;
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characterColor;
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backgroundColor;
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constructor(char, charColor) {
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this.character = char;
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}
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}
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class Grid {
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#width;
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#height;
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cells = [];
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constructor(width, height) {
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this.#width = width;
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this.#height = height;
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this.cells = new Array(width * height);
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for (let i = 0; i < this.cells.length; i++) {
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this.cells[i] = new Cell(" ");
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}
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}
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get width() {
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return this.#width;
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}
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get height() {
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return this.#height;
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}
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cellAt(x, y) {
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return this.cells[y * this.#width + x];
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}
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}
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class Room {
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x = 0;
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y = 0;
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width = 0;
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height = 0;
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constructor(x, y, w, h) {
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this.x = x;
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this.y = y;
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this.width = w;
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this.height = h;
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}
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get maxX() {
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return this.x + this.width;
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}
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get maxY() {
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return this.y + this.height;
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}
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charAt(x, y) {
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const minX = this.x;
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const minY = this.y;
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const maxX = this.maxX
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const maxY = this.maxY;
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if (y == minY && x == minX) { return "┌"; }
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if (y == minY && x == maxX) { return "┐"; }
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if (y == maxY && x == minX) { return "└"; }
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if (y == maxY && x == maxX) { return "┘"; }
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if (y == minY || y == maxY) { return "─"; }
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if (x == minX || x == maxX) { return "│"; }
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if ((x > minX && x < maxX) && (y > minY && y < maxY)) {
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return ".";
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}
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return undefined;
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}
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}
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class BSPNode {
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static MIN_AREA = 36;
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static MIN_ROOM_DIMENSION = 5;
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x;
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y;
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width;
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height;
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leftChild;
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rightChild;
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room;
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#done = false;
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constructor(x, y, w, h) {
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this.x = x;
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this.y = y;
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this.width = w;
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this.height = h;
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this.leftChild;
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this.rightChild;
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this.room;
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}
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get maxX() {
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return this.x + this.width;
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}
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get maxY() {
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return this.y + this.height;
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}
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get rooms() {
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let rooms = new Array();
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if (this.room) {
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rooms.push(this.room);
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return rooms;
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}
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if (this.leftChild) {
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rooms = rooms.concat(this.leftChild.rooms);
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}
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if (this.rightChild) {
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rooms = rooms.concat(this.rightChild.rooms);
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}
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return rooms;
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}
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divide() {
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if (this.#done) {
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return;
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}
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const area = this.width * this.height;
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if (area < BSPNode.MIN_AREA) {
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if (!this.#done && Math.random() > 0.8) {
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this.#createRoom();
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}
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this.#done = true;
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return;
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}
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if (area < 100 && Math.random() > 0.9) {
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this.#createRoom();
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this.#done = true;
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return;
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}
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let shouldSplitVertically = Math.random() < 0.5;
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console.debug("Should split vertically:", shouldSplitVertically);
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if (shouldSplitVertically) {
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let xCoordinateOfDivision = this.#randomIntBetween(this.x, this.maxX);
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if (xCoordinateOfDivision) {
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this.leftChild = new BSPNode(this.x, this.y, xCoordinateOfDivision - this.x, this.height);
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this.rightChild = new BSPNode(xCoordinateOfDivision, this.y, this.maxX - xCoordinateOfDivision, this.height);
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}
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} else {
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let yCoordinateOfDivision = this.#randomIntBetween(this.y, this.maxY);
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if (yCoordinateOfDivision) {
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this.leftChild = new BSPNode(this.x, this.y, this.width, yCoordinateOfDivision - this.y);
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this.rightChild = new BSPNode(this.x, yCoordinateOfDivision, this.width, this.maxY - yCoordinateOfDivision);
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}
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}
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if (!this.leftChild && !this.rightChild) {
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if (!this.#done && Math.random() > 0.5) {
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this.#createRoom();
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}
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this.#done = true;
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}
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}
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divideRecursively() {
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this.divide();
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if (this.room) {
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return;
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}
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if (this.leftChild) {
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this.leftChild.divideRecursively();
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}
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if (this.rightChild) {
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this.rightChild.divideRecursively();
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}
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}
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#createRoom() {
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this.room = new Room(this.x + 1, this.y + 1, this.width - 2, this.height - 2);
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console.log("Created a room:", this.room);
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}
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#randomIntBetween(lower, upper) {
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const randomMin = lower + BSPNode.MIN_ROOM_DIMENSION;
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const randomMax = upper - BSPNode.MIN_ROOM_DIMENSION;
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console.debug(`Random int between: ${lower} -> ${randomMin} and ${upper} -> ${randomMax}`);
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const result = randomMax > randomMin ? randomMin + Math.floor(Math.random() * (randomMax - randomMin + 1)) : null;
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console.debug("Result:", result);
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return result;
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}
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}
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let grid;
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new p5(p => {
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const CELL_WIDTH = 20;
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const CELL_HEIGHT = Math.floor(CELL_WIDTH * 1.333);
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p.setup = () => {
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const container = document.querySelector('#dungeon-background');
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canvasWidth = parseFloat(getComputedStyle(container).width);
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canvasHeight = parseFloat(getComputedStyle(container).height);
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let canvas = p.createCanvas(canvasWidth, canvasHeight);
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canvas.canvas.removeAttribute('style');
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container.appendChild(canvas.canvas);
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p.pixelDensity(p.displayDensity());
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p.textFont("Courier");
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grid = new Grid(Math.ceil(canvasWidth / CELL_WIDTH), Math.ceil(canvasHeight / CELL_HEIGHT));
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let bsp = new BSPNode(0, 0, grid.width, grid.height);
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bsp.divideRecursively();
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for (let room of bsp.rooms) {
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for (let y = room.y; y <= room.maxY; y++) {
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for (let x = room.x; x <= room.maxX; x++) {
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let charAtXY = room.charAt(x, y);
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if (charAtXY) {
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let cell = grid.cellAt(x, y);
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cell.character = charAtXY;
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cell.characterColor = p.color(255);
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}
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}
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}
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}
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}
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p.draw = () => {
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p.textSize(CELL_HEIGHT);
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for (let y = 0; y < grid.height; y++) {
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for (let x = 0; x < grid.width; x++) {
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let cell = grid.cellAt(x, y);
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let fillColor = cell.characterColor ? cell.characterColor : p.color(255);
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p.fill(fillColor);
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p.textAlign(p.CENTER, p.CENTER);
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p.text(cell.character, x * CELL_WIDTH, y * CELL_HEIGHT, CELL_WIDTH, CELL_HEIGHT);
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}
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}
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p.noLoop();
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};
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}, '#dungeon-background');
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