Update all the CSS classes and fix the layout so it looks good in the new theme. Convert a bunch of CSS classes to BEM style.
758 lines
19 KiB
JavaScript
758 lines
19 KiB
JavaScript
const NUMBER_OF_ROOMS = 12;
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const TUNNEL_PASSES = 3;
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class Cell {
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static CORRIDOR = "#";
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static DOOR_CLOSED = "+";
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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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empty() { this.character = " "; }
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floor() { this.character = "."; }
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upStair() { this.character = "<"; }
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downStair() { this.character = ">"; }
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corridor() { this.character = Cell.CORRIDOR; }
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topLeftWall() { this.character = "┌"; }
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topRightWall() { this.character = "┐"; }
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bottomLeftWall() { this.character = "└"; }
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bottomRightWall() { this.character = "┘"; }
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horizontalWall() { this.character = "─"; }
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verticalWall() { this.character = "│"; }
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doorClosed() { this.character = Cell.DOOR_CLOSED; }
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isEmpty() { return !this.character || this.character === " "; }
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isDoor() { return this.character === Cell.DOOR_CLOSED; }
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isCorridor() { return this.character === Cell.CORRIDOR; }
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canBecomeDoor() { return this.character === "─" || this.character === "│" }
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}
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class Point {
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x = 0;
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y = 0;
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constructor(x, y) {
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if (x) { this.x = x; }
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if (y) { this.y = y; }
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}
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*neighbors() {
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const x = this.x;
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const y = this.y;
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yield new Point(x - 1, y - 1);
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yield new Point(x, y - 1);
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yield new Point(x + 1, y - 1);
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yield new Point(x - 1, y);
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yield new Point(x + 1, y);
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yield new Point(x - 1, y + 1);
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yield new Point(x, y + 1);
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yield new Point(x + 1, y + 1);
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}
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equalsPoint(other) { return this.x === other.x && this.y === other.y; }
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}
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class Size {
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width = 0;
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height = 0;
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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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}
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}
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class Rect {
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origin = new Point();
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size = new Size();
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static fromCoordinates(x, y, w, h) {
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return new Rect(new Point(x, y), new Size(w, h));
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}
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constructor(origin, size) {
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this.origin = origin;
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this.size = size;
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}
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get minX() { return this.origin.x; }
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get minY() { return this.origin.y; }
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get maxX() { return this.origin.x + this.size.width; }
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get maxY() { return this.origin.y + this.size.height; }
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get width() { return this.size.width; }
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get height() { return this.size.height; }
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get area() { return this.size.width * this.size.height; }
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*xCoordinates() {
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for (let x = this.minX; x <= this.maxX; x++) {
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yield x;
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}
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}
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*yCoordinates() {
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for (let y = this.minY; y <= this.maxY; y++) {
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yield y;
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}
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}
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insetRect(inset) {
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const twiceInset = 2 * inset;
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return Rect.fromCoordinates(
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this.origin.x + inset,
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this.origin.y + inset,
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this.size.width - twiceInset,
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this.size.height - twiceInset
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);
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}
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intersects(otherRect) {
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if (otherRect.minX > this.maxX)
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return false;
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if (otherRect.maxX < this.minX)
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return false;
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if (otherRect.minY > this.maxY)
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return false;
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if (otherRect.maxY < this.minY)
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return false;
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return true;
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}
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}
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class Grid {
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#size;
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#cells = [];
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#rooms = [];
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constructor(width, height) {
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this.#size = new Size(width, 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 bounds() { return new Rect(new Point(), this.#size); }
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get width() { return this.#size.width; }
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get height() { return this.#size.height; }
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get rooms() { return this.#rooms; }
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generate(p, roomGeneratorClass, tunnelGeneratorClass) {
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this.#generateRooms(p, new roomGeneratorClass(this, NUMBER_OF_ROOMS));
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this.#placeStairs();
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this.#digCorridors(p, new tunnelGeneratorClass(this, TUNNEL_PASSES));
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}
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#generateRooms(p, generator) {
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generator.generate(p);
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this.#rooms = generator.rooms;
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}
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#placeStairs() {
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const indexOfRoomWithUpStairs = randomInt(this.#rooms.length);
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const coordinateOfUpStair = this.#rooms[indexOfRoomWithUpStairs].randomPoint();
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this.cellAt(coordinateOfUpStair.x, coordinateOfUpStair.y).upStair();
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while (true) {
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let indexOfRoomForDownStair = randomInt(this.#rooms.length);
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if (indexOfRoomForDownStair == indexOfRoomWithUpStairs) {
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continue;
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}
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const coordinateOfDownStair = this.#rooms[indexOfRoomForDownStair].randomPoint();
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this.cellAt(coordinateOfDownStair.x, coordinateOfDownStair.y).downStair();
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break;
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}
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}
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#digCorridors(p, generator) {
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generator.generate(p);
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}
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pointIsInBounds(pt) { return pt.x >= 0 && pt.x < this.width && pt.y >= 0 && pt.y < this.height; }
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cellAt(x, y) { return this.#cells[y * this.width + x]; }
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}
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class Room {
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#rect;
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constructor(rect) {
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this.#rect = rect;
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}
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get bounds() { return this.#rect; }
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get minX() { return this.#rect.minX; }
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get minY() { return this.#rect.minY; }
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get maxX() { return this.#rect.maxX; }
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get maxY() { return this.#rect.maxY; }
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randomPoint() {
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return new Point(
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this.#rect.minX + 1 + randomInt(this.#rect.size.width - 2),
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this.#rect.minY + 1 + randomInt(this.#rect.size.height - 2)
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);
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}
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transformCellAt(pt, cell) {
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const minX = this.minX;
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const minY = this.minY;
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const maxX = this.maxX;
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const maxY = this.maxY;
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const x = pt.x;
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const y = pt.y;
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if (y === minY && x === minX) { cell.topLeftWall(); }
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else if (y === minY && x === maxX) { cell.topRightWall(); }
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else if (y === maxY && x === minX) { cell.bottomLeftWall(); }
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else if (y === maxY && x === maxX) { cell.bottomRightWall(); }
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else if (y === minY || y === maxY) { cell.horizontalWall(); }
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else if (x === minX || x === maxX) { cell.verticalWall(); }
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else if ((x > minX && x < maxX) && (y > minY && y < maxY)) { return cell.floor(); }
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}
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}
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class NRandomRoomsGenerator {
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static MIN_ROOM_DIMENSION = 7;
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static MAX_ROOM_DIMENSION = 12;
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#numberOfRooms = 12;
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#rooms;
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#grid;
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constructor(grid, numberOfRooms) {
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this.#grid = grid;
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if (numberOfRooms) {
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this.#numberOfRooms = numberOfRooms;
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}
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}
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get rooms() {
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if (!this.#rooms) {
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this.#generateRooms();
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}
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return this.#rooms;
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}
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get #bounds() { return this.#grid.bounds; }
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generate(p) {
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this.#generateRooms();
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for (let i = 0; i < this.#rooms.length; i++) {
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let room = this.#rooms[i];
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for (let y = room.minY; y <= room.maxY; y++) {
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for (let x = room.minX; x <= room.maxX; x++) {
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let point = new Point(x, y);
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let cell = this.#grid.cellAt(x, y);
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room.transformCellAt(point, cell);
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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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#generateRooms() {
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let rects = new Array();
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const sizeRange = NRandomRoomsGenerator.MAX_ROOM_DIMENSION - NRandomRoomsGenerator.MIN_ROOM_DIMENSION;
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while (rects.length < this.#numberOfRooms) {
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const randomSize = new Size(
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NRandomRoomsGenerator.MIN_ROOM_DIMENSION + randomInt(sizeRange),
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NRandomRoomsGenerator.MIN_ROOM_DIMENSION + randomInt(sizeRange)
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);
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const randomOrigin = new Point(
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this.#bounds.minX + randomInt(this.#bounds.maxX - randomSize.width),
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this.#bounds.minY + randomInt(this.#bounds.maxY - randomSize.height)
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);
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const proposedRoomRect = new Rect(randomOrigin, randomSize);
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// Check that the rect doesn't intersect with any other rects.
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if (rects.some(e => e.intersects(proposedRoomRect))) {
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continue;
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}
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rects.push(proposedRoomRect);
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}
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rects.sort((a, b) => {
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if (a.origin.x < b.origin.x) { return -1; }
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if (a.origin.x > b.origin.x) { return 1; }
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if (a.origin.y < b.origin.y) { return -1; }
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if (a.origin.y > b.origin.y) { return 1; }
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return 0;
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});
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this.#rooms = rects.map(r => new Room(r.insetRect(1)));
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}
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}
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class TunnelGenerator {
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static MAX_DOORS = 100;
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#grid;
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#passes = 3;
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#numberOfDoorsPlaced = 0;
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constructor(grid, passes) {
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this.#grid = grid;
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if (passes) { this.#passes = passes; }
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}
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generate(p) {
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console.group("Digging tunnels");
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if (this.#passes >= 1) {
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this.#doPassOne(p);
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}
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if (this.#passes >= 2) {
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this.#doPassTwo(p);
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}
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if (this.#passes >= 3) {
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this.#doPassThree(p);
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}
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console.groupEnd();
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}
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#doPassOne(p) {
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console.group("Pass 1");
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this.#iterateAndConnectRoomsWithOffset(p, 1);
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console.groupEnd();
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}
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#doPassTwo(p) {
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console.group("Pass 2");
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this.#iterateAndConnectRoomsWithOffset(p, 2);
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console.groupEnd();
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}
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#doPassThree(p) {
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console.group("Pass 3");
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this.#iterateAndConnectRoomsWithOffset(p, 3);
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console.groupEnd();
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}
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#iterateAndConnectRoomsWithOffset(p, offset) {
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let rooms = this.#grid.rooms;
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const numberOfRooms = rooms.length;
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for (let i = 0; i < numberOfRooms - offset; i++) {
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let fromRoom = rooms[i];
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let toRoom = rooms[i + offset];
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let [fromPoint, toPoint] = this.#findPointFromRoomToRoom(fromRoom, toRoom);
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if (!fromPoint || !toPoint) {
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continue;
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}
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for (let neighbor of fromPoint.neighbors()) {
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if (!this.#grid.pointIsInBounds(neighbor)) {
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continue;
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}
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let cell = this.#grid.cellAt(neighbor.x, neighbor.y);
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if ((neighbor.x === fromPoint.x || neighbor.y === fromPoint.y) && cell.canBecomeDoor()) {
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cell.doorClosed();
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this.#numberOfDoorsPlaced++;
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break;
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}
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}
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const successfullyFoundTargetPoint = this.#digCorridorFromPointToPoint(p, fromPoint, toPoint);
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if (successfullyFoundTargetPoint) {
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for (let neighbor of toPoint.neighbors()) {
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if (!this.#grid.pointIsInBounds(neighbor)) {
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continue;
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}
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let cell = this.#grid.cellAt(neighbor.x, neighbor.y);
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if ((neighbor.x === toPoint.x || neighbor.y === toPoint.y) && cell.canBecomeDoor()) {
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cell.doorClosed();
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this.#numberOfDoorsPlaced++;
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break;
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}
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}
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}
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}
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}
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/**
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* Dig a corridor from fromPoint to toPoint, assuming that both points are
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* adjacent to valid locations for doors on the map.
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*
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* This is as close a copy of dig_corridor in the Nethack source as I could
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* muster. It's not exactly pretty. This method assumed
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*/
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#digCorridorFromPointToPoint(p, fromPoint, toPoint) {
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const MAX_STEPS = 500;
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if (!fromPoint || !toPoint) {
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return;
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}
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const fromX = fromPoint.x;
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const toX = toPoint.x;
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const fromY = fromPoint.y;
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const toY = toPoint.y;
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let curX = fromX;
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let curY = fromY;
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let dx = 0;
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let dy = 0;
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// Set up the initial direction of the dig.
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if (toX > curX) {
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dx = 1;
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} else if (toY > curY) {
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dy = 1;
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} else if (toX < curX) {
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dx = -1;
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} else {
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dy = -1;
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}
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curX -= dx;
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curY -= dy;
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let steps = 0;
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while (curX !== toX || curY !== toY) {
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if (steps++ > MAX_STEPS) {
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return false;
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}
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curX += dx;
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curY += dy;
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if (curX >= this.#grid.width - 1 || curX <= 0 || curY <= 0 || curY >= this.#grid.height - 1) {
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return false;
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}
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let cell = this.#grid.cellAt(curX, curY);
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if (cell.isEmpty()) {
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cell.corridor();
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} else if (!cell.isCorridor()) {
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return false;
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}
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let dix = Math.abs(curX - toX);
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let diy = Math.abs(curY - toY);
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if (dix > diy && diy) {
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const random = randomInt(dix - diy + 1);
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if (!random) {
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dix = 0;
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}
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} else if (diy > dix && dix) {
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const random = randomInt(dix - diy + 1);
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if (!random) {
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diy = 0;
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}
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}
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if (dy && dix > diy) {
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const ddx = curX > toX ? -1 : 1;
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let cell = this.#grid.cellAt(curX + ddx, curY);
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if (cell.isEmpty() || cell.isCorridor()) {
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dx = ddx;
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dy = 0;
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continue;
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}
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} else if (dx && diy > dix) {
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const ddy = curY > toY ? -1 : 1;
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let cell = this.#grid.cellAt(curX, curY + ddy);
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if (cell.isEmpty() || cell.isCorridor()) {
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dy = ddy;
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dx = 0;
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continue;
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}
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}
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cell = this.#grid.cellAt(curX + dx, curY + dy);
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if (cell.isEmpty() || cell.isCorridor()) {
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continue;
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}
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if (dx) {
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dx = 0;
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dy = toY < curY ? -1 : 1;
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} else {
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dy = 0;
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dx = toX < curX ? -1 : 1;
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}
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cell = this.#grid.cellAt(curX + dx, curY + dy);
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if (cell.isEmpty() || cell.isCorridor()) {
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continue;
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}
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dy = -dy;
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dx = -dx;
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}
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return true;
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}
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#findPointFromRoomToRoom(fromRoom, toRoom) {
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const fromRoomBounds = fromRoom.bounds;
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const toRoomBounds = toRoom.bounds;
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let foundFromPoint = false;
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let foundToPoint = false;
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let fromPoint;
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let toPoint;
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if (fromRoomBounds.maxX < toRoomBounds.minX) {
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// fromRoom is farther left than toRoom
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fromPoint = new Point(fromRoomBounds.maxX, fromRoomBounds.minY + 1 + randomInt(fromRoomBounds.height - 2));
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foundFromPoint = this.#canPlaceDoorAt(fromPoint);
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for (let y of fromRoomBounds.yCoordinates()) {
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fromPoint.y = y;
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foundFromPoint = this.#canPlaceDoorAt(fromPoint);
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if (foundFromPoint) {
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break;
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}
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}
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if (!foundFromPoint) {
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return [];
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}
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toPoint = new Point(toRoomBounds.minX, toRoomBounds.minY + 1 + randomInt(toRoomBounds.height - 2));
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foundToPoint = this.#canPlaceDoorAt(toPoint);
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for (let y of toRoomBounds.yCoordinates()) {
|
|
toPoint.y = y;
|
|
foundToPoint = this.#canPlaceDoorAt(toPoint);
|
|
if (foundToPoint) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!foundToPoint) {
|
|
return [];
|
|
}
|
|
|
|
fromPoint.x += 1;
|
|
toPoint.x -= 1;
|
|
} else if (fromRoomBounds.minX > toRoomBounds.maxX) {
|
|
// fromRoom is farther right than toRoomBounds.
|
|
|
|
fromPoint = new Point(toRoomBounds.maxX, toRoomBounds.minY + 1 + randomInt(toRoomBounds.height - 2));
|
|
foundFromPoint = this.#canPlaceDoorAt(fromPoint);
|
|
|
|
for (let y of toRoomBounds.yCoordinates()) {
|
|
fromPoint.y = y;
|
|
foundFromPoint = this.#canPlaceDoorAt(fromPoint);
|
|
if (foundFromPoint) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!foundFromPoint) {
|
|
return [];
|
|
}
|
|
|
|
toPoint = new Point(fromRoomBounds.minX, fromRoomBounds.minY + 1 + randomInt(fromRoomBounds.height - 2));
|
|
foundToPoint = this.#canPlaceDoorAt(toPoint);
|
|
|
|
for (let y of fromRoomBounds.yCoordinates()) {
|
|
toPoint.y = y;
|
|
foundToPoint = this.#canPlaceDoorAt(toPoint);
|
|
if (foundToPoint) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!foundToPoint) {
|
|
return [];
|
|
}
|
|
|
|
fromPoint.x -= 1;
|
|
toPoint.x += 1;
|
|
} else if (fromRoomBounds.maxY < (toRoomBounds.minY - 1)) {
|
|
// fromRoom is above toRoom
|
|
|
|
fromPoint = new Point(fromRoomBounds.minX + 1 + randomInt(fromRoomBounds.width - 2), fromRoomBounds.maxY);
|
|
foundFromPoint = this.#canPlaceDoorAt(fromPoint);
|
|
|
|
for (let x of fromRoomBounds.xCoordinates()) {
|
|
fromPoint.x = x;
|
|
foundFromPoint = this.#canPlaceDoorAt(fromPoint);
|
|
if (foundFromPoint) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!foundFromPoint) {
|
|
return [];
|
|
}
|
|
|
|
toPoint = new Point(toRoomBounds.minX + 1 + randomInt(toRoomBounds.width - 2), toRoomBounds.minY);
|
|
foundToPoint = this.#canPlaceDoorAt(toPoint);
|
|
|
|
for (let x of toRoomBounds.xCoordinates()) {
|
|
toPoint.x = x;
|
|
foundToPoint = this.#canPlaceDoorAt(toPoint);
|
|
if (foundToPoint) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!foundToPoint) {
|
|
return [];
|
|
}
|
|
|
|
fromPoint.y += 1;
|
|
toPoint.y -= 1;
|
|
} else if (fromRoomBounds.minY > (toRoomBounds.maxY + 1)) {
|
|
// fromRoom is below toRoom
|
|
|
|
fromPoint = new Point(toRoomBounds.minX + 1 + randomInt(toRoomBounds.width - 2), toRoomBounds.maxY);
|
|
foundFromPoint = this.#canPlaceDoorAt(fromPoint);
|
|
|
|
for (let x of toRoomBounds.xCoordinates()) {
|
|
fromPoint.x = x;
|
|
foundFromPoint = this.#canPlaceDoorAt(fromPoint);
|
|
if (foundFromPoint) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!foundFromPoint) {
|
|
return [];
|
|
}
|
|
|
|
toPoint = new Point(fromRoomBounds.minX + 1 + randomInt(fromRoomBounds.width - 2), fromRoomBounds.minY);
|
|
foundToPoint = this.#canPlaceDoorAt(toPoint);
|
|
|
|
for (let x of fromRoomBounds.xCoordinates()) {
|
|
toPoint.x = x;
|
|
foundToPoint = this.#canPlaceDoorAt(toPoint);
|
|
if (foundToPoint) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!foundToPoint) {
|
|
return [];
|
|
}
|
|
|
|
fromPoint.y += 1;
|
|
toPoint.y -= 1;
|
|
}
|
|
|
|
return [fromPoint, toPoint];
|
|
}
|
|
|
|
#canPlaceDoorAt(pt) {
|
|
if (this.#numberOfDoorsPlaced > TunnelGenerator.MAX_DOORS) {
|
|
return false;
|
|
}
|
|
|
|
if (!this.#grid.cellAt(pt.x, pt.y).canBecomeDoor()) {
|
|
return false;
|
|
}
|
|
|
|
for (let neighbor of pt.neighbors()) {
|
|
if (!this.#grid.pointIsInBounds(neighbor)) {
|
|
continue;
|
|
}
|
|
|
|
let cell = this.#grid.cellAt(neighbor.x, neighbor.y);
|
|
if (cell.isDoor()) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
function randomInt(n) {
|
|
max = Math.floor(n);
|
|
return Math.floor(Math.random() * max);
|
|
}
|
|
|
|
let grid;
|
|
|
|
new p5(p => {
|
|
const CELL_WIDTH = 20;
|
|
const CELL_HEIGHT = Math.floor(CELL_WIDTH * 1.3);
|
|
|
|
p.setup = () => {
|
|
const container = document.querySelector('#dungeon-background');
|
|
console.assert(container, "Missing #dungeon-background element");
|
|
|
|
canvasWidth = parseFloat(getComputedStyle(container).width);
|
|
canvasHeight = parseFloat(getComputedStyle(container).height);
|
|
|
|
let canvas = p.createCanvas(canvasWidth, canvasHeight);
|
|
canvas.canvas.removeAttribute('style');
|
|
container.appendChild(canvas.canvas);
|
|
|
|
p.pixelDensity(p.displayDensity());
|
|
p.textFont("Courier");
|
|
|
|
const gridBounds = Rect.fromCoordinates(
|
|
0, 0,
|
|
Math.max(80, Math.ceil(canvasWidth / CELL_WIDTH) - 1),
|
|
Math.max(24, Math.ceil(canvasHeight / CELL_HEIGHT) - 1)
|
|
);
|
|
|
|
console.log(`Generating grid with size ${gridBounds.size.width} x ${gridBounds.size.height}`);
|
|
|
|
grid = new Grid(gridBounds.size.width, gridBounds.size.height);
|
|
grid.generate(p, NRandomRoomsGenerator, TunnelGenerator);
|
|
};
|
|
|
|
p.draw = () => {
|
|
console.log("Drawing");
|
|
|
|
p.textSize(CELL_HEIGHT);
|
|
|
|
for (let y = 0; y < grid.height; y++) {
|
|
for (let x = 0; x < grid.width; x++) {
|
|
let cell = grid.cellAt(x, y);
|
|
|
|
let fillColor = cell.characterColor ? cell.characterColor : p.color(255);
|
|
p.fill(fillColor);
|
|
|
|
p.textAlign(p.CENTER, p.CENTER);
|
|
p.text(cell.character, x * CELL_WIDTH, y * CELL_HEIGHT, CELL_WIDTH, CELL_HEIGHT);
|
|
}
|
|
}
|
|
|
|
p.noLoop();
|
|
};
|
|
|
|
}, '#dungeon-background');
|