2d-dungeon 中文文档教程
Dungeon generator
这是一个用 javascript 编写的程序地牢生成器。
Installation
yarn add 2d-dungeon --save
Features
- Pre-defined, tagged rooms
- Highly configurable
- Seeded rng
- Feedback about exits, perimeter, etc
- (Optional) corridors
- (Optional) circular paths
Output examples
Usage
@TODO
import Dungeon from '2d-dungeon';
let dungeon = new Dungeon({
max_iterations: 50,
size: [100, 100],
seed: 'abcd', //omit for generated seed
rooms: {
initial: {
min_size: [3, 3],
max_size: [3, 3],
max_exits: 1,
position: [0, 0] //OPTIONAL pos of initial room
},
any: {
min_size: [2, 2],
max_size: [5, 5],
max_exits: 4
}
},
max_corridor_length: 6,
min_corridor_length: 2,
corridor_density: 0.5, //corridors per room
symmetric_rooms: false, // exits must be in the center of a wall if true
interconnects: 1, //extra corridors to connect rooms and make circular paths. not 100% guaranteed
max_interconnect_length: 10,
room_count: 10
});
dungeon.generate();
dungeon.print(); //outputs wall map to console.log
dungeon.size; // [width, heihgt]
dungeon.walls.get([x, y]); //return true if position is wall, false if empty
for(let piece of dungeon.children) {
piece.position; //[x, y] position of top left corner of the piece within dungeon
piece.tag; // 'any', 'initial' or any other key of 'rooms' options property
piece.size; //[width, height]
piece.walls.get([x, y]); //x, y- local position of piece, returns true if wall, false if empty
for (let exit of piece.exits) {
let {x, y, dest_piece} = exit; // local position of exit and piece it exits to
piece.global_pos([x, y]); // [x, y] global pos of the exit
}
piece.local_pos(dungeon.start_pos); //get local position within the piece of dungeon's global position
}
dungeon.initial_room; //piece tagged as 'initial'
dungeon.start_pos; //[x, y] center of 'initial' piece
Dungeon generator
This is a procedural dungeon generator written in javascript.
Installation
yarn add 2d-dungeon --save
Features
- Pre-defined, tagged rooms
- Highly configurable
- Seeded rng
- Feedback about exits, perimeter, etc
- (Optional) corridors
- (Optional) circular paths
Output examples
Usage
@TODO
import Dungeon from '2d-dungeon';
let dungeon = new Dungeon({
max_iterations: 50,
size: [100, 100],
seed: 'abcd', //omit for generated seed
rooms: {
initial: {
min_size: [3, 3],
max_size: [3, 3],
max_exits: 1,
position: [0, 0] //OPTIONAL pos of initial room
},
any: {
min_size: [2, 2],
max_size: [5, 5],
max_exits: 4
}
},
max_corridor_length: 6,
min_corridor_length: 2,
corridor_density: 0.5, //corridors per room
symmetric_rooms: false, // exits must be in the center of a wall if true
interconnects: 1, //extra corridors to connect rooms and make circular paths. not 100% guaranteed
max_interconnect_length: 10,
room_count: 10
});
dungeon.generate();
dungeon.print(); //outputs wall map to console.log
dungeon.size; // [width, heihgt]
dungeon.walls.get([x, y]); //return true if position is wall, false if empty
for(let piece of dungeon.children) {
piece.position; //[x, y] position of top left corner of the piece within dungeon
piece.tag; // 'any', 'initial' or any other key of 'rooms' options property
piece.size; //[width, height]
piece.walls.get([x, y]); //x, y- local position of piece, returns true if wall, false if empty
for (let exit of piece.exits) {
let {x, y, dest_piece} = exit; // local position of exit and piece it exits to
piece.global_pos([x, y]); // [x, y] global pos of the exit
}
piece.local_pos(dungeon.start_pos); //get local position within the piece of dungeon's global position
}
dungeon.initial_room; //piece tagged as 'initial'
dungeon.start_pos; //[x, y] center of 'initial' piece