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0
.ipfsignore
Normal file
871
DungeonGen.js
Normal file
|
@ -0,0 +1,871 @@
|
|||
/*
|
||||
Orteil's crappy dungeon generation library, 2013
|
||||
Unfinished and buggy, use at your own risk (please credit)
|
||||
http://orteil.dashnet.org
|
||||
|
||||
Rough process (might or might not be what actually happens) :
|
||||
1 make a room in the middle
|
||||
2 pick one of its walls (not corners)
|
||||
3 select a free tile on the other side of that wall
|
||||
4 iteratively expand the selection in one (corridors) or two (rooms) directions, stopping when we meet a wall or when we're above the size threshold
|
||||
5 compute that selection into a room
|
||||
6 add decorations to the room (pillars, water) but only on the center tiles, as to leave free passages (sprinkle destructible decorations anywhere)
|
||||
7 take a random floor tile in the room and repeat step 4, but don't stop at the walls of this room (this creates branching) - repeat about 5 times for interesting shapes
|
||||
8 add those branches to the room
|
||||
9 carve the room into the map, and set the initially selected wall as a door - set the new room's parent to the previous room, and add it to its parent's children
|
||||
10 repeat step 2 with any free wall on the map until the amount of tiles dug is above the desired fill ratio
|
||||
|
||||
Note : I should probably switch the rendering to canvas to allow stuff like occlusion shadows and lights
|
||||
*/
|
||||
|
||||
if (1==1 || undefined==Math.seedrandom)
|
||||
{
|
||||
//seeded random function, courtesy of http://davidbau.com/archives/2010/01/30/random_seeds_coded_hints_and_quintillions.html
|
||||
(function(a,b,c,d,e,f){function k(a){var b,c=a.length,e=this,f=0,g=e.i=e.j=0,h=e.S=[];for(c||(a=[c++]);d>f;)h[f]=f++;for(f=0;d>f;f++)h[f]=h[g=j&g+a[f%c]+(b=h[f])],h[g]=b;(e.g=function(a){for(var b,c=0,f=e.i,g=e.j,h=e.S;a--;)b=h[f=j&f+1],c=c*d+h[j&(h[f]=h[g=j&g+b])+(h[g]=b)];return e.i=f,e.j=g,c})(d)}function l(a,b){var e,c=[],d=(typeof a)[0];if(b&&"o"==d)for(e in a)try{c.push(l(a[e],b-1))}catch(f){}return c.length?c:"s"==d?a:a+"\0"}function m(a,b){for(var d,c=a+"",e=0;c.length>e;)b[j&e]=j&(d^=19*b[j&e])+c.charCodeAt(e++);return o(b)}function n(c){try{return a.crypto.getRandomValues(c=new Uint8Array(d)),o(c)}catch(e){return[+new Date,a,a.navigator.plugins,a.screen,o(b)]}}function o(a){return String.fromCharCode.apply(0,a)}var g=c.pow(d,e),h=c.pow(2,f),i=2*h,j=d-1;c.seedrandom=function(a,f){var j=[],p=m(l(f?[a,o(b)]:0 in arguments?a:n(),3),j),q=new k(j);return m(o(q.S),b),c.random=function(){for(var a=q.g(e),b=g,c=0;h>a;)a=(a+c)*d,b*=d,c=q.g(1);for(;a>=i;)a/=2,b/=2,c>>>=1;return(a+c)/b},p},m(c.random(),b)})(this,[],Math,256,6,52);
|
||||
}
|
||||
|
||||
if (1==1 || undefined==choose) {function choose(arr) {if (arr.length==0) return 0; else return arr[Math.floor(Math.random()*arr.length)];}}
|
||||
|
||||
|
||||
var DungeonGen=function()
|
||||
{
|
||||
var TILE_EMPTY=0;//solid
|
||||
var TILE_LIMIT=-100;//can't build anything here; edges of map
|
||||
var TILE_FLOOR_EDGE=100;
|
||||
var TILE_FLOOR_CENTER=110;
|
||||
var TILE_DOOR=200;
|
||||
var TILE_PILLAR=300;//not just pillars, could be any type of repetitive decoration
|
||||
var TILE_WATER=400;
|
||||
var TILE_WALL=500;
|
||||
var TILE_WALL_CORNER=510;
|
||||
var TILE_ENTRANCE=250;
|
||||
var TILE_EXIT=260;
|
||||
|
||||
var colors=[];
|
||||
colors[TILE_EMPTY]='000';
|
||||
colors[TILE_LIMIT]='900';
|
||||
colors[TILE_FLOOR_EDGE]='ffc';
|
||||
colors[TILE_FLOOR_CENTER]='ff9';
|
||||
colors[TILE_DOOR]='f9f';
|
||||
colors[TILE_PILLAR]='990';
|
||||
colors[TILE_WATER]='99f';
|
||||
colors[TILE_WALL]='960';
|
||||
colors[TILE_WALL_CORNER]='630';
|
||||
colors[TILE_ENTRANCE]='f9f';
|
||||
colors[TILE_EXIT]='f9f';
|
||||
|
||||
var rand=function(a,b){return Math.floor(Math.random()*(b-a+1)+a);}//return random value between a and b
|
||||
|
||||
var Patterns=[];
|
||||
this.Pattern=function(name,func)
|
||||
{
|
||||
this.name=name;
|
||||
this.func=func;
|
||||
Patterns.push(this);
|
||||
}
|
||||
new this.Pattern('Pillars',function(x,y,room)
|
||||
{
|
||||
if ((x+room.x)%2==0 && (y+room.y)%2==0 && Math.random()<0.8) return TILE_PILLAR;
|
||||
return 0;
|
||||
});
|
||||
new this.Pattern('Large pillars',function(x,y,room)
|
||||
{
|
||||
if ((x+room.x)%3<2 && (y+room.y)%3<2 && Math.random()<0.8) return TILE_PILLAR;
|
||||
return 0;
|
||||
});
|
||||
new this.Pattern('Sparse pillars',function(x,y,room)
|
||||
{
|
||||
if ((x+room.x)%3==0 && (y+room.y)%3==0 && Math.random()<0.8) return TILE_PILLAR;
|
||||
return 0;
|
||||
});
|
||||
new this.Pattern('Lines',function(x,y,room)
|
||||
{
|
||||
if (room.x%2==0) if ((x+room.x)%2==0 && Math.random()<0.98) return TILE_PILLAR;
|
||||
if (room.x%2==1) if ((y+room.y)%2==0 && Math.random()<0.98) return TILE_PILLAR;
|
||||
return 0;
|
||||
});
|
||||
|
||||
|
||||
var getRandomPattern=function()
|
||||
{return choose(Patterns);}
|
||||
|
||||
var defaultGenerator=function(me)
|
||||
{
|
||||
me.roomSize=10;
|
||||
me.corridorSize=5;
|
||||
me.fillRatio=1/3;
|
||||
me.corridorRatio=0.2;
|
||||
me.pillarRatio=0.2;
|
||||
me.waterRatio=0;
|
||||
me.branching=4;
|
||||
me.sizeVariance=0.2;
|
||||
|
||||
me.fillRatio=0.1+Math.random()*0.4;
|
||||
me.roomSize=Math.ceil(rand(5,15)*me.fillRatio*2);
|
||||
me.corridorSize=Math.ceil(rand(1,7)*me.fillRatio*2);
|
||||
me.corridorRatio=Math.random()*0.8+0.1;
|
||||
me.pillarRatio=Math.random()*0.5+0.5;
|
||||
me.waterRatio=Math.pow(Math.random(),2);
|
||||
me.branching=Math.floor(Math.random()*6);
|
||||
me.sizeVariance=Math.random();
|
||||
}
|
||||
|
||||
|
||||
this.Map=function(w,h,seed,params)
|
||||
{
|
||||
//create a new map
|
||||
//leave the seed out for a random seed
|
||||
//params is an object that contains custom parameters as defined in defaultGenerator
|
||||
//example : MyMap=new DungeonGen.Map(30,30,MySeed,{waterRatio:0.8}); (80 percent of the rooms will contain water)
|
||||
if (undefined!=seed) this.seed=seed; else {Math.seedrandom();this.seed=Math.random();}
|
||||
Math.seedrandom(this.seed);
|
||||
this.seedState=Math.random;
|
||||
this.w=w||20;
|
||||
this.h=h||20;
|
||||
|
||||
this.roomsAreHidden=0;
|
||||
|
||||
this.rooms=[];
|
||||
this.freeWalls=[];//all walls that would be a good spot for a door
|
||||
this.freeTiles=[];//all passable floor tiles
|
||||
this.doors=[];
|
||||
this.tiles=this.w*this.h;
|
||||
this.tilesDug=0;
|
||||
this.digs=0;//amount of digging steps
|
||||
this.stuck=0;//how many times we ran into a problem; stop digging if we get too many of these
|
||||
|
||||
this.data=[];//fill the map with 0
|
||||
for (var x=0;x<this.w;x++)
|
||||
{
|
||||
this.data[x]=[];
|
||||
for (var y=0;y<this.h;y++)
|
||||
{
|
||||
this.data[x][y]=[TILE_EMPTY,-1,0];//data is stored as [tile system type,room id,tile displayed type] (-1 is no room)
|
||||
if (x==0 || y==0 || x==this.w-1 || y==this.h-1) this.data[x][y]=[TILE_LIMIT,-1,0];
|
||||
}
|
||||
}
|
||||
|
||||
defaultGenerator(this);
|
||||
if (params)
|
||||
{
|
||||
for (var i in params)
|
||||
{
|
||||
this[i]=params[i];
|
||||
}
|
||||
}
|
||||
Math.seedrandom();
|
||||
|
||||
}
|
||||
|
||||
this.Map.prototype.getType=function(x,y){return this.data[x][y][0];}
|
||||
this.Map.prototype.getRoom=function(x,y){if (this.data[x][y][1]!=-1) return this.rooms[this.data[x][y][1]]; else return -1;}
|
||||
this.Map.prototype.getTile=function(x,y){return this.rooms[this.data[x][y][2]];}
|
||||
|
||||
this.Map.prototype.isWall=function(x,y)
|
||||
{
|
||||
var n=0;
|
||||
for (var i in this.freeWalls){if (this.freeWalls[i][0]==x && this.freeWalls[i][1]==y) return n; else n++;}
|
||||
return -1;
|
||||
}
|
||||
this.Map.prototype.isFloor=function(x,y)
|
||||
{
|
||||
var n=0;
|
||||
for (var i in this.freeTiles){if (this.freeTiles[i][0]==x && this.freeTiles[i][1]==y) return n; else n++;}
|
||||
return -1;
|
||||
}
|
||||
this.Map.prototype.removeFreeTile=function(x,y)
|
||||
{
|
||||
this.freeTiles.splice(this.isFloor(x,y),1);
|
||||
}
|
||||
|
||||
this.Map.prototype.fill=function(what)
|
||||
{
|
||||
//fill with something (either a set value, or a function that takes the map, a position X and a position Y as arguments)
|
||||
//NOTE : this also resets the rooms!
|
||||
//example : MyMap.fill(function(m,x,y){return Math.floor((Math.random());});
|
||||
//...will fill the map with 0s and 1s
|
||||
var func=0;
|
||||
if (typeof(what)=='function') func=1;
|
||||
for (var x=0;x<this.w;x++){for (var y=0;y<this.h;y++){
|
||||
if (func) this.data[x][y]=[what(this,x,y),-1,0]; else this.data[x][y]=[what,-1,0];
|
||||
}}
|
||||
this.rooms=[];
|
||||
}
|
||||
|
||||
this.Map.prototype.fillZone=function(X,Y,W,H,what)
|
||||
{
|
||||
//just plain fill a rectangle
|
||||
for (var x=X;x<X+W;x++){for (var y=Y;y<Y+H;y++){
|
||||
this.data[x][y][0]=what;
|
||||
}}
|
||||
}
|
||||
|
||||
this.Map.prototype.getRoomTile=function(room,x,y)
|
||||
{
|
||||
var n=0;
|
||||
for (var i in room.tiles) {if (room.tiles[i].x==x && room.tiles[i].y==y) return n; else n++;}
|
||||
return -1;
|
||||
}
|
||||
|
||||
this.Map.prototype.getFloorTileInRoom=function(room)
|
||||
{
|
||||
var tiles=[];
|
||||
for (var i in room.tiles) {if (room.tiles[i].type==TILE_FLOOR_EDGE || room.tiles[i].type==TILE_FLOOR_CENTER) tiles.push(room.tiles[i]);}
|
||||
return choose(tiles);
|
||||
}
|
||||
|
||||
this.Map.prototype.canPlaceRoom=function(rx,ry,rw,rh)
|
||||
{
|
||||
if (rx<2 || ry<2 || rx+rw>=this.w-1 || ry+rh>=this.h-1) return false;
|
||||
for (var x=rx;x<rx+rw;x++)
|
||||
{
|
||||
for (var y=ry;y<ry+rh;y++)
|
||||
{
|
||||
var tile=this.getType(x,y);
|
||||
var room=this.getRoom(x,y);
|
||||
if (tile==TILE_LIMIT) return false;
|
||||
if (room!=-1) return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
this.Map.prototype.setRoomTile=function(room,x,y,tile)
|
||||
{
|
||||
//var mapTile=this.getType(x,y);
|
||||
var oldTile=this.getRoomTile(room,x,y);
|
||||
var oldTileType=oldTile!=-1?room.tiles[oldTile].type:-1;
|
||||
if (oldTile!=-1 && (
|
||||
//(tile!=TILE_FLOOR_EDGE && tile!=TILE_FLOOR_CENTER) ||// && (oldTileType!=TILE_FLOOR_EDGE && oldTileType!=TILE_FLOOR_CENTER)) ||
|
||||
//(tile!=TILE_FLOOR_EDGE && tile!=TILE_FLOOR_CENTER && (oldTileType!=TILE_FLOOR_EDGE && oldTileType!=TILE_FLOOR_CENTER)) ||
|
||||
(tile==TILE_WALL || tile==TILE_WALL_CORNER) ||//don't place a wall over an existing room
|
||||
(tile==TILE_FLOOR_EDGE && oldTileType==TILE_FLOOR_CENTER)//don't place an edge floor over a center floor
|
||||
)) {return false;}
|
||||
else
|
||||
{
|
||||
if (oldTile!=-1) room.tiles.splice(oldTile,1);
|
||||
room.tiles.push({x:x,y:y,type:tile,score:0});
|
||||
if ((tile==TILE_FLOOR_EDGE || tile==TILE_FLOOR_CENTER) && (oldTileType!=TILE_FLOOR_EDGE && oldTileType!=TILE_FLOOR_CENTER)) room.freeTiles++;
|
||||
else if (tile!=TILE_FLOOR_EDGE && tile!=TILE_FLOOR_CENTER && (oldTileType==TILE_FLOOR_EDGE || oldTileType==TILE_FLOOR_CENTER)) room.freeTiles--;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
this.Map.prototype.expandRoom=function(room,rx,ry,rw,rh)
|
||||
{
|
||||
var x=0;var y=0;
|
||||
//floor
|
||||
for (var x=rx;x<rx+rw;x++){for (var y=ry;y<ry+rh;y++){
|
||||
this.setRoomTile(room,x,y,TILE_FLOOR_EDGE);
|
||||
}}
|
||||
for (var x=rx+1;x<rx+rw-1;x++){for (var y=ry+1;y<ry+rh-1;y++){
|
||||
this.setRoomTile(room,x,y,TILE_FLOOR_CENTER);
|
||||
}}
|
||||
//walls
|
||||
y=ry-1;
|
||||
for (var x=rx;x<rx+rw;x++){
|
||||
this.setRoomTile(room,x,y,TILE_WALL);
|
||||
}
|
||||
y=ry+rh;
|
||||
for (var x=rx;x<rx+rw;x++){
|
||||
this.setRoomTile(room,x,y,TILE_WALL);
|
||||
}
|
||||
x=rx-1;
|
||||
for (var y=ry;y<ry+rh;y++){
|
||||
this.setRoomTile(room,x,y,TILE_WALL);
|
||||
}
|
||||
x=rx+rw;
|
||||
for (var y=ry;y<ry+rh;y++){
|
||||
this.setRoomTile(room,x,y,TILE_WALL);
|
||||
}
|
||||
//corners
|
||||
x=rx-1;y=ry-1;
|
||||
this.setRoomTile(room,x,y,TILE_WALL_CORNER);
|
||||
x=rx+rw;y=ry-1;
|
||||
this.setRoomTile(room,x,y,TILE_WALL_CORNER);
|
||||
x=rx-1;y=ry+rh;
|
||||
this.setRoomTile(room,x,y,TILE_WALL_CORNER);
|
||||
x=rx+rw;y=ry+rh;
|
||||
this.setRoomTile(room,x,y,TILE_WALL_CORNER);
|
||||
|
||||
//decoration
|
||||
var water=Math.random()<this.waterRatio?1:0;
|
||||
var pattern=Math.random()<this.pillarRatio?getRandomPattern():0;
|
||||
for (var x=rx;x<rx+rw;x++){for (var y=ry;y<ry+rh;y++){
|
||||
if (room.tiles[this.getRoomTile(room,x,y)].type==TILE_FLOOR_CENTER)
|
||||
{
|
||||
var tile=0;
|
||||
if (water!=0) tile=TILE_WATER;
|
||||
if (pattern!=0)
|
||||
{
|
||||
tile=pattern.func(x,y,room)||tile;
|
||||
}
|
||||
if (tile!=0) this.setRoomTile(room,x,y,tile);
|
||||
}
|
||||
}}
|
||||
}
|
||||
|
||||
this.Map.prototype.newRoom=function(x,y,w,h,parent)
|
||||
{
|
||||
//create a new abstract room, ready to be carved
|
||||
var room={};
|
||||
room.id=this.rooms.length;
|
||||
room.w=w;//||rand(2,this.roomSize);
|
||||
room.h=h;//||rand(2,this.roomSize);
|
||||
room.x=x||rand(1,this.w-room.w-1);
|
||||
room.y=y||rand(1,this.h-room.h-1);
|
||||
room.tiles=[];
|
||||
room.freeTiles=0;
|
||||
room.parent=parent?parent:-1;
|
||||
room.children=[];
|
||||
room.gen=0;
|
||||
room.door=0;
|
||||
room.corridor=Math.random()<this.corridorRatio?1:0;
|
||||
room.hidden=this.roomsAreHidden;//if 1, don't draw
|
||||
//if (room.parent!=-1) room.corridor=!room.parent.corridor;//alternate rooms and corridors
|
||||
|
||||
return room;
|
||||
}
|
||||
this.Map.prototype.planRoom=function(room)
|
||||
{
|
||||
var branches=this.branching+1;
|
||||
var forcedExpansions=[];
|
||||
var w=room.w;
|
||||
var h=room.h;
|
||||
while (w>0 && h>0)
|
||||
{
|
||||
if (w>0) {forcedExpansions.push(1,3);w--;}
|
||||
if (h>0) {forcedExpansions.push(2,4);h--;}
|
||||
}
|
||||
|
||||
for (var i=0;i<branches;i++)
|
||||
{
|
||||
var steps=0;
|
||||
var expansions=[];
|
||||
if (!room.corridor)
|
||||
{
|
||||
expansions=[1,2,3,4];
|
||||
steps=this.roomSize;
|
||||
}
|
||||
else
|
||||
{
|
||||
expansions=choose([[1,3],[2,4]]);
|
||||
steps=this.corridorSize;
|
||||
}
|
||||
steps=Math.max(room.w+room.h,Math.ceil(steps*(1-Math.random()*this.sizeVariance)));
|
||||
if (room.tiles.length==0) {var rx=room.x;var ry=room.y;var rw=1;var rh=1;}
|
||||
else {var randomTile=this.getFloorTileInRoom(room);var rx=randomTile.x;var ry=randomTile.y;var rw=1;var rh=1;}
|
||||
for (var ii=0;ii<steps;ii++)
|
||||
{
|
||||
if (expansions.length==0) break;
|
||||
var xd=0;var yd=0;var wd=0;var hd=0;
|
||||
var side=choose(expansions);
|
||||
if (forcedExpansions.length>0) side=forcedExpansions[0];
|
||||
if (side==1) {xd=-1;wd=1;}
|
||||
else if (side==2) {yd=-1;hd=1;}
|
||||
else if (side==3) {wd=1;}
|
||||
else if (side==4) {hd=1;}
|
||||
if (this.canPlaceRoom(rx+xd,ry+yd,rw+wd,rh+hd)) {rx+=xd;ry+=yd;rw+=wd;rh+=hd;} else expansions.splice(expansions.indexOf(side),1);
|
||||
if (forcedExpansions.length>0) forcedExpansions.splice(0,1);
|
||||
}
|
||||
if (rw>1 || rh>1)
|
||||
{
|
||||
this.expandRoom(room,rx,ry,rw,rh);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
this.Map.prototype.carve=function(room)
|
||||
{
|
||||
//carve a room into the map
|
||||
for (var i in room.tiles)
|
||||
{
|
||||
var thisTile=room.tiles[i];
|
||||
var x=thisTile.x;var y=thisTile.y;
|
||||
var myType=this.data[x][y][0];
|
||||
var type=thisTile.type;
|
||||
|
||||
if ((type==TILE_WALL || type==TILE_WALL_CORNER) && this.isWall(x,y)!=-1) {this.freeWalls.splice(this.isWall(x,y),1);}
|
||||
|
||||
if (this.data[x][y][1]!=-1 && (type==TILE_WALL || type==TILE_WALL_CORNER)) {}
|
||||
else
|
||||
{
|
||||
if (this.data[x][y][1]==-1) this.tilesDug++;
|
||||
this.data[x][y]=[thisTile.type,room.id,0];
|
||||
if (x>1 && y>1 && x<this.w-2 && y<this.h-2 && type==TILE_WALL) this.freeWalls.push([x,y]);
|
||||
if (type==TILE_FLOOR_EDGE || type==TILE_FLOOR_CENTER) this.freeTiles.push([x,y]);
|
||||
}
|
||||
var pos=[x,y];
|
||||
}
|
||||
this.rooms[room.id]=room;
|
||||
}
|
||||
|
||||
this.Map.prototype.newRandomRoom=function(params)
|
||||
{
|
||||
var success=1;
|
||||
params=params||{};//params is an object such as {corridor:1}
|
||||
var door=choose(this.freeWalls);//select a free wall to use as a door
|
||||
if (!door) {success=0;}
|
||||
else
|
||||
{
|
||||
//this.data[door[0]][door[1]][0]=TILE_LIMIT;//not door
|
||||
var parentRoom=this.getRoom(door[0],door[1]);
|
||||
var sides=[];//select a free side of that door
|
||||
if (this.getType(door[0]-1,door[1])==TILE_EMPTY) sides.push([-1,0]);
|
||||
if (this.getType(door[0]+1,door[1])==TILE_EMPTY) sides.push([1,0]);
|
||||
if (this.getType(door[0],door[1]-1)==TILE_EMPTY) sides.push([0,-1]);
|
||||
if (this.getType(door[0],door[1]+1)==TILE_EMPTY) sides.push([0,1]);
|
||||
var side=choose(sides);
|
||||
if (!side) {success=0;this.freeWalls.splice(this.isWall(door[0],door[1]),1);}
|
||||
else
|
||||
{
|
||||
var room=this.newRoom(door[0]+side[0],door[1]+side[1],0,0,parentRoom);//try a new room from this spot
|
||||
for (var i in params)
|
||||
{
|
||||
room[i]=params[i];
|
||||
}
|
||||
this.planRoom(room);
|
||||
if (room.tiles.length>0 && room.freeTiles>0)//we got a decent room
|
||||
{
|
||||
this.carve(room);
|
||||
this.data[door[0]][door[1]][0]=TILE_DOOR;//place door
|
||||
room.door=[door[0],door[1]];
|
||||
this.data[door[0]][door[1]][1]=room.id;//set ID
|
||||
this.freeWalls.splice(this.isWall(door[0],door[1]),1);//the door isn't a wall anymore
|
||||
this.doors.push([door[0],door[1],room]);
|
||||
//remove free tiles on either side of the door
|
||||
if (this.isFloor(door[0]+side[0],door[1]+side[1])!=-1) this.removeFreeTile(door[0]+side[0],door[1]+side[1]);
|
||||
if (this.isFloor(door[0]-side[0],door[1]-side[1])!=-1) this.removeFreeTile(door[0]-side[0],door[1]-side[1]);
|
||||
room.parent=parentRoom;
|
||||
parentRoom.children.push(room);
|
||||
room.gen=parentRoom.gen+1;
|
||||
}
|
||||
else//not a good spot; remove this tile from the list of walls
|
||||
{
|
||||
this.freeWalls.splice(this.isWall(door[0],door[1]),1);
|
||||
success=0;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (success) return room;
|
||||
else return 0;
|
||||
}
|
||||
|
||||
this.Map.prototype.getRandomSpotInRoom=function(room)
|
||||
{
|
||||
var listOfTiles=[];
|
||||
for (var i in room.tiles)
|
||||
{
|
||||
if ((room.tiles[i].type==TILE_FLOOR_EDGE || room.tiles[i].type==TILE_FLOOR_CENTER) && this.isFloor(room.tiles[i].x,room.tiles[i].y)!=-1)
|
||||
{
|
||||
listOfTiles.push(room.tiles[i]);
|
||||
}
|
||||
}
|
||||
if (listOfTiles.length==0) return -1;
|
||||
return choose(listOfTiles);
|
||||
}
|
||||
this.Map.prototype.getBestSpotInRoom=function(room)
|
||||
{
|
||||
var highest=-1;
|
||||
var listOfHighest=[];
|
||||
for (var i in room.tiles)
|
||||
{
|
||||
if ((room.tiles[i].type==TILE_FLOOR_EDGE || room.tiles[i].type==TILE_FLOOR_CENTER) && this.isFloor(room.tiles[i].x,room.tiles[i].y)!=-1)
|
||||
{
|
||||
if (room.tiles[i].score>highest)
|
||||
{
|
||||
listOfHighest=[];
|
||||
highest=room.tiles[i].score;
|
||||
listOfHighest.push(room.tiles[i]);
|
||||
}
|
||||
else if (room.tiles[i].score==highest)
|
||||
{
|
||||
listOfHighest.push(room.tiles[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (listOfHighest.length==0) return -1;
|
||||
return choose(listOfHighest);
|
||||
}
|
||||
this.Map.prototype.getEarliestRoom=function()
|
||||
{
|
||||
return this.rooms[0];
|
||||
}
|
||||
this.Map.prototype.getDeepestRoom=function()
|
||||
{
|
||||
var deepest=0;
|
||||
var deepestRoom=this.rooms[0];
|
||||
for (var i in this.rooms)
|
||||
{
|
||||
if ((this.rooms[i].gen+Math.sqrt(this.rooms[i].freeTiles)*0.05)>=deepest && this.rooms[i].corridor==0 && this.rooms[i].freeTiles>4) {deepest=(this.rooms[i].gen+Math.sqrt(this.rooms[i].freeTiles)*0.05);deepestRoom=this.rooms[i];}
|
||||
}
|
||||
return deepestRoom;
|
||||
}
|
||||
|
||||
this.Map.prototype.dig=function()
|
||||
{
|
||||
//one step in which we try to carve new stuff
|
||||
//returns 0 when we couldn't dig this step, 1 when we could, and 2 when the digging is complete
|
||||
Math.random=this.seedState;
|
||||
|
||||
var badDig=0;
|
||||
|
||||
if (this.digs==0)//first dig : build a starting room in the middle of the map
|
||||
{
|
||||
var w=rand(3,7);
|
||||
var h=rand(3,7);
|
||||
var room=this.newRoom(Math.floor(this.w/2-w/2),Math.floor(this.h/2-h/2),w,h);
|
||||
room.corridor=0;
|
||||
this.planRoom(room);
|
||||
this.carve(room);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (this.newRandomRoom()==0) badDig++;
|
||||
}
|
||||
if (badDig>0) this.stuck++;
|
||||
|
||||
this.digs++;
|
||||
|
||||
var finished=0;
|
||||
if (this.tilesDug>=this.tiles*this.fillRatio) finished=1;
|
||||
if (this.stuck>100) finished=1;
|
||||
|
||||
if (finished==1)//last touch : try to add a whole room at the end
|
||||
{
|
||||
for (var i=0;i<10;i++)
|
||||
{
|
||||
var newRoom=this.newRandomRoom({corridor:0,w:rand(3,7),h:rand(3,7)});
|
||||
if (newRoom!=0 && newRoom.freeTiles>15) break;
|
||||
}
|
||||
}
|
||||
|
||||
Math.seedrandom();
|
||||
if (finished==1) return 1; else if (badDig>0) return -1; else return 0;
|
||||
}
|
||||
|
||||
this.Map.prototype.finish=function()
|
||||
{
|
||||
//touch up the map : add pillars in corners etc
|
||||
/*
|
||||
//set paths
|
||||
for (var i in this.rooms)
|
||||
{
|
||||
var me=this.rooms[i];
|
||||
if (me.door!=0)
|
||||
{
|
||||
var doors=[];
|
||||
doors.push(me.door);
|
||||
for (var ii in me.children)
|
||||
{
|
||||
if (me.children[ii].door!=0) doors.push(me.children[ii].door);
|
||||
}
|
||||
for (var ii in doors)
|
||||
{
|
||||
this.data[doors[ii][0]][doors[ii][1]][0]=TILE_LIMIT;
|
||||
//ideally we should run agents that step from each door to the next
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
for (var i in this.rooms)
|
||||
{
|
||||
var pillars=Math.random()<this.pillarRatio;
|
||||
for (var ii in this.rooms[i].tiles)
|
||||
{
|
||||
var x=this.rooms[i].tiles[ii].x;
|
||||
var y=this.rooms[i].tiles[ii].y;
|
||||
var me=this.data[x][y][0];
|
||||
var x1=this.data[x-1][y][0];
|
||||
var x2=this.data[x+1][y][0];
|
||||
var y1=this.data[x][y-1][0];
|
||||
var y2=this.data[x][y+1][0];
|
||||
var xy1=this.data[x-1][y-1][0];
|
||||
var xy2=this.data[x+1][y-1][0];
|
||||
var xy3=this.data[x-1][y+1][0];
|
||||
var xy4=this.data[x+1][y+1][0];
|
||||
|
||||
var walls=0;
|
||||
if ((x1==TILE_WALL||x1==TILE_WALL_CORNER)) walls++;
|
||||
if ((y1==TILE_WALL||y1==TILE_WALL_CORNER)) walls++;
|
||||
if ((x2==TILE_WALL||x2==TILE_WALL_CORNER)) walls++;
|
||||
if ((y2==TILE_WALL||y2==TILE_WALL_CORNER)) walls++;
|
||||
if ((xy1==TILE_WALL||xy1==TILE_WALL_CORNER)) walls++;
|
||||
if ((xy2==TILE_WALL||xy2==TILE_WALL_CORNER)) walls++;
|
||||
if ((xy3==TILE_WALL||xy3==TILE_WALL_CORNER)) walls++;
|
||||
if ((xy4==TILE_WALL||xy4==TILE_WALL_CORNER)) walls++;
|
||||
|
||||
var floors=0;
|
||||
if ((x1==TILE_FLOOR_CENTER||x1==TILE_FLOOR_EDGE)) floors++;
|
||||
if ((y1==TILE_FLOOR_CENTER||y1==TILE_FLOOR_EDGE)) floors++;
|
||||
if ((x2==TILE_FLOOR_CENTER||x2==TILE_FLOOR_EDGE)) floors++;
|
||||
if ((y2==TILE_FLOOR_CENTER||y2==TILE_FLOOR_EDGE)) floors++;
|
||||
if ((xy1==TILE_FLOOR_CENTER||xy1==TILE_FLOOR_EDGE)) floors++;
|
||||
if ((xy2==TILE_FLOOR_CENTER||xy2==TILE_FLOOR_EDGE)) floors++;
|
||||
if ((xy3==TILE_FLOOR_CENTER||xy3==TILE_FLOOR_EDGE)) floors++;
|
||||
if ((xy4==TILE_FLOOR_CENTER||xy4==TILE_FLOOR_EDGE)) floors++;
|
||||
|
||||
var complete=0;
|
||||
if (walls+floors==8) complete=1;
|
||||
|
||||
var angle=0;
|
||||
if (complete)
|
||||
{
|
||||
var top=0;
|
||||
var left=0;
|
||||
var right=0;
|
||||
var bottom=0;
|
||||
if ((xy1==TILE_WALL||xy1==TILE_WALL_CORNER) && (y1==TILE_WALL||y1==TILE_WALL_CORNER) && (xy2==TILE_WALL||xy2==TILE_WALL_CORNER)) top=1;
|
||||
else if ((xy1==TILE_FLOOR_CENTER||xy1==TILE_FLOOR_EDGE) && (y1==TILE_FLOOR_CENTER||y1==TILE_FLOOR_EDGE) && (xy2==TILE_FLOOR_CENTER||xy2==TILE_FLOOR_EDGE)) top=-1;
|
||||
if ((xy2==TILE_WALL||xy2==TILE_WALL_CORNER) && (x2==TILE_WALL||x2==TILE_WALL_CORNER) && (xy4==TILE_WALL||xy4==TILE_WALL_CORNER)) right=1;
|
||||
else if ((xy2==TILE_FLOOR_CENTER||xy2==TILE_FLOOR_EDGE) && (x2==TILE_FLOOR_CENTER||x2==TILE_FLOOR_EDGE) && (xy4==TILE_FLOOR_CENTER||xy4==TILE_FLOOR_EDGE)) right=-1;
|
||||
if ((xy1==TILE_WALL||xy1==TILE_WALL_CORNER) && (x1==TILE_WALL||x1==TILE_WALL_CORNER) && (xy3==TILE_WALL||xy3==TILE_WALL_CORNER)) left=1;
|
||||
else if ((xy1==TILE_FLOOR_CENTER||xy1==TILE_FLOOR_EDGE) && (x1==TILE_FLOOR_CENTER||x1==TILE_FLOOR_EDGE) && (xy3==TILE_FLOOR_CENTER||xy3==TILE_FLOOR_EDGE)) left=-1;
|
||||
if ((xy3==TILE_WALL||xy3==TILE_WALL_CORNER) && (y2==TILE_WALL||y2==TILE_WALL_CORNER) && (xy4==TILE_WALL||xy4==TILE_WALL_CORNER)) bottom=1;
|
||||
else if ((xy3==TILE_FLOOR_CENTER||xy3==TILE_FLOOR_EDGE) && (y2==TILE_FLOOR_CENTER||y2==TILE_FLOOR_EDGE) && (xy4==TILE_FLOOR_CENTER||xy4==TILE_FLOOR_EDGE)) bottom=-1;
|
||||
if ((top==1 && bottom==-1) || (top==-1 && bottom==1) || (left==1 && right==-1) || (left==-1 && right==1)) angle=1;
|
||||
}
|
||||
|
||||
if (pillars && Math.random()<0.8 && this.rooms[i].freeTiles>4)
|
||||
{
|
||||
if ((angle==1 || (complete && walls==7)) && me==TILE_FLOOR_EDGE && x1!=TILE_DOOR && x2!=TILE_DOOR && y1!=TILE_DOOR && y2!=TILE_DOOR)
|
||||
{
|
||||
this.data[x][y][0]=TILE_PILLAR;
|
||||
me=TILE_PILLAR;
|
||||
this.removeFreeTile(x,y);
|
||||
this.rooms[i].freeTiles--;
|
||||
}
|
||||
}
|
||||
|
||||
//calculate score (for placing items and exits)
|
||||
if (top==1 || bottom==1 || left==1 || right==1)
|
||||
{
|
||||
this.rooms[i].tiles[ii].score+=2;
|
||||
}
|
||||
if (walls>5 || floors>5)
|
||||
{
|
||||
this.rooms[i].tiles[ii].score+=1;
|
||||
}
|
||||
if (walls==7 || floors==8)
|
||||
{
|
||||
this.rooms[i].tiles[ii].score+=5;
|
||||
}
|
||||
if ((me!=TILE_FLOOR_CENTER && me!=TILE_FLOOR_EDGE) || x1==TILE_DOOR || x2==TILE_DOOR || y1==TILE_DOOR || y2==TILE_DOOR) this.rooms[i].tiles[ii].score=-1;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//carve entrance and exit
|
||||
var entrance=this.getBestSpotInRoom(this.getEarliestRoom());
|
||||
this.data[entrance.x][entrance.y][0]=TILE_ENTRANCE;
|
||||
this.entrance=[entrance.x,entrance.y];
|
||||
entrance.score=0;
|
||||
this.removeFreeTile(entrance.x,entrance.y);
|
||||
var exit=this.getBestSpotInRoom(this.getDeepestRoom());
|
||||
this.data[exit.x][exit.y][0]=TILE_EXIT;
|
||||
this.exit=[exit.x,exit.y];
|
||||
this.removeFreeTile(exit.x,exit.y);
|
||||
exit.score=0;
|
||||
|
||||
/*
|
||||
for (var i in this.doors)//remove door tiles (to add later; replace the tiles by entities that delete themselves when opened)
|
||||
{
|
||||
this.data[this.doors[i][0]][this.doors[i][1]][0]=TILE_FLOOR_EDGE;
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
this.Map.prototype.isObstacle=function(x,y)
|
||||
{
|
||||
var free=[TILE_FLOOR_EDGE,TILE_FLOOR_CENTER,TILE_DOOR,TILE_ENTRANCE,TILE_EXIT];
|
||||
for (var i in free)
|
||||
{
|
||||
if (this.data[x][y][0]==free[i]) return 0;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
var joinTile=function(map,x,y,joinWith)
|
||||
{
|
||||
//for the tile at x,y, return 2 if it joins with its horizontal neighbors, 3 if it joins with its vertical neighbors, 1 if it joins with either both or neither.
|
||||
//joinWith contains the tile types that count as joinable, in addition to this tile. (don't add the tested tile to joinWith!)
|
||||
var p=1;
|
||||
var me=map.data[x][y][0];
|
||||
var x1=map.data[x-1][y][0];
|
||||
var x2=map.data[x+1][y][0];
|
||||
var y1=map.data[x][y-1][0];
|
||||
var y2=map.data[x][y+1][0];
|
||||
joinWith.push(me);
|
||||
var joinsX=0;
|
||||
for (var i in joinWith)
|
||||
{
|
||||
if (x1==joinWith[i]) joinsX++;
|
||||
if (x2==joinWith[i]) joinsX++;
|
||||
}
|
||||
var joinsY=0;
|
||||
for (var i in joinWith)
|
||||
{
|
||||
if (y1==joinWith[i]) joinsY++;
|
||||
if (y2==joinWith[i]) joinsY++;
|
||||
}
|
||||
if (joinsX==2 && joinsY==2) p=1;
|
||||
else if (joinsX==2) p=2;
|
||||
else if (joinsY==2) p=3;
|
||||
return p;
|
||||
}
|
||||
this.Map.prototype.getPic=function(x,y)
|
||||
{
|
||||
//return a position [x,y] in the tiles (as 0, 1, 2...) for the tile on the map at position x,y
|
||||
if (Tiles[this.data[x][y][2]])
|
||||
{
|
||||
if (Tiles[this.data[x][y][2]].joinType=='join')
|
||||
{
|
||||
var thisPic=Tiles[this.data[x][y][2]].pic;
|
||||
thisPic=[thisPic[0],thisPic[1]];//why is this even necessary?
|
||||
var joinWith=[];
|
||||
if (this.data[x][y][0]==TILE_WALL) joinWith.push(TILE_WALL_CORNER);
|
||||
else if (this.data[x][y][0]==TILE_DOOR) joinWith.push(TILE_WALL,TILE_WALL_CORNER);
|
||||
thisPic[0]+=joinTile(this,x,y,joinWith)-1;
|
||||
return thisPic;
|
||||
}
|
||||
else if (Tiles[this.data[x][y][2]].joinType=='random3')
|
||||
{
|
||||
var thisPic=Tiles[this.data[x][y][2]].pic;
|
||||
thisPic=[thisPic[0],thisPic[1]];
|
||||
thisPic[0]+=Math.floor(Math.random()*3);
|
||||
return thisPic;
|
||||
}
|
||||
return Tiles[this.data[x][y][2]].pic;
|
||||
}
|
||||
return [0,0];
|
||||
}
|
||||
|
||||
var Tiles=[];
|
||||
var TilesByName=[];
|
||||
this.Tile=function(name,pic,joinType)
|
||||
{
|
||||
this.name=name;
|
||||
this.pic=pic;
|
||||
this.joinType=joinType||'none';
|
||||
this.id=Tiles.length;
|
||||
Tiles[this.id]=this;
|
||||
TilesByName[this.name]=this;
|
||||
}
|
||||
new this.Tile('void',[0,0]);
|
||||
this.loadTiles=function(tiles)
|
||||
{
|
||||
for (var i in tiles)
|
||||
{
|
||||
var name=tiles[i][0];
|
||||
var pic=tiles[i][1];
|
||||
var joinType=tiles[i][2];
|
||||
new this.Tile(name,pic,joinType);
|
||||
}
|
||||
}
|
||||
|
||||
var computeTile=function(tile,tiles,value,name)
|
||||
{
|
||||
if (tile==value && tiles[name]) return TilesByName[tiles[name]];
|
||||
return 0;
|
||||
}
|
||||
this.Map.prototype.assignTiles=function(room,tiles)
|
||||
{
|
||||
//set the displayed tiles for this room
|
||||
for (var i in room.tiles)
|
||||
{
|
||||
var type=Tiles[0];
|
||||
var me=room.tiles[i];
|
||||
var tile=this.data[me.x][me.y][0];
|
||||
type=computeTile(tile,tiles,TILE_WALL_CORNER,'wall corner')||type;
|
||||
type=computeTile(tile,tiles,TILE_WALL,'wall')||type;
|
||||
type=computeTile(tile,tiles,TILE_FLOOR_EDGE,'floor edges')||type;
|
||||
type=computeTile(tile,tiles,TILE_FLOOR_CENTER,'floor')||type;
|
||||
type=computeTile(tile,tiles,TILE_PILLAR,'pillar')||type;
|
||||
type=computeTile(tile,tiles,TILE_DOOR,'door')||type;
|
||||
type=computeTile(tile,tiles,TILE_WATER,'water')||type;
|
||||
type=computeTile(tile,tiles,TILE_ENTRANCE,'entrance')||type;
|
||||
type=computeTile(tile,tiles,TILE_EXIT,'exit')||type;
|
||||
|
||||
this.data[me.x][me.y][2]=type.id;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
this.Map.prototype.draw=function(size)
|
||||
{
|
||||
//return a string containing a rough visual representation of the map
|
||||
var str='';
|
||||
var size=size||10;
|
||||
for (var y=0;y<this.h;y++){for (var x=0;x<this.w;x++){
|
||||
var text='';
|
||||
if (this.isFloor(x,y)!=-1) text='o';
|
||||
if (this.isWall(x,y)!=-1) text+='x';
|
||||
var room=this.getRoom(x,y);
|
||||
var opacity=Math.max(0.1,1-(this.getRoom(x,y).gen/10));
|
||||
var title=room.freeTiles;//this.data[x][y][0].toString();
|
||||
text='';
|
||||
str+='<div style="opacity:'+opacity+';width:'+size+'px;height:'+size+'px;position:absolute;left:'+(x*size)+'px;top:'+(y*size)+'px;display:block;padding:0px;margin:0px;background:#'+colors[this.data[x][y][0]]+';color:#999;" title="'+title+'">'+text+'</div>';
|
||||
}
|
||||
str+='<br>';
|
||||
}
|
||||
str='<div style="position:relative;width:'+(this.w*size)+'px;height:'+(this.h*size)+'px;background:#000;font-family:Courier;font-size:'+size+'px;float:left;margin:10px;">'+str+'</div>';
|
||||
return str;
|
||||
}
|
||||
|
||||
this.Map.prototype.drawDetailed=function()
|
||||
{
|
||||
//return a string containing a rough visual representation of the map (with graphics)
|
||||
var str='';
|
||||
var size=16;
|
||||
for (var y=0;y<this.h;y++){for (var x=0;x<this.w;x++){
|
||||
var room=this.getRoom(x,y);
|
||||
//var opacity=Math.max(0.1,room.tiles[this.getRoomTile(room,x,y)].score);
|
||||
var opacity=1;
|
||||
var title='void';
|
||||
if (room!=-1)
|
||||
{
|
||||
opacity=Math.max(0.1,1-room.gen/5);
|
||||
if (this.data[x][y][0]==TILE_ENTRANCE || this.data[x][y][0]==TILE_EXIT) opacity=1;
|
||||
title=(room.corridor?'corridor':'room')+' '+room.id+' | depth : '+room.gen+' | children : '+room.children.length;
|
||||
}
|
||||
var pic=this.getPic(x,y);
|
||||
str+='<div style="opacity:'+opacity+';width:'+size+'px;height:'+size+'px;position:absolute;left:'+(x*size)+'px;top:'+(y*size)+'px;display:block;padding:0px;margin:0px;background:#'+colors[this.data[x][y][0]]+' url(img/dungeonTiles.png) '+(-pic[0]*16)+'px '+(-pic[1]*16)+'px;color:#999;" title="'+title+'"></div>';
|
||||
}
|
||||
str+='<br>';
|
||||
}
|
||||
str='<div style="box-shadow:0px 0px 12px 6px #00061b;position:relative;width:'+(this.w*size)+'px;height:'+(this.h*size)+'px;background:#00061b;font-family:Courier;font-size:'+size+'px;float:left;margin:10px;">'+str+'</div>';
|
||||
return str;
|
||||
}
|
||||
|
||||
this.Map.prototype.getStr=function()
|
||||
{
|
||||
//return a string containing the map with tile graphics, ready to be pasted in a wrapper
|
||||
var str='';
|
||||
var size=16;
|
||||
for (var y=0;y<this.h;y++){for (var x=0;x<this.w;x++){
|
||||
var room=this.getRoom(x,y);
|
||||
//var opacity=Math.max(0.1,room.tiles[this.getRoomTile(room,x,y)].score);
|
||||
var opacity=1;
|
||||
var title='void';
|
||||
var pic=this.getPic(x,y);
|
||||
if (room!=-1)
|
||||
{
|
||||
/*
|
||||
opacity=Math.max(0.1,1-room.gen/5);
|
||||
if (room.hidden) opacity=0;
|
||||
if (this.data[x][y][0]==TILE_ENTRANCE || this.data[x][y][0]==TILE_EXIT) opacity=1;
|
||||
*/
|
||||
if (room.hidden) pic=[0,0];
|
||||
title=(room.corridor?'corridor':'room')+' '+room.id+' | depth : '+room.gen+' | children : '+room.children.length;
|
||||
}
|
||||
str+='<div style="opacity:'+opacity+';width:'+size+'px;height:'+size+'px;position:absolute;left:'+(x*size)+'px;top:'+(y*size)+'px;display:block;padding:0px;margin:0px;background:#'+colors[this.data[x][y][0]]+' url(img/dungeonTiles.png) '+(-pic[0]*16)+'px '+(-pic[1]*16)+'px;color:#999;" title="'+title+'"></div>';
|
||||
}
|
||||
str+='<br>';
|
||||
}
|
||||
return str;
|
||||
}
|
||||
|
||||
}
|
6
README.md
Normal file
|
@ -0,0 +1,6 @@
|
|||
# Cookie-Clicker-Source-Code
|
||||
2.052 source code for... educational purposes... <br>
|
||||
Download and Extract to delete free time. Or just use the website. <br> <br>
|
||||
Do not worry, I will be updating this to be up to date with the current Cookie Clicker version. <br>
|
||||
<!-- Well guess what, 2.021 came out... what happened to 2.020?? -->
|
||||
Credits obviously go Orteil, visit the official website here: http://orteil.dashnet.org/cookieclicker/
|
6
ajax.js
Normal file
|
@ -0,0 +1,6 @@
|
|||
function ajax(url,callback){
|
||||
var ajaxRequest;
|
||||
try{ajaxRequest = new XMLHttpRequest();} catch (e){try{ajaxRequest=new ActiveXObject('Msxml2.XMLHTTP');} catch (e) {try{ajaxRequest=new ActiveXObject('Microsoft.XMLHTTP');} catch (e){alert("Something broke!");return false;}}}
|
||||
if (callback){ajaxRequest.onreadystatechange=function(){if(ajaxRequest.readyState==4){callback(ajaxRequest.responseText);}}}
|
||||
ajaxRequest.open('GET',url+'&nocache='+(new Date().getTime()),true);ajaxRequest.send(null);
|
||||
}
|
142
base64.js
Normal file
|
@ -0,0 +1,142 @@
|
|||
/**
|
||||
*
|
||||
* Base64 encode / decode
|
||||
* http://www.webtoolkit.info/
|
||||
*
|
||||
**/
|
||||
|
||||
var Base64 = {
|
||||
|
||||
// private property
|
||||
_keyStr : "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=",
|
||||
|
||||
// public method for encoding
|
||||
encode : function (input) {
|
||||
var output = "";
|
||||
var chr1, chr2, chr3, enc1, enc2, enc3, enc4;
|
||||
var i = 0;
|
||||
|
||||
input = Base64._utf8_encode(input);
|
||||
|
||||
while (i < input.length) {
|
||||
|
||||
chr1 = input.charCodeAt(i++);
|
||||
chr2 = input.charCodeAt(i++);
|
||||
chr3 = input.charCodeAt(i++);
|
||||
|
||||
enc1 = chr1 >> 2;
|
||||
enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
|
||||
enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
|
||||
enc4 = chr3 & 63;
|
||||
|
||||
if (isNaN(chr2)) {
|
||||
enc3 = enc4 = 64;
|
||||
} else if (isNaN(chr3)) {
|
||||
enc4 = 64;
|
||||
}
|
||||
|
||||
output = output +
|
||||
this._keyStr.charAt(enc1) + this._keyStr.charAt(enc2) +
|
||||
this._keyStr.charAt(enc3) + this._keyStr.charAt(enc4);
|
||||
|
||||
}
|
||||
|
||||
return output;
|
||||
},
|
||||
|
||||
// public method for decoding
|
||||
decode : function (input) {
|
||||
var output = "";
|
||||
var chr1, chr2, chr3;
|
||||
var enc1, enc2, enc3, enc4;
|
||||
var i = 0;
|
||||
|
||||
input = input.replace(/[^A-Za-z0-9\+\/\=]/g, "");
|
||||
|
||||
while (i < input.length) {
|
||||
|
||||
enc1 = this._keyStr.indexOf(input.charAt(i++));
|
||||
enc2 = this._keyStr.indexOf(input.charAt(i++));
|
||||
enc3 = this._keyStr.indexOf(input.charAt(i++));
|
||||
enc4 = this._keyStr.indexOf(input.charAt(i++));
|
||||
|
||||
chr1 = (enc1 << 2) | (enc2 >> 4);
|
||||
chr2 = ((enc2 & 15) << 4) | (enc3 >> 2);
|
||||
chr3 = ((enc3 & 3) << 6) | enc4;
|
||||
|
||||
output = output + String.fromCharCode(chr1);
|
||||
|
||||
if (enc3 != 64) {
|
||||
output = output + String.fromCharCode(chr2);
|
||||
}
|
||||
if (enc4 != 64) {
|
||||
output = output + String.fromCharCode(chr3);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
output = Base64._utf8_decode(output);
|
||||
|
||||
return output;
|
||||
|
||||
},
|
||||
|
||||
// private method for UTF-8 encoding
|
||||
_utf8_encode : function (string) {
|
||||
string = string.replace(/\r\n/g,"\n");
|
||||
var utftext = "";
|
||||
|
||||
for (var n = 0; n < string.length; n++) {
|
||||
|
||||
var c = string.charCodeAt(n);
|
||||
|
||||
if (c < 128) {
|
||||
utftext += String.fromCharCode(c);
|
||||
}
|
||||
else if((c > 127) && (c < 2048)) {
|
||||
utftext += String.fromCharCode((c >> 6) | 192);
|
||||
utftext += String.fromCharCode((c & 63) | 128);
|
||||
}
|
||||
else {
|
||||
utftext += String.fromCharCode((c >> 12) | 224);
|
||||
utftext += String.fromCharCode(((c >> 6) & 63) | 128);
|
||||
utftext += String.fromCharCode((c & 63) | 128);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return utftext;
|
||||
},
|
||||
|
||||
// private method for UTF-8 decoding
|
||||
_utf8_decode : function (utftext) {
|
||||
var string = "";
|
||||
var i = 0;
|
||||
var c = c1 = c2 = 0;
|
||||
|
||||
while ( i < utftext.length ) {
|
||||
|
||||
c = utftext.charCodeAt(i);
|
||||
|
||||
if (c < 128) {
|
||||
string += String.fromCharCode(c);
|
||||
i++;
|
||||
}
|
||||
else if((c > 191) && (c < 224)) {
|
||||
c2 = utftext.charCodeAt(i+1);
|
||||
string += String.fromCharCode(((c & 31) << 6) | (c2 & 63));
|
||||
i += 2;
|
||||
}
|
||||
else {
|
||||
c2 = utftext.charCodeAt(i+1);
|
||||
c3 = utftext.charCodeAt(i+2);
|
||||
string += String.fromCharCode(((c & 15) << 12) | ((c2 & 63) << 6) | (c3 & 63));
|
||||
i += 3;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return string;
|
||||
}
|
||||
|
||||
}
|
1136
dungeons.js
Normal file
BIN
img/AQWorlds_CookieClicker_300x40.png
Normal file
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img/BGgarden.jpg
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img/BGgrimoire.jpg
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img/BGmarket.jpg
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img/BGpantheon.jpg
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img/alchemylab.png
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After Width: | Height: | Size: 779 B |
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img/alchemylabBackground.png
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img/alteredGrandma.png
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img/alternateGrandma.png
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img/antiGrandma.png
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After Width: | Height: | Size: 482 B |
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img/antimattercondenser.png
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After Width: | Height: | Size: 634 B |
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img/antimattercondenserBackground.png
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After Width: | Height: | Size: 966 B |
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img/aqworldsbanner.jpg
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After Width: | Height: | Size: 28 KiB |
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img/ascendBox.png
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After Width: | Height: | Size: 20 KiB |
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img/ascendInfo.png
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After Width: | Height: | Size: 9.8 KiB |
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img/ascendSlot.png
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After Width: | Height: | Size: 11 KiB |
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img/ascendWisp.png
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After Width: | Height: | Size: 39 KiB |
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img/ascendedBakingPod.png
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img/bank.png
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After Width: | Height: | Size: 430 B |
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img/bankBackground.png
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After Width: | Height: | Size: 1.3 KiB |
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img/bankGrandma.png
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After Width: | Height: | Size: 614 B |
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img/bgBW.jpg
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After Width: | Height: | Size: 69 KiB |
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img/bgBlack.jpg
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After Width: | Height: | Size: 57 KiB |
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img/bgBlue.jpg
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After Width: | Height: | Size: 80 KiB |
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img/bgCandy.jpg
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After Width: | Height: | Size: 100 KiB |
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img/bgChoco.jpg
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After Width: | Height: | Size: 82 KiB |
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img/bgChocoDark.jpg
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After Width: | Height: | Size: 66 KiB |
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img/bgCoarse.jpg
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After Width: | Height: | Size: 79 KiB |
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img/bgFoil.jpg
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After Width: | Height: | Size: 189 KiB |
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img/bgGold.jpg
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After Width: | Height: | Size: 92 KiB |
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img/bgMint.jpg
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After Width: | Height: | Size: 79 KiB |
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img/bgMoney.jpg
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After Width: | Height: | Size: 64 KiB |
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img/bgMoneyChart.jpg
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After Width: | Height: | Size: 9.7 KiB |
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img/bgPaint.jpg
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After Width: | Height: | Size: 95 KiB |
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img/bgPink.jpg
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After Width: | Height: | Size: 70 KiB |
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img/bgPurple.jpg
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After Width: | Height: | Size: 92 KiB |
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img/bgRed.jpg
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After Width: | Height: | Size: 86 KiB |
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img/bgSilver.jpg
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After Width: | Height: | Size: 92 KiB |
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img/bgSky.jpg
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After Width: | Height: | Size: 87 KiB |
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img/bgSnowy.jpg
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After Width: | Height: | Size: 107 KiB |
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img/bgSpectrum.jpg
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After Width: | Height: | Size: 58 KiB |
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img/bgStars.jpg
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After Width: | Height: | Size: 61 KiB |
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img/bgWhite.jpg
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After Width: | Height: | Size: 40 KiB |
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img/bgYellowBlue.jpg
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After Width: | Height: | Size: 99 KiB |
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img/blackGradient.png
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After Width: | Height: | Size: 157 B |
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img/blackGradientLeft.png
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After Width: | Height: | Size: 293 B |
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img/blackGradientSmallTop.png
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After Width: | Height: | Size: 106 B |
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img/bracketPanelLeftS.png
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After Width: | Height: | Size: 1.4 KiB |
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img/bracketPanelRightS.png
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After Width: | Height: | Size: 1.4 KiB |
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img/brainyGrandma.png
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After Width: | Height: | Size: 1.6 KiB |
BIN
img/brokenCookie.png
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After Width: | Height: | Size: 32 KiB |
BIN
img/brokenCookieHalo.png
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After Width: | Height: | Size: 21 KiB |
BIN
img/brownStripes.png
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After Width: | Height: | Size: 2.0 KiB |
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img/brownStripesLeftEdge.png
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After Width: | Height: | Size: 1.1 KiB |
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img/buildings.png
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After Width: | Height: | Size: 44 KiB |
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img/bunnies.png
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After Width: | Height: | Size: 22 KiB |
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img/bunnyGrandma.png
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After Width: | Height: | Size: 593 B |
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img/buttonTile.jpg
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After Width: | Height: | Size: 7.6 KiB |
BIN
img/caramelWave.png
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After Width: | Height: | Size: 11 KiB |
BIN
img/chancemaker.png
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After Width: | Height: | Size: 1.5 KiB |
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img/chancemakerBackground.png
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After Width: | Height: | Size: 2.6 KiB |
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img/chocolateMilkWave.png
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After Width: | Height: | Size: 10 KiB |
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img/clayBG.jpg
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After Width: | Height: | Size: 21 KiB |
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img/cloneGrandma.png
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After Width: | Height: | Size: 774 B |
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img/contract.png
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After Width: | Height: | Size: 4.0 KiB |
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img/control.png
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After Width: | Height: | Size: 48 KiB |
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img/cookieShadow.png
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After Width: | Height: | Size: 1.5 KiB |
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img/cookieShower1.png
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After Width: | Height: | Size: 28 KiB |
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img/cookieShower2.png
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After Width: | Height: | Size: 55 KiB |
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img/cookieShower3.png
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After Width: | Height: | Size: 76 KiB |
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img/cortex.png
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After Width: | Height: | Size: 5.9 KiB |
BIN
img/cortexBackground.png
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After Width: | Height: | Size: 3.9 KiB |
BIN
img/cosmicGrandma.png
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After Width: | Height: | Size: 588 B |
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img/cursor.png
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After Width: | Height: | Size: 829 B |
BIN
img/darkNoise.jpg
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After Width: | Height: | Size: 49 KiB |
BIN
img/darkNoise.png
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After Width: | Height: | Size: 1.5 KiB |
BIN
img/darkNoiseTopBar.jpg
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After Width: | Height: | Size: 7.2 KiB |
BIN
img/dashnetLogo.png
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After Width: | Height: | Size: 97 KiB |
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img/discord.png
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After Width: | Height: | Size: 1.4 KiB |
BIN
img/dragon.png
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After Width: | Height: | Size: 6.1 KiB |
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img/dragonBG.png
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After Width: | Height: | Size: 20 KiB |
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img/dragonFrame.png
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After Width: | Height: | Size: 2.0 KiB |
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img/dungeonDot.png
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After Width: | Height: | Size: 3.2 KiB |
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img/dungeonFactory.png
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After Width: | Height: | Size: 2.3 KiB |
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img/dungeonFoes.png
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After Width: | Height: | Size: 1010 B |
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img/dungeonHeroes.png
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After Width: | Height: | Size: 2.4 KiB |
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img/dungeonIcons.png
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After Width: | Height: | Size: 4.2 KiB |
BIN
img/dungeonItems.png
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After Width: | Height: | Size: 1.4 KiB |
BIN
img/dungeonMapFactory.jpg
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After Width: | Height: | Size: 14 KiB |
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img/dungeonOverlay.png
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After Width: | Height: | Size: 13 KiB |
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img/dungeonPictos.png
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After Width: | Height: | Size: 1.9 KiB |
BIN
img/dungeonTiles.png
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After Width: | Height: | Size: 3.4 KiB |
BIN
img/easterEggs.png
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After Width: | Height: | Size: 6.4 KiB |
BIN
img/elfGrandma.png
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After Width: | Height: | Size: 622 B |