feat: finished RandomMapGenerator, not fully tested
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@ -54,12 +54,6 @@
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33, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 35,
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41, 42, 42, 42, 34, 34, 34, 34, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 43],
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"entrances": [
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{
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"x": 0,
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"y": 12,
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"width": 3,
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"alt_tile": [52, 54]
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},
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{
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"x": 29,
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"y": 12,
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@ -117,12 +111,6 @@
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"y": 11,
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"width": 3,
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"alt_tile": [52, 54]
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},
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{
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"x": 29,
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"y": 9,
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"width": 3,
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"alt_tile": [52, 54]
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}
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]
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},
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@ -1,3 +1,4 @@
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import { TiledTilemapData } from "../../Wolfie2D/DataTypes/Tilesets/TiledData";
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import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
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import Debug from "../../Wolfie2D/Debug/Debug";
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import { GameEventType } from "../../Wolfie2D/Events/GameEventType";
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@ -7,14 +8,14 @@ import GameLevel from "./GameLevel";
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export default class Tutorial extends GameLevel{
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private map: TiledTilemapData;
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loadScene(): void {
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// Load resources
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// this.load.tilemap("forest1", "shattered_sword_assets/tilemaps/Tutorial.json");
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// let map = localStorage.getItem("map");
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let rmg = new RandomMapGenerator("shattered_sword_assets/jsons/forest_template.json", 114514);
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let map = rmg.getMap();
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this.load.tilemapFromObject("forest1", map);
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this.map = rmg.getMap();
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this.load.tilemapFromObject("forest1", this.map);
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this.load.spritesheet("player", "shattered_sword_assets/spritesheets/Hiro.json")
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//load music here
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@ -23,7 +24,7 @@ export default class Tutorial extends GameLevel{
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startScene(): void {
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// Add the level 1 tilemap
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this.add.tilemap("forest1", new Vec2(2, 2));
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this.viewport.setBounds(0, 0, 64*32, 20*32);
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this.viewport.setBounds(0, 0, this.map.width*32, this.map.height*32);
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this.playerSpawn = new Vec2(5*32, 9*32);
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@ -21,6 +21,8 @@ export default class RandomMapGenerator {
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private gen: any;
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private hasExit: boolean;
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private minRoom: number;
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private roomPlaced: number;
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private exitFacing: Facing;
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constructor(JSONFilePath: string, seed: any) {
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let xhr = new XMLHttpRequest();
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@ -42,6 +44,8 @@ export default class RandomMapGenerator {
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this.gen = new gen(seed);
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this.hasExit = false;
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this.minRoom = this.template.minroom;
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this.roomPlaced = 0;
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this.exitFacing = this.getEntranceFacing(this.template.exit.entrances[0], this.template.exit.width);
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this.template.rooms.forEach((room) => {
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@ -88,18 +92,106 @@ export default class RandomMapGenerator {
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let room = this.copyRoom(this.template.entrance, 0, 0);
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this.rooms.push(room);
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let facing = this.getEntranceFacing(this.template.entrance.entrances[0], this.template.entrance.width);
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let position = new Vec2(this.template.entrance.entrances[0].x, this.template.entrance.entrances[0].y);
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this.putNextRoom(position, this.getOppositeFacing(facing));
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if (!this.hasExit)
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throw new Error("Fail to generate a map with exit!");
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// if (!this.hasExit)
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// throw new Error("Fail to generate a map with exit!");
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this.fillData();
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return this.map;
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}
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private putNextRoom(): boolean {
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private putNextRoom(position: Vec2, facing: Facing): boolean {
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switch (facing) {
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case Facing.LEFT:
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position.x += 1;
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break;
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case Facing.RIGHT:
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position.x -= 1;
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break;
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case Facing.UP:
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position.y += 1;
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break;
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case Facing.DOWN:
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position.y -= 1;
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break;
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default:
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break;
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}
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if (this.roomPlaced >= this.minRoom && facing == this.exitFacing) {
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this.putExitRoom(position);
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return true;
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}
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let nextRoom = this.getRandomRoom(facing);
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let nextPosition: Vec2 = undefined;
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let thisEntrance: Entrance = undefined;
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for (let index = 0; index < nextRoom.entrances.length; index++) {
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const entrance = nextRoom.entrances[index];
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if (this.getEntranceFacing(entrance, nextRoom.weight) == facing) {
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let tmpPosition = new Vec2(position.x - entrance.x, position.y - entrance.y);
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if (this.isValidRoom(tmpPosition, new Vec2(tmpPosition.x + nextRoom.width - 1, tmpPosition.y + nextRoom.height - 1))) {
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thisEntrance = entrance;
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nextPosition = tmpPosition;
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}
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}
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}
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if (!thisEntrance) {
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return false;
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}
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let room = this.copyRoom(nextRoom, nextPosition.x, nextPosition.y);
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this.rooms.push(room);
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this.roomPlaced += 1;
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if (this.hasExit && this.gen.range() <= 0.1) {
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return false;
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}
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for (let index = 0; index < nextRoom.entrances.length; index++) {
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const entrance = nextRoom.entrances[index];
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if (entrance != thisEntrance) {
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let facing = this.getEntranceFacing(entrance, nextRoom.width);
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let position = new Vec2(nextPosition.x + entrance.x, nextPosition.y + entrance.y);
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if (this.putNextRoom(position, this.getOppositeFacing(facing))) {
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this.removeEntrance(room, entrance, facing);
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}
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}
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}
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return true;
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}
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private putExitRoom(position: Vec2): void {
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position = new Vec2(position.x - this.template.exit.entrances[0].x, position.y - this.template.exit.entrances[0].y);
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if (!this.isValidRoom(position, new Vec2(position.x + this.template.exit.width - 1, position.y + this.template.exit.height - 1))) {
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throw new Error("Cannot put exit room!!! Position is invalid!!! Please check order of entrances in map template.");
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}
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let room = this.copyRoom(this.template.exit, position.x, position.y);
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this.rooms.push(room);
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this.hasExit = true;
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}
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private removeEntrance(room: Room, entrance: Entrance, facing: Facing): void {
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let width = room.bottomRight.x - room.topLeft.x + 1;
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if (facing == Facing.LEFT || facing == Facing.RIGHT) {
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for (let index = 0; index < entrance.width; index++)
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room.topLayer[(entrance.y + index) * width + entrance.x] = 0;
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if (entrance.y > 0)
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room.topLayer[(entrance.y - 1) * width + entrance.x] = entrance.alt_tile[0];
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if (entrance.y + entrance.width <= (room.bottomRight.y - room.topLeft.y))
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room.topLayer[(entrance.y + entrance.width) * width + entrance.x] = entrance.alt_tile[1];
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}
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else {
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for (let index = 0; index < entrance.width; index++)
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room.topLayer[(entrance.y) * width + entrance.x + index] = 0;
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if (entrance.x > 0)
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room.topLayer[(entrance.y) * width + entrance.x - 1] = entrance.alt_tile[0];
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if (entrance.x + entrance.width <= (room.bottomRight.x - room.topLeft.x))
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room.topLayer[(entrance.y) * width + entrance.x + entrance.width] = entrance.alt_tile[1];
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}
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}
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private fillData() {
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let width = this.maxX - this.minX + 1;
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let height = this.maxY - this.minY + 1;
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@ -144,7 +236,8 @@ export default class RandomMapGenerator {
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this.map.layers[0].data = new Array(width * height).fill(this.template.background);
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this.map.layers[1].data = new Array(width * height);
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this.rooms.forEach((room) => {
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for (let index = 0; index < this.rooms.length; index++) {
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const room = this.rooms[index];
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let roomWidth = room.bottomRight.x - room.topLeft.x + 1;
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let roomHeight = room.bottomRight.y - room.topLeft.y + 1;
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for (let i = 0; i < roomHeight; i++)
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@ -152,18 +245,20 @@ export default class RandomMapGenerator {
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this.map.layers[0].data[(room.topLeft.y + i) * width + room.topLeft.x + j] = room.bottomLayer[i * roomWidth + j];
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this.map.layers[1].data[(room.topLeft.y + i) * width + room.topLeft.x + j] = room.topLayer[i * roomWidth + j];
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}
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})
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}
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}
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private isValidRoom(topLeft: Vec2, bottomRight: Vec2): boolean {
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this.rooms.forEach((room) => {
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if (room.topLeft.x < bottomRight.x &&
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room.bottomRight.x > topLeft.x &&
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room.topLeft.y < bottomRight.y &&
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room.bottomRight.y > topLeft.y)
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return true;
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})
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return false;
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for (let index = 0; index < this.rooms.length; index++) {
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const room = this.rooms[index];
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if (room.topLeft.x <= bottomRight.x &&
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room.bottomRight.x >= topLeft.x &&
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room.topLeft.y <= bottomRight.y &&
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room.bottomRight.y >= topLeft.y)
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return false;
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}
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console.warn("Found an invalid room! TopLeft:", topLeft.toString, "BottomRight:", bottomRight.toString);
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return true;
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}
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private getEntranceFacing(entrance: Entrance, width: number): Facing {
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@ -189,18 +284,20 @@ export default class RandomMapGenerator {
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}
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}
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private getRandomRoom(value: number, facing: Facing): RoomTemplate {
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private getRandomRoom(facing: Facing): RoomTemplate {
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let array = this.getRoomArray(facing), weight = this.getRoomWeight(facing);
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let value = this.gen(weight);
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if (value >= weight)
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throw new Error("Random number " + value + " is larger than total weight " + weight);
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array.forEach((room) => {
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for (let index = 0; index < array.length; index++) {
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let room = array[index];
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if (value < room.weight)
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return room;
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value -= room.weight;
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})
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throw new Error("Cannot find Room! \nRooms: " + JSON.stringify(array) + "\nValue: " + value);
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}
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throw new Error("Cannot find Room! \nValue: " + value + "\nRooms: " + JSON.stringify(array));
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}
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private getRoomArray(facing: Facing): Array<RoomTemplate> {
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