diff --git a/src/shattered_sword/Tools/RandomMapGenerator.ts b/src/shattered_sword/Tools/RandomMapGenerator.ts index 41d229b..940561a 100644 --- a/src/shattered_sword/Tools/RandomMapGenerator.ts +++ b/src/shattered_sword/Tools/RandomMapGenerator.ts @@ -52,9 +52,9 @@ export default class RandomMapGenerator { this.exitFacing = this.getEntranceFacing(this.template.exit.entrances[0], this.template.exit.width); - this.template.rooms.forEach((room) => { + for (let room of this.template.rooms) { let left = false, right = false, up = false, down = false; - room.entrances.forEach((entrance) => { + for (let entrance of room.entrances) { let facing = this.getEntranceFacing(entrance, room.width); switch (facing) { case Facing.LEFT: @@ -72,7 +72,7 @@ export default class RandomMapGenerator { default: break; } - }) + } if (left) { this.roomWithLeftEntrance.push(room); this.roomWithLeftEntranceWeight += room.weight; @@ -89,7 +89,7 @@ export default class RandomMapGenerator { this.roomWithDownEntrance.push(room); this.roomWithDownEntranceWeight += room.weight; } - }) + } } getMap(): TiledTilemapData { @@ -105,6 +105,7 @@ export default class RandomMapGenerator { throw new Error("Fail to generate a map with exit!"); this.fillData(); + console.log("Generated map:", this.map); return this.map; } @@ -141,8 +142,7 @@ export default class RandomMapGenerator { let nextRoom = this.getRandomRoom(facing); let nextPosition: Vec2 = undefined; let thisEntrance: Entrance = undefined; - for (let index = 0; index < nextRoom.entrances.length; index++) { - const entrance = nextRoom.entrances[index]; + for (let entrance of nextRoom.entrances) { if (this.getEntranceFacing(entrance, nextRoom.weight) == facing) { let tmpPosition = new Vec2(position.x - entrance.x, position.y - entrance.y); if (this.isValidRoom(tmpPosition, new Vec2(tmpPosition.x + nextRoom.width - 1, tmpPosition.y + nextRoom.height - 1))) { @@ -160,8 +160,7 @@ export default class RandomMapGenerator { if (this.hasExit && this.gen.range() <= 0.1) { return false; } - for (let index = 0; index < nextRoom.entrances.length; index++) { - const entrance = nextRoom.entrances[index]; + for (let entrance of nextRoom.entrances) { if (entrance != thisEntrance) { let facing = this.getEntranceFacing(entrance, nextRoom.width); let position = new Vec2(nextPosition.x + entrance.x, nextPosition.y + entrance.y); @@ -248,8 +247,7 @@ export default class RandomMapGenerator { this.map.layers[0].data = new Array(width * height).fill(this.template.background); this.map.layers[1].data = new Array(width * height); - for (let index = 0; index < this.rooms.length; index++) { - const room = this.rooms[index]; + for (let room of this.rooms) { let roomWidth = room.bottomRight.x - room.topLeft.x + 1; let roomHeight = room.bottomRight.y - room.topLeft.y + 1; for (let i = 0; i < roomHeight; i++) @@ -258,8 +256,7 @@ export default class RandomMapGenerator { this.map.layers[1].data[(room.topLeft.y + i) * width + room.topLeft.x + j] = room.topLayer[i * roomWidth + j]; } if (room.enemies) - for (let index = 0; index < room.enemies.length; index++) { - const enemy = room.enemies[index]; + for (let enemy of this.enemies) { enemy.position.x -= this.minX; enemy.position.y -= this.minY; this.enemies.push(enemy); @@ -270,15 +267,15 @@ export default class RandomMapGenerator { } private isValidRoom(topLeft: Vec2, bottomRight: Vec2): boolean { - for (let index = 0; index < this.rooms.length; index++) { - const room = this.rooms[index]; + for (let room of this.rooms) { if (room.topLeft.x <= bottomRight.x && room.bottomRight.x >= topLeft.x && room.topLeft.y <= bottomRight.y && - room.bottomRight.y >= topLeft.y) + room.bottomRight.y >= topLeft.y) { + console.warn("Found an invalid room! TopLeft:", topLeft.toString(), "BottomRight:", bottomRight.toString()); return false; + } } - console.warn("Found an invalid room! TopLeft:", topLeft.toString, "BottomRight:", bottomRight.toString); return true; } @@ -312,8 +309,7 @@ export default class RandomMapGenerator { if (value >= weight) throw new Error("Random number " + value + " is larger than total weight " + weight); - for (let index = 0; index < array.length; index++) { - let room = array[index]; + for (let room of array) { if (value < room.weight) return room; value -= room.weight; @@ -355,8 +351,7 @@ export default class RandomMapGenerator { room.bottomLayer = [...old.bottomLayer]; room.enemies = new Array(); if (old.sprites) { - for (let index = 0; index < old.sprites.length; index++) { - const sprite = old.sprites[index]; + for (let sprite of old.sprites) { if (sprite.type === 'player') { this.player.x = sprite.x; this.player.y = sprite.y;