fix: wrong format of forest template
feat: some functions in RMG
This commit is contained in:
parent
feb9fb824f
commit
e74b36585f
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@ -1,5 +1,3 @@
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{
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"maptemplate": [
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{
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"columns":8,
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"tileheight":16,
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@ -11,7 +9,7 @@
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"margin":0,
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"spacing":0,
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"name":"forest_tileset",
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"image":"forest_tileset.png",
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"image":"shattered_sword_assets/tilemaps/forest_tileset.png",
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"entrance": {
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"width": 30,
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"height": 20,
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@ -425,7 +423,6 @@
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]
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}
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],
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"background": 0
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}
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]
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"background": 0,
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"minroom": 10
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}
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30
package-lock.json
generated
30
package-lock.json
generated
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@ -9,6 +9,7 @@
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"version": "1.0.0",
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"license": "ISC",
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"dependencies": {
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"random-seed": "^0.3.0",
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"typescript-require": "^0.3.0"
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},
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"devDependencies": {
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@ -2660,6 +2661,11 @@
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"integrity": "sha1-nbe1lJatPzz+8wp1FC0tkwrXJlE=",
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"dev": true
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},
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"node_modules/json-stringify-safe": {
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"version": "5.0.1",
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"resolved": "https://registry.npmjs.org/json-stringify-safe/-/json-stringify-safe-5.0.1.tgz",
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"integrity": "sha1-Epai1Y/UXxmg9s4B1lcB4sc1tus="
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},
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"node_modules/jsonify": {
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"version": "0.0.0",
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"resolved": "https://registry.npmjs.org/jsonify/-/jsonify-0.0.0.tgz",
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@ -3635,6 +3641,17 @@
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"node": ">=0.4.x"
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}
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},
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"node_modules/random-seed": {
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"version": "0.3.0",
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"resolved": "https://registry.npmjs.org/random-seed/-/random-seed-0.3.0.tgz",
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"integrity": "sha1-2UXy4fOPSejViRNDG4v2u5N1Vs0=",
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"dependencies": {
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"json-stringify-safe": "^5.0.1"
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},
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"engines": {
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"node": ">= 0.6.0"
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}
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},
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"node_modules/randombytes": {
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"version": "2.1.0",
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"resolved": "https://registry.npmjs.org/randombytes/-/randombytes-2.1.0.tgz",
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@ -7275,6 +7292,11 @@
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"integrity": "sha1-nbe1lJatPzz+8wp1FC0tkwrXJlE=",
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"dev": true
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},
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"json-stringify-safe": {
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"version": "5.0.1",
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"resolved": "https://registry.npmjs.org/json-stringify-safe/-/json-stringify-safe-5.0.1.tgz",
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"integrity": "sha1-Epai1Y/UXxmg9s4B1lcB4sc1tus="
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},
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"jsonify": {
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"version": "0.0.0",
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"resolved": "https://registry.npmjs.org/jsonify/-/jsonify-0.0.0.tgz",
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@ -8075,6 +8097,14 @@
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"integrity": "sha1-nsYfeQSYdXB9aUFFlv2Qek1xHnM=",
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"dev": true
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},
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"random-seed": {
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"version": "0.3.0",
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"resolved": "https://registry.npmjs.org/random-seed/-/random-seed-0.3.0.tgz",
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"integrity": "sha1-2UXy4fOPSejViRNDG4v2u5N1Vs0=",
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"requires": {
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"json-stringify-safe": "^5.0.1"
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}
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},
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"randombytes": {
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"version": "2.1.0",
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"resolved": "https://registry.npmjs.org/randombytes/-/randombytes-2.1.0.tgz",
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@ -19,6 +19,7 @@
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"watchify": "^3.11.1"
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},
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"dependencies": {
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"random-seed": "^0.3.0",
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"typescript-require": "^0.3.0"
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}
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}
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@ -20,6 +20,7 @@ export default class MainMenu extends Scene {
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private mainMenu: Layer;
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private about: Layer;
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private control: Layer;
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private rmg: RandomMapGenerator;
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animatedSprite: AnimatedSprite;
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@ -42,10 +43,10 @@ export default class MainMenu extends Scene {
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console.log(this.save.getLevel());
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this.rmg = new RandomMapGenerator("shattered_sword_assets/jsons/forest_template.json", 114514);
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this.rmg.getMap();
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new RandomMapGenerator("shattered_sword_assets/jsons/forest_template.json");
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// Scene has started, so start playing music
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//this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "menu", loop: true, holdReference: true});
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@ -1,6 +1,6 @@
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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 MapTemplate, { Entrance } from "./DataTypes/MapTemplate";
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import MapTemplate, { Entrance, RoomTemplate } from "./DataTypes/MapTemplate";
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export default class RandomMapGenerator {
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private template: MapTemplate;
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@ -9,17 +9,104 @@ export default class RandomMapGenerator {
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private minY: number;
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private maxY: number;
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private map: TiledTilemapData;
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private roomWithLeftEntrance: Array<RoomTemplate>;
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private roomWithLeftEntranceWeight: number;
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private roomWithRightEntrance: Array<RoomTemplate>;
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private roomWithRightEntranceWeight: number;
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private roomWithUpEntrance: Array<RoomTemplate>;
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private roomWithUpEntranceWeight: number;
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private roomWithDownEntrance: Array<RoomTemplate>;
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private roomWithDownEntranceWeight: number;
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private rooms: Array<Room>
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private gen: any;
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constructor(JSONFilePath: string) {
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constructor(JSONFilePath: string, seed: any) {
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let xhr = new XMLHttpRequest();
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xhr.overrideMimeType("application/json");
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xhr.open('GET', JSONFilePath, false);
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xhr.send(null);
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this.template = JSON.parse(xhr.responseText);
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this.roomWithLeftEntrance = new Array();
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this.roomWithRightEntrance = new Array();
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this.roomWithUpEntrance = new Array();
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this.roomWithDownEntrance = new Array();
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this.minX = this.minY = this.maxX = this.maxY =
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this.roomWithLeftEntranceWeight = this.roomWithRightEntranceWeight =
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this.roomWithUpEntranceWeight = this.roomWithDownEntranceWeight = 0;
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this.map = new TiledTilemapData();
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this.rooms = new Array();
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let gen = require('random-seed');
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this.gen = new gen(seed);
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this.template.rooms.forEach((room) => {
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let left = false, right = false, up = false, down = false;
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room.entrances.forEach((entrance) => {
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let facing = this.getEntranceFacing(entrance, room.width);
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switch (facing) {
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case Facing.LEFT:
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left = true;
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break;
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case Facing.RIGHT:
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right = true;
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break;
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case Facing.UP:
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up = true;
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break;
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case Facing.DOWN:
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down = true;
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break;
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default:
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break;
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}
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})
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if (left) {
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this.roomWithLeftEntrance.push(room);
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this.roomWithLeftEntranceWeight += room.weight;
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}
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if (right) {
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this.roomWithRightEntrance.push(room);
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this.roomWithRightEntranceWeight += room.weight;
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}
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if (up) {
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this.roomWithUpEntrance.push(room);
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this.roomWithUpEntranceWeight += room.weight;
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}
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if (down) {
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this.roomWithDownEntrance.push(room);
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this.roomWithDownEntranceWeight += room.weight;
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}
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})
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}
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printRoom() {
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console.log(this.template);
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getMap(): TiledTilemapData {
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this.maxX = this.template.entrance.width - 1;
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this.maxY = this.template.entrance.height - 1;
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let room = this.copyRoom(this.template.entrance, 0, 0);
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console.log(room);
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return this.map;
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}
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private getEntranceFacing(entrance: Entrance, width: number): Facing {
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if (entrance.x === 0)
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return Facing.LEFT;
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else if (entrance.x === width - 1)
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return Facing.RIGHT
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else if (entrance.y === 0)
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return Facing.UP;
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return Facing.DOWN;
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}
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private copyRoom(old: RoomTemplate, posX: number, posY: number): Room {
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let room = new Room();
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room.topLeft = new Vec2(posX, posY);
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room.bottomRight = new Vec2(posX + old.width - 1, posY + old.height - 1);
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room.topLayer = [...old.topLayer];
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room.bottomLayer = [...old.bottomLayer];
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return room;
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}
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}
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@ -29,3 +116,10 @@ class Room {
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topLayer: Array<number>;
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bottomLayer: Array<number>;
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}
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enum Facing {
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LEFT = "left",
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RIGHT = "right",
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UP = "up",
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DOWN = "down"
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}
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