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2d-dungeon

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prodecural dungeon generator for games

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"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); var _randomSeed = require("random-seed"); var _randomSeed2 = _interopRequireDefault(_randomSeed); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } var Random = function () { function Random(seed) { _classCallCheck(this, Random); this.rng = _randomSeed2.default.create(seed); } _createClass(Random, [{ key: "int", value: function int(min, max) { return this.rng.intBetween(min, max); } }, { key: "float", value: function float() { var min = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; var max = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1; return this.rng.floatBetween(min, max); } }, { key: "vec", value: function vec(min, max) { // min and max are vectors [int, int]; // returns [min[0]<=x<=max[0], min[1]<=y<=max[1]] return [this.int(min[0], max[0]), this.int(min[1], max[1])]; } }, { key: "choose", value: function choose(items) { var remove = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : false; var idx = this.rng.intBetween(0, items.length - 1); if (remove) { return items.splice(idx, 1)[0]; } else { return items[idx]; } } }, { key: "maybe", value: function maybe(probability) { return this.float() <= probability; } }]); return Random; }(); exports.default = Random;