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dungeon-generator

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prodecural dungeon generator for games

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'use strict'; Object.defineProperty(exports, "__esModule", { value: true }); var _room = require('./room'); var _room2 = _interopRequireDefault(_room); 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"); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } var Corridor = function (_Room) { _inherits(Corridor, _Room); function Corridor(options) { _classCallCheck(this, Corridor); options = Object.assign({}, { length: 2, facing: 0, max_exits: 4 }, options); options.size = options.facing === 0 || options.facing === 180 ? [1, options.length] : [options.length, 1]; var _this = _possibleConstructorReturn(this, Object.getPrototypeOf(Corridor).call(this, options)); var w = _this.size[0] - 1; var h = _this.size[1] - 1; //special perimeter: allow only 4 exit points, to keep this corridor corridor-like.. if (_this.facing === 180) _this.perimeter = [[[1, h], 0], [[0, 1], 90], [[2, 1], 270], [[1, 0], 180]];else if (_this.facing === 270) _this.perimeter = [[[0, 1], 90], [[w - 1, 0], 180], [[w - 1, 2], 0], [[w, 1], 270]];else if (_this.facing === 0) _this.perimeter = [[[1, 0], 180], [[2, h - 1], 270], [[0, h - 1], 90], [[1, h], 0]];else if (_this.facing === 90) _this.perimeter = [[[w, 1], 270], [[1, 2], 0], [[1, 0], 180], [[0, 1], 90]]; return _this; } return Corridor; }(_room2.default); exports.default = Corridor;