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dungeon-generator

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prodecural dungeon generator for games

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'use strict'; var _slicedToArray = function () { function sliceIterator(arr, i) { var _arr = []; var _n = true; var _d = false; var _e = undefined; try { for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) { _arr.push(_s.value); if (i && _arr.length === i) break; } } catch (err) { _d = true; _e = err; } finally { try { if (!_n && _i["return"]) _i["return"](); } finally { if (_d) throw _e; } } return _arr; } return function (arr, i) { if (Array.isArray(arr)) { return arr; } else if (Symbol.iterator in Object(arr)) { return sliceIterator(arr, i); } else { throw new TypeError("Invalid attempt to destructure non-iterable instance"); } }; }(); Object.defineProperty(exports, "__esModule", { value: true }); exports.iter_adjacent = iter_adjacent; exports.iter_2d = iter_2d; exports.iter_range = iter_range; exports.intersects = intersects; exports.array_test = array_test; exports.add = add; exports.shift = shift; exports.shift_left = shift_left; exports.shift_right = shift_right; var _const = require('../const'); function iter_adjacent(_ref, cb) { var _ref2 = _slicedToArray(_ref, 2); var x = _ref2[0]; var y = _ref2[1]; cb([x - 1, y]); cb([x, y - 1]); cb([x + 1, y]); cb([x, y + 1]); } function iter_2d(size, callback) { for (var y = 0; y < size[1]; y++) { for (var x = 0; x < size[0]; x++) { callback([x, y]); } } } function iter_range(from, to, callback) { var fx = undefined, fy = undefined, tx = undefined, ty = undefined; if (from[0] < to[0]) { fx = from[0]; tx = to[0]; } else { fx = to[0]; tx = from[0]; }; if (from[1] < to[1]) { fy = from[1]; ty = to[1]; } else { fy = to[1]; ty = from[1]; }; for (var x = fx; x <= tx; x++) { for (var y = fy; y <= ty; y++) { callback([x, y]); } } } function intersects(pos_1, size_1, pos_2, size_2) { return !pos_2[0] > pos_1[0] + size_1[0] || pos_2[0] + size_2[0] < pos_1[0] || pos_2[1] > pos_1[1] + size_1[1] || pos_2[1] + size_2[1] < size_1[1]; } function array_test(array, test) { for (var i = 0; i < array.length; i++) { if (test(array[i])) { return true; } } return false; } function add(p1, p2) { return [p1[0] + p2[0], p1[1] + p2[1]]; } function shift(pos, facing) { return add(pos, _const.FACING_TO_MOD[facing]); } function shift_left(pos, facing) { return shift(pos, (facing - 90 + 360) % 360); } function shift_right(pos, facing) { return shift(pos, (facing + 90 + 360) % 360); }