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rot-js

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A roguelike toolkit in JavaScript

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<h2>Dungeon generators</h2> <p>This family of map generators produces corridors and rooms. Room information can be retrieved after the map has been created by calling <code>getRooms()</code>; corridor information can be retrieved via <code>getCorridors()</code>. Rooms can also include door info:</p> <div class="example"> ROT.RNG.setSeed(1234); var map = new ROT.Map.Digger(); var display = new ROT.Display({fontSize:8}); SHOW(display.getContainer()); map.create(display.DEBUG); var drawDoor = function(x, y) { display.draw(x, y, "", "", "red"); } var rooms = map.getRooms(); for (var i=0; i&lt;rooms.length; i++) { var room = rooms[i]; SHOW(ROT.Util.format("Room #%s: [%s, %s] => [%s, %s]", (i+1), room.getLeft(), room.getTop(), room.getRight(), room.getBottom() )); room.getDoors(drawDoor); } </div> <h3>Digger</h3> <p>Random dungeon generator using human-like digging patterns; based on Mike Anderson's ideas from the "Tyrant" algo, mentioned at <a href="http://roguebasin.com/index.php/Dungeon-Building_Algorithm">Roguebasin</a>. Third constructor argument is a configuration object; allowed options:</p> <ul> <li><code>roomWidth</code> &ndash; [min, max] room size</li> <li><code>roomHeight</code> &ndash; [min, max] room size</li> <li><code>corridorLength</code> &ndash; [min, max] corridor length</li> <li><code>dugPercentage</code> &ndash; algorithm stops after this fraction of map area has been dug out; default = 0.2</li> <li><code>timeLimit</code> &ndash; algorithm stops after this amount of milliseconds has passed</li> </ul> <div class="example"> var w = 40, h = 25; var map = new ROT.Map.Digger(w, h); for (var i=0; i&lt;4; i++) { var display = new ROT.Display({width:w, height:h, fontSize:6}); SHOW(display.getContainer()); map.create(display.DEBUG); } </div> <h3>Uniform</h3> <p>Generates a set of rooms; tries to connect them afterwards. Third constructor argument is a configuration object; allowed options:</p> <ul> <li><code>roomWidth</code> &ndash; [min, max] room size</li> <li><code>roomHeight</code> &ndash; [min, max] room size</li> <li><code>roomDugPercentage</code> &ndash; algorithm stops after this fraction of map area has been filled with rooms; default = 0.1</li> <li><code>timeLimit</code> &ndash; algorithm stops after this amount of milliseconds has passed</li> </ul> <div class="example"> var w = 40, h = 25; var map = new ROT.Map.Uniform(w, h); for (var i=0; i&lt;4; i++) { var display = new ROT.Display({width:w, height:h, fontSize:6}); SHOW(display.getContainer()); map.create(display.DEBUG); } </div> <h3>Rogue</h3> <p>The original Rogue dungeon algorithm, as documented at <a href="https://github.com/Davidslv/rogue-like/blob/master/docs/references/Mark_Damon_Hughes/07_Roguelike_Dungeon_Generation.md">https://github.com/Davidslv/rogue-like/blob/master/docs/references/Mark_Damon_Hughes/07_Roguelike_Dungeon_Generation.md</a></p> <div class="example"> var w = 80, h = 24; var map = new ROT.Map.Rogue(w,h); var display = new ROT.Display({width:w, height:h, fontSize:6}); SHOW(display.getContainer()); map.create(display.DEBUG); </div>