Package | Description |
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squidpony.squidgrid.mapping |
Tools specifically for generating maps and placing content in them, usually working with 2D char arrays.
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Modifier and Type | Class and Description |
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class |
ThinDungeonGenerator
Created by Tommy Ettinger on 8/7/2016.
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Modifier and Type | Method and Description |
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SectionDungeonGenerator |
SectionDungeonGenerator.addBoulders(int env,
int percentage)
Turns the given percentage of floor cells not already adjacent to walls into wall cells, represented by '#'.
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SectionDungeonGenerator |
SectionDungeonGenerator.addDoors(int percentage,
boolean doubleDoors)
Turns the given percentage of viable doorways into doors, represented by '+' for doors that allow travel along
the x-axis and '/' for doors that allow travel along the y-axis.
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SectionDungeonGenerator |
ThinDungeonGenerator.addDoors(int percentage,
boolean doubleDoors)
Doors are not supported by this class.
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SectionDungeonGenerator |
SectionDungeonGenerator.addGrass(int env,
int percentage)
Turns the majority of the given percentage of floor cells into grass cells, represented by '"'.
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SectionDungeonGenerator |
SectionDungeonGenerator.addLake(int percentage)
Instructs the generator to add a lake (here, of water) into a large area that can be filled without overwriting
rooms, caves, or the edge of the map; wall cells will become the deep lake glyph (here, '~'), unless they are
close to an existing room or cave, in which case they become the shallow lake glyph (here, ','), and corridors
that are "covered" by a lake will become bridges, the glyph ':'.
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SectionDungeonGenerator |
SectionDungeonGenerator.addLake(int percentage,
char deepLake,
char shallowLake)
Instructs the generator to add a lake into a large area that can be filled without overwriting rooms, caves, or
the edge of the map; wall cells will become the char deepLake, unless they are close to an existing room or cave,
in which case they become the char shallowLake, and corridors that are "covered" by a lake will become bridges,
the glyph ':'.
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SectionDungeonGenerator |
SectionDungeonGenerator.addMaze(int percentage)
Instructs the generator to add a winding section of corridors into a large area that can be filled without
overwriting rooms, caves, or the edge of the map; wall cells will become either '#' or '.' and corridors will be
overwritten.
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SectionDungeonGenerator |
SectionDungeonGenerator.addStairs()
Enables drawing stairs up, as '<', and stairs down, as '>', when a map is generated.
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SectionDungeonGenerator |
SectionDungeonGenerator.addStairs(boolean up,
boolean down)
Potentially enables drawing stairs up, as '<', and stairs down, as '>', when a map is generated.
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SectionDungeonGenerator |
SectionDungeonGenerator.addTraps(int env,
int percentage)
Turns the given percentage of open area floor cells into trap cells, represented by '^'.
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SectionDungeonGenerator |
SectionDungeonGenerator.addWater(int env,
int percentage)
Turns the majority of the given percentage of floor cells into water cells, represented by '~'.
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SectionDungeonGenerator |
SectionDungeonGenerator.addWater(int env,
int percentage,
int islandSpacing)
Turns the majority of the given percentage of floor cells into water cells, represented by '~'.
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SectionDungeonGenerator |
SectionDungeonGenerator.clearEffects()
Removes any door, water, or trap insertion effects that this DungeonGenerator would put in future dungeons.
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Constructor and Description |
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SectionDungeonGenerator(SectionDungeonGenerator copying)
Copies all fields from copying and makes a new DungeonGenerator.
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Copyright © Eben Howard 2012–2022. All rights reserved.