See: Description
Interface | Description |
---|---|
AestheticDifference |
Used by DetailedMimic to allow different kinds of detail, including differentiating color or map features.
|
Class | Description |
---|---|
Adjacency |
Some classes need detailed information about what cells are considered adjacent to other cells, and may
need to construct a customized mapping of cells to their neighbors.
|
Adjacency.BasicAdjacency | |
Adjacency.RotationAdjacency | |
Adjacency.ThinWallAdjacency | |
DetailedMimic |
Similar to MimicFill, this class can be used to imitate the style of an existing piece of data, but this works on
more than just booleans; it can produce similar styles of texture (its original use in SynTex), of map, of item
placement, and so on by specifying a different technique for differentiating two int values.
|
FOV |
This class provides methods for calculating Field of View in grids.
|
LOS |
Line of Sight (LOS) algorithms find if there is or is not a path between two
given points.
|
MimicFill |
A class that imitates patterns in an existing 2D boolean array and uses it to generate a new boolean array with a
similar visual style.
|
MimicWFC |
A port of WaveFunctionCollapse by ExUtumno/mxgmn; takes a single sample of a grid to imitate and produces one or more
grids of requested sizes that have a similar layout of cells to the sample.
|
MultiSpill |
A randomized flood-fill implementation that fills from multiple start points at a time.
|
SoundMap |
This class is used to determine when a sound is audible on a map and at what positions.
|
SpatialMap<I,E> |
A data structure that seems to be re-implemented often for games, this associates Coord positions and generic I
identities with generic E elements.
|
SpatialMap.SpatialTriple<I,E> | |
Spill |
A randomized flood-fill implementation that can be used for level generation (e.g.
|
Enum | Description |
---|---|
Direction |
Represents the eight grid directions and the deltaX, deltaY values associated
with those directions.
|
Measurement |
A way of measuring what cells are adjacent and how much further any adjacent cells are from other adjacent cells.
|
Radius |
Basic radius strategy implementations likely to be used for roguelikes.
|
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