Uses of Class
squidpony.squidgrid.mapping.SectionDungeonGenerator
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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Uses of SectionDungeonGenerator in squidpony.squidgrid.mapping
Subclasses of SectionDungeonGenerator in squidpony.squidgrid.mapping Modifier and Type Class Description class
ThinDungeonGenerator
Created by Tommy Ettinger on 8/7/2016.Methods in squidpony.squidgrid.mapping that return SectionDungeonGenerator Modifier and Type Method Description SectionDungeonGenerator
SectionDungeonGenerator. addBoulders(int env, int percentage)
Turns the given percentage of floor cells not already adjacent to walls into wall cells, represented by '#'.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.SectionDungeonGenerator
ThinDungeonGenerator. addDoors(int percentage, boolean doubleDoors)
Doors are not supported by this class.SectionDungeonGenerator
SectionDungeonGenerator. addGrass(int env, int percentage)
Turns the majority of the given percentage of floor cells into grass cells, represented by '"'.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 ':'.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 ':'.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.SectionDungeonGenerator
SectionDungeonGenerator. addTraps(int env, int percentage)
Turns the given percentage of open area floor cells into trap cells, represented by '^'.SectionDungeonGenerator
SectionDungeonGenerator. addWater(int env, int percentage)
Turns the majority of the given percentage of floor cells into water cells, represented by '~'.SectionDungeonGenerator
SectionDungeonGenerator. addWater(int env, int percentage, int islandSpacing)
Turns the majority of the given percentage of floor cells into water cells, represented by '~'.SectionDungeonGenerator
SectionDungeonGenerator. clearEffects()
Removes any door, water, or trap insertion effects that this DungeonGenerator would put in future dungeons.Constructors in squidpony.squidgrid.mapping with parameters of type SectionDungeonGenerator Constructor Description SectionDungeonGenerator(SectionDungeonGenerator copying)
Copies all fields from copying and makes a new DungeonGenerator.