All Classes and Interfaces
Class
Description
A data class that represents a particular kind of ecosystem that appears at a given combination of average moisture,
average temperature, and elevation.
Represents 6 average temperature levels that can determine a biome.
Represents 6 average precipitation/moisture levels that can determine a biome.
Part of the JSON that defines a tileset.
A room placing algorithm developed by Rayvolution for his game Fail To Hero, this was simple to implement but
delivers complex connectivity.
Generates a dungeon as a 2D char array using
Sean T.
A good way to create a more-complete dungeon, layering different effects and modifications on top of a dungeon
produced by DungeonBoneGen or another dungeon without such effects.
The effects that can be applied to this dungeon.
A static class that can be used to modify the char[][] dungeons that other generators produce.
An IDungeonGenerator that distorts and smooths an ordinary dungeon map to make it appear like a cave complex.
A maze generator that can be configured using an
IntToIntFunction, which can be customized for the app.A dungeon generator that can use a mix of techniques to have part-cave, part-room dungeons.
Meant to produce the sort of narrow, looping, not-quite-maze-like passages found in a certain famous early arcade
game.
Standardizes an interface for classes that generate 2D char arrays to be used as place maps.
Helps find areas where game-specific terrain features might be suitable to place.
A small class that can analyze a dungeon or other map and identify areas as being "room" or "corridor" based on how
thick the walkable areas are (corridors are at most 2 cells wide at their widest, rooms are anything else).
Generate dungeons based on a random, winding, looping path through 3D space, requiring a character to move up and
down as well as north/south/east/west to get through the dungeon.
Generate dungeons based on a random, winding, looping path through 2D space.
Produces a maze-like place made of thick diagonal walls only.
A variant on
MixedGenerator that creates bi-radially symmetric maps (basically a yin-yang shape).Part of the JSON that defines a tileset.
The outermost class in the JSON that defines a tileset.
An enumeration of all the kinds of dungeon that DungeonBoneGen
knows how to draw already.
A finite 2D area map for some kind of wilderness, adapting to different ecosystems by changing its output.
A subclass of
WildernessGenerator that serves as a ragged edge between 2, 3, or 4 WildernessGenerators in
a square intersection.