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Hierarchy

Index

Constructors

constructor

  • new default(width: number, height: number, options: Partial<Options>): default

Properties

_connected

_connected: Room[]

_corridorAttempts

_corridorAttempts: number

_corridors

_corridors: Corridor[]

_dug

_dug: number

_height

_height: number

_map

_map: number[][]

_options

_options: Options

_roomAttempts

_roomAttempts: number

_rooms

_rooms: Room[]

_unconnected

_unconnected: Room[]

_width

_width: number

Methods

_canBeDugCallback

  • _canBeDugCallback(x: number, y: number): boolean

_closestRoom

_connectRooms

  • _connectRooms(room1: Room, room2: Room): boolean

_digCallback

  • _digCallback(x: number, y: number, value: number): void

_digLine

  • _digLine(points: Point[]): void

_fillMap

  • _fillMap(value: number): number[][]

_generateCorridors

  • _generateCorridors(): boolean
  • Generates connectors beween rooms

    Returns boolean

    success Was this attempt successfull?

_generateRoom

  • _generateRoom(): null | Room

_generateRooms

  • _generateRooms(): void

_isWallCallback

  • _isWallCallback(x: number, y: number): boolean

_placeInWall

  • _placeInWall(room: Room, dirIndex: number): null | Point

create

getCorridors

getRooms

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