[plugin] rex_maze_gen

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Post » Sat Jan 30, 2016 2:40 pm

Generate random maze asynchronously. Reference: rot.js
Demo
- generate a random maze in many ticks. Click to generate another one.
Document, plugin and sample capx are included.


Generate random dungeon map which composed of walls, rooms, and corridors asynchronously. Reference: rot.js
Demo
- generate a random map in many ticks. Click to generate another one, or click left -top text to change generating mode.
Document, plugin and sample capx are included.


This plugin and Roguelike plugin both use rot.js api. The different are
- This plugin generates map asynchronously using WebWorker. Roguelike plugin generates map at the same tick. So that it might stuck engine while generating a bigger map.
- This plugin can be exported with minify, Roguelike plugin can not.
Last edited by rexrainbow on Thu Mar 24, 2016 2:07 am, edited 6 times in total.
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Post » Sun Jan 31, 2016 9:58 pm

could you use pathfinding with it or is it just a background with no collisions? I did look at the demo just kept displaying a new map ever click.

Love the plugins, keep them coming. Jeremy C.
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Post » Mon Feb 01, 2016 3:21 am

@Carbincopy

The output of this plugin is a 2d array only. Designer could display the result by sprites or tilemap.
Path finding could be implemented by official pathfinding behavior, or this path finding plugin of my board plugin system, or something else.

BTW, Roguelike plugin has a pathfinding function already.
Last edited by rexrainbow on Thu Mar 24, 2016 2:19 am, edited 1 time in total.
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Post » Wed Mar 23, 2016 9:16 am

Update

Add rex_dungeon_gen plugin to generate random dungeon map which composed of walls, rooms, and corridors asynchronously. Reference: rot.js
Demo
- generate a random map in many ticks. Click to generate another one, or click left -top text to change generating mode.
Document, plugin and sample capx are included.
Last edited by rexrainbow on Thu Mar 24, 2016 2:18 am, edited 1 time in total.
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Post » Wed Mar 23, 2016 5:08 pm

thank you so much rex~!
i love it!
And a question about dungeon map, i want to turn off the corridor generate,so I set the corridor min,max to "0", is right?
And can i turn off it on rogue,uniform mode?

thank a lot!
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Post » Wed Mar 23, 2016 5:29 pm

@corpvs2

Only "Digger" mode has Corridor minimum length, Corridor maximum length parameter. These 3 modes all have corridors (i.e. connectors of rooms)
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Post » Wed Mar 23, 2016 6:50 pm

The extra h on the demo url is because it's so hot.
Thanks Rex.
Image ImageImage
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Post » Thu Mar 24, 2016 2:12 am

newt wrote:The extra h on the demo url is because it's so hot.
Thanks Rex.

Thanks, I had fixed the link of 2nd demo.
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Post » Thu Mar 24, 2016 5:41 am

I get it,thank you so much!
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Post » Fri Mar 25, 2016 4:39 am

Update

Add "Condition:Corridor type" to classify a specific corridor into
- Dead end : it has 1 corridor neighbor only
- L-junction : it has 2 corridor neighbors, and they are arranged in a L-shape
- I-junction : it has 2 corridor neighbors, and they are arranged in a line
- T-junction : it has 3 corridor neighbors
- X-junction : it has 4 corridor neighbors
types. See the demo at 1st post.
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