Monday, January 26, 2015

Monkey-X - 2d Dungeon Generator (small to large maps) code example




Here is a new version of my Dungeon Generator. I have now used open and closed lists for the doors. The code can generate larger maps. Hundreds of rooms.

Code below :

This basically is how it works :

It creates one door in the open list.
It creates a room on the door and 3 new doors on the walls
the doors are added to the open list
it selects a random door and tries to create a new room there
if that fails then the door is removed from the open list. if it succeeds then it is removed from the open list and added to the closed list.
this continues until the number of rooms has been reached or the open list is empty (check for bounds to)
The door locations are in the closed list (x,y) and can be drawn to the map.


Import mojo

Const screenwidth:Int=640
Const screenheight:Int=480
Global tilewidth:Int=6
Global tileheight:Int=4
Global mapwidth:Int=100
Global mapheight:Int=100
Const isnothing:Int=0
Const iswall:Int=1
Const isfloor:Int=2
Const isdoor:Int=3
Const minroomw:Int=5
Const minroomh:Int=5
Const maxroomw:Int=10
Const maxroomh:Int=10

Global map:Int[mapwidth][]

Global rcount:Int=0

Class debug
    Field x:Int
    Field y:Int
    Method New(_x:Int,_y:Int)
        x=_x
        y=_y
    End Method
End Class
Class dooropenlist
    Field x:Int
    Field y:Int
    Method New(_x:Int,_y:Int)
        x=_x
        y=_y
    End Method
End Class
Class doorclosedlist
    Field x:Int
    Field y:Int
    Method New(_x:Int,_y:Int)
        x=_x
        y=_y
    End Method
End Class

Global dol:List<dooropenlist> = New List<dooropenlist>
Global dcl:List<doorclosedlist> = New List<doorclosedlist>
Global d:List<debug> = New List<debug>

Class MyGame Extends App

    Method OnCreate()
        SetUpdateRate(1)
        Seed = Millisecs()
        For Local i = 0 Until mapwidth
            map[i] = New Int[mapheight]
        Next
        createmap(25,mapwidth/2,mapheight/2)
    End Method
    Method OnUpdate()  
        createmap(Rnd(10,125),mapwidth/2,mapheight/2)
    End Method
    Method OnRender()
        Cls 0,0,0
        SetColor 255,255,255
        drawmap
        
    End Method
End Class


Function createmap:Bool(numrooms:Int,sx:Int,sy:Int)
    For Local y=0 Until mapheight
    For Local x=0 Until mapwidth
        map[x][y] = isnothing
    Next
    Next
    d.Clear
    dol.Clear
    dcl.Clear
    dol.AddLast(New dooropenlist(sx,sy))
    Local roomcount:Int=0
    Local tx:Int
    Local ty:Int
    While roomcount<numrooms And dol.IsEmpty() = False
        Local founddoor:Bool=False
        While founddoor=False
            For Local i:=Eachin dol
                If Rnd(100)<2
                    founddoor = True
                    tx = i.x
                    ty = i.y
                    Exit
                End If
            Next
        Wend
        If makeroomondoor(tx,ty) = True Then 
            roomcount+=1
            removedoorfromopenlist(tx,ty)
            dcl.AddLast(New doorclosedlist(tx,ty))
        Else
            removedoorfromopenlist(tx,ty)
        End If
    Wend
    For Local i:=Eachin dcl
        If i.x = sx And i.y = sy Then dcl.Remove i
    Next
    rcount = roomcount
End Function


Function makeroomondoor:Bool(x:Int,y:Int)
    Local makeroom:Bool=False
    Local cnt:Int=0
    Local x1:Int
    Local y1:Int
    Local w1:Int
    Local h1:Int
    Local facing:String
    If x+maxroomw > mapwidth Then Return False
    If y+maxroomh > mapheight Then Return False
    If x-maxroomw < 0 Then Return False
    If y-maxroomh < 0 Then Return False    
    If map[x+1][y]=isnothing Then facing = "right"
    If map[x][y-1]=isnothing Then facing = "up"
    If map[x][y+1]=isnothing Then facing = "down"
    If map[x-1][y]=isnothing Then facing = "left"
    If facing="" Then Return False
    While cnt<100
        w1 = Rnd(minroomw,maxroomw)
        h1 = Rnd(minroomh,maxroomh) 
        Select facing
            Case "left"
                x1=x-w1
                y1=y-Rnd(h1/2)
            Case "right"
                x1=x+1
                y1=y-Rnd(h1/2)
            Case "up"
                x1=x-Rnd(w1/2)
                y1=y-h1
            Case "down"
                x1=x-Rnd(w1/2)
                y1=y+1
        End Select
        If spaceisempty(x1,y1,w1,h1) = True Then
            For Local y2=0 Until h1
            For Local x2=0 Until w1
                map[x2+x1][y2+y1] = isfloor
                If y2 = 0 Or x2 = 0 Or y2 = h1-1 Or x2 = w1-1 Then map[x2+x1][y2+y1] = 1  ' wall
            Next
            Next    
            ' shift map
            Select facing
                Case "left"        
                    For Local y2=0 Until h1
                    For Local x2=w1 Until 0 Step -1
                        map[x2+x1][y2+y1] = map[x2+x1-1][y2+y1]
                    Next
                    Next
                    For Local y2=0 Until h1
                        map[x1][y2+y1] = isnothing
                    Next
                    'make doors
                    makedoors(x1,y1,w1,h1,True,False,True,True)
                Case "right"        
                    For Local y2=0 Until h1
                    For Local x2=0 Until w1
                        map[x2+x1-1][y2+y1] = map[x2+x1][y2+y1]
                    Next
                    Next
                    For Local y2=0 Until h1
                        map[x1+w1-1][y2+y1] = isnothing
                    Next
                    'make doors
                    makedoors(x1-1,y1,w1,h1,False,True,True,True)                        
                Case "up"        
                    For Local y2=h1 Until 0 Step -1
                    For Local x2=0 Until w1
                        map[x2+x1][y2+y1] = map[x2+x1][y2+y1-1]
                    Next
                    Next
                    For Local x2=0 Until w1
                        map[x1+x2][y1] = isnothing
                    Next
                    'make doors
                    makedoors(x1,y1+1,w1,h1,True,True,True,False)
                Case "down"        
                    For Local y2=0 Until h1
                    For Local x2=0 Until w1
                        map[x2+x1][y2+y1-1] = map[x2+x1][y2+y1]
                    Next
                    Next
                    For Local x2=0 Until w1
                        map[x1+x2][y1+h1-1] = isnothing
                    Next
                    'make doors
                    makedoors(x1-1,y1-1,w1+1,h1,True,True,False,True)                        
            End Select            
            Return True                
        End If
        cnt+=1
    Wend
    Return False
End Function

Function makedoors:Void(x:Int,y:Int,w:Int,h:Int,l:Bool,r:Bool,u:Bool,d:Bool)
    Local dx:Int
    Local dy:Int
    If l=True Then 'left side
        dx = x+1
        dy = y+Rnd(h-4)+2
        dol.AddLast(New dooropenlist(dx,dy))
    End If
    If r=True Then 'right side
        dx = x+w-1
        dy = y+Rnd(h-4)+2
        dol.AddLast(New dooropenlist(dx,dy))
    End If
    If u=True Then 'up side
        dx = x+Rnd(w-4)+2
        dy = y
        dol.AddLast(New dooropenlist(dx,dy))
       End If
    If d=True Then ' down side
        dx = x+Rnd(w-4)+2
        dy = y+h-1
        dol.AddLast(New dooropenlist(dx,dy))
    End If
End Function

Function spaceisempty:Bool(x:Int,y:Int,w:Int,h:Int)
    For Local y1=0 Until h
    For Local x1=0 Until w
        If map[x1+x][y1+y] <> isnothing Then Return False
    Next
    Next
    Return True
End Function

Function makeroom(x:Int,y:Int,w:Int,h:Int)
    For Local y1=0 Until h
    For Local x1=0 Until w
        map[x1+x][y1+y] = 2  ' floor
        If y1 = 0 Or x1 = 0 Or y1 = h-1 Or x1 = w-1 Then map[x1+x][y1+y] = 1  ' wall
    Next
    Next
End Function

Function drawmap:Bool()
    For Local y=0 Until mapheight
    For Local x=0 Until mapwidth
        Select map[x][y]
            Case isnothing ; 
            Case iswall ; SetColor 150,150,150 ' wall
            Case isfloor ; SetColor 50,50,50 ' floor
            Case isdoor ; SetColor 200,200,0 ' door
        End Select
        If map[x][y]<>isnothing Then DrawRect x*tilewidth,y*tileheight,tilewidth,tileheight
    Next
    Next
    SetColor 255,255,0
    For Local i:=Eachin dcl
        DrawRect i.x*tilewidth,i.y*tileheight,tilewidth,tileheight
    Next
    SetColor 255,255,255
    DrawText "Number of rooms :"+rcount,0,0
    #rem
    SetColor 255,0,0
    For Local i:=Eachin d
        DrawRect i.x*tilewidth,i.y*tileheight,tilewidth,tileheight
    Next
    #End
End Function

Function removedoorfromopenlist:Void(x:Int,y:Int)
    For Local i:=Eachin dol
        If i.x = x And i.y = y Then 
            dol.Remove i 
            d.AddLast(New debug(x,y))
            Return
        End If
    Next
End Function

Function Main()
    New MyGame()
End Function

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