Ondřej Žára
Ondřej Žára
No. But all dungeon generation algos -- Digger, Uniform and Rogue -- will always connect all rooms together, so every room shall be reachable. (Sometimes, multiple paths from A to...
> Have either of you seen this?: http://journal.stuffwithstuff.com/2014/12/21/rooms-and-mazes/ > It seems like it may be exactly (or close to) what you're after. Nice one! One the other hand: is there...
Hi @seiyria, thanks for your detailed explanation! I understrand most of your requirements. They make perfect sense, although the implementation is almost certainly going to be pretty complex and time-consuming....
> Also, I was trying to look at the docs for EllerMaze and the explanation link is currently a 404, but based on the output I see what you mean....
Sounds like an iteration limit to put into the main loop at ```js ROT.Map.DividedMaze.prototype._process = function() { while (this._stack.length) { var room = this._stack.shift(); /* [left, top, right, bottom] */...
Hi @theJollySin, a PR would be nice :) Although I am not sure what is the difference between `rooms` and `grid` optional arguments. Also please keep in mind that `rot.js`'s...
> Digger could probably be tweaked a little and given some options to have it do this and other interesting things without making too much of a mess. Need some...
I am afraid that there is not reasonable way of solving this, as I am unable to detect this situation. In particular, when using `ROT.Display`, the general assumption of individual...
The glyphs, in my opinion, shall be (vertically) centered, as the canvas has `textBaseline = "middle"`. I would not be surprised if the resulting rendering was different across multiple browsers...
I see, this makes sense. The current pathfinder consideres all directions equal, so a cell's passability is a boolean value. But I suppose you might want to make your cell...