This family of map generators produces corridors and rooms. Room information can be retrieved after the map has been created by calling getRooms()
; corridor information can be retrieved via getCorridors()
. Rooms can also include door info:
Random dungeon generator using human-like digging patterns; based on Mike Anderson's ideas from the "Tyrant" algo, mentioned at Roguebasin. Third constructor argument is a configuration object; allowed options:
roomWidth
– [min, max] room sizeroomHeight
– [min, max] room sizecorridorLength
– [min, max] corridor lengthdugPercentage
– algorithm stops after this fraction of map area has been dug out; default = 0.2timeLimit
– algorithm stops after this amount of milliseconds has passedGenerates a set of rooms; tries to connect them afterwards. Third constructor argument is a configuration object; allowed options:
roomWidth
– [min, max] room sizeroomHeight
– [min, max] room sizeroomDugPercentage
– algorithm stops after this fraction of map area has been filled with rooms; default = 0.1timeLimit
– algorithm stops after this amount of milliseconds has passedThe original Rogue dungeon algorithm, as documented at https://github.com/Davidslv/rogue-like/blob/master/docs/references/Mark_Damon_Hughes/07_Roguelike_Dungeon_Generation.md