Files
rogue/src/game/generator.ts
Peter Stockings 04277726db Initial commit
2026-01-04 09:22:55 +11:00

63 lines
1.9 KiB
TypeScript

import { type World, type EntityId, type RunState, type Tile, type Actor, type Vec2 } from "./types";
import { idx } from "./world";
export function makeTestWorld(level: number, runState: RunState): { world: World; playerId: EntityId } {
const width = 30;
const height = 18;
const tiles: Tile[] = new Array(width * height).fill(0);
const fakeWorldForIdx: World = { width, height, tiles, actors: new Map(), exit: { x: 0, y: 0 } };
// Border walls
for (let x = 0; x < width; x++) {
tiles[idx(fakeWorldForIdx, x, 0)] = 1;
tiles[idx(fakeWorldForIdx, x, height - 1)] = 1;
}
for (let y = 0; y < height; y++) {
tiles[idx(fakeWorldForIdx, 0, y)] = 1;
tiles[idx(fakeWorldForIdx, width - 1, y)] = 1;
}
// Internal walls (vary slightly with level so it feels different)
const shift = level % 4;
for (let x = 6; x < 22; x++) tiles[idx(fakeWorldForIdx, x, 7 + (shift % 2))] = 1;
for (let y = 4; y < 14; y++) tiles[idx(fakeWorldForIdx, 14 + ((shift + 1) % 2), y)] = 1;
// Exit (stairs)
const exit: Vec2 = { x: width - 3, y: height - 3 };
tiles[idx(fakeWorldForIdx, exit.x, exit.y)] = 0;
const actors = new Map<EntityId, Actor>();
const playerId = 1;
actors.set(playerId, {
id: playerId,
isPlayer: true,
pos: { x: 3, y: 3 },
speed: 100,
energy: 0,
stats: { ...runState.stats },
inventory: { gold: runState.inventory.gold, items: [...runState.inventory.items] }
});
// Enemies
actors.set(2, {
id: 2,
isPlayer: false,
pos: { x: 24, y: 13 },
speed: 90,
energy: 0,
stats: { maxHp: 10, hp: 10, attack: 3, defense: 1 }
});
actors.set(3, {
id: 3,
isPlayer: false,
pos: { x: 20, y: 4 },
speed: 130,
energy: 0,
stats: { maxHp: 8, hp: 8, attack: 4, defense: 0 }
});
return { world: { width, height, tiles, actors, exit }, playerId };
}