Files
muuhd/frontend/dungeon_generator.html
Kim Ravn Hansen 3a9185ca94 vyy
2025-09-19 16:04:11 +02:00

574 lines
22 KiB
HTML

<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>ASCII Dungeon Generator</title>
<style>
body {
font-family: "Courier New", monospace;
background-color: #1a1a1a;
color: #00ff00;
margin: 0;
padding: 20px;
}
.container {
max-width: 1200px;
margin: 0 auto;
}
h1 {
text-align: center;
color: #00ff00;
text-shadow: 0 0 10px #00ff00;
}
.controls {
text-align: center;
margin-bottom: 20px;
}
button {
background-color: #333;
color: #00ff00;
border: 2px solid #00ff00;
padding: 10px 20px;
margin: 5px;
cursor: pointer;
font-family: "Courier New", monospace;
font-size: 14px;
transition: all 0.3s;
}
button:hover {
background-color: #00ff00;
color: #1a1a1a;
box-shadow: 0 0 10px #00ff00;
}
.dungeon-display {
background-color: #000;
border: 2px solid #00ff00;
padding: 15px;
font-size: 12px;
line-height: 1;
overflow-x: auto;
white-space: pre;
box-shadow: 0 0 20px rgba(0, 255, 0, 0.3);
}
.settings {
display: flex;
justify-content: center;
gap: 20px;
margin-bottom: 20px;
flex-wrap: wrap;
}
.setting {
display: flex;
align-items: center;
gap: 5px;
}
input[type="range"] {
background-color: #333;
}
label {
color: #00ff00;
font-size: 14px;
}
.legend {
margin-top: 20px;
padding: 15px;
background-color: #222;
border: 1px solid #444;
border-radius: 5px;
}
.legend h3 {
margin-top: 0;
color: #00ff00;
}
.legend-item {
margin: 5px 0;
}
</style>
</head>
<body>
<div class="container">
<h1>⚔️ ASCII DUNGEON GENERATOR ⚔️</h1>
<div class="settings">
<div class="setting">
<label for="width">Width:</label>
<input type="range" id="width" min="40" max="100" value="60" />
<span id="widthValue">60</span>
</div>
<div class="setting">
<label for="height">Height:</label>
<input type="range" id="height" min="30" max="60" value="40" />
<span id="heightValue">40</span>
</div>
<div class="setting">
<label for="roomCount">Rooms:</label>
<input type="range" id="roomCount" min="5" max="20" value="10" />
<span id="roomCountValue">10</span>
</div>
</div>
<div class="controls">
<button onclick="generateDungeon()">Generate New Dungeon</button>
<button onclick="downloadDungeon()">Download as Text</button>
</div>
<div class="dungeon-display" id="dungeonDisplay"></div>
<div class="legend">
<h3>Legend:</h3>
<div class="legend-item"><strong>#</strong> - Wall</div>
<div class="legend-item"><strong>.</strong> - Floor</div>
<div class="legend-item"><strong>+</strong> - Door</div>
<div class="legend-item"><strong>@</strong> - Player Start</div>
<div class="legend-item"><strong>$</strong> - Treasure</div>
<div class="legend-item"><strong>!</strong> - Monster</div>
<div class="legend-item"><strong>^</strong> - Trap</div>
</div>
</div>
<script>
class Tile {
static FLOOR = new Tile(" ", true);
static RESERVED = new Tile(" ", true);
static PILLAR = new Tile("◯", false);
// static TRAP = new Tile("◡", true);
static TRAP = new Tile("☠", true);
static MONSTER = new Tile("!", true);
static WALL = new Tile("#", false);
static PLAYER_START = new Tile("@", true);
static DOOR = new Tile("░", true);
/**
* @param {string} the utf-8 character that symbolizes this tile on the map
* @param {boolean} walkable can adventurers walk on this tile
*/
constructor(symbol, walkable = false) {
this.symbol = symbol;
this.walkable = walkable;
}
toString() {
return this.symbol;
}
}
class DungeonGenerator {
constructor(width, height, roomCount) {
this.width = width;
this.height = height;
this.roomCount = roomCount;
this.grid = [];
this.rooms = [];
this.corridors = [];
}
generate() {
this.initializeGrid();
this.generateRooms();
this.connectRooms();
this.addDoors();
this.addPillarsToBigRooms();
this.addFeatures();
this.checkAccessibility();
return this.gridToString();
}
initializeGrid() {
this.grid = Array(this.height)
.fill()
.map(() => Array(this.width).fill(Tile.WALL));
}
generateRooms() {
this.rooms = [];
const maxAttempts = this.roomCount * 10;
let attempts = 0;
while (this.rooms.length < this.roomCount && attempts < maxAttempts) {
const room = this.generateRoom();
if (room && !this.roomOverlaps(room)) {
this.rooms.push(room);
this.carveRoom(room);
}
attempts++;
}
}
generateRoom() {
const minSize = 4;
const maxSize = Math.min(12, Math.floor(Math.min(this.width, this.height) / 4));
const width = this.random(minSize, maxSize);
const height = this.random(minSize, maxSize);
const x = this.random(1, this.width - width - 1);
const y = this.random(1, this.height - height - 1);
return { x, y, width, height };
}
roomOverlaps(newRoom) {
return this.rooms.some(
(room) =>
newRoom.x < room.x + room.width + 2 &&
newRoom.x + newRoom.width + 2 > room.x &&
newRoom.y < room.y + room.height + 2 &&
newRoom.y + newRoom.height + 2 > room.y,
);
}
carveRoom(room) {
for (let y = room.y; y < room.y + room.height; y++) {
for (let x = room.x; x < room.x + room.width; x++) {
this.grid[y][x] = Tile.FLOOR;
}
}
}
connectRooms() {
if (this.rooms.length < 2) return;
// Connect each room to at least one other room
for (let i = 1; i < this.rooms.length; i++) {
const roomA = this.rooms[i - 1];
const roomB = this.rooms[i];
this.createCorridor(roomA, roomB);
}
// Add some extra connections for more interesting layouts
const extraConnections = Math.floor(this.rooms.length / 3);
for (let i = 0; i < extraConnections; i++) {
const roomA = this.rooms[this.random(0, this.rooms.length - 1)];
const roomB = this.rooms[this.random(0, this.rooms.length - 1)];
if (roomA !== roomB) {
this.createCorridor(roomA, roomB);
}
}
}
createCorridor(roomA, roomB) {
const startX = Math.floor(roomA.x + roomA.width / 2);
const startY = Math.floor(roomA.y + roomA.height / 2);
const endX = Math.floor(roomB.x + roomB.width / 2);
const endY = Math.floor(roomB.y + roomB.height / 2);
// Create L-shaped corridor
if (Math.random() < 0.5) {
// Horizontal first, then vertical
this.carveLine(startX, startY, endX, startY);
this.carveLine(endX, startY, endX, endY);
} else {
// Vertical first, then horizontal
this.carveLine(startX, startY, startX, endY);
this.carveLine(startX, endY, endX, endY);
}
}
carveLine(x1, y1, x2, y2) {
const dx = Math.sign(x2 - x1);
const dy = Math.sign(y2 - y1);
let x = x1;
let y = y1;
while (x !== x2 || y !== y2) {
if (x >= 0 && x < this.width && y >= 0 && y < this.height) {
this.grid[y][x] = Tile.FLOOR;
}
if (x !== x2) x += dx;
if (y !== y2 && x === x2) y += dy;
}
// Ensure endpoint is carved
if (x2 >= 0 && x2 < this.width && y2 >= 0 && y2 < this.height) {
this.grid[y2][x2] = Tile.FLOOR;
}
}
addDoors() {
this.rooms.forEach((room) => {
const doors = [];
// Check each wall of the room for potential doors
for (let x = room.x; x < room.x + room.width; x++) {
// Top wall
if (
room.y > 0 &&
this.grid[room.y - 1][x] === Tile.FLOOR &&
this.grid[room.y][x] === Tile.FLOOR
) {
doors.push({ x, y: room.y });
}
// Bottom wall
if (
room.y + room.height < this.height &&
this.grid[room.y + room.height][x] === Tile.FLOOR &&
this.grid[room.y + room.height - 1][x] === Tile.FLOOR
) {
doors.push({ x, y: room.y + room.height - 1 });
}
}
for (let y = room.y; y < room.y + room.height; y++) {
// Left wall
if (
room.x > 0 &&
this.grid[y][room.x - 1] === Tile.FLOOR &&
this.grid[y][room.x] === Tile.FLOOR
) {
doors.push({ x: room.x, y });
}
// Right wall
if (
room.x + room.width < this.width &&
this.grid[y][room.x + room.width] === Tile.FLOOR &&
this.grid[y][room.x + room.width - 1] === Tile.FLOOR
) {
doors.push({ x: room.x + room.width - 1, y });
}
}
// Add a few doors randomly
doors.forEach((door) => {
if (Math.random() < 0.3) {
this.grid[door.y][door.x] = Tile.DOOR;
}
});
});
}
addPillarsToBigRooms() {
const walkabilityCache = [];
let i = 0;
for (let y = 1; y < this.height - 1; y++) {
//
for (let x = 1; x < this.width - 1; x++) {
i++;
const cell = this.grid[y][x];
if (!cell) {
console.log("out of bounds [%d, %d] (%s)", x, y, typeof cell);
continue;
}
if (this.grid[y][x].walkable) {
walkabilityCache.push([i, x, y]);
}
}
}
const shuffle = (arr) => {
for (let i = arr.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1)); // random index 0..i
[arr[i], arr[j]] = [arr[j], arr[i]]; // swap
}
return arr;
};
shuffle(walkabilityCache);
for (let [i, x, y] of walkabilityCache) {
const walkable = (offsetX, offsetY) => {
const c = this.grid[y + offsetY][x + offsetX];
return c.walkable;
};
const surroundingFloorCount =
0 +
// top row ------------|-----------
walkable(-1, -1) + // | north west
walkable(+0, -1) + // | north
walkable(+1, -1) + // | north east
// middle row ---------|-----------
walkable(-1, +0) + // | west
// | self
walkable(+1, +0) + // | east
// bottom row ---------|-----------
walkable(-1, +1) + // | south west
walkable(+0, +1) + // | south
walkable(+1, +1); // | south east
// ----------------------------|-----------
if (surroundingFloorCount === 8) {
this.grid[y][x] = Tile.PILLAR;
continue;
}
if (surroundingFloorCount >= 7) {
this.grid[y][x] = Tile.WALL;
}
}
}
// Check that all rooms are accessibly from the start
checkAccessibility() {
let playerStartIdx;
let walkableTileCount = 0;
const walkabilityCache = [];
// Create a flat linear version of the grid, consisting
// only of booleans: true of passable, false if obstacle.
for (let y = 0; y < this.height; y++) {
for (let x = 0; x < this.width; x++) {
const cell = this.grid[y][x];
const isObstacle = cell === Tile.WALL || cell === Tile.PILLAR;
if (cell === Tile.PLAYER_START) {
playerStartIdx = walkabilityCache.length;
}
if (!isObstacle) {
walkableTileCount++;
walkabilityCache.push(true);
} else {
walkabilityCache.push(false);
}
}
}
const toXy = (idx) => {
return [idx % this.width, Math.floor(idx / this.width)];
};
const stack = [playerStartIdx];
/** @type {Set} */
const visited = new Set();
while (stack.length > 0) {
const idx = stack.pop();
if (!walkabilityCache[idx]) {
continue;
}
if (visited.has(idx)) {
continue;
}
visited.add(idx);
// Add neighbors
const [x, y] = toXy(idx);
const [minX, minY] = [1, 1];
const maxX = this.width - 2;
const maxY = this.height - 2;
if (y >= minY) stack.push(idx - this.width); // up
if (y <= maxY) stack.push(idx + this.width); // down
if (x >= minX) stack.push(idx - 1); // left
if (x <= maxX) stack.push(idx + 1); // right
}
if (visited.size !== walkableTileCount) {
console.log(
"unpassable! There are %d floor tiles, but the player can only visit %d of them",
walkableTileCount,
visited.size,
);
}
}
//
//
addFeatures() {
const floorTiles = [];
for (let y = 0; y < this.height; y++) {
for (let x = 0; x < this.width; x++) {
if (this.grid[y][x] === Tile.FLOOR) {
floorTiles.push({ x, y });
}
}
}
if (floorTiles.length === 0) return;
// Add player start
const playerStart = floorTiles[this.random(0, floorTiles.length - 1)];
this.grid[playerStart.y][playerStart.x] = "@";
// Add treasures
const treasureCount = Math.min(3, Math.floor(this.rooms.length / 2));
for (let i = 0; i < treasureCount; i++) {
const pos = floorTiles[this.random(0, floorTiles.length - 1)];
if (this.grid[pos.y][pos.x] === Tile.FLOOR) {
this.grid[pos.y][pos.x] = "$";
}
}
// Add monsters
const monsterCount = Math.min(5, this.rooms.length);
for (let i = 0; i < monsterCount; i++) {
const pos = floorTiles[this.random(0, floorTiles.length - 1)];
if (this.grid[pos.y][pos.x] === Tile.FLOOR) {
this.grid[pos.y][pos.x] = Tile.MONSTER;
}
}
// Add traps
const trapCount = Math.floor(floorTiles.length / 30);
for (let i = 0; i < trapCount; i++) {
const pos = floorTiles[this.random(0, floorTiles.length - 1)];
if (this.grid[pos.y][pos.x] === Tile.FLOOR) {
this.grid[pos.y][pos.x] = Tile.TRAP;
}
}
}
gridToString() {
return this.grid.map((row) => row.join("")).join("\n");
}
random(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
}
let currentDungeon = "";
function generateDungeon() {
const width = parseInt(document.getElementById("width").value);
const height = parseInt(document.getElementById("height").value);
const roomCount = parseInt(document.getElementById("roomCount").value);
const generator = new DungeonGenerator(width, height, roomCount);
currentDungeon = generator.generate();
document.getElementById("dungeonDisplay").textContent = currentDungeon;
}
function downloadDungeon() {
if (!currentDungeon) {
generateDungeon();
}
const blob = new Blob([currentDungeon], { type: "text/plain" });
const url = URL.createObjectURL(blob);
const a = document.createElement("a");
a.href = url;
a.download = "dungeon_map.txt";
document.body.appendChild(a);
a.click();
document.body.removeChild(a);
URL.revokeObjectURL(url);
}
// Update slider value displays
document.getElementById("width").addEventListener("input", function () {
document.getElementById("widthValue").textContent = this.value;
});
document.getElementById("height").addEventListener("input", function () {
document.getElementById("heightValue").textContent = this.value;
});
document.getElementById("roomCount").addEventListener("input", function () {
document.getElementById("roomCountValue").textContent = this.value;
});
// Generate initial dungeon
generateDungeon();
</script>
</body>
</html>