Its nothing fancy, just a simple implementation of a Shadow Casting algorithm :) It gets the job done.
Additionally, i've converted my map generation tech to use map defs now. So now maps defined like so:[code=js:0]{ "name":"DUNGEON_DEFAULT", "map_type":"DUNGEON", "tile_maps":[ { "map_to":"WALL", "tiles":[ {"name":"DUNGEON_WALL","prob":100} ] }, { "map_to":"FLOOR", "tiles":[ {"name":"DUNGEON_FLOOR","prob":100} ] }, { "map_to":"DOOR", "tiles":[ {"name":"DUNGEON_DOOR","prob":100} ] } { "map_to":"CORRIDOR", "tiles":[ {"name":"DUNGEON_CORRIDOR","prob":100} ] } { "map_to":"EARTH", "tiles":[ {"name":"DUNGEON_EARTH","prob":100} ] } { "map_to":"BEDROCK", "tiles":[ {"name":"DUNGEON_BEDROCK","prob":100} ] } ] }
can be used to generate maps in the game.
It works by setting tile definitions that are referenced in code like so for an east room construction:
case EAST: //space enough to build it? for (int dy = (y-ylen/2); dy < (y+(ylen+1)/2); dy++){ if (dy < 0 || dy > map.YSize) return false; for (int dx = x; dx < (x+xlen); dx++){ if (dx < 0 || dx > map.XSize) return false; if (!MapHelper.isOfTileType(map, map.Terrain[dx,dy], "EARTH")) return false; } } //ok to build room for (int dy = (y-ylen/2); dy < (y+(ylen+1)/2); dy++){ for (int dx = x; dx < (x+xlen); dx++){ if (dx == x) MapHelper.setTerrain(map.Terrain[dx,dy], map.MapDef.Name, "WALL"); else if (dx == (x+xlen-1)) MapHelper.setTerrain(map.Terrain[dx,dy], map.MapDef.Name, "WALL"); else if (dy == (y-ylen/2)) MapHelper.setTerrain(map.Terrain[dx,dy], map.MapDef.Name, "WALL"); else if (dy == (y+(ylen-1)/2)) MapHelper.setTerrain(map.Terrain[dx,dy], map.MapDef.Name, "WALL"); else{ MapHelper.setTerrain(map.Terrain[dx,dy], map.MapDef.Name, "FLOOR");} } } break;
and these particular helpers reference definition structs that are loaded in and constructed at runtime based on the definition files from the previous reference.
Combining all of this together can be shown in this video where i create a quick face png texture and add it to my game.
Anyway, thats all for now!