1.1.2 • Published 3 months ago

labyrinthos v1.1.2

Weekly downloads
-
License
AGPL-3.0
Repository
github
Last release
3 months ago

Labyrinthos.js ( ALPHA )

Build Status

A JavaScript procedural generator for Mazes, Terrains, and Biomes. Designed for game developers and professional hobbyists, Labyrinthos.js offers a very simple-to-use API for crafting complex, customizable landscapes.

Main Features

  • Procedural Generation - Create vast, diverse maps and mazes algorithmically
  • 2D and 3D Map Generation - Supports both 2D Tile Maps and 3D Voxel Map generation
  • Submap Embedding - Seamlessly integrate smaller maps into larger maps
  • TileMap Queries - Easily query subsections of a TileMap for applying custom transforms
  • TileSet Support - Flexible TileSet mapping for assigning metadata to TileMap ids
  • Biomes - Create realastic Biomes with weighted distribution and Perlin Noise
  • Parametric L-Systems - Create generational enviroments using L-Systems with parameters
  • Realiable Randomness - Leverages Mersenne Twister for advanced predictable randomness
  • ASCII Masking - Built-in support for generating custom Roguelike game maps
  • Export Functionality - Easily export maps in various formats, including Tiled .tmj JSON

Installation

CDN Release 1.1.0 | Files | CDN | Size | |---------------|--------------------------------------------------|-----------| | labyrinthos.js | Link | 160kb | | labyrinthos.min.js| Link | 60kb |

NPM

npm install labyrinthos

Live Demo and Map Explorer

You can explore all Maze and Terrain generators in the browser with our live demo.

If you click "Explore 2D" or "Explore 3D" in the demo, the TileMap will open in an instance of Mantra.js.

LIVE DEMO LINK

https://yantra.gg/labyrinthos

https://github.com/yantra-core/Labyrinthos.js/assets/70011/1f01bcdd-53ca-4d11-9d1c-ed2ed2a65b9a

https://github.com/yantra-core/Labyrinthos.js/assets/70011/c8a5cf73-33d0-41ba-8227-22626265c01e

https://github.com/yantra-core/Labyrinthos.js/assets/70011/74660595-a93b-4e98-b5ce-b5ba63200a14

This demo can export generated maps to Tiled JSON format ( with default bundled TileSet assets ).

TileMap Data Formats

Labyrinthos map data is internally represented by arrays of integers.

2D Data

let map = new LABY.TileMap({
  width: 3,
  height: 3
});
map.fill(2)

The TileMap.data array will contain an array that looks like this:

[2, 2, 2, 2, 2, 2, 2, 2, 2]

Each integer value in TileMap.data array corresponds to a Tile.id.

3D Voxel Data

let map = new LABY.TileMap({
  width: 3,
  height: 3,
  depth: 3
});

map.fill(3);

For 3D Voxel Maps, TileMap.data is a nested array with first index representing depth values.

[
  [3, 3, 3, 3, 3, 3, 3, 3, 3],
  [3, 3, 3, 3, 3, 3, 3, 3, 3],
  [3, 3, 3, 3, 3, 3, 3, 3, 3]
]

Usage

Basic

From Yantra CDN Build

<script src="https://yantra.gg/labyrinthos.js"></script>
<script>
  document.addEventListener('DOMContentLoaded', (event) => {

    let map = new LABY.TileMap({
      width: 32,
      height: 32
    });

    map.fill(1); // fill entire map with 1

    labyrinthos.mazes.RecursiveBacktrack(map, {});
    console.log('RecursiveBacktrack', map);

    // output maze with ASCII mask
    console.log(map.mask());

  });
</script>

Use Submaps

Using labyrinthos npm package

Each TileMap has a TileMap.use() method which can be used to embed maps inside each other. The following example creates (4) quadrants:

import labyrinthos from 'labyrinthos';

// Main map - 8x8 = 64 tiles
const mainMap = new labyrinthos.TileMap({ width: 8, height: 8 });

// Sub maps - 4x4 = 16 tiles each
const subMap1 = new labyrinthos.TileMap({ width: 4, height: 4 });
const subMap2 = new labyrinthos.TileMap({ width: 4, height: 4 });
const subMap3 = new labyrinthos.TileMap({ width: 4, height: 4 });
const subMap4 = new labyrinthos.TileMap({ width: 4, height: 4 });

// Fill each submap with distinct values
subMap1.fill(1);
subMap2.fill(2);
subMap3.fill(3);
subMap4.fill(4);

// Position submaps in each quadrant of the main map
mainMap.use(subMap1, 0, 0); // Top-left quadrant
mainMap.use(subMap2, 4, 0); // Top-right quadrant
mainMap.use(subMap3, 0, 4); // Bottom-left quadrant
mainMap.use(subMap4, 4, 4); // Bottom-right quadrant

console.log('mainMap', mainMap);
console.log(mainMap.mask());

You can find more examples at: ./examples

TileMap Class

let myMap = new LABY.TileMap({
  x: 0,
  y: 0,
  width: 32,
  height: 32
})

This will generate a new TileMap instance with default data. From here we can run either a Maze or Terrain algorithm on the myMap object like:

LABY.mazes.RecursiveBacktrack(myMap);
// shows myMap data array
console.log(myMap.data);
// renders myMap with default ASCII chart
console.log(myMap.mask());

TileMap.query(query)

Queries subsections of the map and returns a new TileMap instance.

see: ./examples/tilemap-query.js;

TileMap.use(tileMap)

Embed Maps / Nest Map / Use submaps. This is useful for creating larger composite maps and re-using maps.

see: ./examples/sub-maps.js;

TileMap.mask(maskArray)

Apply custom mask to map data and view as ASCII text.

see: ./examples/roguelike-mask.js

TileMap.scaleToTileRange(tileRange)

The terrain generators will return a value from 0-1, this needs to be scaled to match a TileSet whole integer index value.

For example, calling tileMap.scaleToTileRange(10), will scale all the values to a range of 0-9 using whole integers.

TileMap.toTiledJSON()

Exports the TileMap to the Tiled data format.

Algorithms

Maze Generators

  • - Aldous-Broder Algorithm
  • - Binary Tree Algorithm
  • - Cellular Automata
  • - Eller's Algorithm
  • - Growing Tree Algorithm
  • - Recursive Backtracking
  • - Recursive Division
  • - Spiral Backtracking
  • - Thomas Hunter
    • Trémaux's Algorithm
    • Random Walk
    • Maze Growing Algorithm (Seeded Growth)
    • Voronoi Diagrams
    • Randomized Prim's Algorithm
    • Randomized Kruskal's Algorithm
    • Wilson's Algorithm
    • Hunt-and-Kill Algorithm
    • Sidewinder Algorithm
    • Fractal Recursive Maze

Terrain Generators

  • - Perlin Noise
  • - Fault Line Algorithm
    • Diamond-Square Algorithm
    • Simplex Noise
    • Voronoi Diagrams
    • Midpoint Displacement
    • Cellular Automata (for terrain erosion)
    • Hybrid Multi-fractal Terrain Generation
    • Particle Deposition
    • Value Noise

Shapes

  • - Circle
  • - Square
  • - Triangle
    • Hexagon

LSystem

  • - Basic
  • - Parameteric Rules using custom function(context)

Tests

npm test

Contributing

If you have any issues using Labyrinthos.js or wish to improve the Labyrinthos.js please feel free to Open An Issue or Open A Pull Request.

Labyrinthos.js intends to support a wide variety or generators. Let's do this!

Discord Invite:: https://discord.gg/QgNAZhG9nF

License

Yantra Works 2023 AGPL

1.1.2

3 months ago

1.1.1

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1.1.0

3 months ago

1.0.0

3 months ago