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Dungeoneer

Procedurally generate beautiful 2d dungeons for your game.
https://lucianbuzzo.github.io/dungeoneer



This module is a tool for generating random dungeons as a two-dimensional array. It is largely based on the excellent work of Bob Nystrom and his game Hauberk, which you can read about here.

A demo of this module can be seen here https://lucianbuzzo.github.io/dungeoneer/

Installation

Install dungeoneer by running:

$ npm install --save dungeoneer

Usage

const dungeoneer = require('dungeoneer')

const dungeon = dungeoneer.build({
  width: 21,
  height: 21
})

The build method accepts width and height options that define the size of the dungeon and will return a dungeon object. The smallest possible size for a dungeon is 5 x 5. Dungeons are always an odd size due to the way walls and floors are generated. If you supply even-sized dimensions, they will be rounded up to the nearest odd number. The shape of the dungeon object is defined below:

type Tile = {
  // An object containing the tiles immediately surrounding this tile.
  neighbours: {
    n?: Tile;
    ne?: Tile;
    e?: Tile;
    se?: Tile;
    s?: Tile;
    sw?: Tile;
    w?: Tile;
    nw?: Tile;
  };
  x: number;
  y: number;

  // 'floor' and 'door' are passable terrain and a wall is impassable terrain.
  type: 'wall' | 'floor' | 'door';
}

type Room = {
  height: number;
  width: number;
  x: number;
  y: number;
}

type BuildConstraints = {
  minRooms?: number;
  maxRooms?: number;
  minRoomSize?: number;
  maxRoomSize?: number;
  maxDeadEnds?: number;
}

type Dungeon = {
  rooms: Room[];
  tiles: Array<Tile[]>;
  seed: string | number;
  toJS(): {
    rooms: Room[];
    tiles: Array<Pick<Tile, 'x' | 'y' | 'type'>[]>;
    seed: string | number;
  };
}

Constraints

You can optionally pass a constraints object to influence generation output.

const dungeon = dungeoneer.build({
  width: 41,
  height: 41,
  seed: 'my-seed',
  constraints: {
    minRooms: 3,
    maxRooms: 7,
    minRoomSize: 5,
    maxRoomSize: 11,
    maxDeadEnds: 8
  }
})

Constraint reference

  • minRooms (integer, >= 1): minimum number of generated rooms.
  • maxRooms (integer, >= 1): maximum number of generated rooms.
  • minRoomSize (integer, >= 1): lower room size bound.
  • maxRoomSize (integer, >= 1): upper room size bound.
  • maxDeadEnds (integer, >= 0): maximum number of corridor dead ends to keep after pruning.

Notes and caveats

  • Room dimensions are always odd-sized internally to align with maze carving.
  • If minRoomSize / maxRoomSize are even, they are normalized to odd bounds.
  • If room targets are infeasible (for example too many rooms for a tiny stage), build() throws a DungeoneerError.
  • If constraints are omitted, generation behavior remains unchanged from legacy defaults.
  • maxDeadEnds: 0 is equivalent to default full dead-end removal.

Seeding

A dungeon can be seeded using the seed option. A dungeon created with a seed and the same options can be repeatably created. Dungeons always return the seed they were created with.

const dungeoneer = require('dungeoneer')

const dungeon = dungeoneer.build({
  width: 21,
  height: 21,
  seed: 'foobarbaz'
})

License

The project is licensed under the MIT license.

The icon at the top of this file is provided by svgrepo.com and is licensed under Creative Commons BY 4.0.

Contributing

This project uses Release Please for automated versioning and changelog generation.

Use Conventional Commits where possible (for example feat:, fix:, docs:). To signal a breaking change, use either:

  • a ! after the type/scope, e.g. feat!: ...
  • or a BREAKING CHANGE: footer in the commit body

Releases are automatically created from changes merged into master.

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