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-rw-r--r--html/broughlike/index.html105
1 files changed, 35 insertions, 70 deletions
diff --git a/html/broughlike/index.html b/html/broughlike/index.html
index 2a768f5..e0028a0 100644
--- a/html/broughlike/index.html
+++ b/html/broughlike/index.html
@@ -285,86 +285,51 @@
             walls = [];
             const MIN_ROOM_SIZE = 2;
 
-            class Node {
-                constructor(x, y, width, height) {
-                    this.x = x;
-                    this.y = y;
-                    this.width = width;
-                    this.height = height;
-                    this.left = null;
-                    this.right = null;
-                    this.room = null;
-                }
-
-                split() {
-                    if (this.left || this.right) return false;
-
-                    const splitHorizontally = Math.random() > 0.5;
-                    const max = (splitHorizontally ? this.height : this.width) - MIN_ROOM_SIZE;
-
-                    if (max <= MIN_ROOM_SIZE) return false;
-
-                    const split = Math.floor(Math.random() * (max - MIN_ROOM_SIZE)) + MIN_ROOM_SIZE;
+            function splitNode(x, y, width, height) {
+                const splitHorizontally = Math.random() > 0.5;
+                const max = (splitHorizontally ? height : width) - MIN_ROOM_SIZE;
 
-                    if (splitHorizontally) {
-                        this.left = new Node(this.x, this.y, this.width, split);
-                        this.right = new Node(this.x, this.y + split, this.width, this.height - split);
-                    } else {
-                        this.left = new Node(this.x, this.y, split, this.height);
-                        this.right = new Node(this.x + split, this.y, this.width - split, this.height);
-                    }
+                if (max <= MIN_ROOM_SIZE) return [{ x, y, width, height }];
 
-                    return true;
-                }
+                const split = Math.floor(Math.random() * (max - MIN_ROOM_SIZE)) + MIN_ROOM_SIZE;
 
-                createRooms() {
-                    if (this.left || this.right) {
-                        // If the node has children, recursively create rooms in the children
-                        if (this.left) this.left.createRooms();
-                        if (this.right) this.right.createRooms();
-                    } else {
-                        // If the node has no children, create a room within the node
-                        const roomWidth = Math.floor(Math.random() * (this.width - 1)) + 1;            // Random room width
-                        const roomHeight = Math.floor(Math.random() * (this.height - 1)) + 1;          // Random room height
-                        const roomX = this.x + Math.floor(Math.random() * (this.width - roomWidth));   // Random x position inside of node
-                        const roomY = this.y + Math.floor(Math.random() * (this.height - roomHeight)); // Random y position inside of node
-                        this.room = { x: roomX, y: roomY, width: roomWidth, height: roomHeight };      // Assign the room to the node
-                    }
+                if (splitHorizontally) {
+                    return [
+                        ...splitNode(x, y, width, split),
+                        ...splitNode(x, y + split, width, height - split)
+                    ];
+                } else {
+                    return [
+                        ...splitNode(x, y, split, height),
+                        ...splitNode(x + split, y, width - split, height)
+                    ];
                 }
             }
 
-            const root = new Node(0, 0, GRID_SIZE, GRID_SIZE);
-            const nodes = [root];
-
-            while (nodes.length) {
-                const node = nodes.pop();
-                if (node.split()) {
-                    nodes.push(node.left, node.right);
-                }
+            function createRoom(node) {
+                const roomWidth = Math.floor(Math.random() * (node.width - 1)) + 1;
+                const roomHeight = Math.floor(Math.random() * (node.height - 1)) + 1;
+                const roomX = node.x + Math.floor(Math.random() * (node.width - roomWidth));
+                const roomY = node.y + Math.floor(Math.random() * (node.height - roomHeight));
+                return { x: roomX, y: roomY, width: roomWidth, height: roomHeight };
             }
 
-            root.createRooms();
-
-            function traverse(node) {
-                if (node.room) {
-                    for (let x = node.room.x; x < node.room.x + node.room.width; x++) {
-                        for (let y = node.room.y; y < node.room.y + node.room.height; y++) {
-                            if (
-                                (x !== player.x || y !== player.y) &&
-                                (x !== exit.x || y !== exit.y) &&
-                                !enemies.some(enemy => enemy.x === x && enemy.y === y) &&
-                                !items.some(item => item.x === x && item.y === y)
-                            ) {
-                                walls.push({ x, y });
-                            }
-                        }
+            const nodes = splitNode(0, 0, GRID_SIZE, GRID_SIZE);
+            const rooms = nodes.map(createRoom);
+
+            rooms.forEach(room => {
+            for (let x = room.x; x < room.x + room.width; x++) {
+                for (let y = room.y; y < room.y + room.height; y++) {
+                    if (
+                        (x !== player.x || y !== player.y) &&
+                        (x !== exit.x || y !== exit.y) &&
+                        !enemies.some(enemy => enemy.x === x && enemy.y === y) &&
+                        !items.some(item => item.x === x && item.y === y)
+                    ) {
+                        walls.push({ x, y });
                     }
                 }
-                if (node.left) traverse(node.left);
-                if (node.right) traverse(node.right);
-            }
-
-            traverse(root);
+            }});
 
             if (!isPassable()) {
                 generateWallsRSP();