Lunarovich's Recent Forum Activity

  • If you choose a DungeonDigger map generator type, you can input max/min values for room width & height as well as for corridor length. There is no direct way to control the number of rooms. However, choosing a map size and room dimensions will give you roughly what you want...

  • Thanks! I've just uploaded the near beta release. You can now loop through rooms and get room edges and center... Very useful for object placement...

  • fldr, you are welcome! As for the doors, the plugin will actually let you get an array of rooms and corridors, and door coordinates for rooms (junctions of rooms and corridors). Afterwards, it will be on the user to decide what he/she wants to do with the door locations.

    shinkan, I've just added a notice to the "Generate map action". Thanks for the suggestion. Thanks for the congrats ) go to me, the javascript logic behind the plugin is made available by the rot.js javascript library author...

    P.S. I've just added the improved version 0.5.0 of the plugin...

  • You're welcome! Currently adding configurable rooms and corridors...

  • You're welcome

    The plugin is functional / usable. I still have to add OnMapGenerated, OnPathComputed and OnFOVComputed triggers. Also, there are some neat options for customization of map generation: max/min room size, max/min corridor length, etc. Hope to add all of these in a few days...

    Afterwards, it's testing, testing and testing And finally making great Roguelikes in C2!

  • OK. Thank you.

    For now, I am just "blindly" copy-pasting the Dictionary functionality needed by my plugin It works...

  • Glad you like it Please test it if you can and send comments and eventual feature requests: rot.js is a feature packed library. I'll implement those features not covered by C2 first.

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  • For all Roguelike fans, here is an early work in progress version C2 interface to an excellent rot.js javascript roguelike library.

    "Generate map" action generates the map data and stores it in the plugin internal dictionary (the plugin is based on the Dictionary plugin): the key represents map coordinates and is of the format "x,y" (e.g. "12,34"); the value is a text character - "." for floors/passable tiles and "#" for walls/solids.

    Plugin can compute a discrete (map cell based) FOV (Field of vision) from a given map coordinate:

    Plugin can compute a discrete (map cell based) path (Dijkstra algorithm) from a given map coordinate to a given map coordinate:

    Configurable room width & height and corridor length:

    Loop through all rooms and access room edges and center (useful for a map object placement):

    Added door hooks. You can get X & Y coords foor each room's door...

  • Thanks Do you know where I can read more on pushCopySol(), popSol() and solModifiers?

  • Hello! Could someone be so kind to explain me this piece of code from Dictionary plugin or point me to the place where I can read more about it...

    	Cnds.prototype.ForEachKey = function ()
    	{
    		var current_event = this.runtime.getCurrentEventStack().current_event;
    	
    		for (var p in this.dictionary)
    		{
    			if (this.dictionary.hasOwnProperty(p))
    			{
    				this.cur_key = p;
    				this.runtime.pushCopySol(current_event.solModifiers);
    				current_event.retrigger();
    				this.runtime.popSol(current_event.solModifiers);
    			}
    		}
    
    		this.cur_key = "";
    		return false;
    	};
    [/code:yyh3hc1z]
    
    Thanks!
  • Thank you for your response. I should have supposed that there is a good reason behind the absence of a straightforward way to access other plugins' ACEs. I think that everyone, including me in the first place, would appreciate very much a manual page or a blog post on plugin development best practices.

    While we are at it, I just wanted to share with you a few bumps i ran into while I was reading the SDK manual. For example, the Runtime reference explains how to access the runtime. However, I had to figure out on my own how to access layouts, layers, types and instances. Maybe a small adition to the first paragraph of the corresponding pages would facilitate the access.

    Be that as it may, I am thankful for this wonderful piece of software. Less frustration, more fun, elegant solutions

  • Hey, troublesum, thanks for the great explanation!

    I already quite figured it out on my own (thanks to your help from the previous post), but I appriciate always a clear and systematic explanation. Stays here for the benefit of the C2 mankind Plus, I think it should be in the official manual. It would have saved my time, anyway...

    The only critique goes to the sequence of your emails... The last one should have been the firt one

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Lunarovich

Member since 6 Mar, 2014

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