Generate procedural maps for games. Try it in the browser using WebAssembly.
This library consists of different map filters which can be combined to create custom map generator.
- Area exit point
- Area starting point
- BSP Interior
- BSP Rooms
- Cellular automata
- Cull unreachable areas
- Diffusion-Limited Aggregation (DLA)
- Drunkard's walk
- Maze
- Noise generator
- Prefabs
- Room corridors nearest
- Simple rooms
- Voronoi hive
- Wave Function Collapse
Add dependency to your project
mapgen = "0.5"
Generate room based map
use rand::prelude::*;
use mapgen::{
poi::{AreaStartingPosition, DistantExit, XStart, YStart},
rooms::BspInterior};
fn main() {
let mut rng = StdRng::seed_from_u64(907647352);
let bsp = BspInterior::default();
let map = bsp.generate_rooms(20, 10, &mut rng);
let starting_point = AreaStartingPosition::find(XStart::LEFT, YStart::TOP, &map.walkable_layer);
let exit_point = DistantExit::find(&starting_point, &map.walkable_layer);
println!("{:}", &map);
println!("Start: {:?}, exit: {:?}", starting_point, exit_point);
}
Using single dungeon generators:
use mapgen::dungeon::{CellularAutomata, NoiseGenerator};
use mapgen::{poi::*, MapBuilder};
fn main() {
let map = MapBuilder::new(20, 20)
.with(NoiseGenerator::uniform())
.with(CellularAutomata::new())
.build();
let starting_point = AreaStartingPosition::find(XStart::CENTER, YStart::CENTER, &map.walkable_layer);
let walkables = CullUnreachable::remove_walkable_tiles(&starting_point, &map.walkable_layer);
println!("{:}", &walkables);
}
For more information check the doc
This library is based on the code from the Roguelike tutorial. I highly recommend it for learning how to write Roguelike in Rust.
Licensed under either of
at your option.
Contributions
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.