Created
September 26, 2010 18:26
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package | |
{ | |
import net.flashpunk.*; | |
import net.flashpunk.graphics.*; | |
import flash.geom.*; | |
public class Level extends Entity | |
{ | |
[Embed(source = 'assets/bwtiles.png')] private const TILEIMAGE:Class; | |
public function Level() | |
{ | |
var myTiles:Tilemap = new Tilemap(TILEIMAGE,1040,1040,16,16); | |
x = 0; | |
y = 0; | |
myTiles.setRegion(0,0,64,64,2); | |
graphic = myTiles; | |
var roomtype:uint; | |
var rotateby:uint; | |
var roomx:uint; | |
var roomy:uint; | |
var rooms:uint = 0; | |
var maxrooms:uint = 100; | |
//spam tetraminos | |
while(rooms < maxrooms) | |
{ | |
//pick a tetramino | |
roomtype = FP.rand(7); | |
roomx = FP.rand(8); | |
roomy = FP.rand(8); | |
roomtype = 0; | |
switch(roomtype) | |
{ | |
//I | |
case 0: | |
if(FP.rand(2) == 0) | |
{ | |
myTiles.setRegion(roomx*8,roomy*8,33,9,0); | |
myTiles.setRegion(roomx*8+1,roomy*8+1,31,7,1); | |
} | |
else | |
{ | |
} | |
break; | |
//L | |
case 1: | |
break; | |
//J | |
case 2: | |
break; | |
//T | |
case 3: | |
break; | |
//S | |
case 4: | |
break; | |
//Z | |
case 5: | |
break; | |
//O | |
case 6: | |
break; | |
} | |
rooms++ | |
} | |
//this is how it's going to go down: | |
//pick a tetramino. rotate it randomly. pick a location on the map, stick it there. | |
//repeat a bunch | |
//draw surrounding walls | |
//place special rooms | |
//spam doorways (place doors at this time) | |
//pick a random spot for the entrance, flag eveything as connected | |
//make sure enough spots are flagged, otherwise repeat from the top? | |
//pick a random spot, check if it's flagged, place the entrance | |
} | |
} | |
} |
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