Python script to generate simple "dungeon maps"
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Noëlle Anthony a3feab920a spacing 7 anni fa
README.md spacing 7 anni fa
procgen.py Creates the maps/ path if it doesn't exist 7 anni fa

README.md

Simple procedural generation of “dungeon maps”

Basic proof of concept for a “cellular automata” model. No real refinement at this point.

Initial work based on this tutorial.

It takes the following flags:

  • --width x: the width of the map. x must be a positive integer. See below.
  • --height x: the height of the map. x must be a positive integer. See below.
  • --seed x: the chance a given cell will be generated as “wall”. x must be an integer from 1-99.
  • --death x: if a wall cell has fewer than this many wall cells surrounding it, it becomes empty. x must be an integer from 1-8.
  • --birth x: if an empty cell has more than this many wall cells surrounding it, it becomes a wall. x must be an integer from 1-8.
  • --reps x: the number of smoothing passes to take on the map. x must be a positive integer. Large values can significantly extend runtime.
  • --out: save the result to an image in the maps/ directory instead of printing it to the screen.

A note on width and height

If you use --out, width and height are in pixels.

If you don’t, height is lines of text, and width is measured in chunks of two characters; “--width 40” will produce a map 80 characters wide. This is because each “wall” cell is represented by a double I character and each “empty” cell is represented by a double space; in the font the developer uses, this makes maps where width and height are the same roughly square.