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gmdungeon

Dungeon-template creating asset for GameMaker: Studio 1.4 and GameMaker Studio 2 (pre 2.3)

<!> This version is no longer supported by newest versions of GameMaker Studio due to syntax update <!>

Dungeon example animated

Usage

Basic dungeon

Create event:

var setup = dungeon_create(); // Basic dungeon's settings
dungeon = dungeon_generate(setup);

Draw event:

dungeon_draw(dungeon, 0, 0);

Dungeon basic example

Dungeon with rooms

Create event:

var setup = dungeon_create();
// Basically it's an array with parameters for dungeon generator
// Parameters can be changed with dungeon_set_* functions

var list = dungeon_create_rooms_list();
dungeon_add_room(list, dungeon_room(3, 3, BOSS_ROOM), 1);
dungeon_add_room(list, dungeon_room(3, 2, SHOP_ROOM), 1);

// And now apply list
dungeon_set_rooms_list(setup, list);

dungeon = dungeon_generate(setup);

Draw event:

dungeon_draw(dungeon, 0, 0);

Dungeon with rooms advanced example

Wide corridors

We will use code from previous example and add dungeon_set_* functions

Create event:

var setup = dungeon_create();

var list = dungeon_create_rooms_list();
dungeon_add_room(list, dungeon_room(3, 3, BOSS_ROOM), 1);
dungeon_add_room(list, dungeon_room(3, 2, SHOP_ROOM), 1);

// Set the chance of connecting cells with hallways to 100%
dungeon_set_hallway_chance(setup, 100);

// Everything else is the same
dungeon_set_rooms_list(setup, list);

dungeon = dungeon_generate(setup);

Draw event:

dungeon_draw(dungeon, 0, 0);

Dungeon with wide corridors advanced example

Cut dead ends

Create event:

var setup = dungeon_create();

var list = dungeon_create_rooms_list();
dungeon_add_room(list, dungeon_room(3, 3, BOSS_ROOM), 1);
dungeon_add_room(list, dungeon_room(3, 2, SHOP_ROOM), 1);

// This function will tell generator to cut 3 cells from every dead end.
// Empty cells will be filled with from 1 up to 3 treasure rooms by default.
// To change this range use dungeon_set_tresure_rooms function.
dungeon_set_deadend_cut_length(setup, 3);

dungeon_set_rooms_list(setup, list);

dungeon = dungeon_generate(setup);

Draw event:

dungeon_draw(dungeon, 0, 0);

Dungeon with wide corridors advanced example

Using masks

Create new sprite sMask to say, 9x9 pixels, and draw a white heart on black (or transparent) background. Every white pixel indicates available cell's position to generate to. Any other pixel's color will indicate inaccessible cell.

Create event:

var setup = dungeon_create();

var list = dungeon_create_rooms_list();
dungeon_add_room(list, dungeon_room(3, 3, BOSS_ROOM), 1);
dungeon_add_room(list, dungeon_room(4, 2, SHOP_ROOM), 1);

dungeon_set_hallway_chance(setup, 100);
dungeon_set_rooms_list(setup, list);

// Change dungeon size to 9x9 cells
dungeon_set_size(setup, 9, 9);

// And apply mask
dungeon_set_mask(setup, sMask, 0);

dungeon = dungeon_generate(setup);

Draw event:

dungeon_draw(dungeon, 0, 0);

Dungeon with heart advanced example

Thank you for checking out this asset!

Requirements

  • GameMaker: Studio 1.4 or GameMaker Studio 2 (pre 2.3)

Installation

For GameMaker: Studio 1.4

Drag all scripts from src/scripts folder into your open game maker project, add sDungeonCells_strip19.png and sDungeonRooms_strip13.png files as a sprite strips, name them sDungeonCells and sDungeonRooms. Delete dungeon_macros.gml script and then import constants.txt as macros.

For GameMaker Studio 2 (below 2.3)

Drag all scripts from src/scripts folder into your open game maker project, add sDungeonCells_strip19.png and sDungeonRooms_strip13.png files as a sprite strips, name them sDungeonCells and sDungeonRooms.

Generated dungeon-template can be used to build full-sized dungeon (see docs in every script).

License

gmdungeon is available under the MIT License. You may freely adapt and use this asset in commercial and non-commercial projects.