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generator.js
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generator.js
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var sector = new Array();
var sectorWidth = 2000;
var sectorHeight = 2000;
var generatorActive = true;
var freezeGame = false;
function generateSector(x, y)
{
x = x*sectorWidth;
y = y*sectorHeight;
margin = 100;
tempObj = new Array();
tempObj[0] = hero;
function genCoordX(w)
{
return(x+margin+Math.random()*(sectorWidth-2*margin-w));
}
function genCoordY(h)
{
return(y+margin+Math.random()*(sectorHeight-2*margin-h));
}
function genCoord(a)
{
a.x = genCoordX(a.w);
a.y = genCoordY(a.d);
}
function genIsCollision(tx, ty, tw, th, ex)
{
for (igs2 = 0; igs2 < tempObj.length; igs2++)
{
if (tempObj[igs2].ex > ex) ex = tempObj[igs2].ex;
if (testCollision(tx, ty, tw, th, tempObj[igs2].x, tempObj[igs2].y, tempObj[igs2].w, tempObj[igs2].h, ex))
return true;
}
return false;
}
function genAddZone(tx, ty, tw, th, ex)
{
tempObj[tempObj.length] = new Object();
tempObj[tempObj.length-1].x = tx;
tempObj[tempObj.length-1].y = ty;
tempObj[tempObj.length-1].w = tw;
tempObj[tempObj.length-1].h = th;
tempObj[tempObj.length-1].ex = ex;
}
function genAddObject(a, ex)
{
if (!genIsCollision(a.x, a.y, a.w, a.d, ex))
{
genAddZone(a.x, a.y, a.w, a.d, ex);
addObject(a);
}
}
//Make sand
addTerrain(new Terrain(loadImage("sand.png"), 50, 50, x, y, sectorWidth, sectorHeight, "#f3bd00"));
//Some buildings
for (igs = 0; igs < Math.random()*2; igs++)
{
//Generate size
bw = Math.random()*600+200;
bh = Math.random()*600+200;
bx = genCoordX(bw);
by = genCoordY(bh);
//Generate walls
temp1 = createObject("wallh", bx+16, by);
temp1.w = bw-32;
temp2 = createObject("wallv", bx, by);
temp2.h = bh;
temp2.d = bh-96;
temp3 = createObject("wallv", bx+bw-16, by);
temp3.h = bh;
temp3.d = bh-96;
temp4 = createObject("wallh", bx+16, by+bh-128, bw/2-70);
temp4.w = bw/2-70;
temp5 = createObject("wallh", bx-16+bw/2+70, by+bh-128, bw/2-70);
temp5.w = bw/2-70;
if (!genIsCollision(bx, by, bw, bh, 100))
{
addTerrain(new Terrain(loadImage("floor.png"), bw, bh-96, bx, by, bw, bh-96, "#ebe6e6"));
terrain[terrain.length-1].position = 20;
genAddZone(bx, by, bw, bh, 100)
addObject(temp1);
addObject(temp2);
addObject(temp3);
addObject(temp4);
addObject(temp5);
}
}
//Rocks
for (igs = 0; igs < Math.random()*100; igs++)
{
temp = createObject("rock", 0, 0);
genCoord(temp);
genAddObject(temp, 40);
}
//Ponds
for (igs = 0; igs < Math.random()*10; igs++)
{
temp = createObject("pond", 0, 0);
genCoord(temp);
genAddObject(temp, 40);
}
//Palms
for (igs = 0; igs < Math.random()*330; igs++)
{
temp = createObject("palm", 0, 0);
genCoord(temp);
if (temp.nearest("pond") < 50) genAddObject(temp, 40);
}
//Dogs
if(Math.random() < 0.5)
{
temp = createObject("dog", 0, 0);
genCoord(temp);
genAddObject(temp, 40);
}
//Traveler
if(Math.random() < 0.5)
{
temp = createObject("traveler", 0, 0);
genCoord(temp);
genAddObject(temp, 40);
}
}
function getSectorX(x)
{
return(Math.floor(x/sectorWidth));
}
function getSectorY(y)
{
return(Math.floor(y/sectorHeight));
}
//Check if sector is generated
function checkSector(x, y)
{
if (!sector[x]) sector[x] = new Array();
if (!sector[x][y] && generatorActive)
{
generateSector(x, y);
sector[x][y] = true;
}
}
function checkVicinity(x, y, r)
{
for (ix = x-r; ix <= x+r; ix++)
{
for (iy = y-r; iy <= y+r; iy++)
{
checkSector(ix, iy);
}
}
}