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worldmap-generator

v0.9.2

Published

Procedural 2D worldmap generator. It can generate maps defined at material structure that allow you to create different biomes.

Downloads

7

Readme

worldmap-generator

NPM version

Procedural 2D worldmap generator. It can generate maps defined at material structure that allow you to create different biomes.

Generated map with grass, forest, water, sand and mountains

alt example

Increased amount of water (ocean biome)

alt ocean

Increased amount of forests (forest biome)

alt forest

Increased amount of sand and with cactis (desert biome)

alt desert

Install

npm install --save worldmap-generator

Usage

You can find usage example at /examples/example.js.

Simple usage is:

var WorldmapGenerator = require('worldmap-generator');

// create world with some params
var world = new WorldmapGenerator({
    size: {
        width: 300,   // map width
        height: 300  // map height
    },
    tileTypes: [
        {
            name: 'grass',  // tile name
            connections: {'grass': 500, 'forest': 1, 'mountain': 1, 'sand': 1}  // connections to surrounding tiles with its frequencies
            // frequency is used for calculating probabillity of appearence next to this tile
        },
        {
            name: 'forest',
            connections: {'grass': 1, 'forest': 300}
        },
        {
            name: 'mountain',
            connections: {'grass': 1, 'mountain': 150}
        },
        {
            name: 'water',
            connections: {'water': 500, 'sand': 1}
        },
        {
            name: 'sand',
            connections: {'grass': 1, 'water': 1, 'sand': 50}
        }
    ]
});

world.generate();   // generate map

After executing world.generate() you can find your map at world.map.

params must contain size and tileTypes elements:

params.size (sizes of world to generate):

  • height
  • width

params.tileTypes (types and it's connections to each other):

  • name - tile type name (will written to map cells)
  • connections - connections to other tiles around

All connections must be defined with format where key is a tile type name and value is connection frequency (how often connection tile will be appeared next to this tile):

{'grass': 500, 'water': 0, 'forest': 1, 'mountain': 1, 'sand': 1}

In this example grass tile can be connected with high probability, forest/mountain/sand with low probability and water can't connect to this tile at all.

If connection type isn't set in connections object its frequency will be set as 0.

Biomes

You can find some biome examples at /examples/biomes folder.

  • desert.js
  • forest.js
  • ocean.js