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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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