create-asciitorium 0.1.26 → 0.1.27
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/README.md
CHANGED
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@@ -53,6 +53,18 @@ List available FIGlet fonts:
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npm run figlet:fonts
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```
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Generate ASCII maze files (placed in public/art/mazes):
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```bash
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node scripts/maze-builder.js <width> <height> <filename> [--smooth]
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# Examples:
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node scripts/maze-builder.js 10 10 dungeon-level-1.txt
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node scripts/maze-builder.js 15 20 castle-maze.txt --smooth
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```
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The `--smooth` flag uses Unicode box drawing characters for improved visual appearance.
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## Generated Project Structure
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A typical generated project will look like:
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@@ -60,8 +72,12 @@ A typical generated project will look like:
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```
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my-asciitorium-app/
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├── public/
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-
│ ├── art/
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│ ├── art/
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│ │ └── mazes/ # Generated maze files
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│ └── fonts/ # Custom fonts
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├── scripts/
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│ ├── gen-figlet-art.js # FIGlet art generator
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│ └── maze-builder.js # ASCII maze generator
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├── src/
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│ ├── main.tsx # Main application entry
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│ └── vite-env.d.ts # TypeScript definitions
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@@ -0,0 +1,294 @@
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import fs from 'fs/promises'
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import process from 'process'
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import path from 'path'
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function parseArgs() {
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const args = process.argv.slice(2)
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// Check for flags
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let smooth = false
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let filteredArgs = []
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for (let i = 0; i < args.length; i++) {
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if (args[i] === '--smooth' || args[i] === '--unicode') {
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smooth = true
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} else {
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filteredArgs.push(args[i])
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}
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}
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if (filteredArgs.length !== 3) {
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console.error('Usage: node maze-builder.js <width> <height> <filename> [--smooth]')
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console.error('Example: node maze-builder.js 10 10 dungeon-level-1.txt --smooth')
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console.error('Mazes will be saved to public/art/mazes/ directory')
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console.error('Use --smooth flag to enable Unicode box drawing characters')
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process.exit(1)
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}
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const width = parseInt(filteredArgs[0])
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const height = parseInt(filteredArgs[1])
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const filename = filteredArgs[2]
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if (isNaN(width) || width <= 0) {
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console.error('Width must be a positive integer')
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process.exit(1)
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}
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if (isNaN(height) || height <= 0) {
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console.error('Height must be a positive integer')
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process.exit(1)
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}
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// Construct the full path to the mazes directory
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const mazesDir = path.join(process.cwd(), '../public/art/mazes')
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const fullPath = path.join(mazesDir, filename)
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return { width, height, filename: fullPath, mazesDir, smooth }
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}
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class MazeBuilder {
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// Maze is a 2D array of chars.
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// example 10x10 grid = [
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// 0123456789012345678
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// 0'+-0-+---+---+---+---+',
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// 1'0 1 2 3 4 5 6 7 8 9 |',
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// 2'+-2-+---+---+---+---+',
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// 3'| 3 | | |',
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// 4'+-4-+ + + + +',
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// 5'| 5 | | | |',
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// 6'+-6-+ +---+ + +',
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// 7'| 7 | | | |',
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// 8'+-8-+ + +---+ +',
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// 9'| 9 | | |',
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// '+---+---+---+---+---+',
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// ]
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// is actually a 11x19 2d array
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// conversion: y = y, x = x*2
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// only place items and creatures on odd values of y and x
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constructor(width, height, fileName, mazesDir, smooth = false) {
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this.fileName = fileName
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this.mazesDir = mazesDir
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this.width = width
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this.height = height
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this.smooth = smooth
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this.map = []
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}
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async build() {
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console.log(`--- building maze (${this.width}x${this.height}) ---`)
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try {
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this.map = this.createMaze()
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console.log(' - created base maze')
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// Add rooms
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this.addRooms()
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console.log(' - added rooms')
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// Smooth the maze with Unicode box drawing characters (if requested)
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if (this.smooth) {
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this.mapUpdate(this.map)
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console.log(' - smoothed maze appearance with Unicode characters')
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}
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// Save the maze to text file
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await this.saveToText()
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console.log('--- maze build complete ---')
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} catch (error) {
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console.error(`Error building maze: ${error.message}`)
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console.error(error)
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}
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}
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async saveToText() {
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try {
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// Ensure the mazes directory exists
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await fs.mkdir(this.mazesDir, { recursive: true })
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// Join the map array with newlines to create plain text
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const textOutput = this.map.join('\n')
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await fs.writeFile(this.fileName, textOutput, 'utf-8')
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console.log(` - successfully wrote maze data to ${this.fileName}`)
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} catch (error) {
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console.error(`Error writing text to file: ${error.message}`)
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}
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}
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xOffset(x) {
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return x * 4 + 2
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}
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yOffset(y) {
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return y * 2 + 1
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}
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// Doors are placed at all dead ends with openings to the north and south.
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addRooms() {
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for (let y = 0; y < this.height; y++) {
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const yPos = this.yOffset(y)
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for (let x = 0; x < this.width; x++) {
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const xPos = this.xOffset(x)
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this.replaceSpacesWithDoors(xPos, yPos)
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}
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}
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}
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// identify dead ends to the north or south.
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// If there is a dead end to the north or south, then specify the x and y position of the opening.
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replaceSpacesWithDoors(xPos, yPos) {
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if (this.map[yPos][xPos] != ' ') return
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const wallDirections = []
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if (this.map[yPos][xPos - 2] != ' ' && this.map[yPos][xPos - 2] != 'o') wallDirections.push('west')
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if (this.map[yPos][xPos + 2] != ' ' && this.map[yPos][xPos + 2] != 'o') wallDirections.push('east')
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if (this.map[yPos - 1][xPos] != ' ' && this.map[yPos - 1][xPos] != 'o') wallDirections.push('north')
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if (this.map[yPos + 1][xPos] != ' ' && this.map[yPos + 1][xPos] != 'o') wallDirections.push('south')
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if (wallDirections.length == 3) {
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if (wallDirections.includes('north') && !wallDirections.includes('south')) {
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this.map[yPos + 1] = this.replaceAt(this.map[yPos + 1], xPos - 1, '-')
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this.map[yPos + 1] = this.replaceAt(this.map[yPos + 1], xPos, 'o')
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this.map[yPos + 1] = this.replaceAt(this.map[yPos + 1], xPos + 1, '-')
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} else if (!wallDirections.includes('north') && wallDirections.includes('south')) {
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this.map[yPos - 1] = this.replaceAt(this.map[yPos - 1], xPos - 1, '-')
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this.map[yPos - 1] = this.replaceAt(this.map[yPos - 1], xPos, 'o')
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this.map[yPos - 1] = this.replaceAt(this.map[yPos - 1], xPos + 1, '-')
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}
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}
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}
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replaceAt(string, index, replacement) {
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return string.substr(0, index) + replacement + string.substr(index + replacement.length)
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}
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mapUpdate(map) {
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const copy = [...map]
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for (let y = 0; y < copy.length; y++) {
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for (let x = 0; x < copy[y].length; x++) {
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if (copy[y][x] === '-') copy[y] = copy[y].substring(0, x) + '─' + copy[y].substring(x + 1)
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if (copy[y][x] === '|') copy[y] = copy[y].substring(0, x) + '│' + copy[y].substring(x + 1)
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if (copy[y][x] === '+') {
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let north = y > 0 && copy[y - 1][x] !== ' '
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let south = y < copy.length - 1 && copy[y + 1][x] !== ' '
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let west = x > 0 && copy[y][x - 1] !== ' '
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let east = x < copy[y].length - 1 && copy[y][x + 1] !== ' '
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if (north && south && west && east) copy[y] = copy[y].substring(0, x) + '┼' + copy[y].substring(x + 1)
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else if (north && south && west) copy[y] = copy[y].substring(0, x) + '┤' + copy[y].substring(x + 1)
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else if (north && south && east) copy[y] = copy[y].substring(0, x) + '├' + copy[y].substring(x + 1)
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else if (north && east && west) copy[y] = copy[y].substring(0, x) + '┴' + copy[y].substring(x + 1)
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else if (south && east && west) copy[y] = copy[y].substring(0, x) + '┬' + copy[y].substring(x + 1)
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else if (north && south) copy[y] = copy[y].substring(0, x) + '│' + copy[y].substring(x + 1)
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else if (west && east) copy[y] = copy[y].substring(0, x) + '─' + copy[y].substring(x + 1)
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else if (north && east) copy[y] = copy[y].substring(0, x) + '╰' + copy[y].substring(x + 1)
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else if (north && west) copy[y] = copy[y].substring(0, x) + '╯' + copy[y].substring(x + 1)
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else if (south && east) copy[y] = copy[y].substring(0, x) + '╭' + copy[y].substring(x + 1)
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else if (south && west) copy[y] = copy[y].substring(0, x) + '╮' + copy[y].substring(x + 1)
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else if (east) copy[y] = copy[y].substring(0, x) + '╶' + copy[y].substring(x + 1)
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else if (west) copy[y] = copy[y].substring(0, x) + '╴' + copy[y].substring(x + 1)
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else if (north) copy[y] = copy[y].substring(0, x) + '╵' + copy[y].substring(x + 1)
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else if (south) copy[y] = copy[y].substring(0, x) + '╷' + copy[y].substring(x + 1)
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}
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}
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}
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this.map = copy
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}
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createMaze() {
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// Establish variables and starting grid
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const totalCells = this.height * this.width
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const unvisited = [] // cells that are unvisited.
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const maze = []
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for (let y = 0; y < this.height; y++) {
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unvisited[y] = []
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maze[y * 2] = ''
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maze[y * 2 + 1] = ''
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for (let x = 0; x < this.width; x++) {
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maze[y * 2] += '+---'
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maze[y * 2 + 1] += '| '
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unvisited[y][x] = true
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}
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maze[y * 2] += '+'
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maze[y * 2 + 1] += '|'
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}
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maze[this.height * 2] = ''
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for (let x = 0; x < this.width; x++) {
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maze[this.height * 2] += '+---'
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}
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maze[this.height * 2] += '+'
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// Set a random position to start from
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let current = [Math.floor(Math.random() * this.height), Math.floor(Math.random() * this.width)]
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const path = [current]
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unvisited[current[0]][current[1]] = false
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let visited = 1
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// // Loop through all available cell positions (given walls take up half the cells, we divide the total by two)
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while (visited < totalCells) {
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// Determine neighboring cells (0,1) and pathways to them (2,3)
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const south = [current[0] - 1, current[1], 'north']
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const north = [current[0] + 1, current[1], 'south']
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const east = [current[0], current[1] - 1, 'west']
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const west = [current[0], current[1] + 1, 'east']
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const possibleNeighbors = [south, north, east, west]
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const neighbors = []
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// Determine if each neighboring cell is in game grid, and whether it has already been checked
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for (let i = 0; i < possibleNeighbors.length; i++) {
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if (
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possibleNeighbors[i][0] > -1 &&
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possibleNeighbors[i][0] < this.height &&
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possibleNeighbors[i][1] > -1 &&
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possibleNeighbors[i][1] < this.width &&
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unvisited[possibleNeighbors[i][0]][possibleNeighbors[i][1]] == true
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) {
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neighbors.push(possibleNeighbors[i])
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}
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}
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// If at least one active neighboring cell has been found
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if (neighbors.length > 0) {
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// Choose one of the neighbors at random
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const next = neighbors[Math.floor(Math.random() * neighbors.length)]
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// Remove the wall between the current cell and the chosen neighboring cell in the maze view.
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// split maze
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let xBorderToRemove = 0
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let yBorderToRemove = 0
|
|
257
|
+
if (next[2] == 'south') {
|
|
258
|
+
yBorderToRemove = this.yOffset(next[0]) - 1
|
|
259
|
+
xBorderToRemove = this.xOffset(next[1])
|
|
260
|
+
maze[yBorderToRemove] = this.replaceAt(maze[yBorderToRemove], xBorderToRemove - 1, ' ')
|
|
261
|
+
maze[yBorderToRemove] = this.replaceAt(maze[yBorderToRemove], xBorderToRemove + 1, ' ')
|
|
262
|
+
} else if (next[2] == 'north') {
|
|
263
|
+
yBorderToRemove = this.yOffset(next[0]) + 1
|
|
264
|
+
xBorderToRemove = this.xOffset(next[1])
|
|
265
|
+
maze[yBorderToRemove] = this.replaceAt(maze[yBorderToRemove], xBorderToRemove - 1, ' ')
|
|
266
|
+
maze[yBorderToRemove] = this.replaceAt(maze[yBorderToRemove], xBorderToRemove + 1, ' ')
|
|
267
|
+
} else if (next[2] == 'east') {
|
|
268
|
+
yBorderToRemove = this.yOffset(next[0])
|
|
269
|
+
xBorderToRemove = this.xOffset(next[1]) - 2
|
|
270
|
+
} else if (next[2] == 'west') {
|
|
271
|
+
yBorderToRemove = this.yOffset(next[0])
|
|
272
|
+
xBorderToRemove = this.xOffset(next[1]) + 2
|
|
273
|
+
}
|
|
274
|
+
|
|
275
|
+
maze[yBorderToRemove] = this.replaceAt(maze[yBorderToRemove], xBorderToRemove, ' ')
|
|
276
|
+
|
|
277
|
+
// Mark the neighbor as visited, and set it as the current cell
|
|
278
|
+
current = next
|
|
279
|
+
unvisited[current[0]][current[1]] = false
|
|
280
|
+
visited++
|
|
281
|
+
path.push(current)
|
|
282
|
+
}
|
|
283
|
+
// Otherwise go back up a step and keep going
|
|
284
|
+
else {
|
|
285
|
+
current = path.pop()
|
|
286
|
+
}
|
|
287
|
+
}
|
|
288
|
+
return maze
|
|
289
|
+
}
|
|
290
|
+
}
|
|
291
|
+
|
|
292
|
+
const { width, height, filename, mazesDir, smooth } = parseArgs()
|
|
293
|
+
const builder = new MazeBuilder(width, height, filename, mazesDir, smooth)
|
|
294
|
+
builder.build()
|
|
@@ -11,14 +11,12 @@ import {
|
|
|
11
11
|
import {
|
|
12
12
|
ButtonExample,
|
|
13
13
|
CelticBorderExample,
|
|
14
|
-
SelectExample,
|
|
15
14
|
MultiSelectExample,
|
|
16
15
|
RelativeSizingExample,
|
|
17
|
-
TextInputExample,
|
|
18
16
|
TabsExample,
|
|
19
|
-
TextExample,
|
|
20
17
|
AsciiArtExample,
|
|
21
18
|
SlidersExample,
|
|
19
|
+
FormExample,
|
|
22
20
|
AsciiMazeExample,
|
|
23
21
|
} from 'asciitorium/examples';
|
|
24
22
|
|
|
@@ -37,13 +35,11 @@ const componentList = [
|
|
|
37
35
|
'AsciiMaze',
|
|
38
36
|
'Button',
|
|
39
37
|
'CelticBorder',
|
|
38
|
+
'Form',
|
|
40
39
|
'MultiSelect',
|
|
41
40
|
'RelativeSizing',
|
|
42
|
-
'Select',
|
|
43
41
|
'Sliders',
|
|
44
42
|
'Tabs',
|
|
45
|
-
'Text',
|
|
46
|
-
'TextInput',
|
|
47
43
|
];
|
|
48
44
|
|
|
49
45
|
// Component mapping for dynamic content
|
|
@@ -54,11 +50,9 @@ const examples = {
|
|
|
54
50
|
CelticBorder: CelticBorderExample,
|
|
55
51
|
MultiSelect: MultiSelectExample,
|
|
56
52
|
RelativeSizing: RelativeSizingExample,
|
|
57
|
-
Select: SelectExample,
|
|
58
53
|
Sliders: SlidersExample,
|
|
54
|
+
Form: FormExample,
|
|
59
55
|
Tabs: TabsExample,
|
|
60
|
-
Text: TextExample,
|
|
61
|
-
TextInput: TextInputExample,
|
|
62
56
|
};
|
|
63
57
|
|
|
64
58
|
const app = (
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "create-asciitorium",
|
|
3
|
-
"version": "0.1.
|
|
3
|
+
"version": "0.1.27",
|
|
4
4
|
"private": false,
|
|
5
5
|
"description": "Scaffold a Vite + TypeScript project prewired for asciitorium (web + cli).",
|
|
6
6
|
"bin": {
|
|
@@ -38,5 +38,12 @@
|
|
|
38
38
|
},
|
|
39
39
|
"publishConfig": {
|
|
40
40
|
"access": "public"
|
|
41
|
+
},
|
|
42
|
+
"repository": {
|
|
43
|
+
"type": "git",
|
|
44
|
+
"url": "https://github.com/tgruby/asciitorium.git"
|
|
45
|
+
},
|
|
46
|
+
"bugs": {
|
|
47
|
+
"url": "https://github.com/tgruby/asciitorium/issues"
|
|
41
48
|
}
|
|
42
49
|
}
|