I have a function to generate a random map given a number of tiles, a starting map, and the type of grid (triangular,square,hex) to use. It returns an array of tiles, map
, with two extra properties: seed
, the starting map used, and adjy
*. Initially, map
is set to equal seed
. For some reason, map.seed
does not equal the seed
argument. Instead, map.seed
equals map
. I figured out that seed
is changed by map.push()
. I have tried "use strict";
, using arguments[1]
instead of seed
, and moving the statement map.seed=seed;
around (these didn't have any effect). The code doesn't have any errors in jsHint and doesn't throw any in the console.
*adjy
is short for adjacency, and is 0 for triangles, 1 for squares, and 2 for hexagons.
I have prepared a jsFiddle and the code is also below:
console.clear();
var canvas=document.getElementById('canvas'),
ctx=canvas.getContext('2d');
canvas.width=window.innerWidth;
canvas.height=window.innerHeight;
ctx.translate(canvas.width/2,canvas.height/2);
Array.prototype.equals=function(a){//array1==array2 is broken, create substitute
return this.length==a.length&&this.every(
function(e,i){
return e instanceof Array?
a[i]instanceof Array&&e.equals(a[i]):
!(a[i]instanceof Array)&&e==a[i];
}
);
};
Array.prototype.includes=function(n){
return this.some(
function(e){
return n instanceof Array?
n.equals(e):
n==e;
}
);
};
function Map(tiles,seed,adjy){
if(!arguments.length)return [];
if(arguments.length<2)
if(tiles)seed=[[0,0]];
else return [];
if(arguments.length<3)
if(tiles<seed.length)return adjy;//returns undefined
else adjy=1;
var map=seed,cdd=[],nos=//candidate tiles,Neighbors Of Square (or tile)
[[[0,1,-1],[1,0,0]],//triangle
[[0,1,0,-1],[1,0,-1,0]],//square
[[0,1,1,0,-1,-1],[1,0,-1,-1,0,1]]][adjy];//hex
function addAdj(p){//adds adjacent tiles to candidates (cdd)
var c;
for(var i=0;i<nos[0].length;i++)
if(!cdd.includes(
c=[p[0]+nos[0][i],p[1]+nos[1][i]])&&
!map.includes(c))
cdd.push(c);
}
function pickR(){//pick a random tile
var p=cdd.splice(
~~(Math.random()*cdd.length),1)[0];//~~ is the same as floor
addAdj(p);
map.push(p);//the line where the problem happens
}
seed.forEach(addAdj);
while(tiles>map.length)pickR();
map.seed=seed;
map.adjy=adjy;
return map;
}
function drawMap(map){
if(!map.hasOwnProperty('adjy'))return void 0;
function draw0(c){
var x=c[0],y=c[1];
ctx.beginPath();
switch((x+y)%2){
case 0:
x*=5;y*=7;
ctx.moveTo(x,y);
ctx.lineTo(x-5,y+7);
ctx.lineTo(x+5,y+7);
break;
default:
x*=5;y*=7;
ctx.moveTo(x,y+7);
ctx.lineTo(x+5,y);
ctx.lineTo(x-5,y);
}
ctx.closePath();
ctx.fill();
}
function draw1(c){
var x=c[0],y=c[1];
ctx.fillRect(x*10,y*10,10,10);
}
function draw2(c){
var x=c[0]*7,y=c[1];
x+=y*3.5;
y*=7.5;
ctx.beginPath();
ctx.moveTo(x,y);
ctx.lineTo(x,y+5);
ctx.lineTo(x+3.5,y+7.5);
ctx.lineTo(x+7,y+5);
ctx.lineTo(x+7,y);
ctx.lineTo(x+3.5,y-2.5);
ctx.closePath();
ctx.fill();
}
switch(map.adjy){
case 0:
map.forEach(draw0);
break;
case 1:
map.forEach(draw1);
break;
default:
map.forEach(draw2);
}
}
var board=new Map(37*6,[[-5,0],[5,0]],2);
console.log(board.seed);
drawMap(board);
I have included all of the code in case the problem is not in fact that seed
is updated when map
is, though my developer console tests suggest this.
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