//checks to see if it needs to run if (!loadedVersions.includes('/js/frames/versionDungeon.js')) { loadedVersions.push('/js/frames/versionDungeon.js'); sizeCanvas('dungeon'); document.querySelector('#creator-menu-tabs').innerHTML += '

Dungeon

'; var newHTML = document.createElement('div'); newHTML.id = 'creator-menu-dungeon'; newHTML.classList.add('hidden'); newHTML.innerHTML = `
Adjust the height (first input) and chapter count (second input) of each Dungeon ability
`; if (!card.dungeon) { card.dungeon = {abilities:[1, 1, 1, 0], count:3, x:0.1, width:0.3947}; } document.querySelector('#creator-menu-sections').appendChild(newHTML); var dungeonFX1 = new Image(); dungeonFX1.src = '/img/frames/dungeon/walls/fx/straight.png'; var dungeonFX2 = new Image(); dungeonFX2.src = '/img/frames/dungeon/walls/fx/corner.png'; var dungeonFX3 = new Image(); dungeonFX3.src = '/img/frames/dungeon/walls/fx/t.png'; var dungeonFX4 = new Image(); dungeonFX4.src = '/img/frames/dungeon/walls/fx/cross.png'; var dungeonShape1 = new Image(); dungeonShape1.src = '/img/frames/dungeon/walls/shape/straight.png'; var dungeonShape2 = new Image(); dungeonShape2.src = '/img/frames/dungeon/walls/shape/corner.png'; var dungeonShape3 = new Image(); dungeonShape3.src = '/img/frames/dungeon/walls/shape/t.png'; var dungeonShape4 = new Image(); dungeonShape4.src = '/img/frames/dungeon/walls/shape/cross.png'; // var dungeonTexture = new Image(); // dungeonTexture.src = '/img/frames/dungeon/dungeonTexture.png'; dungeonShape4.onload = dungeonEdited; } function dungeonEdited() { //gather data data = document.querySelector('#dungeon-input').value; rooms = []; data.replace(/ /g, '').split('\n').forEach(room => { newRoom = room.split(','); for (i = 0; i < newRoom.length; i++) { newRoom[i] = parseInt(newRoom[i]); } rooms.push(newRoom); }); console.log(rooms); //draw to dungeon canvas dungeonContext.clearRect(0, 0, dungeonCanvas.width, dungeonCanvas.height); drawTextBuffer(); drawCard(); } //Data structures... class Vertex { constructor(x = 0, y = 0, up = false, down = false, left = false, right = false) { this.x = x; this.y = y; this.up = up; this.down = down; this.left = left; this.right = right; } } class Graph { // defining vertex array and // adjacent list constructor(noOfVertices) { this.noOfVertices = noOfVertices; this.AdjList = new Map(); } // functions to be implemented // addVertex(v) // addEdge(v, w) // printGraph() // bfs(v) // dfs(v) }