Hierarchy

Implements

Properties

drawnMapRadius?: number
event: IEventEmitter<default, IDrawnMapEvents>
islandId: `${number},${number}`

Accessors

  • get isValid(): boolean
  • Returns boolean

  • get island(): default
  • Returns default

  • get position(): Readonly<IVector3>
  • The top-left position of this map

    Returns Readonly<IVector3>

  • get radius(): number
  • Returns number

Methods

  • Parameters

    Returns default

  • Parameters

    Returns default

  • Returns default

  • Returns IVector3

  • Returns default

  • Returns undefined | default

  • Returns readonly ITreasure[]

  • Returns ITreasure[]

  • Returns boolean

  • Returns boolean

  • Parameters

    Returns boolean

  • Parameters

    • x: number
    • y: number

    Returns boolean

  • Parameters

    Returns Promise<undefined | HTMLCanvasElement>

  • Returns string

  • Generates island treasure maps.

    This should only be called a single time, when a world is first generated. This first generation stores a list of things that only get generated the first time, such as doodads. Subsequent loads of the maps will only re-initialise them from the things that are regenerated on each load.

    Parameters

    Returns void

  • Parameters

    Returns void

  • Parameters

    • island: default
    • x: number
    • y: number
    • z: number
    • random: Random<LegacySeededGenerator | PCGSeededGenerator> = island.seededRandom
    • map: default = ...
    • radius: number = DRAWN_MAP_DEFAULT_RADIUS

    Returns default

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