Following along @avh4 #elmlive youtube 5 parts starting here
"Today we learn about fuzz tests (property tests) and try to make a random map generator using test-driven development."
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origin/master
Code is at https://github.com/ElmLive/random-maps/tree/ElmLive-2016-10-02
the tiles come from http://pousse.rapiere.free.fr/tome/tome-tiles.htm
the elm module we are using is http://package.elm-lang.org/packages/elm-community/elm-test/latest/
- Elm search for looking up API functions and types ( written in elm and uses localstorage, check source out! )
- fira code font with ligatures, can be used in atom
- elmlive Greg Ziegan RPG Platform
- Procedural Generation Jam 2016 on October 21st at Falmouth University in Cornwall
md elmlive-randommaps
cd elmlive-randommaps
git init
elm make
echo "/elm-stuff/" >> .gitignore
git remote add origin https://github.com/Rolograaf/elmlive-randommaps.git
- install yarn as alternative to npm
set PATH=%PATH%;C:\Program Files (x86)\Yarn\bin
npm init
oryarn install
npm install --save-dev elm elm-live
for installing the live servernpm run elm-live
to start the server ( or./node_modules/.bin/elm-live src/Main.elm --open
)npm install --save-dev elm-test
npm run test-init
to run./node_modules/.bin/elm-test init
npm run test
oryarn test
to run elm-test
- add a density factor that weights the probability of road tiles vs grass
- roads should always connect to other roads
- there should be at least 10% (10 tiles) grass
- has exactly one Inn, at least one Weapon shop and at least one Armor shop door.
- there should be at least a road tile adjacent to the doors
- the doors should be connected to a road tile should be connected to another upto the edge of the town map
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