Okay here's a technical question for you on your "non doors" code. I thought I had this particular door case cracked but maybe not.
My approach was to draw these doors using two rectangles. In this example, my left rectangle would just emulate the corridor. The shape fill is the same color as the floor and the right side line is the same as the walls.
Then I was going to draw a second rectangle for the right side but realised it needs to be transparent (or something) to display the hatching underneath BUT also not show the corridor.
Can you please go into a little bit of detail in terms of the door algorithm you used to achieve this. Am I on the right track?
In this case there is only one left rectangle. There is no right rectangle (which should be the same as having a transparent right rectangle if you need it for some reason), so the hatching is not obscured. There is no explicit corridor underneath all this, so I don't need to care about showing/not showing it. The whole cell is a corridor and a door at the same time.
Thanks bro. In my code I draw one door and rotate it depending on its properties in the json:
door.dir.x is horizontal (left or right facing)
door.dir.y is vertical (up or down facing)
So if you were to turn doors off in your code, is this sort of what you'd expect a map to look like?
To achieve something that even closely resembles what you you have made I need to draw doors over the walls that mask what . It's a pain but I also love learning this stuff.
Anywho. The more I tinker with this, the more admirable I find your attention to detail and the skill needed to pull it all off elegantly. Even the Dyson hatching and the seed generation method. Hot dang it's cool. I'm guessing you're an old school Flash Dev :)