JSFiddle - React, Tailwind, and code Playground
HTML
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>2D Cave Generator</title>
<link rel="stylesheet" href="style.css">
</head>
<body>
<h1>Procedural Cave Generator</h1>
<p>A simple visualization using Cellular Automata.</p>
<!-- The Canvas is where the magic happens -->
<canvas id="caveCanvas"></canvas>
<div class="controls">
<button id="generateButton">Generate New Cave</button>
<p id="statusMessage">Press 'Generate' to start...</p>
</div>
<script src="script.js"></script>
</body>
</html>
CSS
body {
font-family: sans-serif;
display: flex;
flex-direction: column;
align-items: center;
margin: 20px;
background-color: #1e1e1e;
color: #f0f0f0;
}
h1 {
color: #4CAF50;
}
#caveCanvas {
border: 3px solid #4CAF50;
background-color: #000;
margin-bottom: 20px;
box-shadow: 0 4px 15px rgba(0, 0, 0, 0.5);
}
.controls {
display: flex;
gap: 20px;
align-items: center;
}
#generateButton {
padding: 10px 20px;
font-size: 16px;
background-color: #4CAF50;
color: white;
border: none;
border-radius: 5px;
cursor: pointer;
transition: background-color 0.2s;
}
#generateButton:hover {
background-color: #45a049;
}
#statusMessage {
margin: 0;
font-style: italic;
}
JavaScript
// --- CONFIGURATION CONSTANTS ---
const CANVAS_SIZE = 800; // Width and Height of the visible canvas
const GRID_WIDTH = 60; // Number of cells wide
const GRID_HEIGHT = 40; // Number of cells high
const CELL_SIZE = CANVAS_SIZE / GRID_WIDTH;
// The state of the grid: 0 = Empty/Air, 1 = Wall/Solid
const grid = [];
// --- DOM ELEMENTS ---
const canvas = document.getElementById('caveCanvas');
const ctx = canvas.getContext('2d');
const generateButton = document.getElementById('generateButton');
const statusMessage = document.getElementById('statusMessage');
// Set canvas dimensions
canvas.width = CANVAS_SIZE;
canvas.height = CANVAS_SIZE;
/**
* 1. Initialization: Creates a random initial map (mostly solid, few holes).
*/
function initializeGrid() {
for (let y = 0; y < GRID_HEIGHT; y++) {
grid[y] = [];
for (let x = 0; x < GRID_WIDTH; x++) {
// Start with a random chance of being a wall (55% chance)
grid[y][x] = Math.random() < 0.55 ? 1 : 0;
}
}
}
/**
* 2. Smoothing/Cave Generation (Cellular Automata Rule):
* Iterates over the grid multiple times. A cell becomes a wall if it has
* 5 or more wall neighbors, OR a cell becomes air if it has 4 or more air neighbors.
*/
function smoothGrid(iterations = 5) {
let tempGrid = [];
for (let i = 0; i < iterations; i++) {
// Deep copy the current grid state into tempGrid
tempGrid = grid.map(row => [...row]);
// Reset the main grid structure for the next calculation
for (let y = 0; y < GRID_HEIGHT; y++) {
grid[y] = [];
for (let x = 0; x < GRID_WIDTH; x++) {
let wallCount = 0;
// Check all 8 neighbors (including diagonals)
for (let dy = -1; dy <= 1; dy++) {
for (let dx = -1; dx <= 1; dx++) {
if (dx === 0 && dy === 0) continue; //...