import id:’door’ } check.push(south); const west = { roomSize:

import React from “react”;import ReactDOM from “react-dom”;import App from “./components/App.jsx”;  const gridWidth = 80;        const gridHeight = 60;        const roomSizes = 7,12;        const maxRooms = 15;                 const c = {gridHeight,gridWidth,roomSizes,maxRooms};                function randomNum(min, max) {  return Math.floor(Math.random() * (max – min) + min);}  function mapMaker(){                      function placeRoom(grid, {y,x,roomSize,id=”floor”}) {                                                       for(let i = y ; i < y+roomSize; i++ ){                for(let j = x; j < x+roomSize; j++){                    gridij={type:id};                                    }            }                    }                function roomCheck(grid,{x,y,roomSize}) {                        if (y<1||y+roomSize>grid.length-1){                return false;            }                        else if (x<1||x+roomSize>grid0.length-1){                return false;            }                        for(let i = y-1; i < y+roomSize+1; i++){                for(let j = x-1; j < x+roomSize+1; j++){                    if(gridij.type==="floor"){                        return false;                    }                }            }                        return true;                    }                //function that tracks all rooms        //using first room generates 4 rooms around it        //takes 4rth room        //runs the function that generates 4 rooms around it               const makeOtherRooms = (grid, seedRooms, counter = 1, maxRooms = c.maxRooms) => { if (counter + seedRooms.length > maxRooms || !seedRooms.length) { return grid; } grid = roomFromOne(grid, seedRooms.pop()); seedRooms.push(…grid.placedRooms); counter += grid.placedRooms.length; return makeOtherRooms(grid.grid, seedRooms, counter); };                     function roomFromOne(grid,{x,y,roomSize}, range = c.roomSizes){                     // range for generating the random room heights and widths const min, max = range; // generate room values for each edge of the seed room const check = ; const north = { roomSize: randomNum(min, max) }; //dont get confused about theroomSizeandroomSizeproperty when declaring a room. //the x,y,height androomSizewe use from now on are the ones //we pass in the initial function declaration createRoomsFromSeed() north.x = randomNum(x, x +roomSize- 1); north.y = y – north.roomSize – 1; north.door={ y : north.y+north.roomSize,      x : randomNum(north.x, (Math.min(north.x + north.roomSize, x + roomSize)) – 1) ,      roomSize:1,      id:’door’ }      check.push(north); const east = {  roomSize: randomNum(min, max) }; east.x = x +roomSize+ 1; east.y = randomNum(y,roomSize + y – 1);     east.door={ y : randomNum(east.y, (Math.min(east.y + east.roomSize, y + roomSize)) – 1),      x : east.x-1,      roomSize:1,      id:’door’ } check.push(east); const south = { roomSize: randomNum(min, max) }; south.x = randomNum(x, roomSize + x – 1); south.y = y + roomSize + 1;          south.door={ y : south.y-1,      x : randomNum(south.x, (Math.min(south.x + south.roomSize, x + roomSize)) – 1),      roomSize:1,      id:’door’ } check.push(south); const west = { roomSize: randomNum(min, max)}; west.x = x – west.roomSize + 1; west.y = randomNum(y,roomSize+ y – 1);     west.door={ y : randomNum(west.y, (Math.min(west.y + west.roomSize, y + roomSize)) – 1),      x : west.x+west.roomSize+1,      roomSize:1,      id:’door’ } check.push(west); const placedRooms = ;        check.forEach(side=>{                                 if(roomCheck(grid,side)){               placeRoom(grid,side);               placeRoom(grid,side.door);               placedRooms.push(side);           }                                      })           return {grid, placedRooms};                  }                let grid = ;                //empty grid        for(let i = 0; i < c.gridHeight; i++){            grid.push();                        for(let j = 0; j < c.gridWidth; j++){                gridi.push({type:"cell"})            }                    }                const firstRoom = {            roomSize : roomSizesMath.floor(Math.random()*roomSizes.length),            x : 4,            y : 12,                                }                        placeRoom(grid,firstRoom);              return makeOtherRooms(grid, firstRoom);               }  function createThings(levelMap, level=1){            const enemies = ;            for(let i=0; i<10; i++){                    const enemy = {                            health:50*level,              attackLevel: randomNum(level-1?level-1:level,level+1),              type:"enemy"                                      }                    enemies.push(enemy);                }                  const bosses = ;            if(level%3==0){          bosses.push({              health:500*level,              level:level+1,              type:"boss"                                      })      }                  const player = {type:"player"};            const weapons = ;                  const weaponOptions=                    {name:"canon",           damage:10          }                                          const powerUps = ;            let playerPos = ;            enemies,bosses,player,weapons,powerUps.forEach(thing=>{                  while(thing.length){                          const x = Math.floor(Math.random()*c.gridWidth);             const y = Math.floor(Math.random()*c.gridHeight);                          if(levelMapyx.type===”floor”){                                  if(thing0.type==”player”){                                          playerPos = x,y;                                      }                                  levelMapyx= thing.pop();                                               }                      }                                  });            for (let i = 0; i < levelMap.length; i++) { for (let j = 0; j < levelMap0.length; j++) { if (levelMapij.type === 'door') { levelMapij.type = 'floor'; } } } return {things:levelMap,playerPos}   }    let dungeon = mapMaker();let firstStore = {  things:createThings(dungeon) }ReactDOM.render(    ,document.getElementById(“root”)    )