This class uses the cellular automata algorithm to generate very sexy caves. (Coded by Eddie Lee, October 16, 2010)

### Static methods

`staticconvertMatrixToString(Matrix:Array<Array<Int>>):String`

Convert a matrix generated via generateCaveMatrix() into data that is usable by FlxTilemap.

Parameters:

`Matrix` | A matrix of data |
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Returns:

A string that is usuable for FlxTilemap.loadMap()

`staticgenerateCaveMatrix(Columns:Int, Rows:Int, SmoothingIterations:Int = 6, WallRatio:Float = 0.5):Array<Array<Int>>`

Generate the matrix (2-dimensional array of Ints) for a cave.

Parameters:

`Columns` | Number of columns for the matrix |
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`Rows` | Number of rows for the matrix |

`SmoothingIterations` | How many times do you want to "smooth" the caev - the higher the smoother, but slower |

`WallRatio` | Chance for a tile to become a wall - the closer the value is to 1.0, the more walls there are |

Returns:

Returns a matrix of a cave!

`staticinlinegenerateCaveString(Columns:Int, Rows:Int, SmoothingIterations:Int = 6, WallRatio:Float = 0.5):String`

Generates a new cave matrix via generateCaveMatrix() and returns it in a format usable by FlxTilemap.load() via convertMatrixToString().

Parameters:

`Columns` | Number of columns for the matrix |
---|---|

`Rows` | Number of rows for the matrix |

`SmoothingIterations` | How many times do you want to "smooth" the caev - the higher the smoother, but slower |

`WallRatio` | Chance for a tile to become a wall - the closer the value is to 1.0, the more walls there are |

Returns:

A cave string that is usable by FlxTilemap.loadMap()