Merge branch 'dev' into shops

This commit is contained in:
Linus Probert 2019-03-04 12:52:20 +01:00
commit 486c1bb641
2 changed files with 125 additions and 18 deletions

View File

@ -1,5 +1,7 @@
local random = map_random local random = map_random
local pits = {} local pits = {}
local walls = {}
local fences = {}
local function readLayoutFile(file) local function readLayoutFile(file)
local layoutfile = read_file(file) local layoutfile = read_file(file)
@ -41,11 +43,44 @@ local function getTileStateFor(matrix, i, j, c)
return above, below, left, right, above_left, above_right, below_left, below_right return above, below, left, right, above_left, above_right, below_left, below_right
end end
local function setPitTile(room, matrix, i, j) local function setBlockTile(room, matrix, i, j, tiles, char, decorTiles)
if matrix[i][j] ~= "p" then local above, below, left, right, above_left, above_right, below_left, below_right = getTileStateFor(matrix, i, j, char);
return
room.decor[i][j] = nil
local tile = nil
if above and below and left and right then
tile = tiles.cross
elseif not above and below and left and right then
tile = tiles.top_t
elseif not below and above and left and right then
tile = tiles.bottom_t
elseif not left and above and below and right then
tile = tiles.left_t
elseif not right and above and below and left then
tile = tiles.right_t
elseif not above and not left and right and below then
tile = tiles.topleft
elseif not above and not right and left and below then
tile = tiles.topright
elseif not below and not left and above and right then
tile = tiles.bottomleft
elseif not below and not right and above and left then
tile = tiles.bottomright
elseif not left and not right and below then
tile = tiles.left
elseif not above and not below and (left or right) then
tile = tiles.top
else
tile = tiles.single
end
if decorTiles then
room.decor[i][j] = tile
else
room.tiles[i][j] = tile
end
end end
local function setPitTile(room, matrix, i, j)
local above, below, left, right, above_left, above_right, below_left, below_right = getTileStateFor(matrix, i, j, "p"); local above, below, left, right, above_left, above_right, below_left, below_right = getTileStateFor(matrix, i, j, "p");
room.decor[i][j] = nil room.decor[i][j] = nil
@ -78,20 +113,56 @@ local module = {}
function module.load_textures(map) function module.load_textures(map)
local t_pit0 = add_texture(map, "Objects/Pit0.png") local t_pit0 = add_texture(map, "Objects/Pit0.png")
local t_pit1 = add_texture(map, "Objects/Pit1.png") local t_pit1 = add_texture(map, "Objects/Pit1.png")
local pit_yo = (random(5) + random(3)) * (16 * 2) local t_wall = add_texture(map, "Objects/Wall.png")
local t_fence = add_texture(map, "Objects/Fence.png")
local yoffset = (random(5) + random(3)) * (16 * 2)
pits = { pits = {
center = { t_pit0, t_pit1, 16, pit_yo + 16, false, false, false, true }, center = { t_pit0, t_pit1, 16, yoffset + 16, false, false, false, true },
top = { t_pit0, t_pit1, 16, pit_yo, false, false, false, true }, top = { t_pit0, t_pit1, 16, yoffset, false, false, false, true },
left = { t_pit0, t_pit1, 0, pit_yo + 16, false, false, false, true }, left = { t_pit0, t_pit1, 0, yoffset + 16, false, false, false, true },
right = { t_pit0, t_pit1, 32, pit_yo + 16, false, false, false, true }, right = { t_pit0, t_pit1, 32, yoffset + 16, false, false, false, true },
topleft = { t_pit0, t_pit1, 0, pit_yo, false, false, false, true }, topleft = { t_pit0, t_pit1, 0, yoffset, false, false, false, true },
topright = { t_pit0, t_pit1, 32, pit_yo, false, false, false, true }, topright = { t_pit0, t_pit1, 32, yoffset, false, false, false, true },
innerleft = { t_pit0, t_pit1, 80, pit_yo, false, false, false, true }, innerleft = { t_pit0, t_pit1, 80, yoffset, false, false, false, true },
innermid = { t_pit0, t_pit1, 96, pit_yo, false, false, false, true }, innermid = { t_pit0, t_pit1, 96, yoffset, false, false, false, true },
innerright = { t_pit0, t_pit1, 112, pit_yo, false, false, false, true }, innerright = { t_pit0, t_pit1, 112, yoffset, false, false, false, true },
topcrevice = { t_pit0, t_pit1, 64, pit_yo, false, false, false, true }, topcrevice = { t_pit0, t_pit1, 64, yoffset, false, false, false, true },
bottomcrevice = { t_pit0, t_pit1, 64, pit_yo + 16, false, false, false, true }, bottomcrevice = { t_pit0, t_pit1, 64, yoffset + 16, false, false, false, true },
}
local yoffset = 48
walls = {
topleft = { t_wall, nil, 0, yoffset, true },
top = { t_wall, nil, 16, yoffset, true },
single = { t_wall, nil, 16, yoffset + 16, true },
topright = { t_wall, nil, 32, yoffset, true },
left = { t_wall, nil, 0, yoffset + 16, true },
bottomleft = { t_wall, nil, 0, yoffset + 32, true },
bottomright = { t_wall, nil, 32, yoffset + 32, true },
center = { t_wall, nil, 48, yoffset, true },
top_t = { t_wall, nil, 64, yoffset, true },
left_t = { t_wall, nil, 48, yoffset + 16, true },
cross = { t_wall, nil, 64, yoffset + 16, true },
right_t = { t_wall, nil, 80, yoffset + 16, true },
bottom_t = { t_wall, nil, 64, yoffset + 32, true },
}
local yoffset = 48
fences = {
topleft = { t_fence, nil, 0, yoffset, true },
top = { t_fence, nil, 16, yoffset, true },
single = { t_wall, nil, 16, yoffset + 16, true },
topright = { t_fence, nil, 32, yoffset, true },
left = { t_fence, nil, 0, yoffset + 16, true },
bottomleft = { t_fence, nil, 0, yoffset + 32, true },
bottomright = { t_fence, nil, 32, yoffset + 32, true },
center = { t_fence, nil, 48, yoffset, true },
top_t = { t_fence, nil, 64, yoffset, true },
left_t = { t_fence, nil, 48, yoffset + 16, true },
cross = { t_fence, nil, 64, yoffset + 16, true },
right_t = { t_fence, nil, 80, yoffset + 16, true },
bottom_t = { t_fence, nil, 64, yoffset + 32, true },
} }
end end
@ -100,14 +171,25 @@ function module.add_pits_to_room(room)
--return false --return false
--end --end
local matrix = readLayoutFile("pitlayouts.dat") local matrix = readLayoutFile("walllayouts.dat")
--local matrix = readLayoutFile("pitlayouts.dat")
-- Chose a random layout -- Chose a random layout
matrix = matrix[random(#matrix)] matrix = matrix[random(#matrix)]
for i=2,13 do for i=2,13 do
for j=2,10 do for j=2,10 do
setPitTile(room, matrix, i, j); if matrix[i][j] ~= nil then
io.write("" .. matrix[i][j])
end end
if matrix[i][j] == "p" then
setPitTile(room, matrix, i, j);
elseif matrix[i][j] == "#" then
setBlockTile(room, matrix, i, j, walls, "#", false)
elseif matrix[i][j] == "f" then
setBlockTile(room, matrix, i, j, fences, "f", true)
end
end
print("")
end end
return true return true

25
data/walllayouts.dat Normal file
View File

@ -0,0 +1,25 @@
----------------
----------------
--#####---###---
--#---#---###---
--#--###--###---
------#--#------
------####------
------------#---
------------#---
---#---####-#---
----------------
----------------
----------------
----------------
--fffff---fff---
--f---f---fff---
--f--fff--fff---
------f--f------
------ffff------
------------f---
------------f---
---f---ffff-f---
----------------
----------------