Better map visuals
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698c92ae33
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4a2b709900
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@ -43,8 +43,9 @@ function load_textures(map)
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textures.walls = add_texture(map, "assets/Objects/Wall.png")
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textures.decor = add_texture(map, "assets/Objects/Decor0.png")
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local xo = 0
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local yo = 48
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math.randomseed(os.time())
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local xo = (random(3) - 1) * 112
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local yo = (random(7)) * 48
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floor.center = { textures.floor, xo + 16, yo + 16, false }
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floor.top = { textures.floor, xo + 16, yo + 0, false }
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@ -55,6 +56,10 @@ function load_textures(map)
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floor.topright = { textures.floor, xo + 32, yo + 0, false }
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floor.bottomleft = { textures.floor, xo + 0, yo + 32, false }
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floor.bottomright = { textures.floor, xo + 32, yo + 32, false }
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floor.singletop = { textures.floor, xo + 48, yo + 0, false }
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floor.singlebottom = { textures.floor, xo + 48, yo + 32, false }
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floor.singleleft = { textures.floor, xo + 64, yo + 16, false }
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floor.singleright = { textures.floor, xo + 96, yo + 16, false }
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wall.topleft = { textures.walls, xo + 0, yo + 0, true }
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wall.topright = { textures.walls, xo + 32, yo + 0, true }
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@ -85,6 +90,15 @@ function load_textures(map)
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table.insert(floorDecor, { textures.decor, 6 * 16, 48, false })
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table.insert(floorDecor, { textures.decor, 7 * 16, 48, false })
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-- Racks
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table.insert(floorDecor, { textures.decor, 0 * 16, 11 * 16, true })
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table.insert(floorDecor, { textures.decor, 1 * 16, 11 * 16, true })
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table.insert(floorDecor, { textures.decor, 2 * 16, 11 * 16, true })
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table.insert(floorDecor, { textures.decor, 3 * 16, 11 * 16, true })
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table.insert(floorDecor, { textures.decor, 4 * 16, 11 * 16, true })
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table.insert(floorDecor, { textures.decor, 5 * 16, 11 * 16, true })
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table.insert(floorDecor, { textures.decor, 6 * 16, 11 * 16, true })
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-- Headstones
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table.insert(floorDecor, { textures.decor, 0 * 16, 17 * 16, true })
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table.insert(floorDecor, { textures.decor, 1 * 16, 17 * 16, true })
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@ -98,18 +112,18 @@ function load_textures(map)
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table.insert(floorDecor, { textures.decor, 4 * 16, 18 * 16, true })
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-- Webs
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table.insert(floorDecor, { textures.decor, 0 * 16, 19 * 16, false })
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table.insert(floorDecor, { textures.decor, 1 * 16, 19 * 16, false })
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table.insert(floorDecor, { textures.decor, 2 * 16, 19 * 16, false })
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table.insert(floorDecor, { textures.decor, 3 * 16, 19 * 16, false })
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table.insert(floorDecor, { textures.decor, 4 * 16, 19 * 16, false })
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--table.insert(floorDecor, { textures.decor, 0 * 16, 19 * 16, false })
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--table.insert(floorDecor, { textures.decor, 1 * 16, 19 * 16, false })
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--table.insert(floorDecor, { textures.decor, 2 * 16, 19 * 16, false })
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--table.insert(floorDecor, { textures.decor, 3 * 16, 19 * 16, false })
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--table.insert(floorDecor, { textures.decor, 4 * 16, 19 * 16, false })
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-- Altars
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table.insert(floorDecor, { textures.decor, 0 * 16, 20 * 16, true })
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table.insert(floorDecor, { textures.decor, 1 * 16, 20 * 16, true })
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table.insert(floorDecor, { textures.decor, 2 * 16, 20 * 16, true })
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table.insert(floorDecor, { textures.decor, 3 * 16, 20 * 16, true })
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table.insert(floorDecor, { textures.decor, 4 * 16, 20 * 16, true })
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--table.insert(floorDecor, { textures.decor, 3 * 16, 20 * 16, true })
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--table.insert(floorDecor, { textures.decor, 4 * 16, 20 * 16, true })
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end
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function create_room ()
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@ -184,23 +198,23 @@ local function add_exit(map, direction)
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if direction == UP then
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add_tile(map, 6, 0, unpack(wall.bottomright))
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add_tile(map, 7, 0, unpack(floor.center))
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add_tile(map, 8, 0, unpack(floor.center))
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add_tile(map, 7, 0, unpack(floor.singleleft))
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add_tile(map, 8, 0, unpack(floor.singleright))
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add_tile(map, 9, 0, unpack(wall.bottomleft))
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elseif direction == LEFT then
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add_tile(map, 0, 4, unpack(wall.bottomright))
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add_tile(map, 0, 5, unpack(floor.center))
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add_tile(map, 0, 6, unpack(floor.center))
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add_tile(map, 0, 5, unpack(floor.singletop))
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add_tile(map, 0, 6, unpack(floor.singlebottom))
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add_tile(map, 0, 7, unpack(wall.topright))
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elseif direction == RIGHT then
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add_tile(map, 15, 4, unpack(wall.bottomleft))
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add_tile(map, 15, 5, unpack(floor.center))
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add_tile(map, 15, 6, unpack(floor.center))
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add_tile(map, 15, 5, unpack(floor.singletop))
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add_tile(map, 15, 6, unpack(floor.singlebottom))
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add_tile(map, 15, 7, unpack(wall.topleft))
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elseif direction == DOWN then
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add_tile(map, 6, 11, unpack(wall.topright))
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add_tile(map, 7, 11, unpack(floor.center))
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add_tile(map, 8, 11, unpack(floor.center))
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add_tile(map, 7, 11, unpack(floor.singleleft))
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add_tile(map, 8, 11, unpack(floor.singleright))
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add_tile(map, 9, 11, unpack(wall.topleft))
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end
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end
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