Nicer wall decorations on interior walls
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@ -3,7 +3,7 @@ local pits = {}
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local walls = {}
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local fences = {}
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local lights = {}
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local decor = {}
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local walldecor = {}
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local function readLayoutFile(file)
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local layoutfile = read_file(file)
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@ -58,40 +58,58 @@ local function getTileStateFor(matrix, i, j, c)
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return above, below, left, right, above_left, above_right, below_left, below_right
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end
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local function setBlockTile(room, matrix, i, j, tiles, char, decorTiles)
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local function getRandomWallDecorFrom(wallDecorations)
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return wallDecorations[random(#wallDecorations)]
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end
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local function setBlockTile(room, matrix, i, j, tiles, char, decor)
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local above, below, left, right, above_left, above_right, below_left, below_right = getTileStateFor(matrix, i, j, char);
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room.decor[i][j] = nil
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local tile = nil
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local decorTile = nil
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if above and below and left and right then
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tile = tiles.cross
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elseif not above and below and left and right then
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tile = tiles.top_t
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elseif not below and above and left and right then
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tile = tiles.bottom_t
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decorTile = getRandomWallDecorFrom(walldecor.bottom_t)
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elseif not left and above and below and right then
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tile = tiles.left_t
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decorTile = getRandomWallDecorFrom(walldecor.left_t)
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elseif not right and above and below and left then
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tile = tiles.right_t
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decorTile = getRandomWallDecorFrom(walldecor.right_t)
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elseif not above and not left and right and below then
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tile = tiles.topleft
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decorTile = getRandomWallDecorFrom(walldecor.topleft)
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elseif not above and not right and left and below then
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tile = tiles.topright
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decorTile = getRandomWallDecorFrom(walldecor.topright)
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elseif not below and not left and above and right then
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tile = tiles.bottomleft
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decorTile = getRandomWallDecorFrom(walldecor.bottomleft)
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elseif not below and not right and above and left then
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tile = tiles.bottomright
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decorTile = getRandomWallDecorFrom(walldecor.bottomright)
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elseif not left and not right and below then
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tile = tiles.left
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decorTile = getRandomWallDecorFrom(walldecor.left)
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elseif not above and not below and (left or right) then
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tile = tiles.top
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decorTile = getRandomWallDecorFrom(walldecor.top)
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else
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tile = tiles.single
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decorTile = getRandomWallDecorFrom(walldecor.single)
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end
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if decorTiles then
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if decor then
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room.decor[i][j] = tile
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else
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room.tiles[i][j] = tile
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if random(8) == 1 then
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room.decor[i][j] = decorTile
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end
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end
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end
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@ -188,22 +206,63 @@ function module.load_textures(map, wall_xoffset, wall_yoffset)
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candle1 = { t_decor0, t_decor1, 1 * 16, 8 * 16, true, true },
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candle2 = { t_decor0, t_decor1, 5 * 16, 8 * 16, true, false },
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}
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decor = {
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-- Webs
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{ t_decor0, nil, 0 * 16, 19 * 16, false },
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{ t_decor0, nil, 1 * 16, 19 * 16, false },
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{ t_decor0, nil, 2 * 16, 19 * 16, false },
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{ t_decor0, nil, 3 * 16, 19 * 16, false },
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{ t_decor0, nil, 4 * 16, 19 * 16, false },
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-- Cracks
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{ t_decor0, nil, 0 * 16, 2 * 16, false },
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{ t_decor0, nil, 1 * 16, 2 * 16, false },
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-- Vines
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{ t_decor0, nil, 4 * 16, 2 * 16, false },
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{ t_decor0, nil, 5 * 16, 2 * 16, false },
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walldecor = {
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topleft = {
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{ t_decor0, nil, 2 * 16, 2 * 16, false },
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{ t_decor0, nil, 6 * 16, 2 * 16, false },
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{ t_decor0, nil, 7 * 16, 2 * 16, false },
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},
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top = {
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{ t_decor0, nil, 0 * 16, 2 * 16, false },
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{ t_decor0, nil, 1 * 16, 2 * 16, false },
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{ t_decor0, nil, 4 * 16, 2 * 16, false },
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{ t_decor0, nil, 5 * 16, 2 * 16, false },
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},
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single = {
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{ t_decor0, nil, 0 * 16, 2 * 16, false },
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{ t_decor0, nil, 1 * 16, 2 * 16, false },
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{ t_decor0, nil, 4 * 16, 2 * 16, false },
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{ t_decor0, nil, 5 * 16, 2 * 16, false },
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},
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topright = {
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{ t_decor0, nil, 3 * 16, 2 * 16, false },
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},
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left = {
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{ t_decor0, nil, 2 * 16, 2 * 16, false },
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{ t_decor0, nil, 3 * 16, 2 * 16, false },
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{ t_decor0, nil, 6 * 16, 2 * 16, false },
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{ t_decor0, nil, 7 * 16, 2 * 16, false },
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},
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bottomleft = {
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{ t_decor0, nil, 0 * 16, 2 * 16, false },
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{ t_decor0, nil, 1 * 16, 2 * 16, false },
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{ t_decor0, nil, 2 * 16, 2 * 16, false },
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{ t_decor0, nil, 4 * 16, 2 * 16, false },
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{ t_decor0, nil, 5 * 16, 2 * 16, false },
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{ t_decor0, nil, 6 * 16, 2 * 16, false },
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{ t_decor0, nil, 7 * 16, 2 * 16, false },
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},
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bottomright = {
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{ t_decor0, nil, 0 * 16, 2 * 16, false },
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{ t_decor0, nil, 1 * 16, 2 * 16, false },
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{ t_decor0, nil, 3 * 16, 2 * 16, false },
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{ t_decor0, nil, 4 * 16, 2 * 16, false },
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{ t_decor0, nil, 5 * 16, 2 * 16, false },
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},
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left_t = {
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{ t_decor0, nil, 2 * 16, 2 * 16, false },
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{ t_decor0, nil, 6 * 16, 2 * 16, false },
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{ t_decor0, nil, 7 * 16, 2 * 16, false },
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},
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right_t = {
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{ t_decor0, nil, 3 * 16, 2 * 16, false },
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},
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bottom_t = {
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{ t_decor0, nil, 0 * 16, 2 * 16, false },
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{ t_decor0, nil, 1 * 16, 2 * 16, false },
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{ t_decor0, nil, 4 * 16, 2 * 16, false },
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{ t_decor0, nil, 5 * 16, 2 * 16, false },
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},
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}
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end
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@ -244,9 +303,6 @@ function draw_layout_to_room(room, matrix, roomx, roomy)
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setPitTile(room, matrix, i, j);
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elseif matrix[i][j] == "#" then
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setBlockTile(room, matrix, i, j, walls, {"#", "\"", "/"}, false)
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if (random(4) == 1) then
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room.decor[i][j] = decor[random(#decor)]
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end
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elseif matrix[i][j] == "\"" then
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setBlockTile(room, matrix, i, j, walls, {"#", "\"", "/"}, false)
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room.decor[i][j] = lights.candle1
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@ -268,7 +324,7 @@ function draw_layout_to_room(room, matrix, roomx, roomy)
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end
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end
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function pickARoom(matrix)
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function pickALayout(matrix)
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-- Chose a random layout
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if random(2) == 1 then
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return matrix[random(#matrix)]
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@ -282,7 +338,7 @@ function module.add_walls_to_room(room)
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return false
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end
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draw_layout_to_room(room, pickARoom(readLayoutFile("walllayouts.dat")))
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draw_layout_to_room(room, pickALayout(readLayoutFile("walllayouts.dat")))
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return true
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end
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@ -291,7 +347,7 @@ function module.add_pits_to_room(room)
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return false
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end
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draw_layout_to_room(room, pickARoom(readLayoutFile("pitlayouts.dat")))
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draw_layout_to_room(room, pickALayout(readLayoutFile("pitlayouts.dat")))
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return true
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end
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