Attemptive lua structuring and more mapgeneration code
This commit is contained in:
parent
e8ccda2faf
commit
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145
data/mapgen.lua
145
data/mapgen.lua
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@ -1,3 +1,5 @@
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require "data/maproombuilder"
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-- Setting up some functions
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-- Setting up some functions
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local time = os.time
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local time = os.time
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local random = math.random
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local random = math.random
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@ -10,67 +12,22 @@ RIGHT = 3
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DOWN = 4
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DOWN = 4
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-- BEGIN FUNCTIONS
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-- BEGIN FUNCTIONS
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function add_tiles_to_room (map, texture)
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for i=0,15 do
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for j=0,11 do
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if (i >= 1 and i <= 14 and j >= 1 and j <= 10) then
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if (i == 1 and j == 1) then
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add_tile(map, i, j, texture, 0, 48, false)
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elseif (i == 1 and j == 10) then
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add_tile(map, i, j, texture, 0, 80, false)
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elseif (i == 14 and j == 1) then
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add_tile(map, i, j, texture, 32, 48, false)
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elseif (i == 14 and j == 10) then
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add_tile(map, i, j, texture, 32, 80, false)
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elseif (i == 1) then
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add_tile(map, i, j, texture, 0, 64, false)
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elseif (j == 1) then
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add_tile(map, i, j, texture, 16, 48, false)
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elseif (i == 14) then
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add_tile(map, i, j, texture, 32, 64, false)
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elseif (j == 10) then
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add_tile(map, i, j, texture, 16, 80, false)
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else
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add_tile(map, i, j, texture, 16, 64, false)
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end
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end
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end
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end
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end
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function add_walls_to_room (map, texture)
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for i=0,15 do
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for j=0,11 do
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if (i == 0 and j == 0) then
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add_tile(map, i, j, texture, 0, 48, true)
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elseif (i == 15 and j == 0) then
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add_tile(map, i, j, texture, 32, 48, true)
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elseif (i == 0 and j == 11) then
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add_tile(map, i, j, texture, 0, 80, true)
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elseif (i == 15 and j == 11) then
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add_tile(map, i, j, texture, 32, 80, true)
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elseif (i == 0 or i == 15) then
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add_tile(map, i, j, texture, 0, 64, true)
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elseif (j == 0 or j == 11) then
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add_tile(map, i, j, texture, 16, 48, true)
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end
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end
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end
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end
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function matrix_coverage (matrix)
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function matrix_coverage (matrix)
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local cov = 0
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local cov = 0
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for i=1,10 do
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for i=1,10 do
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for j=1,10 do
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for j=1,10 do
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if matrix[i][j] > 0 then cov = cov + 1 end
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if matrix[i][j].active then cov = cov + 1 end
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end
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end
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end
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end
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return cov
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return cov
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end
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end
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function create_room ()
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function reverse_direction(dir)
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local room = {}
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if dir == UP then return DOWN
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room.exits = {}
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elseif dir == DOWN then return UP
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elseif dir == LEFT then return RIGHT
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elseif dir == RIGHT then return LEFT
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end
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end
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end
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function generate_path ()
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function generate_path ()
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@ -78,7 +35,7 @@ function generate_path ()
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for i=1,10 do
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for i=1,10 do
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map_matrix[i] = {}
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map_matrix[i] = {}
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for j=1,10 do
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for j=1,10 do
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map_matrix[i][j] = 0
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map_matrix[i][j] = create_room()
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end
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end
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end
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end
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@ -88,99 +45,71 @@ function generate_path ()
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randomseed(seed)
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randomseed(seed)
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local direction = 0;
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local direction = 0;
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local lastDirection = 0;
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local lastDirection = 0;
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while matrix_coverage(map_matrix) < 30 do
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while matrix_coverage(map_matrix) < 10 do
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local direction = random(4)
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local direction = random(4)
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if lastDirection > 0 then
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if lastDirection > 0 then
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if random(24) <= 8 then direction = lastDirection end
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if random(24) <= 8 then direction = lastDirection end
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end
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end
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map_matrix[cx][cy].active = true
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if direction == UP and cy > 1 then -- UP
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if direction == UP and cy > 1 then -- UP
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map_matrix[cx][cy] = direction
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table.insert(map_matrix[cx][cy].exits, direction)
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map_matrix[cx][cy].path_dir = direction
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cy = cy - 1;
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cy = cy - 1;
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table.insert(map_matrix[cx][cy].exits, reverse_direction(direction))
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elseif direction == LEFT and cx > 1 then -- LEFT
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elseif direction == LEFT and cx > 1 then -- LEFT
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map_matrix[cx][cy] = direction
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table.insert(map_matrix[cx][cy].exits, direction)
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map_matrix[cx][cy].path_dir = direction
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cx = cx - 1;
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cx = cx - 1;
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table.insert(map_matrix[cx][cy].exits, reverse_direction(direction))
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elseif direction == RIGHT and cx < 10 then -- RIGHT
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elseif direction == RIGHT and cx < 10 then -- RIGHT
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map_matrix[cx][cy] = direction
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table.insert(map_matrix[cx][cy].exits, direction)
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map_matrix[cx][cy].path_dir = direction
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cx = cx + 1;
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cx = cx + 1;
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table.insert(map_matrix[cx][cy].exits, reverse_direction(direction))
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elseif direction == DOWN and cy < 10 then -- DOWN
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elseif direction == DOWN and cy < 10 then -- DOWN
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map_matrix[cx][cy] = direction
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table.insert(map_matrix[cx][cy].exits, direction)
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map_matrix[cx][cy].path_dir = direction
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cy = cy + 1;
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cy = cy + 1;
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table.insert(map_matrix[cx][cy].exits, reverse_direction(direction))
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end
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end
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lastDirection = direction
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lastDirection = direction
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end
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end
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map_matrix[cx][cy] = 5 -- The final room
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map_matrix[cx][cy].active = true -- Last room
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map_matrix[cx][cy].goal = true -- Last room
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return map_matrix;
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return map_matrix;
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end
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end
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function add_exit(map, direction, floorTexture, wallTexture)
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if direction > 4 then return end
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if direction == UP then
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add_tile(map, 7, 0, floorTexture, 16, 64, false)
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elseif direction == LEFT then
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add_tile(map, 0, 5, floorTexture, 16, 64, false)
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elseif direction == RIGHT then
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add_tile(map, 15, 5, floorTexture, 16, 64, false)
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elseif direction == DOWN then
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add_tile(map, 7, 11, floorTexture, 16, 64, false)
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end
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end
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function add_reverse_exit(map, direction, floorTexture, wallTexture)
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local reverseDirection
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if direction == UP then reverseDirection = DOWN
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elseif direction == DOWN then reverseDirection = UP
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elseif direction == LEFT then reverseDirection = RIGHT
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elseif direction == RIGHT then reverseDirection = LEFT
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else reverseDirection = 5 end
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add_exit(map, reverseDirection, floorTexture, wallTexture)
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end
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-- END FUNCTIONS
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-- END FUNCTIONS
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-- BEGIN SCRIPT
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-- BEGIN SCRIPT
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map = create_map() -- 'map' needs to be global
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map = create_map() -- 'map' needs to be global
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local floorTexture = add_texture(map, "assets/Objects/Floor.png")
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load_textures(map)
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local wallTexture = add_texture(map, "assets/Objects/Wall.png")
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local map_matrix = generate_path()
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local map_matrix = generate_path()
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-- Print path [Debug]
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-- Print path [Debug]
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for i=1,10 do
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for i=1,10 do
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for j=1,10 do
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for j=1,10 do
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io.write(map_matrix[j][i] .. " ")
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if not map_matrix[j][i].goal then
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io.write(map_matrix[j][i].path_dir .. " ")
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else
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io.write("G ")
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end
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end
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end
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io.write("\n")
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io.write("\n")
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end
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end
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for i=1,10 do
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for i=1,10 do
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for j=1,10 do
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for j=1,10 do
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if map_matrix[i][j] > 0 then
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if map_matrix[i][j].active then
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set_current_room(map, i-1, j-1);
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set_current_room(map, i-1, j-1);
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add_tiles_to_room(map, floorTexture);
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add_tiles_to_room(map);
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add_walls_to_room(map, wallTexture);
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add_walls_to_room(map);
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for exit=1, #map_matrix[i][j].exits do
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add_exit(map, map_matrix[i][j].exits[exit]);
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end
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end
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end
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end
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end
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for i=1,10 do
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for j=1,10 do
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if map_matrix[i][j] > 0 then
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set_current_room(map, i-1, j-1);
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add_exit(map, map_matrix[i][j], floorTexture, wallTexture);
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if map_matrix[i][j] == UP then
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set_current_room(map, i-1, j-2)
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elseif map_matrix[i][j] == LEFT then
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set_current_room(map, i-2, j-1)
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elseif map_matrix[i][j] == RIGHT then
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set_current_room(map, i, j-1)
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elseif map_matrix[i][j] == DOWN then
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set_current_room(map, i-1, j)
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end
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add_reverse_exit(map, map_matrix[i][j], floorTexture, wallTexture);
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end
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end
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end
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end
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end
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-- END SCRIPT
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-- END SCRIPT
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@ -0,0 +1,120 @@
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-- Textures
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local floorTexture = nil
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local wallTexture = nil
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local floor_center
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local floor_top
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local floor_bottom
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local floor_left
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local floor_right
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local floor_topleft
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local floor_topright
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local floor_bottomleft
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local floor_bottomright
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local wall_topleft
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local wall_topright
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local wall_bottomleft
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local wall_bottomright
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local wall_vertical
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local wall_horizontal
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function load_textures(map)
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floorTexture = add_texture(map, "assets/Objects/Floor.png")
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wallTexture = add_texture(map, "assets/Objects/Wall.png")
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local xo = 0
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local yo = 48
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floor_center = { floorTexture, xo + 16, yo + 16, false }
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floor_top = { floorTexture, xo + 16, yo + 0, false }
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floor_bottom = { floorTexture, xo + 16, yo + 32, false }
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floor_left = { floorTexture, xo + 0, yo + 16, false }
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floor_right = { floorTexture, xo + 32, yo + 16, false }
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floor_topleft = { floorTexture, xo + 0, yo + 0, false }
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floor_topright = { floorTexture, xo + 32, yo + 0, false }
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floor_bottomleft = { floorTexture, xo + 0, yo + 32, false }
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floor_bottomright = { floorTexture, xo + 32, yo + 32, false }
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wall_topleft = { wallTexture, xo + 0, yo + 0, false }
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wall_topright = { wallTexture, xo + 32, yo + 0, false }
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wall_bottomleft = { wallTexture, xo + 0, yo + 32, false }
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wall_bottomright = { wallTexture, xo + 32, yo + 32, false }
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wall_vertical = { wallTexture, xo + 0, yo + 16, false }
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wall_horizontal = { wallTexture, xo + 16, yo + 0, false }
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end
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function create_room ()
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local room = {}
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room.exits = {}
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room.active = false
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room.goal = false
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room.path_dir = 0
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return room;
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end
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function add_tiles_to_room (map)
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for i=0,15 do
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for j=0,11 do
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if (i >= 1 and i <= 14 and j >= 1 and j <= 10) then
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if (i == 1 and j == 1) then
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add_tile(map, i, j, unpack(floor_topleft))
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elseif (i == 14 and j == 1) then
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add_tile(map, i, j, unpack(floor_topright))
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elseif (i == 1 and j == 10) then
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add_tile(map, i, j, unpack(floor_bottomleft))
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elseif (i == 14 and j == 10) then
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add_tile(map, i, j, unpack(floor_bottomright))
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elseif (i == 1) then
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add_tile(map, i, j, unpack(floor_left))
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elseif (i == 14) then
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add_tile(map, i, j, unpack(floor_right))
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elseif (j == 1) then
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add_tile(map, i, j, unpack(floor_top))
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elseif (j == 10) then
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add_tile(map, i, j, unpack(floor_bottom))
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else
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add_tile(map, i, j, unpack(floor_center))
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end
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end
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end
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end
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end
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function add_walls_to_room (map)
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for i=0,15 do
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for j=0,11 do
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if (i == 0 and j == 0) then
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add_tile(map, i, j, unpack(wall_topleft))
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elseif (i == 15 and j == 0) then
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add_tile(map, i, j, unpack(wall_topright))
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elseif (i == 0 and j == 11) then
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add_tile(map, i, j, unpack(wall_bottomleft))
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elseif (i == 15 and j == 11) then
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add_tile(map, i, j, unpack(wall_bottomright))
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elseif (i == 0 or i == 15) then
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add_tile(map, i, j, unpack(wall_vertical))
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elseif (j == 0 or j == 11) then
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add_tile(map, i, j, unpack(wall_horizontal))
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end
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end
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end
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end
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function add_exit(map, direction)
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if direction > 4 then return end
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if direction == UP then
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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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elseif direction == LEFT then
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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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elseif direction == RIGHT then
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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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elseif direction == DOWN then
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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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end
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end
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