410 lines
12 KiB
Lua
410 lines
12 KiB
Lua
-- FUNCTIONS
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local random = math.random
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-- CONSTANTS
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local UP = 1
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local LEFT = 2
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local RIGHT = 3
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local DOWN = 4
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local floor = {
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center = nil,
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top = nil,
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bottom = nil,
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left = nil,
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right = nil,
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topleft = nil,
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topright = nil,
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bottomleft = nil,
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bottomright = nil
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}
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local wall = {
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topleft = nil,
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topright = nil,
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bottomleft = nil,
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bottomright = nil,
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vertical = nil,
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horizontal = nil
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}
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local special = { level_exit = nil }
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local floorDecor = { }
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local lightDecor = { }
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local function load_decor_textures()
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td0 = add_texture(map, "Objects/Decor0.png")
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td1 = add_texture(map, "Objects/Decor1.png")
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-- Skulls
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table.insert(floorDecor, { td0, td1, 0, 12 * 16, false, false })
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table.insert(floorDecor, { td0, td1, 32, 12 * 16, false, false })
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table.insert(floorDecor, { td0, td1, 64, 12 * 16, false, true })
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table.insert(floorDecor, { td0, td1, 0, 13 * 16, false, false })
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table.insert(floorDecor, { td0, td1, 32, 13 * 16, false, false })
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table.insert(floorDecor, { td0, td1, 64, 13 * 16, false, true })
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-- Bones
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table.insert(floorDecor, { td0, td1, 16, 12 * 16, false, false })
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table.insert(floorDecor, { td0, td1, 48, 12 * 16, false, false })
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table.insert(floorDecor, { td0, td1, 16, 13 * 16, false, false })
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table.insert(floorDecor, { td0, td1, 48, 13 * 16, false, false })
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-- Urns
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table.insert(floorDecor, { td0, td1, 0 * 16, 48, true, false })
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table.insert(floorDecor, { td0, td1, 1 * 16, 48, true, false })
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table.insert(floorDecor, { td0, td1, 2 * 16, 48, true, false })
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table.insert(floorDecor, { td0, td1, 3 * 16, 48, true, false })
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table.insert(floorDecor, { td0, td1, 4 * 16, 48, true, false })
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table.insert(floorDecor, { td0, td1, 5 * 16, 48, true, false })
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table.insert(floorDecor, { td0, td1, 6 * 16, 48, false, false })
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table.insert(floorDecor, { td0, td1, 7 * 16, 48, false, false })
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-- Racks
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table.insert(floorDecor, { td0, td1, 0 * 16, 11 * 16, true, false })
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table.insert(floorDecor, { td0, td1, 1 * 16, 11 * 16, true, false })
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table.insert(floorDecor, { td0, td1, 2 * 16, 11 * 16, true, false })
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table.insert(floorDecor, { td0, td1, 3 * 16, 11 * 16, true, false })
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table.insert(floorDecor, { td0, td1, 4 * 16, 11 * 16, true, false })
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table.insert(floorDecor, { td0, td1, 5 * 16, 11 * 16, true, false })
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table.insert(floorDecor, { td0, td1, 6 * 16, 11 * 16, true, false })
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-- Headstones
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table.insert(floorDecor, { td0, td1, 0 * 16, 17 * 16, true, false })
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table.insert(floorDecor, { td0, td1, 1 * 16, 17 * 16, true, false })
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table.insert(floorDecor, { td0, td1, 2 * 16, 17 * 16, true, false })
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table.insert(floorDecor, { td0, td1, 3 * 16, 17 * 16, true, false })
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table.insert(floorDecor, { td0, td1, 4 * 16, 17 * 16, true, false })
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table.insert(floorDecor, { td0, td1, 0 * 16, 18 * 16, true, false })
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table.insert(floorDecor, { td0, td1, 1 * 16, 18 * 16, true, false })
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table.insert(floorDecor, { td0, td1, 2 * 16, 18 * 16, true, false })
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table.insert(floorDecor, { td0, td1, 3 * 16, 18 * 16, true, false })
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table.insert(floorDecor, { td0, td1, 4 * 16, 18 * 16, true, false })
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-- Altars
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table.insert(floorDecor, { td0, td1, 0 * 16, 20 * 16, true, false })
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table.insert(floorDecor, { td0, td1, 1 * 16, 20 * 16, true, false })
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table.insert(floorDecor, { td0, td1, 2 * 16, 20 * 16, true, false })
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-- Webs
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--table.insert(floorDecor, { td0, td1, 0 * 16, 19 * 16, false })
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--table.insert(floorDecor, { td0, td1, 1 * 16, 19 * 16, false })
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--table.insert(floorDecor, { td0, td1, 2 * 16, 19 * 16, false })
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--table.insert(floorDecor, { td0, td1, 3 * 16, 19 * 16, false })
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--table.insert(floorDecor, { td0, td1, 4 * 16, 19 * 16, false })
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-- Statues
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--table.insert(floorDecor, { td0, td1, 3 * 16, 20 * 16, true })
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--table.insert(floorDecor, { td0, td1, 4 * 16, 20 * 16, true })
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lightDecor.candle0 = { td0, td1, 0, 8 * 16, false, true }
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lightDecor.candle1 = { td0, td1, 16, 8 * 16, false, true }
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lightDecor.candle2 = { td0, td1, 32, 8 * 16, true, true }
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end
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local function load_special_tiles()
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tt = add_texture(map, "Objects/Tile.png")
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special.level_exit = { tt, -1, 16, 16, false, true, true }
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end
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local function repack(data)
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return {
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textureIndex0 = data[1],
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textureIndex1 = data[2] or -1,
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tileClipX = data[3],
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tileClipY = data[4],
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isCollider = data[5] or false,
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isLightSource = data[6] or false,
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isLevelExit = data[7] or false,
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}
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end
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local function check_add_decoration(map, x, y, data)
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if tile_occupied(map, x, y) then
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return false
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end
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add_decoration(map, x, y, repack(data))
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return true
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end
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local function check_add_tile(map, x, y, data)
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if tile_occupied(map, x, y) then
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return false
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end
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add_tile(map, x, y, repack(data))
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return true
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end
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local function add_random_decor_to_room()
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local decor_count = random(4) - 1
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for i=1,decor_count do
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check_add_decoration(map, random(11)+1, random(8)+1, floorDecor[random(#floorDecor)])
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end
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end
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local 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, repack(floor.topleft))
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elseif (i == 14 and j == 1) then
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add_tile(map, i, j, repack(floor.topright))
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elseif (i == 1 and j == 10) then
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add_tile(map, i, j, repack(floor.bottomleft))
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elseif (i == 14 and j == 10) then
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add_tile(map, i, j, repack(floor.bottomright))
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elseif (i == 1) then
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add_tile(map, i, j, repack(floor.left))
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elseif (i == 14) then
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add_tile(map, i, j, repack(floor.right))
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elseif (j == 1) then
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add_tile(map, i, j, repack(floor.top))
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elseif (j == 10) then
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add_tile(map, i, j, repack(floor.bottom))
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else
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add_tile(map, i, j, repack(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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add_random_decor_to_room()
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end
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local 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, repack(wall.topleft))
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elseif (i == 15 and j == 0) then
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add_tile(map, i, j, repack(wall.topright))
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elseif (i == 0 and j == 11) then
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add_tile(map, i, j, repack(wall.bottomleft))
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elseif (i == 15 and j == 11) then
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add_tile(map, i, j, repack(wall.bottomright))
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elseif (i == 0 or i == 15) then
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add_tile(map, i, j, repack(wall.vertical))
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elseif (j == 0 or j == 11) then
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add_tile(map, i, j, repack(wall.horizontal))
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end
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end
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end
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if random(2) == 1 then
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check_add_decoration(map, 4, 3, lightDecor.candle2)
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end
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if random(2) == 1 then
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check_add_decoration(map, 11, 3, lightDecor.candle2)
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end
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if random(2) == 1 then
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check_add_decoration(map, 4, 9, lightDecor.candle2)
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end
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if random(2) == 1 then
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check_add_decoration(map, 11, 9, lightDecor.candle2)
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end
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end
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local 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, 6, 0, repack(wall.bottomright))
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add_tile(map, 7, 0, repack(floor.singleleft))
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add_tile(map, 8, 0, repack(floor.singleright))
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add_tile(map, 9, 0, repack(wall.bottomleft))
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elseif direction == LEFT then
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add_tile(map, 0, 4, repack(wall.bottomright))
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add_tile(map, 0, 5, repack(floor.singletop))
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add_tile(map, 0, 6, repack(floor.singlebottom))
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add_tile(map, 0, 7, repack(wall.topright))
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elseif direction == RIGHT then
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add_tile(map, 15, 4, repack(wall.bottomleft))
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add_tile(map, 15, 5, repack(floor.singletop))
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add_tile(map, 15, 6, repack(floor.singlebottom))
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add_tile(map, 15, 7, repack(wall.topleft))
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elseif direction == DOWN then
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add_tile(map, 6, 11, repack(wall.topright))
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add_tile(map, 7, 11, repack(floor.singleleft))
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add_tile(map, 8, 11, repack(floor.singleright))
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add_tile(map, 9, 11, repack(wall.topleft))
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end
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end
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local function add_level_exit(map)
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success = false
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while not success do
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x = random(14)
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y = random(10)
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success = check_add_tile(map, x, y, special.level_exit)
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end
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end
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local function build_vert_center_coridoor(map, offset)
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for j=0,4 do
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add_tile(map, 6, offset+j, repack(wall.vertical));
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add_tile(map, 7, offset+j, repack(floor.center));
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add_tile(map, 8, offset+j, repack(floor.center));
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add_tile(map, 9, offset+j, repack(wall.vertical));
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end
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if random(2) == 1 then
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add_decoration(map, 6, offset + 2, repack(lightDecor.candle1))
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end
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if random(2) == 1 then
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add_decoration(map, 9, offset + 2, repack(lightDecor.candle1))
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end
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end
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local function build_horiz_center_coridoor(map, offset)
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for i=0,6 do
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add_tile(map, offset+i, 4, repack(wall.horizontal));
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add_tile(map, offset+i, 5, repack(floor.center));
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add_tile(map, offset+i, 6, repack(floor.center));
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add_tile(map, offset+i, 7, repack(wall.horizontal));
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end
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if random(2) == 1 then
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check_add_decoration(map, offset+3, 4, lightDecor.candle1)
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end
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if random(2) == 1 then
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check_add_decoration(map, offset+3, 7, lightDecor.candle1)
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end
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end
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local function build_center_corner_walls(map, exits)
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if exits.down then
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if exits.left then
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add_tile(map, 6, 7, repack(wall.topright))
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end
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if exits.right then
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add_tile(map, 9, 7, repack(wall.topleft))
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end
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else
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if not exits.left then
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add_tile(map, 6, 7, repack(wall.bottomleft))
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end
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if not exits.right then
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add_tile(map, 9, 7, repack(wall.bottomright))
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end
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end
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if exits.up then
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if exits.left then
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add_tile(map, 6, 4, repack(wall.bottomright))
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end
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if exits.right then
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add_tile(map, 9, 4, repack(wall.bottomleft))
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end
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else
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if not exits.left then
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add_tile(map, 6, 4, repack(wall.topleft))
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end
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if not exits.right then
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add_tile(map, 9, 4, repack(wall.topright))
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end
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end
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end
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local module = {}
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function module.add_full_lighting(map)
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check_add_decoration(map, 4, 3, lightDecor.candle2)
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check_add_decoration(map, 11, 3, lightDecor.candle2)
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check_add_decoration(map, 4, 9, lightDecor.candle2)
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check_add_decoration(map, 11, 9, lightDecor.candle2)
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end
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function module.build_coridoor_room(map, room)
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local exits = {
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up = false,
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down = false,
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left = false,
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right = false
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}
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for _,exit in ipairs(room.exits) do
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if UP == exit then exits.up = true
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elseif DOWN == exit then exits.down = true
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elseif LEFT == exit then exits.left = true
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elseif RIGHT == exit then exits.right = true
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end
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end
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-- Fill the center
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add_tile(map, 6, 5, repack(wall.vertical))
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add_tile(map, 6, 6, repack(wall.vertical))
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add_tile(map, 7, 4, repack(wall.horizontal))
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add_tile(map, 7, 5, repack(floor.center))
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add_tile(map, 7, 6, repack(floor.center))
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add_tile(map, 7, 7, repack(wall.horizontal))
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add_tile(map, 8, 4, repack(wall.horizontal))
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add_tile(map, 8, 5, repack(floor.center))
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add_tile(map, 8, 6, repack(floor.center))
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add_tile(map, 8, 7, repack(wall.horizontal))
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add_tile(map, 9, 5, repack(wall.vertical))
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add_tile(map, 9, 6, repack(wall.vertical))
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-- Build the coridoors
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if exits.down then build_vert_center_coridoor(map, 7) end
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if exits.up then build_vert_center_coridoor(map, 0) end
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if exits.left then build_horiz_center_coridoor(map, 0) end
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if exits.right then build_horiz_center_coridoor(map, 9) end
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build_center_corner_walls(map, exits)
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end
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function module.create_room ()
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return {
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exits = {},
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active = false,
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goal = false,
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path_dir = 0,
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type = "room"
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}
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end
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function module.build_square_room(map, room)
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add_tiles_to_room(map);
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add_walls_to_room(map);
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for exit=1, #room.exits do
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add_exit(map, room.exits[exit]);
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end
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if room.goal then
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add_level_exit(map);
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end
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end
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function module.load_textures(map)
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t_floor = add_texture(map, "Objects/Floor.png")
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t_wall = add_texture(map, "Objects/Wall.png")
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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 = { t_floor, -1, xo + 16, yo + 16, false }
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floor.top = { t_floor, -1, xo + 16, yo + 0, false }
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floor.bottom = { t_floor, -1, xo + 16, yo + 32, false }
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floor.left = { t_floor, -1, xo + 0, yo + 16, false }
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floor.right = { t_floor, -1, xo + 32, yo + 16, false }
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floor.topleft = { t_floor, -1, xo + 0, yo + 0, false }
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floor.topright = { t_floor, -1, xo + 32, yo + 0, false }
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floor.bottomleft = { t_floor, -1, xo + 0, yo + 32, false }
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floor.bottomright = { t_floor, -1, xo + 32, yo + 32, false }
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floor.singletop = { t_floor, -1, xo + 48, yo + 0, false }
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floor.singlebottom = { t_floor, -1, xo + 48, yo + 32, false }
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floor.singleleft = { t_floor, -1, xo + 64, yo + 16, false }
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floor.singleright = { t_floor, -1, xo + 96, yo + 16, false }
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wall.topleft = { t_wall, -1, xo + 0, yo + 0, true }
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wall.topright = { t_wall, -1, xo + 32, yo + 0, true }
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wall.bottomleft = { t_wall, -1, xo + 0, yo + 32, true }
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wall.bottomright = { t_wall, -1, xo + 32, yo + 32, true }
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wall.vertical = { t_wall, -1, xo + 0, yo + 16, true }
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wall.horizontal = { t_wall, -1, xo + 16, yo + 0, true }
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load_decor_textures()
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load_special_tiles()
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end
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return module
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