breakhack/data/trapgen.lua

73 lines
1.4 KiB
Lua

local room_builder = require "maproombuilder"
local module = {}
local random = math.random
local textures = {
"Objects/Trap1.png",
"Objects/Trap0.png"
}
local traps = {}
for i=1,7 do
trap = { textures[1], textures[2], i*16, 3*16, CURRENT_LEVEL * 4 }
table.insert(traps, trap)
end
local function repack(data)
return {
texturePath1 = data[1],
texturePath2 = data[2],
clipX = data[3],
clipY = data[4],
damage = data[5]
}
end
function module.add_traps_to_room(room)
if room.type == "coridoor" then
if random(2) ~= 1 then return end
else
if random(4) ~= 1 then return end
end
local count = random(4)
local i = 0
while i < count do
local rx = random(13) + 1
local ry = random(9) + 1
if CURRENT_LEVEL < 4 then
if room_builder.is_tile_avilable(room, rx, ry)
and not room.traps[rx+1][ry]
and not room.traps[rx-1][ry]
and not room.traps[rx][ry+1]
and not room.traps[rx][ry-1]
and not room.traps[rx+1][ry+1]
and not room.traps[rx+1][ry-1]
and not room.traps[rx-1][ry+1]
and not room.traps[rx-1][ry-1]
then
room.traps[rx][ry] = traps[random(#traps)]
i = i + 1
end
else
if room_builder.is_tile_avilable(room, rx, ry) then
room.traps[rx][ry] = traps[random(#traps)]
i = i + 1
end
end
end
end
function module.load_traps(map, traps)
for i=0,15 do
for j=0,11 do
trap = traps[i][j]
if trap then
add_trap(map, i, j, repack(trap))
end
end
end
end
return module