blades-engine parse terrain and floor height

This commit is contained in:
2022-06-10 23:07:39 +00:00
parent b6540e8d18
commit 3f773a83ee
5 changed files with 62 additions and 52 deletions

View File

@@ -12,60 +12,55 @@
(Scenario.test)
(let [valleydy (Scenario.fromBasFile "Blades of Avernum Scenarios/Valley of Dying Things/valleydy.bas")]
~valleydy)
(addFloorLayer (groups (collect (range 255)) 32 Keep))
(addTerrainLayer (groups (concat
(for _ (range 255) -1)
(collect (range 512)))
32 Keep)))
(addSprites
// 2D nth >:)
(nth valleydy.outdoorSections 0 0))))
(var SELECTED_COLOR FlxColor.LIME)
(var NORMAL_COLOR FlxColor.WHITE)
(var CLIFF_HEIGHT 22)
(method :Void addFloorLayer [:Array<Array<Int>> tiles]
(method :Void addSprites [:TileMap map]
(let [&mut rowStartX 0
&mut rowStartY 0]
(doFor row tiles
(doFor tileY (range map.height)
(let [&mut x rowStartX
&mut y rowStartY]
(doFor tile row
(let [tileSprite (data.floorSprite tile)]
(set tileSprite.x x)
(set tileSprite.y y)
(FlxMouseEventManager.add tileSprite
// handle click on floor:
->downTS {}
->upTS {}
->overTS (set overTS.color SELECTED_COLOR)
->outTS (set outTS.color NORMAL_COLOR))
(add tileSprite))
(+= x (/ FLOOR_WIDTH 2))
(+= y (/ FLOOR_HEIGHT 2))))
(-= rowStartX (/ FLOOR_WIDTH 2))
(+= rowStartY (/ FLOOR_HEIGHT 2)))))
(doFor tileX (range map.width)
(let [height (nth map.floorHeights tileX tileY)
floor (nth map.floorCodes tileX tileY)
terrain (nth map.terrainCodes tileX tileY)
yOffset (* CLIFF_HEIGHT height)]
// First add the floor
(let [tileSprite (data.floorSprite floor)]
// TODO add cliffs if it's higher than the one in front of it
(set tileSprite.x x)
(set tileSprite.y (- y yOffset))
(FlxMouseEventManager.add tileSprite
// handle click on floor:
->downTS {}
->upTS {}
->overTS (set overTS.color SELECTED_COLOR)
->outTS (set outTS.color NORMAL_COLOR))
(add tileSprite))
// TODO creatures and items need to be added when their floor and terrain tiles are
// added, to preserve Z order
(method :Void addTerrainLayer [:Array<Array<Int>> tiles]
(let [&mut rowStartX 0
&mut rowStartY 0]
(doFor row tiles
(let [&mut x rowStartX
&mut y rowStartY]
(doFor tile row
(let [tileSprite (data.terrainSprite tile)]
(set tileSprite.x x)
(set tileSprite.y y)
(when (> tileSprite.height SPRITE_HEIGHT)
(-= tileSprite.y SPRITE_HEIGHT))
(FlxMouseEventManager.add tileSprite
// Handle click on terrain:
->downTS {}
->upTS {}
->overTS (set overTS.color SELECTED_COLOR)
->outTS (set outTS.color NORMAL_COLOR))
(add tileSprite))
// TODO add any items
// TODO add any characters
// TODO the wall sprites will be from different sheets defined by town/outdoor section
(let [tileSprite (data.terrainSprite terrain)]
(set tileSprite.x x)
(set tileSprite.y (- y yOffset))
(when (> tileSprite.height SPRITE_HEIGHT)
(-= tileSprite.y SPRITE_HEIGHT))
(FlxMouseEventManager.add tileSprite
// Handle click on terrain:
->downTS {}
->upTS {}
->overTS (set overTS.color SELECTED_COLOR)
->outTS (set outTS.color NORMAL_COLOR))
(add tileSprite)))
(+= x (/ FLOOR_WIDTH 2))
(+= y (/ FLOOR_HEIGHT 2))))
(-= rowStartX (/ FLOOR_WIDTH 2))