blades-engine handle wall types

This commit is contained in:
2022-06-12 17:54:35 +00:00
parent 7a36c8d194
commit fe957c0455
4 changed files with 42 additions and 6 deletions

View File

@@ -49,8 +49,7 @@
// TODO add any characters
// TODO the wall sprites will be from different sheets defined by town/outdoor section
(let [tileSprite (data.terrainSprite terrain)]
(let [tileSprite (data.terrainSprite terrain (map.wallSheet 1) (map.wallSheet 2))]
(when tileSprite
(+= tileSprite.x x)
(+= tileSprite.y (- y yOffset))

View File

@@ -73,7 +73,7 @@ class ScenData {
return sprite;
}
public function terrainSprite(terrainId:Int) {
public function terrainSprite(terrainId:Int, wallSheet1:Int, wallSheet2:Int) {
if (!(terrainId >= 0 && terrainId < 512))
throw 'terrain $terrainId is out of range';
if (!terrainData.exists(terrainId)) {
@@ -81,7 +81,15 @@ class ScenData {
}
var td = terrainData[terrainId];
var sheet = floorOrTerrainSpriteSheet(td.which_sheet);
var which_sheet = if (td.name == "Wall") {
if (terrainId >= 38)
wallSheet2;
else
wallSheet1;
} else {
td.which_sheet;
};
var sheet = floorOrTerrainSpriteSheet(which_sheet);
if (sheet == null) {
return null;
}

View File

@@ -104,8 +104,10 @@ class Scenario {
var outdoorWidth = 48;
var outdoorHeight = 48;
// TODO above ground/underground?
// section name, max length 21, followed by floor tile columns
var sec = new TileMap(outdoorWidth, outdoorHeight, stream.readCString(19));
var sec = new TileMap(outdoorWidth, outdoorHeight, stream.readCString(19), Outdoors(false));
trace(sec.name);
for (x in 0...outdoorWidth) {

View File

@@ -2,6 +2,16 @@ package data.blades;
typedef TileArray<T> = Array<Array<T>>;
typedef TownDetails = {
wallSheet1:Int,
wallSheet2:Int
};
enum MapType {
Town(details:TownDetails);
Outdoors(underground:Bool);
}
class TileMap {
// TODO might need encapsulation
public var floorCodes:TileArray<Int>;
@@ -17,15 +27,32 @@ class TileMap {
return [for (x in 0...width) [for (y in 0...height) defaultValue]];
}
public function new(width, height, name) {
public function wallSheet(num:Int) {
return switch (type) {
case Town(det):
if (num == 1)
det.wallSheet1;
else
det.wallSheet2;
case Outdoors(true):
614;
case Outdoors(false):
616;
};
}
public function new(width, height, name, type) {
this.width = width;
this.height = height;
this.name = name;
floorCodes = tileArray(255);
terrainCodes = tileArray(0);
floorHeights = tileArray(9);
this.type = type;
}
public var type:MapType;
public function setFloor(x, y, code) {
floorCodes[x][y] = code;
}