Map & mapgen updates.

- More textures, more transition textures.
  - Old ImageLoader removed.
  - Number of tiles displayed reduced for more realistic benchmarking.
    Also makes running tests a bit faster.
master
Luka Vandervelden 2018-11-05 00:21:56 +09:00
parent 9b33e7cbb5
commit 1c454fd523
29 changed files with 48 additions and 76 deletions

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@ -3,49 +3,25 @@ require "json"
require "./naka.cr" require "./naka.cr"
class ImagesLoader
getter stone : SDL::Texture
getter tree : SDL::Texture
getter pine : SDL::Texture
getter flowers : SDL::Texture
getter sand : SDL::Texture
getter water : SDL::Texture
getter haunted : SDL::Texture
getter rocks : SDL::Texture
def initialize(window)
@stone = window.newImage "assets/stone.png"
@tree = window.newImage "assets/tree.png"
@flowers = window.newImage "assets/flowers.png"
@sand = window.newImage "assets/sand.png"
@water = window.newImage "assets/water.png"
@haunted = window.newImage "assets/haunted.png"
@pine = window.newImage "assets/tree_pine.png"
@rocks = window.newImage "assets/rocks.png"
end
end
Naka.init Naka.init
window = Naka::Window.new "Test", 16*128, 16*128, flags: LibSDL::WindowFlags::RESIZABLE | LibSDL::WindowFlags::SHOWN | LibSDL::WindowFlags::OPENGL window = Naka::Window.new "Test", 16*128, 16*128, flags: LibSDL::WindowFlags::RESIZABLE | LibSDL::WindowFlags::SHOWN | LibSDL::WindowFlags::OPENGL
images = ImagesLoader.new window
connection_font = window.newFont "assets/connection.otf", 30.5 connection_font = window.newFont "assets/connection.otf", 30.5
window.set_font connection_font window.set_font connection_font
def simple_tile_drawer(window : Naka::Window, tile_path : String) def simple_tile_drawer(window : Naka::Window, tile_path : String)
texture = window.newImage tile_path texture = window.newImage tile_path
texture_height = texture.height
->(map : Naka::Map, x : Int32, y : Int32, z : Int32, tile : Naka::Map::Tile, object : Naka::Map::Object, draw_x : Int32, draw_y : Int32, zoom : Float64){ ->(map : Naka::Map, x : Int32, y : Int32, z : Int32, tile : Naka::Map::Tile, object : Naka::Map::Object, draw_x : Int32, draw_y : Int32, zoom : Float64){
window.draw texture, draw_x, draw_y, scale_x: zoom, scale_y: zoom window.draw texture, draw_x, (draw_y + (16 - texture_height) * zoom).to_i, scale_x: zoom, scale_y: zoom
nil nil
} }
end end
def bordered_tile_drawer(window : Naka::Window, base_tile_path : String) def bordered_tile_drawer(window : Naka::Window, base_tile_path : String)
# FIXME: Both excessive, insufficient, and broken.
mod = [ mod = [
"trbl", "trbl",
"-rbl", "-rbl",
@ -119,27 +95,42 @@ dirt = Naka::Map::ObjectReference.new(
) )
sand = Naka::Map::ObjectReference.new( sand = Naka::Map::ObjectReference.new(
name: "Sand", name: "Sand",
walkable: true walkable: true,
drawer: bordered_tile_drawer window, "assets/sand{}.png"
) )
water = Naka::Map::ObjectReference.new( water = Naka::Map::ObjectReference.new(
name: "Water" name: "Water",
drawer: simple_tile_drawer window, "assets/water.png"
) )
flowers = Naka::Map::ObjectReference.new( flowers = Naka::Map::ObjectReference.new(
name: "Flowers", name: "Flowers",
walkable: true walkable: true,
drawer: simple_tile_drawer window, "assets/flowers.png"
) )
haunted = Naka::Map::ObjectReference.new( haunted = Naka::Map::ObjectReference.new(
name: "Haunted", name: "Haunted",
walkable: true walkable: true,
drawer: bordered_tile_drawer window, "assets/haunted{}.png"
)
haunted_tree = Naka::Map::ObjectReference.new(
name: "Tree (Haunted)",
drawer: simple_tile_drawer window, "assets/haunted-tree.png"
)
tree_cut = Naka::Map::ObjectReference.new(
name: "Tree (Cut)",
drawer: simple_tile_drawer window, "assets/tree-cut.png"
) )
tree = Naka::Map::ObjectReference.new( tree = Naka::Map::ObjectReference.new(
name: "Tree" name: "Tree",
drawer: simple_tile_drawer window, "assets/tree.png"
) )
pine = Naka::Map::ObjectReference.new( pine = Naka::Map::ObjectReference.new(
name: "Pine Tree" name: "Pine Tree",
drawer: simple_tile_drawer window, "assets/tree_pine.png"
) )
rocks = Naka::Map::ObjectReference.new( rocks = Naka::Map::ObjectReference.new(
name: "Rocks" name: "Rocks",
drawer: simple_tile_drawer window, "assets/rocks.png"
) )
altitude_noise = Naka::Noise2D.new.tap do |a| altitude_noise = Naka::Noise2D.new.tap do |a|
@ -178,18 +169,24 @@ map = Naka::Map.new stone, "map-test-01" do |tile, x, y|
tile << Naka::Map::Object.new stone tile << Naka::Map::Object.new stone
end end
if altitude < 0.25 if altitude < 0.75
if altitude > 0.175 if altitude < 0.175
if humidity < 0.33 next
end
tile << Naka::Map::Object.new sand tile << Naka::Map::Object.new sand
else
tile << Naka::Map::Object.new dirt if humidity < 0.225
next
end end
end
elsif altitude < 0.75
tile << Naka::Map::Object.new dirt tile << Naka::Map::Object.new dirt
if evil > 0.5 if altitude < 0.275
next
end
if evil > 0.4
tile << Naka::Map::Object.new haunted tile << Naka::Map::Object.new haunted
else else
tile << Naka::Map::Object.new grass tile << Naka::Map::Object.new grass
@ -197,7 +194,9 @@ map = Naka::Map.new stone, "map-test-01" do |tile, x, y|
if altitude > 0.35 && altitude < 0.65 if altitude > 0.35 && altitude < 0.65
if humidity > 0.4 if humidity > 0.4
if humidity > 0.8 if evil > 0.4
tile << Naka::Map::Object.new haunted_tree
elsif humidity > 0.8
tile << Naka::Map::Object.new tree tile << Naka::Map::Object.new tree
elsif humidity < 0.6 elsif humidity < 0.6
tile << Naka::Map::Object.new pine tile << Naka::Map::Object.new pine
@ -228,51 +227,24 @@ Naka::Event.loop window do |event|
when Naka::Event::Quit when Naka::Event::Quit
next Naka::Event::Quit next Naka::Event::Quit
when Naka::Event::Update when Naka::Event::Update
p "FPS: #{(1000f64 / event.dt)}"
when Naka::Event::Draw when Naka::Event::Draw
zoom_level = 4.0 zoom_level = 4.0
128.times do |x| 64.times do |x|
128.times do |y| 32.times do |y|
tile = map.get x, y tile = map.get x, y
# FIXME: # FIXME:
# - Please dont draw more than one layer of ground… # - Please dont draw more than one layer of ground…
# - Transitions. (eg. between dirt and grass) # - Transitions. (eg. between dirt and grass)
tile.each_with_index do |object, z| tile.each_with_index do |object, z|
image = case object.reference.name.downcase
when "tree"
images.tree
when "pine tree"
images.pine
when "flowers"
images.flowers
when "water"
images.water
when "haunted"
images.haunted
when "sand"
images.sand
when "rocks"
images.rocks
else
images.stone
end
draw_x = (x * 16 * zoom_level).to_i draw_x = (x * 16 * zoom_level).to_i
draw_y = (y * 16 * zoom_level - (image.height - 16) * zoom_level).to_i draw_y = (y * 16 * zoom_level).to_i
drawer = object.reference.drawer drawer = object.reference.drawer
if drawer.nil? next if drawer.nil? # FIXME: Maybe print a warning.
window.draw(
image,
x: draw_x,
y: draw_y,
scale_x: zoom_level,
scale_y: zoom_level
)
next
end
drawer.call map, x, y, z, tile, object, draw_x, draw_y, zoom_level drawer.call map, x, y, z, tile, object, draw_x, draw_y, zoom_level
end end