Various.
- Map drawing is now possible with custom object-specific drawing code. A few examples have been added, including one that draws borders. Please note that those borders are still not perfect, however, as some inner angles are being rendered with plain/full-tile textures. The drawing code helpers will probably be moved to a location that makes them easy to reuse. - Some of the old map drawing code is still present (in particular in src/main.cr). That code is deprecated and will be removed soon. - WIP Naka::Map::ObjectReference. May or may not remain as it currently is. - Some mapgen updates to match the new drawing methods. - Possibly other minor tweaks or grooming.master
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192
src/main.cr
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@ -4,9 +4,7 @@ require "json"
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require "./naka.cr"
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class ImagesLoader
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getter grass : SDL::Texture
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getter stone : SDL::Texture
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getter dirt : SDL::Texture
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getter tree : SDL::Texture
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getter pine : SDL::Texture
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getter flowers : SDL::Texture
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@ -16,9 +14,7 @@ class ImagesLoader
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getter rocks : SDL::Texture
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def initialize(window)
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@grass = window.newImage "assets/grass.png"
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@stone = window.newImage "assets/stone.png"
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@dirt = window.newImage "assets/dirt.png"
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@tree = window.newImage "assets/tree.png"
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@flowers = window.newImage "assets/flowers.png"
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@sand = window.newImage "assets/sand.png"
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@ -38,6 +34,114 @@ images = ImagesLoader.new window
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connection_font = window.newFont "assets/connection.otf", 30.5
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window.set_font connection_font
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def simple_tile_drawer(window : Naka::Window, tile_path : String)
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texture = window.newImage tile_path
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->(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){
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window.draw texture, draw_x, draw_y, scale_x: zoom, scale_y: zoom
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nil
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}
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end
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def bordered_tile_drawer(window : Naka::Window, base_tile_path : String)
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# FIXME: Both excessive, insufficient, and broken.
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mod = [
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"trbl",
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"-rbl",
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"t-bl",
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"tr-l",
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"trb-",
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"t-b-",
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"-r-l",
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"tr--",
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"-rb-",
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"--bl",
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"t--l",
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"t---",
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"-r--",
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"--b-",
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"---l",
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"----"
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]
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textures = Hash(String, SDL::Texture).new
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mod.each do |s|
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begin
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textures[s] = window.newImage base_tile_path.sub /{}/, "-" + s
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rescue
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# Not even sure we should be doing something here…
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# Maybe in the future, in debug mode?
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end
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end
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->(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){
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neighbours = [
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{x, y-1, "t"},
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{x+1, y, "r"},
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{x, y+1, "b"},
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{x-1, y, "l"}
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]
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neighbours = neighbours.map do |x, y|
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map.get(x, y)[z]?.try &.reference.== object.reference
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end
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t, r, b, l = neighbours
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t = t ? 't' : '-'
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r = r ? 'r' : '-'
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b = b ? 'b' : '-'
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l = l ? 'l' : '-'
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neighbours = [t, r, b, l].reduce "" { |a, c| a + c }
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window.draw (textures[neighbours]? || textures["trbl"]), draw_x, draw_y, scale_x: zoom, scale_y: zoom
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nil
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}
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end
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stone = Naka::Map::ObjectReference.new(
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name: "Stone",
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walkable: true,
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drawer: simple_tile_drawer window, "assets/stone.png"
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)
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grass = Naka::Map::ObjectReference.new(
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name: "Grass",
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walkable: true,
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drawer: bordered_tile_drawer window, "assets/grass{}.png"
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)
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dirt = Naka::Map::ObjectReference.new(
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name: "Dirt",
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walkable: true,
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drawer: bordered_tile_drawer window, "assets/dirt{}.png"
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)
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sand = Naka::Map::ObjectReference.new(
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name: "Sand",
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walkable: true
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)
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water = Naka::Map::ObjectReference.new(
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name: "Water"
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)
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flowers = Naka::Map::ObjectReference.new(
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name: "Flowers",
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walkable: true
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)
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haunted = Naka::Map::ObjectReference.new(
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name: "Haunted",
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walkable: true
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)
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tree = Naka::Map::ObjectReference.new(
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name: "Tree"
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)
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pine = Naka::Map::ObjectReference.new(
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name: "Pine Tree"
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)
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rocks = Naka::Map::ObjectReference.new(
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name: "Rocks"
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)
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altitude_noise = Naka::Noise2D.new.tap do |a|
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a.add_octave(32, 1)
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a.add_octave(16, 0.5)
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@ -61,55 +165,61 @@ evil_noise = Naka::Noise2D.new.tap do |a|
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a.add_octave(16, 0.3)
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end
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map = Naka::Map.new "map-test-01" do |tile, x, y|
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map = Naka::Map.new stone, "map-test-01" do |tile, x, y|
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altitude = altitude_noise.get(x, y) + 0.5
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humidity = humidity_noise.get(x, y) + 0.5
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evil = evil_noise.get(x, y)
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if altitude < 0.25
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tile << Naka::Map::Object.new "sand"
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if altitude < 0.35
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tile << Naka::Map::Object.new water
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else
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tile << Naka::Map::Object.new stone
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end
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if altitude < 0.175
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tile << Naka::Map::Object.new "water"
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else
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if altitude < 0.25
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if altitude > 0.175
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if humidity < 0.33
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tile << Naka::Map::Object.new "sand"
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tile << Naka::Map::Object.new sand
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else
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tile << Naka::Map::Object.new "dirt"
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tile << Naka::Map::Object.new dirt
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end
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end
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elsif altitude < 0.75
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tile << Naka::Map::Object.new "dirt"
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tile << Naka::Map::Object.new dirt
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if evil > 0.5
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tile << Naka::Map::Object.new "haunted"
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tile << Naka::Map::Object.new haunted
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else
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tile << Naka::Map::Object.new "grass"
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tile << Naka::Map::Object.new grass
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end
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if altitude > 0.35 && altitude < 0.65
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if humidity > 0.4
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if humidity > 0.8
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tile << Naka::Map::Object.new "tree"
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tile << Naka::Map::Object.new tree
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elsif humidity < 0.6
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tile << Naka::Map::Object.new "pine"
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tile << Naka::Map::Object.new pine
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else
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if Random.rand(2) == 0
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tile << Naka::Map::Object.new "tree"
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tile << Naka::Map::Object.new tree
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else
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tile << Naka::Map::Object.new "pine"
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tile << Naka::Map::Object.new pine
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end
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end
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else
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if Random.rand(10) == 0
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tile << Naka::Map::Object.new "flowers"
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tile << Naka::Map::Object.new flowers
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end
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end
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end
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elsif altitude > 0.85
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tile << Naka::Map::Object.new "rocks"
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else
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tile << Naka::Map::Object.new stone
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if altitude > 0.85
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tile << Naka::Map::Object.new rocks
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end
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end
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end
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@ -119,7 +229,7 @@ Naka::Event.loop window do |event|
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next Naka::Event::Quit
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when Naka::Event::Update
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when Naka::Event::Draw
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zoom_level = 1.0
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zoom_level = 4.0
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128.times do |x|
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128.times do |y|
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@ -128,17 +238,11 @@ Naka::Event.loop window do |event|
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# FIXME:
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# - Please don’t draw more than one layer of ground…
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# - Transitions. (eg. between dirt and grass)
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tile.each do |object|
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image = case object.type
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when "grass"
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images.grass
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when "dirt"
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images.dirt
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when "stone"
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images.stone
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tile.each_with_index do |object, z|
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image = case object.reference.name.downcase
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when "tree"
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images.tree
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when "pine"
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when "pine tree"
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images.pine
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when "flowers"
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images.flowers
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@ -154,13 +258,23 @@ Naka::Event.loop window do |event|
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images.stone
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end
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window.draw(
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image,
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x: (x * 16 * zoom_level).to_i,
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y: (y * 16 * zoom_level - (image.height - 16) * zoom_level).to_i,
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scale_x: zoom_level,
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scale_y: zoom_level
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)
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draw_x = (x * 16 * zoom_level).to_i
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draw_y = (y * 16 * zoom_level - (image.height - 16) * zoom_level).to_i
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drawer = object.reference.drawer
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if drawer.nil?
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window.draw(
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image,
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x: draw_x,
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y: draw_y,
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scale_x: zoom_level,
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scale_y: zoom_level
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)
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next
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end
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drawer.call map, x, y, z, tile, object, draw_x, draw_y, zoom_level
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end
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end
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end
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@ -3,21 +3,33 @@ require "json"
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class Naka::Map
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@save_directory : String
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getter default_reference : ObjectReference
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getter generator
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def initialize(@save_directory, &block : Proc(Tile, Int32, Int32, Tile?))
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def initialize(@default_reference, @save_directory, &block : Proc(Tile, Int32, Int32, Tile?))
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Dir.mkdir_p @save_directory
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@generator = block
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end
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class ObjectReference
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getter name : String
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||||
getter walkable : Bool
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getter tiles : Array(String)
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getter drawer : Proc(Map, Int32, Int32, Int32, Tile, Object, Int32, Int32, Float64, Nil)?
|
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def initialize(@name, @walkable = false, @tiles = [] of String, @drawer = nil)
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end
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end
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class Object
|
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getter type : String
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def initialize(@type)
|
||||
getter reference : ObjectReference
|
||||
def initialize(@reference)
|
||||
end
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||||
def to_json(builder)
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||||
builder.object do
|
||||
builder.field "type", @type
|
||||
builder.field "type", @reference.name
|
||||
end
|
||||
end
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||||
end
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|
@ -45,7 +57,7 @@ class Naka::Map
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Array.new(CHUNK_SIZE) do |y|
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y += @y * CHUNK_SIZE
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||||
Tile.new(Object.new "stone").tap do |tile|
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||||
Tile.new(Object.new map.default_reference).tap do |tile|
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||||
map.generator.call tile, x, y
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end
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||||
end
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