Improve tilesets and pass them into map renderer instead of modified map rows. #17

Merged
Jonathan merged 1 commits from Noah/Peradventure:master into master 2024-03-19 12:39:34 -05:00
3 changed files with 67 additions and 83 deletions
Showing only changes of commit 5fd5394c8e - Show all commits

39
app.lua
View File

@ -16,33 +16,32 @@ app:post("/clickme", function(self)
self.text = "Map is already initialized. Beginning game."
self.isPopulated = mapFunc:mapExists(map)
if not self.isPopulated then
mapFunc:populate(map)
self.text = "Populated map."
end
return {self.text, layout = false}
mapFunc:populate(map)
self.text = "Populated map."
end
return { self.text, layout = false }
end)
app:get("/", function(self)
self.text = say.hello()
self.isPopulated = mapFunc:mapExists(map)
return {render = "index",
self.text = say.hello()
self.isPopulated = mapFunc:mapExists(map)
return { render = "index",
}
}
end)
app:match("/map/render", function(self)
self.tiles = {}
for h=1,10 do
self.tiles[h] = {}
for i=1,10 do
self.tiles[h][i] = map:find({x = h, y = i})
-- The map database has floor_stone and wall_floor instead of simple ASCII characters
-- So we run mapFunc:mapDecrypt to convert it back to the desired characters for visual display
self.tiles[h][i].occupied_by_type = mapFunc:mapDecrypt(self.tiles[h][i].occupied_by_type)[1]
end
end
return {render = "map", layout = false}
self.tiles = {}
for h = 1, 10 do
self.tiles[h] = {}
for i = 1, 10 do
-- The map database has floor_stone and wall_floor instead of simple ASCII characters
-- So we run mapFunc:mapDecrypt to convert it back to the desired characters for visual display
local tile = map:find({ x = h, y = i })
self.tiles[h][i] = mapFunc:mapDecrypt(tile.occupied_by_type)
end
end
return { render = "map", layout = false }
end)
return app

View File

@ -1,15 +1,15 @@
local map = {
map_tiles = {
{"-", "-", "w", "w", "-", "-", "-", "-", "-", "-"},
{"-", "-", "w", "w", "-", "-", "-", "-", "-", "-"},
{"-", "-", "w", "w", "-", "w", "-", "-", "-", "-"},
{"w", "-", "-", "-", "w", "w", "-", "-", "-", "-"},
{"w", "-", "w", "-", "-", "w", "w", "w", "-", "-"},
{"w", "-", "w", "-", "-", "w", "-", "-", "-", "-"},
{"-", "-", "w", "-", "-", "w", "-", "w", "-", "-"},
{"-", "-", "-", "-", "-", "-", "-", "w", "-", "-"},
{"-", "-", "w", "-", "-", "-", "-", "w", "w", "-"},
{"-", "-", "w", "-", "-", "-", "-", "-", "w", "-"}
{ "-", "-", "w", "w", "-", "-", "-", "-", "-", "-" },
{ "-", "-", "w", "w", "-", "-", "-", "-", "-", "-" },
{ "-", "-", "w", "w", "-", "w", "-", "-", "-", "-" },
{ "w", "-", "-", "-", "w", "w", "-", "-", "-", "-" },
{ "w", "-", "w", "-", "-", "w", "w", "w", "-", "-" },
{ "w", "-", "w", "-", "-", "w", "-", "-", "-", "-" },
{ "-", "-", "w", "-", "-", "w", "-", "w", "-", "-" },
{ "-", "-", "-", "-", "-", "-", "-", "w", "-", "-" },
{ "-", "-", "w", "-", "-", "-", "-", "w", "w", "-" },
{ "-", "-", "w", "-", "-", "-", "-", "-", "w", "-" }
},
mapCrypt = function(self, tile)
if tile == "-" then
@ -21,61 +21,46 @@ local map = {
mapDecrypt = function(self, tile)
-- TODO: Rework function so it returns both char and mat type
-- This introduces breaking changes
local tileset = {}
if string.find(tile, "wall") then
tileset[1] = "w"
elseif string.find(tile, "floor") then
tileset[1] = "-"
end
if string.find(tile, "stone") then
tileset[2] = "stone"
elseif string.find(tile, "wood") then
tileset[2] = "wood"
end
return tileset
-- if tile == "floor_stone" then
-- return "-"
-- elseif tile == "wall_stone" then
local tileset = {}
if string.find(tile, "wall") then
tileset.char = "w"
elseif string.find(tile, "floor") then
tileset.char = "-"
end
if string.find(tile, "stone") then
tileset.material = "stone"
elseif string.find(tile, "wood") then
tileset.material = "wood"
end
return tileset
-- if tile == "floor_stone" then
-- return "-"
-- elseif tile == "wall_stone" then
-- return "w"
-- end
-- end
end,
-- Map Populate / check if map exists
populate = function(self, map)
for h=1,10 do
for i=1,10 do
local tile = map:create({
x = h,
y = i,
occupied_by_type = self:mapCrypt(self.map_tiles[h][i]),
occupied_by_id = ""
})
end
end
end,
mapExists = function(self, map)
local f = map:select("limit 1")
if not f[1] then
return false
else
return true
end
end,
populate = function(self, map)
for h = 1, 10 do
for i = 1, 10 do
local tile = map:create({
x = h,
y = i,
occupied_by_type = self:mapCrypt(self.map_tiles[h][i]),
occupied_by_id = ""
})
end
end
end,
mapExists = function(self, map)
local f = map:select("limit 1")
if not f[1] then
return false
else
return true
end
end,
}
local tiles = {}
return map

View File

@ -2,7 +2,7 @@
<% for h=1,10 do %>
<div class="grid">
<% for i=1,10 do %>
<div><%= tiles[h][i].occupied_by_type %></div>
<div><%= tiles[h][i].char %></div>
<% end %>
<br>
</div>