forked from Jonathan/Peradventure
working on color
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parent
01a5e768ca
commit
dab56a3f8c
2
app.lua
2
app.lua
@ -38,7 +38,7 @@ app:match("/map/render", function(self)
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self.tiles[h][i] = map:find({x = h, y = i})
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self.tiles[h][i] = map:find({x = h, y = i})
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-- The map database has floor_stone and wall_floor instead of simple ASCII characters
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-- The map database has floor_stone and wall_floor instead of simple ASCII characters
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-- So we run mapFunc:mapDecrypt to convert it back to the desired characters for visual display
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-- So we run mapFunc:mapDecrypt to convert it back to the desired characters for visual display
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self.tiles[h][i].occupied_by_type = mapFunc:mapDecrypt(self.tiles[h][i].occupied_by_type)
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self.tiles[h][i].occupied_by_type = mapFunc:mapDecrypt(self.tiles[h][i].occupied_by_type)[1]
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end
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end
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end
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end
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return {render = "map", layout = false}
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return {render = "map", layout = false}
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@ -19,11 +19,26 @@ local map = {
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end
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end
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end,
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end,
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mapDecrypt = function(self, tile)
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mapDecrypt = function(self, tile)
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if tile == "floor_stone" then
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-- TODO: Rework function so it returns both char and mat type
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return "-"
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-- This introduces breaking changes
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elseif tile == "wall_stone" then
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local tileset = {}
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return "w"
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if string.find(tile, "wall") then
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tileset[1] = "w"
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elseif string.find(tile, "floor") then
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tileset[1] = "-"
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end
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end
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if string.find(tile, "stone") then
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tileset[2] = "stone"
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elseif string.find(tile, "wood") then
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tileset[2] = "wood"
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end
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return tileset
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-- if tile == "floor_stone" then
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-- return "-"
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-- elseif tile == "wall_stone" then
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-- return "w"
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-- end
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end,
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end,
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-- Map Populate / check if map exists
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-- Map Populate / check if map exists
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populate = function(self, map)
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populate = function(self, map)
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@ -46,8 +61,6 @@ local map = {
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return true
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return true
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end
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end
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end,
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end,
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tileColor = function(self)
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end
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}
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}
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local tiles = {}
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local tiles = {}
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