Working Custom Maze Sizes, now to implement custom button

This commit is contained in:
Dallas DeBruin 2021-02-18 12:53:24 -05:00
parent d11e657abf
commit 2545664358
3 changed files with 14 additions and 38 deletions

View File

@ -1,15 +0,0 @@
-- Node Registrations
minetest.register_node("game:g1",
{
description = "Ground Block",
tiles = {"g1.png"},
light_source = 11,
})
minetest.register_node("game:w1",
{
description = "Ground Block",
tiles = {"w1.png"},
light_source = 11,
})

View File

@ -21,7 +21,7 @@ local function map_function(maze, player)
--Copy to the map
local vm = minetest.get_voxel_manip()
local emin, emax = vm:read_from_map({x=0,y=0,z=0}, {x=width+1,y=4,z=height+1})
local emin, emax = vm:read_from_map({x=0,y=0,z=0}, {x=height+1,y=4,z=width+1})
local data = vm:get_data()
local a = VoxelArea:new{
MinEdge = emin,
@ -32,15 +32,6 @@ local function map_function(maze, player)
local invisble = minetest.get_content_id("game:inv")
local air = minetest.get_content_id("air")
--Generally a good idea to zero it out
for z=0, width+1 do --z
for y=0,4 do --
for x=0, height+1 do --x
data[a:index(x, y, z)] = air
end
end
end
--Set up the level itself
for z=1, width do --z
for x=1, height do --x
@ -57,8 +48,8 @@ local function map_function(maze, player)
vm:write_to_map(true)
--player target coords
player_x = math.floor(width/2)+width%2
player_z = math.floor(height/2)+width%2
player_x = math.floor(height/2)+height%2
player_z = math.floor(width/2)+width%2
--Lets now overwrite the channel for the player to fall into:
local emin, emax = vm:read_from_map({x=player_x-1,y=4,z=player_z-1}, {x=player_x+1,y=32,z=player_z+1})
@ -90,7 +81,7 @@ end
local function cleanup(width, height)
--Copy to the map
local vm = minetest.get_voxel_manip()
local emin, emax = vm:read_from_map({x=0,y=0,z=0}, {x=width+1,y=4,z=height+1})
local emin, emax = vm:read_from_map({x=0,y=0,z=0}, {x=height+1,y=4,z=width+1})
local data = vm:get_data()
local a = VoxelArea:new{
MinEdge = emin,
@ -113,8 +104,8 @@ local function cleanup(width, height)
vm:write_to_map(true)
--player target coords
player_x = math.floor(width/2)+math.floor(width/2)%2+1
player_z = math.floor(height/2)+math.floor(width/2)%2+1
player_x = math.floor(height/2)+math.floor(width/2)%2+1
player_z = math.floor(width/2)+math.floor(width/2)%2+1
--Lets now overwrite the channel for the player to fall into:
local emin, emax = vm:read_from_map({x=player_x-1,y=4,z=player_z-1}, {x=player_x+1,y=32,z=player_z+1})

View File

@ -29,7 +29,7 @@ local function map_function(maze, player)
--Copy to the map
local vm = minetest.get_voxel_manip()
local emin, emax = vm:read_from_map({x=0,y=0,z=0}, {x=width*2,y=4,z=height*2})
local emin, emax = vm:read_from_map({x=0,y=0,z=0}, {x=height*2,y=4,z=width*2})
local data = vm:get_data()
local a = VoxelArea:new{
MinEdge = emin,
@ -67,8 +67,8 @@ local function map_function(maze, player)
vm:write_to_map(true)
--player target coords
player_x = width+(width*2)%4
player_z = height+(height*2)%4
player_x = height+(height*2)%4
player_z = width+(width*2)%4
--Lets now overwrite the channel for the player to fall into:
local emin, emax = vm:read_from_map({x=player_x-1,y=4,z=player_z-1}, {x=player_x+1,y=32,z=player_z+1})
@ -100,7 +100,7 @@ end
local function cleanup(width, height)
--Copy to the map
local vm = minetest.get_voxel_manip()
local emin, emax = vm:read_from_map({x=0,y=0,z=0}, {x=width*2,y=4,z=height*2})
local emin, emax = vm:read_from_map({x=0,y=0,z=0}, {x=height*2,y=4,z=width*2})
local data = vm:get_data()
local a = VoxelArea:new{
MinEdge = emin,
@ -108,7 +108,7 @@ local function cleanup(width, height)
}
local air = minetest.get_content_id("air")
--Generally a good idea to zero it out
--zero it out
for z=0, width*2 do --z
for y=0,4 do --
for x=0, height*2 do --x
@ -120,8 +120,8 @@ local function cleanup(width, height)
vm:write_to_map(true)
--player target coords
player_x = width+(width*2)%4
player_z = height+(height*2)%4
player_x = height+(height*2)%4
player_z = width+(width*2)%4
--Lets now overwrite the channel for the player to fall into:
local emin, emax = vm:read_from_map({x=player_x-1,y=4,z=player_z-1}, {x=player_x+1,y=32,z=player_z+1})