345 lines
8.9 KiB
Lua
345 lines
8.9 KiB
Lua
--the map library
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maplib = {}
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chunkx,chunky = math.random(-1000,1000),math.random(0,-3)
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--tile size
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map_max = 35
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--ore generation
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ore_min = 0 -- the minimum amount of ore that'll be generated in a map block
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ore_max = 5 -- the max
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--cave generation
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cave_min = 150
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cave_max = 200
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--the chunk y which the rock starts
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underground = 0
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--the top of the dirt layer
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earth_max = 2
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--max chunks loaded ( chunk x chunk )
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max_chunks = 3
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--makes player move to next map section
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function maplib.new_block(oldposx,oldposy)
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if player.playerx < 1 then
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if loaded_chunks[-1][0][map_max][player.playery]["block"] == 1 then
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chunkx = chunkx - 1
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maplib.createmap() -- create a new block
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player.playerx = map_max -- put player on other side of screen
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print(" block x -1")
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return false
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else
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print("something blocking -1 x")
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end
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elseif player.playerx > map_max then
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if loaded_chunks[1][0][1][player.playery]["block"] == 1 then
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chunkx = chunkx + 1
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maplib.createmap() -- create a new block
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player.playerx = 1 -- put player on other side of screen
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print("block x +1")
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return false
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else
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print("something blocking 1 x")
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end
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elseif player.playery < 1 then
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if loaded_chunks[0][1][player.playerx][map_max]["block"] == 1 then
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chunky = chunky + 1
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maplib.createmap() -- create a new block
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player.playery = map_max -- put player on other side of screen
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print(" block y -1")
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return false
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else
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print("something blocking 1 y")
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end
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elseif player.playery > map_max then
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if loaded_chunks[0][-1][player.playerx][1]["block"] == 1 then
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chunky = chunky - 1
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maplib.createmap() -- create a new block
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player.playery = 1 -- put player on other side of screen
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print("block y +1")
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return false
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else
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print("something blocking -1 y")
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end
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end
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return true
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end
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--generates ore
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function maplib.generate_ore(tiles)
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local limit = math.random(ore_min, ore_max)
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if limit ~= 0 then
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for limit = 1,limit do
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local x,y = math.random(1,map_max),math.random(1,map_max)
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--add this to the x,y
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for w = -3,-1 do
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for z = 1,3 do
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--stay within map boundaries
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if x + w >= 1 and y + z <= map_max then
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tiles[x+w][y+z]["block"] = 3
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end
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end
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end
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end
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end
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end
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--generates caves
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function maplib.generate_cave(tiles)
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local limit = math.random(cave_min, cave_max)
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if limit ~= 0 then
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for limit = 1,limit do
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local x,y = math.random(1,map_max),math.random(1,map_max)
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--add this to the x,y
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for w = -3,-1 do
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for z = 1,3 do
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--stay within map boundaries
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if x + w >= 1 and y + z <= map_max then
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tiles[x+w][y+z]["block"] = 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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end
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end
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--[[
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when walking around seemlessly generate chunks
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unload chunks that are not visible <-
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or
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keep all chunks loaded, just do not render them off screen
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create a x * x table, set max loaded chunks (x)
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render, and modify everything to work correctly with all loaded chunks
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]]--
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max_chunks = 1 --x * x chunks loaded --does -1 - 1 (-x to x) -- (x * 2) + 1 to get max chunks in memory
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--generates tile blocks
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function maplib.createmap()
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loaded_chunks = {} --chunks in mememory
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for xx = -max_chunks,max_chunks do
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loaded_chunks[xx] = {}
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for yy = -max_chunks,max_chunks do
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if not love.filesystem.exists("map") then
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love.filesystem.createDirectory( "map" )
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end
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local block_exists = love.filesystem.exists("/map/"..chunkx+xx.."_"..chunky+yy..".txt")
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local number = 0
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local val = 0
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tiles = {}
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--generate map block
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if not block_exists then
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--print(chunky)
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--generate underground
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if chunky+yy <= underground then
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for x = 1,map_max do
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tiles[x] = {}
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for y = 1,map_max do
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tiles[x][y] = {}
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tiles[x][y]["block"] = 2
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end
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end
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maplib.generate_ore(tiles)
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maplib.generate_cave(tiles)
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--generate the grass top
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elseif chunky+yy == earth_max then
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local yer = math.random(1,map_max)
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for x = 1,map_max do
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tiles[x] = {}
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yer = yer + math.random(-1,1)
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for y = 1,map_max do
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tiles[x][y] = {}
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--generate dirt as debug
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if y == yer then
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tiles[x][y]["block"] = 4
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elseif y < yer then
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tiles[x][y]["block"] = 1
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else
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tiles[x][y]["block"] = 3
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end
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end
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end
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--generate dirt under grass
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elseif chunky+yy < earth_max and chunky+yy > underground then
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--print("test")
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for x = 1, map_max do
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tiles[x] = {}
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for y = 1,map_max do
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tiles[x][y] = {}
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tiles[x][y]["block"] = 3
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end
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end
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else
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--print("generate air")
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for x = 1,map_max do
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tiles[x] = {}
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for y = 1,map_max do
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tiles[x][y] = {}
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tiles[x][y]["block"] = 1
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end
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end
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end
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--save
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love.filesystem.write( "/map/"..chunkx+xx.."_"..chunky+yy..".txt", TSerial.pack(tiles))
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loaded_chunks[xx][yy] = tiles
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else
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tiles = TSerial.unpack(love.filesystem.read("/map/"..chunkx+xx.."_"..chunky+yy..".txt"))
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loaded_chunks[xx][yy] = tiles
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end
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end
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end
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--for xx = -max_chunks,max_chunks do
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-- for yy = -max_chunks,max_chunks do
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-- print(loaded_chunks[xx][yy])
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-- end
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--end
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end
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--executed in love.draw to draw map
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--function maplib.draw()
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-- love.graphics.setFont(font)
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--
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-- for x = 1,map_max do
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-- for y = 1,map_max do
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-- love.graphics.setColor(ore[tiles[x][y]["block"]]["rgb"][1],ore[tiles[x][y]["block"]]["rgb"][2],ore[tiles[x][y]["block"]]["rgb"][3],255)
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-- love.graphics.print(ore[tiles[x][y]["block"]]["image"], x*scale, y*scale)
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-- if x == math.floor(map_max / 2) and y == math.floor(map_max / 2) then
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-- love.graphics.print("X", x*scale, y*scale)
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-- end
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-- end
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-- end
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--
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--end
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function maplib.draw()
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love.graphics.setFont(font)
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for xx = -max_chunks,max_chunks do
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for yy = -max_chunks,max_chunks do
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for x = 1,map_max do
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for y = 1,map_max do
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--love.graphics.setColor(ore[loaded_chunks[xx][-yy][x][y]["block"]]["rgb"][1],ore[loaded_chunks[xx][-yy][x][y]["block"]]["rgb"][2],ore[loaded_chunks[xx][-yy][x][y]["block"]]["rgb"][3],255)
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--print(loaded_chunks[xx][-yy][x][y]["block"])
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love.graphics.draw(texture_table[loaded_chunks[xx][-yy][x][y]["block"]], (((x*scale)-(player.playerx*scale))+((scale*map_max)/2))+(map_max*scale*xx)+offsetx, (((y*scale)-(player.playery*scale))+((scale*map_max)/2))+(map_max*scale*yy)+offsety-4,0, scale/16, scale/16)
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--love.graphics.print(,, )
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--if x == math.floor(map_max / 2) and y == math.floor(map_max / 2) then
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-- love.graphics.print("X", x*scale, y*scale)
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--end
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end
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end
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end
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end
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end
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flowtimer = 0
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--make liquids flow
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function maplib.liquid_flow(dt)
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flowtimer = flowtimer + dt
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local after_table = {}
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if flowtimer > 0.5 then
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flowtimer = 0
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for xx = -max_chunks,max_chunks do
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after_table[xx] = {}
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for yy = -max_chunks,max_chunks do
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after_table[xx][yy] = {}
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for x = 1,map_max do
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after_table[xx][yy][x] = {}
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for y = 1,map_max do
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after_table[xx][yy][x][y] = {}
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local block = loaded_chunks[xx][-yy][x][y]["block"]
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--downward flow
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if ore[block]["prop"] == "liquid" and y + 1 <= map_max and loaded_chunks[xx][-yy][x][y+1]["block"] == 1 then
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after_table[xx][yy][x][y]["block"] = block
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after_table[xx][yy][x][y]["down"] = "down"
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end
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--rightward flow
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if ore[block]["prop"] == "liquid" and x + 1 <= map_max and loaded_chunks[xx][-yy][x+1][y]["block"] == 1 then
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after_table[xx][yy][x][y]["block"] = block
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after_table[xx][yy][x][y]["right"] = "right"
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end
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--leftward flow
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if ore[block]["prop"] == "liquid" and x - 1 >= 1 and loaded_chunks[xx][-yy][x-1][y]["block"] == 1 then
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after_table[xx][yy][x][y]["block"] = block
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after_table[xx][yy][x][y]["left"] = "left"
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end
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--love.graphics.draw(texture_table[loaded_chunks[xx][-yy][x][y]["block"]], (((x*scale)-(player.playerx*scale))+((scale*map_max)/2))+(map_max*scale*xx)+offsetx, (((y*scale)-(player.playery*scale))+((scale*map_max)/2))+(map_max*scale*yy)+offsety-4,0, scale/16, scale/16)
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end
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end
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end
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end
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end
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--a hack to delay water flow
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for keyxx,valuexx in pairs(after_table) do
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for keyyy,valueyy in pairs(valuexx) do
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for keyx, valuex in pairs(valueyy) do
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for keyy,valuey in pairs(valuex) do
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if valuey["block"] ~= nil then
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--don't elseif, or will bug out
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if valuey["down"] == "down" then
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loaded_chunks[keyxx][-keyyy][keyx][keyy+1]["block"] = valuey["block"]
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end
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if valuey["right"] == "right" then
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loaded_chunks[keyxx][-keyyy][keyx+1][keyy]["block"] = valuey["block"]
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end
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if valuey["left"] == "left" then
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loaded_chunks[keyxx][-keyyy][keyx-1][keyy]["block"] = valuey["block"]
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end
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end
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end
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end
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end
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end
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end
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--[[ a test
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for x = 1,10 do
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local line = ""
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for y = 1,10 do
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line = line..tiles.x.y
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end
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print(line.."\n")
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end
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]]--
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