67c8bb6f11
common compiles correctly, although there are issues: * There needs to be support for multiple pagers at once * There needs to be a way to support multiple generation algorithms
45 lines
1.3 KiB
Lua
45 lines
1.3 KiB
Lua
print("Lua script check")
|
|
|
|
--uber lazy declarations
|
|
function math.sqr(x) return x*x end
|
|
function math.dist(x, y, i, j) return math.sqrt(math.sqr(x - i) + math.sqr(y - j)) end
|
|
|
|
--objects to work on
|
|
--TODO: sheet is not accessable in the server
|
|
local sheet = TileSheet.GetTileSheet()
|
|
local pager = RegionPager.GetRegionPager()
|
|
|
|
--the selected tilesheet
|
|
TileSheet.Load(sheet, config.dir.tilesets .. "terrain.bmp", 32, 32)
|
|
|
|
--tile macros, mapped to this tilesheet
|
|
local base = 14
|
|
local shift = 36
|
|
tiles = {
|
|
plains = base + shift * 0,
|
|
grass = base + shift * 1,
|
|
dirt = base + shift * 2,
|
|
sand = base + shift * 3,
|
|
water = base + shift * 4
|
|
}
|
|
|
|
--TODO: could set custom generation systems here, that differ from the global generators, etc.
|
|
--TODO: I need a way to allow for different generation algorithms for different pager objects
|
|
--TODO: This design requires only one pager, but this is not good.
|
|
function Region.Create(region)
|
|
for i = 1, Region.GetWidth() do
|
|
for j = 1, Region.GetHeight() do
|
|
local dist = math.dist(0, 0, i + Region.GetX(region) -1, j + Region.GetY(region) -1)
|
|
if dist < 10 then
|
|
Region.SetTile(region, i, j, 1, tiles.plains)
|
|
elseif dist < 12 then
|
|
Region.SetTile(region, i, j, 1, tiles.sand)
|
|
else
|
|
Region.SetTile(region, i, j, 1, tiles.water)
|
|
Region.SetSolid(region, i, j, true)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
print("Finished the lua script") |