Initial braindead borderless random water implementation...
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@ -16,6 +16,7 @@ package body world is
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chad_limit : constant natural := 8;
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earth : core.sprite;
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water : core.sprite;
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dark : core.sprite;
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border_upper : core.sprite;
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border_lower : core.sprite;
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@ -33,6 +34,7 @@ package body world is
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core.echo (core.comment, "Configuring world components...");
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--
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earth := core.import_sprite (core.folder & "/game/world/terrain/earth.png", 1, 1);
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water := core.import_sprite (core.folder & "/game/world/terrain/water.png", 1, 1);
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dark := core.import_sprite (core.folder & "/game/world/dark.png", 1, 1);
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border_upper := core.import_sprite (core.folder & "/game/world/frame/border_upper.png", 1, 1);
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border_lower := core.import_sprite (core.folder & "/game/world/frame/border_lower.png", 1, 1);
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@ -66,9 +68,11 @@ package body world is
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map.width := width;
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map.height := height;
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--
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map.earth := new tile_array (0 .. map.width - 1, 0 .. map.height - 1);
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map.clips := new clip_array (0 .. map.width - 1, 0 .. map.height - 1);
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map.views := new view_array (0 .. map.width - 1, 0 .. map.height - 1);
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map.earth := new integer_matrix (0 .. map.width - 1, 0 .. map.height - 1);
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map.water := new integer_matrix (0 .. map.width - 1, 0 .. map.height - 1);
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map.is_water := new boolean_matrix (0 .. map.width - 1, 0 .. map.height - 1);
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map.clips := new boolean_matrix (0 .. map.width - 1, 0 .. map.height - 1);
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map.views := new boolean_matrix (0 .. map.width - 1, 0 .. map.height - 1);
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map.landmarks := new entity_array (1 .. landmark_limit);
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map.constructions := new entity_array (1 .. construction_limit);
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map.equipments := new entity_array (1 .. equipment_limit);
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@ -78,7 +82,9 @@ package body world is
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--
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for x in 0 .. width - 1 loop
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for y in 0 .. height - 1 loop
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map.earth (x, y) := (if core.random (0, 23) < 17 then 0 else core.random (0, 23));
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map.earth (x, y) := (if core.random (0, 23) < 19 then core.random (0, 11) else core.random (0, 23));
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map.is_water (x, y) := (if core.random (0, 31) = 19 then true else false);
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map.water (x, y) := (if map.is_water (x, y) then core.random (0, 7) else 0);
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map.clips (x, y) := false;
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map.views (x, y) := false;
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end loop;
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@ -184,6 +190,16 @@ package body world is
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v => core.base * map.earth (horizontal, vertical),
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width => core.base,
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height => core.base);
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if map.is_water (horizontal, vertical) then
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core.draw (data => water,
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x => offset.x + (horizontal - core.camera.x) * core.base * core.zoom,
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y => offset.y + (vertical - core.camera.y) * core.base * core.zoom,
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u => core.base * biome'pos (map.kind) * 4 + (core.animation_time mod 4) * core.base,
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v => core.base * map.water (horizontal, vertical),
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width => core.base,
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height => core.base);
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end if;
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--
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if core.cursor.x > offset.x + (horizontal - core.camera.x ) * core.base * core.zoom - 6
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and core.cursor.x < offset.x + (horizontal - core.camera.x + 1) * core.base * core.zoom + 6
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and core.cursor.y > offset.y + (vertical - core.camera.y ) * core.base * core.zoom - 6
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@ -33,18 +33,19 @@ package world is
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x, y : integer;
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end record;
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type tile_array is array (natural range <>, natural range <>) of integer;
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type clip_array is array (natural range <>, natural range <>) of boolean;
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type view_array is array (natural range <>, natural range <>) of boolean;
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type integer_matrix is array (natural range <>, natural range <>) of integer;
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type boolean_matrix is array (natural range <>, natural range <>) of boolean;
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type entity_array is array (natural range <>) of entity_trait;
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type information is record
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kind : biome;
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width : natural;
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height : natural;
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earth : access tile_array;
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clips : access clip_array;
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views : access view_array;
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earth : access integer_matrix;
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water : access integer_matrix;
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is_water : access boolean_matrix;
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clips : access boolean_matrix;
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views : access boolean_matrix;
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landmarks : access entity_array;
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constructions : access entity_array;
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equipments : access entity_array;
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