local tiles = { dungeon_wall = { glyph = '#', -- texture id for the tile, usually ascii fg = {.1,.1,.3,1}, -- what color to tint the tile with, {R,G,B,A} bg = {.6,.6,.9,1}, -- what color to paint the rect behind the tile passable = false, -- wether entities can pass through the tile opaque = true, -- wether actors can see through the tile wall = true, -- wether we should render the tile as a wall (only used in generation yet) description = "A stone wall", -- description for the tile tags = { "dungeon", "stone", "wall" } -- tags that help generators find the tile }, dungeon_door = { glyph = '+', fg = {.1,.05,.05,1}, bg = {.4,.2,.1,1}, passable = true, opaque = true, wall = true, description = "A wooden door", tags = { "dungeon", "wood", "door" } }, dungeon_floor = { glyph = '.', fg = {.8,.8,1,1}, bg = {.1,.1,.2,1}, passable = true, opaque = false, wall = false, description = "A stone floor", tags = { "dungeon", "stone", "floor" } }, dungeon_entrance = { glyph = '>', fg = {.8,.8,1,1}, bg = {.1,.1,.2,1}, passable = true, opaque = false, wall = false, description = "Stone stairs going upwards", tags = { "dungeon", "stone", "entrance" } }, dungeon_exit = { glyph = '<', fg = {.8,.8,1,1}, bg = {.1,.1,.2,1}, passable = true, opaque = false, wall = false, description = "Stone stairs going downwards", tags = { "dungeon", "stone", "exit" } }, } local dijkstra_debug_amount = 100 for i=1,dijkstra_debug_amount do local debugtile = { glyph = tostring(math.floor(i/10)), bg = {0,0,0,1}, fg = {i/dijkstra_debug_amount,1-i/dijkstra_debug_amount,0,1}, passable = true, opaque = false, wall = false, description = "Debug: "..tostring(i), tags = { "debug", "floor" } } tiles["dijkstra_debug_floor_"..tostring(i)] = debugtile end return tiles;