local tiles = { dungeon_wall = { glyph = '#', -- texture id for the tile, usually ascii fg = {0.1,0.1,0.3,1.0}, -- what color to tint the tile with, {R,G,B,A} bg = {0.6,0.6,0.9,1.0}, -- 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 map generators find the tile }, dungeon_wall_alt = { glyph = '#', fg = {0.01,0.01,0.1,1.0}, bg = {0.4,0.4,0.8,1.0}, passable = false, opaque = true, wall = true, description = "A stone wall", tags = { "dungeon", "stone", "wall" } }, dungeon_door = { glyph = '+', fg = {0.1,0.05,0.05,1.0}, bg = {0.4,0.2,0.1,1.0}, passable = true, opaque = true, wall = true, description = "A wooden door", tags = { "dungeon", "wood", "door" } }, dungeon_floor = { glyph = '.', fg = {0.8,0.8,1.0,1.0}, bg = {0.1,0.1,0.2,1.0}, passable = true, opaque = false, wall = false, description = "A stone floor", tags = { "dungeon", "stone", "floor" } }, dungeon_floor_alt = { glyph = '.', fg = {0.6,0.6,0.9,1.0}, bg = {0.1,0.1,0.2,1.0}, passable = true, opaque = false, wall = false, description = "A stone floor", tags = { "dungeon", "stone", "floor" } }, -- dungeon_floor2 = { -- glyph = '.', -- fg = {.85,.85,.9,1}, -- bg = {.15,.15,.25,1}, -- passable = true, -- opaque = false, -- wall = false, -- description = "A stone floor", -- tags = { "dungeon", "stone", "floor" } -- }, -- dungeon_floor3 = { -- glyph = '.', -- fg = {.75,.75,.95,1}, -- bg = {.1,.1,.25,1}, -- passable = true, -- opaque = false, -- wall = false, -- description = "A stone floor", -- tags = { "dungeon", "stone", "floor" } -- }, dungeon_entrance = { glyph = '>', fg = {0.8,0.8,1.0,1.0}, bg = {0.1,0.1,0.2,1.0}, passable = true, opaque = false, wall = false, description = "Stone stairs going upwards", tags = { "dungeon", "stone", "entrance" } }, dungeon_exit = { glyph = '<', fg = {0.8,0.8,1.0,1.0}, bg = {0.1,0.1,0.2,1.0}, passable = true, opaque = false, wall = false, description = "Stone stairs going downwards", tags = { "dungeon", "stone", "exit" } }, -- grass = { -- glyph = '"', -- fg = {.4,.95,.4,1}, -- bg = {.1,.15,.2,1}, -- passable = true, -- opaque = false, -- wall = false, -- description = "A patch of grass", -- tags = { "dungeon", "floor", "grass" } -- }, -- moss = { -- glyph = '.', -- fg = {.4,.95,.4,1}, -- bg = {.1,.15,.2,1}, -- passable = true, -- opaque = false, -- wall = false, -- description = "A patch of moss", -- tags = { "dungeon", "floor", "moss" } -- }, } local dijkstra_debug_amount = 100 for i=1,dijkstra_debug_amount do local debugtile = { glyph = tostring(math.floor(i/10)), bg = {0.0,0.0,0.0,1.0}, fg = {i/dijkstra_debug_amount,1-i/dijkstra_debug_amount,0.0,1.0}, passable = true, opaque = false, wall = false, description = "Debug: "..tostring(i), tags = { "debug", "floor" } } tiles["dijkstra_debug_floor_"..tostring(i)] = debugtile end return tiles;