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