dungeon/data/tiles.lua

130 lines
4 KiB
Lua

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;