dungeon/data/tiles.lua

70 lines
2.2 KiB
Lua

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;