mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
Revert "Removed old map renderer, tidied up"
This reverts commit fd818e1ee2.
This commit is contained in:
@@ -33,6 +33,7 @@ end
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class Spriteset_Map
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class Spriteset_Map
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attr_reader :map
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attr_reader :map
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attr_accessor :tilemap
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@@viewport0 = Viewport.new(0, 0, Settings::SCREEN_WIDTH, Settings::SCREEN_HEIGHT) # Panorama
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@@viewport0 = Viewport.new(0, 0, Settings::SCREEN_WIDTH, Settings::SCREEN_HEIGHT) # Panorama
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@@viewport0.z = -100
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@@viewport0.z = -100
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@@viewport1 = Viewport.new(0, 0, Settings::SCREEN_WIDTH, Settings::SCREEN_HEIGHT) # Map, events, player, fog
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@@viewport1 = Viewport.new(0, 0, Settings::SCREEN_WIDTH, Settings::SCREEN_HEIGHT) # Map, events, player, fog
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@@ -48,6 +49,15 @@ class Spriteset_Map
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@map = (map) ? map : $game_map
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@map = (map) ? map : $game_map
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$scene.map_renderer.add_tileset(@map.tileset_name)
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$scene.map_renderer.add_tileset(@map.tileset_name)
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@map.autotile_names.each { |filename| $scene.map_renderer.add_autotile(filename) }
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@map.autotile_names.each { |filename| $scene.map_renderer.add_autotile(filename) }
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# @tilemap = TilemapLoader.new(@@viewport1)
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# @tilemap.tileset = pbGetTileset(@map.tileset_name)
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# for i in 0...7
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# autotile_name = @map.autotile_names[i]
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# @tilemap.autotiles[i] = pbGetAutotile(autotile_name)
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# end
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# @tilemap.map_data = @map.data
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# @tilemap.priorities = @map.priorities
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# @tilemap.terrain_tags = @map.terrain_tags
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@panorama = AnimatedPlane.new(@@viewport0)
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@panorama = AnimatedPlane.new(@@viewport0)
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@fog = AnimatedPlane.new(@@viewport1)
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@fog = AnimatedPlane.new(@@viewport1)
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@fog.z = 3000
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@fog.z = 3000
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@@ -62,6 +72,11 @@ class Spriteset_Map
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end
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end
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def dispose
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def dispose
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# @tilemap.tileset.dispose
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# for i in 0...7
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# @tilemap.autotiles[i].dispose
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# end
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# @tilemap.dispose
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$scene.map_renderer.remove_tileset(@map.tileset_name)
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$scene.map_renderer.remove_tileset(@map.tileset_name)
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@map.autotile_names.each { |filename| $scene.map_renderer.remove_autotile(filename) }
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@map.autotile_names.each { |filename| $scene.map_renderer.remove_autotile(filename) }
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@panorama.dispose
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@panorama.dispose
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@@ -70,6 +85,7 @@ class Spriteset_Map
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sprite.dispose
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sprite.dispose
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end
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end
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@weather.dispose
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@weather.dispose
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# @tilemap = nil
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@panorama = nil
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@panorama = nil
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@fog = nil
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@fog = nil
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@character_sprites.clear
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@character_sprites.clear
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@@ -101,10 +117,13 @@ class Spriteset_Map
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end
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end
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tmox = (@map.display_x/Game_Map::X_SUBPIXELS).round
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tmox = (@map.display_x/Game_Map::X_SUBPIXELS).round
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tmoy = (@map.display_y/Game_Map::Y_SUBPIXELS).round
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tmoy = (@map.display_y/Game_Map::Y_SUBPIXELS).round
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# @tilemap.ox = tmox
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# @tilemap.oy = tmoy
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@@viewport1.rect.set(0,0,Graphics.width,Graphics.height)
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@@viewport1.rect.set(0,0,Graphics.width,Graphics.height)
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@@viewport1.ox = 0
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@@viewport1.ox = 0
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@@viewport1.oy = 0
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@@viewport1.oy = 0
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@@viewport1.ox += $game_screen.shake
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@@viewport1.ox += $game_screen.shake
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# @tilemap.update
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@panorama.ox = tmox/2
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@panorama.ox = tmox/2
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@panorama.oy = tmoy/2
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@panorama.oy = tmoy/2
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@fog.ox = tmox+@map.fog_ox
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@fog.ox = tmox+@map.fog_ox
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@@ -75,6 +75,8 @@ class Spriteset_Map
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end
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end
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def update
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def update
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# return if @tilemap.disposed?
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# pbDayNightTint(@tilemap)
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@@viewport3.tone.set(0,0,0,0)
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@@viewport3.tone.set(0,0,0,0)
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_animationSprite_update
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_animationSprite_update
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for i in 0...@usersprites.length
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for i in 0...@usersprites.length
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59
Data/Scripts/006_Map renderer/001_TilemapLoader.rb
Normal file
59
Data/Scripts/006_Map renderer/001_TilemapLoader.rb
Normal file
@@ -0,0 +1,59 @@
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class TilemapLoader
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def initialize(viewport)
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@viewport = viewport
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@tilemap = nil
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@color = Color.new(0,0,0,0)
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@tone = Tone.new(0,0,0,0)
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updateClass
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end
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def updateClass
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setClass(CustomTilemap)
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end
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def setClass(cls)
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newtilemap = cls.new(@viewport)
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if @tilemap
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newtilemap.tileset = @tilemap.tileset
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newtilemap.map_data = @tilemap.map_data
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newtilemap.flash_data = @tilemap.flash_data
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newtilemap.priorities = @tilemap.priorities
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newtilemap.terrain_tags = @tilemap.terrain_tags
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newtilemap.visible = @tilemap.visible
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newtilemap.ox = @tilemap.ox
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newtilemap.oy = @tilemap.oy
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for i in 0...7
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newtilemap.autotiles[i] = @tilemap.autotiles[i]
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end
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@tilemap.dispose
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@tilemap = newtilemap
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newtilemap.update
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else
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@tilemap = newtilemap
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end
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end
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def dispose; @tilemap.dispose; end
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def disposed?; @tilemap && @tilemap.disposed?; end
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def update; @tilemap.update; end
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def viewport; @tilemap.viewport; end
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def autotiles; @tilemap.autotiles; end
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def tileset; @tilemap.tileset; end
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def tileset=(v); @tilemap.tileset = v; end
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def map_data; @tilemap.map_data; end
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def map_data=(v); @tilemap.map_data = v; end
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def flash_data; @tilemap.flash_data; end
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def flash_data=(v); @tilemap.flash_data = v; end
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def priorities; @tilemap.priorities; end
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def priorities=(v); @tilemap.priorities = v; end
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def terrain_tags; (@tilemap.terrain_tags rescue nil); end
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def terrain_tags=(v); (@tilemap.terrain_tags = v rescue nil); end
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def visible; @tilemap.visible; end
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def visible=(v); @tilemap.visible = v; end
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def tone; (@tilemap.tone rescue @tone); end
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def tone=(value); (@tilemap.tone = value rescue nil); end
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def ox; @tilemap.ox; end
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def ox=(v); @tilemap.ox = v; end
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def oy; @tilemap.oy; end
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def oy=(v); @tilemap.oy = v; end
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end
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1026
Data/Scripts/006_Map renderer/002_CustomTilemap.rb
Normal file
1026
Data/Scripts/006_Map renderer/002_CustomTilemap.rb
Normal file
File diff suppressed because it is too large
Load Diff
@@ -1,96 +0,0 @@
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#=======================================================================
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# This module is a little fix that works around PC hardware limitations.
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# Since Essentials isn't working with software rendering anymore, it now
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# has to deal with the limits of the GPU. For the most part this is no
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# big deal, but people do have some really big tilesets.
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#
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# The fix is simple enough: If your tileset is too big, a new
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# bitmap will be constructed with all the excess pixels sent to the
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# image's right side. This basically means that you now have a limit
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# far higher than you should ever actually need.
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#
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# Hardware limit -> max tileset length:
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# 1024px -> 4096px
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# 2048px -> 16384px (enough to get the normal limit)
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# 4096px -> 65536px (enough to load pretty much any tileset)
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# 8192px -> 262144px
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# 16384px -> 1048576px (what most people have at this point)
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# ~Roza/Zoroark
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#=======================================================================
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class TilemapRenderer
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module TilesetWrapper
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TILESET_WIDTH = SOURCE_TILE_WIDTH * TILESET_TILES_PER_ROW
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# Looks useless, but covers weird numbers given to mkxp.json or a funky driver
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MAX_TEX_SIZE = (Bitmap.max_size / 1024) * 1024
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MAX_TEX_SIZE_BOOSTED = MAX_TEX_SIZE**2 / TILESET_WIDTH
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module_function
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def wrapTileset(originalbmp)
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width = originalbmp.width
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height = originalbmp.height
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if width == TILESET_WIDTH && originalbmp.mega?
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columns = (height / MAX_TEX_SIZE.to_f).ceil
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if columns * TILESET_WIDTH > MAX_TEX_SIZE
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raise "Tileset is too long!\n\nSIZE: #{originalbmp.height}px\nHARDWARE LIMIT: #{MAX_TEX_SIZE}px\nBOOSTED LIMIT: #{MAX_TEX_SIZE_BOOSTED}px"
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end
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bmp = Bitmap.new(TILESET_WIDTH * columns, MAX_TEX_SIZE)
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remainder = height % MAX_TEX_SIZE
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columns.times do |col|
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srcrect = Rect.new(0, col * MAX_TEX_SIZE, width, (col + 1 == columns) ? remainder : MAX_TEX_SIZE)
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bmp.blt(col * TILESET_WIDTH, 0, originalbmp, srcrect)
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end
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return bmp
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end
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return originalbmp
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end
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def getWrappedRect(src_rect)
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ret = Rect.new(0, 0, 0, 0)
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col = (src_rect.y / MAX_TEX_SIZE.to_f).floor
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ret.x = col * TILESET_WIDTH + src_rect.x.clamp(0, TILESET_WIDTH)
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ret.y = src_rect.y % MAX_TEX_SIZE
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ret.width = src_rect.width.clamp(0, TILESET_WIDTH - src_rect.x)
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ret.height = src_rect.height.clamp(0, MAX_TEX_SIZE)
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return ret
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end
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private
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def blitWrappedPixels(destX, destY, dest, src, srcrect)
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if srcrect.y + srcrect.width < MAX_TEX_SIZE
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# Save the processing power
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dest.blt(destX, destY, src, srcrect)
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return
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end
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merge = (srcrect.y % MAX_TEX_SIZE) > ((srcrect.y + srcrect.height) % MAX_TEX_SIZE)
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srcrect_mod = getWrappedRect(srcrect)
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if merge
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# FIXME won't work on heights longer than two columns, but nobody should need
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# more than 32k pixels high at once anyway
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side = {
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:a => MAX_TEX_SIZE - srcrect_mod.y,
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:b => srcrect_mod.height - MAX_TEX_SIZE + srcrect_mod.y
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}
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dest.blt(destX, destY, src, Rect.new(srcrect_mod.x, srcrect_mod.y, srcrect_mod.width, side[:a]))
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dest.blt(destX, destY + side[:a], src, Rect.new(srcrect_mod.x + TILESET_WIDTH, 0, srcrect_mod.width, side[:b]))
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else
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dest.blt(destX, destY, src, srcrect_mod)
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end
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end
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def stretchBlitWrappedPixels(destrect, dest, src, srcrect)
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if srcrect.y + srcrect.width < MAX_TEX_SIZE
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# Save the processing power
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dest.stretch_blt(destrect, src, srcrect)
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return
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end
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# Does a regular blit to a non-megasurface, then stretch_blts that to
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# the destination. Yes it is slow
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tmp = Bitmap.new(srcrect.width, srcrect.height)
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blitWrappedPixels(0, 0, tmp, src, srcrect)
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dest.stretch_blt(destrect, tmp, Rect.new(0, 0, srcrect.width, srcrect.height))
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end
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end
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end
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@@ -1,72 +0,0 @@
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class TilemapRenderer
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module AutotileExpander
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MAX_TEXTURE_SIZE = (Bitmap.max_size / 1024) * 1024
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module_function
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# This doesn't allow for cache sizes smaller than 768, but if that applies
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# to you, you've got bigger problems.
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def expand(bitmap)
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return bitmap if bitmap.height == SOURCE_TILE_HEIGHT
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expanded_format = (bitmap.height == SOURCE_TILE_HEIGHT * 6)
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wrap = false
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if MAX_TEXTURE_SIZE < TILES_PER_AUTOTILE * SOURCE_TILE_HEIGHT
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wrap = true # Each autotile will occupy two columns instead of one
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end
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frames_count = [bitmap.width / (3 * SOURCE_TILE_WIDTH), 1].max
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new_bitmap = Bitmap.new(frames_count * (wrap ? 2 : 1) * SOURCE_TILE_WIDTH,
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TILES_PER_AUTOTILE * SOURCE_TILE_HEIGHT / (wrap ? 2 : 1))
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rect = Rect.new(0, 0, SOURCE_TILE_WIDTH / 2, SOURCE_TILE_HEIGHT / 2)
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TILES_PER_AUTOTILE.times do |id|
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pattern = TileDrawingHelper::AUTOTILE_PATTERNS[id >> 3][id % TILESET_TILES_PER_ROW]
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wrap_offset_x = (wrap && id >= TILES_PER_AUTOTILE / 2) ? SOURCE_TILE_WIDTH : 0
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wrap_offset_y = (wrap && id >= TILES_PER_AUTOTILE / 2) ? (TILES_PER_AUTOTILE / 2) * SOURCE_TILE_HEIGHT : 0
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frames_count.times do |frame|
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if expanded_format && [1, 2, 4, 8].include?(id)
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dest_x = frame * SOURCE_TILE_WIDTH * (wrap ? 2 : 1)
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dest_x += wrap_offset_x
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next if dest_x > MAX_TEXTURE_SIZE
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dest_y = id * SOURCE_TILE_HEIGHT
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|
||||||
dest_y -= wrap_offset_y
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|
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next if dest_y > MAX_TEXTURE_SIZE
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case id
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when 1 # Top left corner
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new_bitmap.blt(dest_x, dest_y, bitmap,
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|
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Rect.new(frame * SOURCE_TILE_WIDTH * 3, SOURCE_TILE_HEIGHT * 4,
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SOURCE_TILE_WIDTH, SOURCE_TILE_HEIGHT))
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when 2 # Top right corner
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|
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new_bitmap.blt(dest_x, dest_y, bitmap,
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Rect.new(SOURCE_TILE_WIDTH + frame * SOURCE_TILE_WIDTH * 3, SOURCE_TILE_HEIGHT * 4,
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|
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SOURCE_TILE_WIDTH, SOURCE_TILE_HEIGHT))
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when 4 # Bottom right corner
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new_bitmap.blt(dest_x, dest_y, bitmap,
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Rect.new(SOURCE_TILE_WIDTH + frame * SOURCE_TILE_WIDTH * 3, SOURCE_TILE_HEIGHT * 5,
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|
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SOURCE_TILE_WIDTH, SOURCE_TILE_HEIGHT))
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when 8 # Bottom left corner
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new_bitmap.blt(dest_x, dest_y, bitmap,
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Rect.new(frame * SOURCE_TILE_WIDTH * 3, SOURCE_TILE_HEIGHT * 5,
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|
||||||
SOURCE_TILE_WIDTH, SOURCE_TILE_HEIGHT))
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||||||
end
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next
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end
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pattern.each_with_index do |src_chunk, i|
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real_src_chunk = src_chunk - 1
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dest_x = (i % 2) * SOURCE_TILE_WIDTH / 2
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|
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dest_x += frame * SOURCE_TILE_WIDTH * (wrap ? 2 : 1)
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|
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dest_x += wrap_offset_x
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next if dest_x > MAX_TEXTURE_SIZE
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|
||||||
dest_y = (i / 2) * SOURCE_TILE_HEIGHT / 2
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|
||||||
dest_y += id * SOURCE_TILE_HEIGHT
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|
||||||
dest_y -= wrap_offset_y
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|
||||||
next if dest_y > MAX_TEXTURE_SIZE
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|
||||||
rect.x = (real_src_chunk % 6) * SOURCE_TILE_WIDTH / 2
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|
||||||
rect.x += SOURCE_TILE_WIDTH * 3 * frame
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|
||||||
rect.y = (real_src_chunk / 6) * SOURCE_TILE_HEIGHT / 2
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|
||||||
new_bitmap.blt(dest_x, dest_y, bitmap, rect)
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|
||||||
end
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|
||||||
end
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|
||||||
end
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|
||||||
return new_bitmap
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|
||||||
end
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|
||||||
end
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|
||||||
end
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|
||||||
@@ -2,7 +2,7 @@ class TileDrawingHelper
|
|||||||
attr_accessor :tileset
|
attr_accessor :tileset
|
||||||
attr_accessor :autotiles
|
attr_accessor :autotiles
|
||||||
|
|
||||||
AUTOTILE_PATTERNS = [
|
Autotiles = [
|
||||||
[ [27, 28, 33, 34], [ 5, 28, 33, 34], [27, 6, 33, 34], [ 5, 6, 33, 34],
|
[ [27, 28, 33, 34], [ 5, 28, 33, 34], [27, 6, 33, 34], [ 5, 6, 33, 34],
|
||||||
[27, 28, 33, 12], [ 5, 28, 33, 12], [27, 6, 33, 12], [ 5, 6, 33, 12] ],
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[27, 28, 33, 12], [ 5, 28, 33, 12], [27, 6, 33, 12], [ 5, 6, 33, 12] ],
|
||||||
[ [27, 28, 11, 34], [ 5, 28, 11, 34], [27, 6, 11, 34], [ 5, 6, 11, 34],
|
[ [27, 28, 11, 34], [ 5, 28, 11, 34], [27, 6, 11, 34], [ 5, 6, 11, 34],
|
||||||
@@ -18,7 +18,7 @@ class TileDrawingHelper
|
|||||||
]
|
]
|
||||||
|
|
||||||
# converts neighbors returned from tableNeighbors to tile indexes
|
# converts neighbors returned from tableNeighbors to tile indexes
|
||||||
NEIGHBORS_TO_AUTOTILE_INDEX = [
|
NeighborsToTiles = [
|
||||||
46, 44, 46, 44, 43, 41, 43, 40, 46, 44, 46, 44, 43, 41, 43, 40,
|
46, 44, 46, 44, 43, 41, 43, 40, 46, 44, 46, 44, 43, 41, 43, 40,
|
||||||
42, 32, 42, 32, 35, 19, 35, 18, 42, 32, 42, 32, 34, 17, 34, 16,
|
42, 32, 42, 32, 35, 19, 35, 18, 42, 32, 42, 32, 34, 17, 34, 16,
|
||||||
46, 44, 46, 44, 43, 41, 43, 40, 46, 44, 46, 44, 43, 41, 43, 40,
|
46, 44, 46, 44, 43, 41, 43, 40, 46, 44, 46, 44, 43, 41, 43, 40,
|
||||||
@@ -68,7 +68,7 @@ class TileDrawingHelper
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|||||||
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|
||||||
def initialize(tileset, autotiles)
|
def initialize(tileset, autotiles)
|
||||||
if tileset.mega?
|
if tileset.mega?
|
||||||
@tileset = TilemapRenderer::TilesetWrapper.wrapTileset(tileset)
|
@tileset = TileWrap::wrapTileset(tileset)
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||||||
tileset.dispose
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tileset.dispose
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||||||
@shouldWrap = true
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@shouldWrap = true
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||||||
else
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else
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||||||
@@ -100,7 +100,7 @@ class TileDrawingHelper
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|||||||
else
|
else
|
||||||
anim = frame * 96
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anim = frame * 96
|
||||||
id %= 48
|
id %= 48
|
||||||
tiles = AUTOTILE_PATTERNS[id >> 3][id & 7]
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tiles = TileDrawingHelper::Autotiles[id >> 3][id & 7]
|
||||||
src = Rect.new(0, 0, 0, 0)
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src = Rect.new(0, 0, 0, 0)
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for i in 0...4
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for i in 0...4
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tile_position = tiles[i] - 1
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tile_position = tiles[i] - 1
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@@ -114,7 +114,7 @@ class TileDrawingHelper
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def bltSmallRegularTile(bitmap,x,y,cxTile,cyTile,id)
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def bltSmallRegularTile(bitmap,x,y,cxTile,cyTile,id)
|
||||||
return if id < 384 || !@tileset || @tileset.disposed?
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return if id < 384 || !@tileset || @tileset.disposed?
|
||||||
rect = Rect.new((id - 384) % 8 * 32, (id - 384) / 8 * 32, 32, 32)
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rect = Rect.new((id - 384) % 8 * 32, (id - 384) / 8 * 32, 32, 32)
|
||||||
rect = TilemapRenderer::TilesetWrapper.getWrappedRect(rect) if @shouldWrap
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rect = TileWrap::getWrappedRect(rect) if @shouldWrap
|
||||||
bitmap.stretch_blt(Rect.new(x, y, cxTile, cyTile), @tileset, rect)
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bitmap.stretch_blt(Rect.new(x, y, cxTile, cyTile), @tileset, rect)
|
||||||
end
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end
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||||||
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|
||||||
@@ -176,7 +176,7 @@ def bltMinimapAutotile(dstBitmap,x,y,srcBitmap,id)
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|||||||
anim=0
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anim=0
|
||||||
cxTile=3
|
cxTile=3
|
||||||
cyTile=3
|
cyTile=3
|
||||||
tiles = TileDrawingHelper::AUTOTILE_PATTERNS[id>>3][id&7]
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tiles = TileDrawingHelper::Autotiles[id>>3][id&7]
|
||||||
src=Rect.new(0,0,0,0)
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src=Rect.new(0,0,0,0)
|
||||||
for i in 0...4
|
for i in 0...4
|
||||||
tile_position = tiles[i] - 1
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tile_position = tiles[i] - 1
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||||||
@@ -213,7 +213,7 @@ def getPassabilityMinimap(mapid)
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|||||||
passtable[i,j]=pass ? 1 : 0
|
passtable[i,j]=pass ? 1 : 0
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
neighbors=TileDrawingHelper::NEIGHBORS_TO_AUTOTILE_INDEX
|
neighbors=TileDrawingHelper::NeighborsToTiles
|
||||||
for i in 0...map.width
|
for i in 0...map.width
|
||||||
for j in 0...map.height
|
for j in 0...map.height
|
||||||
if passtable[i,j]==0
|
if passtable[i,j]==0
|
||||||
@@ -1,27 +1,47 @@
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|||||||
|
# NOTES
|
||||||
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# - @tiles has the extra tile hanging off the left/top of the screen, because
|
||||||
|
# the pixel offset values are positive and added to the coordinates.
|
||||||
|
|
||||||
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# - An alternative to rearranging @tiles in def check_if_screen_moved would
|
||||||
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# be to have extra variables that determine how much the @tiles array has
|
||||||
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# wrapped around (e.g. 1 means the tile sprites should be 1 tile further right
|
||||||
|
# or down than their indices in the array would suggest). This would be more
|
||||||
|
# convenient if I also have an array of x/y/layer triplets marking tile
|
||||||
|
# sprites using autotiles with 2+ frames.
|
||||||
|
|
||||||
#===============================================================================
|
#===============================================================================
|
||||||
#
|
#
|
||||||
#===============================================================================
|
#===============================================================================
|
||||||
class TilemapRenderer
|
class TilemapRenderer
|
||||||
attr_reader :tilesets
|
attr_reader :tilesets
|
||||||
attr_reader :autotiles
|
attr_reader :autotiles
|
||||||
|
attr_reader :graphics_width
|
||||||
|
attr_reader :graphics_height
|
||||||
attr_accessor :tone
|
attr_accessor :tone
|
||||||
attr_accessor :color
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attr_accessor :color
|
||||||
attr_reader :viewport
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attr_reader :viewport
|
||||||
attr_accessor :ox # Does nothing
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# TODO: ox, oy and visible don't do anything. Should they?
|
||||||
attr_accessor :oy # Does nothing
|
attr_accessor :ox
|
||||||
attr_accessor :visible # Does nothing
|
attr_accessor :oy
|
||||||
|
attr_accessor :visible
|
||||||
|
|
||||||
DISPLAY_TILE_WIDTH = Game_Map::TILE_WIDTH rescue 32
|
DISPLAY_TILE_WIDTH = Game_Map::TILE_WIDTH rescue 32
|
||||||
DISPLAY_TILE_HEIGHT = Game_Map::TILE_HEIGHT rescue 32
|
DISPLAY_TILE_HEIGHT = Game_Map::TILE_HEIGHT rescue 32
|
||||||
SOURCE_TILE_WIDTH = 32
|
SOURCE_TILE_WIDTH = 32
|
||||||
SOURCE_TILE_HEIGHT = 32
|
SOURCE_TILE_HEIGHT = 32
|
||||||
|
|
||||||
|
# If an autotile's filename ends with [x], its frame duration will be x/20
|
||||||
|
# seconds instead.
|
||||||
|
AUTOTILE_FRAME_DURATION = 5 # In 1/20ths of a second
|
||||||
|
|
||||||
TILESET_TILES_PER_ROW = 8
|
TILESET_TILES_PER_ROW = 8
|
||||||
AUTOTILES_COUNT = 8 # Counting the blank tile as an autotile
|
AUTOTILES_COUNT = 8 # Counting the blank tile as an autotile
|
||||||
TILES_PER_AUTOTILE = 48
|
TILES_PER_AUTOTILE = 48
|
||||||
TILESET_START_ID = AUTOTILES_COUNT * TILES_PER_AUTOTILE
|
TILESET_START_ID = AUTOTILES_COUNT * TILES_PER_AUTOTILE
|
||||||
# If an autotile's filename ends with "[x]", its frame duration will be x/20
|
|
||||||
# seconds instead.
|
# TODO: Flash duration is hardcoded to 0.05 seconds per "frame". However, this
|
||||||
AUTOTILE_FRAME_DURATION = 5 # In 1/20ths of a second
|
# kind of flash is unused, but it should be supported anyway.
|
||||||
|
FLASH_OPACITY = [100, 90, 80, 70, 80, 90]
|
||||||
|
|
||||||
#=============================================================================
|
#=============================================================================
|
||||||
#
|
#
|
||||||
@@ -57,7 +77,7 @@ class TilemapRenderer
|
|||||||
bitmap = pbGetTileset(filename)
|
bitmap = pbGetTileset(filename)
|
||||||
@bitmap_wraps[filename] = false
|
@bitmap_wraps[filename] = false
|
||||||
if bitmap.mega?
|
if bitmap.mega?
|
||||||
self[filename] = TilemapRenderer::TilesetWrapper.wrapTileset(bitmap)
|
self[filename] = TileWrap::wrapTileset(bitmap)
|
||||||
@bitmap_wraps[filename] = true
|
@bitmap_wraps[filename] = true
|
||||||
bitmap.dispose
|
bitmap.dispose
|
||||||
else
|
else
|
||||||
@@ -243,19 +263,29 @@ class TilemapRenderer
|
|||||||
def initialize(viewport)
|
def initialize(viewport)
|
||||||
@tilesets = TilesetBitmaps.new
|
@tilesets = TilesetBitmaps.new
|
||||||
@autotiles = AutotileBitmaps.new
|
@autotiles = AutotileBitmaps.new
|
||||||
@tiles_horizontal_count = (Graphics.width.to_f / DISPLAY_TILE_WIDTH).ceil + 1
|
|
||||||
@tiles_vertical_count = (Graphics.height.to_f / DISPLAY_TILE_HEIGHT).ceil + 1
|
@can_query_graphics_size = (Graphics.width != nil rescue false)
|
||||||
|
if @can_query_graphics_size
|
||||||
|
@graphics_width = Graphics.width
|
||||||
|
@graphics_height = Graphics.height
|
||||||
|
else
|
||||||
|
@graphics_width = 640
|
||||||
|
@graphics_height = 480
|
||||||
|
end
|
||||||
|
|
||||||
|
@tiles_horizontal_count = (@graphics_width.to_f / DISPLAY_TILE_WIDTH).ceil + 1
|
||||||
|
@tiles_vertical_count = (@graphics_height.to_f / DISPLAY_TILE_HEIGHT).ceil + 1
|
||||||
|
|
||||||
@tone = Tone.new(0, 0, 0, 0)
|
@tone = Tone.new(0, 0, 0, 0)
|
||||||
@old_tone = Tone.new(0, 0, 0, 0)
|
@old_tone = Tone.new(0, 0, 0, 0)
|
||||||
@color = Color.new(0, 0, 0, 0)
|
@color = Color.new(0, 0, 0, 0)
|
||||||
@old_color = Color.new(0, 0, 0, 0)
|
@old_color = Color.new(0, 0, 0, 0)
|
||||||
@self_viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
|
|
||||||
|
@self_viewport = Viewport.new(0, 0, graphics_width, graphics_height)
|
||||||
@viewport = (viewport) ? viewport : @self_viewport
|
@viewport = (viewport) ? viewport : @self_viewport
|
||||||
@old_viewport_ox = 0
|
@old_viewport_ox = 0
|
||||||
@old_viewport_oy = 0
|
@old_viewport_oy = 0
|
||||||
# NOTE: The extra tiles horizontally/vertically hang off the left and top
|
|
||||||
# edges of the screen, because the pixel_offset values are positive
|
|
||||||
# and are added to the tile sprite coordinates.
|
|
||||||
@tiles = []
|
@tiles = []
|
||||||
@tiles_horizontal_count.times do |i|
|
@tiles_horizontal_count.times do |i|
|
||||||
@tiles[i] = []
|
@tiles[i] = []
|
||||||
@@ -263,14 +293,24 @@ class TilemapRenderer
|
|||||||
@tiles[i][j] = Array.new(3) { TileSprite.new(@viewport) }
|
@tiles[i][j] = Array.new(3) { TileSprite.new(@viewport) }
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
@current_map_id = 0
|
@current_map_id = 0
|
||||||
@tile_offset_x = 0
|
@tile_offset_x = 0
|
||||||
@tile_offset_y = 0
|
@tile_offset_y = 0
|
||||||
@pixel_offset_x = 0
|
@pixel_offset_x = 0
|
||||||
@pixel_offset_y = 0
|
@pixel_offset_y = 0
|
||||||
@ox = 0
|
|
||||||
@oy = 0
|
@ox = 0 # Bitmap Offsets
|
||||||
|
@oy = 0 # Bitmap Offsets
|
||||||
|
|
||||||
@visible = true
|
@visible = true
|
||||||
|
|
||||||
|
@flash = nil
|
||||||
|
@oxFlash = 0
|
||||||
|
@oyFlash = 0
|
||||||
|
@flashChanged = false
|
||||||
|
@firsttimeflash = true
|
||||||
|
|
||||||
@disposed = false
|
@disposed = false
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -281,6 +321,12 @@ class TilemapRenderer
|
|||||||
coord.each { |tile| tile.dispose }
|
coord.each { |tile| tile.dispose }
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
if @flash
|
||||||
|
@flash.bitmap.dispose if !@flash.disposed?
|
||||||
|
@flash.bitmap = nil if !@flash.disposed?
|
||||||
|
@flash.dispose
|
||||||
|
@flash = nil
|
||||||
|
end
|
||||||
@tilesets.bitmaps.each_value { |bitmap| bitmap.dispose }
|
@tilesets.bitmaps.each_value { |bitmap| bitmap.dispose }
|
||||||
@autotiles.bitmaps.each_value { |bitmap| bitmap.dispose }
|
@autotiles.bitmaps.each_value { |bitmap| bitmap.dispose }
|
||||||
@self_viewport.dispose
|
@self_viewport.dispose
|
||||||
@@ -312,7 +358,87 @@ class TilemapRenderer
|
|||||||
|
|
||||||
#=============================================================================
|
#=============================================================================
|
||||||
|
|
||||||
def refresh; end
|
# TODO: Flash stuff, including usage of flash_data.
|
||||||
|
def refresh_flash
|
||||||
|
if @flash_data && !@flash
|
||||||
|
@flash = TileSprite.new(viewport)
|
||||||
|
@flash.visible = true
|
||||||
|
@flash.z = 1
|
||||||
|
@flash.tone = tone
|
||||||
|
@flash.color = color
|
||||||
|
@flash.blend_type = 1
|
||||||
|
@flash.bitmap = Bitmap.new([graphics_width * 2, 1].max, [graphics_height * 2, 1].max)
|
||||||
|
@firsttimeflash = true
|
||||||
|
elsif !@flash_data && @flash
|
||||||
|
@flash.bitmap.dispose if @flash.bitmap
|
||||||
|
@flash.dispose
|
||||||
|
@flash = nil
|
||||||
|
@firsttimeflash = false
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
def refreshFlashSprite
|
||||||
|
return if !@flash || @flash_data.nil?
|
||||||
|
ptX = @ox-@oxFlash
|
||||||
|
ptY = @oy-@oyFlash
|
||||||
|
if !@firsttimeflash &&
|
||||||
|
ptX>=0 && ptX+@viewport.rect.width<=@flash.bitmap.width &&
|
||||||
|
ptY>=0 && ptY+@viewport.rect.height<=@flash.bitmap.height
|
||||||
|
@flash.ox = 0
|
||||||
|
@flash.oy = 0
|
||||||
|
@flash.src_rect.set(ptX.round,ptY.round,
|
||||||
|
@viewport.rect.width,@viewport.rect.height)
|
||||||
|
return
|
||||||
|
end
|
||||||
|
width = @flash.bitmap.width
|
||||||
|
height = @flash.bitmap.height
|
||||||
|
bitmap = @flash.bitmap
|
||||||
|
ysize = @map_data.ysize
|
||||||
|
xsize = @map_data.xsize
|
||||||
|
@firsttimeflash = false
|
||||||
|
@oxFlash = @ox-(width>>2)
|
||||||
|
@oyFlash = @oy-(height>>2)
|
||||||
|
@flash.ox = 0
|
||||||
|
@flash.oy = 0
|
||||||
|
@flash.src_rect.set(width>>2,height>>2,
|
||||||
|
@viewport.rect.width,@viewport.rect.height)
|
||||||
|
@flash.bitmap.clear
|
||||||
|
@oxFlash = @oxFlash.floor
|
||||||
|
@oyFlash = @oyFlash.floor
|
||||||
|
xStart = @oxFlash / DISPLAY_TILE_WIDTH
|
||||||
|
xStart = 0 if xStart<0
|
||||||
|
yStart = @oyFlash / DISPLAY_TILE_HEIGHT
|
||||||
|
yStart = 0 if yStart<0
|
||||||
|
xEnd = xStart + (width / DISPLAY_TILE_WIDTH) + 1
|
||||||
|
yEnd = yStart + (height / DISPLAY_TILE_HEIGHT) + 1
|
||||||
|
xEnd = xsize if xEnd>=xsize
|
||||||
|
yEnd = ysize if yEnd>=ysize
|
||||||
|
if xStart<xEnd && yStart<yEnd
|
||||||
|
yrange = yStart...yEnd
|
||||||
|
xrange = xStart...xEnd
|
||||||
|
tmpcolor = Color.new(0,0,0,0)
|
||||||
|
for y in yrange
|
||||||
|
ypos = (y * DISPLAY_TILE_HEIGHT) - @oyFlash
|
||||||
|
for x in xrange
|
||||||
|
xpos = (x * DISPLAY_TILE_WIDTH) - @oxFlash
|
||||||
|
id = @flash_data[x, y, 0]
|
||||||
|
r = (id>>8)&15
|
||||||
|
g = (id>>4)&15
|
||||||
|
b = (id)&15
|
||||||
|
tmpcolor.set(r<<4,g<<4,b<<4)
|
||||||
|
bitmap.fill_rect(xpos, ypos, DISPLAY_TILE_WIDTH, DISPLAY_TILE_HEIGHT, tmpcolor)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
#=============================================================================
|
||||||
|
|
||||||
|
def refresh(autotiles = false)
|
||||||
|
refreshFlashSprite
|
||||||
|
end
|
||||||
|
|
||||||
|
#=============================================================================
|
||||||
|
|
||||||
def refresh_tile_bitmap(tile, map, tile_id)
|
def refresh_tile_bitmap(tile, map, tile_id)
|
||||||
if tile_id < TILES_PER_AUTOTILE
|
if tile_id < TILES_PER_AUTOTILE
|
||||||
@@ -393,6 +519,7 @@ class TilemapRenderer
|
|||||||
@current_map_id = $game_map.map_id
|
@current_map_id = $game_map.map_id
|
||||||
ret = true
|
ret = true
|
||||||
end
|
end
|
||||||
|
|
||||||
# Check for tile movement
|
# Check for tile movement
|
||||||
current_map_display_x = ($game_map.display_x.to_f / Game_Map::X_SUBPIXELS).round
|
current_map_display_x = ($game_map.display_x.to_f / Game_Map::X_SUBPIXELS).round
|
||||||
current_map_display_y = ($game_map.display_y.to_f / Game_Map::Y_SUBPIXELS).round
|
current_map_display_y = ($game_map.display_y.to_f / Game_Map::Y_SUBPIXELS).round
|
||||||
@@ -445,6 +572,7 @@ class TilemapRenderer
|
|||||||
@screen_moved_vertically = true
|
@screen_moved_vertically = true
|
||||||
@tile_offset_y = new_tile_offset_y
|
@tile_offset_y = new_tile_offset_y
|
||||||
end
|
end
|
||||||
|
|
||||||
# Check for pixel movement
|
# Check for pixel movement
|
||||||
new_pixel_offset_x = current_map_display_x % SOURCE_TILE_WIDTH
|
new_pixel_offset_x = current_map_display_x % SOURCE_TILE_WIDTH
|
||||||
new_pixel_offset_y = current_map_display_y % SOURCE_TILE_HEIGHT
|
new_pixel_offset_y = current_map_display_y % SOURCE_TILE_HEIGHT
|
||||||
@@ -463,8 +591,16 @@ class TilemapRenderer
|
|||||||
#=============================================================================
|
#=============================================================================
|
||||||
|
|
||||||
def update
|
def update
|
||||||
|
# Check if screen was resized
|
||||||
|
# TODO: If it was resized, change how many TileSprites there are.
|
||||||
|
# CustomTilemap only uses this for the flash graphic.
|
||||||
|
if @can_query_graphics_size
|
||||||
|
@graphics_width = Graphics.width
|
||||||
|
@graphics_height = Graphics.height
|
||||||
|
end
|
||||||
# Update tone
|
# Update tone
|
||||||
if @old_tone != @tone
|
if @old_tone != @tone
|
||||||
|
@flash.tone = @tone if @flash
|
||||||
@tiles.each do |col|
|
@tiles.each do |col|
|
||||||
col.each do |coord|
|
col.each do |coord|
|
||||||
coord.each { |tile| tile.tone = @tone }
|
coord.each { |tile| tile.tone = @tone }
|
||||||
@@ -474,6 +610,7 @@ class TilemapRenderer
|
|||||||
end
|
end
|
||||||
# Update color
|
# Update color
|
||||||
if @old_color != @color
|
if @old_color != @color
|
||||||
|
@flash.color = @color if @flash
|
||||||
@tiles.each do |col|
|
@tiles.each do |col|
|
||||||
col.each do |coord|
|
col.each do |coord|
|
||||||
coord.each { |tile| tile.color = @tone }
|
coord.each { |tile| tile.color = @tone }
|
||||||
@@ -484,22 +621,30 @@ class TilemapRenderer
|
|||||||
# Recalculate autotile frames
|
# Recalculate autotile frames
|
||||||
@tilesets.update
|
@tilesets.update
|
||||||
@autotiles.update
|
@autotiles.update
|
||||||
|
|
||||||
|
# Update flash
|
||||||
|
refresh_flash if @flashChanged
|
||||||
|
@flash.opacity = FLASH_OPACITY[(Graphics.frame_count / 2) % 6] if @flash
|
||||||
|
|
||||||
do_full_refresh = false
|
do_full_refresh = false
|
||||||
if @viewport.ox != @old_viewport_ox || @viewport.oy != @old_viewport_oy
|
if @viewport.ox != @old_viewport_ox || @viewport.oy != @old_viewport_oy
|
||||||
@old_viewport_ox = @viewport.ox
|
@old_viewport_ox = @viewport.ox
|
||||||
@old_viewport_oy = @viewport.oy
|
@old_viewport_oy = @viewport.oy
|
||||||
do_full_refresh = true
|
do_full_refresh = true
|
||||||
end
|
end
|
||||||
|
|
||||||
# Check whether the screen has moved since the last update
|
# Check whether the screen has moved since the last update
|
||||||
@screen_moved = false
|
@screen_moved = false
|
||||||
@screen_moved_vertically = false
|
@screen_moved_vertically = false
|
||||||
do_full_refresh = true if check_if_screen_moved
|
do_full_refresh = true if check_if_screen_moved
|
||||||
|
|
||||||
# Update all tile sprites
|
# Update all tile sprites
|
||||||
visited = []
|
visited = []
|
||||||
@tiles_horizontal_count.times do |i|
|
@tiles_horizontal_count.times do |i|
|
||||||
visited[i] = []
|
visited[i] = []
|
||||||
@tiles_vertical_count.times { |j| visited[i][j] = false }
|
@tiles_vertical_count.times { |j| visited[i][j] = false }
|
||||||
end
|
end
|
||||||
|
|
||||||
$MapFactory.maps.each do |map|
|
$MapFactory.maps.each do |map|
|
||||||
# Calculate x/y ranges of tile sprites that represent them
|
# Calculate x/y ranges of tile sprites that represent them
|
||||||
map_display_x = (map.display_x.to_f / Game_Map::X_SUBPIXELS).round
|
map_display_x = (map.display_x.to_f / Game_Map::X_SUBPIXELS).round
|
||||||
@@ -513,6 +658,7 @@ class TilemapRenderer
|
|||||||
end_y = @tiles_vertical_count - 1
|
end_y = @tiles_vertical_count - 1
|
||||||
end_y = [end_y, map.height - map_display_y_tile - 1].min
|
end_y = [end_y, map.height - map_display_y_tile - 1].min
|
||||||
next if start_x > end_x || start_y > end_y || end_x < 0 || end_y < 0
|
next if start_x > end_x || start_y > end_y || end_x < 0 || end_y < 0
|
||||||
|
|
||||||
# Update all tile sprites representing this map
|
# Update all tile sprites representing this map
|
||||||
for i in start_x..end_x
|
for i in start_x..end_x
|
||||||
tile_x = i + map_display_x_tile
|
tile_x = i + map_display_x_tile
|
||||||
@@ -535,6 +681,7 @@ class TilemapRenderer
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
# Clear all unvisited tile sprites
|
# Clear all unvisited tile sprites
|
||||||
@tiles.each_with_index do |col, i|
|
@tiles.each_with_index do |col, i|
|
||||||
col.each_with_index do |coord, j|
|
col.each_with_index do |coord, j|
|
||||||
@@ -546,6 +693,7 @@ class TilemapRenderer
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
@autotiles.changed = false
|
@autotiles.changed = false
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
100
Data/Scripts/006_Map renderer/New Tilemap/002_TileWrap.rb
Normal file
100
Data/Scripts/006_Map renderer/New Tilemap/002_TileWrap.rb
Normal file
@@ -0,0 +1,100 @@
|
|||||||
|
#=======================================================================
|
||||||
|
# This module is a little fix that works around PC hardware limitations.
|
||||||
|
# Since Essentials isn't working with software rendering anymore, it now
|
||||||
|
# has to deal with the limits of the GPU. For the most part this is no
|
||||||
|
# big deal, but people do have some really big tilesets.
|
||||||
|
#
|
||||||
|
# The fix is simple enough: If your tileset is too big, a new
|
||||||
|
# bitmap will be constructed with all the excess pixels sent to the
|
||||||
|
# image's right side. This basically means that you now have a limit
|
||||||
|
# far higher than you should ever actually need.
|
||||||
|
#
|
||||||
|
# Hardware limit -> max tileset length:
|
||||||
|
# 1024px -> 4096px
|
||||||
|
# 2048px -> 16384px (enough to get the normal limit)
|
||||||
|
# 4096px -> 65536px (enough to load pretty much any tileset)
|
||||||
|
# 8192px -> 262144px
|
||||||
|
# 16384px -> 1048576px (what most people have at this point)
|
||||||
|
|
||||||
|
# ~Roza/Zoroark
|
||||||
|
#=======================================================================
|
||||||
|
|
||||||
|
module TileWrap
|
||||||
|
|
||||||
|
TILESET_WIDTH = 0x100
|
||||||
|
# Looks useless, but covers weird numbers given to mkxp.json or a funky driver
|
||||||
|
MAX_TEX_SIZE = (Bitmap.max_size / 1024) * 1024
|
||||||
|
MAX_TEX_SIZE_BOOSTED = MAX_TEX_SIZE**2/TILESET_WIDTH
|
||||||
|
|
||||||
|
def self.clamp(val, min, max)
|
||||||
|
val = max if val > max
|
||||||
|
val = min if val < min
|
||||||
|
return val
|
||||||
|
end
|
||||||
|
|
||||||
|
def self.wrapTileset(originalbmp)
|
||||||
|
width = originalbmp.width
|
||||||
|
height = originalbmp.height
|
||||||
|
if width == TILESET_WIDTH && originalbmp.mega?
|
||||||
|
columns = (height / MAX_TEX_SIZE.to_f).ceil
|
||||||
|
|
||||||
|
if columns * TILESET_WIDTH > MAX_TEX_SIZE
|
||||||
|
raise "Tilemap is too long!\n\nSIZE: #{originalbmp.height}px\nHARDWARE LIMIT: #{MAX_TEX_SIZE}px\nBOOSTED LIMIT: #{MAX_TEX_SIZE_BOOSTED}px"
|
||||||
|
end
|
||||||
|
bmp = Bitmap.new(TILESET_WIDTH*columns, MAX_TEX_SIZE)
|
||||||
|
remainder = height % MAX_TEX_SIZE
|
||||||
|
|
||||||
|
columns.times{|col|
|
||||||
|
srcrect = Rect.new(0, col * MAX_TEX_SIZE, width, (col + 1 == columns) ? remainder : MAX_TEX_SIZE)
|
||||||
|
bmp.blt(col*TILESET_WIDTH, 0, originalbmp, srcrect)
|
||||||
|
}
|
||||||
|
return bmp
|
||||||
|
end
|
||||||
|
|
||||||
|
return originalbmp
|
||||||
|
end
|
||||||
|
|
||||||
|
def self.getWrappedRect(src_rect)
|
||||||
|
ret = Rect.new(0,0,0,0)
|
||||||
|
col = (src_rect.y / MAX_TEX_SIZE.to_f).floor
|
||||||
|
ret.x = col * TILESET_WIDTH + clamp(src_rect.x,0,TILESET_WIDTH)
|
||||||
|
ret.y = src_rect.y % MAX_TEX_SIZE
|
||||||
|
ret.width = clamp(src_rect.width, 0, TILESET_WIDTH - src_rect.x)
|
||||||
|
ret.height = clamp(src_rect.height, 0, MAX_TEX_SIZE)
|
||||||
|
return ret
|
||||||
|
end
|
||||||
|
|
||||||
|
def self.blitWrappedPixels(destX, destY, dest, src, srcrect)
|
||||||
|
if (srcrect.y + srcrect.width < MAX_TEX_SIZE)
|
||||||
|
# Save the processing power
|
||||||
|
dest.blt(destX, destY, src, srcrect)
|
||||||
|
return
|
||||||
|
end
|
||||||
|
merge = (srcrect.y % MAX_TEX_SIZE) > ((srcrect.y + srcrect.height) % MAX_TEX_SIZE)
|
||||||
|
|
||||||
|
srcrect_mod = getWrappedRect(srcrect)
|
||||||
|
|
||||||
|
if !merge
|
||||||
|
dest.blt(destX, destY, src, srcrect_mod)
|
||||||
|
else
|
||||||
|
#FIXME won't work on heights longer than two columns, but nobody should need
|
||||||
|
# more than 32k pixels high at once anyway
|
||||||
|
side = {:a => MAX_TEX_SIZE - srcrect_mod.y, :b => srcrect_mod.height - (MAX_TEX_SIZE - srcrect_mod.y)}
|
||||||
|
dest.blt(destX, destY, src, Rect.new(srcrect_mod.x, srcrect_mod.y, srcrect_mod.width, side[:a]))
|
||||||
|
dest.blt(destX, destY + side[:a], src, Rect.new(srcrect_mod.x + TILESET_WIDTH, 0, srcrect_mod.width, side[:b]))
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
def self.stretchBlitWrappedPixels(destrect, dest, src, srcrect)
|
||||||
|
if (srcrect.y + srcrect.width < MAX_TEX_SIZE)
|
||||||
|
# Save the processing power
|
||||||
|
dest.stretch_blt(destrect, src, srcrect)
|
||||||
|
return
|
||||||
|
end
|
||||||
|
# Does a regular blit to a non-megasurface, then stretch_blts that to
|
||||||
|
# the destination. Yes it is slow
|
||||||
|
tmp = Bitmap.new(srcrect.width, srcrect.height)
|
||||||
|
blitWrappedPixels(0,0,tmp,src,srcrect)
|
||||||
|
dest.stretch_blt(destrect, tmp, Rect.new(0,0,srcrect.width,srcrect.height))
|
||||||
|
end
|
||||||
|
end
|
||||||
@@ -0,0 +1,55 @@
|
|||||||
|
class TilemapRenderer
|
||||||
|
module AutotileExpander
|
||||||
|
MAX_TEXTURE_SIZE = (Bitmap.max_size / 1024) * 1024
|
||||||
|
AUTOTILE_PATTERNS = [
|
||||||
|
[ [27, 28, 33, 34], [ 5, 28, 33, 34], [27, 6, 33, 34], [ 5, 6, 33, 34],
|
||||||
|
[27, 28, 33, 12], [ 5, 28, 33, 12], [27, 6, 33, 12], [ 5, 6, 33, 12] ],
|
||||||
|
[ [27, 28, 11, 34], [ 5, 28, 11, 34], [27, 6, 11, 34], [ 5, 6, 11, 34],
|
||||||
|
[27, 28, 11, 12], [ 5, 28, 11, 12], [27, 6, 11, 12], [ 5, 6, 11, 12] ],
|
||||||
|
[ [25, 26, 31, 32], [25, 6, 31, 32], [25, 26, 31, 12], [25, 6, 31, 12],
|
||||||
|
[15, 16, 21, 22], [15, 16, 21, 12], [15, 16, 11, 22], [15, 16, 11, 12] ],
|
||||||
|
[ [29, 30, 35, 36], [29, 30, 11, 36], [ 5, 30, 35, 36], [ 5, 30, 11, 36],
|
||||||
|
[39, 40, 45, 46], [ 5, 40, 45, 46], [39, 6, 45, 46], [ 5, 6, 45, 46] ],
|
||||||
|
[ [25, 30, 31, 36], [15, 16, 45, 46], [13, 14, 19, 20], [13, 14, 19, 12],
|
||||||
|
[17, 18, 23, 24], [17, 18, 11, 24], [41, 42, 47, 48], [ 5, 42, 47, 48] ],
|
||||||
|
[ [37, 38, 43, 44], [37, 6, 43, 44], [13, 18, 19, 24], [13, 14, 43, 44],
|
||||||
|
[37, 42, 43, 48], [17, 18, 47, 48], [13, 18, 43, 48], [ 1, 2, 7, 8] ]
|
||||||
|
]
|
||||||
|
|
||||||
|
# TODO: Doesn't allow for cache sizes smaller than 768.
|
||||||
|
def self.expand(bitmap)
|
||||||
|
return bitmap if bitmap.height == SOURCE_TILE_HEIGHT
|
||||||
|
wrap = false
|
||||||
|
if MAX_TEXTURE_SIZE < TILES_PER_AUTOTILE * SOURCE_TILE_HEIGHT
|
||||||
|
wrap = true # Each autotile will occupy two columns instead of one
|
||||||
|
end
|
||||||
|
frames_count = [bitmap.width / (3 * SOURCE_TILE_WIDTH), 1].max
|
||||||
|
new_bitmap = Bitmap.new(frames_count * (wrap ? 2 : 1) * SOURCE_TILE_WIDTH,
|
||||||
|
TILES_PER_AUTOTILE * SOURCE_TILE_HEIGHT / (wrap ? 2 : 1))
|
||||||
|
rect = Rect.new(0, 0, SOURCE_TILE_WIDTH / 2, SOURCE_TILE_HEIGHT / 2)
|
||||||
|
TILES_PER_AUTOTILE.times do |id|
|
||||||
|
pattern = AUTOTILE_PATTERNS[id >> 3][id % TILESET_TILES_PER_ROW]
|
||||||
|
wrap_offset_x = (wrap && id >= TILES_PER_AUTOTILE / 2) ? SOURCE_TILE_WIDTH : 0
|
||||||
|
wrap_offset_y = (wrap && id >= TILES_PER_AUTOTILE / 2) ? (TILES_PER_AUTOTILE / 2) * SOURCE_TILE_HEIGHT : 0
|
||||||
|
frames_count.times do |frame|
|
||||||
|
pattern.each_with_index do |src_chunk, i|
|
||||||
|
real_src_chunk = src_chunk - 1
|
||||||
|
dest_x = (i % 2) * SOURCE_TILE_WIDTH / 2
|
||||||
|
dest_x += frame * SOURCE_TILE_WIDTH * (wrap ? 2 : 1)
|
||||||
|
dest_x += wrap_offset_x
|
||||||
|
next if dest_x > MAX_TEXTURE_SIZE
|
||||||
|
dest_y = (i / 2) * SOURCE_TILE_HEIGHT / 2
|
||||||
|
dest_y += id * SOURCE_TILE_HEIGHT
|
||||||
|
dest_y -= wrap_offset_y
|
||||||
|
next if dest_y > MAX_TEXTURE_SIZE
|
||||||
|
rect.x = (real_src_chunk % 6) * SOURCE_TILE_WIDTH / 2
|
||||||
|
rect.x += SOURCE_TILE_WIDTH * 3 * frame
|
||||||
|
rect.y = (real_src_chunk / 6) * SOURCE_TILE_HEIGHT / 2
|
||||||
|
new_bitmap.blt(dest_x, dest_y, bitmap, rect)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return new_bitmap
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
@@ -1,14 +1,11 @@
|
|||||||
#===============================================================================
|
#===============================================================================
|
||||||
# Code that generates a random dungeon layout, and implements it in a given map.
|
# This class is designed to favor different values more than a uniform
|
||||||
|
# random generator does
|
||||||
#===============================================================================
|
#===============================================================================
|
||||||
module RandomDungeonGenerator
|
class AntiRandom
|
||||||
#=============================================================================
|
|
||||||
# This class is designed to favor different values more than a uniform
|
|
||||||
# random generator does.
|
|
||||||
#=============================================================================
|
|
||||||
class AntiRandom
|
|
||||||
def initialize(size)
|
def initialize(size)
|
||||||
@old = []
|
@old = []
|
||||||
|
@new = []
|
||||||
@new = Array.new(size) { |i| i }
|
@new = Array.new(size) { |i| i }
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -27,171 +24,134 @@ module RandomDungeonGenerator
|
|||||||
end
|
end
|
||||||
return @old[rand(@old.length)] # Get old value
|
return @old[rand(@old.length)] # Get old value
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
#=============================================================================
|
|
||||||
# Contains constants that define what types of tiles a random dungeon map can
|
|
||||||
# consist of, and helper methods that translate those tiles into data usable
|
|
||||||
# by a map/printable to the console (for debug purposes).
|
|
||||||
#=============================================================================
|
|
||||||
module DungeonTile
|
|
||||||
VOID = 0
|
|
||||||
ROOM = 1
|
|
||||||
WALL = 2
|
|
||||||
CORRIDOR = 3
|
|
||||||
# Which autotile each type of tile uses (1-7)
|
|
||||||
TILE_IDS = {
|
|
||||||
VOID => 1,
|
|
||||||
ROOM => 2,
|
|
||||||
WALL => 3,
|
|
||||||
CORRIDOR => 2
|
|
||||||
}
|
|
||||||
# Used for debugging when printing out an ASCII image of the dungeon
|
|
||||||
TEXT_SYMBOLS = {
|
|
||||||
VOID => "#",
|
|
||||||
ROOM => " ",
|
|
||||||
WALL => "-",
|
|
||||||
CORRIDOR => "."
|
|
||||||
}
|
|
||||||
|
|
||||||
module_function
|
|
||||||
|
|
||||||
def to_tile_id(value)
|
#===============================================================================
|
||||||
return TILE_IDS[value] || TILE_IDS[VOID]
|
#
|
||||||
end
|
#===============================================================================
|
||||||
|
module DungeonMaze
|
||||||
def to_text(value)
|
TILE_WIDTH = 13
|
||||||
return TEXT_SYMBOLS[value] || TEXT_SYMBOLS[VOID]
|
TILE_HEIGHT = 13
|
||||||
end
|
MINWIDTH = 5
|
||||||
end
|
MINHEIGHT = 4
|
||||||
|
MAXWIDTH = 11
|
||||||
#=============================================================================
|
MAXHEIGHT = 10
|
||||||
# Helper functions that set tiles in the map to a particular type.
|
|
||||||
#=============================================================================
|
|
||||||
module DungeonMaze
|
|
||||||
CELL_WIDTH = 13 # Should be at least 7
|
|
||||||
CELL_HEIGHT = 13 # Should be at least 7
|
|
||||||
ROOM_MIN_WIDTH = 5
|
|
||||||
ROOM_MAX_WIDTH = CELL_WIDTH - 2 # Should be at most CELL_WIDTH - 2
|
|
||||||
ROOM_MIN_HEIGHT = 4
|
|
||||||
ROOM_MAX_HEIGHT = CELL_HEIGHT - 3 # Should be at most CELL_HEIGHT - 3
|
|
||||||
CORRIDOR_WIDTH = 3
|
|
||||||
None = 0
|
None = 0
|
||||||
TurnLeft = 1
|
TurnLeft = 1
|
||||||
TurnRight = 2
|
TurnRight = 2
|
||||||
Turn180 = 3
|
Turn180 = 3
|
||||||
@@corridor_layouts = nil
|
|
||||||
|
|
||||||
module_function
|
def self.paintRect(tile, x, y, width, height) # paints a room
|
||||||
|
|
||||||
# Generates sets of tiles depicting corridors coming out of a room, for all
|
|
||||||
# combinations of the sides that they can come out of.
|
|
||||||
def generate_corridor_patterns
|
|
||||||
if !@@corridor_layouts
|
|
||||||
tiles = []
|
|
||||||
x_offset = (CELL_WIDTH - CORRIDOR_WIDTH) / 2
|
|
||||||
y_offset = (CELL_HEIGHT - CORRIDOR_WIDTH) / 2
|
|
||||||
for combo in 0...16
|
|
||||||
tiles[combo] = []
|
|
||||||
for i in 0...CELL_WIDTH * CELL_HEIGHT
|
|
||||||
tiles[combo][i] = DungeonTile::VOID
|
|
||||||
end
|
|
||||||
if (combo & EdgeMasks::North) == 0
|
|
||||||
paint_corridor(tiles[combo], x_offset, 0, CORRIDOR_WIDTH, y_offset + CORRIDOR_WIDTH)
|
|
||||||
end
|
|
||||||
if (combo & EdgeMasks::South) == 0
|
|
||||||
paint_corridor(tiles[combo], x_offset, y_offset, CORRIDOR_WIDTH, CELL_HEIGHT - y_offset)
|
|
||||||
end
|
|
||||||
if (combo & EdgeMasks::East) == 0
|
|
||||||
paint_corridor(tiles[combo], x_offset, y_offset, CELL_WIDTH - x_offset, CORRIDOR_WIDTH)
|
|
||||||
end
|
|
||||||
if (combo & EdgeMasks::West) == 0
|
|
||||||
paint_corridor(tiles[combo], 0, y_offset, x_offset + CORRIDOR_WIDTH, CORRIDOR_WIDTH)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
@@corridor_layouts = tiles
|
|
||||||
end
|
|
||||||
return @@corridor_layouts
|
|
||||||
end
|
|
||||||
|
|
||||||
# Makes all tiles in a particular area corridor tiles.
|
|
||||||
def paint_corridor(tile, x, y, width, height)
|
|
||||||
for j in 0...height
|
for j in 0...height
|
||||||
for i in 0...width
|
for i in 0...width
|
||||||
tile[(y + j) * CELL_WIDTH + (x + i)] = DungeonTile::CORRIDOR
|
tile[(y + j) * TILE_WIDTH + (x + i)] = 3
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
# Used to draw tiles from the given tile_layout and rotation (for corridors).
|
def self.paintTile(dungeon, dstX, dstY, tile, rotation) # paints a tile
|
||||||
def paint_tile_layout(dungeon, dstX, dstY, tile_layout, rotation)
|
|
||||||
case rotation
|
case rotation
|
||||||
when None
|
when None
|
||||||
for y in 0...CELL_HEIGHT
|
for y in 0...TILE_HEIGHT
|
||||||
for x in 0...CELL_WIDTH
|
for x in 0...TILE_WIDTH
|
||||||
dungeon[x + dstX, y + dstY] = tile_layout[y * CELL_WIDTH + x]
|
dungeon[x + dstX, y + dstY] = tile[y * TILE_WIDTH + x]
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
when TurnLeft
|
when TurnLeft
|
||||||
for y in 0...CELL_HEIGHT
|
for y in 0...TILE_HEIGHT
|
||||||
for x in 0...CELL_WIDTH
|
for x in 0...TILE_WIDTH
|
||||||
dungeon[y + dstX , CELL_WIDTH - 1 - x + dstY] = tile_layout[y * CELL_WIDTH + x]
|
dungeon[y + dstX , TILE_WIDTH - 1 - x + dstY] = tile[y * TILE_WIDTH + x]
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
when TurnRight
|
when TurnRight
|
||||||
for y in 0...CELL_HEIGHT
|
for y in 0...TILE_HEIGHT
|
||||||
for x in 0...CELL_WIDTH
|
for x in 0...TILE_WIDTH
|
||||||
dungeon[CELL_HEIGHT - 1 - y + dstX, x + dstY] = tile_layout[y * CELL_WIDTH + x]
|
dungeon[TILE_HEIGHT - 1 - y + dstX, x + dstY] = tile[y * TILE_WIDTH + x]
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
when Turn180
|
when Turn180
|
||||||
for y in 0...CELL_HEIGHT
|
for y in 0...TILE_HEIGHT
|
||||||
for x in 0...CELL_WIDTH
|
for x in 0...TILE_WIDTH
|
||||||
dungeon[CELL_WIDTH - 1 - x + dstX, CELL_HEIGHT - 1 - y + dstY] = tile_layout[y * CELL_WIDTH + x]
|
dungeon[TILE_WIDTH - 1 - x + dstX, TILE_HEIGHT - 1 - y + dstY] = tile[y * TILE_WIDTH + x]
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
# Draws a cell's contents, which is an underlying pattern based on tile
|
def self.paintCell(dungeon, xDst, yDst, tile, rotation)
|
||||||
#_layout and a rotation (the corridors), and possibly a room on top of that.
|
return false if !tile
|
||||||
def paint_cell_contents(dungeon, xDst, yDst, tile_layout, rotation)
|
paintTile(dungeon, xDst, yDst, tile, rotation)
|
||||||
return false if !tile_layout
|
|
||||||
# Draw the corridors
|
|
||||||
paint_tile_layout(dungeon, xDst, yDst, tile_layout, rotation)
|
|
||||||
return false if rand(100) < 30
|
return false if rand(100) < 30
|
||||||
# Generate a randomly placed room
|
# Generate a randomly placed room
|
||||||
width = rand(ROOM_MIN_WIDTH..ROOM_MAX_WIDTH)
|
width = rand(MINWIDTH..MAXWIDTH)
|
||||||
height = rand(ROOM_MIN_HEIGHT..ROOM_MAX_HEIGHT)
|
height = rand(MINHEIGHT..MAXHEIGHT)
|
||||||
return false if width <= 0 || height <= 0
|
return false if width <= 0 || height <= 0
|
||||||
centerX = CELL_WIDTH / 2 + rand(5) - 2
|
centerX = TILE_WIDTH / 2 + rand(5) - 2
|
||||||
centerY = CELL_HEIGHT / 2 + rand(5) - 2
|
centerY = TILE_HEIGHT / 2 + rand(5) - 2
|
||||||
x = centerX - (width / 2)
|
x = centerX - (width / 2)
|
||||||
y = centerY - (height / 2)
|
y = centerY - (height / 2)
|
||||||
rect = [x, y, width, height]
|
rect = [x, y, width, height]
|
||||||
rect[0] = rect[0].clamp(1, CELL_WIDTH - 1 - width)
|
rect[0] = 1 if rect[0] < 1
|
||||||
rect[1] = rect[1].clamp(2, CELL_HEIGHT - 1 - height) # 2 because walls are 2 tiles tall
|
rect[1] = 2 if rect[1] < 2
|
||||||
dungeon.paint_room(rect, xDst, yDst)
|
rect[0] = TILE_WIDTH - 1 - width if rect[0] + width > TILE_WIDTH - 1
|
||||||
|
rect[1] = TILE_HEIGHT - 1 - height if rect[0] + height > TILE_HEIGHT - 1
|
||||||
|
dungeon.paint(rect, xDst, yDst)
|
||||||
return true
|
return true
|
||||||
end
|
end
|
||||||
end
|
|
||||||
|
|
||||||
#=============================================================================
|
def self.generateTiles
|
||||||
# Bitwise values used to keep track of the generation of node connections.
|
tiles = []
|
||||||
#=============================================================================
|
for i in 0...6
|
||||||
module EdgeMasks
|
tiles[i] = []
|
||||||
|
for j in 0...TILE_WIDTH * TILE_HEIGHT
|
||||||
|
tiles[i][j] = 0
|
||||||
|
end
|
||||||
|
end
|
||||||
|
paintRect(tiles[0], 5, 0, 3, 10) # N
|
||||||
|
paintRect(tiles[1], 5, 0, 3, 8) # N E
|
||||||
|
paintRect(tiles[1], 5, 5, 8, 3)
|
||||||
|
paintRect(tiles[2], 5, 0, 3, 8) # N W E
|
||||||
|
paintRect(tiles[2], 0, 5, 13, 3)
|
||||||
|
paintRect(tiles[3], 5, 0, 3, 13) # N S
|
||||||
|
paintRect(tiles[4], 5, 0, 3, 13)
|
||||||
|
paintRect(tiles[4], 0, 5, 13, 3)
|
||||||
|
realtiles = [
|
||||||
|
[tiles[4], None], # N W E S
|
||||||
|
[tiles[2], Turn180], # W E S
|
||||||
|
[tiles[2], TurnRight], # N E S
|
||||||
|
[tiles[1], TurnRight], # E S
|
||||||
|
[tiles[2], TurnLeft], # N W S
|
||||||
|
[tiles[1], Turn180], # W S
|
||||||
|
[tiles[3], None], # N S
|
||||||
|
[tiles[0], Turn180], # S
|
||||||
|
[tiles[2], None], # N W E
|
||||||
|
[tiles[3], TurnLeft], # W E
|
||||||
|
[tiles[1], None], # N E
|
||||||
|
[tiles[0], TurnRight], # E
|
||||||
|
[tiles[1], TurnLeft], # N W
|
||||||
|
[tiles[0], TurnLeft], # W
|
||||||
|
[tiles[0], None], # N
|
||||||
|
[nil, None]
|
||||||
|
]
|
||||||
|
return realtiles
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
module EdgeMasks
|
||||||
North = 1
|
North = 1
|
||||||
West = 2
|
West = 2
|
||||||
East = 4
|
East = 4
|
||||||
South = 8
|
South = 8
|
||||||
Visited = 16
|
Visited = 16
|
||||||
end
|
end
|
||||||
|
|
||||||
#=============================================================================
|
|
||||||
# A node in a randomly generated dungeon. There is one node per cell, and
|
|
||||||
# nodes are connected to each other.
|
class MazeNode
|
||||||
#=============================================================================
|
|
||||||
class MazeNode
|
|
||||||
def initialize
|
def initialize
|
||||||
@edges = 0
|
@edges = 0
|
||||||
end
|
end
|
||||||
@@ -202,172 +162,42 @@ module RandomDungeonGenerator
|
|||||||
def set; @edges = 15; end
|
def set; @edges = 15; end
|
||||||
def getEdge(e); return (@edges & e) != 0; end
|
def getEdge(e); return (@edges & e) != 0; end
|
||||||
def isBlocked?; return @edges != 0; end
|
def isBlocked?; return @edges != 0; end
|
||||||
end
|
end
|
||||||
|
|
||||||
#=============================================================================
|
|
||||||
# Vector class representing the location of a node.
|
|
||||||
#=============================================================================
|
class NodeListElement
|
||||||
class NodeListElement
|
|
||||||
attr_accessor :x, :y
|
attr_accessor :x, :y
|
||||||
|
|
||||||
def initialize(x, y)
|
def initialize(x, y)
|
||||||
@x = x
|
@x = x
|
||||||
@y = y
|
@y = y
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
#=============================================================================
|
|
||||||
# Maze generator. Given the number of cells horizontally and vertically in a
|
|
||||||
# map, connects all the cells together.
|
class Maze
|
||||||
# A node is the boundary between two adjacent cells, which may or may not be a
|
|
||||||
# connection.
|
|
||||||
#=============================================================================
|
|
||||||
class Maze
|
|
||||||
attr_accessor :cellWidth, :cellHeight, :nodeWidth, :nodeHeight
|
attr_accessor :cellWidth, :cellHeight, :nodeWidth, :nodeHeight
|
||||||
DIRECTIONS = [EdgeMasks::North, EdgeMasks::South, EdgeMasks::East, EdgeMasks::West]
|
|
||||||
|
@@dirs = [EdgeMasks::North, EdgeMasks::South, EdgeMasks::East, EdgeMasks::West]
|
||||||
|
|
||||||
def initialize(cw, ch)
|
def initialize(cw, ch)
|
||||||
|
@nodes = []
|
||||||
|
@cells = []
|
||||||
raise ArgumentError.new if cw == 0 || ch == 0
|
raise ArgumentError.new if cw == 0 || ch == 0
|
||||||
@cellWidth = cw
|
@cellWidth = cw
|
||||||
@cellHeight = ch
|
@cellHeight = ch
|
||||||
@nodeWidth = cw + 1
|
@nodeWidth = cw + 1
|
||||||
@nodeHeight = ch + 1
|
@nodeHeight = ch + 1
|
||||||
@cells = []
|
for i in 0...@nodeWidth * @nodeHeight
|
||||||
clearAllCells
|
@nodes[i] = MazeNode.new
|
||||||
@nodes = Array.new(@nodeWidth * @nodeHeight) { MazeNode.new }
|
|
||||||
end
|
end
|
||||||
|
for i in 0...cw * ch
|
||||||
def randomDir
|
@cells[i] = 0
|
||||||
return DIRECTIONS[rand(4)]
|
|
||||||
end
|
|
||||||
|
|
||||||
def getVisited(x, y)
|
|
||||||
return false if x < 0 || y < 0 || x >= cellWidth || x >= cellHeight
|
|
||||||
return (@cells[y * cellWidth + x] & EdgeMasks::Visited) != 0
|
|
||||||
end
|
|
||||||
|
|
||||||
def setVisited(x, y)
|
|
||||||
return if x < 0 || y < 0 || x >= cellWidth || x >= cellHeight
|
|
||||||
@cells[y * cellWidth + x] |= EdgeMasks::Visited
|
|
||||||
end
|
|
||||||
|
|
||||||
def clearVisited(x, y)
|
|
||||||
return if x < 0 || y < 0 || x >= cellWidth || x >= cellHeight
|
|
||||||
@cells[y * cellWidth + x] &=~EdgeMasks::Visited
|
|
||||||
end
|
|
||||||
|
|
||||||
def clearAllCells
|
|
||||||
for c in 0...cellWidth * cellHeight
|
|
||||||
@cells[c] = 0
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
def getEdgeNode(x, y, edge)
|
|
||||||
return false if x < 0 || y < 0 || x >= nodeWidth || y >= nodeHeight
|
|
||||||
return @nodes[y * nodeWidth + x].getEdge(edge)
|
|
||||||
end
|
|
||||||
|
|
||||||
def setEdgeNode(x, y, edge)
|
|
||||||
return if x < 0 || x >= nodeWidth || y < 0 || y >= nodeHeight
|
|
||||||
@nodes[y * nodeWidth + x].setEdge(edge)
|
|
||||||
e = 0
|
|
||||||
nx = x
|
|
||||||
ny = y
|
|
||||||
case edge
|
|
||||||
when EdgeMasks::North
|
|
||||||
e = EdgeMasks::South
|
|
||||||
ny = y - 1
|
|
||||||
when EdgeMasks::South
|
|
||||||
e = EdgeMasks::North
|
|
||||||
ny = y + 1
|
|
||||||
when EdgeMasks::East
|
|
||||||
e = EdgeMasks::West
|
|
||||||
nx = x + 1
|
|
||||||
when EdgeMasks::West
|
|
||||||
e = EdgeMasks::East
|
|
||||||
nx = x - 1
|
|
||||||
else
|
|
||||||
return
|
|
||||||
end
|
|
||||||
return if nx < 0 || ny < 0 || nx >= nodeWidth || ny >= nodeHeight
|
|
||||||
@nodes[ny * nodeWidth + nx].setEdge(e)
|
|
||||||
end
|
|
||||||
|
|
||||||
def setAllEdges
|
|
||||||
for c in 0...nodeWidth * nodeHeight
|
|
||||||
@nodes[c].set
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
def clearEdgeNode(x, y, edge)
|
|
||||||
return if x < 0 || x >= nodeWidth || y < 0 || y >= nodeHeight
|
|
||||||
@nodes[y * nodeWidth + x].clearEdge(edge)
|
|
||||||
e = 0
|
|
||||||
nx = x
|
|
||||||
ny = y
|
|
||||||
case edge
|
|
||||||
when EdgeMasks::North
|
|
||||||
e = EdgeMasks::South
|
|
||||||
ny -= 1
|
|
||||||
when EdgeMasks::South
|
|
||||||
e = EdgeMasks::North
|
|
||||||
ny += 1
|
|
||||||
when EdgeMasks::East
|
|
||||||
e = EdgeMasks::West
|
|
||||||
nx += 1
|
|
||||||
when EdgeMasks::West
|
|
||||||
e = EdgeMasks::East
|
|
||||||
nx -= 1
|
|
||||||
else
|
|
||||||
raise ArgumentError.new
|
|
||||||
end
|
|
||||||
return if nx < 0 || ny < 0 || nx >= nodeWidth || ny >= nodeHeight
|
|
||||||
@nodes[ny * nodeWidth + nx].clearEdge(e)
|
|
||||||
end
|
|
||||||
|
|
||||||
def clearAllEdges
|
|
||||||
for c in 0...nodeWidth * nodeHeight
|
|
||||||
@nodes[c].clear
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
def isBlockedNode?(x, y)
|
|
||||||
return false if x < 0 || y < 0 || x >= nodeWidth || y >= nodeHeight
|
|
||||||
return @nodes[y * nodeWidth + x].isBlocked?
|
|
||||||
end
|
|
||||||
|
|
||||||
def getEdgePattern(x, y)
|
|
||||||
pattern = 0
|
|
||||||
pattern |= EdgeMasks::North if getEdgeNode(x, y, EdgeMasks::North)
|
|
||||||
pattern |= EdgeMasks::South if getEdgeNode(x, y, EdgeMasks::South)
|
|
||||||
pattern |= EdgeMasks::East if getEdgeNode(x, y, EdgeMasks::East)
|
|
||||||
pattern |= EdgeMasks::West if getEdgeNode(x, y, EdgeMasks::West)
|
|
||||||
return pattern
|
|
||||||
end
|
|
||||||
|
|
||||||
def buildMazeWall(x, y, dir, len)
|
|
||||||
return if isBlockedNode?(x, y)
|
|
||||||
wx = x
|
|
||||||
wy = y
|
|
||||||
len.times do
|
|
||||||
ox = wx
|
|
||||||
oy = wy
|
|
||||||
case dir
|
|
||||||
when EdgeMasks::North
|
|
||||||
wy -= 1
|
|
||||||
when EdgeMasks::West
|
|
||||||
wx -= 1
|
|
||||||
when EdgeMasks::East
|
|
||||||
wx += 1
|
|
||||||
when EdgeMasks::South
|
|
||||||
wy += 1
|
|
||||||
end
|
|
||||||
if isBlockedNode?(wx, wy)
|
|
||||||
setEdgeNode(ox, oy, dir)
|
|
||||||
return
|
|
||||||
end
|
|
||||||
setEdgeNode(ox,oy,dir)
|
|
||||||
end
|
end
|
||||||
|
clearAllEdges()
|
||||||
|
clearAllCells()
|
||||||
end
|
end
|
||||||
|
|
||||||
def buildNodeList
|
def buildNodeList
|
||||||
@@ -381,6 +211,141 @@ module RandomDungeonGenerator
|
|||||||
return list
|
return list
|
||||||
end
|
end
|
||||||
|
|
||||||
|
def setEdgeNode(x, y, edge)
|
||||||
|
return if x < 0 || x >= nodeWidth || y < 0 || y >= nodeHeight
|
||||||
|
@nodes[y * nodeWidth + x].setEdge(edge)
|
||||||
|
e = 0
|
||||||
|
nx = 0
|
||||||
|
ny = 0
|
||||||
|
case edge
|
||||||
|
when EdgeMasks::North
|
||||||
|
e = EdgeMasks::South
|
||||||
|
nx = x
|
||||||
|
ny = y - 1
|
||||||
|
when EdgeMasks::South
|
||||||
|
e = EdgeMasks::North
|
||||||
|
nx = x
|
||||||
|
ny = y + 1
|
||||||
|
when EdgeMasks::East
|
||||||
|
e = EdgeMasks::West
|
||||||
|
nx = x + 1
|
||||||
|
ny = y
|
||||||
|
when EdgeMasks::West
|
||||||
|
e = EdgeMasks::East
|
||||||
|
nx = x - 1
|
||||||
|
ny = y
|
||||||
|
else
|
||||||
|
return
|
||||||
|
end
|
||||||
|
return if nx < 0 || ny < 0 || nx >= nodeWidth || ny >= nodeHeight
|
||||||
|
@nodes[ny * nodeWidth + nx].setEdge(e)
|
||||||
|
end
|
||||||
|
|
||||||
|
def clearEdgeNode(x, y, edge)
|
||||||
|
return if x < 0 || x >= nodeWidth || y < 0 || y >= nodeHeight
|
||||||
|
@nodes[y * nodeWidth + x].clearEdge(edge)
|
||||||
|
e = 0
|
||||||
|
nx = 0
|
||||||
|
ny = 0
|
||||||
|
case edge
|
||||||
|
when EdgeMasks::North
|
||||||
|
e = EdgeMasks::South
|
||||||
|
nx = x
|
||||||
|
ny = y - 1
|
||||||
|
when EdgeMasks::South
|
||||||
|
e = EdgeMasks::North
|
||||||
|
nx = x
|
||||||
|
ny = y + 1
|
||||||
|
when EdgeMasks::East
|
||||||
|
e = EdgeMasks::West
|
||||||
|
nx = x + 1
|
||||||
|
ny = y
|
||||||
|
when EdgeMasks::West
|
||||||
|
e = EdgeMasks::East
|
||||||
|
nx = x - 1
|
||||||
|
ny = y
|
||||||
|
else
|
||||||
|
raise ArgumentError.new
|
||||||
|
end
|
||||||
|
return if nx < 0 || ny < 0 || nx >= nodeWidth || ny >= nodeHeight
|
||||||
|
@nodes[ny * nodeWidth + nx].clearEdge(e)
|
||||||
|
end
|
||||||
|
|
||||||
|
def isBlockedNode?(x, y)
|
||||||
|
return false if x < 0 || y < 0 || x >= nodeWidth || y >= nodeHeight
|
||||||
|
return @nodes[y * nodeWidth + x].isBlocked?
|
||||||
|
end
|
||||||
|
|
||||||
|
def getEdgeNode(x, y, edge)
|
||||||
|
return false if x < 0 || y < 0 || x >= nodeWidth || y >= nodeHeight
|
||||||
|
return @nodes[y * nodeWidth + x].getEdge(edge)
|
||||||
|
end
|
||||||
|
|
||||||
|
def getEdgePattern(x, y)
|
||||||
|
pattern = 0
|
||||||
|
pattern |= EdgeMasks::North if getEdgeNode(x, y, EdgeMasks::North)
|
||||||
|
pattern |= EdgeMasks::South if getEdgeNode(x, y, EdgeMasks::South)
|
||||||
|
pattern |= EdgeMasks::East if getEdgeNode(x, y, EdgeMasks::East)
|
||||||
|
pattern |= EdgeMasks::West if getEdgeNode(x, y, EdgeMasks::West)
|
||||||
|
return pattern
|
||||||
|
end
|
||||||
|
|
||||||
|
def setAllEdges
|
||||||
|
for c in 0...nodeWidth * nodeHeight
|
||||||
|
@nodes[c].set
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
def clearAllEdges
|
||||||
|
for c in 0...nodeWidth * nodeHeight
|
||||||
|
@nodes[c].clear
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
def clearAllCells
|
||||||
|
for c in 0...cellWidth * cellHeight
|
||||||
|
@cells[c] = 0
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
def setVisited(x, y)
|
||||||
|
return if x < 0 || y < 0 || x >= cellWidth || x >= cellHeight
|
||||||
|
@cells[y * cellWidth + x] |= EdgeMasks::Visited
|
||||||
|
end
|
||||||
|
|
||||||
|
def getVisited(x, y)
|
||||||
|
return false if x < 0 || y < 0 || x >= cellWidth || x >= cellHeight
|
||||||
|
return (@cells[y * cellWidth + x] & EdgeMasks::Visited) != 0
|
||||||
|
end
|
||||||
|
|
||||||
|
def clearVisited(x, y)
|
||||||
|
return if x < 0 || y < 0 || x >= cellWidth || x >= cellHeight
|
||||||
|
@cells[y * cellWidth + x] &=~EdgeMasks::Visited
|
||||||
|
end
|
||||||
|
|
||||||
|
def randomDir
|
||||||
|
return @@dirs[rand(4)]
|
||||||
|
end
|
||||||
|
|
||||||
|
def buildMazeWall(x, y, dir, len)
|
||||||
|
return if isBlockedNode?(x, y)
|
||||||
|
wx = x
|
||||||
|
wy = y
|
||||||
|
len.times do
|
||||||
|
ox = wx
|
||||||
|
oy = wy
|
||||||
|
wy -= 1 if dir == EdgeMasks::North
|
||||||
|
wx -= 1 if dir == EdgeMasks::West
|
||||||
|
wx += 1 if dir == EdgeMasks::East
|
||||||
|
wy += 1 if dir == EdgeMasks::South
|
||||||
|
if isBlockedNode?(wx, wy)
|
||||||
|
setEdgeNode(ox, oy, dir)
|
||||||
|
return
|
||||||
|
end
|
||||||
|
setEdgeNode(ox,oy,dir)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
def generateWallGrowthMaze(minWall = 0, maxWall = nil)
|
def generateWallGrowthMaze(minWall = 0, maxWall = nil)
|
||||||
maxWall = cellWidth if !maxWall
|
maxWall = cellWidth if !maxWall
|
||||||
nlist = buildNodeList()
|
nlist = buildNodeList()
|
||||||
@@ -396,20 +361,24 @@ module RandomDungeonGenerator
|
|||||||
|
|
||||||
def recurseDepthFirst(x, y, depth)
|
def recurseDepthFirst(x, y, depth)
|
||||||
setVisited(x, y)
|
setVisited(x, y)
|
||||||
dirs = DIRECTIONS.shuffle
|
dirs = @@dirs.shuffle!
|
||||||
for c in 0...4
|
for c in 0...4
|
||||||
d = dirs[c]
|
d = dirs[c]
|
||||||
cx = x
|
cx = 0
|
||||||
cy = y
|
cy = 0
|
||||||
case d
|
case d
|
||||||
when EdgeMasks::North
|
when EdgeMasks::North
|
||||||
cy -= 1
|
cx = x
|
||||||
|
cy = y - 1
|
||||||
when EdgeMasks::South
|
when EdgeMasks::South
|
||||||
cy += 1
|
cx = x
|
||||||
|
cy = y + 1
|
||||||
when EdgeMasks::East
|
when EdgeMasks::East
|
||||||
cx += 1
|
cx = x + 1
|
||||||
|
cy = y
|
||||||
when EdgeMasks::West
|
when EdgeMasks::West
|
||||||
cx -= 1
|
cx = x - 1
|
||||||
|
cy = y
|
||||||
end
|
end
|
||||||
if cx >= 0 && cy >= 0 && cx < cellWidth && cy < cellHeight
|
if cx >= 0 && cy >= 0 && cx < cellWidth && cy < cellHeight
|
||||||
if !getVisited(cx, cy)
|
if !getVisited(cx, cy)
|
||||||
@@ -421,21 +390,20 @@ module RandomDungeonGenerator
|
|||||||
end
|
end
|
||||||
|
|
||||||
def generateDepthFirstMaze
|
def generateDepthFirstMaze
|
||||||
# Pick a cell to start in
|
|
||||||
sx = rand(cellWidth)
|
sx = rand(cellWidth)
|
||||||
sy = rand(cellHeight)
|
sy = rand(cellHeight)
|
||||||
# Set up all nodes
|
setAllEdges()
|
||||||
setAllEdges
|
|
||||||
# Generate a maze
|
|
||||||
recurseDepthFirst(sx, sy, 0)
|
recurseDepthFirst(sx, sy, 0)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
class Dungeon
|
||||||
|
attr_accessor :width, :height
|
||||||
|
XBUFFER = 8
|
||||||
|
YBUFFER = 6
|
||||||
|
|
||||||
#=============================================================================
|
|
||||||
# Random dungeon generator class. Calls class Maze to generate the abstract
|
|
||||||
# layout of the dungeon, and turns that into usable map data.
|
|
||||||
#=============================================================================
|
|
||||||
class Dungeon
|
|
||||||
class DungeonTable
|
class DungeonTable
|
||||||
def initialize(dungeon)
|
def initialize(dungeon)
|
||||||
@dungeon = dungeon
|
@dungeon = dungeon
|
||||||
@@ -444,17 +412,11 @@ module RandomDungeonGenerator
|
|||||||
def xsize; @dungeon.width; end
|
def xsize; @dungeon.width; end
|
||||||
def ysize; @dungeon.height; end
|
def ysize; @dungeon.height; end
|
||||||
|
|
||||||
# Returns which tile in the tileset corresponds to the type of tile is at
|
|
||||||
# the given coordinates
|
|
||||||
def [](x, y)
|
def [](x, y)
|
||||||
return DungeonTile.to_tile_id(@dungeon[x, y])
|
[1, 2, 3, 2][@dungeon[x, y]] # Void, room floor, wall, corridor floor
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
attr_accessor :width, :height
|
|
||||||
BUFFER_X = 8
|
|
||||||
BUFFER_Y = 6
|
|
||||||
|
|
||||||
def initialize(width, height)
|
def initialize(width, height)
|
||||||
@width = width
|
@width = width
|
||||||
@height = height
|
@height = height
|
||||||
@@ -463,7 +425,7 @@ module RandomDungeonGenerator
|
|||||||
|
|
||||||
def clear
|
def clear
|
||||||
for i in 0...width * height
|
for i in 0...width * height
|
||||||
@array[i] = DungeonTile::VOID
|
@array[i] = 0
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -472,7 +434,7 @@ module RandomDungeonGenerator
|
|||||||
i = 0
|
i = 0
|
||||||
for y in 0...@height
|
for y in 0...@height
|
||||||
for x in 0...@width
|
for x in 0...@width
|
||||||
ret += DungeonTile.to_text(value(x, y))
|
ret += [" ", ".", "~", ","][value(x, y)] # Void, room floor, wall, corridor floor
|
||||||
i += 1
|
i += 1
|
||||||
end
|
end
|
||||||
ret += "\r\n"
|
ret += "\r\n"
|
||||||
@@ -481,7 +443,7 @@ module RandomDungeonGenerator
|
|||||||
end
|
end
|
||||||
|
|
||||||
def [](x, y)
|
def [](x, y)
|
||||||
return @array[y * @width + x]
|
@array[y * @width + x]
|
||||||
end
|
end
|
||||||
|
|
||||||
def []=(x, y, value)
|
def []=(x, y, value)
|
||||||
@@ -489,17 +451,107 @@ module RandomDungeonGenerator
|
|||||||
end
|
end
|
||||||
|
|
||||||
def value(x, y)
|
def value(x, y)
|
||||||
return DungeonTile::VOID if x < 0 || y < 0 || x >= @width || y >= @height
|
return 0 if x < 0 || y < 0 || x >= @width || y >= @height
|
||||||
return @array[y * @width + x]
|
@array[y * @width + x]
|
||||||
end
|
end
|
||||||
|
|
||||||
# Unused
|
|
||||||
def get(x, y)
|
def get(x, y)
|
||||||
return false if x < 0 || y < 0 || x >= @width || y >= @height
|
return false if x < 0 || y < 0 || x >= @width || y >= @height
|
||||||
return @array[y * @width + x] != DungeonTile::VOID
|
@array[y * @width + x] != 0
|
||||||
|
end
|
||||||
|
|
||||||
|
def isWall?(x, y)
|
||||||
|
if value(x, y) == 0 # This tile is void
|
||||||
|
v1 = value(x, y + 1)
|
||||||
|
return true if v1 == 1 || v1 == 3 # The tile below is room floor/corridor floor
|
||||||
|
if v1 == 0 # The tile below is void
|
||||||
|
v1 = value(x, y + 2)
|
||||||
|
return true if v1 == 1 || v1 == 3 # The tile below that is room floor/corridor floor
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
|
||||||
|
def isRoom?(x, y)
|
||||||
|
if value(x, y) == 1 # This tile is a room floor
|
||||||
|
return false if value(x - 1, y - 1) == 3
|
||||||
|
return false if value( x, y - 1) == 3
|
||||||
|
return false if value(x + 1, y - 1) == 3
|
||||||
|
return false if value(x - 1, y) == 3
|
||||||
|
return false if value(x + 1, y) == 3
|
||||||
|
return false if value(x - 1, y + 1) == 3
|
||||||
|
return false if value( x, y + 1) == 3
|
||||||
|
return false if value(x + 1, y + 1) == 3
|
||||||
|
return true # No surrounding tiles are corridor floor
|
||||||
|
end
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
|
||||||
|
def generate
|
||||||
|
self.clear
|
||||||
|
maxWidth = @width - XBUFFER * 2
|
||||||
|
maxHeight = @height - YBUFFER * 2
|
||||||
|
cellWidth = DungeonMaze::TILE_WIDTH
|
||||||
|
cellHeight = DungeonMaze::TILE_HEIGHT
|
||||||
|
return if maxWidth < 0 || maxHeight < 0
|
||||||
|
if maxWidth < cellWidth || maxHeight < cellHeight # Map is too small
|
||||||
|
for x in 0...maxWidth
|
||||||
|
for y in 0...maxHeight
|
||||||
|
self[x + XBUFFER, y + YBUFFER] = 1 # Make all tiles room floor
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return
|
||||||
|
end
|
||||||
|
maze = Maze.new(maxWidth / cellWidth, maxHeight / cellHeight)
|
||||||
|
maze.generateDepthFirstMaze()
|
||||||
|
tiles = DungeonMaze.generateTiles()
|
||||||
|
roomcount = 0
|
||||||
|
for y in 0...maxHeight / cellHeight
|
||||||
|
for x in 0...maxWidth / cellWidth
|
||||||
|
tile = maze.getEdgePattern(x, y)
|
||||||
|
if DungeonMaze.paintCell(self, XBUFFER + x * cellWidth, YBUFFER + y * cellHeight,
|
||||||
|
tiles[tile][0], tiles[tile][1])
|
||||||
|
roomcount += 1
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
if roomcount == 0
|
||||||
|
# Handle situation where no rooms were generated
|
||||||
|
for x in 0...maxWidth
|
||||||
|
for y in 0...maxHeight
|
||||||
|
self[x + XBUFFER, y + YBUFFER] = 1 # Make all tiles room floor
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
# Generate walls
|
||||||
|
for y in 0...@height
|
||||||
|
for x in 0...@width
|
||||||
|
self[x, y] = 2 if isWall?(x, y) # Make appropriate tiles wall tiles
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
def generateMapInPlace(map)
|
||||||
|
tbl = DungeonTable.new(self)
|
||||||
|
for i in 0...map.width
|
||||||
|
for j in 0...map.height
|
||||||
|
nb = TileDrawingHelper.tableNeighbors(tbl, i, j)
|
||||||
|
tile = TileDrawingHelper::NeighborsToTiles[nb]
|
||||||
|
map.data[i, j, 0] = tile + 48 * (tbl[i, j])
|
||||||
|
map.data[i, j, 1] = 0
|
||||||
|
map.data[i, j, 2] = 0
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
def paint(rect,offsetX,offsetY)
|
||||||
|
for y in (rect[1] + offsetY)...(rect[1] + offsetY + rect[3])
|
||||||
|
for x in (rect[0] + offsetX)...(rect[0] + offsetX + rect[2])
|
||||||
|
self[x, y] = 1 # room tile
|
||||||
|
end
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
# Unused
|
|
||||||
def intersects?(r1, r2)
|
def intersects?(r1, r2)
|
||||||
return !(((r2[0] + r2[2] <= r1[0]) ||
|
return !(((r2[0] + r2[2] <= r1[0]) ||
|
||||||
(r2[0] >= r1[0] + r1[2]) ||
|
(r2[0] >= r1[0] + r1[2]) ||
|
||||||
@@ -509,114 +561,15 @@ module RandomDungeonGenerator
|
|||||||
(r1[0] >= r2[0] + r2[2]) ||
|
(r1[0] >= r2[0] + r2[2]) ||
|
||||||
(r1[1] + r1[3] <= r2[1]) ||
|
(r1[1] + r1[3] <= r2[1]) ||
|
||||||
(r1[1] >= r2[1] + r2[3]))
|
(r1[1] >= r2[1] + r2[3]))
|
||||||
)
|
);
|
||||||
end
|
end
|
||||||
|
end
|
||||||
|
|
||||||
# Returns whether the given coordinates are a room floor that isn't too close
|
|
||||||
# to a corridor
|
|
||||||
def isRoom?(x, y)
|
|
||||||
if value(x, y) == DungeonTile::ROOM
|
|
||||||
return false if value(x - 1, y - 1) == DungeonTile::CORRIDOR
|
|
||||||
return false if value( x, y - 1) == DungeonTile::CORRIDOR
|
|
||||||
return false if value(x + 1, y - 1) == DungeonTile::CORRIDOR
|
|
||||||
return false if value(x - 1, y) == DungeonTile::CORRIDOR
|
|
||||||
return false if value(x + 1, y) == DungeonTile::CORRIDOR
|
|
||||||
return false if value(x - 1, y + 1) == DungeonTile::CORRIDOR
|
|
||||||
return false if value( x, y + 1) == DungeonTile::CORRIDOR
|
|
||||||
return false if value(x + 1, y + 1) == DungeonTile::CORRIDOR
|
|
||||||
return true # No surrounding tiles are corridor floor
|
|
||||||
end
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
|
|
||||||
def isWall?(x, y)
|
|
||||||
if value(x, y) == DungeonTile::VOID
|
|
||||||
v1 = value(x, y + 1)
|
|
||||||
return true if v1 == DungeonTile::ROOM || v1 == DungeonTile::CORRIDOR
|
|
||||||
if v1 == DungeonTile::VOID # The tile below is void
|
|
||||||
v1 = value(x, y + 2)
|
|
||||||
return true if v1 == DungeonTile::ROOM || v1 == DungeonTile::CORRIDOR
|
|
||||||
end
|
|
||||||
end
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
|
|
||||||
def paint_room(rect,offsetX,offsetY)
|
# Get a random room tile that isn't too close to a corridor (to avoid blocking
|
||||||
for y in (rect[1] + offsetY)...(rect[1] + offsetY + rect[3])
|
# a room's entrance)
|
||||||
for x in (rect[0] + offsetX)...(rect[0] + offsetX + rect[2])
|
def pbRandomRoomTile(dungeon, tiles)
|
||||||
self[x, y] = DungeonTile::ROOM
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
def generate
|
|
||||||
self.clear
|
|
||||||
maxWidth = @width - BUFFER_X * 2
|
|
||||||
maxHeight = @height - BUFFER_Y * 2
|
|
||||||
cellWidth = DungeonMaze::CELL_WIDTH
|
|
||||||
cellHeight = DungeonMaze::CELL_HEIGHT
|
|
||||||
return if maxWidth < 0 || maxHeight < 0
|
|
||||||
if maxWidth < cellWidth || maxHeight < cellHeight # Map is too small
|
|
||||||
for x in 0...maxWidth
|
|
||||||
for y in 0...maxHeight
|
|
||||||
self[x + BUFFER_X, y + BUFFER_Y] = DungeonTile::ROOM
|
|
||||||
end
|
|
||||||
end
|
|
||||||
return
|
|
||||||
end
|
|
||||||
# Generate connections between cells
|
|
||||||
maze = Maze.new(maxWidth / cellWidth, maxHeight / cellHeight)
|
|
||||||
maze.generateDepthFirstMaze()
|
|
||||||
# Draw each cell's contents in turn (room and corridors)
|
|
||||||
corridor_patterns = DungeonMaze.generate_corridor_patterns
|
|
||||||
roomcount = 0
|
|
||||||
for y in 0...maxHeight / cellHeight
|
|
||||||
for x in 0...maxWidth / cellWidth
|
|
||||||
pattern = maze.getEdgePattern(x, y)
|
|
||||||
if DungeonMaze.paint_cell_contents(
|
|
||||||
self, BUFFER_X + x * cellWidth, BUFFER_Y + y * cellHeight,
|
|
||||||
corridor_patterns[pattern], DungeonMaze::None)
|
|
||||||
roomcount += 1
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
# If no rooms were generated, make the whole map a room
|
|
||||||
if roomcount == 0
|
|
||||||
for x in 0...maxWidth
|
|
||||||
for y in 0...maxHeight
|
|
||||||
self[x + BUFFER_X, y + BUFFER_Y] = DungeonTile::ROOM
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
# Generate walls
|
|
||||||
for y in 0...@height
|
|
||||||
for x in 0...@width
|
|
||||||
self[x, y] = DungeonTile::WALL if isWall?(x, y) # Make appropriate tiles wall tiles
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
# Convert dungeon layout into proper map tiles
|
|
||||||
def generateMapInPlace(map)
|
|
||||||
tbl = DungeonTable.new(self)
|
|
||||||
for i in 0...map.width
|
|
||||||
for j in 0...map.height
|
|
||||||
nb = TileDrawingHelper.tableNeighbors(tbl, i, j)
|
|
||||||
tile = TileDrawingHelper::NEIGHBORS_TO_AUTOTILE_INDEX[nb]
|
|
||||||
map.data[i, j, 0] = tile + 48 * (tbl[i, j])
|
|
||||||
map.data[i, j, 1] = 0
|
|
||||||
map.data[i, j, 2] = 0
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
#=============================================================================
|
|
||||||
#
|
|
||||||
#=============================================================================
|
|
||||||
# Get a random room tile that isn't too close to a corridor (to avoid blocking
|
|
||||||
# a room's entrance).
|
|
||||||
def self.pbRandomRoomTile(dungeon, tiles)
|
|
||||||
ar1 = AntiRandom.new(dungeon.width)
|
ar1 = AntiRandom.new(dungeon.width)
|
||||||
ar2 = AntiRandom.new(dungeon.height)
|
ar2 = AntiRandom.new(dungeon.height)
|
||||||
((tiles.length + 1) * 1000).times do
|
((tiles.length + 1) * 1000).times do
|
||||||
@@ -630,38 +583,28 @@ module RandomDungeonGenerator
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
return nil
|
return nil
|
||||||
end
|
|
||||||
|
|
||||||
# Test method that generates a dungeon map and prints it to the console.
|
|
||||||
# @param x_cells [Integer] the number of cells wide the dungeon will be
|
|
||||||
# @param y_cells [Intenger] the number of cells tall the dungeon will be
|
|
||||||
def self.generate_test_dungeon(x_cells = 4, y_cells = 4)
|
|
||||||
dungeon = Dungeon.new(Dungeon::BUFFER_X * 2 + DungeonMaze::CELL_WIDTH * x_cells,
|
|
||||||
Dungeon::BUFFER_Y * 2 + DungeonMaze::CELL_HEIGHT * y_cells)
|
|
||||||
dungeon.generate
|
|
||||||
echoln dungeon.write
|
|
||||||
end
|
|
||||||
end
|
end
|
||||||
|
|
||||||
Events.onMapCreate += proc { |_sender, e|
|
Events.onMapCreate += proc { |_sender, e|
|
||||||
mapID = e[0]
|
mapID = e[0]
|
||||||
map = e[1]
|
map = e[1]
|
||||||
next if !GameData::MapMetadata.try_get(mapID)&.random_dungeon
|
next if !GameData::MapMetadata.exists?(mapID) ||
|
||||||
|
!GameData::MapMetadata.get(mapID).random_dungeon
|
||||||
# this map is a randomly generated dungeon
|
# this map is a randomly generated dungeon
|
||||||
dungeon = RandomDungeonGenerator::Dungeon.new(map.width, map.height)
|
dungeon = Dungeon.new(map.width, map.height)
|
||||||
dungeon.generate
|
dungeon.generate
|
||||||
dungeon.generateMapInPlace(map)
|
dungeon.generateMapInPlace(map)
|
||||||
roomtiles = []
|
roomtiles = []
|
||||||
# Reposition events
|
# Reposition events
|
||||||
for event in map.events.values
|
for event in map.events.values
|
||||||
tile = RandomDungeonGenerator.pbRandomRoomTile(dungeon, roomtiles)
|
tile = pbRandomRoomTile(dungeon, roomtiles)
|
||||||
if tile
|
if tile
|
||||||
event.x = tile[0]
|
event.x = tile[0]
|
||||||
event.y = tile[1]
|
event.y = tile[1]
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
# Override transfer X and Y
|
# Override transfer X and Y
|
||||||
tile = RandomDungeonGenerator.pbRandomRoomTile(dungeon, roomtiles)
|
tile = pbRandomRoomTile(dungeon, roomtiles)
|
||||||
if tile
|
if tile
|
||||||
$game_temp.player_new_x = tile[0]
|
$game_temp.player_new_x = tile[0]
|
||||||
$game_temp.player_new_y = tile[1]
|
$game_temp.player_new_y = tile[1]
|
||||||
|
|||||||
Reference in New Issue
Block a user