Large refactor to avoid the need to use map() and camera() - the new approach just re-calculates the local world and allows us to scroll 'smoothly' forever.
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4 changed files with 98 additions and 111 deletions
114
mapgen.lua
114
mapgen.lua
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--- Procedural generation methods
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function init_mapgen()
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uid_seed = 2229 -- arbitrarily chosen number
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-- Metadata for different biomes
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-- tile_frequencies tuples are {frequency, sprite_index}, see index_map.md
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-- frequencies by convention add up to 1000, but this is arbitrary, the
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-- only concern is the space consumed by the resulting tables.
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biome_data = {
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meadow = {
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biome_frequency = 20,
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tile_frequencies = { {525, 2}, {200, 5}, {200, 6}, {55, 18}, {19, 3}, {1, 4} }
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},
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grassland = {
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biome_frequency = 55,
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tile_frequencies = { {500, 2}, {345, 18}, {4, 3}, {1, 4}, {100, 5}, {50, 6} }
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},
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forest = {
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biome_frequency = 20,
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tile_frequencies = { {600, 2}, {200, 4}, {50, 3}, {50, 5}, {40, 7}, {59, 6}, {1, 8} }
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},
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desert = {
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biome_frequency = 5,
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tile_frequencies = { {800, 9}, {109, 11}, {60, 13}, {30, 12}, {1, 10} },
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}
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}
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-- Why is this hard-coded separately from the biome_data? glad you asked.
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-- Lua's pairs() function appears not to guarantee a consistent return order,
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-- and we want our world to be deterministically generated,
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-- so the biome_metadata array needs to have its entries appear consistently.
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biome_list = {"grassland", "meadow", "forest", "desert"}
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-- this is the frequency list for the biomes themselves
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biome_metadata = {}
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for i=1,#biome_list do
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local biome = biome_list[i]
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-- add the biome's name N times to the biome metadata 'hat'
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for i=1,biome_data[biome].biome_frequency do
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add(biome_metadata, biome)
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end
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build_biome(biome, biome_data[biome])
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end
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end
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-- build the lookup table for a given biome, based on the biome_meta data for
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-- that string.
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function build_biome(biome_name, data)
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local meta_frequencies = data.tile_frequencies
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local tile_lookup = {}
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for i=1,#meta_frequencies do
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local tuple = meta_frequencies[i]
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for j=1,tuple[1] do
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add(tile_lookup, tuple[2])
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end
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end
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data.tile_lookup = tile_lookup
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end
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-- generates a unique identifier for a position
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-- uses srand() and rand() to get an unpredictable value (is this too slow?)
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-- the two seed values are randomly chosen. Change them and change the world.
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function generate_uid(pos_x, pos_y)
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srand((pos_x + 2229) * (pos_y + 12295))
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return flr(rnd(0xffff))
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end
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-- given an {x,y} position, calculates the aligned starting position for the
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-- biome that position is in.
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-- biomes are currently defined to be 128x128
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function calculate_biome_pos(pos_x, pos_y)
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return flr(pos_x / 128), flr(pos_y / 128)
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end
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-- determines which biome a given world map position should be,
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-- returns the object out of the biome_data table
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function get_biome_name(pos_x, pos_y)
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local biome_pos_x, biome_pos_y = calculate_biome_pos(pos_x, pos_y)
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local uid = generate_uid(biome_pos_x, biome_pos_y)
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return biome_metadata[(uid % #biome_metadata) + 1]
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end
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-- determine what sprite to render for a given position.
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-- pos_x and pos_y are global coordinates.
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function get_tile(pos_x, pos_y)
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-- lookup changes in the change buffer
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local modded_sprite = mod_buffer[get_mod_key(pos_x, pos_y)]
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if (modded_sprite) return modded_sprite
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local biome_name = get_biome_name(pos_x, pos_y)
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local biome = biome_data[biome_name]
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local uid = generate_uid(pos_x, pos_y)
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return biome.tile_lookup[(uid % #biome.tile_lookup) + 1]
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end
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-- generate the map and writes to the map area from 0 - block_size,
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-- assuming 'start' as the top-left corner of the map area to generate.
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-- writes block_size x block_size tiles
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-- after a call to generate_map you should always center the camera/player over the map, i.e.
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-- camera at { (block_size / 2) - 8, (block_size / 2) - 8 }
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function generate_map(start_x, start_y)
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for x=0,63 do
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for y=0,63 do
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mset(x, y, get_tile(start_x+x, start_y+y))
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end
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end
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end
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