Implement multiple biomes.
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parent
a8b26c113d
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18
infimap.p8
18
infimap.p8
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@ -5,14 +5,14 @@ __lua__
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#include player.lua
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#include main.lua
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__gfx__
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@ -70,5 +70,5 @@ __gfx__
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00000000000000000000000000000000000000000000000000000000000000000000000000700700007000000000070000000000000000007000000000000007
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00000000000000000000000000000000000000000000000000000000000000000000000000077000000700000000700000000000000000000777700000077770
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__gff__
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0000000303000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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0000000303000000020003000103000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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83
mapgen.lua
83
mapgen.lua
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@ -3,8 +3,9 @@
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function init_mapgen()
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uid_seed = 2229 -- arbitrarily chosen number
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block_size = 64
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biome_size = 128
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-- Sprite ratios for different biomes, of the form { "biome_name": {frequency, sprite index} ... } }
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-- Metadata for different biomes
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-- frequencies don't have to add up to 100, but they should by convention
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--
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-- Sprites are:
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@ -14,31 +15,58 @@ function init_mapgen()
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-- * 5 - red flowers
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-- * 6 - pink flowers
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-- * 7 - mushrooms
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biomes = { grassland = { {40, 2}, {28, 5}, {28, 6}, {3, 3}, {1, 4} },
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forest = { {55, 2}, {25, 4}, {5, 3}, {5, 5}, {5, 7}, {5, 6} },
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}
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-- * 8 - big mushroom
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-- * 9 - sand
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-- * 10 - cactus with flower
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-- * 11 - pebbles
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-- * 12 - rock
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-- * 13 - cactus
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biome_data = {
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grassland = {
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biome_frequency = 75,
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tile_frequencies = { {40, 2}, {28, 5}, {28, 6}, {3, 3}, {1, 4} }
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},
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forest = {
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biome_frequency = 20,
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tile_frequencies = { {60, 2}, {20, 4}, {5, 3}, {5, 5}, {4, 7}, {5, 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 = { {80, 9}, {10, 11}, {6, 13}, {3, 12}, {1, 10} },
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}
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}
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build_biome("forest")
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init_biomes()
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end
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-- use biome1 if mix == false
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function build_biome(biome1, biome2, mix)
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if mix == true then
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else
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frequencies = biomes[biome1]
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end
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function init_biomes()
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-- this is the frequency list for the biomes themselves
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biome_metadata = {}
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-- global variable used for lookup during mapgen
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-- build_biome() writes the biome_lookup table such
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-- that biome_lookup[uid] returns a sprite index,
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-- weighted by the frequency information for current biome.
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biome_lookup = {}
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for i=1,#frequencies do
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local tuple=frequencies[i]
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for k,v in pairs(biome_data) do
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-- add the biome's name N times to the biome metadata 'hat'
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for i=1,v["biome_frequency"] do
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add(biome_metadata, k)
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end
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build_biome(k, v)
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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(biome_lookup, tuple[2])
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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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@ -48,9 +76,22 @@ function generate_uid(pos)
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return flr(rnd(-1))
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end
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-- determine what sprite to render for a given position
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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(pos)
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local biome_pos = {flr(pos[1] / biome_size), flr(pos[2] / biome_size)}
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local uid = generate_uid(biome_pos)
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local biome_name = biome_metadata[(uid % #biome_metadata) + 1]
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return biome_data[biome_name]
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end
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-- determine what sprite to render for a given position.
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-- todo: this needs the ability to have a list of 'changed' tiles to check against.
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function get_tile(pos)
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return biome_lookup[(generate_uid(pos) % #biome_lookup) + 1]
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local biome = get_biome(pos)
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local uid = generate_uid(pos)
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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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13
player.lua
13
player.lua
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@ -1,5 +1,5 @@
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-- this module assumes all objects and the player are
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-- 1x1 sprite in size. larger sprites are not currently supported
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-- This module assumes all objects and the player are 1x1 sprite in size.
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-- Larger sprites will probably work for objects, but not for the player.
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--
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-- exported variables:
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-- player_pos # integer tuple {x,y}. absolute position of the player on the
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@ -10,10 +10,6 @@
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-- # each element can be -1 (up or left), 0 (neutral),
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-- # or 1 (down or right)
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--
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-- exported constants:
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-- player_lookup # used internally to look up the sprite to render for a
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-- # given facing
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--
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-- functions:
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-- init_player({x,y}) # call this in _init(). Sets player starting position,
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-- # assumes the top-left of the pico-8 map is currently
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@ -23,14 +19,9 @@
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-- draw_player() # call in _draw(). Draws the player sprite.
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function init_player(start_pos)
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-- camera_pos is the relative coordinate of the camera
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-- on the currently generated map chunk. player_pos is
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-- the *absolute* world coordinates of the player.
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player_pos = start_pos
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camera_pos = {start_pos[1]-8, start_pos[2]-8}
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-- [1] is vertical facing, [2] is horizontal, -1 is up/left, 0 is neutral,
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-- and 1 is down/right
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facing = {1, 0}
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-- this is a constant for looking up player sprites by facing
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