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World.prototype.createTiles = function() { | |
// Tile types: | |
// Grass G | |
// Slab S | |
// Flowers F | |
// Empty E | |
// Tile code constructed as NW-NE-SE-SW (eg. "S-X-X-B") | |
this.tileMap = {}; | |
var self = this; | |
function tileType(grid) { return self.map[grid].style[0].replace(/p/,'s').toUpperCase(); } | |
function getTileCode(oGrid, nGrid) { | |
if(oGrid == nGrid) return tileType(oGrid); | |
var neighbor = self.map[nGrid]; | |
if(!neighbor) return 'E'; | |
return tileType(nGrid); | |
} | |
function generateTile(oGrid, tile, grid, game) { | |
var nGrids = tile.grids; | |
var tileCode = getTileCode(oGrid,nGrids[0])+'-'+getTileCode(oGrid,nGrids[1]) | |
+'-'+getTileCode(oGrid,nGrids[2])+'-'+getTileCode(oGrid,nGrids[3]); | |
var tileSprite = (new TileSheet('tile')).map[tileCode]; | |
if(!tileSprite) console.error('unknown tile code',tileCode,nGrids); | |
return { | |
tileCode: tileCode, position: tile, grid: grid, game: game | |
}; | |
} | |
for(var key in this.map) { if(!this.map.hasOwnProperty(key)) continue; | |
var x = +key.split(':')[0], y = +key.split(':')[1], z = this.map[key].position.z; | |
var neighbors = geometry.get8Neighbors(key); | |
var nw = { x: x-0.5, y: y-0.5, z: z, grids: [neighbors.nw, neighbors.n, key, neighbors.w] }, | |
ne = { x: x+0.5, y: y-0.5, z: z, grids: [neighbors.n, neighbors.ne, neighbors.e, key] }, | |
se = { x: x+0.5, y: y+0.5, z: z, grids: [key, neighbors.e, neighbors.se, neighbors.s] }, | |
sw = { x: x-0.5, y: y+0.5, z: z, grids: [neighbors.w, key, neighbors.s, neighbors.sw] }; | |
var tiles = [nw,ne,se,sw]; | |
for(var i = 0; i < tiles.length; i++) { | |
var tileGrid = z+':'+tiles[i].x+':'+tiles[i].y; | |
if(this.tileMap[tileGrid]) continue; | |
this.tileMap[tileGrid] = new Tile(generateTile(key, tiles[i], tileGrid, this.game)); | |
this.staticMap.push(this.tileMap[tileGrid]); | |
} | |
} | |
this.staticMap.sort(function(a,b) { return a.zDepth - b.zDepth; }); | |
}; |
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