Treat orb as passable

This commit is contained in:
Juhani Krekelä 2019-06-29 14:10:30 +03:00
parent e79fdc5c9b
commit f72520689a
1 changed files with 25 additions and 19 deletions

View File

@ -123,16 +123,16 @@ function spawnPlayer()
player_y = spawn_y
-- Check what direction we can spawn the player
if cavern[player_x][player_y + 1] == tiletypes.empty then
if passable(player_x, player_y + 1) then
-- There's space under, spawn facing up
player_direction = directions.up
elseif cavern[player_x + 1][player_y] == tiletypes.empty then
elseif passable(player_x + 1, player_y) then
-- There's space to the right, spawn facing left
player_direction = directions.left
elseif cavern[player_x - 1][player_y] == tiletypes.empty then
elseif passable(player_x - 1, player_y) then
-- There's space to the left, spawn facing right
player_direction = directions.right
elseif cavern[player_x][player_y - 1] == tiletypes.empty then
elseif passable(player_x, player_y - 1) then
-- There's space above, spawn facing down
player_direction = directions.down
else
@ -147,7 +147,7 @@ function spawnOrb()
repeat
orb_x = math.random(2, cavern.width - 1)
orb_y = math.random(2, cavern.height - 1)
until cavern[orb_x][orb_y] == tiletypes.empty
until passable(orb_x, orb_y)
cavern[orb_x][orb_y] = tiletypes.orb
end
@ -270,22 +270,22 @@ function stepVisibilityMapGeneration(queue)
for i, item in ipairs(queue) do
if item.direction == directions.up then
visibility_map[item.x][item.y] = true
if cavern[item.x][item.y] == tiletypes.empty then
if passable(item.x, item.y) then
table.insert(new_queue, {x = item.x, y = item.y - 1, direction = directions.up})
end
elseif item.direction == directions.left then
visibility_map[item.x][item.y] = true
if cavern[item.x][item.y] == tiletypes.empty then
if passable(item.x, item.y) then
table.insert(new_queue, {x = item.x - 1, y = item.y, direction = directions.left})
end
elseif item.direction == directions.down then
visibility_map[item.x][item.y] = true
if cavern[item.x][item.y] == tiletypes.empty then
if passable(item.x, item.y) then
table.insert(new_queue, {x = item.x, y = item.y + 1, direction = directions.down})
end
elseif item.direction == directions.right then
visibility_map[item.x][item.y] = true
if cavern[item.x][item.y] == tiletypes.empty then
if passable(item.x, item.y) then
table.insert(new_queue, {x = item.x + 1, y = item.y, direction = directions.right})
end
elseif item.direction == directions.upleft then
@ -301,9 +301,9 @@ function stepVisibilityMapGeneration(queue)
-- it is not. We can therefore check whether the movement is valid
-- by testing if either the cell to our right or below us (the
-- directions opposite to the ones in an up.left movement) is empty
if cavern[item.x + 1][item.y] == tiletypes.empty or cavern[item.x][item.y + 1] == tiletypes.empty then
if passable(item.x + 1, item.y) or passable(item.x, item.y + 1) then
visibility_map[item.x][item.y] = true
if cavern[item.x][item.y] == tiletypes.empty then
if passable(item.x, item.y) then
-- ⌜^
-- ⌜ <x
table.insert(new_queue, {x = item.x - 1, y = item.y - 1, direction = directions.upleft})
@ -313,9 +313,9 @@ function stepVisibilityMapGeneration(queue)
end
elseif item.direction == directions.downleft then
-- See under item.direction == directions.upleft
if cavern[item.x + 1][item.y] == tiletypes.empty or cavern[item.x][item.y - 1] == tiletypes.empty then
if passable(item.x + 1, item.y) or passable(item.x, item.y - 1) then
visibility_map[item.x][item.y] = true
if cavern[item.x][item.y] == tiletypes.empty then
if passable(item.x, item.y) then
-- ⌞ <x
-- ⌞v
table.insert(new_queue, {x = item.x - 1, y = item.y, direction = directions.left})
@ -325,9 +325,9 @@ function stepVisibilityMapGeneration(queue)
end
elseif item.direction == directions.downright then
-- See under item.direction == directions.upleft
if cavern[item.x - 1][item.y] == tiletypes.empty or cavern[item.x][item.y - 1] == tiletypes.empty then
if passable(item.x - 1, item.y) or passable(item.x, item.y - 1) then
visibility_map[item.x][item.y] = true
if cavern[item.x][item.y] == tiletypes.empty then
if passable(item.x, item.y) then
-- ⌟ x>
-- v⌟
table.insert(new_queue, {x = item.x + 1, y = item.y, direction = directions.right})
@ -337,9 +337,9 @@ function stepVisibilityMapGeneration(queue)
end
elseif item.direction == directions.upright then
-- See under item.direction == directions.upleft
if cavern[item.x - 1][item.y] == tiletypes.empty or cavern[item.x][item.y + 1] == tiletypes.empty then
if passable(item.x - 1, item.y) or passable(item.x, item.y + 1) then
visibility_map[item.x][item.y] = true
if cavern[item.x][item.y] == tiletypes.empty then
if passable(item.x, item.y) then
-- ^⌝
-- ⌝ x>
table.insert(new_queue, {x = item.x, y = item.y - 1, direction = directions.up})
@ -376,6 +376,13 @@ function rememberVisible()
end
end
-- ------------------------------------------------------------------
-- Collision
-- ------------------------------------------------------------------
function passable(x, y)
return cavern[x][y] == tiletypes.empty or cavern[x][y] == tiletypes.orb
end
-- ------------------------------------------------------------------
-- Player helper functions
-- ------------------------------------------------------------------
@ -517,8 +524,7 @@ function movePlayer(direction)
local body_x, body_y = getBodyLocation(player_x + dx, player_y + dy, new_direction)
if cavern[player_x + dx][player_y + dy] == tiletypes.empty and
cavern[body_x][body_y] == tiletypes.empty then
if passable(player_x + dx, player_y + dy) and passable(body_x, body_y) then
player_x = player_x + dx
player_y = player_y + dy
player_direction = new_direction