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tiles.lua
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tileSize = 40
SG.tilesets = {
["geometry"] = love.graphics.newImage( "graphics/geometry.png" ),
["people"] = love.graphics.newImage( "graphics/people.png" ),
["eye"] = love.graphics.newImage( "graphics/eye.png" ),
["food"] = love.graphics.newImage( "graphics/food.png" ),
["creatures"] = love.graphics.newImage( "graphics/creatures.png" ),
["clothing"] = love.graphics.newImage( "graphics/clothing.png" ),
["clothingWorn"] = love.graphics.newImage( "graphics/clothing_worn.png" ),
["misc"] = love.graphics.newImage( "graphics/misc.png" ),
}
for _, set in pairs( SG.tilesets ) do
set:setFilter("nearest", "linear")
end
function newTile( set, x, y )
return { SG.tilesets[set], love.graphics.newQuad( x * tileSize, y * tileSize, tileSize, tileSize, SG.tilesets[set]:getDimensions() ) }
end
SG.tiles = {
["turfs"] = {
["brick"] = newTile( "geometry", 2, 9 ),
["black"] = newTile( "geometry", 0, 0 ),
["cobblestone"] = newTile( "geometry", 2, 10 ),
["water"] = newTile( "geometry", 14, 16 ),
},
["mobs"] = {
["hermit"] = newTile( "people", 1, 6 ),
["slimbo"] = newTile( "creatures", 4, 1 ),
},
["items"] = {
["morsel"] = newTile( "food", 0, 0 ),
["shirt"] = newTile( "clothing", 0, 0 ),
["pants"] = newTile( "clothing", 0, 5 ),
["mask_bone"] = newTile( "clothing", 7, 18 ),
},
["worn"] = {
["shirt"] = newTile( "clothingWorn", 0, 0 ),
["pants"] = newTile( "clothingWorn", 1, 0 ),
["mask_bone"] = newTile( "clothingWorn", 2, 0 ),
},
["eye"] = {
["frame1"] = newTile( "eye", 0, 0 ),
["frame2"] = newTile( "eye", 2, 0 ),
["frame3"] = newTile( "eye", 1, 0 ),
["interesting"] = newTile( "eye", 3, 0 ),
},
["ui"] = {
["heart"] = newTile( "misc", 2, 9 ),
},
}
local idx = 0
for y=1,5 do
idx = idx + 1
SG.tiles["turfs"]["dirt" .. idx] = newTile( "geometry", 1, y );
end
mapX = 1
mapY = 1
tilesDisplayWidth = 18
tilesDisplayHeight = 18
zoomX = 1
zoomY = 1
tileQuads = {}
tileQuads[0] = SG.tiles["turfs"]["dirt1"][2]
tileQuads[1] = SG.tiles["turfs"]["brick"][2]
tileQuads[2] = SG.tiles["turfs"]["water"][2]
tileQuads[3] = SG.tiles["turfs"]["cobblestone"][2]
tilesetBatch = love.graphics.newSpriteBatch(SG.tilesets.geometry, tilesDisplayWidth * tilesDisplayHeight)
updateTilesetBatch()