Add water to example, add map scrolling to example
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parent
5302e85988
commit
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102
main.lua
102
main.lua
@ -1,52 +1,126 @@
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local tex = love.graphics.newImage("circle.png")
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tex:setFilter("nearest", "nearest")
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local function water_color(layer)
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local value = layer / 24
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return value / 4, value / 2, value
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end
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local function dirt_color(layer)
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if layer < 18 then
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return layer / 26 / 2.5, layer / 52 / 2.5, 0.1
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if layer < 32 then
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return layer / 40 / 2.5, layer / 80 / 2.5, 0.1
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else
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return 0.05, (layer - 18) / 10 + 0.3, 0.05
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return 0.05, (layer - 32) / 36 + 0.3, 0.05
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end
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end
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local function mountain_color(layer)
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if layer < 29 then
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local value = layer / 32 / 2.5
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if layer < 58 then
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local value = layer / 64 / 2.5
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return value, value, value
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else
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local value = (layer - 29) / 10 + 0.7
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local value = (layer - 58) / 20 + 0.7
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return value, value, value
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end
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end
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local function pick_colorfn(maxlayer)
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if maxlayer < 16 then
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return water_color
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elseif maxlayer < 46 then
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return dirt_color
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else
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return mountain_color
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end
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end
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local function ease(n)
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return 5 ^ (3.1 * (n ^ 0.3) - 3) + 1 - 1.1 ^ n
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end
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local BIG_BLOCK = love.graphics.newQuad(0, 0, 8, 8, tex)
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local z = require("zprite").zchunk.new(tex, 128, 32)
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z._height_scale = 8
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local function update_map()
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z:clear()
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for i = -64, 64 do
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for j = -64, 64 do
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local layers = love.math.simplexNoise(i * 0.02, j * 0.02) * 29 + 3
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z:put(i * 8, j * 8, BIG_BLOCK, math.floor(layers) + 1, layers < 23 and dirt_color or mountain_color)
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for i = -160, 160 do
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for j = -160, 160 do
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local noise_value = love.math.simplexNoise(i * 0.008, j * 0.008)
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local layers = ease(noise_value) * 64
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z:put(i * 8, j * 8, BIG_BLOCK, math.floor(layers) + 1, pick_colorfn(layers))
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coroutine.yield()
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end
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end
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end
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local co = coroutine.create(update_map)
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local x = 0
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local y = 0
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local angle = 0
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local scale = 1
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function love.update(dt)
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for _ = 1, 4 do
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for _ = 1, 64 do
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if coroutine.status(co) == "suspended" then
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coroutine.resume(co)
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end
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end
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angle = math.fmod(angle + dt * 0.8, 2 * math.pi)
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if love.keyboard.isDown("d") then
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local dx = 256 * math.cos(-angle)
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local dy = 256 * math.sin(-angle)
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x = x - dx * dt
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y = y - dy * dt
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end
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if love.keyboard.isDown("a") then
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local dx = 256 * math.cos(-angle)
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local dy = 256 * math.sin(-angle)
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x = x + dx * dt
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y = y + dy * dt
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end
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if love.keyboard.isDown("s") then
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local dx = 256 * math.cos(-angle + math.pi / 2)
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local dy = 256 * math.sin(-angle + math.pi / 2)
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x = x - dx * dt
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y = y - dy * dt
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end
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if love.keyboard.isDown("w") then
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local dx = 256 * math.cos(-angle + math.pi / 2)
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local dy = 256 * math.sin(-angle + math.pi / 2)
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x = x + dx * dt
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y = y + dy * dt
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end
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if love.keyboard.isDown("q") then
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angle = angle + dt
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end
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if love.keyboard.isDown("e") then
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angle = angle - dt
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end
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if love.keyboard.isDown("f") then
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scale = scale - dt * 5
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if scale < 0.2 then
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scale = 0.2
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end
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end
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if love.keyboard.isDown("r") then
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scale = scale + dt * 5
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if scale > 5 then
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scale = 5
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end
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end
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end
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local t = love.math.newTransform()
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function love.draw()
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z:draw(love.graphics.getWidth() / 2, love.graphics.getHeight() / 2 + 128, angle, 1, 1)
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for _, chunk in pairs(z._chunks) do
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chunk.z._height_scale = 12 * scale
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end
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t:reset()
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t:translate(love.graphics.getWidth() / 2, love.graphics.getHeight() / 2)
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t:scale(scale, scale)
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t:rotate(angle)
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t:translate(x, y)
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z:draw(t)
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end
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