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AndyGFX

AndyGFX - CubesTeam

http://cubesteam.com/

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Cart #26378 | 2016-08-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
14

Update:

added function fixstages to TMap class, for prevent unreachable platforms from pattern in stage. Implementation is very simple and you can extend method as you wich. Currently is checked only "platform" tile id.

Method:

From generated POI point is created connection to free edge in stage and remove platform tiles between connected stages if exist.

Cart #26301 | 2016-08-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
14

This example show procedural level building combined from two method:
1) maze generator - for wall
2) predefined pattern - for stages (platform, ladder, obstacles, ...)

Every room is created from 2x2 stage, and stage is defined in sprite as template, where color index = tile id descibed in data structure:

    self.template[0] = {name="empty"    ,color=1,tile=self.starttile+0,probability=1.0}
    self.template[1] = {name="wall"     ,color=2,tile=self.starttile+1,probability=1.0}
    self.template[2] = {name="platform" ,color=3,tile=self.starttile+2,probability=1.0}
    self.template[3] = {name="breakable",color=4,tile=self.starttile+3,probability=0.5}
    self.template[4] = {name="obstacle" ,color=5,tile=self.starttile+4,probability=0.5}
    self.template[5] = {name="ladder"   ,color=6,tile=self.starttile+5,probability=1.0}
    self.template[6] = {name="item"     ,color=7,tile=self.starttile+6,probability=0.5}
    self.template[7] = {name="exit"     ,color=8,tile=self.starttile+7,probability=1.0}
    self.template[8] = {name="hazard"   ,color=9,tile=self.starttile+8,probability=1.0}

Maze is generated in stages count and walls are implemebted as wall to stage.

Control
[z] = generate new maze with wall
[x] = generate new order of patterns in stages
arrow=scroll map

P#26303 2016-08-02 05:19 ( Edited 2018-11-20 22:57)

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Cart #25738 | 2016-07-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

Hi

here is my next cartridge which is combination of my previous Cellular automata class and Marching squares technique for generate procedural platform or top-down levels.

Control:
[z] tileset type #1
[x] tileset type #2
[arrows] scroll map

Note: source code is't optimized for tokens for now

AndyGFX

P#25739 2016-07-22 18:05 ( Edited 2016-07-25 01:45)

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Cart #25628 | 2016-07-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

Cart #25619 | 2016-07-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

Hellou,

I think this is a very useful for everyone, who want create procedural maps.

Press Z key few times for smooth 'caves'.

EDIT: example is now as class.

How to:

...
    cave = TCellular:New()
    cave:Generate(128,116,0.6,4,5,5)
...
function DrawMap()
    for xm=1,cave._w do
        for ym=1,cave._h do
            if (cave:Map(xm,ym)==0) pset(xm,ym,0)
            if (cave:Map(xm,ym)==1) pset(xm,ym,7)

        end
    end
end
...

AndyGFX.

P#25620 2016-07-20 10:40 ( Edited 2016-07-20 17:38)

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Hi,

here is example how to write lua code more as OOP using metatable and user defined callbacks for update and draw per actor.

Note: Plane sprite is created as sprite 2x1 on sprite id 1 and 2.

--   Actors+Actor CLASSes
-- andygfx - cubesteam - 2016

-- Define TActors container class ---------------------------------------------

TActors = {}

-- TActors CONSTRUCTOR 

function TActors:New() 

    o = { 
            list={}
        } 

    setmetatable(o, self) 
    self.__index = self 

    return o 

end 

-- TActors methods ------------------------------------------------------------

-- add actor to Actors list
function TActors:Add(actor)
    add(self.list,actor)
end

-- delete actor from Actors list
function TActors:Del(actor)
    del(self.list,actor)
end

-- return count of actors in list
function TActors:Count()
    return #self.list
end

-- call user defined update method on all actors in list
function TActors:Update()
    for a in all(self.list) do 
        if a.enable then
            a:update()
        end
    end
end

-- call user defined draw method on all actors in list
function TActors:Draw()
    for a in all(self.list) do 
        if a.enable then
            a:draw()
        end
    end
end

-- Define TActor class --------------------------------------------------------

TActor = {} 

-- TActor CONSTRUCTOR ---------------------------------------------------------

function TActor:New() 

    o = { 
            name="actor",
            enable=true,
            visible=true,
            x = 0, y = 0,
            _x = 0, _y = 0,
            sprite = 0,
            sx = 1, sy = 1,
            dx = 0, dy = 0,
            update = function() end,
            draw = function() end 
        } 

    setmetatable(o, self) 
    self.__index = self 

    return o 

end 

-- METHODS 

-- set actor fields
function TActor:Set(name,sprID,x,y,w,h,dx,dy)
    self.name=name
    self.sprite=sprID
    self.x=x
    self.y=y
    self._x=x
    self._y=y
    self.sx=w
    self.sy=h
    self.dx=dx
    self.dy=dy
end

-- set actor update and draw callback
function TActor:SetCallback(fncUpdate,fncDraw)
    self.update = fncUpdate
    self.draw = fncDraw
end

-- respawn acgtor to start position
function TActor:Respawn()
    self.x=self._x
    self.y=self._y
end

-- pico8 callbacks ------------------------------------------------------------ 

function _init()
end

function _update()
  Actors:Update()
end

function _draw()
  cls()
  Actors:Draw()
end

-- TEST ACTORS ----------------------------------------------------------------

-- create Actors container
Actors=TActors:New()

-- user defined UPDATE callback for actor
function UpdatePlane(self)
    self.x+=self.dx
    self.y+=self.dy

    if self.x>128 then self:Respawn() end

end

-- user defined DRAW callback fro actor
function DrawPlane(self)
    spr(self.sprite,self.x,self.y,self.sx,self.sy)
end

-- create actor#1
plane1 = TActor:New()
plane1:Set("plane1",1,10,20,2,1,1,0)
plane1:SetCallback(UpdatePlane,DrawPlane)

Actors:Add(plane1)

-- create actor#2
plane2 = TActor:New()
plane2:Set("plane2",1,10,35,2,1,2,0)
plane2:SetCallback(UpdatePlane,DrawPlane)

Actors:Add(plane2)

-- create actor#3
plane3 = TActor:New()
plane3:Set("plane3",1,10,50,2,1,3,0)
plane3:SetCallback(UpdatePlane,DrawPlane)

Actors:Add(plane3)
P#25419 2016-07-16 12:20 ( Edited 2016-07-17 03:06)

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Generated 2024-04-20 03:41:18 | 0.072s | Q:19