new layer model

This commit is contained in:
2026-07-10 23:16:28 -05:00
parent 325d2c27dd
commit ad95a9cd8d
36 changed files with 1040 additions and 897 deletions
+29 -55
View File
@@ -180,50 +180,28 @@ fn tick(me, dt) {
}
"""
# A trigger script: no glyph, not solid — it just watches for the player stepping
# onto its cell and logs. Triggers are placed via [[boards.NAME.triggers]].
tripwire = """
fn tick(me, dt) {
if Player.x == me.x && Player.y == me.y && !me.waiting {
log("tripwire: the player crossed here");
me.delay(2.0);
}
}
"""
[boards.start.map]
name = "Starting Room"
width = 60
height = 25
# A single procedural grass floor across the whole board (the old mixed
# grass/dirt/stone/water floor is not representable with one floor attribute).
floor = { generator = "grass" }
# Layer 0 (bottom): the visual floor. Generators g/d/s roll a fresh textured
# glyph per cell; the space char is a fixed water glyph.
[[boards.start.layers]]
content = """
gggggggggggggggggggggggggggggggggggggggggggggggggggggggggggg
gggggggggggggggggggggggggsgggggggggggggggggggggggggggggggggg
gggggggggggggggggggggggggsgggggggggggggggggggggggggggggggggg
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gggggggggggggggggggggggggsgggggggggggggggggggggggggggggggggg
gggggggggggggggggggggggggsgggggggggggggggggggggggggggggggggg
gggggggggggggggggggggggggsgggggggggggggggggggggggggggggggggg
gggggggggggggggggggggggggsgggggggggggggggggggggggggggggggggg
gggggggggggggggggggggggggsgggggggggggggggggggggggggggggggggg
gggggggggggggggggggggggggsgggggggggggggggggggggggggggggggggg
gggggggggggggggggggggggggsgggggggggggggggggggggggggggggggggg
gggggggggggggggggggggggggsgggggggggggggggggggggggggggggggggg
gggggggggggggggggggggggggsgggggggggggggggggggggggggggggggggg
gggggggggggggggggggggggggsgggggggggggggggggggggggggggggggggg
ggggggwwwwwwgggggggggggggsggggdddddddddddddddddddddggggggggg
ggggggwwwwwwgggggggggggggsggggdddddddddddddddddddddggggggggg
ggggggwwwwwwgggggggggggggsggggdddddddddddddddddddddggggggggg
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gggggggggggggggggggggggggsgggggggggggggggggggggggggggggggggg
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gggggggggggggggggggggggggggggggggggggggggggggggggggggggggggg
"""
[boards.start.layers.palette]
"g" = { kind = "floor", generator = "grass" }
"d" = { kind = "floor", generator = "dirt" }
"s" = { kind = "floor", generator = "stone" }
"w" = { kind = "floor", tile = "~", fg = "#6666ff", bg = "#000066" }
# Layer 1: terrain, the player, objects and the portal. A space is always a
# transparent empty cell, so the floor below shows through.
[[boards.start.layers]]
# The single grid: all solids and most non-solids (terrain, the player, objects and
# the portal). A space is always a transparent empty cell, so the floor shows through.
[boards.start.grid]
content = """
############################################################
# #
@@ -251,7 +229,7 @@ content = """
# #
############################################################
"""
[boards.start.layers.palette]
[boards.start.grid.palette]
"#" = { kind = "wall", tile = "#", fg = "#808080", bg = "#606060" }
"+" = { kind = "banana", tile = "#", fg = "#808080", bg = "#606060" } # unknown kind -> ErrorBlock demo
"o" = { kind = "crate", tile = 254, fg = "#aaaaaa", bg = "#000000" }
@@ -272,26 +250,22 @@ content = """
")" = { kind = "transporter_east" }
"(" = { kind = "transporter_west" }
# Layer 2: a purely decorative, non-solid object drawn *above* the solid crate
# beneath it — only possible because draw order follows layer order.
[[boards.start.layers]]
sparse = [{ x = 30, y = 12, ch = "*" }]
[boards.start.layers.palette]
"*" = { kind = "object", tile = 15, fg = "#ffff66", bg = "#000000", solid = false }
# Triggers: invisible, non-solid, script-only objects placed off the grid. This one
# watches for the player and logs when they reach its cell.
[[boards.start.triggers]]
x = 40
y = 12
script_name = "tripwire"
[boards.house.map]
name = "The House"
width = 60
height = 25
# A single fixed floor glyph across the whole board.
floor = { tile = 176, fg = "#888888", bg = "#444444" }
# Layer 0: a single fixed floor glyph across the whole board.
[[boards.house.layers]]
fill = "f"
[boards.house.layers.palette]
"f" = { kind = "floor", tile = 176, fg = "#888888", bg = "#444444" }
# Layer 1: terrain, the player, objects and the return portal.
[[boards.house.layers]]
# The single grid: terrain, the player, objects and the return portal.
[boards.house.grid]
content = """
############################################################
# #
@@ -319,7 +293,7 @@ content = """
# #
############################################################
"""
[boards.house.layers.palette]
[boards.house.grid.palette]
"#" = { kind = "wall", tile = 178, fg = "#888888", bg = "#555555" }
"@" = { kind = "player" }
"1" = { kind = "portal", name = "from_start", target_map = "start", target_entry = "to_house" }
+10 -9
View File
@@ -6,15 +6,15 @@ start = "start"
# Objects reference a script by name via `script_name`.
[scripts]
greeter = """
fn init(me, state) {
log(`hello from object — player at ${state.player.x}, ${state.player.y}`);
fn init(me) {
log(`hello from object — player at ${Player.x}, ${Player.y}`);
set_tile(2); // change my glyph to ☻ — proves the write path
//say("Hello there,\\ntraveller!");
log(`Player health: ${state.player.health}`);
log(`Player health: ${Player.health}`);
}
fn tick(me, state, dt) {
if state.player.x == me.x && state.player.y == me.y && !me.waiting {
fn tick(me, dt) {
if Player.x == me.x && Player.y == me.y && !me.waiting {
say("Hey! Get offa me!");
me.queue.delay(5.0);
}
@@ -25,10 +25,11 @@ fn tick(me, state, dt) {
name = "Starting Room"
width = 21
height = 6
# No floor attribute → a blank (black) floor.
# Layer 1: terrain, the player, objects and the portal. A space is always a
# transparent empty cell, so the floor below shows through.
[[boards.start.layers]]
# The single grid: all solids and most non-solids. A space is always a transparent
# empty cell, so the floor shows through.
[boards.start.grid]
content = """
#####################
# #
@@ -37,7 +38,7 @@ content = """
# #
#####################
"""
[boards.start.layers.palette]
[boards.start.grid.palette]
"#" = { kind = "wall", tile = "#", fg = "#808080", bg = "#606060" }
"o" = { kind = "crate", tile = 254, fg = "#aaaaaa", bg = "#000000" }
"@" = { kind = "player" }