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First iteration of pacman grid, uses a 0,1 array of pixel data to create an overlay, reuable for other ideas

This commit is contained in:
TWLTriston 2017-09-28 06:20:20 -04:00
parent 6363a77637
commit ad36782c78
3 changed files with 81 additions and 0 deletions

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--Pacman void script by TWLTriston
local grid_width = 40
local grid_height = 40
local grid_scale = 32 -- 4/8/16/32 are good values here
local image_grid = {
-- { 1,2,3,4,5,6,7,8,9,0,1,2,3,4,5,6,7,8,9,0,1,2,3,4,5,6,7,8,9,0,1,2,3,4,5,6,7,8,9,0 },
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },
{ 0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0 },
{ 0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0 },
{ 0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0 },
{ 0,1,1,1,0,0,0,0,1,1,1,0,0,0,0,0,1,1,1,0,0,1,1,1,0,0,0,0,0,1,1,1,0,0,0,0,1,1,1,0 },
{ 0,1,1,1,0,0,0,0,1,1,1,0,0,0,0,0,1,1,1,0,0,1,1,1,0,0,0,0,0,1,1,1,0,0,0,0,1,1,1,0 },
{ 0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0 },
{ 0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0 },
{ 0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0 },
{ 0,1,1,1,0,0,0,0,1,1,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,1,1,0,0,0,0,1,1,1,0 },
{ 0,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,0 },
{ 0,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,0 },
{ 0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0 },
{ 0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0 },
{ 0,0,0,0,0,0,0,0,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,0,0,0,0,0,0,0,0 },
{ 0,0,0,0,0,0,0,0,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,0,0,0,0,0,0,0,0 },
{ 0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0 },
{ 1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1 },
{ 1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1 },
{ 1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1 },
{ 1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1 },
{ 1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1 },
{ 0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0 },
{ 0,0,0,0,0,0,0,0,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,0,0,0,0,0,0,0,0 },
{ 0,0,0,0,0,0,0,0,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,0,0,0,0,0,0,0,0 },
{ 0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0 },
{ 0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0 },
{ 0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0 },
{ 0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0 },
{ 0,1,1,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,1,1,0 },
{ 0,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,0 },
{ 0,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,0 },
{ 0,1,1,1,1,1,0,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,0,1,1,1,1,1,0 },
{ 0,0,0,1,1,1,0,1,1,1,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,1,1,1,0,1,1,1,0,0,0 },
{ 0,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,0 },
{ 0,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,0 },
{ 0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0 },
{ 0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0 },
{ 0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0 },
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 }
}
function run_shape_module(event)
local area = event.area
local surface = event.surface
local tiles = {}
local top_left_x = area.left_top.x --make a more direct reference
local top_left_y = area.left_top.y --make a more direct reference
-- chunk_region = top_left_x / grid_scale
for x = top_left_x, top_left_x + 32, grid_scale do
image_grid_position_x = ( ( x / grid_scale ) + 20 ) % grid_width + 1
for y = top_left_y, top_left_y + 32, grid_scale do
image_grid_position_y = ( ( y / grid_scale ) + 19 ) % grid_height + 1
if image_grid[image_grid_position_y][image_grid_position_x] ~= nil then
if image_grid[image_grid_position_y][image_grid_position_x] == 0 then
for x_1 = x, x + grid_scale do
for y_1 = y, y + grid_scale do
table.insert(tiles, {name = "out-of-map", position = {x_1,y_1}})
end
end
end
end
end
end
surface.set_tiles(tiles)
return true
end

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@ -30,6 +30,7 @@ in this file and your run_*type*_module(event) function will be called.
--require "locale.gen_shape.lattice"
--require "locale.gen_shape.infinite_mazes"
--require "locale.gen_shape.x_shape"
--require "locale.gen_shape.pacman"
--terrain--
--require "locale.gen_terrain.neko_bridged_rivers"