Pack and parse wall data from map files.
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3a3f4e31a1
commit
f3ad31d244
5 changed files with 61 additions and 30 deletions
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@ -1,5 +1,6 @@
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(define-module (game actors)
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#:use-module (goblins core)
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#:use-module (hoot bytevectors)
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#:use-module (ice-9 match)
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#:export (^cell
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^level))
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@ -67,7 +68,7 @@
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(('wire-state) #f)
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(('describe) '(player))))
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(define (^level bcom width height)
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(define (^level bcom width height objects)
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(define player (spawn ^player))
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(define player-coords (spawn ^cell))
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(define (make-grid)
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@ -176,9 +177,19 @@
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;; TODO: actually write levels
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(warp-player 10 8)
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($ (grid-ref grid 3 7) (spawn ^exit))
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;; Parsed packed object data and spawn objects.
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(let ((len (bytevector-length objects)))
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(let lp ((i 0))
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(when (< i len)
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(let ((x (bytevector-u8-ref objects i))
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(y (bytevector-u8-ref objects (+ i 1)))
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(obj (match (bytevector-u8-ref objects (+ i 2))
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(1 (spawn ^wall 'brick))
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(id (error "invalid level object" id)))))
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($ (grid-ref grid x y) obj))
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(lp (+ i 3)))))
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($ (grid-ref grid 4 4) (spawn ^wall 'brick))
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($ (grid-ref grid 3 7) (spawn ^exit))
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($ (grid-ref grid 4 3) (spawn ^clock-emitter 3))
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($ (grid-ref grid 5 3) (spawn ^wall 'copper))
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@ -3,21 +3,21 @@
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<tileset firstgid="1" source="tiles.tsx"/>
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<layer id="1" name="background" width="20" height="15">
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<data encoding="csv">
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24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,
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24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,
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24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,
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24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,
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24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,
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24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,
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24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,
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24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,
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24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,
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24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,
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24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,
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24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,
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24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,
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24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,
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24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24
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23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,
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23,23,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,23,23,23,
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23,23,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,23,23,
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23,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,23,
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23,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,23,
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23,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,23,
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23,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,23,
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23,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,23,
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23,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,23,
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23,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,23,
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23,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,23,
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23,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,23,
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23,23,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,23,23,
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23,23,23,24,24,24,24,24,24,24,24,24,24,24,24,24,24,23,23,23,
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23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23
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</data>
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</layer>
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</map>
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@ -1,4 +1,9 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<tileset version="1.8" tiledversion="1.8.6" name="tiles" tilewidth="16" tileheight="16" tilecount="300" columns="20">
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<image source="../../../assets/images/cirkoban.png" width="320" height="240"/>
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<tile id="22">
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<properties>
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<property name="wall" type="bool" value="true"/>
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</properties>
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</tile>
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</tileset>
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