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Commit c4acf45d authored by dg's avatar dg
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Glass walls tiles

New vault


git-svn-id: http://svn.net-core.org/repos/t-engine4@4158 51575b47-30f0-44d4-a5cc-537603b46e54
parent 2c99a48d
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with 58 additions and 5 deletions
......@@ -84,7 +84,7 @@ function _M:block_move(x, y, e, act, couldpass)
end
end
if e and act and self.does_block_move and game.level.map.attrs(x, y, "on_block_change") then
if e and act and self.does_block_move and e.player and game.level.map.attrs(x, y, "on_block_change") then
local ng = game.zone:makeEntityByName(game.level, "terrain", game.level.map.attrs(x, y, "on_block_change"))
if ng then
game.zone:addEntity(game.level, ng, "terrain", x, y)
......
......@@ -296,6 +296,61 @@ newEntity{ base = "OLD_WALL", define_as = "OLD_WALL_PILLAR_6", image = "terrain/
newEntity{ base = "OLD_WALL", define_as = "OLD_WALL_PILLAR_4", image = "terrain/oldstone_floor.png", z=1, add_displays = {class.new{image="terrain/granite_wall_pillar_1.png", z=3}, class.new{image="terrain/granite_wall_pillar_7.png", z=18, display_y=-1}}}
newEntity{ base = "OLD_WALL", define_as = "OLD_WALL_PILLAR_2", image = "terrain/oldstone_floor.png", z=1, add_displays = {class.new{image="terrain/granite_wall_pillar_2.png", z=3}}}
-----------------------------------------
-- Glass Walls
-----------------------------------------
newEntity{
define_as = "GLASSWALL",
type = "wall", subtype = "floor",
name = "glass wall", image = "terrain/glasswall.png",
display = '#', color=colors.AQUAMARINE, back_color=colors.GREY,
z = 3,
nice_tiler = { method="wall3d", inner="GLASSWALLF", north="GLASSWALL_NORTH", south="GLASSWALL_SOUTH", north_south="GLASSWALL_NORTH_SOUTH", small_pillar="GLASSWALL_SMALL_PILLAR", pillar_2="GLASSWALL_PILLAR_2", pillar_8="GLASSWALL_PILLAR_8", pillar_4="GLASSWALL_PILLAR_4" },
always_remember = true,
does_block_move = true,
can_pass = {pass_wall=1},
air_level = -20,
dig = "FLOOR",
}
newEntity{ base = "GLASSWALL", define_as = "GLASSWALLF", image = "terrain/marble_floor.png",add_mos={{image = "terrain/glass/wall_glass_middle_01_64.png"}}}
newEntity{ base = "GLASSWALL", define_as = "GLASSWALL_NORTH", image = "terrain/marble_floor.png",add_mos={{image = "terrain/glass/wall_glass_middle_01_64.png"}}, z = 3, add_displays = {class.new{image="terrain/glass/wall_glass_top_01_64.png", z=18, display_y=-1}}}
newEntity{ base = "GLASSWALL", define_as = "GLASSWALL_NORTH_SOUTH", image = "terrain/marble_floor.png",add_mos={{image = "terrain/glass/wall_glass_01_64.png"}}, z = 3, add_displays = {class.new{image="terrain/glass/wall_glass_top_01_64.png", z=18, display_y=-1}}}
newEntity{ base = "GLASSWALL", define_as = "GLASSWALL_SOUTH", image = "terrain/marble_floor.png",add_mos={{image = "terrain/glass/wall_glass_01_64.png"}}, z = 3}
newEntity{ base = "GLASSWALL_NORTH_SOUTH", define_as = "GLASSWALL_PILLAR_6"}
newEntity{ base = "GLASSWALL_NORTH_SOUTH", define_as = "GLASSWALL_PILLAR_4"}
newEntity{ base = "GLASSWALL_NORTH_SOUTH", define_as = "GLASSWALL_SMALL_PILLAR"}
newEntity{ base = "GLASSWALL_NORTH", define_as = "GLASSWALL_PILLAR_8"}
newEntity{ base = "GLASSWALL_SOUTH", define_as = "GLASSWALL_PILLAR_2"}
-----------------------------------------
-- Glass Doors
-----------------------------------------
newEntity{
define_as = "GLASSDOOR",
type = "wall", subtype = "floor",
name = "glass door", image = "terrain/glassdoor.png",
display = '+', color=colors.AQUAMARINE, back_color=colors.DARK_UMBER,
nice_tiler = { method="door3d", north_south="GLASSDOOR_VERT", west_east="GLASSDOOR_HORIZ" },
notice = true,
always_remember = true,
is_door = true,
door_opened = "GLASSDOOR_OPEN",
dig = "FLOOR",
}
newEntity{
define_as = "GLASSDOOR_OPEN",
type = "wall", subtype = "floor",
name = "open glass door", image="terrain/glassdoor.png",
display = "'", color=colors.AQUAMARINE, back_color=colors.DARK_GREY,
always_remember = true,
is_door = true,
door_closed = "GLASSDOOR",
}
newEntity{ base = "GLASSDOOR", define_as = "GLASSDOOR_HORIZ", image = "terrain/marble_floor.png", add_mos={{image = "terrain/glass/glass_door_hor_closed_01_64.png"}}, add_displays = {class.new{image="terrain/glass/wall_glass_top_01_64.png", z=18, display_y=-1}}, door_opened = "GLASSDOOR_HORIZ_OPEN"}
newEntity{ base = "GLASSDOOR_OPEN", define_as = "GLASSDOOR_HORIZ_OPEN", image = "terrain/marble_floor.png", add_displays = {class.new{image="terrain/glass/glass_door_hor_open_01_64.png", z=17}, class.new{image="terrain/glass/wall_glass_top_01_64.png", z=18, display_y=-1}}, door_closed = "GLASSDOOR_HORIZ"}
newEntity{ base = "GLASSDOOR", define_as = "GLASSDOOR_VERT", image = "terrain/marble_floor.png", add_displays = {class.new{image="terrain/glass/glass_door_ver_bottom_closed_01_64.png", z=17}, class.new{image="terrain/glass/glass_door_ver_top_closed_01_64.png", z=18, display_y=-1}}, door_opened = "GLASSDOOR_OPEN_VERT", dig = "GLASSDOOR_OPEN_VERT"}
newEntity{ base = "GLASSDOOR_OPEN", define_as = "GLASSDOOR_OPEN_VERT", image = "terrain/marble_floor.png", add_displays = {class.new{image="terrain/glass/glass_door_ver_bottom_open_01_64.png", z=17}, class.new{image="terrain/glass/glass_door_ver_top_closed_01_64.png", z=18, display_y=-1}}, door_closed = "GLASSDOOR_VERT"}
-----------------------------------------
-- Levers & such tricky tings
......
game/modules/tome/data/gfx/shockbolt/terrain/glass/glass_door_hor_closed_01_64.png

7.31 KiB

game/modules/tome/data/gfx/shockbolt/terrain/glass/glass_door_hor_open_01_64.png

7.11 KiB

game/modules/tome/data/gfx/shockbolt/terrain/glass/glass_door_ver_bottom_open_01_64.png

6.33 KiB

game/modules/tome/data/gfx/shockbolt/terrain/glass/glass_door_ver_top_closed_01_64.png

2.98 KiB

game/modules/tome/data/gfx/shockbolt/terrain/glass/glass_door_ver_top_open_01_64.png

4.63 KiB

game/modules/tome/data/gfx/shockbolt/terrain/glass/wall_glass_01_64.png

5.23 KiB

game/modules/tome/data/gfx/shockbolt/terrain/glass/wall_glass_middle_01_64.png

2.83 KiB

game/modules/tome/data/gfx/shockbolt/terrain/glass/wall_glass_stone_left_01_64.png

7.38 KiB

game/modules/tome/data/gfx/shockbolt/terrain/glass/wall_glass_stone_right_01_64.png

7.37 KiB

game/modules/tome/data/gfx/shockbolt/terrain/glass/wall_glass_stone_top_left_01_64.png

4.91 KiB

game/modules/tome/data/gfx/shockbolt/terrain/glass/wall_glass_stone_top_right_01_64.png

4.87 KiB

game/modules/tome/data/gfx/shockbolt/terrain/glass/wall_glass_top_01_64.png

3.87 KiB

......@@ -21,7 +21,7 @@ startx = 7
starty = 12
defineTile('#', "HARDWALL")
defineTile('O', "CLEARWALL") -- this will be changed to a transparent hard wall (glass or arrow slot or something) when the tile is available
defineTile('O', "GLASSWALL")
defineTile('!', "DOOR_VAULT", nil, nil, nil, {block = true})
defineTile('X', "HARDWALL", nil, nil, nil, {block = true})
defineTile('.', "FLOOR")
......@@ -57,7 +57,6 @@ defineTile('t', mod.class.Grid.new{
type = "floor", subtype = "floor",
name = "runed floor", image = "terrain/marble_floor.png", add_displays={mod.class.Grid.new{z=5, image = "trap/trap_teleport_01.png"}},
display = '^', color_r=255, color_g=0, color_b=255, back_color=colors.DARK_GREY,
grow = "WALL",
on_move = function(self, x, y, actor, forced)
if not actor.player then return end
if forced then return end
......@@ -92,7 +91,6 @@ defineTile('u', mod.class.Grid.new{
type = "floor", subtype = "floor",
name = "runed floor", image = "terrain/marble_floor.png", add_displays={mod.class.Grid.new{z=5, image = "trap/trap_teleport_01.png"}},
display = '^', color_r=255, color_g=0, color_b=255, back_color=colors.DARK_GREY,
grow = "WALL",
on_move = function(self, x, y, actor, forced)
if not actor.player then return end
if forced then return end
......
......@@ -22,7 +22,7 @@ local list = {
"double-t", "crypt", "treasure1", "diggers", "hillbert_curve", "quiet", "lightning-vault", "water-vault",
"32-chambers", "demon-nest-1", "demon-nest-2", "demon-nest-3", "frost-dragon-lair", "greater-money-vault",
"trapped-hexagon", "yin-yang", "zigzag-chambers", "rain-of-death", "paladin-vs-vampire", "orc-hatred", "lich-lair",
"greater-crypt",
"greater-crypt", "trickvault",
}
return function(gen, id, lev, old_lev)
......
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