Attempt to solve invisible rocks
They are on the map, but the wrong tile is getting selectedmaster
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638440f619
commit
83bd4d9aec
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@ -2742,7 +2742,7 @@
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1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3,0,0,1,1,1,
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1,1,0,0,0,1,0,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,0,0,0,1,1,3,0,0,1,1,1,0,0,
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3,3,1,1,1,1,1,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,3,3,
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1,1,1,3,3,0,0,0,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,1,1,1,1,1,
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1,1,1,3,3,0,0,0,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,0,1,1,1,1,1,
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1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
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],
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"autoLayerTiles": [
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@ -2880,7 +2880,6 @@
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{ "px": [96,72], "src": [16,56], "f": 0, "t": 114, "d": [20,192] },
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{ "px": [48,120], "src": [16,56], "f": 0, "t": 114, "d": [20,306] },
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{ "px": [136,144], "src": [0,56], "f": 0, "t": 112, "d": [85,377] },
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{ "px": [152,144], "src": [0,56], "f": 0, "t": 112, "d": [85,379] },
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{ "px": [144,144], "src": [8,56], "f": 0, "t": 113, "d": [90,378] },
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{ "px": [144,136], "src": [64,56], "f": 0, "t": 120, "d": [91,358] },
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{ "px": [24,48], "src": [8,16], "f": 0, "t": 33, "d": [125,123] },
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@ -26,15 +26,15 @@ pub const TileData = union(enum) {
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pub fn toByte(data: TileData) u8 {
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switch (data) {
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.tile => |int| return 1 | (int << 1),
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.tile => |int| return 0b0000_0001 | (int << 1),
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.flags => |flags| return (@intCast(u7, @boolToInt(flags.solid)) << 1) | (@intCast(u7, flags.circuit) << 2),
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}
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}
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pub fn fromByte(byte: u8) TileData {
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const is_tile = (1 & byte) > 0;
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const is_tile = (0b0000_0001 & byte) > 0;
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if (is_tile) {
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const tile = @intCast(u7, (~@as(u7, 1) & byte) >> 1);
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const tile = @intCast(u7, (0b1111_1110 & byte) >> 1);
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return TileData{ .tile = tile };
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} else {
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const is_solid = (0b0000_0010 & byte) > 0;
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@ -150,8 +150,6 @@ fn make(step: *std.build.Step) !void {
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if (circuit_layer == null) return error.MissingCircuitLayer;
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if (collision_layer == null) return error.MissingCollisionLayer;
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std.log.warn("Layers found", .{});
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const circuit = circuit_layer.?;
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const collision = collision_layer.?;
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@ -175,19 +173,22 @@ fn make(step: *std.build.Step) !void {
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const tiles = level.tiles.?;
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// Add straight tile data
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// Add unchanged tile data
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for (collision.autoLayerTiles) |autotile| {
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const x = @divExact(autotile.px[0], collision.__gridSize);
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const y = @divExact(autotile.px[1], collision.__gridSize);
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const i = @intCast(usize, x + y * width);
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tiles[i] = world.TileData{ .tile = @intCast(u7, autotile.t + 1) };
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const sx = @divExact(autotile.src[0], collision.__gridSize);
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const sy = @divExact(autotile.src[1], collision.__gridSize);
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const t = sx + sy * 16 + 1;
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tiles[i] = world.TileData{ .tile = @intCast(u7, t) };
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}
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// Add circuit tiles
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for (circuit.intGridCsv) |cir64, i| {
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const cir = @intCast(u4, cir64);
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const col = collision.intGridCsv[i];
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if (col < 2) {
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if (col == 0 or col == 1) {
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tiles[i] = world.TileData{ .flags = .{
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.solid = col == 1,
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.circuit = cir,
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