Tileset fun

This commit is contained in:
Ruben Müller 2014-12-06 14:28:58 +01:00
parent 76414f3ea2
commit a44117d1dd
3 changed files with 18 additions and 12 deletions

View file

@ -4,7 +4,10 @@ class Tile extends BaseEntity
resTypes = (k for own k of app.game.resources)
@layers = (new Tilelayer(type: restype) for restype in resTypes)
@layers = []
for restype in resTypes
@layers.push new Tilelayer(type: restype)
#@layers = (new Tilelayer(type: restype) for restype in resTypes)
@currentLayer = getRandomInt 0, resTypes.length-1
tick: (delta) ->

View file

@ -3,15 +3,17 @@ class Tilelayer extends BaseEntity
{@type, @depth, @amount} = options
render: (layer, x, y) ->
# TODO: Draw sprite
switch @type
when "grass" then color = "green"
when "mud" then color = "brown"
when "gravel" then color = "lightgrey"
when "stone" then color = "darkgrey"
when "gold" then color = "yellow"
when "stardust" then color = [0, 0, 8, 8]
when "bedrock" then color = [0, 0, 8, 8]
when "lubinit" then color = [0, 0, 8, 8]
when "oxodum" then color = [0, 0, 8, 8]
when "notch" then color = [0, 0, 8, 8]
layer.fillStyle color
.fillRect x*8, y*8, 8, 8
#layer.fillStyle color
# .fillRect x*8, y*8, 8, 8
layer.drawRegion app.images.layers, color, x*8, y*8
getSpriteForType: (i) ->

View file

@ -5,6 +5,7 @@ app = playground({
smoothing: false,
create: ->
@loadImages "layers"
ready: ->
@game.start()