PersonalVotingMachine/basic-setup/components/u8g2/sys/tga/mapgen/gm.map

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2020-12-22 14:30:09 +02:00
#
# gm.map
#
# Syntax:
# 'hash' introduces a comment
# tile <ascii> <mapto> <top> <right> <bottom> <left>
# map the <ascii> code to the specified <mapto> code, if the other for tiles match
# If one of the other four tiles is 0, then ignore this tile (wildcard)
# thing ... same as tile, but can be redefined at any time, should redefine to char
# itemkey <iname> <ascii> <bg-tile> ... similar thing, but will connect to an item and assign the <backgroundmapto> instead
#
# summery:
# tile: static fixed thing for all maps
# thing: static thing for some maps
# itemkey: dynamic objects like changing doors, boxes or monsters
#
# item <iname> <foregroundmapto>
# defines a global template for an object.
# anyting on the map, which might disappear, move or change has to be an item
# itemuse <iname> <ascii>
# only within active map. <mapto> will be the background tile for the char
# the current foreground tile might still be differrent and is set during iteminit
# connects the ascii char with the given ascii char on the map to get the xy pos.
# iteminit <iname>
# <procedure>
# endproc
# procedure, which is called, when the item is created,
# receives position, where it should be created on the map
# itemhit <iname>
# procedure, which is called, when the item is hit by something
# - returns 0 if the item hitting item has to be stopped
# - may move itself
# - may change its own shape (tile)
# - may modify its status
# endproc
#
# example "normal door, status=closed"
# 1. hit: status=open, change tile to open door, return 0
# 2. hit: return 1 (hero can pass)
# example "creature, status=5 life"
# 1. hit: get hitting obj attac damage, reduce life --> status=2, apply attack damage hitting object, return 0
# 2. hit: get hitting obj attac damage, reduce life --> status=0, remove object from map, return 0
# 3. hero can continue
#
# itemstep <iname>
# executed every step
# - moving items can move towards hero or others
# endproc
# mapinit
# executed during map init
# endproc
#
#
# map <name> <width> <height>
# Create a map with the given name and size. this must be followed by :
# endmap
# Finish the current map
#
tile 32 32 # map space to space
tile '+ $80 0 '- '| 0
tile '+ $80 0 '- '+ 0
tile '+ $80 0 '+ '| 0
tile '+ $80 0 '+ '+ 0
tile '+ $81 0 0 '| '-
tile '+ $81 0 0 '+ '-
tile '+ $81 0 0 '| '+
tile '+ $81 0 0 '+ '+
tile '+ $82 '| '- 0 0
tile '+ $82 '+ '- 0 0
tile '+ $82 '| '+ 0 0
tile '+ $82 '+ '+ 0 0
tile '+ $83 '| 0 0 '-
tile '+ $83 '+ 0 0 '-
tile '+ $83 '| 0 0 '+
tile '+ $83 '+ 0 0 '+
tile '+ $84 '| '- '| 0
tile '+ $84 '+ '- '| 0
tile '+ $84 '| '+ '| 0
tile '+ $84 '+ '+ '| 0
tile '+ $84 '| '- '+ 0
tile '+ $84 '+ '- '+ 0
tile '+ $84 '| '+ '+ 0
tile '+ $84 '+ '+ '+ 0
tile '+ $85 '| 0 '| '-
tile '+ $85 '+ 0 '| '-
tile '+ $85 '| 0 '+ '-
tile '+ $85 '+ 0 '+ '-
tile '+ $85 '| 0 '| '+
tile '+ $85 '+ 0 '| '+
tile '+ $85 '| 0 '+ '+
tile '+ $85 '+ 0 '+ '+
tile '+ $86 0 '- '| '-
tile '+ $86 0 '+ '| '-
tile '+ $86 0 '- '+ '-
tile '+ $86 0 '+ '+ '-
tile '+ $86 0 '- '| '+
tile '+ $86 0 '+ '| '+
tile '+ $86 0 '- '+ '+
tile '+ $86 0 '+ '+ '+
tile '+ $87 '| '- 0 '-
tile '+ $87 '+ '- 0 '-
tile '+ $87 '| '+ 0 '-
tile '+ $87 '+ '+ 0 '-
tile '+ $87 '| '- 0 '+
tile '+ $87 '+ '- 0 '+
tile '+ $87 '| '+ 0 '+
tile '+ $87 '+ '+ 0 '+
tile '+ $88 '| '- '| '-
tile '+ $88 '+ '- '| '-
tile '+ $88 '| '+ '| '-
tile '+ $88 '+ '+ '| '-
tile '+ $88 '| '- '+ '-
tile '+ $88 '+ '- '+ '-
tile '+ $88 '| '+ '+ '-
tile '+ $88 '+ '+ '+ '-
tile '+ $88 '| '- '| '+
tile '+ $88 '+ '- '| '+
tile '+ $88 '| '+ '| '+
tile '+ $88 '+ '+ '| '+
tile '+ $88 '| '- '+ '+
tile '+ $88 '+ '- '+ '+
tile '+ $88 '| '+ '+ '+
tile '+ $88 '+ '+ '+ '+
tile '| $7e 0 0 '| 0
tile '| $7e 0 0 '+ 0
tile '| $7f 0 0 0 0
tile '- $7d 0 0 0 0
tile '. $6a # stone 2
tile ': $6b # stone 3
thing 'f $74 # fire
thing '^ $73 # door open
thing 'C $79 # cupboard
thing 'S $7a # bookshelf
thing 'c $78 # chair
thing 't $7b # table
thing 'T $7c # throne
thing 'h $9c # chest
thing 'H $92 # hut
thing 'K $93 # kingdom
item normal_door $72 # $72 = door closed --> inital tile
itemkey normal_door 'x $73 # $73 = door open --> this will be placed on the map, the item can destroy itself, but this tile will stay
iteminit normal_door
print(add(1,2))
print(add(3,4))
print(add(1234,5678))
endproc
itemhit normal_door
endproc
itemstep normal_door
endproc
map test 20 9
mapinit
setPos(3,2)
setItemPos(0)
endproc
: K H
: . .
: ...........
: . .
:+-----^--x--C--S---+
:| T f|
:|ctc h |
:| c |
:+-----^-----x------+
endmap
thing 'S $54 # Spider
thing 'k $a0 # key
map first 12 12
:+---+ +---+
:| | | |
:+-+ +--+ | |
: | +-+ |
: | | |
: | |
: +-+ -----+
: | Sk|
: +------+
endmap