154 lines
4.5 KiB
Lua
154 lines
4.5 KiB
Lua
local World = require("game.world")
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local Palette = require("rendering.palette")
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local Camera = require("game.camera")
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local Terrain = {}
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local points = {}
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local pads = {}
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function Terrain.generate()
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points = {}
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pads = {}
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local W = World.WORLD_W
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local baseline = 1600
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-- Place 3 landing pads at fixed zones to avoid overlap issues
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local padDefs = {
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{cx = W * 0.2, width = 120, mult = 2, label = "2X"},
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{cx = W * 0.55, width = 80, mult = 3, label = "3X"},
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{cx = W * 0.8, width = 50, mult = 5, label = "5X"},
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}
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for _, def in ipairs(padDefs) do
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local py = baseline + (math.random() - 0.5) * 200
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table.insert(pads, {
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x1 = def.cx - def.width / 2,
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x2 = def.cx + def.width / 2,
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y = py,
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mult = def.mult,
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label = def.label,
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})
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end
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table.sort(pads, function(a, b) return a.x1 < b.x1 end)
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-- Generate terrain left to right, inserting pads as flat segments
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local x = 0
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local y = baseline + (math.random() - 0.5) * 80
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table.insert(points, {x = 0, y = y})
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local padIdx = 1
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while x < W do
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-- Check if next pad is coming up
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if padIdx <= #pads and x >= pads[padIdx].x1 - 40 then
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local pad = pads[padIdx]
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-- Slope to pad start
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table.insert(points, {x = pad.x1 - 5, y = y})
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table.insert(points, {x = pad.x1, y = pad.y})
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-- Flat pad
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table.insert(points, {x = pad.x2, y = pad.y})
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x = pad.x2 + 1
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y = pad.y
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padIdx = padIdx + 1
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-- Resume jagged
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local jx = x + 20 + math.random() * 30
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y = y + (math.random() - 0.5) * 80
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y = math.max(baseline - 250, math.min(baseline + 250, y))
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table.insert(points, {x = jx, y = y})
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x = jx
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else
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-- Normal jagged terrain
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local step = 25 + math.random() * 35
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-- Don't overshoot the next pad's approach zone — would cause out-of-order points
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if padIdx <= #pads then
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local approach = pads[padIdx].x1 - 40
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if x < approach and x + step > approach then
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step = approach - x
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end
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end
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x = x + step
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y = y + (math.random() - 0.5) * 100
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y = math.max(baseline - 250, math.min(baseline + 250, y))
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table.insert(points, {x = x, y = y})
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end
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end
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-- Close at right edge
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if points[#points].x < W then
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table.insert(points, {x = W, y = points[#points].y})
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end
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end
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function Terrain.getPoints()
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return points
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end
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function Terrain.getPads()
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return pads
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end
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function Terrain.getHeightAt(wx)
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if #points < 2 then return 1600 end
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if wx <= points[1].x then return points[1].y end
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if wx >= points[#points].x then return points[#points].y end
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for i = 1, #points - 1 do
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if points[i].x <= wx and points[i+1].x > wx then
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local t = (wx - points[i].x) / (points[i+1].x - points[i].x)
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return points[i].y + t * (points[i+1].y - points[i].y)
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end
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end
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return 1600
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end
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function Terrain.getPadAt(wx)
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for _, pad in ipairs(pads) do
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if wx >= pad.x1 and wx <= pad.x2 then
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return pad
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end
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end
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return nil
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end
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function Terrain.draw(visMinX, visMaxX)
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local p = Palette.get()
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-- Terrain surface
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love.graphics.setColor(p.terrain)
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love.graphics.setLineWidth(2)
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local pts = {}
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for _, pt in ipairs(points) do
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if pt.x >= visMinX - 200 and pt.x <= visMaxX + 200 then
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table.insert(pts, pt.x)
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table.insert(pts, pt.y)
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end
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end
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if #pts >= 4 then
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love.graphics.line(pts)
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end
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-- Landing pads (brighter)
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for _, pad in ipairs(pads) do
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if pad.x2 >= visMinX and pad.x1 <= visMaxX then
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love.graphics.setColor(p.pad)
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love.graphics.setLineWidth(3)
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love.graphics.line(pad.x1, pad.y, pad.x2, pad.y)
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-- Multiplier label — constant screen size regardless of zoom
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love.graphics.setColor(p.pad[1], p.pad[2], p.pad[3], 0.8)
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local cx = (pad.x1 + pad.x2) / 2
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local invZoom = 1 / (World.baseScale * Camera.getZoom())
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love.graphics.push()
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love.graphics.translate(cx, pad.y + 15 * invZoom)
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love.graphics.scale(invZoom * 0.8, invZoom * 0.8)
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love.graphics.printf(pad.label, -50, 0, 100, "center")
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love.graphics.pop()
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end
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end
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end
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return Terrain
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