update 2d shiny sprites and shiny animation

This commit is contained in:
DramaticShape
2026-08-08 18:51:01 -04:00
parent c05c2cebd9
commit 9ddb940bc8
14 changed files with 1448 additions and 98 deletions
+88 -1
View File
@@ -3089,6 +3089,80 @@ local function maskPlate(quads, m, perRow, atlasW, atlasH, x0, r, y, z0, D)
end
end
-- An AUTHORED solid standing on furniture, given as plan layers instead of
-- extruded from the drawing (see TileShape's `model`). The one thing it
-- shares with the mask paths is that nothing here is a colour: each layer
-- names the atlas texels its top and its sides wear, and every quad below
-- samples one of them, so the Centers' bell is painted out of the counter's
-- own pixels and recolours with it.
--
-- Placement is by CELL, not by drawn row. A model exists because the
-- drawing was too small to un-project, so its drawn row says nothing about
-- depth worth keeping -- what says something is which piece of furniture it
-- is on and which end of it a person reaches: the solid is centred on the
-- mask's own columns and pushed to the SOUTH edge of the support cell, the
-- face the aisle is on, less the entry's `inset` -- the one number here
-- taste can move, because flush against the counter's own front lip is a
-- real position and so is a couple of voxels back from it.
local function maskModel(quads, m, perRow, atlasW, atlasH, xMid, zSouth, y0)
local function uvOf(t)
local tile, row, col = t[1], t[2], t[3] or 0
return ((tile % perRow) * 8 + col + 0.5) / atlasW,
(math.floor(tile / perRow) * 8 + row + 0.5) / atlasH
end
for k, L in ipairs(m) do
local u, v = uvOf(L.side)
local ut, vt = uvOf(L.top)
local above = m[k + 1]
local x0 = xMid - math.floor(L.w / 2)
local z0 = zSouth - L.d
local function solid(layer, dx, dz)
if not layer or dx < 0 or dx >= layer.w or dz < 0 or dz >= layer.d then
return false
end
return layer.cells[dz * layer.w + dx] or false
end
for dz = 0, L.d - 1 do
for dx = 0, L.w - 1 do
if solid(L, dx, dz) then
local x, y, z = x0 + dx, y0 + k - 1, z0 + dz
local function quad(c1, c2, c3, c4, uu, vv, shade)
quads[#quads + 1] = { c1, c2, c3, c4, u = uu, v = vv,
shade = shade }
end
-- a layer's own plan is what closes it: a face is drawn wherever
-- the neighbouring cell of this layer is empty, and the top
-- wherever the layer ABOVE does not stand on it. Nothing needs a
-- bottom -- layer 1 rests on the furniture and the rest rest on
-- each other.
if not solid(above, dx, dz) then
quad({ x, y + 1, z }, { x + 1, y + 1, z }, { x + 1, y + 1, z + 1 },
{ x, y + 1, z + 1 }, ut, vt, OBJ_SHADE.top)
end
if not solid(L, dx, dz + 1) then
quad({ x, y, z + 1 }, { x + 1, y, z + 1 },
{ x + 1, y + 1, z + 1 }, { x, y + 1, z + 1 }, u, v,
OBJ_SHADE.front)
end
if not solid(L, dx, dz - 1) then
quad({ x + 1, y, z }, { x, y, z }, { x, y + 1, z },
{ x + 1, y + 1, z }, u, v, OBJ_SHADE.back)
end
if not solid(L, dx - 1, dz) then
quad({ x, y, z }, { x, y, z + 1 }, { x, y + 1, z + 1 },
{ x, y + 1, z }, u, v, OBJ_SHADE.side)
end
if not solid(L, dx + 1, dz) then
quad({ x + 1, y, z + 1 }, { x + 1, y, z }, { x + 1, y + 1, z },
{ x + 1, y + 1, z + 1 }, u, v, OBJ_SHADE.side)
end
end
end
end
end
end
-- ---- figures: a thing drawn INTO furniture, cut out and stood up ----
-- One authored figure at one matched position.
@@ -3171,7 +3245,20 @@ local function buildFigure(S, map, fig, tx, ty, perRow)
local atlasW = map.tileset.imageWidth or 128
local atlasH = map.tileset.imageHeight or 48
if fig.depth then
if fig.model then
-- An authored solid: centred on the mask's own columns, standing on
-- the furniture's top plane at the front of its cell.
local maxX = minX
for ly = 0, bh - 1 do
for lx = 0, bw - 1 do
if at(lx, ly) and lx > maxX then maxX = lx end
end
end
local xMid = tx * 8 + math.floor((minX + maxX + 1) / 2)
local zSouth = (math.floor((ty + fig.h - 1) / 2) + 1) * 16 - (fig.inset or 0)
maskModel(S.objectQuads, fig.model, perRow, atlasW, atlasH,
xMid, zSouth, baseY)
elseif fig.depth then
-- An OBJECT: the standee slab, standing on the FRONT edge of the tile
-- row its feet are drawn in -- the south face of the 8px band a
-- character card would have pivoted in. It is anchored there and