Laxen rules on name matching.

This commit is contained in:
Martin Haye 2014-04-12 18:01:46 -07:00
parent faf484a7b5
commit ec49808879
2 changed files with 20 additions and 12 deletions

View File

@ -364,8 +364,8 @@ class PackPartitions
if (!texMap.containsKey(id)) {
texMap[id] = 0
if (tile?.@obstruction == 'true') {
if (name in textures) {
texList.add(textures[name].num)
if (stripName(name) in textures) {
texList.add(textures[stripName(name)].num)
texMap[id] = texList.size()
}
else if (id)
@ -424,6 +424,11 @@ class PackPartitions
}
}
def stripName(name)
{
return name.toLowerCase().replaceAll(" ", "")
}
def packTexture(imgEl)
{
def num = textures.size() + 1
@ -433,7 +438,7 @@ class PackPartitions
calcTransparency(pixels)
def buf = ByteBuffer.allocate(50000)
writeTexture(buf, pixels)
textures[imgEl.@name] = [num:num, buf:buf]
textures[stripName(imgEl.@name)] = [num:num, buf:buf]
}
def packFrameImage(imgEl)

View File

@ -5,13 +5,13 @@ var dc = function(tag) { return document.createElement(tag); };
var map = [
[1,4,3,4,2,3,2,4,3,2,4,3,4],
[1,0,0,0,0,0,0,3,0,0,2,0,3],
[1,0,0,0,0,0,0,1,0,0,3,0,2],
[3,0,0,1,2,3,0,4,0,0,4,0,3],
[1,0,0,1,0,0,0,3,0,0,2,0,3],
[1,1,0,1,1,0,0,1,0,0,3,0,2],
[1,0,0,1,2,3,0,4,0,0,4,0,3],
[1,0,0,0,0,4,0,0,0,0,0,0,4],
[2,0,0,2,0,2,0,0,0,0,0,0,4],
[1,0,0,3,0,0,0,3,0,0,3,0,1],
[3,0,0,1,0,0,0,3,0,0,2,0,3],
[2,0,0,0,0,2,0,0,0,0,0,0,4],
[0,2,2,2,0,0,0,3,0,0,3,0,1],
[3,0,0,2,0,0,0,3,0,0,2,0,3],
[1,0,0,2,0,3,0,2,0,0,4,0,3],
[1,0,0,0,0,2,0,0,0,0,0,0,1],
[3,0,0,0,0,1,0,0,0,0,0,0,3],
@ -29,6 +29,9 @@ var itemTypes = [
var allSprites = [
// lamp where tree would be
{type:3, x:1.5, y:4.5},
// lamps in center area
{type:3, x:9.5, y:7.5},
{type:3, x:15.5, y:7.5},
@ -43,13 +46,13 @@ var allSprites = [
{type:1, x:11.5, y:10.5},
// lamps in long bottom room
{type:3, x:8.5, y:10.5},
{type:3, x:9.5, y:10.5}
{type:3, x:9.5, y:10.5}
];
// Player attributes [ref BigBlue2_10]
var player = {
x : 11.5, // current x, y position
y : 1.5,
x : 1.5, // current x, y position
y : 2.5,
dir : 0, // the direction that the player is turning, either -1 for left or 1 for right.
angleNum : 4, // the current angle of rotation
speed : 0, // is the playing moving forward (speed = 1) or backwards (speed = -1).