-- Magritte -- A level for Enigma -- Copyright (c) 2002 Nat Pryce -- License: GPL v2.0 or above dofile( enigma.FindDataFile("levels/natmaze.lua") ) maze = new_kruskal_maze( 12, 12 ) startx, starty = random(maze.width-2), random(maze.height-2) offsetx = 2 offsety = 2 cell_side = 5 cell_gap = 1 last_trigger = nil function cell_to_level( cellx, celly ) local x = offsetx + cellx * cell_side + (cellx-1) * cell_gap local y = offsety + celly * cell_side + (celly-1) * cell_gap return x, y end function at_corner( x, y ) return x == 0 and y == 0 or x == 0 and y == maze.height - 1 or x == maze.width-1 and y == 0 or x == maze.width-1 and y == maze.height-1 end function at_start( x, y ) return x == startx and y == starty end random_stones = { "st-grate1", "st-fakeoxyd", "st-brownie", "st-glass", "st-chameleon", "st-greenbrown", "st-greenbrown_hole", "st-greenbrown_move", "st-invisible" } random_floors = { "fl-rough", "fl-leaves", "fl-gray", "fl-dunes", "fl-sand", } function draw_cell( cellx, celly ) local x,y = cell_to_level( cellx, celly ) fill_floor( "fl-wood", x, y, cell_side, cell_side ) fill_floor( random_element(random_floors), x+1, y+1, cell_side-2, cell_side-2 ) if not at_corner(cellx,celly) and not at_start(cellx,celly) then if random() < 0.5 then set_stone( random_element(random_stones), x+2, y+2 ) end end end function draw_cells() for celly = 0,maze.height-1 do for cellx = 0,maze.width-1 do draw_cell( cellx, celly ) end end end function draw_link( cellx, celly, test_link, x, y ) if test_link( maze, cellx, celly ) then set_floor( "fl-wood", x, y ) else set_floor( "fl-water", x, y ) end end function draw_links_for_cell( cellx, celly ) local x,y = cell_to_level( cellx, celly ) local offset = cell_side/2 + 1 x = x + 2 y = y + 2 draw_link( cellx, celly, maze.can_go_north, x, y-3 ) draw_link( cellx, celly, maze.can_go_south, x, y+3 ) draw_link( cellx, celly, maze.can_go_west, x-3, y ) draw_link( cellx, celly, maze.can_go_east, x+3, y ) end function draw_links() for celly = 0,maze.height-1 do for cellx = 0,maze.width-1 do draw_links_for_cell( cellx, celly ) end end end last_regenerate_id = nil function regenerate_maze( trigger_pressed, id ) if trigger_pressed == 1 and id ~= last_regenerate_id then maze = new_kruskal_maze( maze.width, maze.height ) draw_links() last_regenerate_id = id end end function trigger_callback_1( trigger_pressed ) regenerate_maze( trigger_pressed, 1 ) end function trigger_callback_2( trigger_pressed ) regenerate_maze( trigger_pressed, 2 ) end function trigger_callback_3( trigger_pressed ) regenerate_maze( trigger_pressed, 3 ) end function trigger_callback_4( trigger_pressed ) regenerate_maze( trigger_pressed, 4 ) end function set_oxyd( cellx, celly, callback ) local x,y = cell_to_level( cellx, celly ) oxyd(x+2,y+2) set_regenerate_trigger( x, y+cell_side/2, callback ) set_regenerate_trigger( x+cell_side/2, y, callback ) set_regenerate_trigger( x+cell_side-1, y+cell_side/2, callback ) set_regenerate_trigger( x+cell_side/2, y+cell_side-1, callback ) end function set_regenerate_trigger( x, y, callback ) set_item( "it-trigger", x, y, {target=callback, action="callback"} ) end create_world( maze.width*cell_side + (maze.width-1)*cell_gap + 2*offsetx + 2, maze.height*cell_side + (maze.height-1)*cell_gap + 2*offsety ) fill_floor( "fl-water", 0, 0, level_width, level_height ) draw_cells() draw_links() set_oxyd( 0, 0, "trigger_callback_1" ) set_oxyd( 0, maze.height-1, "trigger_callback_2" ) set_oxyd( maze.width-1, 0, "trigger_callback_3" ) set_oxyd( maze.width-1, maze.height-1, "trigger_callback_4" ) actorx, actory = cell_to_level( startx, starty ) set_actor( "ac-blackball", actorx + 2.5, actory + 2.5, { player=0 } ) display.SetFollowMode(display.FOLLOW_SCROLLING)