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Module tileset

Module tileset 

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A tileset’s terrain tiles (game ADR-0052): the pictures a grid map’s sprite skin paints its ground with. For each look a map may ask for (outdoors, indoors), a tile for every terrain and the layers painted over those tiles. A layer’s picture is chosen from the tiles around it, so a terrain grid alone says what the map looks like: a map file only ever names terrain.

Two kinds of layer:

  • Corners: pictures drawn between tiles, each centred on the point where four tiles meet, one for each mix of those four being in the layer or not. A shore, a road’s edge and a forest’s outline are these: they end where their tiles end.
  • Tiles: one picture on each tile of the layer (a tower, a bridge), which may depend on which of its four neighbours are certain terrains (a bridge turns to cross the water).

These are the tiles as a skin paints them; how a game writes them in a file, and which terrains it has, are the game’s.

Structs§

CornerLayer
Pictures drawn between tiles: each is one tile big and centred on a point where four tiles meet.
Look
A terrain look: how one kind of place (outdoors, indoors) is drawn.
TerrainTiles
A tileset’s terrain tiles. Build it with TerrainTiles::new (ADR-0039).
TileLayer
A picture on each tile of some terrains.

Enums§

Layer
One layer of a Look.

Constants§

MIXES
How many mixes four yes-or-no places have: a layer has a picture for each (or none).
MIX_IN
The character of a place that is in, in a mix as written ("##..").
MIX_OUT
The character of a place that is out.

Functions§

mix
The number of a mix of four places, the first the highest bit: for a corners layer the tiles at the top-left, top-right, bottom-left and bottom-right of a corner point; for a tile’s sides its neighbours up, right, down and left.
mix_name
Mix m as written: four of MIX_IN and MIX_OUT.
parse_mix
The mix written as four of MIX_IN and MIX_OUT, or None if text isn’t that.