Tiled Polygons - how to make tiled world smooth
Posted: Sun May 28, 2023 11:13 pm
Hi all!
Here is a small tool to make the world, where the tile has size 1x1 tile and the polygon has the same size.
So it's possible to make tiles with polygons: The idea was from isolines and isobands, each isoband is actually several polygons in tile with interpolation of corners.
Select the weight point and move the mouse wheel.
Here is a small tool to make the world, where the tile has size 1x1 tile and the polygon has the same size.
So it's possible to make tiles with polygons: The idea was from isolines and isobands, each isoband is actually several polygons in tile with interpolation of corners.
Code: Select all
-- License CC0 (Creative Commons license) (c) darkfrei, 2023
-- tiled polygons
local tp = {}
tp.maxValue = 4
function tp.newWorld (width, height, scale)
local w = 0
local weigths = {}
local minX, maxX = 1, width
local minY, maxY = 1, height
for y = minY, maxY+1 do
weigths[y] = {}
for x = minX, maxX+1 do
-- weigths[y][x] = tp.maxValue-1
weigths[y][x] = love.math.random (tp.maxValue-1)+1
-- weigths[y][x] = 0
-- weigths[y][x] = w
-- w = (w+(x^2)*(x+width)+3*(x*y)^2+y)%tp.maxValue+1
end
end
tp.minX, tp.maxX = minX, maxX
tp.minY, tp.maxY = minY, maxY
tp.weigths = weigths
tp.scale = scale
local world = {}
for y = minY, maxY do
world[y] = {}
for x = minX, maxX do
local tile = {x=x, y=y, w=1, h=1, polygon = nil}
world[y][x] = tile
end
end
tp.world = world
for y = minY, maxY do
for x = minX, maxX do
tp.updateTile (x, y)
end
end
end
function tp.drawWeights ()
local weigths, scale = tp.weigths, tp.scale
love.graphics.push()
love.graphics.scale (scale)
love.graphics.setLineWidth (1/scale)
for y = tp.minY, tp.maxY+1 do
for x = tp.minX, tp.maxX+1 do
local value = weigths[y][x]
love.graphics.circle ('line', x-1, y-1, 0.5*(value+1)/(tp.maxValue+1))
end
end
love.graphics.pop()
end
function tp.drawTiles ()
local world, scale = tp.world, tp.scale
love.graphics.push()
love.graphics.scale (scale)
love.graphics.setLineWidth (1/scale)
for y = tp.minY, tp.maxY do
for x = tp.minX, tp.maxX do
local tile = world[y][x]
if tile.fill then
love.graphics.rectangle ('line', x-1, y-1, 1, 1)
elseif tile.polygon then
-- love.graphics.polygon ('fill', tile.polygon)
love.graphics.polygon ('line', tile.polygon)
else
-- love.graphics.rectangle ('line', x-1, y-1, 1, 1)
end
end
end
love.graphics.pop()
end
function tp.drawCursor ()
local world, scale = tp.world, tp.scale
local weigths = tp.weigths
love.graphics.push()
love.graphics.scale (scale)
love.graphics.setLineWidth (4/scale)
-- love.graphics.circle ('line', tp.cursor.x-1, tp.cursor.y-1, 0.5)
local value = weigths[tp.cursor.y][tp.cursor.x]
love.graphics.circle ('line', tp.cursor.x-1, tp.cursor.y-1, 0.5*(value+1)/(tp.maxValue+1))
love.graphics.pop()
end
function tp.drawWorld (world, scale)
-- tp.drawWeights ()
tp.drawTiles ()
tp.drawCursor ()
end
tp.cursor = {x=1, y=1}
function tp.getCursorPosition (x, y)
local scale = tp.scale
x = math.min (math.floor((x)/scale+0.5), tp.maxX)+1
y = math.min (math.floor((y)/scale+0.5), tp.maxY)+1
love.window.setTitle (x..' '..y)
return x, y
end
local function calculateValue(x, y, base)
local result
if x < base then
result = (base - x) / (base + 1)
else
result = (y + 1) / (base + 1)
end
return result
end
function tp.updateTile (x, y)
local tile = tp.world and tp.world[y] and tp.world[y][x]
if not tile then return end
local weigths = tp.weigths
local w1 = weigths[y][x]
local w2 = weigths[y][x+1]
local w3 = weigths[y+1][x+1]
local w4 = weigths[y+1][x]
local b1 = (w1 == tp.maxValue) and true or false
local b2 = (w2 == tp.maxValue) and true or false
local b3 = (w3 == tp.maxValue) and true or false
local b4 = (w4 == tp.maxValue) and true or false
if b1 and b2 and b3 and b4 then
tile.polygon = nil
tile.fill = true
return
elseif not (b1 or b2 or b3 or b4) then
tile.polygon = nil
tile.fill = false
return
end
local polygon = {}
if b1 then
table.insert (polygon, x-1)
table.insert (polygon, y-1)
end
if (b1 and not b2) or (not b1 and b2) then
table.insert (polygon, x-1+calculateValue(w1, w2, tp.maxValue))
table.insert (polygon, y-1)
end
if b2 then
table.insert (polygon, x)
table.insert (polygon, y-1)
end
if (b2 and not b3) or (not b2 and b3) then
table.insert (polygon, x)
table.insert (polygon, y-1+calculateValue(w2, w3, tp.maxValue))
end
if b3 then
table.insert (polygon, x)
table.insert (polygon, y)
end
if (b3 and not b4) or (not b3 and b4) then
table.insert (polygon, x-1+calculateValue(w4, w3, tp.maxValue))
table.insert (polygon, y)
end
if b4 then
table.insert (polygon, x-1)
table.insert (polygon, y)
end
if (b1 and not b4) or (not b1 and b4) then
table.insert (polygon, x-1)
table.insert (polygon, y-1+calculateValue(w1, w4, tp.maxValue))
end
-- print (#polygon)
tile.fill = false
if #polygon > 5 then
-- print (table.concat (polygon, ", "))
tile.polygon = polygon
else
tile.polygon = nil
end
end
function tp.updateWeight (x, y)
tp.updateTile (x, y)
tp.updateTile (x-1, y-1)
tp.updateTile (x-1, y)
tp.updateTile (x, y-1)
end
function tp.wheelmoved (wx, wy)
local cx, cy = tp.cursor.x, tp.cursor.y
local value = tp.weigths[cy][cx]
tp.weigths[cy][cx] = math.max (0, math.min(tp.maxValue,value + wy))
tp.updateWeight (cx, cy)
end
function tp.mousemoved (mx, my)
local cx, cy = tp.getCursorPosition (mx, my)
tp.cursor.x, tp.cursor.y = cx, cy
end
return tp