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-rw-r--r--src/prefab/cabin.moon79
1 files changed, 79 insertions, 0 deletions
diff --git a/src/prefab/cabin.moon b/src/prefab/cabin.moon
new file mode 100644
index 0000000..1358c5a
--- /dev/null
+++ b/src/prefab/cabin.moon
@@ -0,0 +1,79 @@
+world = require("world")
+sprites = require("world.sprites")
+ecs = require("ecs")
+
+class CabinGraphicsComponent extends world.GraphicsComponent
+ --
+ -- #####
+ -- # #
+ -- ##/##
+ -- 3x3 floor, 1x3 * 3 walls, 1x1 * 2 door side walls, 1x1 door
+ buf_size: () =>
+ (6*9) + (6*9) + (6* 2) + (6 * 1)
+
+ populate_buf: (geom_view, normal_view, offset) =>
+ z1 = -0.01
+ z2 = -1
+ iuv = sprites.wall_inside_normal
+ ouv = sprites.wall_outside_normal
+ fuv = sprites.floor_normal
+ h1 = sprites.help_1
+ h2 = sprites.help_2
+ h3 = sprites.help_3
+ h1_r = false
+ h2_r = false
+ h3_r = false
+ wall = (geom, uv, offset, start, finish, texture) ->
+ geom[offset + 0] = vec3(start.x, start.y, z1)
+ geom[offset + 1] = vec3(start.x, start.y, z2)
+ geom[offset + 2] = vec3(finish.x, finish.y, z2)
+ geom[offset + 3] = vec3(finish.x, finish.y, z2)
+ geom[offset + 4] = vec3(finish.x, finish.y, z1)
+ geom[offset + 5] = vec3(start.x, start.y, z1)
+ uv[offset+0] = vec2(texture.s1,texture.t1)
+ uv[offset+1] = vec2(texture.s1,texture.t2)
+ uv[offset+2] = vec2(texture.s2,texture.t2)
+ uv[offset+3] = vec2(texture.s2,texture.t2)
+ uv[offset+4] = vec2(texture.s2,texture.t1)
+ uv[offset+5] = vec2(texture.s1,texture.t1)
+
+ floor = (geom, uv, offset, start, finish) ->
+ tuv = fuv
+ if not h1_r
+ tuv = h1
+ h1_r = true
+ elseif not h2_r
+ tuv = h2
+ h2_r = true
+ elseif not h3_r
+ tuv = h3
+ h3_r = true
+ geom[offset + 0] = vec3(start.x,start.y,z1)
+ geom[offset + 1] = vec3(start.x,finish.y,z1)
+ geom[offset + 2] = vec3(finish.x,finish.y,z1)
+ geom[offset + 3] = vec3(finish.x,finish.y,z1)
+ geom[offset + 4] = vec3(finish.x,start.y,z1)
+ geom[offset + 5] = vec3(start.x,start.y,z1)
+ normal_view[offset + 0] = vec2(tuv.s1, tuv.t1)
+ normal_view[offset + 1] = vec2(tuv.s1, tuv.t2)
+ normal_view[offset + 2] = vec2(tuv.s2, tuv.t2)
+ normal_view[offset + 3] = vec2(tuv.s2, tuv.t2)
+ normal_view[offset + 4] = vec2(tuv.s2, tuv.t1)
+ normal_view[offset + 5] = vec2(tuv.s1, tuv.t1)
+
+ --left wall
+ j = 1
+ wall(geom_view, normal_view, j, vec2(-2,-2),vec2(-2,0), sprites.wall_inside_normal)
+ j += 6
+ for floorx = 1,3
+ for floory = 1,3
+ floor(geom_view, normal_view, j, vec2(-2 + (2*floorx), -2 + (2*floory)), vec2(2*floorx, 2*floory))
+ j += 6
+
+
+
+cabin = ecs.Entity("cabin",{
+ graphic: CabinGraphicsComponent("graphic")
+})
+
+cabin