Added diagonal ramps
This commit is contained in:
@@ -1,10 +1,12 @@
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from OpenGL.GL import *
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from editortool.map.mapdefs import (
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TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH,
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CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH,
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TILE_SHAPE_NULL, TILE_SHAPE_FLOOR,
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TILE_SHAPE_RAMP_NORTH, TILE_SHAPE_RAMP_SOUTH,
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TILE_SHAPE_RAMP_EAST, TILE_SHAPE_RAMP_WEST
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from dusk.defs import (
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TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH,
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CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH,
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TILE_SHAPE_NULL, TILE_SHAPE_FLOOR,
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TILE_SHAPE_RAMP_NORTH, TILE_SHAPE_RAMP_SOUTH,
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TILE_SHAPE_RAMP_EAST, TILE_SHAPE_RAMP_WEST,
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TILE_SHAPE_RAMP_SOUTHWEST, TILE_SHAPE_RAMP_SOUTHEAST,
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TILE_SHAPE_RAMP_NORTHWEST, TILE_SHAPE_RAMP_NORTHEAST
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)
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def getItem(arr, index, default):
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@@ -39,79 +41,138 @@ class Tile:
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self.chunk.onChunkData.invoke(self.chunk)
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def getBaseTileModel(self):
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vertices = []
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indices = []
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uvs = []
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colors = []
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vertices = []
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indices = []
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uvs = []
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colors = []
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if self.shape == TILE_SHAPE_NULL:
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pass
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if self.shape == TILE_SHAPE_NULL:
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pass
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elif self.shape == TILE_SHAPE_FLOOR:
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vertices = [
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(self.posX, self.posY, self.posZ),
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(self.posX + TILE_WIDTH, self.posY, self.posZ),
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(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ),
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(self.posX, self.posY + TILE_HEIGHT, self.posZ)
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]
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indices = [0, 1, 2, 0, 2, 3]
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uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
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colors = [ (255, 255, 255, 255) ] * 4
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elif self.shape == TILE_SHAPE_FLOOR:
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vertices = [
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(self.posX, self.posY, self.posZ),
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(self.posX + TILE_WIDTH, self.posY, self.posZ),
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(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ),
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(self.posX, self.posY + TILE_HEIGHT, self.posZ)
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]
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indices = [0, 1, 2, 0, 2, 3]
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uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
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colors = [ (255, 255, 255, 255) ] * 4
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elif self.shape == TILE_SHAPE_RAMP_NORTH:
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vertices = [
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(self.posX, self.posY, self.posZ + TILE_DEPTH),
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(self.posX + TILE_WIDTH, self.posY, self.posZ + TILE_DEPTH),
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(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ),
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(self.posX, self.posY + TILE_HEIGHT, self.posZ)
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]
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indices = [0, 1, 2, 0, 2, 3]
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uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
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colors = [ (255, 0, 0, 255) ] * 4
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elif self.shape == TILE_SHAPE_RAMP_NORTH:
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vertices = [
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(self.posX, self.posY, self.posZ + TILE_DEPTH),
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(self.posX + TILE_WIDTH, self.posY, self.posZ + TILE_DEPTH),
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(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ),
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(self.posX, self.posY + TILE_HEIGHT, self.posZ)
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]
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indices = [0, 1, 2, 0, 2, 3]
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uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
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colors = [ (255, 0, 0, 255) ] * 4
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elif self.shape == TILE_SHAPE_RAMP_SOUTH:
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vertices = [
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(self.posX, self.posY, self.posZ),
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(self.posX + TILE_WIDTH, self.posY, self.posZ),
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(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH),
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(self.posX, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH)
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]
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indices = [0, 1, 2, 0, 2, 3]
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uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
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colors = [ (0, 255, 0, 255) ] * 4
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elif self.shape == TILE_SHAPE_RAMP_SOUTH:
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vertices = [
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(self.posX, self.posY, self.posZ),
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(self.posX + TILE_WIDTH, self.posY, self.posZ),
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(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH),
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(self.posX, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH)
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]
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indices = [0, 1, 2, 0, 2, 3]
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uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
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colors = [ (0, 255, 0, 255) ] * 4
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elif self.shape == TILE_SHAPE_RAMP_EAST:
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vertices = [
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(self.posX, self.posY, self.posZ),
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(self.posX + TILE_WIDTH, self.posY, self.posZ + TILE_DEPTH),
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(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH),
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(self.posX, self.posY + TILE_HEIGHT, self.posZ)
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]
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indices = [0, 1, 2, 0, 2, 3]
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uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
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colors = [ (0, 0, 255, 255) ] * 4
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elif self.shape == TILE_SHAPE_RAMP_EAST:
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vertices = [
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(self.posX, self.posY, self.posZ),
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(self.posX + TILE_WIDTH, self.posY, self.posZ + TILE_DEPTH),
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(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH),
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(self.posX, self.posY + TILE_HEIGHT, self.posZ)
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]
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indices = [0, 1, 2, 0, 2, 3]
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uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
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colors = [ (0, 0, 255, 255) ] * 4
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elif self.shape == TILE_SHAPE_RAMP_WEST:
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vertices = [
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(self.posX, self.posY, self.posZ + TILE_DEPTH),
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(self.posX + TILE_WIDTH, self.posY, self.posZ),
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(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ),
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(self.posX, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH)
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]
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indices = [0, 1, 2, 0, 2, 3]
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uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
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colors = [ (255, 255, 0, 255) ] * 4
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elif self.shape == TILE_SHAPE_RAMP_WEST:
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vertices = [
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(self.posX, self.posY, self.posZ + TILE_DEPTH),
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(self.posX + TILE_WIDTH, self.posY, self.posZ),
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(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ),
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(self.posX, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH)
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]
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indices = [0, 1, 2, 0, 2, 3]
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uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
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colors = [ (255, 255, 0, 255) ] * 4
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elif self.shape == TILE_SHAPE_RAMP_SOUTHWEST:
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vertices = [
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(self.posX, self.posY, self.posZ + TILE_DEPTH),
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(self.posX + TILE_WIDTH, self.posY, self.posZ),
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(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH),
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(self.posX, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH)
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]
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indices = [0, 1, 2, 0, 2, 3]
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uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
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colors = [ (255, 128, 0, 255) ] * 4
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else:
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print("Unknown tile shape:", self.shape)
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pass
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elif self.shape == TILE_SHAPE_RAMP_NORTHWEST:
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vertices = [
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(self.posX, self.posY, self.posZ + TILE_DEPTH),
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(self.posX + TILE_WIDTH, self.posY, self.posZ + TILE_DEPTH),
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(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ),
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(self.posX, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH)
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]
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indices = [0, 1, 2, 0, 2, 3]
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uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
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colors = [ (128, 255, 0, 255) ] * 4
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return {
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'vertices': vertices,
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'indices': indices,
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'uvs': uvs,
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'colors': colors
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}
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elif self.shape == TILE_SHAPE_RAMP_NORTHEAST:
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vertices = [
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(self.posX, self.posY, self.posZ + TILE_DEPTH),
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(self.posX + TILE_WIDTH, self.posY, self.posZ + TILE_DEPTH),
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(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH),
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(self.posX, self.posY + TILE_HEIGHT, self.posZ)
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]
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indices = [0, 1, 2, 0, 2, 3]
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uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
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colors = [ (0, 255, 128, 255) ] * 4
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elif self.shape == TILE_SHAPE_RAMP_SOUTHEAST:
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vertices = [
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(self.posX, self.posY, self.posZ),
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(self.posX + TILE_WIDTH, self.posY, self.posZ + TILE_DEPTH),
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(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH),
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(self.posX, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH)
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]
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indices = [0, 1, 2, 0, 2, 3]
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uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
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colors = [ (255, 128, 255, 255) ] * 4
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else:
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# Solid black cube for unknown shape
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x0, y0, z0 = self.posX, self.posY, self.posZ
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x1, y1, z1 = self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH
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vertices = [
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(x0, y0, z0), (x1, y0, z0), (x1, y1, z0), (x0, y1, z0), # bottom
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(x0, y0, z1), (x1, y0, z1), (x1, y1, z1), (x0, y1, z1) # top
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]
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indices = [
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0,1,2, 0,2,3, # bottom
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4,5,6, 4,6,7, # top
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0,1,5, 0,5,4, # front
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2,3,7, 2,7,6, # back
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1,2,6, 1,6,5, # right
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3,0,4, 3,4,7 # left
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]
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uvs = [ (0,0) ] * 8
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colors = [ (0,0,0,255) ] * 8
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return {
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'vertices': vertices,
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'indices': indices,
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'uvs': uvs,
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'colors': colors
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}
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def buffer(self, vertexBuffer):
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if self.shape == TILE_SHAPE_NULL:
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