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Commit 5c276fdc authored by deuce's avatar deuce
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Remove EXASCII.

parent d6092079
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......@@ -788,25 +788,25 @@ function Terrain(d) {
if (smoothing) {
rm2 = random(3);
switch (rm2) {
// BG strong < > FG strong
// BG strong < \xB0\xB1\xB2\xDB > FG strong
case 0:
//log(Math.floor(this.depth));
if (Math.floor(this.depth) <= -3.0) {
this.texture = ANSI.FG_BLACK + ANSI.BG_BLUE + "" + ANSI.DEFAULT;
this.texture = ANSI.FG_BLACK + ANSI.BG_BLUE + "\xB0" + ANSI.DEFAULT;
}
break;
case 1:
if (Math.floor(this.depth) > -1.5) {
this.texture = ANSI.BOLD + ANSI.FG_CYAN + ANSI.BG_BLUE + "" + ANSI.DEFAULT;
this.texture = ANSI.BOLD + ANSI.FG_CYAN + ANSI.BG_BLUE + "\xB0" + ANSI.DEFAULT;
} else {
this.texture = ANSI.BOLD + ANSI.FG_BLUE + ANSI.BG_BLUE + "" + ANSI.DEFAULT;
this.texture = ANSI.BOLD + ANSI.FG_BLUE + ANSI.BG_BLUE + "\xB0" + ANSI.DEFAULT;
}
break;
case 2:
if (Math.floor(this.depth) <= -2.5) {
this.texture = ANSI.FG_BLACK + ANSI.BG_BLUE + "" + ANSI.DEFAULT;
this.texture = ANSI.FG_BLACK + ANSI.BG_BLUE + "\xB0" + ANSI.DEFAULT;
} else {
this.texture = ANSI.FG_CYAN + ANSI.BG_BLUE + "" + ANSI.DEFAULT;
this.texture = ANSI.FG_CYAN + ANSI.BG_BLUE + "\xB0" + ANSI.DEFAULT;
}
break;
}
......@@ -823,25 +823,25 @@ function Terrain(d) {
rm1 = random(5);
switch (rm1) {
//
// \xB0\xB1\xB2\xDB
case 0:
this.texture = ANSI.FG_CYAN + ANSI.BG_BLUE + "" + ANSI.DEFAULT;
this.texture = ANSI.FG_CYAN + ANSI.BG_BLUE + "\xB2" + ANSI.DEFAULT;
break;
case 1:
this.texture = ANSI.FG_CYAN + ANSI.BG_BLUE + "" + ANSI.DEFAULT;
this.texture = ANSI.FG_CYAN + ANSI.BG_BLUE + "\xB1" + ANSI.DEFAULT;
break;
case 2:
this.texture = ANSI.FG_CYAN + ANSI.BG_BLUE + "" + ANSI.DEFAULT;
this.texture = ANSI.FG_CYAN + ANSI.BG_BLUE + "\xB0" + ANSI.DEFAULT;
break;
case 3:
if (this.depth > -0.5) {
this.texture = ANSI.BOLD + ANSI.FG_GREEN + ANSI.BG_BLUE + "" + ANSI.DEFAULT;
this.texture = ANSI.BOLD + ANSI.FG_GREEN + ANSI.BG_BLUE + "\xB1" + ANSI.DEFAULT;
} else {
this.texture = ANSI.BOLD + ANSI.FG_GREEN + ANSI.BG_BLUE + "" + ANSI.DEFAULT;
this.texture = ANSI.BOLD + ANSI.FG_GREEN + ANSI.BG_BLUE + "\xB0" + ANSI.DEFAULT;
}
break;
case 4:
this.texture = ANSI.BOLD + ANSI.FG_CYAN + ANSI.BG_BLUE + "" + ANSI.DEFAULT;
this.texture = ANSI.BOLD + ANSI.FG_CYAN + ANSI.BG_BLUE + "\xB0" + ANSI.DEFAULT;
break;
}
}
......@@ -857,24 +857,24 @@ function Terrain(d) {
r0 = random(6);
switch (r0) {
// BG strong < > FG strong
// BG strong < \xB0\xB1\xB2\xDB > FG strong
case 0:
this.texture = ANSI.BOLD + ANSI.FG_CYAN + ANSI.BG_CYAN + "" + ANSI.DEFAULT;
this.texture = ANSI.BOLD + ANSI.FG_CYAN + ANSI.BG_CYAN + "\xB0" + ANSI.DEFAULT;
break;
case 1:
this.texture = ANSI.BOLD + ANSI.FG_CYAN + ANSI.BG_CYAN + "" + ANSI.DEFAULT;
this.texture = ANSI.BOLD + ANSI.FG_CYAN + ANSI.BG_CYAN + "\xB1" + ANSI.DEFAULT;
break;
case 2:
this.texture = ANSI.FG_BLUE + ANSI.BG_CYAN + "" + ANSI.DEFAULT;
this.texture = ANSI.FG_BLUE + ANSI.BG_CYAN + "\xB0" + ANSI.DEFAULT;
break;
case 3:
this.texture = ANSI.FG_BLUE + ANSI.BG_CYAN + "" + ANSI.DEFAULT;
this.texture = ANSI.FG_BLUE + ANSI.BG_CYAN + "\xB1" + ANSI.DEFAULT;
break;
case 4:
this.texture = ANSI.BOLD + ANSI.FG_GREEN + ANSI.BG_CYAN + "" + ANSI.DEFAULT;
this.texture = ANSI.BOLD + ANSI.FG_GREEN + ANSI.BG_CYAN + "\xB0" + ANSI.DEFAULT;
break;
case 5:
this.texture = ANSI.BOLD + ANSI.FG_GREEN + ANSI.BG_CYAN + "" + ANSI.DEFAULT;
this.texture = ANSI.BOLD + ANSI.FG_GREEN + ANSI.BG_CYAN + "\xB1" + ANSI.DEFAULT;
break;
}
}
......@@ -882,21 +882,21 @@ function Terrain(d) {
case 1:
// Sand.
this.texture = ANSI.BOLD + ANSI.FG_YELLOW + "" + ANSI.DEFAULT;
this.texture = ANSI.BOLD + ANSI.FG_YELLOW + "\xDB" + ANSI.DEFAULT;
if (smoothing_land) {
r1 = random(3);
switch (r1) {
//
// \xB0\xB1\xB2\xDB
case 0:
this.texture = ANSI.BOLD + ANSI.FG_YELLOW + ANSI.BG_YELLOW + "" + ANSI.DEFAULT;
this.texture = ANSI.BOLD + ANSI.FG_YELLOW + ANSI.BG_YELLOW + "\xB2" + ANSI.DEFAULT;
break;
case 1:
this.texture = ANSI.BOLD + ANSI.FG_YELLOW + ANSI.BG_YELLOW + "" + ANSI.DEFAULT;
this.texture = ANSI.BOLD + ANSI.FG_YELLOW + ANSI.BG_YELLOW + "\xB1" + ANSI.DEFAULT;
break;
case 2:
this.texture = ANSI.BOLD + ANSI.FG_GREEN + ANSI.BG_YELLOW + "" + ANSI.DEFAULT;
this.texture = ANSI.BOLD + ANSI.FG_GREEN + ANSI.BG_YELLOW + "\xB1" + ANSI.DEFAULT;
break;
}
}
......@@ -912,15 +912,15 @@ function Terrain(d) {
r2 = random(3);
switch (r2) {
// BG strong < > FG strong
// BG strong < \xB0\xB1\xB2\xDB > FG strong
case 0:
this.texture = ANSI.BOLD + ANSI.BG_GREEN + ANSI.FG_GREEN + "" + ANSI.DEFAULT;
this.texture = ANSI.BOLD + ANSI.BG_GREEN + ANSI.FG_GREEN + "\xB0" + ANSI.DEFAULT;
break;
case 1:
this.texture = ANSI.BOLD + ANSI.FG_YELLOW + ANSI.BG_GREEN + "" + ANSI.DEFAULT;
this.texture = ANSI.BOLD + ANSI.FG_YELLOW + ANSI.BG_GREEN + "\xB0" + ANSI.DEFAULT;
break;
case 2:
this.texture = ANSI.FG_YELLOW + ANSI.BG_GREEN + "" + ANSI.DEFAULT;
this.texture = ANSI.FG_YELLOW + ANSI.BG_GREEN + "\xB0" + ANSI.DEFAULT;
break;
}
}
......@@ -1472,7 +1472,7 @@ function render_status_bar(x, y, width, threshold, fgcol, thcol, bgcol) {
//log("Filling in " + a + " out of " + width + " blocks.");
console.write(fgcol);
for (b = 0; b < a; b++) {
console.write("");
console.write("\xDB");
}
console.write(bgcol);
......@@ -1486,4 +1486,4 @@ function render_status_bar(x, y, width, threshold, fgcol, thcol, bgcol) {
function event_popup_clear() {
popupFrame.clear();
popupFrame.close();
}
\ No newline at end of file
}
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