Merge branch 'main' of https://github.com/Ratstail91/airport into main
This commit is contained in:
@@ -28,6 +28,7 @@
|
||||
<None Include="assets\scripts\demo\tilemap\tilemap.toy" />
|
||||
<None Include="assets\scripts\empty.toy" />
|
||||
<None Include="assets\scripts\airplane.toy" />
|
||||
<None Include="assets\scripts\gameplay\drone.toy" />
|
||||
<None Include="assets\scripts\gameplay\lejana.toy" />
|
||||
<None Include="assets\scripts\gameplay\scene.toy" />
|
||||
<None Include="assets\scripts\gameplay\tilemap.toy" />
|
||||
@@ -125,10 +126,10 @@
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<Link>
|
||||
<AdditionalDependencies>SDL2main.lib;SDL2.lib;SDL2_image.lib;Toy.lib;Box.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(SDL2Dir)\lib\x64;$(SDL2ImageDir)\lib\x64;$(SolutionDir)out\$(Configuration);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>$(SDL2Dir)\lib\x64;$(SDL2ImageDir)\lib\x64;$(SDL2TTFDir)\lib\x64;$(SolutionDir)out\$(Configuration);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
</Link>
|
||||
<ClCompile>
|
||||
<AdditionalIncludeDirectories>$(SDL2Dir)\include;$(SDL2ImageDir)\include;%(SolutionDir)Toy\source;$(SolutionDir)box;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(SDL2Dir)\include;$(SDL2ImageDir)\include;$(SDL2TTFDir)\include;%(SolutionDir)Toy\source;$(SolutionDir)box;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<LanguageStandard_C>stdc17</LanguageStandard_C>
|
||||
<PreprocessorDefinitions>
|
||||
</PreprocessorDefinitions>
|
||||
@@ -143,10 +144,10 @@
|
||||
<LanguageStandard_C>stdc17</LanguageStandard_C>
|
||||
<PreprocessorDefinitions>
|
||||
</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SDL2Dir)\include;$(SDL2ImageDir)\include;%(SolutionDir)Toy\source;$(SolutionDir)box;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(SDL2Dir)\include;$(SDL2ImageDir)\include;$(SDL2TTFDir)\include;%(SolutionDir)Toy\source;$(SolutionDir)box;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<AdditionalLibraryDirectories>$(SDL2Dir)\lib\x64;$(SDL2ImageDir)\lib\x64;$(SolutionDir)out\$(Configuration);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>$(SDL2Dir)\lib\x64;$(SDL2ImageDir)\lib\x64;$(SDL2TTFDir)\lib\x64;$(SolutionDir)out\$(Configuration);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2main.lib;SDL2.lib;SDL2_image.lib;Toy.lib;Box.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
<PreBuildEvent>
|
||||
|
||||
12
Box.vcxproj
12
Box.vcxproj
@@ -110,11 +110,11 @@
|
||||
<ClCompile>
|
||||
<LanguageStandard_C>stdc17</LanguageStandard_C>
|
||||
<PreprocessorDefinitions>BOX_EXPORT;LIB_RUNNER_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SDL2Dir)\include;$(SDL2ImageDir)\include;%(SolutionDir)Toy\source;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(SDL2Dir)\include;$(SDL2ImageDir)\include;$(SDL2TTFDir)\include;%(SolutionDir)Toy\source;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<AdditionalLibraryDirectories>$(SDL2Dir)\lib\x64;$(SDL2ImageDir)\lib\x64;$(SolutionDir)out\$(Configuration)\;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2_image.lib;Toy.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(SDL2Dir)\lib\x64;$(SDL2ImageDir)\lib\x64;$(SDL2TTFDir)\lib\x64;$(SolutionDir)out\$(Configuration)\;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2_image.lib;SDL2_ttf.lib;Toy.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
<PreBuildEvent>
|
||||
<Command>xcopy "$(SolutionDir)Toy\repl\lib*.*" "$(SolutionDir)box" /Y /I /E
|
||||
@@ -125,11 +125,11 @@ xcopy "$(SolutionDir)Toy\repl\repl_tools.*" "$(SolutionDir)box" /Y /I /E</Comman
|
||||
<ClCompile>
|
||||
<LanguageStandard_C>stdc17</LanguageStandard_C>
|
||||
<PreprocessorDefinitions>BOX_EXPORT;LIB_RUNNER_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SDL2Dir)\include;$(SDL2ImageDir)\include;%(SolutionDir)Toy\source;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(SDL2Dir)\include;$(SDL2ImageDir)\include;$(SDL2TTFDir)\include;%(SolutionDir)Toy\source;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<AdditionalLibraryDirectories>$(SDL2Dir)\lib\x64;$(SDL2ImageDir)\lib\x64;$(SolutionDir)out\$(Configuration)\;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2_image.lib;Toy.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(SDL2Dir)\lib\x64;$(SDL2ImageDir)\lib\x64;$(SDL2TTFDir)\lib\x64;$(SolutionDir)out\$(Configuration)\;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2_image.lib;SDL2_ttf.lib;Toy.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
<PreBuildEvent>
|
||||
<Command>xcopy "$(SolutionDir)Toy\repl\lib*.*" "$(SolutionDir)box" /Y /I /E
|
||||
|
||||
20
README.md
20
README.md
@@ -2,7 +2,9 @@
|
||||
|
||||
The best way to build a game engine, is to build a game first.
|
||||
|
||||
This game utilizes the [Toy programming langauge](https://toylang.com).
|
||||
This project has now been adapted into a roguelike for the 7 day roguelike jam.
|
||||
|
||||
This game/engine utilizes the [Toy programming langauge](https://toylang.com).
|
||||
|
||||
## Cloning
|
||||
|
||||
@@ -10,13 +12,25 @@ Either clone recursively, or run `git submodule update --init` after cloning.
|
||||
|
||||
## Building
|
||||
|
||||
Simply run `make` in the root directory.
|
||||
We're now using Visual Studio - define the following environment variables to point to the root of each SDL2 lib:
|
||||
|
||||
* `SDL2Dir`
|
||||
* `SDL2ImageDir`
|
||||
* `SDL2TTFDir`
|
||||
|
||||
## Running
|
||||
|
||||
Make sure the program can see the `assets` folder (symbolic links can help).
|
||||
Make sure the program can see the `assets` folder (symbolic links can help), and all of the required DLLs are present.
|
||||
|
||||
## Dependencies
|
||||
|
||||
* SDL2
|
||||
* SDL2_image
|
||||
* SDL2_ttf
|
||||
|
||||
## Credits
|
||||
|
||||
* Art - Evan Hartshorn
|
||||
* Coding - Kayne Ruse
|
||||
* Font - Ancient God (Koczman B<>lint)
|
||||
|
||||
|
||||
2
Toy
2
Toy
Submodule Toy updated: 76ddd5703e...f869c9425a
BIN
assets/fonts/Ancient God.ttf
Normal file
BIN
assets/fonts/Ancient God.ttf
Normal file
Binary file not shown.
186
assets/scripts/gameplay/drone.toy
Normal file
186
assets/scripts/gameplay/drone.toy
Normal file
@@ -0,0 +1,186 @@
|
||||
import standard;
|
||||
import node;
|
||||
|
||||
//constants
|
||||
var SPEED: int const = 4;
|
||||
|
||||
var SPRITE_WIDTH: int const = 64;
|
||||
var SPRITE_HEIGHT: int const = 64;
|
||||
|
||||
var TILE_WIDTH: int const = 32;
|
||||
var TILE_HEIGHT: int const = 32;
|
||||
|
||||
|
||||
//variables
|
||||
var parent: opaque = null; //cache the parent for quick access
|
||||
|
||||
var gridX: int = 1; //position on the game grid
|
||||
var gridY: int = 1;
|
||||
|
||||
var realX: int = 0; //will change until realX = gridX * SPRITE_WIDTH
|
||||
var realY: int = 0;
|
||||
|
||||
var motionX: int = 0; //normalized movement direction
|
||||
var motionY: int = 0;
|
||||
|
||||
var direction: int = null; //BUGFIX: animation not looping properly
|
||||
|
||||
var stepAI: int = 0;
|
||||
|
||||
//polyfills - animating different cycles on one image
|
||||
var stepCount: int = 0;
|
||||
|
||||
fn faceDown(node: opaque) {
|
||||
if (direction == 0) return;
|
||||
direction = 0;
|
||||
node.setNodeRect(0, 0, 32, 32);
|
||||
node.setNodeFrames(2);
|
||||
}
|
||||
|
||||
fn faceUp(node: opaque) {
|
||||
if (direction == 1) return;
|
||||
direction = 1;
|
||||
node.setNodeRect(32 * 2, 0, 32, 32);
|
||||
node.setNodeFrames(2);
|
||||
}
|
||||
|
||||
fn faceRight(node: opaque) {
|
||||
if (direction == 2) return;
|
||||
direction = 2;
|
||||
node.setNodeRect(32 * 4, 0, 32, 32);
|
||||
node.setNodeFrames(2);
|
||||
}
|
||||
|
||||
fn faceLeft(node: opaque) {
|
||||
if (direction == 3) return;
|
||||
direction = 3;
|
||||
node.setNodeRect(32 * 6, 0, 32, 32);
|
||||
node.setNodeFrames(2);
|
||||
}
|
||||
|
||||
|
||||
//accessors & mutators
|
||||
fn setGridPos(node: opaque, x: int, y: int) {
|
||||
gridX = x;
|
||||
gridY = y;
|
||||
|
||||
if (realX == null) {
|
||||
realX = gridX * TILE_WIDTH;
|
||||
}
|
||||
|
||||
if (realY == null) {
|
||||
realY = gridY * TILE_HEIGHT;
|
||||
}
|
||||
}
|
||||
|
||||
fn setRealPos(node: opaque, x: int, y: int) {
|
||||
realX = x;
|
||||
realY = y;
|
||||
}
|
||||
|
||||
fn getGridPos(node: opaque) {
|
||||
return [gridX, gridY];
|
||||
}
|
||||
|
||||
fn getRealPos(node: opaque) {
|
||||
return [realX, realY];
|
||||
}
|
||||
|
||||
|
||||
//lifecycle functions
|
||||
fn onLoad(node: opaque) {
|
||||
node.loadTexture("sprites:/drone.png");
|
||||
node.faceDown();
|
||||
}
|
||||
|
||||
fn onInit(node: opaque) {
|
||||
parent = node.getParentNode();
|
||||
}
|
||||
|
||||
fn onStep(node: opaque) {
|
||||
if (++stepCount >= 5) {
|
||||
node.incrementCurrentNodeFrame();
|
||||
stepCount = 0;
|
||||
}
|
||||
|
||||
//calc movement
|
||||
var distX = gridX * TILE_WIDTH - realX;
|
||||
var distY = gridY * TILE_HEIGHT - realY;
|
||||
|
||||
motionX = normalize(distX);
|
||||
motionY = normalize(distY);
|
||||
|
||||
//make movement
|
||||
realX += abs(distX) > SPEED ? SPEED * motionX : distX;
|
||||
realY += abs(distY) > SPEED ? SPEED * motionY : distY;
|
||||
}
|
||||
|
||||
fn onFree(node: opaque) {
|
||||
node.freeTexture();
|
||||
}
|
||||
|
||||
fn customOnDraw(node: opaque) {
|
||||
var px = 0;
|
||||
var py = 0;
|
||||
|
||||
if (parent != null) {
|
||||
px = parent.callNodeFn("getX");
|
||||
py = parent.callNodeFn("getY");
|
||||
|
||||
px = px != null ? px : 0;
|
||||
py = py != null ? py : 0;
|
||||
}
|
||||
|
||||
node.drawNode(realX + px - SPRITE_WIDTH / 4, realY + py - SPRITE_HEIGHT / 2, SPRITE_WIDTH, SPRITE_HEIGHT);
|
||||
}
|
||||
|
||||
|
||||
//gameplay functions
|
||||
fn runAI(node: opaque, rng: opaque) {
|
||||
if ((stepAI++) >= 1) { //TODO: Toy bug here, something to do with precedence of postfix++?
|
||||
stepAI = 0;
|
||||
|
||||
import random;
|
||||
|
||||
var dir = rng.generateRandomNumber() % 4;
|
||||
var moveX = 0;
|
||||
var moveY = 0;
|
||||
|
||||
if (dir == 0) {
|
||||
moveY += 1;
|
||||
node.faceDown();
|
||||
}
|
||||
|
||||
if (dir == 1) {
|
||||
moveY -= 1;
|
||||
node.faceUp();
|
||||
}
|
||||
|
||||
if (dir == 2) {
|
||||
moveX += 1;
|
||||
node.faceRight();
|
||||
}
|
||||
|
||||
if (dir == 3) {
|
||||
moveX -= 1;
|
||||
node.faceLeft();
|
||||
}
|
||||
|
||||
if (parent.callNodeFn("getCollisionAt", gridX + moveX, gridY + moveY)) {
|
||||
gridX += moveX;
|
||||
gridY += moveY;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//polyfills - move these to standard
|
||||
fn normalize(x): int {
|
||||
if (x > 0) {
|
||||
return 1;
|
||||
}
|
||||
if (x < 0) {
|
||||
return -1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
@@ -2,11 +2,14 @@ import standard;
|
||||
import node;
|
||||
|
||||
//constants
|
||||
var SPEED: int const = 3;
|
||||
var SPEED: int const = 4;
|
||||
|
||||
var SPRITE_WIDTH: int const = 64;
|
||||
var SPRITE_HEIGHT: int const = 64;
|
||||
|
||||
var TILE_WIDTH: int const = 32;
|
||||
var TILE_HEIGHT: int const = 32;
|
||||
|
||||
|
||||
//variables
|
||||
var parent: opaque = null; //cache the parent for quick access
|
||||
@@ -14,8 +17,8 @@ var parent: opaque = null; //cache the parent for quick access
|
||||
var gridX: int = 1; //position on the game grid
|
||||
var gridY: int = 1;
|
||||
|
||||
var realX: int = 0; //will change until realX = gridX * SPRITE_WIDTH
|
||||
var realY: int = 0;
|
||||
var realX: int = null; //will change until realX = gridX * SPRITE_WIDTH
|
||||
var realY: int = null;
|
||||
|
||||
var motionX: int = 0; //normalized movement direction
|
||||
var motionY: int = 0;
|
||||
@@ -23,39 +26,67 @@ var motionY: int = 0;
|
||||
var inputX: int = 0; //cache the keyboard input
|
||||
var inputY: int = 0;
|
||||
|
||||
var direction: int = null; //BUGFIX: animation not looping properly
|
||||
var enableMovementCounter: int = 30 * 3; //BUGFIX: freeze while drones reach their starting spot
|
||||
|
||||
|
||||
//polyfills - animating different cycles on one image
|
||||
var stepCount: int = 0;
|
||||
|
||||
fn faceDown(node: opaque) {
|
||||
if (direction == 0) return;
|
||||
direction = 0;
|
||||
node.setNodeRect(0, 0, 32, 32);
|
||||
node.setNodeFrames(4);
|
||||
}
|
||||
|
||||
fn faceUp(node: opaque) {
|
||||
if (direction == 1) return;
|
||||
direction = 1;
|
||||
node.setNodeRect(32 * 4, 0, 32, 32);
|
||||
node.setNodeFrames(4);
|
||||
}
|
||||
|
||||
fn faceLeft(node: opaque) {
|
||||
node.setNodeRect(32 * 12, 0, 32, 32);
|
||||
node.setNodeFrames(4);
|
||||
}
|
||||
|
||||
fn faceRight(node: opaque) {
|
||||
if (direction == 2) return;
|
||||
direction = 2;
|
||||
node.setNodeRect(32 * 8, 0, 32, 32);
|
||||
node.setNodeFrames(4);
|
||||
}
|
||||
|
||||
//polyfills - move these to standard
|
||||
fn normalize(x): int {
|
||||
if (x > 0) {
|
||||
return 1;
|
||||
fn faceLeft(node: opaque) {
|
||||
if (direction == 3) return;
|
||||
direction = 3;
|
||||
node.setNodeRect(32 * 12, 0, 32, 32);
|
||||
node.setNodeFrames(4);
|
||||
}
|
||||
|
||||
|
||||
//accessors & mutators
|
||||
fn setGridPos(node: opaque, x: int, y: int) {
|
||||
gridX = x;
|
||||
gridY = y;
|
||||
|
||||
if (realX == null) {
|
||||
realX = gridX * TILE_WIDTH;
|
||||
}
|
||||
if (x < 0) {
|
||||
return -1;
|
||||
|
||||
if (realY == null) {
|
||||
realY = gridY * TILE_HEIGHT;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
fn setRealPos(node: opaque, x: int, y: int) {
|
||||
realX = x;
|
||||
realY = y;
|
||||
}
|
||||
|
||||
fn getGridPos(node: opaque) {
|
||||
return [gridX, gridY];
|
||||
}
|
||||
|
||||
fn getRealPos(node: opaque) {
|
||||
return [realX, realY];
|
||||
}
|
||||
|
||||
|
||||
@@ -70,14 +101,20 @@ fn onInit(node: opaque) {
|
||||
}
|
||||
|
||||
fn onStep(node: opaque) {
|
||||
//initial freeze
|
||||
if (enableMovementCounter > 0) {
|
||||
enableMovementCounter--;
|
||||
return;
|
||||
}
|
||||
|
||||
//process input when aligned to a grid
|
||||
if (realX / SPRITE_WIDTH == gridX && realY / SPRITE_HEIGHT == gridY && motionX == 0 && motionY == 0) {
|
||||
if (realX / TILE_WIDTH == gridX && realY / TILE_HEIGHT == gridY && motionX == 0 && motionY == 0) {
|
||||
//disallow wall phasing
|
||||
if (parent.callNodeFn("getCollisionAt", gridX + inputX, gridY) != true) {
|
||||
if (inputX != 0 && parent.callNodeFn("getCollisionAt", gridX + inputX, gridY) != true) {
|
||||
inputX = 0;
|
||||
}
|
||||
|
||||
if (parent.callNodeFn("getCollisionAt", gridX, gridY + inputY) != true) {
|
||||
if (inputY != 0 && parent.callNodeFn("getCollisionAt", gridX, gridY + inputY) != true) {
|
||||
inputY = 0;
|
||||
}
|
||||
|
||||
@@ -105,22 +142,27 @@ fn onStep(node: opaque) {
|
||||
if (inputX < 0) {
|
||||
node.faceLeft();
|
||||
}
|
||||
|
||||
//trigger the world
|
||||
if (inputX != 0 || inputY != 0) {
|
||||
parent.callNodeFn("runAI");
|
||||
}
|
||||
}
|
||||
|
||||
//animation
|
||||
if (motionX == 0 && motionY == 0) {
|
||||
if (motionX == 0 && motionY == 0 && inputX == 0 && inputY == 0) {
|
||||
stepCount = 0;
|
||||
node.setCurrentNodeFrame(0);
|
||||
}
|
||||
|
||||
if (++stepCount >= 10) {
|
||||
if (++stepCount >= 5) {
|
||||
node.incrementCurrentNodeFrame();
|
||||
stepCount = 0;
|
||||
}
|
||||
|
||||
//calc movement
|
||||
var distX = gridX * SPRITE_WIDTH - realX;
|
||||
var distY = gridY * SPRITE_HEIGHT - realY;
|
||||
var distX = gridX * TILE_WIDTH - realX;
|
||||
var distY = gridY * TILE_HEIGHT - realY;
|
||||
|
||||
motionX = normalize(distX);
|
||||
motionY = normalize(distY);
|
||||
@@ -134,7 +176,7 @@ fn onFree(node: opaque) {
|
||||
node.freeTexture();
|
||||
}
|
||||
|
||||
fn onDraw(node: opaque) {
|
||||
fn customOnDraw(node: opaque) {
|
||||
var px = 0;
|
||||
var py = 0;
|
||||
|
||||
@@ -146,9 +188,10 @@ fn onDraw(node: opaque) {
|
||||
py = py != null ? py : 0;
|
||||
}
|
||||
|
||||
node.drawNode(realX + px, realY + py, SPRITE_WIDTH, SPRITE_HEIGHT);
|
||||
node.drawNode(realX + px - SPRITE_WIDTH / 4, realY + py - SPRITE_HEIGHT / 2, SPRITE_WIDTH, SPRITE_HEIGHT);
|
||||
}
|
||||
|
||||
|
||||
//event functions
|
||||
fn onKeyDown(node: opaque, event: string) {
|
||||
if (event == "character_up") {
|
||||
@@ -192,4 +235,16 @@ fn onKeyUp(node: opaque, event: string) {
|
||||
inputX = 0;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//polyfills - move these to standard
|
||||
fn normalize(x): int {
|
||||
if (x > 0) {
|
||||
return 1;
|
||||
}
|
||||
if (x < 0) {
|
||||
return -1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
@@ -1,11 +1,25 @@
|
||||
import standard;
|
||||
import node;
|
||||
|
||||
//consts
|
||||
var TILE_WIDTH: int const = 32;
|
||||
var TILE_HEIGHT: int const = 32;
|
||||
|
||||
|
||||
var tilemap: opaque = null;
|
||||
var player: opaque = null;
|
||||
var enemies: [opaque] = [];
|
||||
|
||||
var entities: [opaque] = null; //full list of entities
|
||||
|
||||
var collisionMap: [[bool]] = null; //cache this, since it won't change during a level
|
||||
|
||||
var rng: opaque = null;
|
||||
|
||||
//debugging tools
|
||||
var stepCounter: int = 0;
|
||||
var drawCounter: int = 0;
|
||||
|
||||
//lifecycle functions
|
||||
fn onLoad(node: opaque) {
|
||||
tilemap = node.loadChild("scripts:/gameplay/tilemap.toy");
|
||||
@@ -13,8 +27,27 @@ fn onLoad(node: opaque) {
|
||||
}
|
||||
|
||||
fn onInit(node: opaque) {
|
||||
tilemap.callNodeFn("generateFromSeed", clock().hash(), 8, 8);
|
||||
collisionMap = tilemap.callNodeFn("getCollisionMap");
|
||||
node.generateLevel(clock().hash(), 16, 16);
|
||||
}
|
||||
|
||||
fn onStep(node: opaque) {
|
||||
if (++stepCounter >= 30) {
|
||||
print "FPS: " + string drawCounter + " / 30";
|
||||
stepCounter = 0;
|
||||
drawCounter = 0;
|
||||
}
|
||||
|
||||
entities = entities.sort(depthComparator);
|
||||
}
|
||||
|
||||
fn onDraw(node: opaque) {
|
||||
drawCounter++;
|
||||
|
||||
//call each child's custom sort fn
|
||||
tilemap.callNodeFn("customOnDraw");
|
||||
for (var i = 0; i < entities.length(); i++) {
|
||||
entities[i].callNodeFn("customOnDraw");
|
||||
}
|
||||
}
|
||||
|
||||
//utils - polyfills
|
||||
@@ -24,11 +57,78 @@ fn loadChild(parent: opaque, fname: string) {
|
||||
return child;
|
||||
}
|
||||
|
||||
//connective functions
|
||||
//gameplay functions
|
||||
fn generateLevel(node: opaque, seed: int, width: int, height: int) {
|
||||
//reset the array
|
||||
enemies = [];
|
||||
entities = [player]; //assume the player exists already
|
||||
|
||||
import random;
|
||||
|
||||
if (rng != null) rng.freeRandomGenerator();
|
||||
rng = createRandomGenerator(seed);
|
||||
|
||||
//place player
|
||||
player.callNodeFn("setGridPos", 1, 1);
|
||||
|
||||
//generate map
|
||||
tilemap.callNodeFn("generateFromRng", rng, 16, 16);
|
||||
collisionMap = tilemap.callNodeFn("getCollisionMap");
|
||||
|
||||
//generate drones
|
||||
var droneCount: int const = rng.generateRandomNumber() % 2 + 2;
|
||||
for (var i = 0; i < droneCount; i++) {
|
||||
var d = node.loadChild("scripts:/gameplay/drone.toy");
|
||||
d.initNode();
|
||||
|
||||
enemies.push(d);
|
||||
entities.push(d);
|
||||
|
||||
var x = 0;
|
||||
var y = 0;
|
||||
|
||||
//while generated spot is a collision, or too close to the player
|
||||
while ((x == 0 && y == 0) || node.getCollisionAt(x, y) == false || (x < (width / 2) && y < (height / 2))) { //TODO: toy bug - no short-circuiting?
|
||||
x = rng.generateRandomNumber() % width;
|
||||
y = rng.generateRandomNumber() % height;
|
||||
}
|
||||
|
||||
d.callNodeFn("setGridPos", x, y);
|
||||
d.callNodeFn("setRealPos", (width -1) * TILE_WIDTH, (height - 1) * TILE_HEIGHT);
|
||||
}
|
||||
}
|
||||
|
||||
fn getCollisionAt(node: opaque, x: int, y: int) {
|
||||
if (collisionMap == null) {
|
||||
if (collisionMap == null || x == null || y == null) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//entities
|
||||
var pos = player.callNodeFn("getGridPos");
|
||||
if (x == pos[0] && y == pos[1]) {
|
||||
return false;
|
||||
}
|
||||
|
||||
for (var i = 0; i < enemies.length(); i++) {
|
||||
var pos = enemies[i].callNodeFn("getGridPos");
|
||||
if (x == pos[0] && y == pos[1]) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
//default
|
||||
return collisionMap[x][y];
|
||||
}
|
||||
|
||||
fn runAI(node: opaque) {
|
||||
for (var i = 0; i < enemies.length(); i++) {
|
||||
enemies[i].callNodeFn("runAI", rng);
|
||||
}
|
||||
}
|
||||
|
||||
fn depthComparator(lhs: opaque, rhs: opaque) { //for sorting by depth
|
||||
var lhsPos = lhs.callNodeFn("getRealPos");
|
||||
var rhsPos = rhs.callNodeFn("getRealPos");
|
||||
|
||||
return lhsPos[1] < rhsPos[1];
|
||||
}
|
||||
@@ -2,11 +2,13 @@ import standard;
|
||||
import node;
|
||||
|
||||
//consts
|
||||
var TILE_WIDTH: int const = 64;
|
||||
var TILE_HEIGHT: int const = 64;
|
||||
var TILE_WIDTH: int const = 32;
|
||||
var TILE_HEIGHT: int const = 32;
|
||||
|
||||
//map between the identity and position on the sprite sheet
|
||||
var tilemap: [[string]] = null;
|
||||
var rawmap: [[string]] = null;
|
||||
|
||||
var tilemap: [[[int]]] = null;
|
||||
var collisions: [[bool]] = null;
|
||||
|
||||
var tileset: [string : [int]] = [
|
||||
@@ -46,7 +48,7 @@ fn onLoad(node: opaque) {
|
||||
node.loadTexture("sprites:/tileset.png");
|
||||
}
|
||||
|
||||
fn onDraw(node: opaque) {
|
||||
fn customOnDraw(node: opaque) {
|
||||
if (tilemap == null) {
|
||||
return;
|
||||
}
|
||||
@@ -77,7 +79,7 @@ fn onDraw(node: opaque) {
|
||||
//draw the tilemap
|
||||
for (var j = lowerY; j < upperY; j++) {
|
||||
for (var i = lowerX; i < upperX; i++) {
|
||||
var pos = tileset[tilemap[i][j]];
|
||||
var pos = tileset[ rawmap[i][j] ];
|
||||
node.setNodeRect(pos[0] * 16, pos[1] * 16, 16, 16);
|
||||
|
||||
node.drawNode(i * TILE_WIDTH, j * TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT);
|
||||
@@ -87,17 +89,18 @@ fn onDraw(node: opaque) {
|
||||
|
||||
|
||||
//utils functions for map generation
|
||||
fn generateFromSeed(node: opaque, seed: int, width: int, height: int) {
|
||||
tilemap = generateTilemap(seed, width, height);
|
||||
collisions = bakeCollisionMap(tilemap, width, height);
|
||||
fn generateFromRng(node: opaque, rng: opaque, width: int, height: int) {
|
||||
rawmap = generateRawTilemap(rng, width, height);
|
||||
|
||||
tilemap = bakeTilemap(rawmap, width, height);
|
||||
collisions = bakeCollisionMap(rawmap, width, height);
|
||||
|
||||
print tilemap;
|
||||
print collisions;
|
||||
}
|
||||
|
||||
fn generateTilemap(seed: int, width: int, height: int) {
|
||||
fn generateRawTilemap(rng: opaque, width: int, height: int) {
|
||||
import random;
|
||||
var rng: opaque = createRandomGenerator(seed);
|
||||
|
||||
//generate an empty grid
|
||||
var result: [[string]] = [];
|
||||
@@ -165,6 +168,30 @@ fn bakeCollisionMap(tilemap: [[string]], width: int, height: int) {
|
||||
return result;
|
||||
}
|
||||
|
||||
fn bakeTilemap(tilemap: [[string]], width: int, height: int) {
|
||||
//generate an empty grid
|
||||
var result: [[[int]]] = [];
|
||||
var row: [[int]] = [];
|
||||
for (var j: int = 0; j < height; j++) {
|
||||
row.push([0,0]);
|
||||
}
|
||||
|
||||
for (var i: int = 0; i < width; i++) {
|
||||
result.push(row);
|
||||
}
|
||||
|
||||
//extract the collision map
|
||||
for (var j: int = 0; j < height; j++) {
|
||||
for (var i: int = 0; i < width; i++) {
|
||||
//almost - you still need one pair of parentheses
|
||||
result[i][j][0] = (tileset[ tilemap[i][j] ][0]);
|
||||
result[i][j][1] = (tileset[ tilemap[i][j] ][1]);
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
fn getCollisionMap(node: opaque) {
|
||||
return collisions;
|
||||
}
|
||||
@@ -27,8 +27,11 @@
|
||||
mapInputEventToKeyUp("character_right", "right"); //event, keysym
|
||||
|
||||
|
||||
//TODO: escape to kill the game
|
||||
|
||||
|
||||
//this function must always be called, or the engine won't run
|
||||
initWindow("Skyland", 1080, 720, false);
|
||||
initWindow("Skyland", 32*16, 32*16, false); //TODO: custom FPS setting
|
||||
|
||||
//kick off the logic of the scene graph
|
||||
loadRootNode("scripts:/gameplay/scene.toy");
|
||||
|
||||
BIN
assets/sprites/drone.png
Normal file
BIN
assets/sprites/drone.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 1.4 KiB |
@@ -14,6 +14,7 @@
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL2/SDL_image.h>
|
||||
#include <SDL2/SDL_ttf.h>
|
||||
|
||||
#include <unistd.h>
|
||||
#define BOX_API extern
|
||||
@@ -22,6 +23,7 @@
|
||||
|
||||
#include <SDL.h>
|
||||
#include <SDL_image.h>
|
||||
#include <SDL_ttf.h>
|
||||
|
||||
#include <windows.h>
|
||||
#include <crtdbg.h>
|
||||
|
||||
@@ -51,6 +51,11 @@ void Box_initEngine() {
|
||||
fatalError("Failed to initialize SDL2_image");
|
||||
}
|
||||
|
||||
//init SDL_ttf
|
||||
if (TTF_Init() == -1) {
|
||||
fatalError("Failed to initialize SDL2_ttf");
|
||||
}
|
||||
|
||||
//init events
|
||||
Toy_initLiteralDictionary(&engine.symKeyDownEvents);
|
||||
Toy_initLiteralDictionary(&engine.symKeyUpEvents);
|
||||
@@ -412,7 +417,7 @@ void Box_execEngine() {
|
||||
//set up time
|
||||
engine.realTime = clock();
|
||||
engine.simTime = engine.realTime;
|
||||
clock_t delta = (double) CLOCKS_PER_SEC / 60.0;
|
||||
clock_t delta = (double) CLOCKS_PER_SEC / 30.0;
|
||||
|
||||
while (engine.running) {
|
||||
execLoadRootNode();
|
||||
@@ -432,8 +437,8 @@ void Box_execEngine() {
|
||||
}
|
||||
|
||||
//render the world
|
||||
SDL_SetRenderDrawColor(engine.renderer, 128, 128, 128, 255); //NOTE: This line can be disabled later
|
||||
SDL_RenderClear(engine.renderer); //NOTE: This line can be disabled later
|
||||
//SDL_SetRenderDrawColor(engine.renderer, 128, 128, 128, 255); //NOTE: This line can be disabled later
|
||||
//SDL_RenderClear(engine.renderer); //NOTE: This line can be disabled later
|
||||
|
||||
Box_callRecursiveEngineNode(engine.rootNode, &engine.interpreter, "onDraw", NULL);
|
||||
|
||||
|
||||
@@ -42,6 +42,19 @@ int main(int argc, char* argv[]) {
|
||||
Toy_freeLiteral(pathLiteral);
|
||||
}
|
||||
|
||||
{
|
||||
//create a pair of literals, the first for the drive name, the second for the path
|
||||
Toy_Literal driveLiteral = TOY_TO_STRING_LITERAL(Toy_createRefString("fonts"));
|
||||
Toy_Literal pathLiteral = TOY_TO_STRING_LITERAL(Toy_createRefString("assets/fonts"));
|
||||
|
||||
//set these within the drive dictionary
|
||||
Toy_setLiteralDictionary(Toy_getDriveDictionary(), driveLiteral, pathLiteral);
|
||||
|
||||
//these literals are no longer needed
|
||||
Toy_freeLiteral(driveLiteral);
|
||||
Toy_freeLiteral(pathLiteral);
|
||||
}
|
||||
|
||||
//run the rest of your program
|
||||
Box_initEngine();
|
||||
Box_execEngine();
|
||||
|
||||
Reference in New Issue
Block a user