Added node scaling, and a few utility functions

This commit is contained in:
2023-06-24 21:30:33 +10:00
parent d83ef10c1f
commit 0671a89d43
18 changed files with 377 additions and 588 deletions

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import node;
//constants
var SPEED: int const = 10;
var WIDTH: int const = 143;
var HEIGHT: int const = 75;
//lifecycle functions
fn onLoad(node: opaque) {
print "onLoad() called";
}
fn onInit(node: opaque) {
print "onInit() called";
node.loadNodeTexture("sprites:/little_plane.png");
}
fn onStep(node: opaque) {
//TODO: move
}
fn onFree(node: opaque) {
print "onFree() called";
node.freeNodeTexture();
}
fn onDraw(node: opaque) {
// print "onDraw() called";
var parent: opaque = node.getParentNode();
var px = 0;
var py = 0;
//TODO: get world position
if (parent != null) {
px = parent.getNodePositionX();
py = parent.getNodePositionY();
}
node.drawNode(node.getNodePositionX() + px, node.getNodePositionY() + py, WIDTH, HEIGHT);
}
//event functions
fn onKeyDown(node: opaque, event: string) {
if (event == "character_up") {
node.setNodeMotionY(-SPEED);
return;
}
if (event == "character_down") {
node.setNodeMotionY(SPEED);
return;
}
if (event == "character_left") {
node.setNodeMotionX(-SPEED);
return;
}
if (event == "character_right") {
node.setNodeMotionX(SPEED);
return;
}
}
fn onKeyUp(node: opaque, event: string) {
if (event == "character_up" && node.getNodeMotionY() < 0) {
node.setNodeMotionY(0);
return;
}
if (event == "character_down" && node.getNodeMotionY() > 0) {
node.setNodeMotionY(0);
return;
}
if (event == "character_left" && node.getNodeMotionX() < 0) {
node.setNodeMotionX(0);
return;
}
if (event == "character_right" && node.getNodeMotionX() > 0) {
node.setNodeMotionX(0);
return;
}
}
fn onMouseMotion(node: opaque, x: int, y: int, xrel: int, yrel: int) {
// print "entity.toy:onMouseMotion(" + string x + ", " + string y + ", " + string xrel + ", " + string yrel + ")";
}
fn onMouseButtonDown(node: opaque, x: int, y: int, button: string) {
// print "entity.toy:onMouseButtonDown(" + string x + ", " + string y + ", " + button + ")";
//jump to pos
node.setNodePositionX(x - WIDTH / 2);
node.setNodePositionY(y - HEIGHT / 2);
}
fn onMouseButtonUp(node: opaque, x: int, y: int, button: string) {
// print "entity.toy:onMouseButtonUp(" + string x + ", " + string y + ", " + button + ")";
}
fn onMouseWheel(node: opaque, xrel: int, yrel: int) {
// print "entity.toy:onMouseWheel(" + string xrel + ", " + string yrel + ")";
}

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//A quirk of the setup is that anything defined in the root of `init.toy` becomes a global object
//To resolve that, the configuration is inside a block scope
{
import engine;
import input;
//input settings, mapping SDL2's virtual keys to event names
mapInputEventToKeyDown("character_up", "w"); //event, keysym
mapInputEventToKeyDown("character_left", "a"); //event, keysym
mapInputEventToKeyDown("character_down", "s"); //event, keysym
mapInputEventToKeyDown("character_right", "d"); //event, keysym
mapInputEventToKeyUp("character_up", "w"); //event, keysym
mapInputEventToKeyUp("character_left", "a"); //event, keysym
mapInputEventToKeyUp("character_down", "s"); //event, keysym
mapInputEventToKeyUp("character_right", "d"); //event, keysym
mapInputEventToKeyDown("character_up", "up"); //event, keysym
mapInputEventToKeyDown("character_left", "left"); //event, keysym
mapInputEventToKeyDown("character_down", "down"); //event, keysym
mapInputEventToKeyDown("character_right", "right"); //event, keysym
mapInputEventToKeyUp("character_up", "up"); //event, keysym
mapInputEventToKeyUp("character_left", "left"); //event, keysym
mapInputEventToKeyUp("character_down", "down"); //event, keysym
mapInputEventToKeyUp("character_right", "right"); //event, keysym
mapInputEventToKeyDown("character_attack", "space"); //event, keysym
//TODO: escape to kill the game
//this function must always be called, or the engine won't run
initWindow("Airport", 800, 600, false); //TODO: custom FPS setting
//kick off the logic of the scene graph
loadRootNode("scripts:/airplane.toy");
}
//Globals go here

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