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

View File

@@ -2,40 +2,23 @@ import standard;
import node;
import random;
//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 gridPositionX: int = 1;
var gridPositionY: int = 1;
var direction: int = null; //BUGFIX: animation not looping properly
var stepAI: int = 0;
//polyfills - animating different cycles on one image
var stepCount: int = 0;
//polyfills - animating different cycles on one image
var walkAnimationCounter: int = 0;
fn faceDown(node: opaque) {
if (direction == 0) return;
direction = 0;
node.setNodeRect(0, 0, 32, 32);
node.setNodeFrames(2);
walkAnimationCounter = 12;
}
fn faceUp(node: opaque) {
@@ -43,6 +26,7 @@ fn faceUp(node: opaque) {
direction = 1;
node.setNodeRect(32 * 2, 0, 32, 32);
node.setNodeFrames(2);
walkAnimationCounter = 12;
}
fn faceRight(node: opaque) {
@@ -50,6 +34,7 @@ fn faceRight(node: opaque) {
direction = 2;
node.setNodeRect(32 * 4, 0, 32, 32);
node.setNodeFrames(2);
walkAnimationCounter = 12;
}
fn faceLeft(node: opaque) {
@@ -57,34 +42,25 @@ fn faceLeft(node: opaque) {
direction = 3;
node.setNodeRect(32 * 6, 0, 32, 32);
node.setNodeFrames(2);
walkAnimationCounter = 12;
}
//accessors & mutators
fn setGridPos(node: opaque, x: int, y: int) {
gridX = x;
gridY = y;
fn setGridPosition(node: opaque, x: int, y: int) {
gridPositionX = x;
gridPositionY = y;
if (realX == null) {
realX = gridX * TILE_WIDTH;
}
if (realY == null) {
realY = gridY * TILE_HEIGHT;
}
node.setNodePositionX(floor( gridPositionX * node.getNodeRectW() / node.getNodeScaleX() ));
node.setNodePositionY(floor( gridPositionY * node.getNodeRectH() / node.getNodeScaleY() ));
}
fn setRealPos(node: opaque, x: int, y: int) {
realX = x;
realY = y;
fn getGridPositionX(node: opaque) {
return gridPositionX;
}
fn getGridPos(node: opaque) {
return [gridX, gridY];
}
fn getRealPos(node: opaque) {
return [realX, realY];
fn getGridPositionY(node: opaque) {
return gridPositionY;
}
@@ -92,28 +68,23 @@ fn getRealPos(node: opaque) {
fn onLoad(node: opaque) {
node.loadNodeTexture("sprites:/drone.png");
node.faceDown();
}
fn onInit(node: opaque) {
parent = node.getParentNode();
node.setNodeScaleX(CAMERA_SCALE_X);
node.setNodeScaleY(CAMERA_SCALE_Y);
}
fn onStep(node: opaque) {
if (++stepCount >= 5) {
if (++walkAnimationCounter >= 12) {
node.incrementCurrentNodeFrame();
stepCount = 0;
walkAnimationCounter = 0;
}
//calc movement
var distX = gridX * TILE_WIDTH - realX;
var distY = gridY * TILE_HEIGHT - realY;
//move in realspace
var distX = gridPositionX * TILE_PIXEL_WIDTH - node.getNodePositionX();
var distY = gridPositionY * TILE_PIXEL_HEIGHT - node.getNodePositionY();
motionX = normalize(distX);
motionY = normalize(distY);
//make movement
realX += abs(distX) > SPEED ? SPEED * motionX : distX;
realY += abs(distY) > SPEED ? SPEED * motionY : distY;
node.setNodeMotionX( normalize(distX) );
node.setNodeMotionY( normalize(distY) );
}
fn onFree(node: opaque) {
@@ -121,10 +92,23 @@ fn onFree(node: opaque) {
}
fn onDraw(node: opaque) {
var camera = parent.callNodeFn("getCameraPos");
node.drawNode(realX + camera[0] - SPRITE_WIDTH / 4, realY + camera[1] - SPRITE_HEIGHT / 2, SPRITE_WIDTH, SPRITE_HEIGHT);
}
var posX: int = node.getNodeWorldPositionX();
var posY: int = node.getNodeWorldPositionY();
var scaleX: float = node.getNodeWorldScaleX();
var scaleY: float = node.getNodeWorldScaleY();
//this offset is because the sprite cell for lejana is twice as big as the sprite cell for the floor tiles
var originOffsetX: int = node.getNodeRectW() * int scaleX / 4;
var originOffsetY: int = node.getNodeRectH() * int scaleY / 2;
node.drawNode(
floor(posX * scaleX) - originOffsetX,
floor(posY * scaleY) - originOffsetY,
floor(node.getNodeRectW() * scaleX),
floor(node.getNodeRectH() * scaleY)
);
}
//gameplay functions
fn runAI(node: opaque, rng: opaque) {
@@ -155,9 +139,9 @@ fn runAI(node: opaque, rng: opaque) {
node.faceLeft();
}
if (parent.callNodeFn("getCollisionAt", gridX + moveX, gridY + moveY)) {
gridX += moveX;
gridY += moveY;
if (node.getParentNode().callNodeFn("getWalkableAt", gridPositionX + moveX, gridPositionY + moveY)) {
gridPositionX += moveX;
gridPositionY += moveY;
}
}
}