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

@@ -1,22 +1,8 @@
import standard;
import node;
//consts
var TILE_WIDTH: int const = 32;
var TILE_HEIGHT: int const = 32;
//vars
var mapWidth: int = 0;
var mapHeight: int = 0;
//map between the identity and position on the sprite sheet
var rawmap: [[string]] = null;
var tilemap: [int] = null; // [x0, y0, x1, y1, ...]
var collisions: [bool] = null;
var tileset: [string : [int]] = [
//constants mapped to the given file "tileset.png"
var tileset: [string : [int]] const = [
"pillar": [0, 0, 0],
"floor-0": [0, 1, 1],
@@ -40,57 +26,61 @@ var tileset: [string : [int]] = [
"edge-br": [3, 4, 0]
];
//raw string data
var rawmap: [[string]] = null;
var parent: opaque = null;
//baked and usable blobs of data
var tilemap: [int] = null; // [x0, y0, x1, y1, ...]
var collisions: [bool] = null;
//metadata about the above blobs
var tilemapGridWidth: int = 0;
var tilemapGridHeight: int = 0;
//debug vars - what are these for?
var camX = 0;
var camY = 0;
var camW = 1080;
var camH = 720;
//fast accessors
fn getTilemapData(node: opaque) {
return tilemap;
}
fn getCollisionData(node: opaque) {
return collisions;
}
//lifecycle functions
fn onLoad(node: opaque) {
node.loadNodeTexture("sprites:/tileset.png");
}
fn onInit(node: opaque) {
//find root
parent = node;
while (parent.getParentNode() != null) {
parent = parent.getParentNode();
}
node.setNodeScaleX(CAMERA_SCALE_X);
node.setNodeScaleY(CAMERA_SCALE_Y);
}
fn onDraw(node: opaque) {
if (tilemap == null) {
return;
}
var camera = parent.callNodeFn("getCameraPos");
assert tilemap, "tilemap is null";
//calc the region to render
var lowerX: int = round((camX - camW/2.0) / TILE_WIDTH);
var upperX: int = round((camX - camW*1.5) / TILE_WIDTH);
var lowerY: int = round((camY - camH/2.0) / TILE_HEIGHT);
var upperY: int = round((camY - camH*1.5) / TILE_HEIGHT);
var posX: int const = node.getNodeWorldPositionX();
var posY: int const = node.getNodeWorldPositionY();
//bounds check
lowerX = max(0, lowerX);
upperX = min(upperX < 0 ? abs(upperX) : 0, mapWidth);
lowerY = max(0, lowerY);
upperY = min(upperY < 0 ? abs(upperY) : 0, mapHeight);
var runner: int = 0;
//draw everything at twice the original size
var scaleX: float const = node.getNodeWorldScaleX();
var scaleY: float const = node.getNodeWorldScaleY();
//draw the tilemap
for (var j = lowerY; j < upperY; j++) {
for (var i = lowerX; i < upperX; i++) {
node.setNodeRect(tilemap[j * mapWidth * 2 + i * 2] * 16, tilemap[j * mapWidth * 2 + i * 2 + 1] * 16, 16, 16);
for (var j = 0; j < tilemapGridHeight; j++) {
for (var i = 0; i < tilemapGridWidth; i++) {
//set the rect of the node on the tilesheet - the "tilemap" var is a single blob of data
node.setNodeRect(
tilemap[j * tilemapGridWidth * 2 + i * 2] * TILE_PIXEL_WIDTH,
tilemap[j * tilemapGridWidth * 2 + i * 2 + 1] * TILE_PIXEL_HEIGHT,
TILE_PIXEL_WIDTH, TILE_PIXEL_HEIGHT
);
node.drawNode(i * TILE_WIDTH + camera[0], j * TILE_HEIGHT + camera[1], TILE_WIDTH, TILE_HEIGHT);
//draw to the screen
node.drawNode(
floor((i * TILE_PIXEL_WIDTH + posX) * scaleX),
floor((j * TILE_PIXEL_HEIGHT + posY) * scaleY),
floor(TILE_PIXEL_WIDTH * scaleX),
floor(TILE_PIXEL_HEIGHT * scaleY)
);
}
}
}
@@ -98,36 +88,38 @@ fn onDraw(node: opaque) {
//utils functions for map generation
fn generateFromRng(node: opaque, rng: opaque, width: int, height: int) {
rawmap = generateRawTilemap(rng, width, height);
//use debug room for now
rawmap = generateRawTilemapDebugRoom(rng, width, height);
tilemap = bakeTilemap(rawmap, width, height);
collisions = bakeCollisionMap(rawmap, width, height);
mapWidth = width;
mapHeight = height;
tilemapGridWidth = width;
tilemapGridHeight = height;
//debugging
print tilemap;
print collisions;
}
fn generateRawTilemap(rng: opaque, width: int, height: int) {
//"raw" tilemaps are not usable, they are just a 2d array of strings
fn generateRawTilemapDebugRoom(rng: opaque, width: int, height: int): [[string]] const {
import random;
//generate an empty grid
//generate a grid filled with only pillar tiles, as a starting point
var result: [[string]] = [];
var row: [string] = [];
for (var j: int = 0; j < height; j++) {
row.push("pillar");
}
for (var i: int = 0; i < width; i++) {
result.push(row);
}
//generate the contents of the grid - floor
//generate the walkable tiles of the grid - floor tiles
for (var j: int = 1; j < height - 1; j++) {
for (var i: int = 1; i < width - 1; i++) {
//select a random floor tile
//select a random floor tile (graphical effect only)
var x: int = rng.generateRandomNumber() % 4;
var t: string = "floor-" + string x;
@@ -153,45 +145,41 @@ fn generateRawTilemap(rng: opaque, width: int, height: int) {
result[0][height - 1] = "corner-bl";
result[width - 1][height - 1] = "corner-br";
//debug
//debugging
result[4][4] = "pillar";
result[width - 5][4] = "pillar";
result[4][height - 5] = "pillar";
result[width - 5][height - 5] = "pillar";
//return the raw result of strings
return result;
}
fn bakeCollisionMap(tilemap: [[string]], width: int, height: int) {
//generate an empty grid
var result: [bool] = [];
//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.push(tileset[ tilemap[i][j] ][2] != 0);
}
}
return result;
}
fn bakeTilemap(tilemap: [[string]], width: int, height: int) {
//generate an empty grid
//"baking" converts raw tilemaps into usable blobs of data
fn bakeTilemap(tilemap: [[string]] const, width: int, height: int): [int] const {
var result: [int] = [];
//extract the position map
//extract the positions from the tileset
for (var j: int = 0; j < height; j++) {
for (var i: int = 0; i < width; i++) {
result.push(tileset[ tilemap[i][j] ][0]);
result.push(tileset[ tilemap[i][j] ][1]);
}
}
return result;
}
fn getCollisionMap(node: opaque) {
return collisions;
}
//this bakes the collision map as a separate object
fn bakeCollisionMap(tilemap: [[string]] const, width: int, height: int): [bool] const {
var result: [bool] = [];
//extract the walkable state
for (var j: int = 0; j < height; j++) {
for (var i: int = 0; i < width; i++) {
result.push(tileset[ tilemap[i][j] ][2] != 0);
}
}
return result;
}