Added node scaling, and a few utility functions
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2
Box
2
Box
Submodule Box updated: 78f6eb79fa...c330ba9831
42
assets/airport-demo/init.toy
Normal file
42
assets/airport-demo/init.toy
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@@ -0,0 +1,42 @@
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//A quirk of the setup is that anything defined in the root of `init.toy` becomes a global object
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//To resolve that, the configuration is inside a block scope
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{
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import engine;
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import input;
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//input settings, mapping SDL2's virtual keys to event names
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mapInputEventToKeyDown("character_up", "w"); //event, keysym
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mapInputEventToKeyDown("character_left", "a"); //event, keysym
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mapInputEventToKeyDown("character_down", "s"); //event, keysym
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mapInputEventToKeyDown("character_right", "d"); //event, keysym
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mapInputEventToKeyUp("character_up", "w"); //event, keysym
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mapInputEventToKeyUp("character_left", "a"); //event, keysym
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mapInputEventToKeyUp("character_down", "s"); //event, keysym
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mapInputEventToKeyUp("character_right", "d"); //event, keysym
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mapInputEventToKeyDown("character_up", "up"); //event, keysym
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mapInputEventToKeyDown("character_left", "left"); //event, keysym
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mapInputEventToKeyDown("character_down", "down"); //event, keysym
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mapInputEventToKeyDown("character_right", "right"); //event, keysym
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mapInputEventToKeyUp("character_up", "up"); //event, keysym
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mapInputEventToKeyUp("character_left", "left"); //event, keysym
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mapInputEventToKeyUp("character_down", "down"); //event, keysym
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mapInputEventToKeyUp("character_right", "right"); //event, keysym
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mapInputEventToKeyDown("character_attack", "space"); //event, keysym
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//TODO: escape to kill the game
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//this function must always be called, or the engine won't run
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initWindow("Airport", 800, 600, false); //TODO: custom FPS setting
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//kick off the logic of the scene graph
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loadRootNode("scripts:/airplane.toy");
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}
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//Globals go here
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Before Width: | Height: | Size: 14 KiB After Width: | Height: | Size: 14 KiB |
@@ -1,65 +0,0 @@
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//the overarching scene
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import engine;
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import node;
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//debugging tools
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var stepCounter: int = 0;
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var stepTracker: [int] = [0, 0, 0];
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//util to generate and init a child node of a given parent
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fn makeChild(parent: opaque, fname: string) {
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var child: opaque = loadNode(fname);
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parent.pushNode(child);
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return child;
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}
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//lifecycle functions
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fn onLoad(node: opaque) {
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//load the tile map node
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var tilemapNode = node.makeChild("scripts:/demo/tilemap/tilemap.toy");
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tilemapNode.callNodeFn("loadLayer", "layer-background.toy");
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tilemapNode.callNodeFn("loadLayer", "layer-walls.toy");
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tilemapNode.callNodeFn("loadLayer", "layer-walls.toy");
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//tilemapNode.callNodeFn("loadLayer", "layer-walls.toy"); //TODO: remove this
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//tilemapNode.callNodeFn("loadLayer", "layer-maze.toy");
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}
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//debugging code
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fn onStep(node: opaque) {
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stepCounter++;
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}
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fn onDraw(node: opaque) {
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//round off - too many skips means it's crappy anyway
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if (stepCounter > stepTracker.length() - 1) {
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stepCounter = stepTracker.length() - 1;
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}
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//This logic is just a debugging tool
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stepTracker[stepCounter] = stepTracker[stepCounter] + 1;
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print stepTracker;
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stepCounter = 0;
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}
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fn onMouseButtonDown(node: opaque, x: int, y: int, button: string) {
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//reload the scene on click
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if (button == "left") {
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loadRootNode("scripts:/demo/scene.toy");
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}
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}
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//global accessors
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fn getTileWidth(node: opaque): int { return 64; }
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fn getTileHeight(node: opaque): int { return 64; }
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fn getRoomWidth(node: opaque): int { return 10; }
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fn getRoomHeight(node: opaque): int { return 10; }
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fn getLevelXCount(node: opaque): int { return 9; }
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fn getLevelYCount(node: opaque): int { return 9; }
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//TODO: move this into the engine
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fn getScreenWidth(node: opaque): int { return 1080; }
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fn getScreenHeight(node: opaque): int { return 720; }
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@@ -1,65 +0,0 @@
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//this is one layer
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import standard;
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import engine;
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import node;
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//TODO: replace with an empty node function (polyfill)
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fn loadChildEmpty(parent: opaque) {
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var child: opaque = loadNode("scripts:/empty.toy");
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parent.pushNode(child);
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return child;
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}
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fn onLoad(node: opaque) {
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//load the child node, with the tiling back image
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node.loadChildEmpty();
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}
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fn onInit(node: opaque) {
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node.getChildNode(0).loadTexture("sprites:/tile-background.png");
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}
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//drawing util
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fn drawLayer(node: opaque, camX, camY, camW, camH, depth) {
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//get the constants from root
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var root: opaque = getRootNode();
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var tileWidth: int const = root.callNodeFn("getTileWidth");
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var tileHeight: int const = root.callNodeFn("getTileHeight");
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var roomWidth: int const = root.callNodeFn("getRoomWidth");
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var roomHeight: int const = root.callNodeFn("getRoomHeight");
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var levelXCount: int const = root.callNodeFn("getLevelXCount");
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var levelYCount: int const = root.callNodeFn("getLevelYCount");
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//calc the modifier ratio to offset things
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var mod: float = float tileWidth / (tileWidth - depth);
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var tileWidth_mod: float = tileWidth * mod;
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var tileHeight_mod: float = tileHeight * mod;
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var camX_mod: float = (camX - camW) * mod + camW/2;
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var camY_mod: float = (camY - camH) * mod + camH/2;
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//calc the region to render
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var lowerX: int = round((camX - camW/2.0) / tileWidth);
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var upperX: int = round((camX - camW*1.5) / tileWidth);
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var lowerY: int = round((camY - camH/2.0) / tileHeight);
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var upperY: int = round((camY - camH*1.5) / tileHeight);
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//bounds check
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lowerX = max(0, abs(lowerX));
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upperX = min(upperX < 0 ? abs(upperX) : 0, levelXCount * roomWidth);
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lowerY = max(0, abs(lowerY));
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upperY = min(upperY < 0 ? abs(upperY) : 0, levelYCount * roomHeight);
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//render each tile
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for (var j = lowerY; j <= upperY; j++) {
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for (var i = lowerX; i <= upperX; i++) {
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node.getChildNode(0).drawNode(round(camX_mod + i * tileWidth_mod), round(camY_mod + j * tileHeight_mod), round(tileWidth_mod), round(tileHeight_mod));
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}
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}
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}
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@@ -1,69 +0,0 @@
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//this is one layer
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import standard;
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import engine;
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import node;
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//TODO: replace with an empty node function (polyfill)
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fn loadChildEmpty(parent: opaque) {
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var child: opaque = loadNode("scripts:/empty.toy");
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parent.pushNode(child);
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return child;
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}
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fn onLoad(node: opaque) {
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//load the child node, with the tiling back image
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node.loadChildEmpty();
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}
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fn onInit(node: opaque) {
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node.getChildNode(0).loadTexture("sprites:/tile-wall.png");
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}
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//drawing util
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fn drawLayer(node: opaque, camX, camY, camW, camH, depth) {
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//get the constants from root
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var root: opaque = getRootNode();
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var tileWidth: int const = root.callNodeFn("getTileWidth");
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var tileHeight: int const = root.callNodeFn("getTileHeight");
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var roomWidth: int const = root.callNodeFn("getRoomWidth");
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var roomHeight: int const = root.callNodeFn("getRoomHeight");
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var levelXCount: int const = root.callNodeFn("getLevelXCount");
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var levelYCount: int const = root.callNodeFn("getLevelYCount");
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//calc the modifier ratio to offset things
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var mod: float = float tileWidth / (tileWidth - depth);
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var tileWidth_mod: int = round(tileWidth * mod);
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var tileHeight_mod: int = round(tileHeight * mod);
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var camX_mod: int = round((camX - camW) * mod + camW/2);
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var camY_mod: int = round((camY - camH) * mod + camH/2);
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//calc the region to render
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var lowerX: int = round((camX - camW/2.0) / tileWidth);
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var upperX: int = round((camX - camW*1.5) / tileWidth);
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var lowerY: int = round((camY - camH/2.0) / tileHeight);
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var upperY: int = round((camY - camH*1.5) / tileHeight);
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//bounds check
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lowerX = max(0, abs(lowerX));
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upperX = min(upperX < 0 ? abs(upperX) : 0, levelXCount * roomWidth);
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lowerY = max(0, abs(lowerY));
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upperY = min(upperY < 0 ? abs(upperY) : 0, levelYCount * roomHeight);
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//render each tile
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for (var j = lowerY; j <= upperY; j++) {
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for (var i = lowerX; i <= upperX; i++) {
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if ( !(int i % int roomWidth == 0 || int i % int roomWidth == roomWidth - 1) && !(int j % int roomHeight == 0 || int j % int roomHeight == roomHeight - 1) ) {
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continue;
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}
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node.getChildNode(0).drawNode(camX_mod + i * tileWidth_mod, camY_mod + j * tileHeight_mod, tileWidth_mod, tileHeight_mod);
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}
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}
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}
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@@ -1,35 +0,0 @@
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//this file manages the tilemap-related utilities
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import standard;
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import engine;
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import node;
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var camX: float = 0;
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var camY: float = 0;
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//util to generate a child node of a given parent
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fn loadChild(parent: opaque, fname: string) {
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var child: opaque = loadNode(fname);
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parent.pushNode(child);
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return child;
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}
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fn loadLayer(node: opaque, layerName: string) {
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//load the given layer as a child
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var layerNode = node.loadChild("scripts:/demo/tilemap/" + layerName);
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}
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//lifecycle functions
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fn onStep(node: opaque) {
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camX--;
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camY--;
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}
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fn onDraw(node: opaque) {
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var screenWidth: int const = getRootNode().callNodeFn("getScreenWidth");
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var screenHeight: int const = getRootNode().callNodeFn("getScreenHeight");
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//iterate over each layer, passing in the screen dimensions
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for (var c = 0; c < node.getChildNodeCount(); c++) {
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node.getChildNode(c).callNodeFn("drawLayer", camX, camY, screenWidth, screenHeight, c * 4.0);
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}
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}
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@@ -2,40 +2,23 @@ import standard;
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import node;
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import random;
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//constants
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var SPEED: int const = 4;
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var SPRITE_WIDTH: int const = 64;
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var SPRITE_HEIGHT: int const = 64;
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var TILE_WIDTH: int const = 32;
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var TILE_HEIGHT: int const = 32;
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//variables
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var parent: opaque = null; //cache the parent for quick access
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var gridX: int = 1; //position on the game grid
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var gridY: int = 1;
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var realX: int = 0; //will change until realX = gridX * SPRITE_WIDTH
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var realY: int = 0;
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var motionX: int = 0; //normalized movement direction
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var motionY: int = 0;
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var gridPositionX: int = 1;
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var gridPositionY: int = 1;
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var direction: int = null; //BUGFIX: animation not looping properly
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var stepAI: int = 0;
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//polyfills - animating different cycles on one image
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var stepCount: int = 0;
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var walkAnimationCounter: int = 0;
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fn faceDown(node: opaque) {
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if (direction == 0) return;
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direction = 0;
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node.setNodeRect(0, 0, 32, 32);
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node.setNodeFrames(2);
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walkAnimationCounter = 12;
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}
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fn faceUp(node: opaque) {
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@@ -43,6 +26,7 @@ fn faceUp(node: opaque) {
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direction = 1;
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node.setNodeRect(32 * 2, 0, 32, 32);
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node.setNodeFrames(2);
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walkAnimationCounter = 12;
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}
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fn faceRight(node: opaque) {
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@@ -50,6 +34,7 @@ fn faceRight(node: opaque) {
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direction = 2;
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node.setNodeRect(32 * 4, 0, 32, 32);
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node.setNodeFrames(2);
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walkAnimationCounter = 12;
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}
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fn faceLeft(node: opaque) {
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@@ -57,34 +42,25 @@ fn faceLeft(node: opaque) {
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direction = 3;
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node.setNodeRect(32 * 6, 0, 32, 32);
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node.setNodeFrames(2);
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walkAnimationCounter = 12;
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}
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//accessors & mutators
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fn setGridPos(node: opaque, x: int, y: int) {
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gridX = x;
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gridY = y;
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fn setGridPosition(node: opaque, x: int, y: int) {
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gridPositionX = x;
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gridPositionY = y;
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if (realX == null) {
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realX = gridX * TILE_WIDTH;
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}
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if (realY == null) {
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realY = gridY * TILE_HEIGHT;
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}
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node.setNodePositionX(floor( gridPositionX * node.getNodeRectW() / node.getNodeScaleX() ));
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node.setNodePositionY(floor( gridPositionY * node.getNodeRectH() / node.getNodeScaleY() ));
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}
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fn setRealPos(node: opaque, x: int, y: int) {
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realX = x;
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realY = y;
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fn getGridPositionX(node: opaque) {
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return gridPositionX;
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}
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fn getGridPos(node: opaque) {
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return [gridX, gridY];
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}
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fn getRealPos(node: opaque) {
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return [realX, realY];
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fn getGridPositionY(node: opaque) {
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return gridPositionY;
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}
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@@ -92,28 +68,23 @@ fn getRealPos(node: opaque) {
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fn onLoad(node: opaque) {
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node.loadNodeTexture("sprites:/drone.png");
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node.faceDown();
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}
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fn onInit(node: opaque) {
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parent = node.getParentNode();
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node.setNodeScaleX(CAMERA_SCALE_X);
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node.setNodeScaleY(CAMERA_SCALE_Y);
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}
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fn onStep(node: opaque) {
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if (++stepCount >= 5) {
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if (++walkAnimationCounter >= 12) {
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node.incrementCurrentNodeFrame();
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stepCount = 0;
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walkAnimationCounter = 0;
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}
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//calc movement
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var distX = gridX * TILE_WIDTH - realX;
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var distY = gridY * TILE_HEIGHT - realY;
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//move in realspace
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var distX = gridPositionX * TILE_PIXEL_WIDTH - node.getNodePositionX();
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var distY = gridPositionY * TILE_PIXEL_HEIGHT - node.getNodePositionY();
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motionX = normalize(distX);
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motionY = normalize(distY);
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//make movement
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realX += abs(distX) > SPEED ? SPEED * motionX : distX;
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realY += abs(distY) > SPEED ? SPEED * motionY : distY;
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node.setNodeMotionX( normalize(distX) );
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node.setNodeMotionY( normalize(distY) );
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}
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fn onFree(node: opaque) {
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@@ -121,10 +92,23 @@ fn onFree(node: opaque) {
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}
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fn onDraw(node: opaque) {
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var camera = parent.callNodeFn("getCameraPos");
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node.drawNode(realX + camera[0] - SPRITE_WIDTH / 4, realY + camera[1] - SPRITE_HEIGHT / 2, SPRITE_WIDTH, SPRITE_HEIGHT);
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}
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var posX: int = node.getNodeWorldPositionX();
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var posY: int = node.getNodeWorldPositionY();
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var scaleX: float = node.getNodeWorldScaleX();
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var scaleY: float = node.getNodeWorldScaleY();
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//this offset is because the sprite cell for lejana is twice as big as the sprite cell for the floor tiles
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var originOffsetX: int = node.getNodeRectW() * int scaleX / 4;
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var originOffsetY: int = node.getNodeRectH() * int scaleY / 2;
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node.drawNode(
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floor(posX * scaleX) - originOffsetX,
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floor(posY * scaleY) - originOffsetY,
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floor(node.getNodeRectW() * scaleX),
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floor(node.getNodeRectH() * scaleY)
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);
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}
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//gameplay functions
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fn runAI(node: opaque, rng: opaque) {
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@@ -155,9 +139,9 @@ fn runAI(node: opaque, rng: opaque) {
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node.faceLeft();
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}
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if (parent.callNodeFn("getCollisionAt", gridX + moveX, gridY + moveY)) {
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gridX += moveX;
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gridY += moveY;
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if (node.getParentNode().callNodeFn("getWalkableAt", gridPositionX + moveX, gridPositionY + moveY)) {
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gridPositionX += moveX;
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gridPositionY += moveY;
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}
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}
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}
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|
||||
@@ -1,43 +1,26 @@
|
||||
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 = null; //will change until realX = gridX * SPRITE_WIDTH
|
||||
var realY: int = null;
|
||||
|
||||
var motionX: int = 0; //normalized movement direction
|
||||
var motionY: int = 0;
|
||||
var gridPositionX: int = 1; //position on the game grid
|
||||
var gridPositionY: int = 1;
|
||||
|
||||
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
|
||||
var attackCounter: int = 0;
|
||||
var enableMovementCounter: int = 60 * 3; //BUGFIX: freeze while drones reach their starting spot
|
||||
|
||||
//polyfills - animating different cycles on one image
|
||||
var stepCount: int = 0;
|
||||
var walkAnimationCounter: int = 0;
|
||||
var attackAnimationCounter: int = 0;
|
||||
|
||||
//utils for facing different directions (idling)
|
||||
fn faceDown(node: opaque) {
|
||||
if (direction == 0) return;
|
||||
direction = 0;
|
||||
node.setNodeRect(0, 0, 32, 32);
|
||||
node.setNodeFrames(4);
|
||||
walkAnimationCounter = 12;
|
||||
}
|
||||
|
||||
fn faceUp(node: opaque) {
|
||||
@@ -45,6 +28,7 @@ fn faceUp(node: opaque) {
|
||||
direction = 1;
|
||||
node.setNodeRect(32 * 4, 0, 32, 32);
|
||||
node.setNodeFrames(4);
|
||||
walkAnimationCounter = 12;
|
||||
}
|
||||
|
||||
fn faceRight(node: opaque) {
|
||||
@@ -52,6 +36,7 @@ fn faceRight(node: opaque) {
|
||||
direction = 2;
|
||||
node.setNodeRect(32 * 8, 0, 32, 32);
|
||||
node.setNodeFrames(4);
|
||||
walkAnimationCounter = 12;
|
||||
}
|
||||
|
||||
fn faceLeft(node: opaque) {
|
||||
@@ -59,45 +44,33 @@ fn faceLeft(node: opaque) {
|
||||
direction = 3;
|
||||
node.setNodeRect(32 * 12, 0, 32, 32);
|
||||
node.setNodeFrames(4);
|
||||
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 getGridPositionY(node: opaque) {
|
||||
return gridPositionY;
|
||||
}
|
||||
|
||||
fn getRealPos(node: opaque) {
|
||||
return [realX, realY];
|
||||
}
|
||||
|
||||
|
||||
//lifecycle functions
|
||||
fn onLoad(node: opaque) {
|
||||
node.loadNodeTexture("sprites:/lejana.png");
|
||||
node.loadNodeTexture("sprites:/lejana.png"); //NOTE: all of this script is mapped to this sprite sheet
|
||||
node.faceDown();
|
||||
}
|
||||
|
||||
fn onInit(node: opaque) {
|
||||
parent = node.getParentNode();
|
||||
node.setNodeScaleX(CAMERA_SCALE_X);
|
||||
node.setNodeScaleY(CAMERA_SCALE_Y);
|
||||
}
|
||||
|
||||
fn onStep(node: opaque) {
|
||||
@@ -107,90 +80,81 @@ fn onStep(node: opaque) {
|
||||
return;
|
||||
}
|
||||
|
||||
//process input when aligned to a grid
|
||||
if (realX / TILE_WIDTH == gridX && realY / TILE_HEIGHT == gridY && motionX == 0 && motionY == 0) {
|
||||
//animation - start idling
|
||||
if (attackAnimationCounter == 0) {
|
||||
//move to standing state
|
||||
if (node.getNodeRectY() != 0) {
|
||||
node.setNodeRect(direction * 32 * 4, 0, 32, 32);
|
||||
node.setNodeFrames(4);
|
||||
walkAnimationCounter = 12;
|
||||
}
|
||||
}
|
||||
|
||||
//animation - start attacking
|
||||
if (--attackAnimationCounter >= 0) {
|
||||
//move to attacking state
|
||||
if (node.getNodeRectY() != 32) {
|
||||
node.setNodeRect(direction * 32 * 4, 32, 32, 32);
|
||||
node.setNodeFrames(3);
|
||||
}
|
||||
|
||||
if ((attackAnimationCounter+1) % 4 == 0) { //+1 for a bugfix
|
||||
node.incrementCurrentNodeFrame();
|
||||
}
|
||||
|
||||
//skip out
|
||||
return;
|
||||
}
|
||||
|
||||
//facing
|
||||
if (inputY > 0) {
|
||||
node.faceDown();
|
||||
}
|
||||
|
||||
if (inputY < 0) {
|
||||
else if (inputY < 0) {
|
||||
node.faceUp();
|
||||
}
|
||||
|
||||
if (inputX > 0) {
|
||||
else if (inputX > 0) {
|
||||
node.faceRight();
|
||||
}
|
||||
|
||||
if (inputX < 0) {
|
||||
else if (inputX < 0) {
|
||||
node.faceLeft();
|
||||
}
|
||||
|
||||
//disallow wall phasing
|
||||
if (inputX != 0 && parent.callNodeFn("getCollisionAt", gridX + inputX, gridY) != true) {
|
||||
inputX = 0;
|
||||
}
|
||||
|
||||
if (inputY != 0 && parent.callNodeFn("getCollisionAt", gridX, gridY + inputY) != true) {
|
||||
inputY = 0;
|
||||
}
|
||||
|
||||
//disallow diagonal movement
|
||||
if (abs(inputX) != 0) {
|
||||
gridX += inputX;
|
||||
}
|
||||
else {
|
||||
gridY += inputY;
|
||||
}
|
||||
|
||||
//trigger the world
|
||||
if (inputX != 0 || inputY != 0) {
|
||||
parent.callNodeFn("runAI");
|
||||
}
|
||||
//BUGFIX for smooth animation fo
|
||||
var lesser = 0;
|
||||
if ((inputX != 0 || inputY != 0) && attackAnimationCounter == 0) {
|
||||
lesser = 6;
|
||||
}
|
||||
|
||||
//actually animate
|
||||
if (++stepCount >= 5) {
|
||||
if (motionX == 0 && motionY == 0 && inputX == 0 && inputY == 0) {
|
||||
stepCount = 0;
|
||||
}
|
||||
|
||||
if (attackCounter > 0) {
|
||||
attackCounter--;
|
||||
}
|
||||
|
||||
if (--walkAnimationCounter <= lesser) {
|
||||
node.incrementCurrentNodeFrame();
|
||||
walkAnimationCounter = 12;
|
||||
}
|
||||
|
||||
//animation - standing still
|
||||
if (attackCounter == 0 && stepCount == 0) {
|
||||
//move to standing state
|
||||
if (node.getNodeRectY() != 0) {
|
||||
node.setNodeRect(direction * 32 * 4, 0, 32, 32);
|
||||
node.setNodeFrames(4);
|
||||
}
|
||||
}
|
||||
|
||||
//animation - attacking
|
||||
if (attackCounter > 0 && stepCount == 0) {
|
||||
//move to attacking state
|
||||
if (node.getNodeRectY() != 32) {
|
||||
node.setNodeRect(direction * 32 * 4, 32, 32, 32);
|
||||
node.setNodeFrames(3);
|
||||
stepCount = 0;
|
||||
}
|
||||
}
|
||||
var parent = node.getParentNode(); //check for collisions from the parent
|
||||
|
||||
if (parent.callNodeFn("getWalkableAt", gridPositionX + inputX, gridPositionY + inputY) && abs(inputX) != abs(inputY)) {
|
||||
//calc movement
|
||||
var distX = gridX * TILE_WIDTH - realX;
|
||||
var distY = gridY * TILE_HEIGHT - realY;
|
||||
gridPositionX += inputX;
|
||||
gridPositionY += inputY;
|
||||
|
||||
motionX = normalize(distX);
|
||||
motionY = normalize(distY);
|
||||
parent.callNodeFn("runAI");
|
||||
}
|
||||
|
||||
//make movement
|
||||
realX += abs(distX) > SPEED ? SPEED * motionX : distX;
|
||||
realY += abs(distY) > SPEED ? SPEED * motionY : distY;
|
||||
//move in realspace
|
||||
var distX = gridPositionX * TILE_PIXEL_WIDTH - node.getNodePositionX();
|
||||
var distY = gridPositionY * TILE_PIXEL_HEIGHT - node.getNodePositionY();
|
||||
|
||||
node.setNodeMotionX( normalize(distX) );
|
||||
node.setNodeMotionY( normalize(distY) );
|
||||
|
||||
//reset input
|
||||
inputX = 0;
|
||||
inputY = 0;
|
||||
}
|
||||
|
||||
fn onFree(node: opaque) {
|
||||
@@ -198,8 +162,22 @@ 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)
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
@@ -210,8 +188,14 @@ fn onKeyDown(node: opaque, event: string) {
|
||||
return;
|
||||
}
|
||||
|
||||
//enable attack
|
||||
if (event == "character_attack" && inputX == 0 && inputY == 0) {
|
||||
attackCounter = 3;
|
||||
attackAnimationCounter = 12;
|
||||
return;
|
||||
}
|
||||
|
||||
//if moving, don't take any more input
|
||||
if (node.getNodeMotionX() != 0 || node.getNodeMotionY() != 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -258,7 +242,6 @@ fn onKeyUp(node: opaque, event: string) {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//polyfills - move these to standard
|
||||
fn normalize(x): int {
|
||||
if (x > 0) {
|
||||
|
||||
@@ -2,45 +2,42 @@ import standard;
|
||||
import node;
|
||||
import random;
|
||||
|
||||
//consts
|
||||
var TILE_WIDTH: int const = 32;
|
||||
var TILE_HEIGHT: int const = 32;
|
||||
|
||||
var MAP_WIDTH: int const = 16;
|
||||
var MAP_HEIGHT: int const = 16;
|
||||
|
||||
var CAMERA_X: int const = 0;
|
||||
var CAMERA_Y: int const = 32;
|
||||
|
||||
|
||||
//persistent members
|
||||
var tilemap: opaque = null;
|
||||
var player: opaque = null;
|
||||
var stepCounter: opaque = null;
|
||||
var player: opaque = null;
|
||||
var enemies: [opaque] = null;
|
||||
|
||||
var enemies: [opaque] = [];
|
||||
|
||||
var collisionMap: [bool] = null; //cache this, since it won't change during a level
|
||||
|
||||
var rng: opaque = null;
|
||||
var collisionDataCache: [bool] = null;
|
||||
|
||||
var rng: opaque = null; //TODO: does this have an opaque tag?
|
||||
|
||||
//lifecycle functions
|
||||
fn onLoad(node: opaque) {
|
||||
var empty = node.loadChild("scripts:/empty.toy");
|
||||
|
||||
tilemap = empty.loadChild("scripts:/gameplay/tilemap.toy");
|
||||
stepCounter = empty.loadChild("scripts:/gameplay/step-counter.toy");
|
||||
|
||||
player = node.loadChild("scripts:/gameplay/lejana.toy");
|
||||
}
|
||||
|
||||
fn onInit(node: opaque) {
|
||||
node.generateLevel(clock().hash(), MAP_WIDTH, MAP_HEIGHT);
|
||||
//load the map stuff
|
||||
tilemap = node.loadChild("scripts:/gameplay/tilemap.toy");
|
||||
node.generateScene(clock().hash(), MAP_GRID_WIDTH, MAP_GRID_HEIGHT);
|
||||
|
||||
//load and initialize the UI (depends on map stuff)
|
||||
stepCounter = node.loadChild("scripts:/gameplay/step-counter.toy");
|
||||
stepCounter.setNodeRect(
|
||||
0,
|
||||
0,
|
||||
floor(TILE_PIXEL_WIDTH * MAP_GRID_WIDTH * tilemap.getNodeWorldScaleX()), //width - stretches along the top of the tilemap
|
||||
stepCounter.getNodeRectH() //default height
|
||||
);
|
||||
stepCounter.callNodeFn("setMaxSteps", 100);
|
||||
|
||||
//offset the scene node, so it shows the map outside separate from the UI
|
||||
node.setNodePositionY(16);
|
||||
}
|
||||
|
||||
fn onFree(node: opaque) {
|
||||
//cleanup
|
||||
if (rng != null) {
|
||||
rng.freeRandomGenerator();
|
||||
}
|
||||
}
|
||||
|
||||
//fn onStep(node: opaque) {
|
||||
@@ -48,36 +45,32 @@ fn onFree(node: opaque) {
|
||||
//}
|
||||
|
||||
fn onDraw(node: opaque) {
|
||||
//use the onDraw to sort - skip too many steps
|
||||
node.sortChildrenNode(depthComparator);
|
||||
stepCounter.callNodeFn("customOnDraw", 0, 0, TILE_WIDTH * MAP_WIDTH, 32);
|
||||
}
|
||||
|
||||
//utils - polyfills
|
||||
fn loadChild(parent: opaque, fname: string) {
|
||||
var child: opaque = loadNode(fname);
|
||||
parent.pushNode(child);
|
||||
return child;
|
||||
}
|
||||
|
||||
//gameplay functions
|
||||
fn generateLevel(node: opaque, seed: int, width: int, height: int) {
|
||||
fn generateScene(node: opaque, seed: int, width: int, height: int) {
|
||||
//reset the array
|
||||
enemies = [];
|
||||
|
||||
if (rng != null) rng.freeRandomGenerator();
|
||||
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");
|
||||
tilemap.callNodeFn("generateFromRng", rng, width, height);
|
||||
collisionDataCache = tilemap.callNodeFn("getCollisionData");
|
||||
|
||||
//place player here, so drop dropping can avoid the player
|
||||
player = node.loadChild("scripts:/gameplay/lejana.toy");
|
||||
player.callNodeFn("setGridPosition", 1, 1);
|
||||
|
||||
//generate drones
|
||||
var droneCount: int const = rng.generateRandomNumber() % 2 + 20;
|
||||
for (var i = 0; i < droneCount; i++) {
|
||||
var d = node.loadChild("scripts:/gameplay/drone.toy");
|
||||
var d: opaque = node.loadChild("scripts:/gameplay/drone.toy");
|
||||
d.initNode();
|
||||
|
||||
enemies.push(d);
|
||||
@@ -86,36 +79,40 @@ fn generateLevel(node: opaque, seed: int, width: int, height: int) {
|
||||
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 / 6 * 2 && y < height / 6 * 2) {
|
||||
while (x == 0 && y == 0 || node.getWalkableAt(x, y) == false || x < width / 6 * 2 && y < height / 6 * 2) {
|
||||
x = rng.generateRandomNumber() % width;
|
||||
y = rng.generateRandomNumber() % height;
|
||||
}
|
||||
|
||||
d.callNodeFn("setGridPos", x, y);
|
||||
d.callNodeFn("setRealPos", (width -1) * TILE_WIDTH, (height - 1) * TILE_HEIGHT);
|
||||
d.callNodeFn("setGridPosition", x, y);
|
||||
d.setNodePositionX(MAP_GRID_WIDTH * TILE_PIXEL_WIDTH);
|
||||
d.setNodePositionY(MAP_GRID_HEIGHT * TILE_PIXEL_HEIGHT);
|
||||
}
|
||||
}
|
||||
|
||||
fn getCollisionAt(node: opaque, x: int, y: int) {
|
||||
if (collisionMap == null || x == null || y == null) {
|
||||
fn getWalkableAt(node: opaque, x: int, y: int) {
|
||||
if (collisionDataCache == null || x == null || y == null) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//entities
|
||||
var pos = player.callNodeFn("getGridPos");
|
||||
if (x == pos[0] && y == pos[1]) {
|
||||
if (x == player.callNodeFn("getGridPositionX") && y == player.callNodeFn("getGridPositionY")) {
|
||||
return false;
|
||||
}
|
||||
|
||||
for (var i = 0; i < enemies.length(); i++) {
|
||||
var pos = enemies[i].callNodeFn("getGridPos");
|
||||
if (x == pos[0] && y == pos[1]) {
|
||||
if (x == enemies[i].callNodeFn("getGridPositionX") && y == enemies[i].callNodeFn("getGridPositionY")) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
//outside the grid
|
||||
if (y * MAP_GRID_WIDTH + x < 0 || y * MAP_GRID_WIDTH + x >= collisionDataCache.length()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//default
|
||||
return collisionMap[y * MAP_WIDTH + x];
|
||||
return collisionDataCache[y * MAP_GRID_WIDTH + x];
|
||||
}
|
||||
|
||||
fn runAI(node: opaque) {
|
||||
@@ -126,21 +123,28 @@ fn runAI(node: opaque) {
|
||||
stepCounter.callNodeFn("alterRemainingSteps", -1);
|
||||
}
|
||||
|
||||
fn depthComparator(lhs: opaque, rhs: opaque) { //for sorting by depth
|
||||
var lhsPos = lhs.callNodeFn("getRealPos");
|
||||
var rhsPos = rhs.callNodeFn("getRealPos");
|
||||
//utils - polyfills
|
||||
fn loadChild(parent: opaque, fname: string) {
|
||||
//TODO: add this to the API proper
|
||||
var child: opaque = loadNode(fname);
|
||||
parent.pushNode(child);
|
||||
return child;
|
||||
}
|
||||
|
||||
if (lhsPos == null || rhsPos == null) { //BUGFIX: children without that function
|
||||
fn depthComparator(lhs: opaque, rhs: opaque) { //for sorting by depth
|
||||
var lhsPositionY = lhs.getNodeWorldPositionY();
|
||||
var rhsPositionY = rhs.getNodeWorldPositionY();
|
||||
|
||||
if (lhsPositionY == null || rhsPositionY == null) { //BUGFIX: children without that function
|
||||
return true;
|
||||
}
|
||||
|
||||
if (lhsPos[1] == rhsPos[1]) { //BUGFIX: prevent z-fighting
|
||||
return lhsPos[0] <= rhsPos[0];
|
||||
if (lhsPositionY == rhsPositionY) { //BUGFIX: prevent z-fighting
|
||||
var lhsPositionX = lhs.getNodeWorldPositionX();
|
||||
var rhsPositionX = rhs.getNodeWorldPositionX();
|
||||
|
||||
return lhsPositionX < rhsPositionX;
|
||||
}
|
||||
|
||||
return lhsPos[1] < rhsPos[1];
|
||||
}
|
||||
|
||||
fn getCameraPos(node: opaque) {
|
||||
return [CAMERA_X, CAMERA_Y];
|
||||
return lhsPositionY < rhsPositionY;
|
||||
}
|
||||
@@ -1,9 +1,19 @@
|
||||
import node;
|
||||
|
||||
//utils
|
||||
//members
|
||||
var maxSteps: int = 0;
|
||||
var remainingSteps: int = 0;
|
||||
|
||||
//accessors
|
||||
fn getMaxSteps(node: opaque) {
|
||||
return maxSteps;
|
||||
}
|
||||
|
||||
fn getRemainingSteps(node: opaque) {
|
||||
return remainingSteps;
|
||||
}
|
||||
|
||||
//mutators
|
||||
fn setMaxSteps(node: opaque, steps: int) {
|
||||
maxSteps = steps;
|
||||
remainingSteps = steps;
|
||||
@@ -13,14 +23,7 @@ fn setRemainingSteps(node: opaque, steps: int) {
|
||||
remainingSteps = steps;
|
||||
}
|
||||
|
||||
fn getMaxSteps(node: opaque) {
|
||||
return maxSteps;
|
||||
}
|
||||
|
||||
fn getRemainingSteps(node: opaque) {
|
||||
return remainingSteps;
|
||||
}
|
||||
|
||||
//utility mutators
|
||||
fn alterRemainingSteps(node: opaque, increment: int) {
|
||||
remainingSteps += increment;
|
||||
if (remainingSteps > maxSteps) {
|
||||
@@ -47,21 +50,18 @@ fn onLoad(node: opaque) {
|
||||
|
||||
node
|
||||
.loadChild("scripts:/gameplay/text.toy")
|
||||
.setNodeText("fonts:/alphbeta.ttf", 32, "Water", 0, 60, 240, 255);
|
||||
.setNodeText("fonts:/alphbeta.ttf", 32, "Water", 0, 60, 240, 255); //rgba
|
||||
}
|
||||
|
||||
fn onFree(node: opaque) {
|
||||
node.freeNodeTexture();
|
||||
}
|
||||
|
||||
fn customOnDraw(node: opaque, x: int, y: int, w: int, h: int) {
|
||||
fn onDraw(node: opaque) {
|
||||
if (remainingSteps > 0 && maxSteps > 0) {
|
||||
var tmp = float remainingSteps / maxSteps * w;
|
||||
var tmp = float remainingSteps / maxSteps * node.getNodeRectW();
|
||||
var h = node.getNodeRectH();
|
||||
|
||||
node.drawNode(x, y, int tmp, h);
|
||||
|
||||
for (var i: int = 0; i < node.getChildNodeCount(); i++) {
|
||||
node.getChildNode(i).callNodeFn("customOnDraw", x, y);
|
||||
}
|
||||
node.drawNode(node.getNodePositionX(), node.getNodePositionY(), int tmp, h);
|
||||
}
|
||||
}
|
||||
@@ -2,10 +2,17 @@ import node;
|
||||
|
||||
//this is a child of the step counter, which simply renders text
|
||||
|
||||
fn customOnDraw(node: opaque, parentX: int, parentY: int) {
|
||||
node.drawNode(parentX, parentY);
|
||||
fn onDraw(node: opaque) {
|
||||
var posX: int = node.getNodePositionX();
|
||||
var posY: int = node.getNodePositionY();
|
||||
var scaleX: float = node.getNodeScaleX();
|
||||
var scaleY: float = node.getNodeScaleY();
|
||||
|
||||
node.drawNode(floor(posX * scaleX), floor(posY * scaleY));
|
||||
}
|
||||
|
||||
fn onFree(node: opaque) {
|
||||
node.freeNodeTexture();
|
||||
}
|
||||
|
||||
//TODO: polyfill?
|
||||
@@ -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;
|
||||
}
|
||||
assert tilemap, "tilemap is null";
|
||||
|
||||
var camera = parent.callNodeFn("getCameraPos");
|
||||
var posX: int const = node.getNodeWorldPositionX();
|
||||
var posY: int const = node.getNodeWorldPositionY();
|
||||
|
||||
//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);
|
||||
|
||||
//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;
|
||||
|
||||
@@ -153,35 +145,21 @@ 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]);
|
||||
@@ -192,6 +170,16 @@ fn bakeTilemap(tilemap: [[string]], width: int, height: int) {
|
||||
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;
|
||||
}
|
||||
@@ -1,6 +1,19 @@
|
||||
//Globals go here
|
||||
var TILE_PIXEL_WIDTH: int const = 16;
|
||||
var TILE_PIXEL_HEIGHT: int const = 16;
|
||||
|
||||
var MAP_GRID_WIDTH: int const = 16;
|
||||
var MAP_GRID_HEIGHT: int const = 16;
|
||||
|
||||
var CAMERA_SCALE_X: float const = 2.0;
|
||||
var CAMERA_SCALE_Y: float const = 2.0;
|
||||
|
||||
|
||||
|
||||
//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 standard;
|
||||
import engine;
|
||||
import input;
|
||||
|
||||
@@ -32,11 +45,13 @@
|
||||
|
||||
|
||||
//this function must always be called, or the engine won't run
|
||||
initWindow("Airport", 800, 600, false); //TODO: custom FPS setting
|
||||
initWindow(
|
||||
"Airport",
|
||||
floor(TILE_PIXEL_WIDTH * MAP_GRID_WIDTH * CAMERA_SCALE_X),
|
||||
floor(TILE_PIXEL_HEIGHT * MAP_GRID_HEIGHT * CAMERA_SCALE_Y) + 32, //32 is UI space
|
||||
false);
|
||||
//TODO: custom FPS setting
|
||||
|
||||
//kick off the logic of the scene graph
|
||||
loadRootNode("scripts:/airplane.toy");
|
||||
loadRootNode("scripts:/gameplay/scene.toy");
|
||||
}
|
||||
|
||||
//Globals go here
|
||||
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 404 B |
Binary file not shown.
|
Before Width: | Height: | Size: 179 B |
Binary file not shown.
|
Before Width: | Height: | Size: 179 B |
Reference in New Issue
Block a user