Where there's a will there's a way
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@@ -22,7 +22,7 @@ fn onInit(node: opaque) {
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generateLevel(rng);
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//generate the child node to render the map
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var child: opaque = node.loadChild("scripts:/tilemap/rendernode.toy");
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var child: opaque = node.loadChild("scripts:/tilemap/renderer.toy");
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child.callNodeFn("setTilemap", tilemap);
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}
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28
assets/scripts/tilemap/renderer-child.toy
Normal file
28
assets/scripts/tilemap/renderer-child.toy
Normal file
@@ -0,0 +1,28 @@
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//use this dummy child to actually draw to the screen
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import standard;
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import node;
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//lifecycle functions
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fn onLoad(node: opaque) {
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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 onDraw(node: opaque) {
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var posX: int const = node.getNodeWorldPositionX();
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var posY: int const = node.getNodeWorldPositionY();
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//draw everything at twice the original size
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var scaleX: float const = node.getNodeWorldScaleX();
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var scaleY: float const = node.getNodeWorldScaleY();
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var width: int const = node.getNodeRectW();
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var height: int const = node.getNodeRectH();
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node.drawNode(
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floor(posX * scaleX) + globalCameraX,
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floor(posY * scaleY) + globalCameraY,
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floor(width * scaleX),
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floor(height * scaleY)
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);
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}
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@@ -1,3 +1,7 @@
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import standard;
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import engine;
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import node;
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//constants for generating maps
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var ROOM_MIN_WIDTH: int const = 4; //minimum safe value 4
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var ROOM_MIN_HEIGHT: int const = 4;
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@@ -13,29 +17,23 @@ var CELL_COUNT_Y: int const = 3;
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var tilemap: [int] = null;
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fn setTilemap(node: opaque, t: [int]) {
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tilemap = t;
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}
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//lifecycle functions
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fn onLoad(node: opaque) {
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//load the atlas into this node
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node.loadNodeTexture("sprites:/tileset.png");
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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 onDraw(node: opaque) {
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assert tilemap, "tilemap is null";
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fn setTilemap(node: opaque, t: [int]) {
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assert t, "provided tilemap is null (in setTilemap)";
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var posX: int const = node.getNodeWorldPositionX();
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var posY: int const = node.getNodeWorldPositionY();
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tilemap = t;
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//draw everything at twice the original size
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var scaleX: float const = node.getNodeWorldScaleX();
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var scaleY: float const = node.getNodeWorldScaleY();
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//create a child as a render target
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var child = node.loadChild("scripts:/tilemap/renderer-child.toy");
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child.createNodeTexture(CELL_WIDTH * CELL_COUNT_X * TILE_PIXEL_WIDTH, CELL_HEIGHT * CELL_COUNT_Y * TILE_PIXEL_HEIGHT);
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setRenderTarget(child);
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//draw the tilemap
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//draw the tilemap to the child
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for (var j = 0; j < CELL_HEIGHT * CELL_COUNT_Y; j++) {
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for (var i = 0; i < CELL_WIDTH * CELL_COUNT_X; i++) {
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//don't render empty tiles
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@@ -52,11 +50,22 @@ fn onDraw(node: opaque) {
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//draw to the screen
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node.drawNode(
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floor((i * TILE_PIXEL_WIDTH + posX) * scaleX) + globalCameraX,
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floor((j * TILE_PIXEL_HEIGHT + posY) * scaleY) + globalCameraY,
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floor(TILE_PIXEL_WIDTH * scaleX),
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floor(TILE_PIXEL_HEIGHT * scaleY)
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(i * TILE_PIXEL_WIDTH),
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(j * TILE_PIXEL_HEIGHT),
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TILE_PIXEL_WIDTH,
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TILE_PIXEL_HEIGHT
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);
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}
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}
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//reset the render target to the screen
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setRenderTarget(null);
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}
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//polyfills
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fn loadChild(parent: opaque, fname: string) {
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//TODO: add this to the API proper
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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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