All of a sudden, it's lagging like hell
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@@ -28,4 +28,4 @@ mapInputEventToKeyUp("character_right", "right"); //event, keysym
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initWindow("Airport Game", 1080, 720, false);
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//kick off the logic of the scene graph
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loadRootNode("scripts:/children_test.toy");
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loadRootNode("scripts:/scene.toy");
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@@ -21,3 +21,18 @@ fn onInit(node: opaque) {
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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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//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 1920; }
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fn getScreenHeight(node: opaque): int { return 1080; }
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@@ -1,17 +1,8 @@
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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: reference these from a global source (root?)
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var tileWidth: int const = 64;
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var tileHeight: int const = 64;
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var roomWidth: int const = 10;
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var roomHeight: int const = 10;
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var levelXCount: int const = 9;
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var levelYCount: int const = 9;
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//util to generate and init a child node of a given parent
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fn makeChildSprite(parent: opaque, spriteName: string) {
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@@ -32,9 +23,21 @@ fn onInit(node: opaque) {
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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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@@ -1,17 +1,8 @@
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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: reference these from a global source (root?)
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var tileWidth: int const = 64;
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var tileHeight: int const = 64;
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var roomWidth: int const = 10;
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var roomHeight: int const = 10;
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var levelXCount: int const = 9;
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var levelYCount: int const = 9;
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//util to generate and init a child node of a given parent
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fn makeChildSprite(parent: opaque, spriteName: string) {
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@@ -32,9 +23,21 @@ fn onInit(node: opaque) {
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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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@@ -1,24 +1,11 @@
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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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//TODO: reference these from a global source (root?)
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var tileWidth: int const = 64;
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var tileHeight: int const = 64;
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var roomWidth: int const = 10;
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var roomHeight: int const = 10;
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var levelXCount: int const = 9;
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var levelYCount: int const = 9;
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var screenWidth: int const = 1080;
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var screenHeight: int const = 720;
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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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@@ -44,6 +31,9 @@ fn onDraw(node: opaque) {
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print stepCounter;
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stepCounter = 0;
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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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