Randomly generated floor

This commit is contained in:
2023-03-05 00:29:55 +11:00
parent 7e275f0607
commit 16be4665cb
3 changed files with 56 additions and 20 deletions

2
Toy

Submodule Toy updated: 669808730e...76ddd5703e

View File

@@ -2,14 +2,39 @@ import standard;
import node;
//consts
var ROOM_WIDTH: int const = 5;
var ROOM_HEIGHT: int const = 5;
var ROOM_WIDTH: int const = 8;
var ROOM_HEIGHT: int const = 8;
var TILE_WIDTH: int const = 128;
var TILE_HEIGHT: int const = 128;
var TILE_WIDTH: int const = 64;
var TILE_HEIGHT: int const = 64;
//map between the identity and position on the sprite sheet
var tilemap: [[string]] = null;
var tileset: [string : [int]] = [
"pillar": [0, 0],
"floor-0": [0, 1],
"floor-1": [1, 1],
"floor-2": [2, 1],
"floor-3": [3, 1],
"wall-t": [0, 2],
"wall-b": [1, 2],
"wall-l": [2, 2],
"wall-r": [3, 2],
"corner-tl": [0, 3],
"corner-tr": [1, 3],
"corner-bl": [2, 3],
"corner-br": [3, 3],
"edge-tl": [0, 4],
"edge-tr": [1, 4],
"edge-bl": [2, 4],
"edge-br": [3, 4]
];
//vars
var tilemap: [[int]] = null;
//debug vars
var camX = 0;
@@ -18,17 +43,12 @@ var camW = 1080;
var camH = 720;
//lifecycle functions
fn onInit(node: opaque) {
tilemap = generateBlankMap(ROOM_WIDTH, ROOM_HEIGHT);
tilemap = generateMap(ROOM_WIDTH, ROOM_HEIGHT);
node.loadTexture("sprites:/tileset.png");
node.setNodeRect(0, 0, 32, 32);
//debug
print tilemap;
tilemap[1][1] = 1;
print tilemap;
}
@@ -49,7 +69,10 @@ fn onDraw(node: opaque) {
//draw the tilemap
for (var j = lowerY; j < upperY; j++) {
for (var i = lowerX; i < upperX; i++) {
node.setCurrentNodeFrame(tilemap[i][j]);
var pos = tileset[tilemap[i][j]];
node.setNodeRect(pos[0] * 16, pos[1] * 16, 16, 16);
node.drawNode(i * TILE_WIDTH, j * TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT);
}
}
@@ -57,19 +80,32 @@ fn onDraw(node: opaque) {
//utils functions
fn generateBlankMap(width: int, height: int) {
//generate the row template
var row: [int] = [];
fn generateMap(width: int, height: int) {
import random;
var rng: opaque = createRandomGenerator(clock().hash());
//generate an empty grid
var result: [[string]] = [];
var row: [string] = [];
for (var j: int = 0; j < height; j++) {
row.push(0);
row.push("pillar");
}
var result: [[int]] = [];
//generate the game map proper
for (var i: int = 0; i < width; i++) {
result.push(row);
}
//generate the contents of the grid
for (var j: int = 0; j < height; j++) {
for (var i: int = 0; i < width; i++) {
//select a random floor tile
var x: int = rng.generateRandomNumber() % 4;
var t: string = "floor-" + string x;
result[i][j] = t;
}
}
return result;
}

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