Implemented text for nodes, updated Toy
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@@ -1,5 +1,6 @@
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import standard;
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import node;
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import random;
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//consts
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var TILE_WIDTH: int const = 32;
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@@ -11,6 +12,7 @@ var MAP_HEIGHT: int const = 16;
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var tilemap: opaque = null;
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var player: opaque = null;
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var enemies: [opaque] = [];
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var entities: [opaque] = null; //full list of entities
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@@ -23,14 +25,25 @@ var rng: opaque = null;
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var stepCounter: int = 0;
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var drawCounter: int = 0;
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var textNode: opaque = null;
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//lifecycle functions
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fn onLoad(node: opaque) {
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tilemap = node.loadChild("scripts:/gameplay/tilemap.toy");
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player = node.loadChild("scripts:/gameplay/lejana.toy");
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textNode = node.loadChild("scripts:/empty.toy");
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}
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fn onInit(node: opaque) {
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node.generateLevel(clock().hash(), MAP_WIDTH, MAP_HEIGHT);
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//debugging
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// textNode.setNodeText("fonts:/alphbeta.ttf", 48, "Hello world", 128, 0, 0, 255);
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textNode.setNodeText("fonts:/Ancient God.ttf", 48, "Hello world", 128, 0, 0, 255);
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}
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fn onFree(node: opaque) {
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rng.freeRandomGenerator();
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}
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fn onStep(node: opaque) {
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@@ -46,7 +59,7 @@ fn onStep(node: opaque) {
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fn onDraw(node: opaque) {
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drawCounter++;
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//call each child's custom sort fn
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//call each child's custom draw fn
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tilemap.callNodeFn("customOnDraw");
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for (var i = 0; i < entities.length(); i++) {
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entities[i].callNodeFn("customOnDraw");
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@@ -66,8 +79,6 @@ fn generateLevel(node: opaque, seed: int, width: int, height: int) {
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enemies = [];
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entities = [player]; //assume the player exists already
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import random;
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if (rng != null) rng.freeRandomGenerator();
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rng = createRandomGenerator(seed);
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@@ -91,7 +102,7 @@ fn generateLevel(node: opaque, seed: int, width: int, height: int) {
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var y = 0;
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//while generated spot is a collision, or too close to the player
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while ((x == 0 && y == 0) || node.getCollisionAt(x, y) == false || (x < (width / 3 * 2) && y < (height / 3 * 2))) { //TODO: toy bug - no short-circuiting?
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while ((x == 0 && y == 0) || node.getCollisionAt(x, y) == false || (x < (width / 6 * 2) && y < (height / 6 * 2))) { //TODO: toy bug - no short-circuiting?
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x = rng.generateRandomNumber() % width;
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y = rng.generateRandomNumber() % height;
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}
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