Flattened map arrays to increase FPS
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@@ -5,6 +5,9 @@ import node;
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var TILE_WIDTH: int const = 32;
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var TILE_WIDTH: int const = 32;
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var TILE_HEIGHT: int const = 32;
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var TILE_HEIGHT: int const = 32;
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var MAP_WIDTH: int const = 16;
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var MAP_HEIGHT: int const = 16;
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var tilemap: opaque = null;
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var tilemap: opaque = null;
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var player: opaque = null;
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var player: opaque = null;
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@@ -12,7 +15,7 @@ var enemies: [opaque] = [];
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var entities: [opaque] = null; //full list of entities
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var entities: [opaque] = null; //full list of entities
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var collisionMap: [[bool]] = null; //cache this, since it won't change during a level
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var collisionMap: [bool] = null; //cache this, since it won't change during a level
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var rng: opaque = null;
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var rng: opaque = null;
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@@ -27,7 +30,7 @@ fn onLoad(node: opaque) {
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}
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}
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fn onInit(node: opaque) {
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fn onInit(node: opaque) {
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node.generateLevel(clock().hash(), 16, 16);
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node.generateLevel(clock().hash(), MAP_WIDTH, MAP_HEIGHT);
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}
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}
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fn onStep(node: opaque) {
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fn onStep(node: opaque) {
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@@ -76,7 +79,7 @@ fn generateLevel(node: opaque, seed: int, width: int, height: int) {
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collisionMap = tilemap.callNodeFn("getCollisionMap");
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collisionMap = tilemap.callNodeFn("getCollisionMap");
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//generate drones
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//generate drones
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var droneCount: int const = rng.generateRandomNumber() % 2 + 2;
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var droneCount: int const = rng.generateRandomNumber() % 2 + 20;
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for (var i = 0; i < droneCount; i++) {
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for (var i = 0; i < droneCount; i++) {
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var d = node.loadChild("scripts:/gameplay/drone.toy");
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var d = node.loadChild("scripts:/gameplay/drone.toy");
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d.initNode();
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d.initNode();
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@@ -88,7 +91,7 @@ fn generateLevel(node: opaque, seed: int, width: int, height: int) {
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var y = 0;
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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 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 / 2) && y < (height / 2))) { //TODO: toy bug - no short-circuiting?
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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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x = rng.generateRandomNumber() % width;
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x = rng.generateRandomNumber() % width;
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y = rng.generateRandomNumber() % height;
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y = rng.generateRandomNumber() % height;
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}
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}
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@@ -117,7 +120,7 @@ fn getCollisionAt(node: opaque, x: int, y: int) {
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}
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}
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//default
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//default
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return collisionMap[x][y];
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return collisionMap[y * MAP_WIDTH + x];
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}
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}
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fn runAI(node: opaque) {
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fn runAI(node: opaque) {
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@@ -5,11 +5,16 @@ import node;
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var TILE_WIDTH: int const = 32;
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var TILE_WIDTH: int const = 32;
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var TILE_HEIGHT: int const = 32;
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var TILE_HEIGHT: int const = 32;
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//vars
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var mapWidth: int = 0;
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var mapHeight: int = 0;
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//map between the identity and position on the sprite sheet
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//map between the identity and position on the sprite sheet
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var rawmap: [[string]] = null;
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var rawmap: [[string]] = null;
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var tilemap: [[[int]]] = null;
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var tilemap: [int] = null; // [x0, y0, x1, y1, ...]
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var collisions: [[bool]] = null;
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var collisions: [bool] = null;
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var tileset: [string : [int]] = [
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var tileset: [string : [int]] = [
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"pillar": [0, 0, 0],
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"pillar": [0, 0, 0],
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@@ -59,28 +64,18 @@ fn customOnDraw(node: opaque) {
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var lowerY: int = round((camY - camH/2.0) / TILE_HEIGHT);
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var lowerY: int = round((camY - camH/2.0) / TILE_HEIGHT);
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var upperY: int = round((camY - camH*1.5) / TILE_HEIGHT);
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var upperY: int = round((camY - camH*1.5) / TILE_HEIGHT);
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var rwidth = 0;
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var rheight = 0;
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if (tilemap.length() != 0) {
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rwidth = tilemap.length();
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if (tilemap[0].length() != 0) {
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rheight = (tilemap[0].length()); //TODO: Some kind of Toy bug here, use parentheses
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}
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}
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//bounds check
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//bounds check
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lowerX = max(0, lowerX);
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lowerX = max(0, lowerX);
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upperX = min(upperX < 0 ? abs(upperX) : 0, rwidth);
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upperX = min(upperX < 0 ? abs(upperX) : 0, mapWidth);
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lowerY = max(0, lowerY);
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lowerY = max(0, lowerY);
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upperY = min(upperY < 0 ? abs(upperY) : 0, rheight);
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upperY = min(upperY < 0 ? abs(upperY) : 0, mapHeight);
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var runner: int = 0;
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//draw the tilemap
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//draw the tilemap
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for (var j = lowerY; j < upperY; j++) {
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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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for (var i = lowerX; i < upperX; i++) {
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var pos = tileset[ rawmap[i][j] ];
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node.setNodeRect(tilemap[j * mapWidth * 2 + i * 2] * 16, tilemap[j * mapWidth * 2 + i * 2 + 1] * 16, 16, 16);
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node.setNodeRect(pos[0] * 16, pos[1] * 16, 16, 16);
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node.drawNode(i * TILE_WIDTH, j * TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT);
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node.drawNode(i * TILE_WIDTH, j * TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT);
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}
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}
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@@ -95,6 +90,9 @@ fn generateFromRng(node: opaque, rng: opaque, width: int, height: int) {
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tilemap = bakeTilemap(rawmap, width, height);
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tilemap = bakeTilemap(rawmap, width, height);
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collisions = bakeCollisionMap(rawmap, width, height);
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collisions = bakeCollisionMap(rawmap, width, height);
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mapWidth = width;
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mapHeight = height;
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print tilemap;
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print tilemap;
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print collisions;
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print collisions;
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}
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}
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@@ -142,26 +140,24 @@ fn generateRawTilemap(rng: opaque, width: int, height: int) {
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result[0][height - 1] = "corner-bl";
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result[0][height - 1] = "corner-bl";
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result[width - 1][height - 1] = "corner-br";
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result[width - 1][height - 1] = "corner-br";
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//debug
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result[4][4] = "pillar";
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result[width - 5][4] = "pillar";
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result[4][height - 5] = "pillar";
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result[width - 5][height - 5] = "pillar";
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return result;
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return result;
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}
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}
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fn bakeCollisionMap(tilemap: [[string]], width: int, height: int) {
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fn bakeCollisionMap(tilemap: [[string]], width: int, height: int) {
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//generate an empty grid
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//generate an empty grid
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var result: [[bool]] = [];
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var result: [bool] = [];
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var row: [bool] = [];
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for (var j: int = 0; j < height; j++) {
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row.push(false);
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}
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for (var i: int = 0; i < width; i++) {
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result.push(row);
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}
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//extract the collision map
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//extract the collision map
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for (var j: int = 0; j < height; j++) {
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for (var j: int = 0; j < height; j++) {
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for (var i: int = 0; i < width; i++) {
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for (var i: int = 0; i < width; i++) {
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//almost - you still need one pair of parentheses
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//almost - you still need one pair of parentheses
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result[i][j] = (tileset[ tilemap[i][j] ][2] != 0);
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result.push(tileset[ tilemap[i][j] ][2] != 0);
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}
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}
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}
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}
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@@ -170,22 +166,13 @@ fn bakeCollisionMap(tilemap: [[string]], width: int, height: int) {
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fn bakeTilemap(tilemap: [[string]], width: int, height: int) {
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fn bakeTilemap(tilemap: [[string]], width: int, height: int) {
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//generate an empty grid
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//generate an empty grid
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var result: [[[int]]] = [];
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var result: [int] = [];
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var row: [[int]] = [];
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for (var j: int = 0; j < height; j++) {
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row.push([0,0]);
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}
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for (var i: int = 0; i < width; i++) {
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//extract the position map
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result.push(row);
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}
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//extract the collision map
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for (var j: int = 0; j < height; j++) {
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for (var j: int = 0; j < height; j++) {
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for (var i: int = 0; i < width; i++) {
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for (var i: int = 0; i < width; i++) {
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//almost - you still need one pair of parentheses
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result.push(tileset[ tilemap[i][j] ][0]);
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result[i][j][0] = (tileset[ tilemap[i][j] ][0]);
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result.push(tileset[ tilemap[i][j] ][1]);
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result[i][j][1] = (tileset[ tilemap[i][j] ][1]);
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}
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}
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}
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}
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