Reduced some number crunching in the generator
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@@ -19,6 +19,9 @@ var CELL_HEIGHT: int const = 16;
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var CELL_COUNT_X: int const = 3;
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var CELL_COUNT_Y: int const = 3;
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var MAP_GRID_WIDTH: int const = CELL_WIDTH * CELL_COUNT_X;
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var MAP_GRID_HEIGHT: int const = CELL_HEIGHT * CELL_COUNT_Y;
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//lifecycle functions
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fn onLoad(node: opaque) {
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@@ -27,29 +30,31 @@ fn onLoad(node: opaque) {
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//create a child as a render target
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var child: opaque = node.loadChildNode("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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child.createNodeTexture(MAP_GRID_WIDTH * TILE_PIXEL_WIDTH, MAP_GRID_HEIGHT * TILE_PIXEL_HEIGHT);
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}
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//TODO: lazily render
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fn setTilemap(node: opaque, tilemap: [int]) {
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assert tilemap, "provided tilemap is null (in setTilemap)";
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print "start setting tilemap";
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var child: opaque = node.getChildNode(0);
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setRenderTarget(child);
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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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for (var j = 0; j < MAP_GRID_HEIGHT; j++) {
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for (var i = 0; i < MAP_GRID_WIDTH; i++) {
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//don't recalculate this every time
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var ITERATION: int const = j * MAP_GRID_WIDTH * 3 + i * 3;
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//don't render empty tiles
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if (tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3] < 0) {
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if (tilemap[ITERATION] < 0 || tilemap[ITERATION + 1] < 0) {
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continue;
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}
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//set the rect of the node on the tilesheet - the "tilemap" var is a single blob of data
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node.setNodeRect(
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tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3] * TILE_PIXEL_WIDTH,
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tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 1] * TILE_PIXEL_HEIGHT,
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tilemap[ITERATION] * TILE_PIXEL_WIDTH,
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tilemap[ITERATION + 1] * TILE_PIXEL_HEIGHT,
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TILE_PIXEL_WIDTH, TILE_PIXEL_HEIGHT
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);
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@@ -65,6 +70,4 @@ fn setTilemap(node: opaque, tilemap: [int]) {
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//reset the render target to the screen
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setRenderTarget(null);
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print "finished setting tilemap";
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}
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