Hey Ike, kick the drone!
This commit is contained in:
2
Box
2
Box
Submodule Box updated: 032ea0d34f...e240b7ac3f
182
assets/scripts/entities/drone.toy
Normal file
182
assets/scripts/entities/drone.toy
Normal file
@@ -0,0 +1,182 @@
|
|||||||
|
import standard;
|
||||||
|
import node;
|
||||||
|
import random;
|
||||||
|
|
||||||
|
|
||||||
|
//constants
|
||||||
|
var TILE_PIXEL_WIDTH: int const = 16;
|
||||||
|
var TILE_PIXEL_HEIGHT: int const = 16;
|
||||||
|
|
||||||
|
var DIRECTION_DOWN: int const = 0;
|
||||||
|
var DIRECTION_UP: int const = 1;
|
||||||
|
var DIRECTION_RIGHT: int const = 2;
|
||||||
|
var DIRECTION_LEFT: int const = 3;
|
||||||
|
|
||||||
|
|
||||||
|
//variables
|
||||||
|
var gridPositionX: int = null;
|
||||||
|
var gridPositionY: int = null;
|
||||||
|
|
||||||
|
var direction: int = null; //BUGFIX: animation not looping properly
|
||||||
|
|
||||||
|
var stepAI: int = 0;
|
||||||
|
var health: int = 2;
|
||||||
|
var requestFree: bool = false;
|
||||||
|
|
||||||
|
//polyfills - animating different cycles on one image
|
||||||
|
var walkAnimationCounter: int = 0;
|
||||||
|
|
||||||
|
|
||||||
|
//accessors & mutators
|
||||||
|
fn setGridPosition(node: opaque, x: int, y: int) {
|
||||||
|
gridPositionX = x;
|
||||||
|
gridPositionY = y;
|
||||||
|
|
||||||
|
node.setNodePositionX(floor( gridPositionX * TILE_PIXEL_WIDTH / node.getNodeScaleX() ));
|
||||||
|
node.setNodePositionY(floor( gridPositionY * TILE_PIXEL_HEIGHT / node.getNodeScaleY() ));
|
||||||
|
}
|
||||||
|
|
||||||
|
fn getGridPositionX(node: opaque) {
|
||||||
|
return gridPositionX;
|
||||||
|
}
|
||||||
|
|
||||||
|
fn getGridPositionY(node: opaque) {
|
||||||
|
return gridPositionY;
|
||||||
|
}
|
||||||
|
|
||||||
|
fn applyDamage(node: opaque, damage: int) {
|
||||||
|
health -= damage;
|
||||||
|
}
|
||||||
|
|
||||||
|
fn isRequestingFree(node: opaque) {
|
||||||
|
if (requestFree) {
|
||||||
|
var parent = node.getParentNode();
|
||||||
|
|
||||||
|
var explosion: opaque = parent.loadChild("scripts:/entities/explosion.toy");
|
||||||
|
explosion.callNodeFn("setGridPosition", gridPositionX, gridPositionY);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//lifecycle functions
|
||||||
|
fn onLoad(node: opaque) {
|
||||||
|
node.loadNodeTexture("sprites:/drone.png");
|
||||||
|
node.faceDirection(DIRECTION_DOWN);
|
||||||
|
}
|
||||||
|
|
||||||
|
//fn onUpdate(node: opaque, delta: int) {
|
||||||
|
// //
|
||||||
|
//}
|
||||||
|
|
||||||
|
fn onStep(node: opaque) {
|
||||||
|
if (++walkAnimationCounter >= 12) {
|
||||||
|
node.incrementCurrentNodeFrame();
|
||||||
|
walkAnimationCounter = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
//move in realspace
|
||||||
|
var distX = gridPositionX * TILE_PIXEL_WIDTH - node.getNodePositionX();
|
||||||
|
var distY = gridPositionY * TILE_PIXEL_HEIGHT - node.getNodePositionY();
|
||||||
|
|
||||||
|
node.setNodeMotionX( normalize(distX) );
|
||||||
|
node.setNodeMotionY( normalize(distY) );
|
||||||
|
}
|
||||||
|
|
||||||
|
fn onFree(node: opaque) {
|
||||||
|
node.freeNodeTexture();
|
||||||
|
}
|
||||||
|
|
||||||
|
fn onDraw(node: opaque) {
|
||||||
|
var posX: int = node.getNodeWorldPositionX();
|
||||||
|
var posY: int = node.getNodeWorldPositionY();
|
||||||
|
|
||||||
|
var scaleX: float = node.getNodeWorldScaleX();
|
||||||
|
var scaleY: float = node.getNodeWorldScaleY();
|
||||||
|
|
||||||
|
//this offset is because the sprite cell for lejana is twice as big as the sprite cell for the floor tiles
|
||||||
|
var originOffsetX: int = node.getNodeRectW() * int scaleX / 4;
|
||||||
|
var originOffsetY: int = node.getNodeRectH() * int scaleY / 2;
|
||||||
|
|
||||||
|
node.drawNode(
|
||||||
|
floor(posX * scaleX) - originOffsetX /* + globalCameraX */,
|
||||||
|
floor(posY * scaleY) - originOffsetY /* + globalCameraY */,
|
||||||
|
floor(node.getNodeRectW() * scaleX),
|
||||||
|
floor(node.getNodeRectH() * scaleY)
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
//gameplay functions
|
||||||
|
fn runAI(node: opaque, rng: opaque) {
|
||||||
|
//If I'm out of health, I need to be removed
|
||||||
|
if (health <= 0) {
|
||||||
|
requestFree = true;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
//every second call
|
||||||
|
if (++stepAI >= 2) {
|
||||||
|
stepAI = 0;
|
||||||
|
|
||||||
|
var dir = rng.generateRandomNumber() % 4;
|
||||||
|
var moveX = 0;
|
||||||
|
var moveY = 0;
|
||||||
|
|
||||||
|
if (dir == DIRECTION_DOWN) {
|
||||||
|
moveY += 1;
|
||||||
|
node.faceDirection(DIRECTION_DOWN);
|
||||||
|
}
|
||||||
|
|
||||||
|
else if (dir == DIRECTION_UP) {
|
||||||
|
moveY -= 1;
|
||||||
|
node.faceDirection(DIRECTION_UP);
|
||||||
|
}
|
||||||
|
|
||||||
|
else if (dir == DIRECTION_RIGHT) {
|
||||||
|
moveX += 1;
|
||||||
|
node.faceDirection(DIRECTION_RIGHT);
|
||||||
|
}
|
||||||
|
|
||||||
|
else if (dir == DIRECTION_LEFT) {
|
||||||
|
moveX -= 1;
|
||||||
|
node.faceDirection(DIRECTION_LEFT);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (node.getParentNode().callNodeFn("getWalkableAt", gridPositionX + moveX, gridPositionY + moveY)) {
|
||||||
|
gridPositionX += moveX;
|
||||||
|
gridPositionY += moveY;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//utils for facing different directions (idling)
|
||||||
|
fn faceDirection(node: opaque, dir: int) {
|
||||||
|
if (direction == dir) return;
|
||||||
|
direction = dir;
|
||||||
|
node.setNodeRect(32 * 2 * dir, 0, 32, 32);
|
||||||
|
node.setNodeFrames(2);
|
||||||
|
walkAnimationCounter = 12;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//polyfills - move these to standard
|
||||||
|
fn normalize(x): int {
|
||||||
|
if (x > 0) {
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
if (x < 0) {
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
fn loadChild(parent: opaque, fname: string) {
|
||||||
|
//TODO: add this to the API proper
|
||||||
|
var child: opaque = loadNode(fname);
|
||||||
|
parent.pushNode(child);
|
||||||
|
return child;
|
||||||
|
}
|
||||||
79
assets/scripts/entities/explosion.toy
Normal file
79
assets/scripts/entities/explosion.toy
Normal file
@@ -0,0 +1,79 @@
|
|||||||
|
import standard;
|
||||||
|
import node;
|
||||||
|
|
||||||
|
|
||||||
|
//constants
|
||||||
|
var TILE_PIXEL_WIDTH: int const = 16;
|
||||||
|
var TILE_PIXEL_HEIGHT: int const = 16;
|
||||||
|
|
||||||
|
|
||||||
|
//variables
|
||||||
|
var gridPositionX: int = null;
|
||||||
|
var gridPositionY: int = null;
|
||||||
|
|
||||||
|
//polyfills - animating different cycles on one image
|
||||||
|
var walkAnimationCounter: int = 0;
|
||||||
|
var ticksToDeath: int = 4 * 8 - 1;
|
||||||
|
|
||||||
|
|
||||||
|
//accessors & mutators
|
||||||
|
fn setGridPosition(node: opaque, x: int, y: int) {
|
||||||
|
gridPositionX = x;
|
||||||
|
gridPositionY = y;
|
||||||
|
|
||||||
|
node.setNodePositionX(floor( gridPositionX * TILE_PIXEL_WIDTH / node.getNodeScaleX() ));
|
||||||
|
node.setNodePositionY(floor( gridPositionY * TILE_PIXEL_HEIGHT / node.getNodeScaleY() ));
|
||||||
|
}
|
||||||
|
|
||||||
|
fn getGridPositionX(node: opaque) {
|
||||||
|
return gridPositionX;
|
||||||
|
}
|
||||||
|
|
||||||
|
fn getGridPositionY(node: opaque) {
|
||||||
|
return gridPositionY;
|
||||||
|
}
|
||||||
|
|
||||||
|
fn isRequestingFree(node: opaque) {
|
||||||
|
return ticksToDeath <= 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//lifecycle functions
|
||||||
|
fn onLoad(node: opaque) {
|
||||||
|
node.loadNodeTexture("sprites:/explosion.png");
|
||||||
|
|
||||||
|
node.setNodeRect(0, 0, 32, 32);
|
||||||
|
node.setNodeFrames(8);
|
||||||
|
}
|
||||||
|
|
||||||
|
fn onStep(node: opaque) {
|
||||||
|
if (++walkAnimationCounter >= 4) {
|
||||||
|
node.incrementCurrentNodeFrame();
|
||||||
|
walkAnimationCounter = 0;
|
||||||
|
}
|
||||||
|
ticksToDeath--;
|
||||||
|
}
|
||||||
|
|
||||||
|
fn onFree(node: opaque) {
|
||||||
|
node.freeNodeTexture();
|
||||||
|
}
|
||||||
|
|
||||||
|
fn onDraw(node: opaque) {
|
||||||
|
var posX: int = node.getNodeWorldPositionX();
|
||||||
|
var posY: int = node.getNodeWorldPositionY();
|
||||||
|
|
||||||
|
var scaleX: float = node.getNodeWorldScaleX();
|
||||||
|
var scaleY: float = node.getNodeWorldScaleY();
|
||||||
|
|
||||||
|
//this offset is because the sprite cell for lejana is twice as big as the sprite cell for the floor tiles
|
||||||
|
var originOffsetX: int = node.getNodeRectW() * int scaleX / 4;
|
||||||
|
var originOffsetY: int = node.getNodeRectH() * int scaleY / 2;
|
||||||
|
|
||||||
|
node.drawNode(
|
||||||
|
floor(posX * scaleX) - originOffsetX /* + globalCameraX */,
|
||||||
|
floor(posY * scaleY) - originOffsetY /* + globalCameraY */,
|
||||||
|
floor(node.getNodeRectW() * scaleX),
|
||||||
|
floor(node.getNodeRectH() * scaleY)
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
276
assets/scripts/entities/player.toy
Normal file
276
assets/scripts/entities/player.toy
Normal file
@@ -0,0 +1,276 @@
|
|||||||
|
import standard;
|
||||||
|
import node;
|
||||||
|
|
||||||
|
|
||||||
|
//constants
|
||||||
|
var TILE_PIXEL_WIDTH: int const = 16;
|
||||||
|
var TILE_PIXEL_HEIGHT: int const = 16;
|
||||||
|
|
||||||
|
var DIRECTION_DOWN: int const = 0;
|
||||||
|
var DIRECTION_UP: int const = 1;
|
||||||
|
var DIRECTION_RIGHT: int const = 2;
|
||||||
|
var DIRECTION_LEFT: int const = 3;
|
||||||
|
|
||||||
|
|
||||||
|
//position on the game grid
|
||||||
|
var gridPositionX: int = 1;
|
||||||
|
var gridPositionY: int = 1;
|
||||||
|
|
||||||
|
//cache the keyboard input
|
||||||
|
var inputX: int = 0;
|
||||||
|
var inputY: int = 0;
|
||||||
|
|
||||||
|
var direction: int = null; //BUGFIX: animation not looping properly
|
||||||
|
|
||||||
|
var attackPositionX: int = null;
|
||||||
|
var attackPositionY: int = null;
|
||||||
|
|
||||||
|
//polyfills - animating different cycles on one image
|
||||||
|
var walkAnimationCounter: int = 0;
|
||||||
|
var attackAnimationCounter: int = 0;
|
||||||
|
|
||||||
|
|
||||||
|
//accessors & mutators
|
||||||
|
fn setGridPosition(node: opaque, x: int, y: int) {
|
||||||
|
gridPositionX = x;
|
||||||
|
gridPositionY = y;
|
||||||
|
|
||||||
|
node.setNodePositionX(floor( gridPositionX * TILE_PIXEL_WIDTH / node.getNodeScaleX() ));
|
||||||
|
node.setNodePositionY(floor( gridPositionY * TILE_PIXEL_HEIGHT / node.getNodeScaleY() ));
|
||||||
|
}
|
||||||
|
|
||||||
|
fn getGridPositionX(node: opaque) {
|
||||||
|
return gridPositionX;
|
||||||
|
}
|
||||||
|
|
||||||
|
fn getGridPositionY(node: opaque) {
|
||||||
|
return gridPositionY;
|
||||||
|
}
|
||||||
|
|
||||||
|
fn setAttackPosition(node: opaque, x: int, y: int) {
|
||||||
|
attackPositionX = x;
|
||||||
|
attackPositionY = y;
|
||||||
|
}
|
||||||
|
|
||||||
|
fn getAttackPositionX(node: opaque) {
|
||||||
|
return attackPositionX;
|
||||||
|
}
|
||||||
|
|
||||||
|
fn getAttackPositionY(node: opaque) {
|
||||||
|
return attackPositionY;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//lifecycle functions
|
||||||
|
fn onLoad(node: opaque) {
|
||||||
|
node.loadNodeTexture("sprites:/parvati.png"); //NOTE: all of this script is mapped to this sprite sheet
|
||||||
|
node.faceDirection(DIRECTION_DOWN);
|
||||||
|
}
|
||||||
|
|
||||||
|
//fn onUpdate(node: opaque, delta: int) {
|
||||||
|
// //
|
||||||
|
//}
|
||||||
|
|
||||||
|
fn onStep(node: opaque) {
|
||||||
|
//animation - start idling
|
||||||
|
if (attackAnimationCounter == 0) {
|
||||||
|
//move to standing state, from any other animation state
|
||||||
|
if (node.getNodeRectY() != 0) {
|
||||||
|
node.setNodeRect(direction * 32 * 4, 0, 32, 32);
|
||||||
|
node.setNodeFrames(4);
|
||||||
|
walkAnimationCounter = 12;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//animation - start attacking
|
||||||
|
if (attackAnimationCounter-- > 0) {
|
||||||
|
//move to attacking state, from any other animation state
|
||||||
|
if (node.getNodeRectY() != 32) {
|
||||||
|
node.setNodeRect(direction * 32 * 4, 32, 32, 32);
|
||||||
|
node.setNodeFrames(3);
|
||||||
|
}
|
||||||
|
|
||||||
|
if ((attackAnimationCounter+1) % 4 == 0) { //+1 for a bugfix
|
||||||
|
node.incrementCurrentNodeFrame();
|
||||||
|
}
|
||||||
|
|
||||||
|
//skip out
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
//make sure you're facing the right direction
|
||||||
|
if (inputY > 0) {
|
||||||
|
node.faceDirection(DIRECTION_DOWN);
|
||||||
|
}
|
||||||
|
|
||||||
|
else if (inputY < 0) {
|
||||||
|
node.faceDirection(DIRECTION_UP);
|
||||||
|
}
|
||||||
|
|
||||||
|
else if (inputX > 0) {
|
||||||
|
node.faceDirection(DIRECTION_RIGHT);
|
||||||
|
}
|
||||||
|
|
||||||
|
else if (inputX < 0) {
|
||||||
|
node.faceDirection(DIRECTION_LEFT);
|
||||||
|
}
|
||||||
|
|
||||||
|
//BUGFIX: for smooth animations?
|
||||||
|
var lesser = 0;
|
||||||
|
if ((inputX != 0 || inputY != 0) && attackAnimationCounter == 0) {
|
||||||
|
lesser = 6;
|
||||||
|
}
|
||||||
|
|
||||||
|
//actually animate
|
||||||
|
if (walkAnimationCounter-- < lesser) {
|
||||||
|
node.incrementCurrentNodeFrame();
|
||||||
|
walkAnimationCounter = 12;
|
||||||
|
}
|
||||||
|
|
||||||
|
var parent = node.getParentNode(); //check for collisions from the parent
|
||||||
|
|
||||||
|
if (abs(inputX) != abs(inputY) && parent.callNodeFn("getWalkableAt", gridPositionX + inputX, gridPositionY + inputY)) {
|
||||||
|
//calc movement
|
||||||
|
gridPositionX += inputX;
|
||||||
|
gridPositionY += inputY;
|
||||||
|
|
||||||
|
parent.callNodeFn("runAI");
|
||||||
|
}
|
||||||
|
|
||||||
|
//if you attacked
|
||||||
|
else if (attackPositionX != null || attackPositionY != null) {
|
||||||
|
parent.callNodeFn("runAI");
|
||||||
|
|
||||||
|
attackPositionX = null;
|
||||||
|
attackPositionY = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
//move in realspace
|
||||||
|
var distX = gridPositionX * TILE_PIXEL_WIDTH - node.getNodePositionX();
|
||||||
|
var distY = gridPositionY * TILE_PIXEL_HEIGHT - node.getNodePositionY();
|
||||||
|
|
||||||
|
node.setNodeMotionX( normalize(distX) );
|
||||||
|
node.setNodeMotionY( normalize(distY) );
|
||||||
|
|
||||||
|
//reset input
|
||||||
|
inputX = 0;
|
||||||
|
inputY = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
fn onFree(node: opaque) {
|
||||||
|
node.freeNodeTexture();
|
||||||
|
}
|
||||||
|
|
||||||
|
fn onDraw(node: opaque) {
|
||||||
|
var posX: int = node.getNodeWorldPositionX();
|
||||||
|
var posY: int = node.getNodeWorldPositionY();
|
||||||
|
|
||||||
|
var scaleX: float = node.getNodeWorldScaleX();
|
||||||
|
var scaleY: float = node.getNodeWorldScaleY();
|
||||||
|
|
||||||
|
//this offset is because the sprite cell for parvati.png is twice as big as the sprite cell for the floor tiles
|
||||||
|
var originOffsetX: int = player.getNodeRectW() / 4;
|
||||||
|
var originOffsetY: int = player.getNodeRectH() / 2;
|
||||||
|
|
||||||
|
node.drawNode(
|
||||||
|
floor(posX * scaleX) - originOffsetX /* + globalCameraX */,
|
||||||
|
floor(posY * scaleY) - originOffsetY /* + globalCameraY */,
|
||||||
|
floor(node.getNodeRectW() * scaleX),
|
||||||
|
floor(node.getNodeRectH() * scaleY)
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//event functions
|
||||||
|
fn onKeyDown(node: opaque, event: string) {
|
||||||
|
//enable attack
|
||||||
|
if (event == "character_attack" && inputX == 0 && inputY == 0) {
|
||||||
|
attackAnimationCounter = 12;
|
||||||
|
|
||||||
|
if (direction == DIRECTION_DOWN) {
|
||||||
|
node.setAttackPosition(gridPositionX, gridPositionY + 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
else if (direction == DIRECTION_UP) {
|
||||||
|
node.setAttackPosition(gridPositionX, gridPositionY - 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
else if (direction == DIRECTION_RIGHT) {
|
||||||
|
node.setAttackPosition(gridPositionX + 1, gridPositionY);
|
||||||
|
}
|
||||||
|
|
||||||
|
else if (direction == DIRECTION_LEFT) {
|
||||||
|
node.setAttackPosition(gridPositionX - 1, gridPositionY);
|
||||||
|
}
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
//if moving, don't take any more input
|
||||||
|
if (node.getNodeMotionX() != 0 || node.getNodeMotionY() != 0) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (event == "character_up") {
|
||||||
|
inputY -= 1;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (event == "character_down") {
|
||||||
|
inputY += 1;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (event == "character_left") {
|
||||||
|
inputX -= 1;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (event == "character_right") {
|
||||||
|
inputX += 1;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn onKeyUp(node: opaque, event: string) {
|
||||||
|
if (event == "character_up" && inputY < 0) {
|
||||||
|
inputY = 0;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (event == "character_down" && inputY > 0) {
|
||||||
|
inputY = 0;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (event == "character_left" && inputX < 0) {
|
||||||
|
inputX = 0;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (event == "character_right" && inputX > 0) {
|
||||||
|
inputX = 0;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//utils for facing different directions (idling)
|
||||||
|
fn faceDirection(node: opaque, dir: int) {
|
||||||
|
if (direction == dir) return;
|
||||||
|
direction = dir;
|
||||||
|
node.setNodeRect(32 * 4 * dir, 0, 32, 32);
|
||||||
|
node.setNodeFrames(4);
|
||||||
|
walkAnimationCounter = 12;
|
||||||
|
}
|
||||||
|
|
||||||
|
//polyfills - move these to standard
|
||||||
|
fn normalize(x): int {
|
||||||
|
if (x > 0) {
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
if (x < 0) {
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
@@ -1,14 +1,20 @@
|
|||||||
import standard;
|
import standard;
|
||||||
import random;
|
import random;
|
||||||
|
import runner;
|
||||||
import node;
|
import node;
|
||||||
|
|
||||||
|
|
||||||
//persistent members of the scene node
|
//persistent members of the scene node
|
||||||
var rng: opaque = null;
|
var rng: opaque = null;
|
||||||
|
|
||||||
//map data (interleaved)
|
//map data
|
||||||
var tilemap: [int] = null;
|
var tilemap: [int] = null;
|
||||||
|
var metadata: [[[string: any]]] = null;
|
||||||
|
var mapGridWidth: int = null;
|
||||||
|
var mapGridHeight: int = null;
|
||||||
|
|
||||||
|
//entities
|
||||||
|
var player: opaque = null;
|
||||||
|
|
||||||
//lifetime functions
|
//lifetime functions
|
||||||
fn onInit(node: opaque) {
|
fn onInit(node: opaque) {
|
||||||
@@ -18,13 +24,27 @@ fn onInit(node: opaque) {
|
|||||||
}
|
}
|
||||||
rng = createRandomGenerator(clock().hash());
|
rng = createRandomGenerator(clock().hash());
|
||||||
|
|
||||||
//generate the level, filling out the data
|
|
||||||
generateLevel(rng);
|
//generate the level, filling out the entity data
|
||||||
|
node.generateLevel(rng);
|
||||||
|
|
||||||
//generate the child node to render the map
|
//generate the child node to render the map
|
||||||
var child: opaque = node.loadChild("scripts:/tilemap/renderer.toy");
|
var renderer: opaque = node.loadChild("scripts:/tilemap/renderer.toy");
|
||||||
|
renderer.callNodeFn("setTilemap", tilemap);
|
||||||
|
}
|
||||||
|
|
||||||
child.callNodeFn("setTilemap", tilemap);
|
fn onStep(node: opaque) {
|
||||||
|
for (var i: int = 0; i < node.getChildNodeCount(); i++) {
|
||||||
|
var child = node.getChildNode(i);
|
||||||
|
|
||||||
|
if (child != null) {
|
||||||
|
if (child.callNodeFn("isRequestingFree") == true) {
|
||||||
|
node.freeChildNode(i);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
node.sortChildrenNode(depthComparator);
|
||||||
}
|
}
|
||||||
|
|
||||||
fn onFree(node: opaque) {
|
fn onFree(node: opaque) {
|
||||||
@@ -35,9 +55,7 @@ fn onFree(node: opaque) {
|
|||||||
|
|
||||||
|
|
||||||
//scene loading
|
//scene loading
|
||||||
fn generateLevel(rng: opaque) {
|
fn generateLevel(node: opaque, rng: opaque) {
|
||||||
import runner;
|
|
||||||
|
|
||||||
//load and run the generator script
|
//load and run the generator script
|
||||||
var generatorScript: opaque = loadScript("scripts:/tilemap/generator.toy");
|
var generatorScript: opaque = loadScript("scripts:/tilemap/generator.toy");
|
||||||
generatorScript.runScript();
|
generatorScript.runScript();
|
||||||
@@ -47,14 +65,114 @@ fn generateLevel(rng: opaque) {
|
|||||||
|
|
||||||
//get the resulting blobs of data for processing
|
//get the resulting blobs of data for processing
|
||||||
tilemap = generatorScript.getScriptVar("tilemap");
|
tilemap = generatorScript.getScriptVar("tilemap");
|
||||||
|
metadata = generatorScript.getScriptVar("metadata");
|
||||||
|
mapGridWidth = generatorScript.getScriptVar("MAP_GRID_WIDTH"); //cache these for lookups
|
||||||
|
mapGridHeight = generatorScript.getScriptVar("MAP_GRID_HEIGHT");
|
||||||
|
|
||||||
//free
|
//free the generator
|
||||||
generatorScript.freeScript();
|
generatorScript.freeScript();
|
||||||
|
|
||||||
|
|
||||||
|
//spawn && position the player
|
||||||
|
player = node.loadChild("scripts:/entities/player.toy");
|
||||||
|
|
||||||
|
var w: int const = metadata.length();
|
||||||
|
var h: int const = metadata[0].length();
|
||||||
|
|
||||||
|
var room = metadata[rng.generateRandomNumber() % w][rng.generateRandomNumber() % h];
|
||||||
|
|
||||||
|
player.callNodeFn("setGridPosition", room["doorX"], room["doorY"]);
|
||||||
|
|
||||||
|
|
||||||
|
//spawn && position the enemies
|
||||||
|
for (var i: int = 0; i < 20; /* EMPTY */) {
|
||||||
|
//get random position within a room random room
|
||||||
|
var room = metadata[rng.generateRandomNumber() % w][rng.generateRandomNumber() % h];
|
||||||
|
|
||||||
|
var x = rng.generateRandomNumber() % room["w"];
|
||||||
|
var y = rng.generateRandomNumber() % room["h"];
|
||||||
|
|
||||||
|
if (!node.getWalkableAt(room["x"] + x, room["y"] + y)) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
var drone: opaque = node.loadChild("scripts:/entities/drone.toy");
|
||||||
|
drone.callNodeFn("setGridPosition", room["x"] + x, room["y"] + y);
|
||||||
|
|
||||||
|
//increment here
|
||||||
|
i++;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//to allow the game to progress
|
||||||
|
fn runAI(node: opaque) {
|
||||||
|
//player attacking the drones
|
||||||
|
var attackPositionX: int = player.callNodeFn("getAttackPositionX");
|
||||||
|
var attackPositionY: int = player.callNodeFn("getAttackPositionY");
|
||||||
|
|
||||||
|
//if the player is attacking...
|
||||||
|
if (attackPositionX != null && attackPositionY != null) {
|
||||||
|
//for each child node
|
||||||
|
for (var i = 0; i < node.getChildNodeCount(); i++) {
|
||||||
|
var child = node.getChildNode(i);
|
||||||
|
|
||||||
|
//find the target
|
||||||
|
if (child.callNodeFn("getGridPositionX") == attackPositionX && child.callNodeFn("getGridPositionY") == attackPositionY) {
|
||||||
|
child.callNodeFn("applyDamage", 1); //just 1 damage for now
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//run normal routines
|
||||||
|
for (var i: int = 0; i < node.getChildNodeCount(); i++) {
|
||||||
|
node.getChildNode(i).callNodeFn("runAI", rng);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//for collisions
|
||||||
|
fn getWalkableAt(node: opaque, x: int, y: int) {
|
||||||
|
if (tilemap == null || x == null || y == null) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
//entities
|
||||||
|
if (x == player.callNodeFn("getGridPositionX") && y == player.callNodeFn("getGridPositionY")) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (var i = 0; i < node.getChildNodeCount(); i++) {
|
||||||
|
var child = node.getChildNode(i);
|
||||||
|
|
||||||
|
if (x == child.callNodeFn("getGridPositionX") && y == child.callNodeFn("getGridPositionY")) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//default
|
||||||
|
return tilemap[y * mapGridWidth * 3 + x * 3 + 2] == 1; // 1 = walkable
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//for sorting by depth
|
||||||
|
fn depthComparator(lhs: opaque, rhs: opaque) {
|
||||||
|
var lhsPositionY = lhs.getNodeWorldPositionY();
|
||||||
|
var rhsPositionY = rhs.getNodeWorldPositionY();
|
||||||
|
|
||||||
|
if (lhsPositionY == null || rhsPositionY == null) { //BUGFIX: children without that function
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (lhsPositionY == rhsPositionY) { //BUGFIX: prevent z-fighting
|
||||||
|
var lhsPositionX = lhs.getNodeWorldPositionX();
|
||||||
|
var rhsPositionX = rhs.getNodeWorldPositionX();
|
||||||
|
|
||||||
|
return lhsPositionX < rhsPositionX;
|
||||||
|
}
|
||||||
|
|
||||||
|
return lhsPositionY < rhsPositionY;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
//polyfills
|
//polyfills
|
||||||
|
|||||||
@@ -46,10 +46,15 @@ var CELL_HEIGHT: int const = 16;
|
|||||||
var CELL_COUNT_X: int const = 3;
|
var CELL_COUNT_X: int const = 3;
|
||||||
var CELL_COUNT_Y: int const = 3;
|
var CELL_COUNT_Y: int const = 3;
|
||||||
|
|
||||||
|
var MAP_GRID_WIDTH: int const = CELL_WIDTH * CELL_COUNT_X;
|
||||||
|
var MAP_GRID_HEIGHT: int const = CELL_HEIGHT * CELL_COUNT_Y;
|
||||||
|
|
||||||
|
|
||||||
//raw interleaved tile data
|
//raw interleaved tile data
|
||||||
var tilemap: [int] = null;
|
var tilemap: [int] = null;
|
||||||
|
|
||||||
|
//room metadata for placing entities
|
||||||
|
var metadata: [[[string: any]]] = null;
|
||||||
|
|
||||||
//public functions
|
//public functions
|
||||||
fn generateTilemapData(rng: opaque) {
|
fn generateTilemapData(rng: opaque) {
|
||||||
@@ -87,7 +92,7 @@ fn generateTilemapData(rng: opaque) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
//generate corridor metadata
|
//generate corridor metadata
|
||||||
var corridorData: any = generateCorridorData(rng);
|
var corridorData = generateCorridorData(rng);
|
||||||
|
|
||||||
//etch each tile string into the tilemap
|
//etch each tile string into the tilemap
|
||||||
for (var j: int = 0; j < CELL_COUNT_Y; j++) {
|
for (var j: int = 0; j < CELL_COUNT_Y; j++) {
|
||||||
@@ -100,6 +105,9 @@ fn generateTilemapData(rng: opaque) {
|
|||||||
etchCorridors(roomData, corridorData, rng);
|
etchCorridors(roomData, corridorData, rng);
|
||||||
|
|
||||||
//TODO: etch the walls with a filter, based on the room's themes
|
//TODO: etch the walls with a filter, based on the room's themes
|
||||||
|
|
||||||
|
//save the metadata for later retrieval
|
||||||
|
metadata = roomData;
|
||||||
}
|
}
|
||||||
|
|
||||||
fn generateRoomMetadata(rng: opaque, left: int, top: int, width: int, height: int) {
|
fn generateRoomMetadata(rng: opaque, left: int, top: int, width: int, height: int) {
|
||||||
|
|||||||
@@ -3,7 +3,7 @@ import standard;
|
|||||||
import node;
|
import node;
|
||||||
|
|
||||||
//lifecycle functions
|
//lifecycle functions
|
||||||
fn onLoad(node: opaque) {
|
fn onInit(node: opaque) {
|
||||||
// node.setNodeScaleX(CAMERA_SCALE_X);
|
// node.setNodeScaleX(CAMERA_SCALE_X);
|
||||||
// node.setNodeScaleY(CAMERA_SCALE_Y);
|
// node.setNodeScaleY(CAMERA_SCALE_Y);
|
||||||
}
|
}
|
||||||
|
|||||||
BIN
assets/sprites/explosion.png
Normal file
BIN
assets/sprites/explosion.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 1.1 KiB |
|
Before Width: | Height: | Size: 1.6 KiB After Width: | Height: | Size: 1.6 KiB |
|
Before Width: | Height: | Size: 3.9 KiB After Width: | Height: | Size: 3.9 KiB |
Reference in New Issue
Block a user