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
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182
assets/scripts/entities/drone.toy
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@@ -0,0 +1,182 @@
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import standard;
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import node;
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import random;
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//constants
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var TILE_PIXEL_WIDTH: int const = 16;
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var TILE_PIXEL_HEIGHT: int const = 16;
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var DIRECTION_DOWN: int const = 0;
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var DIRECTION_UP: int const = 1;
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var DIRECTION_RIGHT: int const = 2;
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var DIRECTION_LEFT: int const = 3;
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//variables
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var gridPositionX: int = null;
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var gridPositionY: int = null;
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var direction: int = null; //BUGFIX: animation not looping properly
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var stepAI: int = 0;
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var health: int = 2;
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var requestFree: bool = false;
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//polyfills - animating different cycles on one image
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var walkAnimationCounter: int = 0;
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//accessors & mutators
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fn setGridPosition(node: opaque, x: int, y: int) {
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gridPositionX = x;
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gridPositionY = y;
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node.setNodePositionX(floor( gridPositionX * TILE_PIXEL_WIDTH / node.getNodeScaleX() ));
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node.setNodePositionY(floor( gridPositionY * TILE_PIXEL_HEIGHT / node.getNodeScaleY() ));
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}
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fn getGridPositionX(node: opaque) {
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return gridPositionX;
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}
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fn getGridPositionY(node: opaque) {
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return gridPositionY;
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}
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fn applyDamage(node: opaque, damage: int) {
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health -= damage;
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}
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fn isRequestingFree(node: opaque) {
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if (requestFree) {
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var parent = node.getParentNode();
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var explosion: opaque = parent.loadChild("scripts:/entities/explosion.toy");
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explosion.callNodeFn("setGridPosition", gridPositionX, gridPositionY);
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return true;
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}
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else {
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return false;
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}
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}
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//lifecycle functions
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fn onLoad(node: opaque) {
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node.loadNodeTexture("sprites:/drone.png");
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node.faceDirection(DIRECTION_DOWN);
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}
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//fn onUpdate(node: opaque, delta: int) {
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// //
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//}
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fn onStep(node: opaque) {
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if (++walkAnimationCounter >= 12) {
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node.incrementCurrentNodeFrame();
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walkAnimationCounter = 0;
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}
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//move in realspace
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var distX = gridPositionX * TILE_PIXEL_WIDTH - node.getNodePositionX();
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var distY = gridPositionY * TILE_PIXEL_HEIGHT - node.getNodePositionY();
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node.setNodeMotionX( normalize(distX) );
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node.setNodeMotionY( normalize(distY) );
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}
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fn onFree(node: opaque) {
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node.freeNodeTexture();
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}
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fn onDraw(node: opaque) {
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var posX: int = node.getNodeWorldPositionX();
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var posY: int = node.getNodeWorldPositionY();
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var scaleX: float = node.getNodeWorldScaleX();
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var scaleY: float = node.getNodeWorldScaleY();
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//this offset is because the sprite cell for lejana is twice as big as the sprite cell for the floor tiles
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var originOffsetX: int = node.getNodeRectW() * int scaleX / 4;
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var originOffsetY: int = node.getNodeRectH() * int scaleY / 2;
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node.drawNode(
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floor(posX * scaleX) - originOffsetX /* + globalCameraX */,
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floor(posY * scaleY) - originOffsetY /* + globalCameraY */,
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floor(node.getNodeRectW() * scaleX),
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floor(node.getNodeRectH() * scaleY)
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);
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}
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//gameplay functions
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fn runAI(node: opaque, rng: opaque) {
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//If I'm out of health, I need to be removed
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if (health <= 0) {
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requestFree = true;
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return;
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}
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//every second call
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if (++stepAI >= 2) {
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stepAI = 0;
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var dir = rng.generateRandomNumber() % 4;
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var moveX = 0;
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var moveY = 0;
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if (dir == DIRECTION_DOWN) {
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moveY += 1;
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node.faceDirection(DIRECTION_DOWN);
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}
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else if (dir == DIRECTION_UP) {
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moveY -= 1;
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node.faceDirection(DIRECTION_UP);
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}
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else if (dir == DIRECTION_RIGHT) {
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moveX += 1;
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node.faceDirection(DIRECTION_RIGHT);
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}
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else if (dir == DIRECTION_LEFT) {
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moveX -= 1;
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node.faceDirection(DIRECTION_LEFT);
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}
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if (node.getParentNode().callNodeFn("getWalkableAt", gridPositionX + moveX, gridPositionY + moveY)) {
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gridPositionX += moveX;
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gridPositionY += moveY;
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}
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}
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}
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//utils for facing different directions (idling)
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fn faceDirection(node: opaque, dir: int) {
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if (direction == dir) return;
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direction = dir;
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node.setNodeRect(32 * 2 * dir, 0, 32, 32);
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node.setNodeFrames(2);
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walkAnimationCounter = 12;
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}
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//polyfills - move these to standard
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fn normalize(x): int {
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if (x > 0) {
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return 1;
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}
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if (x < 0) {
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return -1;
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}
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return 0;
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}
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fn loadChild(parent: opaque, fname: string) {
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//TODO: add this to the API proper
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var child: opaque = loadNode(fname);
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parent.pushNode(child);
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return child;
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}
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79
assets/scripts/entities/explosion.toy
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79
assets/scripts/entities/explosion.toy
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@@ -0,0 +1,79 @@
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import standard;
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import node;
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//constants
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var TILE_PIXEL_WIDTH: int const = 16;
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var TILE_PIXEL_HEIGHT: int const = 16;
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//variables
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var gridPositionX: int = null;
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var gridPositionY: int = null;
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//polyfills - animating different cycles on one image
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var walkAnimationCounter: int = 0;
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var ticksToDeath: int = 4 * 8 - 1;
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//accessors & mutators
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fn setGridPosition(node: opaque, x: int, y: int) {
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gridPositionX = x;
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gridPositionY = y;
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node.setNodePositionX(floor( gridPositionX * TILE_PIXEL_WIDTH / node.getNodeScaleX() ));
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node.setNodePositionY(floor( gridPositionY * TILE_PIXEL_HEIGHT / node.getNodeScaleY() ));
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}
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fn getGridPositionX(node: opaque) {
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return gridPositionX;
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}
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fn getGridPositionY(node: opaque) {
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return gridPositionY;
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}
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fn isRequestingFree(node: opaque) {
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return ticksToDeath <= 0;
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}
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//lifecycle functions
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fn onLoad(node: opaque) {
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node.loadNodeTexture("sprites:/explosion.png");
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node.setNodeRect(0, 0, 32, 32);
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node.setNodeFrames(8);
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}
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fn onStep(node: opaque) {
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if (++walkAnimationCounter >= 4) {
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node.incrementCurrentNodeFrame();
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walkAnimationCounter = 0;
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}
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ticksToDeath--;
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}
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fn onFree(node: opaque) {
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node.freeNodeTexture();
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}
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fn onDraw(node: opaque) {
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var posX: int = node.getNodeWorldPositionX();
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var posY: int = node.getNodeWorldPositionY();
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var scaleX: float = node.getNodeWorldScaleX();
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var scaleY: float = node.getNodeWorldScaleY();
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//this offset is because the sprite cell for lejana is twice as big as the sprite cell for the floor tiles
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var originOffsetX: int = node.getNodeRectW() * int scaleX / 4;
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var originOffsetY: int = node.getNodeRectH() * int scaleY / 2;
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node.drawNode(
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floor(posX * scaleX) - originOffsetX /* + globalCameraX */,
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floor(posY * scaleY) - originOffsetY /* + globalCameraY */,
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floor(node.getNodeRectW() * scaleX),
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floor(node.getNodeRectH() * scaleY)
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);
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}
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276
assets/scripts/entities/player.toy
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276
assets/scripts/entities/player.toy
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@@ -0,0 +1,276 @@
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import standard;
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import node;
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//constants
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var TILE_PIXEL_WIDTH: int const = 16;
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var TILE_PIXEL_HEIGHT: int const = 16;
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var DIRECTION_DOWN: int const = 0;
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var DIRECTION_UP: int const = 1;
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var DIRECTION_RIGHT: int const = 2;
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var DIRECTION_LEFT: int const = 3;
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//position on the game grid
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var gridPositionX: int = 1;
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var gridPositionY: int = 1;
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//cache the keyboard input
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var inputX: int = 0;
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var inputY: int = 0;
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var direction: int = null; //BUGFIX: animation not looping properly
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var attackPositionX: int = null;
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var attackPositionY: int = null;
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//polyfills - animating different cycles on one image
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var walkAnimationCounter: int = 0;
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var attackAnimationCounter: int = 0;
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//accessors & mutators
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fn setGridPosition(node: opaque, x: int, y: int) {
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gridPositionX = x;
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gridPositionY = y;
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node.setNodePositionX(floor( gridPositionX * TILE_PIXEL_WIDTH / node.getNodeScaleX() ));
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node.setNodePositionY(floor( gridPositionY * TILE_PIXEL_HEIGHT / node.getNodeScaleY() ));
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}
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fn getGridPositionX(node: opaque) {
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return gridPositionX;
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}
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fn getGridPositionY(node: opaque) {
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return gridPositionY;
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}
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fn setAttackPosition(node: opaque, x: int, y: int) {
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attackPositionX = x;
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attackPositionY = y;
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}
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fn getAttackPositionX(node: opaque) {
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return attackPositionX;
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}
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fn getAttackPositionY(node: opaque) {
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return attackPositionY;
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}
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//lifecycle functions
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fn onLoad(node: opaque) {
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node.loadNodeTexture("sprites:/parvati.png"); //NOTE: all of this script is mapped to this sprite sheet
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node.faceDirection(DIRECTION_DOWN);
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}
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//fn onUpdate(node: opaque, delta: int) {
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// //
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//}
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fn onStep(node: opaque) {
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//animation - start idling
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if (attackAnimationCounter == 0) {
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//move to standing state, from any other animation state
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if (node.getNodeRectY() != 0) {
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node.setNodeRect(direction * 32 * 4, 0, 32, 32);
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node.setNodeFrames(4);
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walkAnimationCounter = 12;
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}
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}
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//animation - start attacking
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if (attackAnimationCounter-- > 0) {
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//move to attacking state, from any other animation state
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if (node.getNodeRectY() != 32) {
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node.setNodeRect(direction * 32 * 4, 32, 32, 32);
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node.setNodeFrames(3);
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}
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if ((attackAnimationCounter+1) % 4 == 0) { //+1 for a bugfix
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node.incrementCurrentNodeFrame();
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}
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//skip out
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return;
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}
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//make sure you're facing the right direction
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if (inputY > 0) {
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node.faceDirection(DIRECTION_DOWN);
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}
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else if (inputY < 0) {
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node.faceDirection(DIRECTION_UP);
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}
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else if (inputX > 0) {
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node.faceDirection(DIRECTION_RIGHT);
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}
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else if (inputX < 0) {
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node.faceDirection(DIRECTION_LEFT);
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}
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//BUGFIX: for smooth animations?
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var lesser = 0;
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if ((inputX != 0 || inputY != 0) && attackAnimationCounter == 0) {
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lesser = 6;
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}
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//actually animate
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if (walkAnimationCounter-- < lesser) {
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node.incrementCurrentNodeFrame();
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walkAnimationCounter = 12;
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}
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var parent = node.getParentNode(); //check for collisions from the parent
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if (abs(inputX) != abs(inputY) && parent.callNodeFn("getWalkableAt", gridPositionX + inputX, gridPositionY + inputY)) {
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//calc movement
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gridPositionX += inputX;
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gridPositionY += inputY;
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parent.callNodeFn("runAI");
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}
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//if you attacked
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else if (attackPositionX != null || attackPositionY != null) {
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parent.callNodeFn("runAI");
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attackPositionX = null;
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attackPositionY = null;
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}
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//move in realspace
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var distX = gridPositionX * TILE_PIXEL_WIDTH - node.getNodePositionX();
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var distY = gridPositionY * TILE_PIXEL_HEIGHT - node.getNodePositionY();
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node.setNodeMotionX( normalize(distX) );
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node.setNodeMotionY( normalize(distY) );
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//reset input
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inputX = 0;
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inputY = 0;
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}
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fn onFree(node: opaque) {
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node.freeNodeTexture();
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}
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fn onDraw(node: opaque) {
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var posX: int = node.getNodeWorldPositionX();
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var posY: int = node.getNodeWorldPositionY();
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var scaleX: float = node.getNodeWorldScaleX();
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var scaleY: float = node.getNodeWorldScaleY();
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||||
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||||
//this offset is because the sprite cell for parvati.png is twice as big as the sprite cell for the floor tiles
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var originOffsetX: int = player.getNodeRectW() / 4;
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var originOffsetY: int = player.getNodeRectH() / 2;
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node.drawNode(
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floor(posX * scaleX) - originOffsetX /* + globalCameraX */,
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floor(posY * scaleY) - originOffsetY /* + globalCameraY */,
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floor(node.getNodeRectW() * scaleX),
|
||||
floor(node.getNodeRectH() * scaleY)
|
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);
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}
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||||
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//event functions
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fn onKeyDown(node: opaque, event: string) {
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//enable attack
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if (event == "character_attack" && inputX == 0 && inputY == 0) {
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attackAnimationCounter = 12;
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if (direction == DIRECTION_DOWN) {
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node.setAttackPosition(gridPositionX, gridPositionY + 1);
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}
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else if (direction == DIRECTION_UP) {
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node.setAttackPosition(gridPositionX, gridPositionY - 1);
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}
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else if (direction == DIRECTION_RIGHT) {
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node.setAttackPosition(gridPositionX + 1, gridPositionY);
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}
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else if (direction == DIRECTION_LEFT) {
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node.setAttackPosition(gridPositionX - 1, gridPositionY);
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}
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return;
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}
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//if moving, don't take any more input
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if (node.getNodeMotionX() != 0 || node.getNodeMotionY() != 0) {
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return;
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}
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if (event == "character_up") {
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inputY -= 1;
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return;
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}
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if (event == "character_down") {
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inputY += 1;
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return;
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}
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if (event == "character_left") {
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inputX -= 1;
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return;
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}
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||||
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||||
if (event == "character_right") {
|
||||
inputX += 1;
|
||||
return;
|
||||
}
|
||||
}
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||||
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||||
fn onKeyUp(node: opaque, event: string) {
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||||
if (event == "character_up" && inputY < 0) {
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inputY = 0;
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||||
return;
|
||||
}
|
||||
|
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if (event == "character_down" && inputY > 0) {
|
||||
inputY = 0;
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||||
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 random;
|
||||
import runner;
|
||||
import node;
|
||||
|
||||
|
||||
//persistent members of the scene node
|
||||
var rng: opaque = null;
|
||||
|
||||
//map data (interleaved)
|
||||
//map data
|
||||
var tilemap: [int] = null;
|
||||
var metadata: [[[string: any]]] = null;
|
||||
var mapGridWidth: int = null;
|
||||
var mapGridHeight: int = null;
|
||||
|
||||
//entities
|
||||
var player: opaque = null;
|
||||
|
||||
//lifetime functions
|
||||
fn onInit(node: opaque) {
|
||||
@@ -18,13 +24,27 @@ fn onInit(node: opaque) {
|
||||
}
|
||||
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
|
||||
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) {
|
||||
@@ -35,9 +55,7 @@ fn onFree(node: opaque) {
|
||||
|
||||
|
||||
//scene loading
|
||||
fn generateLevel(rng: opaque) {
|
||||
import runner;
|
||||
|
||||
fn generateLevel(node: opaque, rng: opaque) {
|
||||
//load and run the generator script
|
||||
var generatorScript: opaque = loadScript("scripts:/tilemap/generator.toy");
|
||||
generatorScript.runScript();
|
||||
@@ -47,14 +65,114 @@ fn generateLevel(rng: opaque) {
|
||||
|
||||
//get the resulting blobs of data for processing
|
||||
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();
|
||||
|
||||
|
||||
//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
|
||||
|
||||
@@ -46,10 +46,15 @@ var CELL_HEIGHT: int const = 16;
|
||||
var CELL_COUNT_X: 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
|
||||
var tilemap: [int] = null;
|
||||
|
||||
//room metadata for placing entities
|
||||
var metadata: [[[string: any]]] = null;
|
||||
|
||||
//public functions
|
||||
fn generateTilemapData(rng: opaque) {
|
||||
@@ -87,7 +92,7 @@ fn generateTilemapData(rng: opaque) {
|
||||
}
|
||||
|
||||
//generate corridor metadata
|
||||
var corridorData: any = generateCorridorData(rng);
|
||||
var corridorData = generateCorridorData(rng);
|
||||
|
||||
//etch each tile string into the tilemap
|
||||
for (var j: int = 0; j < CELL_COUNT_Y; j++) {
|
||||
@@ -100,6 +105,9 @@ fn generateTilemapData(rng: opaque) {
|
||||
etchCorridors(roomData, corridorData, rng);
|
||||
|
||||
//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) {
|
||||
|
||||
@@ -3,7 +3,7 @@ import standard;
|
||||
import node;
|
||||
|
||||
//lifecycle functions
|
||||
fn onLoad(node: opaque) {
|
||||
fn onInit(node: opaque) {
|
||||
// node.setNodeScaleX(CAMERA_SCALE_X);
|
||||
// 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