Tilemap is working, in theory
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75
assets/scripts/gameplay/tilemap.toy
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75
assets/scripts/gameplay/tilemap.toy
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import standard;
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import node;
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//consts
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var ROOM_WIDTH: int const = 5;
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var ROOM_HEIGHT: int const = 5;
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var TILE_WIDTH: int const = 128;
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var TILE_HEIGHT: int const = 128;
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//vars
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var tilemap: [[int]] = null;
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//debug vars
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var camX = 0;
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var camY = 0;
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var camW = 1080;
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var camH = 720;
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//lifecycle functions
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fn onInit(node: opaque) {
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tilemap = generateBlankMap(ROOM_WIDTH, ROOM_HEIGHT);
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node.loadTexture("sprites:/tileset.png");
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node.setNodeRect(0, 0, 32, 32);
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//debug
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print tilemap;
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tilemap[1][1] = 1;
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print tilemap;
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}
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fn onDraw(node: opaque) {
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//calc the region to render
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var lowerX: int = round((camX - camW/2.0) / TILE_WIDTH);
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var upperX: int = round((camX - camW*1.5) / TILE_WIDTH);
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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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//bounds check
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lowerX = max(0, lowerX);
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upperX = min(upperX < 0 ? abs(upperX) : 0, ROOM_WIDTH);
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lowerY = max(0, lowerY);
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upperY = min(upperY < 0 ? abs(upperY) : 0, ROOM_HEIGHT);
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//draw the tilemap
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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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node.setCurrentNodeFrame(tilemap[i][j]);
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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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}
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//utils functions
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fn generateBlankMap(width: int, height: int) {
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//generate the row template
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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);
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}
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var result: [[int]] = [];
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//generate the game map proper
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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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return result;
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}
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