Tilemap is working, in theory

This commit is contained in:
2023-03-04 22:59:12 +11:00
parent 2e820e9221
commit 7e275f0607
9 changed files with 81 additions and 5 deletions

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@@ -30,6 +30,7 @@
<None Include="assets\scripts\airplane.toy" />
<None Include="assets\scripts\gameplay\lejana.toy" />
<None Include="assets\scripts\gameplay\scene.toy" />
<None Include="assets\scripts\gameplay\tilemap.toy" />
<None Include="assets\scripts\init.toy" />
</ItemGroup>
<PropertyGroup Label="Globals">

2
Toy

Submodule Toy updated: 6e9d42f892...669808730e

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@@ -31,7 +31,7 @@ fn faceUp(node: opaque) {
}
fn faceLeft(node: opaque) {
node.setNodeRect(32 * 8, 0, SPRITE_WIDTH, SPRITE_HEIGHT);
node.setNodeRect(32 * 12, 0, SPRITE_WIDTH, SPRITE_HEIGHT);
node.setNodeFrames(4);
}

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

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@@ -31,7 +31,7 @@
initWindow("Skyland", 1080, 720, false);
//kick off the logic of the scene graph
loadRootNode("scripts:/gameplay/lejana.toy");
loadRootNode("scripts:/gameplay/tilemap.toy");
}
//Globals go here

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@@ -432,7 +432,7 @@ void Box_execEngine() {
}
//render the world
SDL_SetRenderDrawColor(engine.renderer, 0, 0, 0, 255); //NOTE: This line can be disabled later
SDL_SetRenderDrawColor(engine.renderer, 128, 128, 128, 255); //NOTE: This line can be disabled later
SDL_RenderClear(engine.renderer); //NOTE: This line can be disabled later
Box_callRecursiveEngineNode(engine.rootNode, &engine.interpreter, "onDraw", NULL);

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@@ -594,7 +594,7 @@ static int nativeSetCurrentNodeFrame(Toy_Interpreter* interpreter, Toy_LiteralAr
//actually set
Box_EngineNode* node = (Box_EngineNode*)TOY_AS_OPAQUE(nodeLiteral);
Box_setFramesEngineNode(node, TOY_AS_INTEGER(currentFrameLiteral));
Box_setCurrentFrameEngineNode(node, TOY_AS_INTEGER(currentFrameLiteral));
//cleanup
Toy_freeLiteral(nodeLiteral);