Drones working
This commit is contained in:
@@ -28,6 +28,7 @@
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<None Include="assets\scripts\demo\tilemap\tilemap.toy" />
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<None Include="assets\scripts\demo\tilemap\tilemap.toy" />
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<None Include="assets\scripts\empty.toy" />
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<None Include="assets\scripts\empty.toy" />
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<None Include="assets\scripts\airplane.toy" />
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<None Include="assets\scripts\airplane.toy" />
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<None Include="assets\scripts\gameplay\drone.toy" />
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<None Include="assets\scripts\gameplay\lejana.toy" />
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<None Include="assets\scripts\gameplay\lejana.toy" />
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<None Include="assets\scripts\gameplay\scene.toy" />
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<None Include="assets\scripts\gameplay\scene.toy" />
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<None Include="assets\scripts\gameplay\tilemap.toy" />
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<None Include="assets\scripts\gameplay\tilemap.toy" />
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186
assets/scripts/gameplay/drone.toy
Normal file
186
assets/scripts/gameplay/drone.toy
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@@ -0,0 +1,186 @@
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import standard;
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import node;
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//constants
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var SPEED: int const = 2;
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var SPRITE_WIDTH: int const = 64;
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var SPRITE_HEIGHT: int const = 64;
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var TILE_WIDTH: int const = 32;
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var TILE_HEIGHT: int const = 32;
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//variables
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var parent: opaque = null; //cache the parent for quick access
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var gridX: int = 1; //position on the game grid
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var gridY: int = 1;
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var realX: int = 0; //will change until realX = gridX * SPRITE_WIDTH
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var realY: int = 0;
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var motionX: int = 0; //normalized movement direction
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var motionY: int = 0;
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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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//polyfills - animating different cycles on one image
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var stepCount: int = 0;
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fn faceDown(node: opaque) {
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if (direction == 0) return;
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direction = 0;
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node.setNodeRect(0, 0, 32, 32);
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node.setNodeFrames(2);
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}
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fn faceUp(node: opaque) {
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if (direction == 1) return;
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direction = 1;
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node.setNodeRect(32 * 2, 0, 32, 32);
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node.setNodeFrames(2);
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}
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fn faceRight(node: opaque) {
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if (direction == 2) return;
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direction = 2;
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node.setNodeRect(32 * 4, 0, 32, 32);
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node.setNodeFrames(2);
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}
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fn faceLeft(node: opaque) {
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if (direction == 3) return;
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direction = 3;
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node.setNodeRect(32 * 6, 0, 32, 32);
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node.setNodeFrames(2);
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}
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//accessors & mutators
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fn setGridPos(node: opaque, x: int, y: int) {
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gridX = x;
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gridY = y;
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if (realX == null) {
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realX = gridX * TILE_WIDTH;
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}
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if (realY == null) {
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realY = gridY * TILE_HEIGHT;
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}
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}
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fn setRealPos(node: opaque, x: int, y: int) {
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realX = x;
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realY = y;
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}
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fn getGridPos(node: opaque) {
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return [gridX, gridY];
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}
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fn getRealPos(node: opaque) {
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return [realX, realY];
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}
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//lifecycle functions
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fn onLoad(node: opaque) {
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node.loadTexture("sprites:/drone.png");
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node.faceDown();
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}
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fn onInit(node: opaque) {
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parent = node.getParentNode();
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}
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fn onStep(node: opaque) {
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if (++stepCount >= 10) {
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node.incrementCurrentNodeFrame();
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stepCount = 0;
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}
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//calc movement
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var distX = gridX * TILE_WIDTH - realX;
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var distY = gridY * TILE_HEIGHT - realY;
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motionX = normalize(distX);
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motionY = normalize(distY);
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//make movement
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realX += abs(distX) > SPEED ? SPEED * motionX : distX;
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realY += abs(distY) > SPEED ? SPEED * motionY : distY;
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}
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fn onFree(node: opaque) {
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node.freeTexture();
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}
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fn customOnDraw(node: opaque) {
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var px = 0;
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var py = 0;
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if (parent != null) {
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px = parent.callNodeFn("getX");
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py = parent.callNodeFn("getY");
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px = px != null ? px : 0;
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py = py != null ? py : 0;
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}
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node.drawNode(realX + px - SPRITE_WIDTH / 4, realY + py - SPRITE_HEIGHT / 2, SPRITE_WIDTH, SPRITE_HEIGHT);
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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 ((stepAI++) >= 1) { //TODO: Toy bug here, something to do with precedence of postfix++?
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stepAI = 0;
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import random;
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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 == 0) {
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moveY += 1;
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node.faceDown();
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}
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if (dir == 1) {
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moveY -= 1;
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node.faceUp();
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}
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if (dir == 2) {
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moveX += 1;
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node.faceRight();
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}
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if (dir == 3) {
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moveX -= 1;
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node.faceLeft();
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}
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if (parent.callNodeFn("getCollisionAt", gridX + moveX, gridY + moveY)) {
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gridX += moveX;
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gridY += moveY;
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}
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}
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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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@@ -17,8 +17,8 @@ var parent: opaque = null; //cache the parent for quick access
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var gridX: int = 1; //position on the game grid
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var gridX: int = 1; //position on the game grid
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var gridY: int = 1;
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var gridY: int = 1;
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var realX: int = 0; //will change until realX = gridX * SPRITE_WIDTH
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var realX: int = null; //will change until realX = gridX * SPRITE_WIDTH
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var realY: int = 0;
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var realY: int = null;
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var motionX: int = 0; //normalized movement direction
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var motionX: int = 0; //normalized movement direction
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var motionY: int = 0;
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var motionY: int = 0;
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@@ -27,6 +27,7 @@ var inputX: int = 0; //cache the keyboard input
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var inputY: 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 direction: int = null; //BUGFIX: animation not looping properly
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var enableMovementCounter: int = 60 * 4; //BUGFIX: freeze while drones reach their starting spot
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//polyfills - animating different cycles on one image
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//polyfills - animating different cycles on one image
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@@ -46,13 +47,6 @@ fn faceUp(node: opaque) {
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node.setNodeFrames(4);
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node.setNodeFrames(4);
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}
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}
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fn faceLeft(node: opaque) {
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if (direction == 3) return;
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direction = 3;
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node.setNodeRect(32 * 12, 0, 32, 32);
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node.setNodeFrames(4);
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}
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fn faceRight(node: opaque) {
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fn faceRight(node: opaque) {
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if (direction == 2) return;
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if (direction == 2) return;
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direction = 2;
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direction = 2;
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@@ -60,15 +54,39 @@ fn faceRight(node: opaque) {
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node.setNodeFrames(4);
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node.setNodeFrames(4);
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}
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}
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//polyfills - move these to standard
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fn faceLeft(node: opaque) {
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fn normalize(x): int {
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if (direction == 3) return;
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if (x > 0) {
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direction = 3;
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return 1;
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node.setNodeRect(32 * 12, 0, 32, 32);
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node.setNodeFrames(4);
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}
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//accessors & mutators
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fn setGridPos(node: opaque, x: int, y: int) {
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gridX = x;
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gridY = y;
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if (realX == null) {
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realX = gridX * TILE_WIDTH;
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}
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}
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if (x < 0) {
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return -1;
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if (realY == null) {
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realY = gridY * TILE_HEIGHT;
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}
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}
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return 0;
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}
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fn setRealPos(node: opaque, x: int, y: int) {
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realX = x;
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realY = y;
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}
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fn getGridPos(node: opaque) {
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return [gridX, gridY];
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}
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fn getRealPos(node: opaque) {
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return [realX, realY];
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}
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}
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@@ -83,6 +101,12 @@ fn onInit(node: opaque) {
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}
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}
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fn onStep(node: opaque) {
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fn onStep(node: opaque) {
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//initial freeze
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if (enableMovementCounter > 0) {
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enableMovementCounter--;
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return;
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}
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//process input when aligned to a grid
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//process input when aligned to a grid
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if (realX / TILE_WIDTH == gridX && realY / TILE_HEIGHT == gridY && motionX == 0 && motionY == 0) {
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if (realX / TILE_WIDTH == gridX && realY / TILE_HEIGHT == gridY && motionX == 0 && motionY == 0) {
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//disallow wall phasing
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//disallow wall phasing
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@@ -118,6 +142,11 @@ fn onStep(node: opaque) {
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if (inputX < 0) {
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if (inputX < 0) {
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node.faceLeft();
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node.faceLeft();
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}
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}
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//trigger the world
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if (inputX != 0 || inputY != 0) {
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parent.callNodeFn("runAI");
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}
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}
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}
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//animation
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//animation
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@@ -147,7 +176,7 @@ fn onFree(node: opaque) {
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node.freeTexture();
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node.freeTexture();
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}
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}
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fn onDraw(node: opaque) {
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fn customOnDraw(node: opaque) {
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var px = 0;
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var px = 0;
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var py = 0;
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var py = 0;
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@@ -162,6 +191,7 @@ fn onDraw(node: opaque) {
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node.drawNode(realX + px - SPRITE_WIDTH / 4, realY + py - SPRITE_HEIGHT / 2, SPRITE_WIDTH, SPRITE_HEIGHT);
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node.drawNode(realX + px - SPRITE_WIDTH / 4, realY + py - SPRITE_HEIGHT / 2, SPRITE_WIDTH, SPRITE_HEIGHT);
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}
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}
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//event functions
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//event functions
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fn onKeyDown(node: opaque, event: string) {
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fn onKeyDown(node: opaque, event: string) {
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if (event == "character_up") {
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if (event == "character_up") {
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@@ -205,4 +235,16 @@ fn onKeyUp(node: opaque, event: string) {
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inputX = 0;
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inputX = 0;
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return;
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return;
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}
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}
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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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}
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@@ -1,11 +1,22 @@
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import standard;
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import standard;
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import node;
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import node;
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//consts
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var TILE_WIDTH: int const = 32;
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var TILE_HEIGHT: int const = 32;
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var tilemap: opaque = null;
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var tilemap: opaque = null;
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var player: opaque = null;
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var player: opaque = null;
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var enemies: [opaque] = [];
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var entities: [opaque] = null; //full list of entities
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var collisionMap: [[bool]] = null; //cache this, since it won't change during a level
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var collisionMap: [[bool]] = null; //cache this, since it won't change during a level
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var rng: opaque = null;
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//debugging tools
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var stepCounter: int = 0;
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var stepCounter: int = 0;
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var drawCounter: int = 0;
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var drawCounter: int = 0;
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|
|
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@@ -16,8 +27,7 @@ fn onLoad(node: opaque) {
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}
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}
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|
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fn onInit(node: opaque) {
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fn onInit(node: opaque) {
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tilemap.callNodeFn("generateFromSeed", clock().hash(), 16, 16);
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node.generateLevel(clock().hash(), 16, 16);
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collisionMap = tilemap.callNodeFn("getCollisionMap");
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}
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}
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fn onStep(node: opaque) {
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fn onStep(node: opaque) {
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@@ -26,10 +36,18 @@ fn onStep(node: opaque) {
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stepCounter = 0;
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stepCounter = 0;
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drawCounter = 0;
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drawCounter = 0;
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}
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}
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entities = entities.sort(depthComparator);
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}
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}
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fn onDraw(node: opaque) {
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fn onDraw(node: opaque) {
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drawCounter++;
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drawCounter++;
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//call each child's custom sort fn
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tilemap.callNodeFn("customOnDraw");
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for (var i = 0; i < entities.length(); i++) {
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entities[i].callNodeFn("customOnDraw");
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}
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}
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}
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|
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//utils - polyfills
|
//utils - polyfills
|
||||||
@@ -39,11 +57,78 @@ fn loadChild(parent: opaque, fname: string) {
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return child;
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return child;
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}
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}
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|
|
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//connective functions
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//gameplay functions
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fn generateLevel(node: opaque, seed: int, width: int, height: int) {
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//reset the array
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enemies = [];
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entities = [player]; //assume the player exists already
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||||||
|
|
||||||
|
import random;
|
||||||
|
|
||||||
|
if (rng != null) rng.freeRandomGenerator();
|
||||||
|
rng = createRandomGenerator(seed);
|
||||||
|
|
||||||
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//place player
|
||||||
|
player.callNodeFn("setGridPos", 1, 1);
|
||||||
|
|
||||||
|
//generate map
|
||||||
|
tilemap.callNodeFn("generateFromRng", rng, 16, 16);
|
||||||
|
collisionMap = tilemap.callNodeFn("getCollisionMap");
|
||||||
|
|
||||||
|
//generate drones
|
||||||
|
var droneCount: int const = rng.generateRandomNumber() % 2 + 2;
|
||||||
|
for (var i = 0; i < droneCount; i++) {
|
||||||
|
var d = node.loadChild("scripts:/gameplay/drone.toy");
|
||||||
|
d.initNode();
|
||||||
|
|
||||||
|
enemies.push(d);
|
||||||
|
entities.push(d);
|
||||||
|
|
||||||
|
var x = 0;
|
||||||
|
var y = 0;
|
||||||
|
|
||||||
|
//while generated spot is a collision, or too close to the player
|
||||||
|
while ((x == 0 && y == 0) || node.getCollisionAt(x, y) == false || (x < (width / 2) && y < (height / 2))) { //TODO: toy bug - no short-circuiting?
|
||||||
|
x = rng.generateRandomNumber() % width;
|
||||||
|
y = rng.generateRandomNumber() % height;
|
||||||
|
}
|
||||||
|
|
||||||
|
d.callNodeFn("setGridPos", x, y);
|
||||||
|
d.callNodeFn("setRealPos", (width -1) * TILE_WIDTH, (height - 1) * TILE_HEIGHT);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
fn getCollisionAt(node: opaque, x: int, y: int) {
|
fn getCollisionAt(node: opaque, x: int, y: int) {
|
||||||
if (collisionMap == null) {
|
if (collisionMap == null || x == null || y == null) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//entities
|
||||||
|
var pos = player.callNodeFn("getGridPos");
|
||||||
|
if (x == pos[0] && y == pos[1]) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (var i = 0; i < enemies.length(); i++) {
|
||||||
|
var pos = enemies[i].callNodeFn("getGridPos");
|
||||||
|
if (x == pos[0] && y == pos[1]) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//default
|
||||||
return collisionMap[x][y];
|
return collisionMap[x][y];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
fn runAI(node: opaque) {
|
||||||
|
for (var i = 0; i < enemies.length(); i++) {
|
||||||
|
enemies[i].callNodeFn("runAI", rng);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn depthComparator(lhs: opaque, rhs: opaque) { //for sorting by depth
|
||||||
|
var lhsPos = lhs.callNodeFn("getRealPos");
|
||||||
|
var rhsPos = rhs.callNodeFn("getRealPos");
|
||||||
|
|
||||||
|
return lhsPos[1] < rhsPos[1];
|
||||||
|
}
|
||||||
@@ -48,7 +48,7 @@ fn onLoad(node: opaque) {
|
|||||||
node.loadTexture("sprites:/tileset.png");
|
node.loadTexture("sprites:/tileset.png");
|
||||||
}
|
}
|
||||||
|
|
||||||
fn onDraw(node: opaque) {
|
fn customOnDraw(node: opaque) {
|
||||||
if (tilemap == null) {
|
if (tilemap == null) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
@@ -89,8 +89,8 @@ fn onDraw(node: opaque) {
|
|||||||
|
|
||||||
|
|
||||||
//utils functions for map generation
|
//utils functions for map generation
|
||||||
fn generateFromSeed(node: opaque, seed: int, width: int, height: int) {
|
fn generateFromRng(node: opaque, rng: opaque, width: int, height: int) {
|
||||||
rawmap = generateRawTilemap(seed, width, height);
|
rawmap = generateRawTilemap(rng, width, height);
|
||||||
|
|
||||||
tilemap = bakeTilemap(rawmap, width, height);
|
tilemap = bakeTilemap(rawmap, width, height);
|
||||||
collisions = bakeCollisionMap(rawmap, width, height);
|
collisions = bakeCollisionMap(rawmap, width, height);
|
||||||
@@ -99,9 +99,8 @@ fn generateFromSeed(node: opaque, seed: int, width: int, height: int) {
|
|||||||
print collisions;
|
print collisions;
|
||||||
}
|
}
|
||||||
|
|
||||||
fn generateRawTilemap(seed: int, width: int, height: int) {
|
fn generateRawTilemap(rng: opaque, width: int, height: int) {
|
||||||
import random;
|
import random;
|
||||||
var rng: opaque = createRandomGenerator(seed);
|
|
||||||
|
|
||||||
//generate an empty grid
|
//generate an empty grid
|
||||||
var result: [[string]] = [];
|
var result: [[string]] = [];
|
||||||
|
|||||||
Reference in New Issue
Block a user