Implemented Rogue-style room generation... badly.
10,000 ways not to make a lightbulb, I guess.
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188
assets/scripts/tilemap/generator.toy
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188
assets/scripts/tilemap/generator.toy
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import standard;
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import random;
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//constants mapped to the given atlas file "tileset.png"
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var tileset: [string : [int]] const = [
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"empty": [-1, -1, -1],
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"temple-pillar": [0, 0, 0],
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"temple-floor-0": [0, 1, 1],
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"temple-floor-1": [1, 1, 1],
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"temple-floor-2": [2, 1, 1],
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"temple-floor-3": [3, 1, 1],
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"temple-wall-t": [0, 2, 0],
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"temple-wall-b": [1, 2, 0],
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"temple-wall-l": [2, 2, 0],
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"temple-wall-r": [3, 2, 0],
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"temple-corner-tl": [0, 3, 0],
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"temple-corner-tr": [1, 3, 0],
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"temple-corner-bl": [2, 3, 0],
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"temple-corner-br": [3, 3, 0],
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"temple-edge-tl": [0, 4, 0],
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"temple-edge-tr": [1, 4, 0],
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"temple-edge-bl": [2, 4, 0],
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"temple-edge-br": [3, 4, 0]
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];
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var themes: [string] const = [
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"temple"
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];
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//constants for generating maps
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var ROOM_MIN_WIDTH: int const = 4; //minimum safe value 4
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var ROOM_MIN_HEIGHT: int const = 4;
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var ROOM_MAX_WIDTH: int const = 12;
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var ROOM_MAX_HEIGHT: int const = 12;
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var CELL_WIDTH: int const = 16; //minimum safe value ROOM_MAX_* + 4
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var CELL_HEIGHT: int const = 16;
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var CELL_COUNT_X: int const = 3;
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var CELL_COUNT_Y: int const = 3;
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//raw string data
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var tilemap: [int] = null;
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//public functions
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fn generateTilemapData(rng: opaque) {
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//generate a grid filled with only empty tiles, as a starting point
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tilemap = [];
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for (var j: int = 0; j < CELL_COUNT_Y * CELL_HEIGHT; j++) {
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for (var i: int = 0; i < CELL_COUNT_X * CELL_WIDTH; i++) {
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tilemap.push(-1); //x
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tilemap.push(-1); //y
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tilemap.push(-1); //collision
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}
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}
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//generate the metadata of each room
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var data = [];
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for (var i: int = 0; i < CELL_COUNT_X; i++) {
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var inner = []; //inner decl
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for (var j: int = 0; j < CELL_COUNT_Y; j++) {
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var metadata = generateRoomMetadata(rng,
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i * CELL_WIDTH + 1,
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j * CELL_HEIGHT + 1,
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CELL_WIDTH - 2,
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CELL_HEIGHT - 2
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);
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inner.push(metadata); //BUG: see Toy #70
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}
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data.push(inner);
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}
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//etch each tile string into the tilemap
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for (var j: int = 0; j < CELL_COUNT_Y; j++) {
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for (var i: int = 0; i < CELL_COUNT_X; i++) {
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etchRoom(rng, data[i][j]);
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}
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}
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//TODO: etch corridors
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}
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fn generateRoomMetadata(rng: opaque, left: int, top: int, width: int, height: int) {
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//I expected this line to break, but I must've fixed calls within indexes at some point
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var theme: string = themes[rng.generateRandomNumber() % themes.length()];
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var x: int = rng.generateRandomNumber() % (ROOM_MAX_WIDTH - width) + left;
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var y: int = rng.generateRandomNumber() % (ROOM_MAX_HEIGHT - height) + top;
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var w: int = rng.generateRandomNumber() % (ROOM_MAX_WIDTH - ROOM_MIN_WIDTH) + ROOM_MIN_WIDTH;
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var h: int = rng.generateRandomNumber() % (ROOM_MAX_HEIGHT - ROOM_MIN_HEIGHT) + ROOM_MIN_HEIGHT;
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var doorX: int = x + 1 + rng.generateRandomNumber() % (w - 2);
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var doorY: int = y + 1 + rng.generateRandomNumber() % (h - 2);
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var metadata: [string: any] = [
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"theme" : theme,
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"x" : x,
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"y" : y,
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"w" : w,
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"h" : h,
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"doorX": doorX,
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"doorY": doorY
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];
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return metadata;
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}
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fn etchRoom(rng: opaque, metadata: [string: any]) {
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//NOTE: using unrolled assignments in this function for speed reasons
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var theme: string = metadata["theme"];
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var x: int = metadata["x"];
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var y: int = metadata["y"];
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var w: int = metadata["w"];
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var h: int = metadata["h"];
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//etch the floor-space (1-tile margin)
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for (var j: int = y + 1; j < y + h - 1; j++) {
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for (var i: int = x + 1; i < x + w - 1; i++) {
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var floorIndex = rng.generateRandomNumber() % 4; //NOTE: there might not always be only 4 floor sprites
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tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 0] = tileset[theme + "-floor-" + string floorIndex][0];
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tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 1] = tileset[theme + "-floor-" + string floorIndex][1];
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tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 2] = tileset[theme + "-floor-" + string floorIndex][2];
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}
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}
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//create the string constants here, so refstring can do it's job
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var T_WALL: [int] const = tileset[ theme + "-wall-t" ];
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var B_WALL: [int] const = tileset[ theme + "-wall-b" ];
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var L_WALL: [int] const = tileset[ theme + "-wall-l" ];
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var R_WALL: [int] const = tileset[ theme + "-wall-r" ];
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//etch the walls of each room
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for (var i: int = x; i < x + w; i++) {
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tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 0] = T_WALL[0];
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tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 1] = T_WALL[1];
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tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 2] = T_WALL[2];
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tilemap[(h + y - 1) * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 0] = B_WALL[0];
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tilemap[(h + y - 1) * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 1] = B_WALL[1];
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tilemap[(h + y - 1) * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 2] = B_WALL[2];
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}
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for (var j: int = y; j < y + h; j++) {
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tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 0] = L_WALL[0];
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tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 1] = L_WALL[1];
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tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 2] = L_WALL[2];
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tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + (x + w - 1) * 3 + 0] = R_WALL[0];
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tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + (x + w - 1) * 3 + 1] = R_WALL[1];
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tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + (x + w - 1) * 3 + 2] = R_WALL[2];
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}
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//etch the corners
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tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 0] = tileset[ theme + "-corner-tl" ][0];
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tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 1] = tileset[ theme + "-corner-tl" ][1];
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tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 2] = tileset[ theme + "-corner-tl" ][2];
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tilemap[(h + y - 1) * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 0] = tileset[ theme + "-corner-bl" ][0];
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tilemap[(h + y - 1) * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 1] = tileset[ theme + "-corner-bl" ][1];
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tilemap[(h + y - 1) * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 2] = tileset[ theme + "-corner-bl" ][2];
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tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + (x + w - 1) * 3 + 0] = tileset[ theme + "-corner-tr" ][0];
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tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + (x + w - 1) * 3 + 1] = tileset[ theme + "-corner-tr" ][1];
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tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + (x + w - 1) * 3 + 2] = tileset[ theme + "-corner-tr" ][2];
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tilemap[(h + y - 1) * CELL_WIDTH * CELL_COUNT_X * 3 + (x + w - 1) * 3 + 0] = tileset[ theme + "-corner-br" ][0];
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tilemap[(h + y - 1) * CELL_WIDTH * CELL_COUNT_X * 3 + (x + w - 1) * 3 + 1] = tileset[ theme + "-corner-br" ][1];
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tilemap[(h + y - 1) * CELL_WIDTH * CELL_COUNT_X * 3 + (x + w - 1) * 3 + 2] = tileset[ theme + "-corner-br" ][2];
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}
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62
assets/scripts/tilemap/rendernode.toy
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62
assets/scripts/tilemap/rendernode.toy
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//constants for generating maps
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var ROOM_MIN_WIDTH: int const = 4; //minimum safe value 4
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var ROOM_MIN_HEIGHT: int const = 4;
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var ROOM_MAX_WIDTH: int const = 12;
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var ROOM_MAX_HEIGHT: int const = 12;
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var CELL_WIDTH: int const = 16; //minimum safe value ROOM_MAX_* + 4
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var CELL_HEIGHT: int const = 16;
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var CELL_COUNT_X: int const = 3;
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var CELL_COUNT_Y: int const = 3;
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var tilemap: [int] = null;
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fn setTilemap(node: opaque, t: [int]) {
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tilemap = t;
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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:/tileset.png");
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node.setNodeScaleX(CAMERA_SCALE_X);
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node.setNodeScaleY(CAMERA_SCALE_Y);
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}
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fn onDraw(node: opaque) {
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assert tilemap, "tilemap is null";
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var posX: int const = node.getNodeWorldPositionX();
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var posY: int const = node.getNodeWorldPositionY();
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//draw everything at twice the original size
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var scaleX: float const = node.getNodeWorldScaleX();
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var scaleY: float const = node.getNodeWorldScaleY();
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//draw the tilemap
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for (var j = 0; j < CELL_HEIGHT * CELL_COUNT_Y; j++) {
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for (var i = 0; i < CELL_WIDTH * CELL_COUNT_X; i++) {
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//don't render empty tiles
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if (tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3] < 0) {
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continue;
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}
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//set the rect of the node on the tilesheet - the "tilemap" var is a single blob of data
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node.setNodeRect(
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tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3] * TILE_PIXEL_WIDTH,
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tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 1] * TILE_PIXEL_HEIGHT,
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TILE_PIXEL_WIDTH, TILE_PIXEL_HEIGHT
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);
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//draw to the screen
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node.drawNode(
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floor((i * TILE_PIXEL_WIDTH + posX) * scaleX) + globalCameraX,
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floor((j * TILE_PIXEL_HEIGHT + posY) * scaleY) + globalCameraY,
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floor(TILE_PIXEL_WIDTH * scaleX),
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floor(TILE_PIXEL_HEIGHT * scaleY)
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);
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}
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}
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}
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