Implemented Rogue-style room generation... badly.

10,000 ways not to make a lightbulb, I guess.
This commit is contained in:
2023-07-03 16:37:10 +10:00
parent e32a561e07
commit 98d0d605e7
10 changed files with 327 additions and 12 deletions

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import standard;
import random;
//constants mapped to the given atlas file "tileset.png"
var tileset: [string : [int]] const = [
"empty": [-1, -1, -1],
"temple-pillar": [0, 0, 0],
"temple-floor-0": [0, 1, 1],
"temple-floor-1": [1, 1, 1],
"temple-floor-2": [2, 1, 1],
"temple-floor-3": [3, 1, 1],
"temple-wall-t": [0, 2, 0],
"temple-wall-b": [1, 2, 0],
"temple-wall-l": [2, 2, 0],
"temple-wall-r": [3, 2, 0],
"temple-corner-tl": [0, 3, 0],
"temple-corner-tr": [1, 3, 0],
"temple-corner-bl": [2, 3, 0],
"temple-corner-br": [3, 3, 0],
"temple-edge-tl": [0, 4, 0],
"temple-edge-tr": [1, 4, 0],
"temple-edge-bl": [2, 4, 0],
"temple-edge-br": [3, 4, 0]
];
var themes: [string] const = [
"temple"
];
//constants for generating maps
var ROOM_MIN_WIDTH: int const = 4; //minimum safe value 4
var ROOM_MIN_HEIGHT: int const = 4;
var ROOM_MAX_WIDTH: int const = 12;
var ROOM_MAX_HEIGHT: int const = 12;
var CELL_WIDTH: int const = 16; //minimum safe value ROOM_MAX_* + 4
var CELL_HEIGHT: int const = 16;
var CELL_COUNT_X: int const = 3;
var CELL_COUNT_Y: int const = 3;
//raw string data
var tilemap: [int] = null;
//public functions
fn generateTilemapData(rng: opaque) {
//generate a grid filled with only empty tiles, as a starting point
tilemap = [];
for (var j: int = 0; j < CELL_COUNT_Y * CELL_HEIGHT; j++) {
for (var i: int = 0; i < CELL_COUNT_X * CELL_WIDTH; i++) {
tilemap.push(-1); //x
tilemap.push(-1); //y
tilemap.push(-1); //collision
}
}
//generate the metadata of each room
var data = [];
for (var i: int = 0; i < CELL_COUNT_X; i++) {
var inner = []; //inner decl
for (var j: int = 0; j < CELL_COUNT_Y; j++) {
var metadata = generateRoomMetadata(rng,
i * CELL_WIDTH + 1,
j * CELL_HEIGHT + 1,
CELL_WIDTH - 2,
CELL_HEIGHT - 2
);
inner.push(metadata); //BUG: see Toy #70
}
data.push(inner);
}
//etch each tile string into the tilemap
for (var j: int = 0; j < CELL_COUNT_Y; j++) {
for (var i: int = 0; i < CELL_COUNT_X; i++) {
etchRoom(rng, data[i][j]);
}
}
//TODO: etch corridors
}
fn generateRoomMetadata(rng: opaque, left: int, top: int, width: int, height: int) {
//I expected this line to break, but I must've fixed calls within indexes at some point
var theme: string = themes[rng.generateRandomNumber() % themes.length()];
var x: int = rng.generateRandomNumber() % (ROOM_MAX_WIDTH - width) + left;
var y: int = rng.generateRandomNumber() % (ROOM_MAX_HEIGHT - height) + top;
var w: int = rng.generateRandomNumber() % (ROOM_MAX_WIDTH - ROOM_MIN_WIDTH) + ROOM_MIN_WIDTH;
var h: int = rng.generateRandomNumber() % (ROOM_MAX_HEIGHT - ROOM_MIN_HEIGHT) + ROOM_MIN_HEIGHT;
var doorX: int = x + 1 + rng.generateRandomNumber() % (w - 2);
var doorY: int = y + 1 + rng.generateRandomNumber() % (h - 2);
var metadata: [string: any] = [
"theme" : theme,
"x" : x,
"y" : y,
"w" : w,
"h" : h,
"doorX": doorX,
"doorY": doorY
];
return metadata;
}
fn etchRoom(rng: opaque, metadata: [string: any]) {
//NOTE: using unrolled assignments in this function for speed reasons
var theme: string = metadata["theme"];
var x: int = metadata["x"];
var y: int = metadata["y"];
var w: int = metadata["w"];
var h: int = metadata["h"];
//etch the floor-space (1-tile margin)
for (var j: int = y + 1; j < y + h - 1; j++) {
for (var i: int = x + 1; i < x + w - 1; i++) {
var floorIndex = rng.generateRandomNumber() % 4; //NOTE: there might not always be only 4 floor sprites
tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 0] = tileset[theme + "-floor-" + string floorIndex][0];
tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 1] = tileset[theme + "-floor-" + string floorIndex][1];
tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 2] = tileset[theme + "-floor-" + string floorIndex][2];
}
}
//create the string constants here, so refstring can do it's job
var T_WALL: [int] const = tileset[ theme + "-wall-t" ];
var B_WALL: [int] const = tileset[ theme + "-wall-b" ];
var L_WALL: [int] const = tileset[ theme + "-wall-l" ];
var R_WALL: [int] const = tileset[ theme + "-wall-r" ];
//etch the walls of each room
for (var i: int = x; i < x + w; i++) {
tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 0] = T_WALL[0];
tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 1] = T_WALL[1];
tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 2] = T_WALL[2];
tilemap[(h + y - 1) * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 0] = B_WALL[0];
tilemap[(h + y - 1) * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 1] = B_WALL[1];
tilemap[(h + y - 1) * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 2] = B_WALL[2];
}
for (var j: int = y; j < y + h; j++) {
tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 0] = L_WALL[0];
tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 1] = L_WALL[1];
tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 2] = L_WALL[2];
tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + (x + w - 1) * 3 + 0] = R_WALL[0];
tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + (x + w - 1) * 3 + 1] = R_WALL[1];
tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + (x + w - 1) * 3 + 2] = R_WALL[2];
}
//etch the corners
tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 0] = tileset[ theme + "-corner-tl" ][0];
tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 1] = tileset[ theme + "-corner-tl" ][1];
tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 2] = tileset[ theme + "-corner-tl" ][2];
tilemap[(h + y - 1) * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 0] = tileset[ theme + "-corner-bl" ][0];
tilemap[(h + y - 1) * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 1] = tileset[ theme + "-corner-bl" ][1];
tilemap[(h + y - 1) * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 2] = tileset[ theme + "-corner-bl" ][2];
tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + (x + w - 1) * 3 + 0] = tileset[ theme + "-corner-tr" ][0];
tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + (x + w - 1) * 3 + 1] = tileset[ theme + "-corner-tr" ][1];
tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + (x + w - 1) * 3 + 2] = tileset[ theme + "-corner-tr" ][2];
tilemap[(h + y - 1) * CELL_WIDTH * CELL_COUNT_X * 3 + (x + w - 1) * 3 + 0] = tileset[ theme + "-corner-br" ][0];
tilemap[(h + y - 1) * CELL_WIDTH * CELL_COUNT_X * 3 + (x + w - 1) * 3 + 1] = tileset[ theme + "-corner-br" ][1];
tilemap[(h + y - 1) * CELL_WIDTH * CELL_COUNT_X * 3 + (x + w - 1) * 3 + 2] = tileset[ theme + "-corner-br" ][2];
}

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//constants for generating maps
var ROOM_MIN_WIDTH: int const = 4; //minimum safe value 4
var ROOM_MIN_HEIGHT: int const = 4;
var ROOM_MAX_WIDTH: int const = 12;
var ROOM_MAX_HEIGHT: int const = 12;
var CELL_WIDTH: int const = 16; //minimum safe value ROOM_MAX_* + 4
var CELL_HEIGHT: int const = 16;
var CELL_COUNT_X: int const = 3;
var CELL_COUNT_Y: int const = 3;
var tilemap: [int] = null;
fn setTilemap(node: opaque, t: [int]) {
tilemap = t;
}
//lifecycle functions
fn onLoad(node: opaque) {
node.loadNodeTexture("sprites:/tileset.png");
node.setNodeScaleX(CAMERA_SCALE_X);
node.setNodeScaleY(CAMERA_SCALE_Y);
}
fn onDraw(node: opaque) {
assert tilemap, "tilemap is null";
var posX: int const = node.getNodeWorldPositionX();
var posY: int const = node.getNodeWorldPositionY();
//draw everything at twice the original size
var scaleX: float const = node.getNodeWorldScaleX();
var scaleY: float const = node.getNodeWorldScaleY();
//draw the tilemap
for (var j = 0; j < CELL_HEIGHT * CELL_COUNT_Y; j++) {
for (var i = 0; i < CELL_WIDTH * CELL_COUNT_X; i++) {
//don't render empty tiles
if (tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3] < 0) {
continue;
}
//set the rect of the node on the tilesheet - the "tilemap" var is a single blob of data
node.setNodeRect(
tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3] * TILE_PIXEL_WIDTH,
tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 1] * TILE_PIXEL_HEIGHT,
TILE_PIXEL_WIDTH, TILE_PIXEL_HEIGHT
);
//draw to the screen
node.drawNode(
floor((i * TILE_PIXEL_WIDTH + posX) * scaleX) + globalCameraX,
floor((j * TILE_PIXEL_HEIGHT + posY) * scaleY) + globalCameraY,
floor(TILE_PIXEL_WIDTH * scaleX),
floor(TILE_PIXEL_HEIGHT * scaleY)
);
}
}
}