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

View File

@@ -0,0 +1,62 @@
//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)
);
}
}
}