Playing around with scripts

This commit is contained in:
2023-02-24 22:20:40 +11:00
parent 3fca594209
commit aabbf41dd6
19 changed files with 597 additions and 44 deletions

View File

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//this is one layer
import node;
var childCounter: int = 0;
//TODO: reference these from a global source (root?)
var tileWidth: float const = 100;
var tileHeight: float const = 100;
var roomWidth: float const = 10;
var roomHeight: float const = 10;
//util to generate and init a child node of a given parent
fn makeChildSprite(parent: opaque, spriteName: string) {
var child: opaque = loadNode("scripts:/tilemap/tile.toy");
parent.pushNode(child);
child.initNode();
child.loadTexture("sprites:/" + spriteName);
//BUGFIX
childCounter++;
return child;
}
fn onInit(node: opaque) {
//load the child node, with the tiling back image
node.makeChildSprite("tile-wall.png");
}
//draw the parallax-style walls
fn drawRoom(node: opaque, x, y, depth, camX, camY, camW, camH) {
var mod: float = float tileWidth / (tileWidth - depth);
var tileWidth_mod = tileWidth * mod;
var tileHeight_mod = tileHeight * mod;
var camX_mod = (camX - camW) * mod + camW / 2;
var camY_mod = (camY - camH) * mod + camH / 2;
//top
for (var i = x * roomWidth; i < (x * roomWidth) + roomWidth; i++) {
node.getNodeChild(0).drawNode(round( i * tileWidth_mod + camX_mod ), round(y * roomHeight * tileHeight_mod + camY_mod ), round( tileWidth_mod), round( tileHeight_mod ));
}
//left
for (var j = y * roomHeight; j < (y * roomHeight) + roomHeight; j++) {
node.getNodeChild(0).drawNode(round( x * roomWidth * tileWidth_mod + camX_mod ), round( j * tileHeight_mod + camY_mod ), round( tileWidth_mod), round( tileHeight_mod ));
}
//bottom
for (var i = x * roomWidth; i < (x * roomWidth) + roomWidth; i++) {
node.getNodeChild(0).drawNode(round( i * tileWidth_mod + camX_mod), round( ((y+1) * roomHeight -1) * tileHeight_mod + camY_mod), round( tileWidth_mod), round( tileHeight_mod));
}
//right
for (var j = y * roomHeight; j < (y * roomHeight) + roomHeight; j++) {
node.getNodeChild(0).drawNode(round( ((x + 1) * roomWidth -1) * tileWidth_mod + camX_mod ), round( j * tileHeight_mod + camY_mod ), round( tileWidth_mod ), round( tileHeight_mod ));
}
}
fn round(x): int {
var f = floor(x);
return x - f >= 0.5 ? f + 1 : f;
}
fn floor(x): int {
return int x;
}
fn ceil(x): int {
var f = floor(x);
return x - f != 0 ? f + 1 : f;
}
fn min(a, b) {
return a < b ? a : b;
}
fn max(a, b) {
return a > b ? a : b;
}