Grid-based movement and collisions working
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@@ -2,9 +2,6 @@ import standard;
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import node;
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//consts
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var ROOM_WIDTH: int const = 8;
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var ROOM_HEIGHT: int const = 8;
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var TILE_WIDTH: int const = 64;
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var TILE_HEIGHT: int const = 64;
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@@ -13,27 +10,27 @@ var tilemap: [[string]] = null;
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var collisions: [[bool]] = null;
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var tileset: [string : [int]] = [
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"pillar": [0, 0, 1],
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"pillar": [0, 0, 0],
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"floor-0": [0, 1, 0],
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"floor-1": [1, 1, 0],
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"floor-2": [2, 1, 0],
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"floor-3": [3, 1, 0],
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"floor-0": [0, 1, 1],
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"floor-1": [1, 1, 1],
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"floor-2": [2, 1, 1],
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"floor-3": [3, 1, 1],
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"wall-t": [0, 2, 1],
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"wall-b": [1, 2, 1],
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"wall-l": [2, 2, 1],
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"wall-r": [3, 2, 1],
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"wall-t": [0, 2, 0],
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"wall-b": [1, 2, 0],
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"wall-l": [2, 2, 0],
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"wall-r": [3, 2, 0],
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"corner-tl": [0, 3, 1],
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"corner-tr": [1, 3, 1],
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"corner-bl": [2, 3, 1],
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"corner-br": [3, 3, 1],
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"corner-tl": [0, 3, 0],
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"corner-tr": [1, 3, 0],
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"corner-bl": [2, 3, 0],
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"corner-br": [3, 3, 0],
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"edge-tl": [0, 4, 1],
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"edge-tr": [1, 4, 1],
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"edge-bl": [2, 4, 1],
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"edge-br": [3, 4, 1]
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"edge-tl": [0, 4, 0],
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"edge-tr": [1, 4, 0],
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"edge-bl": [2, 4, 0],
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"edge-br": [3, 4, 0]
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];
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@@ -45,34 +42,41 @@ var camH = 720;
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//lifecycle functions
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fn onInit(node: opaque) {
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fn onLoad(node: opaque) {
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node.loadTexture("sprites:/tileset.png");
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tilemap = generateTilemap(clock().hash(), ROOM_WIDTH, ROOM_HEIGHT);
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collisions = bakeCollisionMap(tilemap, ROOM_WIDTH, ROOM_HEIGHT);
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print tilemap;
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print collisions;
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}
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fn onDraw(node: opaque) {
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if (tilemap == null) {
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return;
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}
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//calc the region to render
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var lowerX: int = round((camX - camW/2.0) / TILE_WIDTH);
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var upperX: int = round((camX - camW*1.5) / TILE_WIDTH);
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var lowerY: int = round((camY - camH/2.0) / TILE_HEIGHT);
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var upperY: int = round((camY - camH*1.5) / TILE_HEIGHT);
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var rwidth = 0;
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var rheight = 0;
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if (tilemap.length() != 0) {
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rwidth = tilemap.length();
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if (tilemap[0].length() != 0) {
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rheight = (tilemap[0].length()); //TODO: Some kind of Toy bug here, use parentheses
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}
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}
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//bounds check
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lowerX = max(0, lowerX);
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upperX = min(upperX < 0 ? abs(upperX) : 0, ROOM_WIDTH);
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upperX = min(upperX < 0 ? abs(upperX) : 0, rwidth);
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lowerY = max(0, lowerY);
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upperY = min(upperY < 0 ? abs(upperY) : 0, ROOM_HEIGHT);
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upperY = min(upperY < 0 ? abs(upperY) : 0, rheight);
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//draw the tilemap
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for (var j = lowerY; j < upperY; j++) {
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for (var i = lowerX; i < upperX; i++) {
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var pos = tileset[tilemap[i][j]];
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node.setNodeRect(pos[0] * 16, pos[1] * 16, 16, 16);
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@@ -83,6 +87,14 @@ fn onDraw(node: opaque) {
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//utils functions for map generation
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fn generateFromSeed(node: opaque, seed: int, width: int, height: int) {
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tilemap = generateTilemap(seed, width, height);
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collisions = bakeCollisionMap(tilemap, width, height);
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print tilemap;
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print collisions;
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}
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fn generateTilemap(seed: int, width: int, height: int) {
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import random;
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var rng: opaque = createRandomGenerator(seed);
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@@ -152,3 +164,7 @@ fn bakeCollisionMap(tilemap: [[string]], width: int, height: int) {
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return result;
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}
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fn getCollisionMap(node: opaque) {
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return collisions;
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}
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