Grid-based movement and collisions working

This commit is contained in:
2023-03-05 05:13:53 +11:00
parent 0d0e6369c9
commit b1ee485905
5 changed files with 190 additions and 99 deletions

View File

@@ -1,72 +1,133 @@
import standard;
import node;
//constants
var SPEED: int const = 3;
var SPRITE_WIDTH: int const = 64;
var SPRITE_HEIGHT: int const = 64;
//variables
var parent: opaque = null; //cache the parent for quick access
var posX: int = 50;
var posY: int = 50;
var WIDTH: int const = 128;
var HEIGHT: int const = 128;
var xspeed: int = 0;
var yspeed: int = 0;
var gridX: int = 1; //position on the game grid
var gridY: int = 1;
var realX: int = 0; //will change until realX = gridX * SPRITE_WIDTH
var realY: int = 0;
var motionX: int = 0; //normalized movement direction
var motionY: int = 0;
var inputX: int = 0; //cache the keyboard input
var inputY: int = 0;
//polyfills - animating different cycles on one image
var SPRITE_WIDTH: int const = 32;
var SPRITE_HEIGHT: int const = 32;
var stepCount: int = 0;
var stepDelay: int = 10;
fn faceDown(node: opaque) {
node.setNodeRect(0, 0, SPRITE_WIDTH, SPRITE_HEIGHT);
node.setNodeRect(0, 0, 32, 32);
node.setNodeFrames(4);
}
fn faceUp(node: opaque) {
node.setNodeRect(32 * 4, 0, SPRITE_WIDTH, SPRITE_HEIGHT);
node.setNodeRect(32 * 4, 0, 32, 32);
node.setNodeFrames(4);
}
fn faceLeft(node: opaque) {
node.setNodeRect(32 * 12, 0, SPRITE_WIDTH, SPRITE_HEIGHT);
node.setNodeRect(32 * 12, 0, 32, 32);
node.setNodeFrames(4);
}
fn faceRight(node: opaque) {
node.setNodeRect(32 * 8, 0, SPRITE_WIDTH, SPRITE_HEIGHT);
node.setNodeRect(32 * 8, 0, 32, 32);
node.setNodeFrames(4);
}
//polyfills - move these to standard
fn normalize(x): int {
if (x > 0) {
return 1;
}
if (x < 0) {
return -1;
}
return 0;
}
//lifecycle functions
fn onLoad(node: opaque) {
//
}
fn onInit(node: opaque) {
parent = node.getParentNode();
node.loadTexture("sprites:/lejana.png");
node.faceDown();
}
fn onStep(node: opaque) {
posX += xspeed;
posY += yspeed;
fn onInit(node: opaque) {
parent = node.getParentNode();
}
//animate after X steps
if (xspeed == 0 && yspeed == 0) {
fn onStep(node: opaque) {
//process input when aligned to a grid
if (realX / SPRITE_WIDTH == gridX && realY / SPRITE_HEIGHT == gridY && motionX == 0 && motionY == 0) {
//disallow wall phasing
if (parent.callNodeFn("getCollisionAt", gridX + inputX, gridY) != true) {
inputX = 0;
}
if (parent.callNodeFn("getCollisionAt", gridX, gridY + inputY) != true) {
inputY = 0;
}
//disallow diagonal movement
if (abs(inputX) != 0) {
gridX += inputX;
}
else {
gridY += inputY;
}
//facing
if (inputY > 0) {
node.faceDown();
}
if (inputY < 0) {
node.faceUp();
}
if (inputX > 0) {
node.faceRight();
}
if (inputX < 0) {
node.faceLeft();
}
}
//animation
if (motionX == 0 && motionY == 0) {
stepCount = 0;
node.setCurrentNodeFrame(0);
}
else {
if (++stepCount >= stepDelay) {
if (++stepCount >= 10) {
node.incrementCurrentNodeFrame();
stepCount = 0;
}
}
//calc movement
var distX = gridX * SPRITE_WIDTH - realX;
var distY = gridY * SPRITE_HEIGHT - realY;
motionX = normalize(distX);
motionY = normalize(distY);
//make movement
realX += abs(distX) > SPEED ? SPEED * motionX : distX;
realY += abs(distY) > SPEED ? SPEED * motionY : distY;
}
fn onFree(node: opaque) {
@@ -80,75 +141,55 @@ fn onDraw(node: opaque) {
if (parent != null) {
px = parent.callNodeFn("getX");
py = parent.callNodeFn("getY");
px = px != null ? px : 0;
py = py != null ? py : 0;
}
node.drawNode(posX + px, posY + py, WIDTH, HEIGHT);
node.drawNode(realX + px, realY + py, SPRITE_WIDTH, SPRITE_HEIGHT);
}
//event functions
fn onKeyDown(node: opaque, event: string) {
if (event == "character_up") {
yspeed -= SPEED;
faceUp(node);
inputY -= 1;
return;
}
if (event == "character_down") {
yspeed += SPEED;
faceDown(node);
inputY += 1;
return;
}
if (event == "character_left") {
xspeed -= SPEED;
faceLeft(node);
inputX -= 1;
return;
}
if (event == "character_right") {
xspeed += SPEED;
faceRight(node);
inputX += 1;
return;
}
}
fn onKeyUp(node: opaque, event: string) {
if (event == "character_up" && yspeed < 0) {
yspeed = 0;
if (event == "character_up" && inputY < 0) {
inputY = 0;
return;
}
if (event == "character_down" && yspeed > 0) {
yspeed = 0;
if (event == "character_down" && inputY > 0) {
inputY = 0;
return;
}
if (event == "character_left" && xspeed < 0) {
xspeed = 0;
if (event == "character_left" && inputX < 0) {
inputX = 0;
return;
}
if (event == "character_right" && xspeed > 0) {
xspeed = 0;
if (event == "character_right" && inputX > 0) {
inputX = 0;
return;
}
}
fn onMouseMotion(node: opaque, x: int, y: int, xrel: int, yrel: int) {
//
}
fn onMouseButtonDown(node: opaque, x: int, y: int, button: string) {
//jump to pos
posX = x - WIDTH / 2;
posY = y - HEIGHT / 2;
}
fn onMouseButtonUp(node: opaque, x: int, y: int, button: string) {
//
}
fn onMouseWheel(node: opaque, xrel: int, yrel: int) {
//
}

View File

@@ -0,0 +1,34 @@
import standard;
import node;
var tilemap: opaque = null;
var player: opaque = null;
var collisionMap: [[bool]] = null; //cache this, since it won't change during a level
//lifecycle functions
fn onLoad(node: opaque) {
tilemap = node.loadChild("scripts:/gameplay/tilemap.toy");
player = node.loadChild("scripts:/gameplay/lejana.toy");
}
fn onInit(node: opaque) {
tilemap.callNodeFn("generateFromSeed", clock().hash(), 8, 8);
collisionMap = tilemap.callNodeFn("getCollisionMap");
}
//utils - polyfills
fn loadChild(parent: opaque, fname: string) {
var child: opaque = loadNode(fname);
parent.pushNode(child);
return child;
}
//connective functions
fn getCollisionAt(node: opaque, x: int, y: int) {
if (collisionMap == null) {
return false;
}
return collisionMap[x][y];
}

View File

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

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@@ -31,7 +31,7 @@
initWindow("Skyland", 1080, 720, false);
//kick off the logic of the scene graph
loadRootNode("scripts:/gameplay/tilemap.toy");
loadRootNode("scripts:/gameplay/scene.toy");
}
//Globals go here

View File

@@ -750,7 +750,7 @@ static int nativeDrawNode(Toy_Interpreter* interpreter, Toy_LiteralArray* argume
static int nativeCallNodeFn(Toy_Interpreter* interpreter, Toy_LiteralArray* arguments) {
//checks
if (arguments->count < 2) {
interpreter->errorOutput("Too few arguments passed to callNode\n");
interpreter->errorOutput("Too few arguments passed to callNodeFn\n");
return -1;
}
@@ -797,7 +797,7 @@ static int nativeCallNodeFn(Toy_Interpreter* interpreter, Toy_LiteralArray* argu
}
if (!TOY_IS_OPAQUE(nodeLiteral) || !TOY_IS_STRING(fnName)) {
interpreter->errorOutput("Incorrect argument type passed to callNode\n");
interpreter->errorOutput("Incorrect argument type passed to callNodeFn\n");
Toy_freeLiteral(nodeLiteral);
Toy_freeLiteral(fnName);
return -1;