Grid-based movement and collisions working
This commit is contained in:
@@ -1,72 +1,133 @@
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import standard;
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import node;
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//constants
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var SPEED: int const = 3;
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var SPRITE_WIDTH: int const = 64;
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var SPRITE_HEIGHT: int const = 64;
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//variables
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var parent: opaque = null; //cache the parent for quick access
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var posX: int = 50;
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var posY: int = 50;
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var WIDTH: int const = 128;
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var HEIGHT: int const = 128;
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var xspeed: int = 0;
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var yspeed: int = 0;
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var gridX: int = 1; //position on the game grid
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var gridY: int = 1;
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var realX: int = 0; //will change until realX = gridX * SPRITE_WIDTH
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var realY: int = 0;
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var motionX: int = 0; //normalized movement direction
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var motionY: int = 0;
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var inputX: int = 0; //cache the keyboard input
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var inputY: int = 0;
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//polyfills - animating different cycles on one image
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var SPRITE_WIDTH: int const = 32;
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var SPRITE_HEIGHT: int const = 32;
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var stepCount: int = 0;
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var stepDelay: int = 10;
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fn faceDown(node: opaque) {
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node.setNodeRect(0, 0, SPRITE_WIDTH, SPRITE_HEIGHT);
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node.setNodeRect(0, 0, 32, 32);
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node.setNodeFrames(4);
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}
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fn faceUp(node: opaque) {
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node.setNodeRect(32 * 4, 0, SPRITE_WIDTH, SPRITE_HEIGHT);
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node.setNodeRect(32 * 4, 0, 32, 32);
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node.setNodeFrames(4);
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}
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fn faceLeft(node: opaque) {
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node.setNodeRect(32 * 12, 0, SPRITE_WIDTH, SPRITE_HEIGHT);
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node.setNodeRect(32 * 12, 0, 32, 32);
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node.setNodeFrames(4);
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}
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fn faceRight(node: opaque) {
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node.setNodeRect(32 * 8, 0, SPRITE_WIDTH, SPRITE_HEIGHT);
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node.setNodeRect(32 * 8, 0, 32, 32);
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node.setNodeFrames(4);
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}
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//polyfills - move these to standard
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fn normalize(x): int {
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if (x > 0) {
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return 1;
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}
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if (x < 0) {
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return -1;
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}
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return 0;
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}
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//lifecycle functions
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fn onLoad(node: opaque) {
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//
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}
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fn onInit(node: opaque) {
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parent = node.getParentNode();
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node.loadTexture("sprites:/lejana.png");
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node.faceDown();
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}
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fn onStep(node: opaque) {
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posX += xspeed;
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posY += yspeed;
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fn onInit(node: opaque) {
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parent = node.getParentNode();
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}
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//animate after X steps
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if (xspeed == 0 && yspeed == 0) {
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fn onStep(node: opaque) {
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//process input when aligned to a grid
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if (realX / SPRITE_WIDTH == gridX && realY / SPRITE_HEIGHT == gridY && motionX == 0 && motionY == 0) {
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//disallow wall phasing
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if (parent.callNodeFn("getCollisionAt", gridX + inputX, gridY) != true) {
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inputX = 0;
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}
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if (parent.callNodeFn("getCollisionAt", gridX, gridY + inputY) != true) {
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inputY = 0;
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}
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//disallow diagonal movement
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if (abs(inputX) != 0) {
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gridX += inputX;
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}
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else {
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gridY += inputY;
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}
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//facing
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if (inputY > 0) {
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node.faceDown();
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}
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if (inputY < 0) {
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node.faceUp();
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}
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if (inputX > 0) {
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node.faceRight();
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}
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if (inputX < 0) {
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node.faceLeft();
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}
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}
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//animation
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if (motionX == 0 && motionY == 0) {
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stepCount = 0;
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node.setCurrentNodeFrame(0);
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}
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else {
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if (++stepCount >= stepDelay) {
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node.incrementCurrentNodeFrame();
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stepCount = 0;
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}
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if (++stepCount >= 10) {
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node.incrementCurrentNodeFrame();
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stepCount = 0;
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}
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//calc movement
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var distX = gridX * SPRITE_WIDTH - realX;
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var distY = gridY * SPRITE_HEIGHT - realY;
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motionX = normalize(distX);
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motionY = normalize(distY);
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//make movement
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realX += abs(distX) > SPEED ? SPEED * motionX : distX;
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realY += abs(distY) > SPEED ? SPEED * motionY : distY;
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}
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fn onFree(node: opaque) {
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@@ -80,75 +141,55 @@ fn onDraw(node: opaque) {
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if (parent != null) {
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px = parent.callNodeFn("getX");
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py = parent.callNodeFn("getY");
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px = px != null ? px : 0;
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py = py != null ? py : 0;
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}
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node.drawNode(posX + px, posY + py, WIDTH, HEIGHT);
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node.drawNode(realX + px, realY + py, SPRITE_WIDTH, SPRITE_HEIGHT);
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}
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//event functions
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fn onKeyDown(node: opaque, event: string) {
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if (event == "character_up") {
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yspeed -= SPEED;
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faceUp(node);
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inputY -= 1;
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return;
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}
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if (event == "character_down") {
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yspeed += SPEED;
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faceDown(node);
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inputY += 1;
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return;
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}
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if (event == "character_left") {
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xspeed -= SPEED;
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faceLeft(node);
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inputX -= 1;
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return;
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}
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if (event == "character_right") {
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xspeed += SPEED;
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faceRight(node);
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inputX += 1;
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return;
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}
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}
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fn onKeyUp(node: opaque, event: string) {
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if (event == "character_up" && yspeed < 0) {
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yspeed = 0;
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if (event == "character_up" && inputY < 0) {
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inputY = 0;
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return;
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}
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if (event == "character_down" && yspeed > 0) {
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yspeed = 0;
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if (event == "character_down" && inputY > 0) {
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inputY = 0;
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return;
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}
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if (event == "character_left" && xspeed < 0) {
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xspeed = 0;
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if (event == "character_left" && inputX < 0) {
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inputX = 0;
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return;
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}
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if (event == "character_right" && xspeed > 0) {
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xspeed = 0;
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if (event == "character_right" && inputX > 0) {
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inputX = 0;
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return;
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}
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}
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fn onMouseMotion(node: opaque, x: int, y: int, xrel: int, yrel: int) {
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//
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}
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fn onMouseButtonDown(node: opaque, x: int, y: int, button: string) {
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//jump to pos
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posX = x - WIDTH / 2;
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posY = y - HEIGHT / 2;
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}
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fn onMouseButtonUp(node: opaque, x: int, y: int, button: string) {
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//
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}
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fn onMouseWheel(node: opaque, xrel: int, yrel: int) {
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//
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}
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@@ -0,0 +1,34 @@
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import standard;
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import node;
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var tilemap: opaque = null;
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var player: opaque = null;
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var collisionMap: [[bool]] = null; //cache this, since it won't change during a level
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//lifecycle functions
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fn onLoad(node: opaque) {
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tilemap = node.loadChild("scripts:/gameplay/tilemap.toy");
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player = node.loadChild("scripts:/gameplay/lejana.toy");
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}
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fn onInit(node: opaque) {
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tilemap.callNodeFn("generateFromSeed", clock().hash(), 8, 8);
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collisionMap = tilemap.callNodeFn("getCollisionMap");
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}
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//utils - polyfills
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fn loadChild(parent: opaque, fname: string) {
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var child: opaque = loadNode(fname);
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parent.pushNode(child);
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return child;
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}
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//connective functions
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fn getCollisionAt(node: opaque, x: int, y: int) {
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if (collisionMap == null) {
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return false;
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}
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return collisionMap[x][y];
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}
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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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@@ -31,7 +31,7 @@
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initWindow("Skyland", 1080, 720, false);
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//kick off the logic of the scene graph
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loadRootNode("scripts:/gameplay/tilemap.toy");
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loadRootNode("scripts:/gameplay/scene.toy");
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}
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//Globals go here
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@@ -750,7 +750,7 @@ static int nativeDrawNode(Toy_Interpreter* interpreter, Toy_LiteralArray* argume
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static int nativeCallNodeFn(Toy_Interpreter* interpreter, Toy_LiteralArray* arguments) {
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//checks
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if (arguments->count < 2) {
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interpreter->errorOutput("Too few arguments passed to callNode\n");
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interpreter->errorOutput("Too few arguments passed to callNodeFn\n");
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return -1;
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}
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@@ -797,7 +797,7 @@ static int nativeCallNodeFn(Toy_Interpreter* interpreter, Toy_LiteralArray* argu
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}
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if (!TOY_IS_OPAQUE(nodeLiteral) || !TOY_IS_STRING(fnName)) {
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interpreter->errorOutput("Incorrect argument type passed to callNode\n");
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interpreter->errorOutput("Incorrect argument type passed to callNodeFn\n");
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Toy_freeLiteral(nodeLiteral);
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Toy_freeLiteral(fnName);
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return -1;
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Block a user