Moved the demo scripts into a directory

This commit is contained in:
2023-03-03 23:57:02 +11:00
parent 08ce7b5536
commit b89f73ac9e
11 changed files with 33 additions and 85 deletions

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//the overarching scene
import engine;
import node;
//debugging tools
var stepCounter: int = 0;
var stepTracker: [int] = [0, 0, 0];
//util to generate and init a child node of a given parent
fn makeChild(parent: opaque, fname: string) {
var child: opaque = loadNode(fname);
parent.pushNode(child);
return child;
}
//lifecycle functions
fn onLoad(node: opaque) {
//load the tile map node
var tilemapNode = node.makeChild("scripts:/demo/tilemap/tilemap.toy");
tilemapNode.callNodeFn("loadLayer", "layer-background.toy");
tilemapNode.callNodeFn("loadLayer", "layer-walls.toy");
tilemapNode.callNodeFn("loadLayer", "layer-walls.toy");
//tilemapNode.callNodeFn("loadLayer", "layer-walls.toy"); //TODO: remove this
//tilemapNode.callNodeFn("loadLayer", "layer-maze.toy");
}
//debugging code
fn onStep(node: opaque) {
stepCounter++;
}
fn onDraw(node: opaque) {
//round off - too many skips means it's crappy anyway
if (stepCounter > stepTracker.length() - 1) {
stepCounter = stepTracker.length() - 1;
}
//This logic is just a debugging tool
stepTracker[stepCounter] = stepTracker[stepCounter] + 1;
print stepTracker;
stepCounter = 0;
}
fn onMouseButtonDown(node: opaque, x: int, y: int, button: string) {
//reload the scene on click
if (button == "left") {
loadRootNode("scripts:/demo/scene.toy");
}
}
//global accessors
fn getTileWidth(node: opaque): int { return 64; }
fn getTileHeight(node: opaque): int { return 64; }
fn getRoomWidth(node: opaque): int { return 10; }
fn getRoomHeight(node: opaque): int { return 10; }
fn getLevelXCount(node: opaque): int { return 9; }
fn getLevelYCount(node: opaque): int { return 9; }
//TODO: move this into the engine
fn getScreenWidth(node: opaque): int { return 1080; }
fn getScreenHeight(node: opaque): int { return 720; }

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//this is one layer
import standard;
import engine;
import node;
//TODO: replace with an empty node function (polyfill)
fn loadChildEmpty(parent: opaque) {
var child: opaque = loadNode("scripts:/empty.toy");
parent.pushNode(child);
return child;
}
fn onLoad(node: opaque) {
//load the child node, with the tiling back image
node.loadChildEmpty();
}
fn onInit(node: opaque) {
node.getChildNode(0).loadTexture("sprites:/tile-background.png");
}
//drawing util
fn drawLayer(node: opaque, camX, camY, camW, camH, depth) {
//get the constants from root
var root: opaque = getRootNode();
var tileWidth: int const = root.callNodeFn("getTileWidth");
var tileHeight: int const = root.callNodeFn("getTileHeight");
var roomWidth: int const = root.callNodeFn("getRoomWidth");
var roomHeight: int const = root.callNodeFn("getRoomHeight");
var levelXCount: int const = root.callNodeFn("getLevelXCount");
var levelYCount: int const = root.callNodeFn("getLevelYCount");
//calc the modifier ratio to offset things
var mod: float = float tileWidth / (tileWidth - depth);
var tileWidth_mod: float = tileWidth * mod;
var tileHeight_mod: float = tileHeight * mod;
var camX_mod: float = (camX - camW) * mod + camW/2;
var camY_mod: float = (camY - camH) * mod + camH/2;
//calc the region to render
var lowerX: int = round((camX - camW/2.0) / tileWidth);
var upperX: int = round((camX - camW*1.5) / tileWidth);
var lowerY: int = round((camY - camH/2.0) / tileHeight);
var upperY: int = round((camY - camH*1.5) / tileHeight);
//bounds check
lowerX = max(0, abs(lowerX));
upperX = min(upperX < 0 ? abs(upperX) : 0, levelXCount * roomWidth);
lowerY = max(0, abs(lowerY));
upperY = min(upperY < 0 ? abs(upperY) : 0, levelYCount * roomHeight);
//render each tile
for (var j = lowerY; j <= upperY; j++) {
for (var i = lowerX; i <= upperX; i++) {
node.getChildNode(0).drawNode(round(camX_mod + i * tileWidth_mod), round(camY_mod + j * tileHeight_mod), round(tileWidth_mod), round(tileHeight_mod));
}
}
}

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//this is one layer
import standard;
import engine;
import node;
//TODO: replace with an empty node function (polyfill)
fn loadChildEmpty(parent: opaque) {
var child: opaque = loadNode("scripts:/empty.toy");
parent.pushNode(child);
return child;
}
fn onLoad(node: opaque) {
//load the child node, with the tiling back image
node.loadChildEmpty();
}
fn onInit(node: opaque) {
node.getChildNode(0).loadTexture("sprites:/tile-wall.png");
}
//drawing util
fn drawLayer(node: opaque, camX, camY, camW, camH, depth) {
//get the constants from root
var root: opaque = getRootNode();
var tileWidth: int const = root.callNodeFn("getTileWidth");
var tileHeight: int const = root.callNodeFn("getTileHeight");
var roomWidth: int const = root.callNodeFn("getRoomWidth");
var roomHeight: int const = root.callNodeFn("getRoomHeight");
var levelXCount: int const = root.callNodeFn("getLevelXCount");
var levelYCount: int const = root.callNodeFn("getLevelYCount");
//calc the modifier ratio to offset things
var mod: float = float tileWidth / (tileWidth - depth);
var tileWidth_mod: int = round(tileWidth * mod);
var tileHeight_mod: int = round(tileHeight * mod);
var camX_mod: int = round((camX - camW) * mod + camW/2);
var camY_mod: int = round((camY - camH) * mod + camH/2);
//calc the region to render
var lowerX: int = round((camX - camW/2.0) / tileWidth);
var upperX: int = round((camX - camW*1.5) / tileWidth);
var lowerY: int = round((camY - camH/2.0) / tileHeight);
var upperY: int = round((camY - camH*1.5) / tileHeight);
//bounds check
lowerX = max(0, abs(lowerX));
upperX = min(upperX < 0 ? abs(upperX) : 0, levelXCount * roomWidth);
lowerY = max(0, abs(lowerY));
upperY = min(upperY < 0 ? abs(upperY) : 0, levelYCount * roomHeight);
//render each tile
for (var j = lowerY; j <= upperY; j++) {
for (var i = lowerX; i <= upperX; i++) {
if ( !(int i % int roomWidth == 0 || int i % int roomWidth == roomWidth - 1) && !(int j % int roomHeight == 0 || int j % int roomHeight == roomHeight - 1) ) {
continue;
}
node.getChildNode(0).drawNode(camX_mod + i * tileWidth_mod, camY_mod + j * tileHeight_mod, tileWidth_mod, tileHeight_mod);
}
}
}

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//this file manages the tilemap-related utilities
import standard;
import engine;
import node;
var camX: float = 0;
var camY: float = 0;
//util to generate a child node of a given parent
fn loadChild(parent: opaque, fname: string) {
var child: opaque = loadNode(fname);
parent.pushNode(child);
return child;
}
fn loadLayer(node: opaque, layerName: string) {
//load the given layer as a child
var layerNode = node.loadChild("scripts:/demo/tilemap/" + layerName);
}
//lifecycle functions
fn onStep(node: opaque) {
camX--;
camY--;
}
fn onDraw(node: opaque) {
var screenWidth: int const = getRootNode().callNodeFn("getScreenWidth");
var screenHeight: int const = getRootNode().callNodeFn("getScreenHeight");
//iterate over each layer, passing in the screen dimensions
for (var c = 0; c < node.getChildNodeCount(); c++) {
node.getChildNode(c).callNodeFn("drawLayer", camX, camY, screenWidth, screenHeight, c * 4.0);
}
}