Moved polyfills into standard library
This commit is contained in:
@@ -28,4 +28,4 @@ mapInputEventToKeyUp("character_right", "right"); //event, keysym
|
||||
initWindow("Airport Game", 1080, 720, false);
|
||||
|
||||
//kick off the logic of the scene graph
|
||||
loadRootNode("scripts:/frames.toy");
|
||||
loadRootNode("scripts:/scene.toy");
|
||||
|
||||
@@ -5,11 +5,11 @@ 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 tileWidth: int const = 100;
|
||||
var tileHeight: int const = 100;
|
||||
|
||||
var roomWidth: float const = 10;
|
||||
var roomHeight: float const = 10;
|
||||
var roomWidth: int const = 10;
|
||||
var roomHeight: int const = 10;
|
||||
|
||||
var levelXCount: int const = 4;
|
||||
var levelYCount: int const = 4;
|
||||
@@ -40,16 +40,16 @@ fn drawLayer(node: opaque, camX, camY, camW, camH, depth) {
|
||||
//calc the modifier ratio to offset things
|
||||
var mod: float = float tileWidth / (tileWidth - depth);
|
||||
|
||||
var tileWidth_mod = round(tileWidth * mod);
|
||||
var tileHeight_mod = round(tileHeight * mod);
|
||||
var camX_mod = (camX - camW) * mod + camW / 2;
|
||||
var camY_mod = (camY - camH) * mod + camH / 2;
|
||||
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 = round((camX - camW/2) / tileWidth);
|
||||
var upperX = round((camX - camW*1.5) / tileWidth);
|
||||
var lowerY = round((camY - camH/2) / tileHeight);
|
||||
var upperY = round((camY - camH*1.5) / tileHeight);
|
||||
var lowerX: int = round((camX - camW/2) / tileWidth);
|
||||
var upperX: int = round((camX - camW*1.5) / tileWidth);
|
||||
var lowerY: int = round((camY - camH/2) / tileHeight);
|
||||
var upperY: int = round((camY - camH*1.5) / tileHeight);
|
||||
|
||||
//bounds check
|
||||
lowerX = max(0, abs(lowerX));
|
||||
@@ -64,26 +64,3 @@ fn drawLayer(node: opaque, camX, camY, camW, camH, depth) {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//math utils
|
||||
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;
|
||||
}
|
||||
@@ -5,11 +5,11 @@ 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 tileWidth: int const = 100;
|
||||
var tileHeight: int const = 100;
|
||||
|
||||
var roomWidth: float const = 10;
|
||||
var roomHeight: float const = 10;
|
||||
var roomWidth: int const = 10;
|
||||
var roomHeight: int const = 10;
|
||||
|
||||
var levelXCount: int const = 4;
|
||||
var levelYCount: int const = 4;
|
||||
@@ -40,16 +40,16 @@ fn drawLayer(node: opaque, camX, camY, camW, camH, depth) {
|
||||
//calc the modifier ratio to offset things
|
||||
var mod: float = float tileWidth / (tileWidth - depth);
|
||||
|
||||
var tileWidth_mod = round(tileWidth * mod);
|
||||
var tileHeight_mod = round(tileHeight * mod);
|
||||
var camX_mod = (camX - camW) * mod + camW / 2;
|
||||
var camY_mod = (camY - camH) * mod + camH / 2;
|
||||
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 = round((camX - camW/2) / tileWidth);
|
||||
var upperX = round((camX - camW*1.5) / tileWidth);
|
||||
var lowerY = round((camY - camH/2) / tileHeight);
|
||||
var upperY = round((camY - camH*1.5) / tileHeight);
|
||||
var lowerX: int = round((camX - camW/2) / tileWidth);
|
||||
var upperX: int = round((camX - camW*1.5) / tileWidth);
|
||||
var lowerY: int = round((camY - camH/2) / tileHeight);
|
||||
var upperY: int = round((camY - camH*1.5) / tileHeight);
|
||||
|
||||
//bounds check
|
||||
lowerX = max(0, abs(lowerX));
|
||||
@@ -68,27 +68,3 @@ fn drawLayer(node: opaque, camX, camY, camW, camH, depth) {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//math utils
|
||||
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;
|
||||
}
|
||||
@@ -5,21 +5,21 @@ import node;
|
||||
//TODO: get child count
|
||||
var childCounter: int = 0;
|
||||
|
||||
var levelXCount: int const = 4;
|
||||
var levelYCount: int const = 4;
|
||||
|
||||
var camX: float = 0;
|
||||
var camY: float = 0;
|
||||
|
||||
//TODO: reference these from a global source (root?)
|
||||
var tileWidth: float const = 100;
|
||||
var tileHeight: float const = 100;
|
||||
var tileWidth: int const = 100;
|
||||
var tileHeight: int const = 100;
|
||||
|
||||
var roomWidth: float const = 10;
|
||||
var roomHeight: float const = 10;
|
||||
var roomWidth: int const = 10;
|
||||
var roomHeight: int const = 10;
|
||||
|
||||
var screenWidth: float = 1080;
|
||||
var screenHeight: float = 720;
|
||||
var levelXCount: int const = 4;
|
||||
var levelYCount: int const = 4;
|
||||
|
||||
var screenWidth: int const = 1080;
|
||||
var screenHeight: int const = 720;
|
||||
|
||||
|
||||
//util to generate and init a child node of a given parent
|
||||
@@ -53,26 +53,3 @@ fn onDraw(node: opaque) {
|
||||
node.getChildNode(c).callNodeFn("drawLayer", camX, camY, screenWidth, screenHeight, c * 2);
|
||||
}
|
||||
}
|
||||
|
||||
//math utils
|
||||
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;
|
||||
}
|
||||
Reference in New Issue
Block a user