Moved polyfills into standard library
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@@ -5,11 +5,11 @@ import node;
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var childCounter: int = 0;
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//TODO: reference these from a global source (root?)
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var tileWidth: float const = 100;
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var tileHeight: float const = 100;
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var tileWidth: int const = 100;
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var tileHeight: int const = 100;
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var roomWidth: float const = 10;
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var roomHeight: float const = 10;
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var roomWidth: int const = 10;
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var roomHeight: int const = 10;
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var levelXCount: int const = 4;
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var levelYCount: int const = 4;
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@@ -40,16 +40,16 @@ fn drawLayer(node: opaque, camX, camY, camW, camH, depth) {
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//calc the modifier ratio to offset things
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var mod: float = float tileWidth / (tileWidth - depth);
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var tileWidth_mod = round(tileWidth * mod);
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var tileHeight_mod = round(tileHeight * mod);
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var camX_mod = (camX - camW) * mod + camW / 2;
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var camY_mod = (camY - camH) * mod + camH / 2;
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var tileWidth_mod: int = round(tileWidth * mod);
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var tileHeight_mod: int = round(tileHeight * mod);
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var camX_mod: int = round((camX - camW) * mod + camW / 2);
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var camY_mod: int = round((camY - camH) * mod + camH / 2);
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//calc the region to render
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var lowerX = round((camX - camW/2) / tileWidth);
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var upperX = round((camX - camW*1.5) / tileWidth);
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var lowerY = round((camY - camH/2) / tileHeight);
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var upperY = round((camY - camH*1.5) / tileHeight);
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var lowerX: int = round((camX - camW/2) / tileWidth);
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var upperX: int = round((camX - camW*1.5) / tileWidth);
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var lowerY: int = round((camY - camH/2) / tileHeight);
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var upperY: int = round((camY - camH*1.5) / tileHeight);
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//bounds check
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lowerX = max(0, abs(lowerX));
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@@ -68,27 +68,3 @@ fn drawLayer(node: opaque, camX, camY, camW, camH, depth) {
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}
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}
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}
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//math utils
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fn round(x): int {
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var f = floor(x);
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return x - f >= 0.5 ? f + 1 : f;
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}
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fn floor(x): int {
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return int x;
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}
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fn ceil(x): int {
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var f = floor(x);
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return x - f != 0 ? f + 1 : f;
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}
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fn min(a, b) {
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return a < b ? a : b;
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}
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fn max(a, b) {
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return a > b ? a : b;
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}
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