//this is one layer import standard; 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 roomWidth: float const = 10; var roomHeight: float const = 10; var levelXCount: int const = 4; var levelYCount: int const = 4; //util to generate and init a child node of a given parent fn makeChildSprite(parent: opaque, spriteName: string) { var child: opaque = loadNode("scripts:/tilemap/tile.toy"); parent.pushNode(child); child.initNode(); child.loadTexture("sprites:/" + spriteName); //BUGFIX childCounter++; return child; } fn onInit(node: opaque) { //load the child node, with the tiling back image node.makeChildSprite("tile-background.png"); } 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; //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); //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), tileWidth_mod, tileHeight_mod); } } } //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; }