//this is one layer 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; //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-wall.png"); } //draw the parallax-style walls fn drawRoom(node: opaque, x, y, depth, camX, camY, camW, camH) { var mod: float = float tileWidth / (tileWidth - depth); var tileWidth_mod = tileWidth * mod; var tileHeight_mod = tileHeight * mod; var camX_mod = (camX - camW) * mod + camW / 2; var camY_mod = (camY - camH) * mod + camH / 2; //top for (var i = x * roomWidth; i < (x * roomWidth) + roomWidth; i++) { node.getNodeChild(0).drawNode(round( i * tileWidth_mod + camX_mod ), round(y * roomHeight * tileHeight_mod + camY_mod ), round( tileWidth_mod), round( tileHeight_mod )); } //left for (var j = y * roomHeight; j < (y * roomHeight) + roomHeight; j++) { node.getNodeChild(0).drawNode(round( x * roomWidth * tileWidth_mod + camX_mod ), round( j * tileHeight_mod + camY_mod ), round( tileWidth_mod), round( tileHeight_mod )); } //bottom for (var i = x * roomWidth; i < (x * roomWidth) + roomWidth; i++) { node.getNodeChild(0).drawNode(round( i * tileWidth_mod + camX_mod), round( ((y+1) * roomHeight -1) * tileHeight_mod + camY_mod), round( tileWidth_mod), round( tileHeight_mod)); } //right for (var j = y * roomHeight; j < (y * roomHeight) + roomHeight; j++) { node.getNodeChild(0).drawNode(round( ((x + 1) * roomWidth -1) * tileWidth_mod + camX_mod ), round( j * tileHeight_mod + camY_mod ), round( tileWidth_mod ), round( tileHeight_mod )); } } 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; }