//this file manages the tilemap-related utilities import standard; import node; 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 roomWidth: float const = 10; var roomHeight: float const = 10; var screenWidth: float = 1080; var screenHeight: float = 720; //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); child.initNode(); return child; } fn loadLayer(node: opaque, layerName: string) { //load the given layer as a child var layerNode = node.makeChild("scripts:/tilemap/" + layerName); childCounter++; } var stepCounter = 0; fn onStep(node: opaque) { stepCounter++; camX--; camY--; } fn onDraw(node: opaque) { print stepCounter; stepCounter = 0; //TODO: reference the camera width & height //TODO: render parallax //cull out-of-bounds regions var lowerX = abs(floor(floor((camX-screenWidth/2) / tileWidth) / float roomWidth)); var upperX = abs(ceil(floor((camX-screenWidth*1.5) / float tileWidth) / float roomWidth)); var lowerY = abs(floor(floor((camY-screenHeight/2) / tileHeight) / float roomHeight)); var upperY = abs(ceil(floor((camY-screenHeight*1.5) / float tileHeight) / float roomHeight)); //bounds check lowerX = max(lowerX, 0); upperX = min(upperX + 1, levelXCount); lowerY = max(lowerY, 0); upperY = min(upperY + 1, levelYCount); for (var c = 0; c < childCounter; c++) { for (var j = lowerY; j <= upperY; j++) { for (var i = lowerX; i <= upperX; i++) { node.getNodeChild(c).callNodeFn("drawRoom", i, j, c * 4.0, camX, camY, screenWidth, screenHeight); } } } } 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; }