import standard; import engine; import node; //constants for generating maps var TILE_PIXEL_WIDTH: int const = 16; var TILE_PIXEL_HEIGHT: int const = 16; var ROOM_MIN_WIDTH: int const = 4; //minimum safe value 4 var ROOM_MIN_HEIGHT: int const = 4; var ROOM_MAX_WIDTH: int const = 12; var ROOM_MAX_HEIGHT: int const = 12; var CELL_WIDTH: int const = 16; //minimum safe value ROOM_MAX_* + 4 var CELL_HEIGHT: int const = 16; var CELL_COUNT_X: int const = 3; var CELL_COUNT_Y: int const = 3; var tilemap: [int] = null; //lifecycle functions fn onLoad(node: opaque) { //load the atlas into this node node.loadNodeTexture("sprites:/tileset.png"); } fn setTilemap(node: opaque, t: [int]) { assert t, "provided tilemap is null (in setTilemap)"; tilemap = t; //create a child as a render target var child = node.loadChildNode("scripts:/tilemap/renderer-child.toy"); child.createNodeTexture(CELL_WIDTH * CELL_COUNT_X * TILE_PIXEL_WIDTH, CELL_HEIGHT * CELL_COUNT_Y * TILE_PIXEL_HEIGHT); setRenderTarget(child); //draw the tilemap to the child for (var j = 0; j < CELL_HEIGHT * CELL_COUNT_Y; j++) { for (var i = 0; i < CELL_WIDTH * CELL_COUNT_X; i++) { //don't render empty tiles if (tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3] < 0) { continue; } //set the rect of the node on the tilesheet - the "tilemap" var is a single blob of data node.setNodeRect( tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3] * TILE_PIXEL_WIDTH, tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 1] * TILE_PIXEL_HEIGHT, TILE_PIXEL_WIDTH, TILE_PIXEL_HEIGHT ); //draw to the screen node.drawNode( (i * TILE_PIXEL_WIDTH), (j * TILE_PIXEL_HEIGHT), TILE_PIXEL_WIDTH, TILE_PIXEL_HEIGHT ); } } //reset the render target to the screen setRenderTarget(null); }