import standard; import node; //consts var TILE_WIDTH: int const = 32; var TILE_HEIGHT: int const = 32; //vars var mapWidth: int = 0; var mapHeight: int = 0; //map between the identity and position on the sprite sheet var rawmap: [[string]] = null; var tilemap: [int] = null; // [x0, y0, x1, y1, ...] var collisions: [bool] = null; var tileset: [string : [int]] = [ "pillar": [0, 0, 0], "floor-0": [0, 1, 1], "floor-1": [1, 1, 1], "floor-2": [2, 1, 1], "floor-3": [3, 1, 1], "wall-t": [0, 2, 0], "wall-b": [1, 2, 0], "wall-l": [2, 2, 0], "wall-r": [3, 2, 0], "corner-tl": [0, 3, 0], "corner-tr": [1, 3, 0], "corner-bl": [2, 3, 0], "corner-br": [3, 3, 0], "edge-tl": [0, 4, 0], "edge-tr": [1, 4, 0], "edge-bl": [2, 4, 0], "edge-br": [3, 4, 0] ]; //debug vars var camX = 0; var camY = 0; var camW = 1080; var camH = 720; //lifecycle functions fn onLoad(node: opaque) { node.loadNodeTexture("sprites:/tileset.png"); } fn customOnDraw(node: opaque, parentX: int, parentY: int) { if (tilemap == null) { return; } //calc the region to render var lowerX: int = round((camX - camW/2.0) / TILE_WIDTH); var upperX: int = round((camX - camW*1.5) / TILE_WIDTH); var lowerY: int = round((camY - camH/2.0) / TILE_HEIGHT); var upperY: int = round((camY - camH*1.5) / TILE_HEIGHT); //bounds check lowerX = max(0, lowerX); upperX = min(upperX < 0 ? abs(upperX) : 0, mapWidth); lowerY = max(0, lowerY); upperY = min(upperY < 0 ? abs(upperY) : 0, mapHeight); var runner: int = 0; //draw the tilemap for (var j = lowerY; j < upperY; j++) { for (var i = lowerX; i < upperX; i++) { node.setNodeRect(tilemap[j * mapWidth * 2 + i * 2] * 16, tilemap[j * mapWidth * 2 + i * 2 + 1] * 16, 16, 16); node.drawNode(i * TILE_WIDTH + parentX, j * TILE_HEIGHT + parentY, TILE_WIDTH, TILE_HEIGHT); } } } //utils functions for map generation fn generateFromRng(node: opaque, rng: opaque, width: int, height: int) { rawmap = generateRawTilemap(rng, width, height); tilemap = bakeTilemap(rawmap, width, height); collisions = bakeCollisionMap(rawmap, width, height); mapWidth = width; mapHeight = height; print tilemap; print collisions; } fn generateRawTilemap(rng: opaque, width: int, height: int) { import random; //generate an empty grid var result: [[string]] = []; var row: [string] = []; for (var j: int = 0; j < height; j++) { row.push("pillar"); } for (var i: int = 0; i < width; i++) { result.push(row); } //generate the contents of the grid - floor for (var j: int = 1; j < height - 1; j++) { for (var i: int = 1; i < width - 1; i++) { //select a random floor tile var x: int = rng.generateRandomNumber() % 4; var t: string = "floor-" + string x; result[i][j] = t; } } //draw top and bottom walls for (var i: int = 1; i < width - 1; i++) { result[i][0] = "wall-t"; result[i][height - 1] = "wall-b"; } //draw the left and right walls for (var j: int = 1; j < height - 1; j++) { result[0][j] = "wall-l"; result[width-1][j] = "wall-r"; } //draw the corners result[0][0] = "corner-tl"; result[width - 1][0] = "corner-tr"; result[0][height - 1] = "corner-bl"; result[width - 1][height - 1] = "corner-br"; //debug result[4][4] = "pillar"; result[width - 5][4] = "pillar"; result[4][height - 5] = "pillar"; result[width - 5][height - 5] = "pillar"; return result; } fn bakeCollisionMap(tilemap: [[string]], width: int, height: int) { //generate an empty grid var result: [bool] = []; //extract the collision map for (var j: int = 0; j < height; j++) { for (var i: int = 0; i < width; i++) { //almost - you still need one pair of parentheses result.push(tileset[ tilemap[i][j] ][2] != 0); } } return result; } fn bakeTilemap(tilemap: [[string]], width: int, height: int) { //generate an empty grid var result: [int] = []; //extract the position map for (var j: int = 0; j < height; j++) { for (var i: int = 0; i < width; i++) { result.push(tileset[ tilemap[i][j] ][0]); result.push(tileset[ tilemap[i][j] ][1]); } } return result; } fn getCollisionMap(node: opaque) { return collisions; }