import standard; import node; //consts var ROOM_WIDTH: int const = 8; var ROOM_HEIGHT: int const = 8; var TILE_WIDTH: int const = 64; var TILE_HEIGHT: int const = 64; //map between the identity and position on the sprite sheet var tilemap: [[string]] = null; var collisions: [[bool]] = null; var tileset: [string : [int]] = [ "pillar": [0, 0, 1], "floor-0": [0, 1, 0], "floor-1": [1, 1, 0], "floor-2": [2, 1, 0], "floor-3": [3, 1, 0], "wall-t": [0, 2, 1], "wall-b": [1, 2, 1], "wall-l": [2, 2, 1], "wall-r": [3, 2, 1], "corner-tl": [0, 3, 1], "corner-tr": [1, 3, 1], "corner-bl": [2, 3, 1], "corner-br": [3, 3, 1], "edge-tl": [0, 4, 1], "edge-tr": [1, 4, 1], "edge-bl": [2, 4, 1], "edge-br": [3, 4, 1] ]; //debug vars var camX = 0; var camY = 0; var camW = 1080; var camH = 720; //lifecycle functions fn onInit(node: opaque) { node.loadTexture("sprites:/tileset.png"); tilemap = generateTilemap(clock().hash(), ROOM_WIDTH, ROOM_HEIGHT); collisions = bakeCollisionMap(tilemap, ROOM_WIDTH, ROOM_HEIGHT); print tilemap; print collisions; } fn onDraw(node: opaque) { //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, ROOM_WIDTH); lowerY = max(0, lowerY); upperY = min(upperY < 0 ? abs(upperY) : 0, ROOM_HEIGHT); //draw the tilemap for (var j = lowerY; j < upperY; j++) { for (var i = lowerX; i < upperX; i++) { var pos = tileset[tilemap[i][j]]; node.setNodeRect(pos[0] * 16, pos[1] * 16, 16, 16); node.drawNode(i * TILE_WIDTH, j * TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT); } } } //utils functions for map generation fn generateTilemap(seed: int, width: int, height: int) { import random; var rng: opaque = createRandomGenerator(seed); //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"; return result; } fn bakeCollisionMap(tilemap: [[string]], width: int, height: int) { //generate an empty grid var result: [[bool]] = []; var row: [bool] = []; for (var j: int = 0; j < height; j++) { row.push(false); } for (var i: int = 0; i < width; i++) { result.push(row); } //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[i][j] = (tileset[ tilemap[i][j] ][2] != 0); } } return result; }