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Airport/assets/scripts/tilemap/layer-background.toy

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//this is one layer
import standard;
import engine;
import node;
//TODO: replace with an empty node function (polyfill)
fn loadChildEmpty(parent: opaque) {
var child: opaque = loadNode("scripts:/empty.toy");
parent.pushNode(child);
return child;
}
fn onLoad(node: opaque) {
//load the child node, with the tiling back image
node.loadChildEmpty();
}
fn onInit(node: opaque) {
node.getChildNode(0).loadTexture("sprites:/tile-background.png");
}
//drawing util
fn drawLayer(node: opaque, camX, camY, camW, camH, depth) {
//get the constants from root
var root: opaque = getRootNode();
var tileWidth: int const = root.callNodeFn("getTileWidth");
var tileHeight: int const = root.callNodeFn("getTileHeight");
var roomWidth: int const = root.callNodeFn("getRoomWidth");
var roomHeight: int const = root.callNodeFn("getRoomHeight");
var levelXCount: int const = root.callNodeFn("getLevelXCount");
var levelYCount: int const = root.callNodeFn("getLevelYCount");
//calc the modifier ratio to offset things
var mod: float = float tileWidth / (tileWidth - depth);
var tileWidth_mod: float = tileWidth * mod;
var tileHeight_mod: float = tileHeight * mod;
var camX_mod: float = (camX - camW) * mod + camW/2;
var camY_mod: float = (camY - camH) * mod + camH/2;
//calc the region to render
var lowerX: int = round((camX - camW/2.0) / tileWidth);
var upperX: int = round((camX - camW*1.5) / tileWidth);
var lowerY: int = round((camY - camH/2.0) / tileHeight);
var upperY: int = round((camY - camH*1.5) / tileHeight);
//bounds check
lowerX = max(0, abs(lowerX));
upperX = min(upperX < 0 ? abs(upperX) : 0, levelXCount * roomWidth);
lowerY = max(0, abs(lowerY));
upperY = min(upperY < 0 ? abs(upperY) : 0, levelYCount * roomHeight);
//render each tile
for (var j = lowerY; j <= upperY; j++) {
for (var i = lowerX; i <= upperX; i++) {
node.getChildNode(0).drawNode(round(camX_mod + i * tileWidth_mod), round(camY_mod + j * tileHeight_mod), round(tileWidth_mod), round(tileHeight_mod));
}
}
}