112 lines
2.2 KiB
Plaintext
112 lines
2.2 KiB
Plaintext
import standard;
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import node;
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//consts
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var ROOM_WIDTH: int const = 8;
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var ROOM_HEIGHT: int const = 8;
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var TILE_WIDTH: int const = 64;
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var TILE_HEIGHT: int const = 64;
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//map between the identity and position on the sprite sheet
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var tilemap: [[string]] = null;
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var tileset: [string : [int]] = [
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"pillar": [0, 0],
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"floor-0": [0, 1],
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"floor-1": [1, 1],
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"floor-2": [2, 1],
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"floor-3": [3, 1],
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"wall-t": [0, 2],
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"wall-b": [1, 2],
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"wall-l": [2, 2],
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"wall-r": [3, 2],
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"corner-tl": [0, 3],
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"corner-tr": [1, 3],
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"corner-bl": [2, 3],
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"corner-br": [3, 3],
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"edge-tl": [0, 4],
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"edge-tr": [1, 4],
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"edge-bl": [2, 4],
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"edge-br": [3, 4]
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];
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//debug vars
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var camX = 0;
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var camY = 0;
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var camW = 1080;
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var camH = 720;
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//lifecycle functions
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fn onInit(node: opaque) {
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tilemap = generateMap(ROOM_WIDTH, ROOM_HEIGHT);
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node.loadTexture("sprites:/tileset.png");
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print tilemap;
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}
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fn onDraw(node: opaque) {
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//calc the region to render
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var lowerX: int = round((camX - camW/2.0) / TILE_WIDTH);
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var upperX: int = round((camX - camW*1.5) / TILE_WIDTH);
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var lowerY: int = round((camY - camH/2.0) / TILE_HEIGHT);
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var upperY: int = round((camY - camH*1.5) / TILE_HEIGHT);
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//bounds check
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lowerX = max(0, lowerX);
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upperX = min(upperX < 0 ? abs(upperX) : 0, ROOM_WIDTH);
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lowerY = max(0, lowerY);
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upperY = min(upperY < 0 ? abs(upperY) : 0, ROOM_HEIGHT);
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//draw the tilemap
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for (var j = lowerY; j < upperY; j++) {
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for (var i = lowerX; i < upperX; i++) {
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var pos = tileset[tilemap[i][j]];
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node.setNodeRect(pos[0] * 16, pos[1] * 16, 16, 16);
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node.drawNode(i * TILE_WIDTH, j * TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT);
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}
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}
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}
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//utils functions
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fn generateMap(width: int, height: int) {
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import random;
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var rng: opaque = createRandomGenerator(clock().hash());
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//generate an empty grid
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var result: [[string]] = [];
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var row: [string] = [];
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for (var j: int = 0; j < height; j++) {
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row.push("pillar");
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}
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for (var i: int = 0; i < width; i++) {
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result.push(row);
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}
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//generate the contents of the grid
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for (var j: int = 0; j < height; j++) {
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for (var i: int = 0; i < width; i++) {
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//select a random floor tile
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var x: int = rng.generateRandomNumber() % 4;
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var t: string = "floor-" + string x;
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result[i][j] = t;
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}
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}
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return result;
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}
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