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Airport/assets/scripts/gameplay/tilemap.toy
2023-03-05 00:29:55 +11:00

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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 tileset: [string : [int]] = [
"pillar": [0, 0],
"floor-0": [0, 1],
"floor-1": [1, 1],
"floor-2": [2, 1],
"floor-3": [3, 1],
"wall-t": [0, 2],
"wall-b": [1, 2],
"wall-l": [2, 2],
"wall-r": [3, 2],
"corner-tl": [0, 3],
"corner-tr": [1, 3],
"corner-bl": [2, 3],
"corner-br": [3, 3],
"edge-tl": [0, 4],
"edge-tr": [1, 4],
"edge-bl": [2, 4],
"edge-br": [3, 4]
];
//debug vars
var camX = 0;
var camY = 0;
var camW = 1080;
var camH = 720;
//lifecycle functions
fn onInit(node: opaque) {
tilemap = generateMap(ROOM_WIDTH, ROOM_HEIGHT);
node.loadTexture("sprites:/tileset.png");
print tilemap;
}
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
fn generateMap(width: int, height: int) {
import random;
var rng: opaque = createRandomGenerator(clock().hash());
//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
for (var j: int = 0; j < height; j++) {
for (var i: int = 0; i < width; i++) {
//select a random floor tile
var x: int = rng.generateRandomNumber() % 4;
var t: string = "floor-" + string x;
result[i][j] = t;
}
}
return result;
}