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Airport/assets/scripts/gameplay/scene.toy

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import standard;
import node;
import random;
//persistent members
var tilemap: opaque = null;
var stepCounter: opaque = null;
var player: opaque = null;
var enemies: [opaque] = null;
var collisionDataCache: [bool] = null;
var rng: opaque = null; //TODO: does this have an opaque tag?
//lifecycle functions
fn onInit(node: opaque) {
//load the map stuff
tilemap = node.loadChild("scripts:/gameplay/tilemap.toy");
node.generateScene(clock().hash(), MAP_GRID_WIDTH, MAP_GRID_HEIGHT);
//load and initialize the UI (depends on map stuff)
stepCounter = node.loadChild("scripts:/gameplay/step-counter.toy");
stepCounter.setNodeRect(0, 0, CAMERA_SCREEN_W, 32);
stepCounter.callNodeFn("setMaxSteps", 100);
stepCounter.setNodeLayer(100);
//offset the scene node, so it shows the map outside separate from the UI
node.setNodePositionY(16);
}
fn onFree(node: opaque) {
//cleanup
if (rng != null) {
rng.freeRandomGenerator();
}
}
//fn onStep(node: opaque) {
// //
//}
fn onDraw(node: opaque) {
//use the onDraw to sort - skip too many steps
node.sortChildrenNode(depthComparator);
var scaleX: float = player.getNodeWorldScaleX();
var scaleY: float = player.getNodeWorldScaleY();
//this offset is because the sprite cell for lejana is twice as big as the sprite cell for the floor tiles
var originOffsetX: int = player.getNodeRectW() / 2;
var originOffsetY: int = player.getNodeRectH() / 2;
//use the room scene's onDraw to set the global camera position
globalCameraX = floor((CAMERA_SCREEN_W / 2) - (player.getNodeWorldPositionX() * scaleX)) - originOffsetX;
globalCameraY = floor((CAMERA_SCREEN_H / 2) - (player.getNodeWorldPositionY() * scaleY)) - originOffsetY;
}
//gameplay functions
fn generateScene(node: opaque, seed: int, width: int, height: int) {
//reset the array
enemies = [];
if (rng != null) {
rng.freeRandomGenerator();
}
rng = createRandomGenerator(seed);
//generate map
tilemap.callNodeFn("generateFromRng", rng, width, height);
collisionDataCache = tilemap.callNodeFn("getCollisionData");
//place player here, so drop dropping can avoid the player
player = node.loadChild("scripts:/gameplay/lejana.toy");
player.callNodeFn("setGridPosition", 1, 1);
//generate drones
var droneCount: int const = rng.generateRandomNumber() % 2 + 20;
for (var i = 0; i < droneCount; i++) {
var d: opaque = node.loadChild("scripts:/gameplay/drone.toy");
d.initNode();
enemies.push(d);
var x = 0;
var y = 0;
//while generated spot is a collision, or too close to the player
while (x == 0 && y == 0 || node.getWalkableAt(x, y) == false || x < width / 6 * 2 && y < height / 6 * 2) {
x = rng.generateRandomNumber() % width;
y = rng.generateRandomNumber() % height;
}
d.callNodeFn("setGridPosition", x, y);
d.setNodePositionX(MAP_GRID_WIDTH * TILE_PIXEL_WIDTH);
d.setNodePositionY(MAP_GRID_HEIGHT * TILE_PIXEL_HEIGHT);
}
}
fn getWalkableAt(node: opaque, x: int, y: int) {
if (collisionDataCache == null || x == null || y == null) {
return false;
}
//entities
if (x == player.callNodeFn("getGridPositionX") && y == player.callNodeFn("getGridPositionY")) {
return false;
}
for (var i = 0; i < enemies.length(); i++) {
if (x == enemies[i].callNodeFn("getGridPositionX") && y == enemies[i].callNodeFn("getGridPositionY")) {
return false;
}
}
//outside the grid
if (y * MAP_GRID_WIDTH + x < 0 || y * MAP_GRID_WIDTH + x >= collisionDataCache.length()) {
return false;
}
//default
return collisionDataCache[y * MAP_GRID_WIDTH + x];
}
fn runAI(node: opaque) {
for (var i = 0; i < enemies.length(); i++) {
enemies[i].callNodeFn("runAI", rng);
}
stepCounter.callNodeFn("alterRemainingSteps", -1);
}
//utils - polyfills
fn loadChild(parent: opaque, fname: string) {
//TODO: add this to the API proper
var child: opaque = loadNode(fname);
parent.pushNode(child);
return child;
}
fn depthComparator(lhs: opaque, rhs: opaque) { //for sorting by depth
var lhsPositionY = lhs.getNodeWorldPositionY();
var rhsPositionY = rhs.getNodeWorldPositionY();
if (lhsPositionY == null || rhsPositionY == null) { //BUGFIX: children without that function
return true;
}
if (lhsPositionY == rhsPositionY) { //BUGFIX: prevent z-fighting
var lhsPositionX = lhs.getNodeWorldPositionX();
var rhsPositionX = rhs.getNodeWorldPositionX();
return lhsPositionX < rhsPositionX;
}
return lhsPositionY < rhsPositionY;
}