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Airport/assets/scripts/gameplay/tilemap.toy

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import standard;
import node;
//constants mapped to the given file "tileset.png"
var tileset: [string : [int]] const = [
"pillar": [0, 0, 0],
"floor-0": [0, 1, 1],
"floor-1": [1, 1, 1],
"floor-2": [2, 1, 1],
"floor-3": [3, 1, 1],
"wall-t": [0, 2, 0],
"wall-b": [1, 2, 0],
"wall-l": [2, 2, 0],
"wall-r": [3, 2, 0],
"corner-tl": [0, 3, 0],
"corner-tr": [1, 3, 0],
"corner-bl": [2, 3, 0],
"corner-br": [3, 3, 0],
"edge-tl": [0, 4, 0],
"edge-tr": [1, 4, 0],
"edge-bl": [2, 4, 0],
"edge-br": [3, 4, 0]
];
//raw string data
var rawmap: [[string]] = null;
//baked and usable blobs of data
var tilemap: [int] = null; // [x0, y0, x1, y1, ...]
var collisions: [bool] = null;
//metadata about the above blobs
var tilemapGridWidth: int = 0;
var tilemapGridHeight: int = 0;
//fast accessors
fn getTilemapData(node: opaque) {
return tilemap;
}
fn getCollisionData(node: opaque) {
return collisions;
}
//lifecycle functions
fn onLoad(node: opaque) {
node.loadNodeTexture("sprites:/tileset.png");
node.setNodeScaleX(CAMERA_SCALE_X);
node.setNodeScaleY(CAMERA_SCALE_Y);
}
fn onDraw(node: opaque) {
assert tilemap, "tilemap is null";
var posX: int const = node.getNodeWorldPositionX();
var posY: int const = node.getNodeWorldPositionY();
//draw everything at twice the original size
var scaleX: float const = node.getNodeWorldScaleX();
var scaleY: float const = node.getNodeWorldScaleY();
//draw the tilemap
for (var j = 0; j < tilemapGridHeight; j++) {
for (var i = 0; i < tilemapGridWidth; i++) {
//set the rect of the node on the tilesheet - the "tilemap" var is a single blob of data
node.setNodeRect(
tilemap[j * tilemapGridWidth * 2 + i * 2] * TILE_PIXEL_WIDTH,
tilemap[j * tilemapGridWidth * 2 + i * 2 + 1] * TILE_PIXEL_HEIGHT,
TILE_PIXEL_WIDTH, TILE_PIXEL_HEIGHT
);
//draw to the screen
node.drawNode(
floor((i * TILE_PIXEL_WIDTH + posX) * scaleX) + globalCameraX,
floor((j * TILE_PIXEL_HEIGHT + posY) * scaleY) + globalCameraY,
floor(TILE_PIXEL_WIDTH * scaleX),
floor(TILE_PIXEL_HEIGHT * scaleY)
);
}
}
}
//utils functions for map generation
fn generateFromRng(node: opaque, rng: opaque, width: int, height: int) {
//use debug room for now
rawmap = generateRawTilemapDebugRoom(rng, width, height);
tilemap = bakeTilemap(rawmap, width, height);
collisions = bakeCollisionMap(rawmap, width, height);
tilemapGridWidth = width;
tilemapGridHeight = height;
//debugging
print tilemap;
print collisions;
}
//"raw" tilemaps are not usable, they are just a 2d array of strings
fn generateRawTilemapDebugRoom(rng: opaque, width: int, height: int): [[string]] const {
import random;
//generate a grid filled with only pillar tiles, as a starting point
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 walkable tiles of the grid - floor tiles
for (var j: int = 1; j < height - 1; j++) {
for (var i: int = 1; i < width - 1; i++) {
//select a random floor tile (graphical effect only)
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";
//debugging
result[4][4] = "pillar";
result[width - 5][4] = "pillar";
result[4][height - 5] = "pillar";
result[width - 5][height - 5] = "pillar";
//return the raw result of strings
return result;
}
//"baking" converts raw tilemaps into usable blobs of data
fn bakeTilemap(tilemap: [[string]] const, width: int, height: int): [int] const {
var result: [int] = [];
//extract the positions from the tileset
for (var j: int = 0; j < height; j++) {
for (var i: int = 0; i < width; i++) {
result.push(tileset[ tilemap[i][j] ][0]);
result.push(tileset[ tilemap[i][j] ][1]);
}
}
return result;
}
//this bakes the collision map as a separate object
fn bakeCollisionMap(tilemap: [[string]] const, width: int, height: int): [bool] const {
var result: [bool] = [];
//extract the walkable state
for (var j: int = 0; j < height; j++) {
for (var i: int = 0; i < width; i++) {
result.push(tileset[ tilemap[i][j] ][2] != 0);
}
}
return result;
}