184 lines
4.0 KiB
Plaintext
184 lines
4.0 KiB
Plaintext
import standard;
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import node;
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//consts
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var TILE_WIDTH: int const = 32;
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var TILE_HEIGHT: int const = 32;
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//vars
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var mapWidth: int = 0;
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var mapHeight: int = 0;
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//map between the identity and position on the sprite sheet
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var rawmap: [[string]] = null;
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var tilemap: [int] = null; // [x0, y0, x1, y1, ...]
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var collisions: [bool] = null;
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var tileset: [string : [int]] = [
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"pillar": [0, 0, 0],
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"floor-0": [0, 1, 1],
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"floor-1": [1, 1, 1],
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"floor-2": [2, 1, 1],
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"floor-3": [3, 1, 1],
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"wall-t": [0, 2, 0],
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"wall-b": [1, 2, 0],
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"wall-l": [2, 2, 0],
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"wall-r": [3, 2, 0],
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"corner-tl": [0, 3, 0],
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"corner-tr": [1, 3, 0],
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"corner-bl": [2, 3, 0],
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"corner-br": [3, 3, 0],
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"edge-tl": [0, 4, 0],
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"edge-tr": [1, 4, 0],
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"edge-bl": [2, 4, 0],
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"edge-br": [3, 4, 0]
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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 onLoad(node: opaque) {
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node.loadTexture("sprites:/tileset.png");
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}
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fn customOnDraw(node: opaque) {
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if (tilemap == null) {
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return;
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}
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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, mapWidth);
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lowerY = max(0, lowerY);
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upperY = min(upperY < 0 ? abs(upperY) : 0, mapHeight);
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var runner: int = 0;
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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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node.setNodeRect(tilemap[j * mapWidth * 2 + i * 2] * 16, tilemap[j * mapWidth * 2 + i * 2 + 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 for map generation
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fn generateFromRng(node: opaque, rng: opaque, width: int, height: int) {
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rawmap = generateRawTilemap(rng, width, height);
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tilemap = bakeTilemap(rawmap, width, height);
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collisions = bakeCollisionMap(rawmap, width, height);
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mapWidth = width;
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mapHeight = height;
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print tilemap;
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print collisions;
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}
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fn generateRawTilemap(rng: opaque, width: int, height: int) {
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import random;
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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 - floor
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for (var j: int = 1; j < height - 1; j++) {
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for (var i: int = 1; i < width - 1; 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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//draw top and bottom walls
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for (var i: int = 1; i < width - 1; i++) {
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result[i][0] = "wall-t";
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result[i][height - 1] = "wall-b";
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}
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//draw the left and right walls
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for (var j: int = 1; j < height - 1; j++) {
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result[0][j] = "wall-l";
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result[width-1][j] = "wall-r";
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}
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//draw the corners
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result[0][0] = "corner-tl";
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result[width - 1][0] = "corner-tr";
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result[0][height - 1] = "corner-bl";
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result[width - 1][height - 1] = "corner-br";
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//debug
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result[4][4] = "pillar";
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result[width - 5][4] = "pillar";
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result[4][height - 5] = "pillar";
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result[width - 5][height - 5] = "pillar";
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return result;
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}
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fn bakeCollisionMap(tilemap: [[string]], width: int, height: int) {
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//generate an empty grid
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var result: [bool] = [];
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//extract the collision map
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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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//almost - you still need one pair of parentheses
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result.push(tileset[ tilemap[i][j] ][2] != 0);
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}
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}
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return result;
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}
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fn bakeTilemap(tilemap: [[string]], width: int, height: int) {
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//generate an empty grid
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var result: [int] = [];
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//extract the position map
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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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result.push(tileset[ tilemap[i][j] ][0]);
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result.push(tileset[ tilemap[i][j] ][1]);
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}
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}
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return result;
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}
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fn getCollisionMap(node: opaque) {
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return collisions;
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} |