94 lines
2.2 KiB
Plaintext
94 lines
2.2 KiB
Plaintext
//this is one layer
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import standard;
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import node;
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var childCounter: int = 0;
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//TODO: reference these from a global source (root?)
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var tileWidth: float const = 100;
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var tileHeight: float const = 100;
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var roomWidth: float const = 10;
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var roomHeight: float const = 10;
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var levelXCount: int const = 4;
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var levelYCount: int const = 4;
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//util to generate and init a child node of a given parent
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fn makeChildSprite(parent: opaque, spriteName: string) {
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var child: opaque = loadNode("scripts:/tilemap/tile.toy");
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parent.pushNode(child);
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child.initNode();
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child.loadTexture("sprites:/" + spriteName);
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//BUGFIX
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childCounter++;
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return child;
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}
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fn onInit(node: opaque) {
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//load the child node, with the tiling back image
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node.makeChildSprite("tile-wall.png");
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}
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fn drawLayer(node: opaque, camX, camY, camW, camH, depth) {
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//calc the modifier ratio to offset things
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var mod: float = float tileWidth / (tileWidth - depth);
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var tileWidth_mod = round(tileWidth * mod);
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var tileHeight_mod = round(tileHeight * mod);
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var camX_mod = (camX - camW) * mod + camW / 2;
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var camY_mod = (camY - camH) * mod + camH / 2;
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//calc the region to render
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var lowerX = round((camX - camW/2) / tileWidth);
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var upperX = round((camX - camW*1.5) / tileWidth);
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var lowerY = round((camY - camH/2) / tileHeight);
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var upperY = round((camY - camH*1.5) / tileHeight);
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//bounds check
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lowerX = max(0, abs(lowerX));
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upperX = min(upperX < 0 ? abs(upperX) : 0, levelXCount * roomWidth);
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lowerY = max(0, abs(lowerY));
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upperY = min(upperY < 0 ? abs(upperY) : 0, levelYCount * roomHeight);
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//render each tile
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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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if ( !(int i % int roomWidth == 0 || int i % int roomWidth == roomWidth - 1) && !(int j % int roomHeight == 0 || int j % int roomHeight == roomHeight - 1) ) {
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continue;
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}
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node.getNodeChild(0).drawNode(round(camX_mod + i * tileWidth_mod), round(camY_mod + j * tileHeight_mod), tileWidth_mod, tileHeight_mod);
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}
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}
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}
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//math utils
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fn round(x): int {
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var f = floor(x);
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return x - f >= 0.5 ? f + 1 : f;
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}
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fn floor(x): int {
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return int x;
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}
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fn ceil(x): int {
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var f = floor(x);
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return x - f != 0 ? f + 1 : f;
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}
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fn min(a, b) {
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return a < b ? a : b;
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}
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fn max(a, b) {
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return a > b ? a : b;
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} |