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Airport/assets/scripts/tilemap/renderer.toy

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import standard;
import engine;
import node;
//constants for generating maps
var TILE_PIXEL_WIDTH: int const = 16;
var TILE_PIXEL_HEIGHT: int const = 16;
var ROOM_MIN_WIDTH: int const = 4; //minimum safe value 4
var ROOM_MIN_HEIGHT: int const = 4;
var ROOM_MAX_WIDTH: int const = 12;
var ROOM_MAX_HEIGHT: int const = 12;
var CELL_WIDTH: int const = 16; //minimum safe value ROOM_MAX_* + 4
var CELL_HEIGHT: int const = 16;
var CELL_COUNT_X: int const = 3;
var CELL_COUNT_Y: int const = 3;
var MAP_GRID_WIDTH: int const = CELL_WIDTH * CELL_COUNT_X;
var MAP_GRID_HEIGHT: int const = CELL_HEIGHT * CELL_COUNT_Y;
//lifecycle functions
fn onLoad(node: opaque) {
//load the atlas into this node
node.loadNodeTexture("sprites:/tileset.png");
//create a child as a render target
var child: opaque = node.loadChildNode("scripts:/tilemap/renderer-child.toy");
child.createNodeTexture(MAP_GRID_WIDTH * TILE_PIXEL_WIDTH, MAP_GRID_HEIGHT * TILE_PIXEL_HEIGHT);
}
//TODO: lazily render
fn setTilemap(node: opaque, tilemap: [int]) {
assert tilemap, "provided tilemap is null (in setTilemap)";
print clock() + " - begin rendering map";
var child: opaque = node.getChildNode(0);
setRenderTarget(child);
//draw the tilemap to the child
for (var j = 0; j < MAP_GRID_HEIGHT; j++) {
for (var i = 0; i < MAP_GRID_WIDTH; i++) {
//don't recalculate this every time
var ITERATION: int const = j * MAP_GRID_WIDTH * 3 + i * 3;
//don't render empty tiles
if (tilemap[ITERATION] < 0 || tilemap[ITERATION + 1] < 0) {
continue;
}
//set the rect of the node on the tilesheet - the "tilemap" var is a single blob of data
node.setNodeRect(
tilemap[ITERATION] * TILE_PIXEL_WIDTH,
tilemap[ITERATION + 1] * TILE_PIXEL_HEIGHT,
TILE_PIXEL_WIDTH, TILE_PIXEL_HEIGHT
);
//draw to the screen
node.drawNode(
(i * TILE_PIXEL_WIDTH),
(j * TILE_PIXEL_HEIGHT),
TILE_PIXEL_WIDTH,
TILE_PIXEL_HEIGHT
);
}
}
//reset the render target to the screen
setRenderTarget(null);
print clock() + " - end rendering map";
}