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