Files
Airport/assets/scripts/gameplay/scene.toy
2023-03-05 18:25:00 +11:00

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3.1 KiB
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import standard;
import node;
//consts
var TILE_WIDTH: int const = 32;
var TILE_HEIGHT: int const = 32;
var tilemap: opaque = null;
var player: opaque = null;
var enemies: [opaque] = [];
var entities: [opaque] = null; //full list of entities
var collisionMap: [[bool]] = null; //cache this, since it won't change during a level
var rng: opaque = null;
//debugging tools
var stepCounter: int = 0;
var drawCounter: int = 0;
//lifecycle functions
fn onLoad(node: opaque) {
tilemap = node.loadChild("scripts:/gameplay/tilemap.toy");
player = node.loadChild("scripts:/gameplay/lejana.toy");
}
fn onInit(node: opaque) {
node.generateLevel(clock().hash(), 16, 16);
}
fn onStep(node: opaque) {
if (++stepCounter >= 60) {
print "FPS: " + string drawCounter + " / 60";
stepCounter = 0;
drawCounter = 0;
}
entities = entities.sort(depthComparator);
}
fn onDraw(node: opaque) {
drawCounter++;
//call each child's custom sort fn
tilemap.callNodeFn("customOnDraw");
for (var i = 0; i < entities.length(); i++) {
entities[i].callNodeFn("customOnDraw");
}
}
//utils - polyfills
fn loadChild(parent: opaque, fname: string) {
var child: opaque = loadNode(fname);
parent.pushNode(child);
return child;
}
//gameplay functions
fn generateLevel(node: opaque, seed: int, width: int, height: int) {
//reset the array
enemies = [];
entities = [player]; //assume the player exists already
import random;
if (rng != null) rng.freeRandomGenerator();
rng = createRandomGenerator(seed);
//place player
player.callNodeFn("setGridPos", 1, 1);
//generate map
tilemap.callNodeFn("generateFromRng", rng, 16, 16);
collisionMap = tilemap.callNodeFn("getCollisionMap");
//generate drones
var droneCount: int const = rng.generateRandomNumber() % 2 + 2;
for (var i = 0; i < droneCount; i++) {
var d = node.loadChild("scripts:/gameplay/drone.toy");
d.initNode();
enemies.push(d);
entities.push(d);
var x = 0;
var y = 0;
//while generated spot is a collision, or too close to the player
while ((x == 0 && y == 0) || node.getCollisionAt(x, y) == false || (x < (width / 2) && y < (height / 2))) { //TODO: toy bug - no short-circuiting?
x = rng.generateRandomNumber() % width;
y = rng.generateRandomNumber() % height;
}
d.callNodeFn("setGridPos", x, y);
d.callNodeFn("setRealPos", (width -1) * TILE_WIDTH, (height - 1) * TILE_HEIGHT);
}
}
fn getCollisionAt(node: opaque, x: int, y: int) {
if (collisionMap == null || x == null || y == null) {
return false;
}
//entities
var pos = player.callNodeFn("getGridPos");
if (x == pos[0] && y == pos[1]) {
return false;
}
for (var i = 0; i < enemies.length(); i++) {
var pos = enemies[i].callNodeFn("getGridPos");
if (x == pos[0] && y == pos[1]) {
return false;
}
}
//default
return collisionMap[x][y];
}
fn runAI(node: opaque) {
for (var i = 0; i < enemies.length(); i++) {
enemies[i].callNodeFn("runAI", rng);
}
}
fn depthComparator(lhs: opaque, rhs: opaque) { //for sorting by depth
var lhsPos = lhs.callNodeFn("getRealPos");
var rhsPos = rhs.callNodeFn("getRealPos");
return lhsPos[1] < rhsPos[1];
}