95 lines
2.1 KiB
Plaintext
95 lines
2.1 KiB
Plaintext
//this file manages the tilemap-related utilities
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import standard;
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import node;
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var childCounter: int = 0;
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var levelXCount: int const = 4;
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var levelYCount: int const = 4;
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var camX: float = 0;
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var camY: float = 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 screenWidth: float = 1080;
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var screenHeight: float = 720;
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//util to generate and init a child node of a given parent
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fn makeChild(parent: opaque, fname: string) {
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var child: opaque = loadNode(fname);
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parent.pushNode(child);
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child.initNode();
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return child;
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}
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fn loadLayer(node: opaque, layerName: string) {
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//load the given layer as a child
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var layerNode = node.makeChild("scripts:/tilemap/" + layerName);
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childCounter++;
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}
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var stepCounter = 0;
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fn onStep(node: opaque) {
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stepCounter++;
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camX--;
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camY--;
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}
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fn onDraw(node: opaque) {
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print stepCounter;
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stepCounter = 0;
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//TODO: reference the camera width & height
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//TODO: render parallax
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//cull out-of-bounds regions
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var lowerX = abs(floor(floor((camX-screenWidth/2) / tileWidth) / float roomWidth));
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var upperX = abs(ceil(floor((camX-screenWidth*1.5) / float tileWidth) / float roomWidth));
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var lowerY = abs(floor(floor((camY-screenHeight/2) / tileHeight) / float roomHeight));
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var upperY = abs(ceil(floor((camY-screenHeight*1.5) / float tileHeight) / float roomHeight));
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//bounds check
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lowerX = max(lowerX, 0);
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upperX = min(upperX + 1, levelXCount);
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lowerY = max(lowerY, 0);
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upperY = min(upperY + 1, levelYCount);
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for (var c = 0; c < childCounter; c++) {
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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.getNodeChild(c).callNodeFn("drawRoom", i, j, c * 4.0, camX, camY, screenWidth, screenHeight);
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}
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}
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}
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}
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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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} |