Files
Airport/assets/scripts/tilemap/tilemap.toy

95 lines
2.1 KiB
Plaintext

//this file manages the tilemap-related utilities
import standard;
import node;
var childCounter: int = 0;
var levelXCount: int const = 4;
var levelYCount: int const = 4;
var camX: float = 0;
var camY: float = 0;
//TODO: reference these from a global source (root?)
var tileWidth: float const = 100;
var tileHeight: float const = 100;
var roomWidth: float const = 10;
var roomHeight: float const = 10;
var screenWidth: float = 1080;
var screenHeight: float = 720;
//util to generate and init a child node of a given parent
fn makeChild(parent: opaque, fname: string) {
var child: opaque = loadNode(fname);
parent.pushNode(child);
child.initNode();
return child;
}
fn loadLayer(node: opaque, layerName: string) {
//load the given layer as a child
var layerNode = node.makeChild("scripts:/tilemap/" + layerName);
childCounter++;
}
var stepCounter = 0;
fn onStep(node: opaque) {
stepCounter++;
camX--;
camY--;
}
fn onDraw(node: opaque) {
print stepCounter;
stepCounter = 0;
//TODO: reference the camera width & height
//TODO: render parallax
//cull out-of-bounds regions
var lowerX = abs(floor(floor((camX-screenWidth/2) / tileWidth) / float roomWidth));
var upperX = abs(ceil(floor((camX-screenWidth*1.5) / float tileWidth) / float roomWidth));
var lowerY = abs(floor(floor((camY-screenHeight/2) / tileHeight) / float roomHeight));
var upperY = abs(ceil(floor((camY-screenHeight*1.5) / float tileHeight) / float roomHeight));
//bounds check
lowerX = max(lowerX, 0);
upperX = min(upperX + 1, levelXCount);
lowerY = max(lowerY, 0);
upperY = min(upperY + 1, levelYCount);
for (var c = 0; c < childCounter; c++) {
for (var j = lowerY; j <= upperY; j++) {
for (var i = lowerX; i <= upperX; i++) {
node.getNodeChild(c).callNodeFn("drawRoom", i, j, c * 4.0, camX, camY, screenWidth, screenHeight);
}
}
}
}
fn round(x): int {
var f = floor(x);
return x - f >= 0.5 ? f + 1 : f;
}
fn floor(x): int {
return int x;
}
fn ceil(x): int {
var f = floor(x);
return x - f != 0 ? f + 1 : f;
}
fn min(a, b) {
return a < b ? a : b;
}
fn max(a, b) {
return a > b ? a : b;
}