* Basic Game State Implementation

* Code Refactoring
This commit is contained in:
Indrajith K L
2021-08-02 13:48:25 +05:30
parent 2ff207a1d3
commit 7d988900e2
5 changed files with 48 additions and 18 deletions

58
level_map.wren Normal file
View File

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import "json" for Json
import "graphics" for ImageData
import "math" for Math
import "./layer_type" for LayerType
class LevelMap {
construct new(mapName) {
_mapData = Json.load("assets/%(mapName).json")
var tileSheetData = _mapData["tilesets"][0] // Assuming there is only a single tilesheet/level
_tileSheet = ImageData.loadFromFile("assets/%(tileSheetData["image"])")
_tileSheetH = tileSheetData["imageheight"]
_tileSheetW = tileSheetData["imagewidth"]
_tileH = tileSheetData["tileheight"]
_tileW = tileSheetData["tilewidth"]
_mapHeight = _mapData["height"]
_mapWidth = _mapData["width"]
_layers = _mapData["layers"]
_rows = Math.floor(_tileSheetW/_tileW)
_cols = Math.floor(_tileSheetH/_tileH)
}
draw(x, y) {
var startX = x
var startY = y
for(layer in _layers) {
var index = 0
for(mapYV in 0...(_mapHeight)) {
for(mapXV in 0...(_mapWidth)) {
if((layer["type"] == LayerType.Tile) && (layer["visible"] == true)) {
var tileIndex = layer["data"][index]
if (tileIndex > 0) {
drawTile(tileIndex-1, x, y)
}
}
index = index + 1
x = x + 16
}
y = y + 16
x = startX
}
x = startX
y = startY
}
}
drawTile(tileIndex, mapX, mapY) {
var spriteX = (tileIndex % _rows)
var spriteY = Math.floor ((tileIndex - spriteX) % _cols)
_tileSheet.transform({
"srcX": spriteX * 16,
"srcY": spriteY * 16,
"srcW": _tileW,
"srcH": _tileH,
"scaleX": 1,
"scaleY": 1
}).draw(mapX,mapY)
}
}