* Basic Game State Implementation
* Code Refactoring
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58
level_map.wren
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58
level_map.wren
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import "json" for Json
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import "graphics" for ImageData
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import "math" for Math
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import "./layer_type" for LayerType
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class LevelMap {
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construct new(mapName) {
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_mapData = Json.load("assets/%(mapName).json")
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var tileSheetData = _mapData["tilesets"][0] // Assuming there is only a single tilesheet/level
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_tileSheet = ImageData.loadFromFile("assets/%(tileSheetData["image"])")
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_tileSheetH = tileSheetData["imageheight"]
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_tileSheetW = tileSheetData["imagewidth"]
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_tileH = tileSheetData["tileheight"]
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_tileW = tileSheetData["tilewidth"]
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_mapHeight = _mapData["height"]
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_mapWidth = _mapData["width"]
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_layers = _mapData["layers"]
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_rows = Math.floor(_tileSheetW/_tileW)
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_cols = Math.floor(_tileSheetH/_tileH)
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}
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draw(x, y) {
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var startX = x
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var startY = y
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for(layer in _layers) {
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var index = 0
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for(mapYV in 0...(_mapHeight)) {
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for(mapXV in 0...(_mapWidth)) {
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if((layer["type"] == LayerType.Tile) && (layer["visible"] == true)) {
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var tileIndex = layer["data"][index]
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if (tileIndex > 0) {
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drawTile(tileIndex-1, x, y)
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}
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}
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index = index + 1
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x = x + 16
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}
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y = y + 16
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x = startX
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}
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x = startX
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y = startY
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}
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}
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drawTile(tileIndex, mapX, mapY) {
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var spriteX = (tileIndex % _rows)
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var spriteY = Math.floor ((tileIndex - spriteX) % _cols)
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_tileSheet.transform({
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"srcX": spriteX * 16,
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"srcY": spriteY * 16,
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"srcW": _tileW,
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"srcH": _tileH,
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"scaleX": 1,
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"scaleY": 1
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}).draw(mapX,mapY)
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}
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}
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