Working tile rendering! 🎉
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6
src/Const.hx
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6
src/Const.hx
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@ -0,0 +1,6 @@
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class Const {
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public static inline var W = 960;
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public static inline var H = 640;
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}
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17
src/Game.hx
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17
src/Game.hx
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import Const;
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@:publicFields
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class Game extends hxd.App {
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public var scene : h2d.Scene;
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public var font : h2d.Font;
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public var world : World;
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override function init() {
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scene = s2d;
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s2d.setFixedSize(Const.W, Const.H + 12);
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world = new World(Res.map, Res.tiles);
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s2d.add(world.root, 0);
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}
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public static var inst : Game;
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}
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@ -41,6 +41,9 @@ class Main extends hxd.App {
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onResize();
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var root = new ContainerComp(Right, center);
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root.btnNewGame.onClick = function() {
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Game.inst = new Game();
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}
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root.btnContinueGame.onClick = function() {
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root.btnContinueGame.dom.addClass("highlight");
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}
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1
src/Res.hx
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1
src/Res.hx
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@ -0,0 +1 @@
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typedef Res = hxd.Res;
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54
src/World.hx
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54
src/World.hx
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@ -0,0 +1,54 @@
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class World {
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var game : Game;
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var map : hxd.res.TiledMap.TiledMapData;
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public var root : h2d.Object;
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var layers : Map < String, { name : String, data : Array<Int>, g : h2d.TileGroup, alpha : Float } > ;
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var tiles : Array<h2d.Tile>;
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public var width : Int;
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public var height : Int;
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public function new( r : hxd.res.TiledMap, tiles : hxd.res.Image ) {
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game = Game.inst;
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root = new h2d.Object();
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map = r.toMap();
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root = new h2d.Object();
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width = map.width;
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height = map.height;
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var t = tiles.toTile();
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layers = new Map();
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var font : h2d.Font = hxd.res.DefaultFont.get();
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this.tiles = [for( y in 0...Std.int(t.height) >> 5 ) for( x in 0...Std.int(t.width) >> 5 ) t.sub(x * 32, y * 32, 32, 32)];
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for( ld in map.layers ) {
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if( ld.name == "hotspots") continue;
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var l = {
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name : ld.name,
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data : ld.data,
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g : new h2d.TileGroup(t, root),
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alpha : ld.opacity,
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}
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// l.g.colorKey = 0x1D8700;
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l.g.alpha = ld.opacity;
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layers.set(ld.name, l);
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rebuildLayer(ld.name);
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}
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}
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function rebuildLayer( name : String ) {
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var l = layers.get(name);
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if( l == null ) return;
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var pos = 0;
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var g = l.g;
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g.clear();
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while( g.numChildren > 0 )
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g.getChildAt(0).remove();
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for( y in 0...height )
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for( x in 0...width ) {
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var t = l.data[pos++] - 1;
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if( t < 0 ) continue;
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g.add(x * 32, y * 32, tiles[t]);
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}
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}
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}
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