Tech talk: How to create a node based mission screen

Tech talk: How to create a node based mission screen

This post is just to show you the code I talked about in the video: How to program a NODE BASED mission select screen. Make sure to check the video to see what’s going on and what the whole idea behind this code is!  I designed this code for the progress screen in Snake Core.

All this code is written in Java, but it doesn’t use a lot of java-specifics so should be easy to port to other languages.

So if you watched the video, let’s dive into the code:

First we have the mission node class, this is where we store the information about our node, but also screen-offsets:

public final static int maxStages=6;            // maximum of stages/levels (stage-0 is top)
public final static int maxNodesPerStage=5;     // maximum possible nodes for every stage

public class wgmission {
    public boolean inUse;

    // node connections map - we can connect to the 3 nodes below us, don't have to tho!
    public boolean[]  nodeConnect;

    // nodes in the map have little offset, to make it look interesting
    public int  missionNodeX;
    public int  missionNodeY;
    
    // setup our mission type and variables
    public int  missionType;
    
    public void init(int offsetX, int offsetY)
    {
        missionNodeX=offsetX;
        missionNodeY=offsetY;
        
        nodeConnect=new boolean[maxNodesPerStage];
        for (int i=0;i<nodeConnect.length; i++)
        {
            nodeConnect[i]=false;
        }
    }
    
    public void setNode(int myType)
    {
        missionType=myType;
        inUse=true;
    }
    
    
    public void disable()
    {
        missionType=-1;
        inUse=false;
    }
}

Now we initialise our mission-node array

        // setup our array of mission nodes
        missions=new wgmission[maxStages][maxNodesPerStage];
        
        // disable all nodes by default
        for (int i=0;i<maxStages; i++) {
            for (int j=0; j<maxNodesPerStage; j++) {
                missions[i][j]=new wgmission();
                missions[i][j].disable();

                // initialise, and give each node a "random" offset
                missions[i][j].init(getMyRandomValue(32)-16, getMyRandomValue(32)-16);
                
                // top-stage is our "end goals" so we give it a vertical offset to put it more above the rest
                if (i==0) missions[i][j].missionNodeY=-16;
            }
        }

and we start creating our random mission node:

        // generate random paths from end-boss to bottom
        int maxpath=4;      // amount of paths we create
        
        int nodeid;
        int currentnodeid;
        
        for (int pathid=maxpath; --pathid>=0;)
        {
            // start at the center node
            nodeid= (maxNodesPerStage>>1);

            // set our starting node at the bottom of the stages.. so we always have 1 starting node to begin the game
            missions[maxStages-1][nodeid].setNode( Globals.modeDefend );
    
            // and by default connect all "second to last" nodes to that starting node at the bottom
            for (int i=0; i<maxNodesPerStage;i++)
            {
                missions[maxStages-2][i].nodeConnect[nodeid]=true;
            }
            
            // start generating paths from the top stage down to the second-to-last stage
            for (int stage=0; stage<maxStages-1; stage++)
            {
                currentnodeid=nodeid;
                // set this node's mission type
                missions[stage][nodeid].setNode( getMyRandomValue( Globals.modeMax ) );
                
                if (stage==0)
                {
                    // make sure to find unique nodes in the 2nd stage for every path we create from this starting node
                    nodeid=(maxNodesPerStage>>1)-(maxpath>>1);
                    while (missions[stage+1][nodeid].inUse)
                    {
                        nodeid++;
                        if (nodeid>(maxNodesPerStage>>1)+(maxpath>>1)) nodeid=(maxNodesPerStage>>1)-(pathid>>1);
                    }
                }
                else if (nodeid==0 || (stage==0 && pathid>2))
                {
                    // we're on left edge of the node map.. can only move straight down, or down+right
                    nodeid += getMyRandomValue(2);
                }
                else if (nodeid==maxNodesPerStage-1 || (stage==0 && pathid<2))
                {
                    // on right edge of the node map.. can only move straight down, or down+left
                    nodeid -= getMyRandomValue(2);
                }
                else
                {
                    // pick random direction for our next node (so node-1, node+0, or node+1)
                    nodeid += getMyRandomValue(3) - 1;
                }
                
                // connect current node to the new node we'll be making in stage below us
                missions[stage][currentnodeid].nodeConnect[nodeid]=true;
            }
        }

and finally we need to fix any cross-nodes (see video for explanation):

        // fix cross-nodes!
        // some nodes might form a crossing X  because they link to crossed nodes in the stage below.. let's fix those
        for (int stage=0; stage<maxStages-2; stage++)
        {
            for (int nid=0; nid<maxNodesPerStage-1; nid++)
            {
                if (missions[stage][nid].nodeConnect[nid+1] && missions[stage][nid+1].nodeConnect[nid])
                {
                    // we cross with the node next to us.. first thing to fix: make sure we both link to the nodes below us!
                    missions[stage][nid].nodeConnect[nid]=true;
                    missions[stage][nid+1].nodeConnect[nid+1]=true;
                    
                    // now decide to remove one or both of the cross nodes
                    if (getMyRandomValue(100)<15)
                    {
                        // we're resolving both cross nodes - removing the links to the nodes below+beside us
                        missions[stage][nid].nodeConnect[nid+1]=false;
                        missions[stage][nid+1].nodeConnect[nid]=false;
                    }
                    else if (getMyRandomValue(100)<50)
                    {
                        // just remove our cross-node (not the one from our neighbor node)
                        missions[stage][nid].nodeConnect[nid+1]=false;
                    }
                    else
                    {
                        // just remove the cross-link from the neighbor node to the one below us
                        missions[stage][nid+1].nodeConnect[nid]=false;
                    }
                    
                    // cross-nodes for this node are now solved! - easy!
                }
            }
        }

the last step is rendering it onto the screen, this is done using simple sprite drawing, and dots that make up the lines between nodes are also drawn using sprites.

        // render our missions
        // setup variables to render lines
        int dotCount;
        int tx2;
        int ty2;
        int dx;
        int dy;
        int addx;
        int addy;
        
        // set the max size available for a single nodes
        int nodeWidth=48;
        int nodeHeight=48;
        boolean pathTaken;
    
        // our location on the screen - centered 
        int tx=(Render.width>>1)-240;
        int ty=(Render.height>>1)-180;
        
        // start at top-node / top of screen
        ty+=16-missions[0][0].missionNodeY;
        for (int stage=0; stage<maxStages; stage++) { tx=(Render.width>>1)-((maxNodesPerStage-1)*(nodeWidth>>1));
            for (int nodeid=0; nodeid<maxNodesPerStage; nodeid++)
            {
                if (missions[stage][nodeid].inUse)
                {
                    // render connections to the 3 nodes below us
                    dotCount=16;
                    if (stage<maxStages-1)
                    {
                        for (int nodeconnect = 0; nodeconnect <=maxNodesPerStage; nodeconnect++) { if (nodeconnect >= 0 && nodeconnect = 0; )
                                {
                                    if (!pathTaken)
                                    {
                                        Render.dest.set((tx2 >> 4) + 8, (ty2 >> 4) + 8, (tx2 >> 4) + 8 + 2, (ty2 >> 4) + 8 + 2);
                                        Render.src.set(544, 32, 544 + 4, 32 + 4);
                                        Render.drawBitmap(myCanvas.sprites[0], false);
                                    }
                                    else
                                    {
                                        Render.dest.set((tx2 >> 4) + 8, (ty2 >> 4) + 8, (tx2 >> 4) + 8 + 2, (ty2 >> 4) + 8 + 2);
                                        Render.src.set(548, 32, 548 + 4, 32 + 4);
                                        Render.drawBitmap(myCanvas.sprites[0], false);
                                    }
                                    tx2 += addx;
                                    ty2 += addy;
                                }
                            }
    
                        }
                    }
    
                    // render our node image
                    Render.dest.set(tx+missions[stage][nodeid].missionNodeX,ty+missions[stage][nodeid].missionNodeY
                            ,tx+missions[stage][nodeid].missionNodeX+16,ty+missions[stage][nodeid].missionNodeY+16);
                    Render.src.set(560+(missions[stage][nodeid].missionType*16), 32, 560+16+(missions[stage][nodeid].missionType*16), 32+16);
                    Render.drawBitmap(myCanvas.sprites[0],false);
                    
                    // if node isn't unlocked-yet, render a shaded version on top to make it look darker
                    if (maxStageAvailable>stage)
                    {
                        Render.setAlpha(128);
                        Render.dest.set(tx+missions[stage][nodeid].missionNodeX,ty+missions[stage][nodeid].missionNodeY
                                ,tx+missions[stage][nodeid].missionNodeX+16,ty+missions[stage][nodeid].missionNodeY+16);
                        Render.src.set(560+(missions[stage][nodeid].missionType*16), 48, 560+16+(missions[stage][nodeid].missionType*16), 48+16);
                        Render.drawBitmap(myCanvas.sprites[0],false);
                        Render.setAlpha(255);
                    }
    
                    
                    // add selection arrow for the currently selected node
                    if (nodeSelected==nodeid && stageSelected==stage)
                    {
                        tx2=tx+missions[stage][nodeid].missionNodeX;
                        ty2=ty+missions[stage][nodeid].missionNodeY;
                        
                        Render.dest.set((tx2+8)-6, (ty2-14)+(arrowBounceY>>4),(tx2+8)+7,(ty2-14)+11+(arrowBounceY>>4));
                        Render.src.set(496,32, 496+13,32+11);
                        Render.drawBitmap(myCanvas.sprites[0],false);
    
                        if (arrowBounceYSpeed<16) arrowBounceYSpeed+=2; arrowBounceY+=arrowBounceYSpeed; if (arrowBounceY>=0)
                        {
                            arrowBounceY=0;
                            arrowBounceYSpeed=-24;
                        }
    
                    }
    
                }
                
                tx+=nodeWidth;
            }
            ty+=nodeHeight;
        }

And that’s the code!

It’s a fairly simple solution for creating a node-based mission screen, but you can improve on this idea in various ways. I can imagine you could create a very big array of nodes and have the map expand in all directions making it a much more interesting looking map.

If you do anything interesting with the code, let me know!  Love to see how it’s used and evolves.


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