Split the editor into its own module
This commit is contained in:
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ade135514b
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8711d87a36
103
js/main-base.js
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103
js/main-base.js
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// Superclass for the main display modes: the player, the editor, and the splash screen
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export class PrimaryView {
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constructor(conductor, root) {
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this.conductor = conductor;
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this.root = root;
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this.active = false;
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this._done_setup = false;
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}
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setup() {}
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activate() {
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this.root.removeAttribute('hidden');
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this.active = true;
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if (! this._done_setup) {
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this.setup();
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this._done_setup = true;
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}
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}
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deactivate() {
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this.root.setAttribute('hidden', '');
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this.active = false;
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}
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}
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// Stackable modal overlay of some kind, usually a dialog
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export class Overlay {
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constructor(conductor, root) {
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this.conductor = conductor;
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this.root = root;
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// Don't propagate clicks on the root element, so they won't trigger a
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// parent overlay's automatic dismissal
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this.root.addEventListener('click', ev => {
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ev.stopPropagation();
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});
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}
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open() {
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// FIXME ah, but keystrokes can still go to the game, including
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// spacebar to begin it if it was waiting. how do i completely disable
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// an entire chunk of the page?
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if (this.conductor.player.state === 'playing') {
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this.conductor.player.set_state('paused');
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}
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let overlay = mk('div.overlay', this.root);
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document.body.append(overlay);
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// Remove the overlay when clicking outside the element
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overlay.addEventListener('click', ev => {
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this.close();
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});
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}
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close() {
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this.root.closest('.overlay').remove();
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}
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}
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// Overlay styled like a dialog box
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export class DialogOverlay extends Overlay {
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constructor(conductor) {
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super(conductor, mk('div.dialog'));
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this.root.append(
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this.header = mk('header'),
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this.main = mk('section'),
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this.footer = mk('footer'),
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);
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}
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set_title(title) {
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this.header.textContent = '';
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this.header.append(mk('h1', {}, title));
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}
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add_button(label, onclick) {
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let button = mk('button', {type: 'button'}, label);
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button.addEventListener('click', onclick);
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this.footer.append(button);
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}
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}
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// Yes/no popup dialog
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export class ConfirmOverlay extends DialogOverlay {
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constructor(conductor, message, what) {
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super(conductor);
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this.set_title("just checking");
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this.main.append(mk('p', {}, message));
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let yes = mk('button', {type: 'button'}, "yep");
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let no = mk('button', {type: 'button'}, "nope");
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yes.addEventListener('click', ev => {
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this.close();
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what();
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});
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no.addEventListener('click', ev => {
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this.close();
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});
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this.footer.append(yes, no);
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}
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}
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486
js/main-editor.js
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486
js/main-editor.js
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@ -0,0 +1,486 @@
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import { DIRECTIONS, TICS_PER_SECOND } from './defs.js';
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import { PrimaryView, DialogOverlay } from './main-base.js';
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import CanvasRenderer from './renderer-canvas.js';
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import TILE_TYPES from './tiletypes.js';
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import { mk, mk_svg, walk_grid } from './util.js';
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class EditorShareOverlay extends DialogOverlay {
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constructor(conductor, url) {
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super(conductor);
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this.set_title("give this to friends");
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this.main.append(mk('p', "Give this URL out to let others try your level:"));
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this.main.append(mk('p.editor-share-url', {}, url));
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let copy_button = mk('button', {type: 'button'}, "Copy to clipboard");
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copy_button.addEventListener('click', ev => {
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navigator.clipboard.writeText(url);
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// TODO feedback?
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});
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this.main.append(copy_button);
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let ok = mk('button', {type: 'button'}, "neato");
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ok.addEventListener('click', ev => {
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this.close();
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});
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this.footer.append(ok);
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}
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}
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const EDITOR_TOOLS = [{
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mode: 'pencil',
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icon: 'icons/tool-pencil.png',
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name: "Pencil",
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desc: "Draw individual tiles",
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/* TODO not implemented
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}, {
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mode: 'line',
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icon: 'icons/tool-line.png',
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name: "Line",
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desc: "Draw straight lines",
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}, {
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mode: 'box',
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icon: 'icons/tool-box.png',
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name: "Box",
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desc: "Fill a rectangular area with tiles",
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}, {
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mode: 'fill',
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icon: 'icons/tool-fill.png',
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name: "Fill",
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desc: "Flood-fill an area with tiles",
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*/
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}, {
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mode: 'force-floors',
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icon: 'icons/tool-force-floors.png',
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name: "Force floors",
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desc: "Draw force floors in the direction you draw",
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}, {
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mode: 'adjust',
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icon: 'icons/tool-adjust.png',
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name: "Adjust",
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desc: "Toggle blocks and rotate actors",
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/* TODO not implemented
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}, {
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mode: 'connect',
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icon: 'icons/tool-connect.png',
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name: "Connect",
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desc: "Set up CC1 clone and trap connections",
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}, {
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mode: 'wire',
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icon: 'icons/tool-wire.png',
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name: "Wire",
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desc: "Draw CC2 wiring",
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// TODO text tool; thin walls tool; ice tool; map generator?; subtools for select tool (copy, paste, crop)
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// TODO interesting option: rotate an actor as you draw it by dragging? or hold a key like in
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// slade when you have some selected?
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// TODO ah, railroads...
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*/
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}];
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// Tiles the "adjust" tool will turn into each other
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const EDITOR_ADJUST_TOGGLES = {
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floor_custom_green: 'wall_custom_green',
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floor_custom_pink: 'wall_custom_pink',
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floor_custom_yellow: 'wall_custom_yellow',
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floor_custom_blue: 'wall_custom_blue',
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wall_custom_green: 'floor_custom_green',
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wall_custom_pink: 'floor_custom_pink',
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wall_custom_yellow: 'floor_custom_yellow',
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wall_custom_blue: 'floor_custom_blue',
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fake_floor: 'fake_wall',
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fake_wall: 'fake_floor',
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wall_invisible: 'wall_appearing',
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wall_appearing: 'wall_invisible',
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green_floor: 'green_wall',
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green_wall: 'green_floor',
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green_bomb: 'green_chip',
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green_chip: 'green_bomb',
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purple_floor: 'purple_wall',
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purple_wall: 'purple_floor',
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thief_keys: 'thief_tools',
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thief_tools: 'thief_keys',
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};
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// TODO this MUST use a cc2 tileset!
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const EDITOR_PALETTE = [{
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title: "Basics",
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tiles: [
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'player',
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'chip', 'chip_extra',
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'floor', 'wall', 'hint', 'socket', 'exit',
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],
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}, {
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title: "Terrain",
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tiles: [
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'popwall',
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'fake_floor', 'fake_wall',
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'wall_invisible', 'wall_appearing',
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'gravel',
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'dirt',
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'door_blue', 'door_red', 'door_yellow', 'door_green',
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'water', 'turtle', 'fire',
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'ice', 'ice_nw', 'ice_ne', 'ice_sw', 'ice_se',
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'force_floor_n', 'force_floor_s', 'force_floor_w', 'force_floor_e', 'force_floor_all',
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],
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}, {
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title: "Items",
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tiles: [
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'key_blue', 'key_red', 'key_yellow', 'key_green',
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'flippers', 'fire_boots', 'cleats', 'suction_boots',
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],
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}, {
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title: "Creatures",
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tiles: [
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'tank_blue',
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'ball',
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'fireball',
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'glider',
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'bug',
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'paramecium',
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'walker',
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'teeth',
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'blob',
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],
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}, {
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title: "Mechanisms",
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tiles: [
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'bomb',
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'dirt_block',
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'ice_block',
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'button_blue',
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'button_red', 'cloner',
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'button_brown', 'trap',
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'teleport_blue',
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'teleport_red',
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'teleport_green',
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'teleport_yellow',
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],
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}];
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export class Editor extends PrimaryView {
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constructor(conductor) {
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super(conductor, document.body.querySelector('main#editor'));
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// FIXME don't hardcode size here, convey this to renderer some other way
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this.renderer = new CanvasRenderer(this.conductor.tileset, 32);
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// FIXME need this in load_level which is called even if we haven't been setup yet
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this.connections_g = mk_svg('g');
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}
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setup() {
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// Level canvas and mouse handling
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// This SVG draws vectors on top of the editor, like monster paths and button connections
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// FIXME change viewBox in load_level, can't right now because order of ops
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this.svg_overlay = mk_svg('svg.level-editor-overlay', {viewBox: '0 0 32 32'}, this.connections_g);
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this.root.querySelector('.level').append(
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this.renderer.canvas,
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this.svg_overlay);
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this.mouse_mode = null;
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this.mouse_button = null;
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this.mouse_cell = null;
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this.renderer.canvas.addEventListener('mousedown', ev => {
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if (ev.button === 0) {
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// Left button: draw
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this.mouse_mode = 'draw';
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this.mouse_button_mask = 1;
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this.mouse_coords = [ev.clientX, ev.clientY];
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let [x, y] = this.renderer.cell_coords_from_event(ev);
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this.mouse_cell = [x, y];
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if (this.current_tool === 'pencil') {
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this.place_in_cell(x, y, this.palette_selection);
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}
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else if (this.current_tool === 'force-floors') {
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// Begin by placing an all-way force floor under the mouse
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this.place_in_cell(x, y, 'force_floor_all');
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}
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else if (this.current_tool === 'adjust') {
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let cell = this.stored_level.cells[y][x];
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for (let tile of cell) {
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// Toggle tiles that go in obvious pairs
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let other = EDITOR_ADJUST_TOGGLES[tile.type.name];
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if (other) {
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tile.type = TILE_TYPES[other];
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}
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// Rotate actors
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if (TILE_TYPES[tile.type.name].is_actor) {
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tile.direction = DIRECTIONS[tile.direction ?? 'south'].right;
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}
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}
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}
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this.renderer.draw();
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}
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else if (ev.button === 1) {
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// Middle button: pan
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this.mouse_mode = 'pan';
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this.mouse_button_mask = 4;
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this.mouse_coords = [ev.clientX, ev.clientY];
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ev.preventDefault();
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}
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});
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this.renderer.canvas.addEventListener('mousemove', ev => {
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if (this.mouse_mode === null)
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return;
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// TODO check for the specific button we're holding
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if ((ev.buttons & this.mouse_button_mask) === 0) {
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this.mouse_mode = null;
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return;
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}
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if (this.mouse_mode === 'draw') {
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// FIXME also fill in a trail between previous cell and here, mousemove is not fired continuously
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let [x, y] = this.renderer.cell_coords_from_event(ev);
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if (x === this.mouse_cell[0] && y === this.mouse_cell[1])
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return;
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// TODO do a pixel-perfect draw too
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if (this.current_tool === 'pencil') {
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for (let [cx, cy] of walk_grid(this.mouse_cell[0], this.mouse_cell[1], x, y)) {
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this.place_in_cell(cx, cy, this.palette_selection);
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}
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}
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else if (this.current_tool === 'force-floors') {
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// Walk the mouse movement and change each we touch to match the direction we
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// crossed the border
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// FIXME occasionally i draw a tetris S kinda shape and both middle parts point
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// the same direction, but shouldn't
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let i = 0;
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let prevx, prevy;
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for (let [cx, cy] of walk_grid(this.mouse_cell[0], this.mouse_cell[1], x, y)) {
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i++;
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// The very first cell is the one the mouse was already in, and we don't
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// have a movement direction yet, so leave that alone
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if (i === 1) {
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prevx = cx;
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prevy = cy;
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continue;
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}
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let name;
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if (cx === prevx) {
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if (cy > prevy) {
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name = 'force_floor_s';
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}
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else {
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name = 'force_floor_n';
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}
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}
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else {
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if (cx > prevx) {
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name = 'force_floor_e';
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}
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else {
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name = 'force_floor_w';
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}
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}
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// The second cell tells us the direction to use for the first, assuming it
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// had some kind of force floor
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if (i === 2) {
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let prevcell = this.stored_level.cells[prevy][prevx];
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if (prevcell[0].type.name.startsWith('force_floor_')) {
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prevcell[0].type = TILE_TYPES[name];
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}
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}
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// Drawing a loop with force floors creates ice (but not in the previous
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// cell, obviously)
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let cell = this.stored_level.cells[cy][cx];
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if (cell[0].type.name.startsWith('force_floor_') &&
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cell[0].type.name !== name)
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{
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name = 'ice';
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}
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this.place_in_cell(cx, cy, name);
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prevx = cx;
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prevy = cy;
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}
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}
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else if (this.current_tool === 'adjust') {
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// Adjust tool doesn't support dragging
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// TODO should it
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}
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this.renderer.draw();
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this.mouse_cell = [x, y];
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}
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else if (this.mouse_mode === 'pan') {
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let dx = ev.clientX - this.mouse_coords[0];
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let dy = ev.clientY - this.mouse_coords[1];
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this.renderer.canvas.parentNode.scrollLeft -= dx;
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this.renderer.canvas.parentNode.scrollTop -= dy;
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this.mouse_coords = [ev.clientX, ev.clientY];
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}
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});
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this.renderer.canvas.addEventListener('mouseup', ev => {
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this.mouse_mode = null;
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});
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window.addEventListener('blur', ev => {
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// Unbind the mouse if the page loses focus
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this.mouse_mode = null;
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});
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// Toolbar buttons
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this.root.querySelector('#editor-share-url').addEventListener('click', ev => {
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let buf = c2m.synthesize_level(this.stored_level);
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// FIXME Not ideal, but btoa() wants a string rather than any of the myriad binary types
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let stringy_buf = Array.from(new Uint8Array(buf)).map(n => String.fromCharCode(n)).join('');
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// Make URL-safe and strip trailing padding
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let data = btoa(stringy_buf).replace(/[+]/g, '-').replace(/[/]/g, '_').replace(/=+$/, '');
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let url = new URL(location);
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url.searchParams.delete('level');
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url.searchParams.delete('setpath');
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url.searchParams.append('level', data);
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new EditorShareOverlay(this.conductor, url.toString()).open();
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});
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// Toolbox
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let toolbox = mk('div.icon-button-set')
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this.root.querySelector('.controls').append(toolbox);
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this.tool_button_els = {};
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for (let tooldef of EDITOR_TOOLS) {
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let button = mk(
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'button', {
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type: 'button',
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'data-tool': tooldef.mode,
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},
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mk('img', {
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src: tooldef.icon,
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alt: tooldef.name,
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title: `${tooldef.name}: ${tooldef.desc}`,
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}),
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);
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this.tool_button_els[tooldef.mode] = button;
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toolbox.append(button);
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}
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this.current_tool = 'pencil';
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this.tool_button_els['pencil'].classList.add('-selected');
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toolbox.addEventListener('click', ev => {
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let button = ev.target.closest('.icon-button-set button');
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if (! button)
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return;
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this.select_tool(button.getAttribute('data-tool'));
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});
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// Tile palette
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let palette_el = this.root.querySelector('.palette');
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this.palette = {}; // name => element
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for (let sectiondef of EDITOR_PALETTE) {
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let section_el = mk('section');
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palette_el.append(mk('h2', sectiondef.title), section_el);
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for (let name of sectiondef.tiles) {
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let entry = this.renderer.create_tile_type_canvas(name);
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entry.setAttribute('data-tile-name', name);
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entry.classList = 'palette-entry';
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||||
this.palette[name] = entry;
|
||||
section_el.append(entry);
|
||||
}
|
||||
}
|
||||
palette_el.addEventListener('click', ev => {
|
||||
let entry = ev.target.closest('canvas.palette-entry');
|
||||
if (! entry)
|
||||
return;
|
||||
|
||||
this.select_palette(entry.getAttribute('data-tile-name'));
|
||||
});
|
||||
this.palette_selection = null;
|
||||
this.select_palette('floor');
|
||||
}
|
||||
|
||||
activate() {
|
||||
super.activate();
|
||||
this.renderer.draw();
|
||||
}
|
||||
|
||||
load_game(stored_game) {
|
||||
}
|
||||
|
||||
load_level(stored_level) {
|
||||
// TODO support a game too i guess
|
||||
this.stored_level = stored_level;
|
||||
|
||||
// XXX need this for renderer compat. but i guess it's nice in general idk
|
||||
this.stored_level.cells = [];
|
||||
let row;
|
||||
for (let [i, cell] of this.stored_level.linear_cells.entries()) {
|
||||
if (i % this.stored_level.size_x === 0) {
|
||||
row = [];
|
||||
this.stored_level.cells.push(row);
|
||||
}
|
||||
row.push(cell);
|
||||
}
|
||||
|
||||
// Load connections
|
||||
this.connections_g.textContent = '';
|
||||
for (let [src, dest] of Object.entries(this.stored_level.custom_trap_wiring)) {
|
||||
let [sx, sy] = this.stored_level.scalar_to_coords(src);
|
||||
let [dx, dy] = this.stored_level.scalar_to_coords(dest);
|
||||
this.connections_g.append(
|
||||
mk_svg('rect.overlay-cxn', {x: sx, y: sy, width: 1, height: 1}),
|
||||
mk_svg('line.overlay-cxn', {x1: sx + 0.5, y1: sy + 0.5, x2: dx + 0.5, y2: dy + 0.5}),
|
||||
);
|
||||
}
|
||||
|
||||
this.renderer.set_level(stored_level);
|
||||
if (this.active) {
|
||||
this.renderer.draw();
|
||||
}
|
||||
}
|
||||
|
||||
select_tool(tool) {
|
||||
if (tool === this.current_tool)
|
||||
return;
|
||||
if (! this.tool_button_els[tool])
|
||||
return;
|
||||
|
||||
this.tool_button_els[this.current_tool].classList.remove('-selected');
|
||||
this.current_tool = tool;
|
||||
this.tool_button_els[this.current_tool].classList.add('-selected');
|
||||
}
|
||||
|
||||
select_palette(name) {
|
||||
if (name === this.palette_selection)
|
||||
return;
|
||||
|
||||
if (this.palette_selection) {
|
||||
this.palette[this.palette_selection].classList.remove('--selected');
|
||||
}
|
||||
this.palette_selection = name;
|
||||
if (this.palette_selection) {
|
||||
this.palette[this.palette_selection].classList.add('--selected');
|
||||
}
|
||||
|
||||
// Some tools obviously don't work with a palette selection, in which case changing tiles
|
||||
// should default you back to the pencil
|
||||
if (this.current_tool === 'adjust') {
|
||||
this.select_tool('pencil');
|
||||
}
|
||||
}
|
||||
|
||||
place_in_cell(x, y, name) {
|
||||
// TODO weird api?
|
||||
if (! name)
|
||||
return;
|
||||
|
||||
let type = TILE_TYPES[name];
|
||||
let cell = this.stored_level.cells[y][x];
|
||||
// For terrain tiles, erase the whole cell. For other tiles, only
|
||||
// replace whatever's on the same layer
|
||||
// TODO probably not the best heuristic yet, since i imagine you can
|
||||
// combine e.g. the tent with thin walls
|
||||
if (type.draw_layer === 0) {
|
||||
cell.length = 0;
|
||||
cell.push({type});
|
||||
}
|
||||
else {
|
||||
for (let i = cell.length - 1; i >= 0; i--) {
|
||||
if (cell[i].type.draw_layer === type.draw_layer) {
|
||||
cell.splice(i, 1);
|
||||
}
|
||||
}
|
||||
cell.push({type});
|
||||
cell.sort((a, b) => a.type.draw_layer - b.type.draw_layer);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
601
js/main.js
601
js/main.js
@ -5,120 +5,15 @@ import * as c2m from './format-c2m.js';
|
||||
import * as dat from './format-dat.js';
|
||||
import * as format_util from './format-util.js';
|
||||
import { Level } from './game.js';
|
||||
import { PrimaryView, Overlay, DialogOverlay, ConfirmOverlay } from './main-base.js';
|
||||
import { Editor } from './main-editor.js';
|
||||
import CanvasRenderer from './renderer-canvas.js';
|
||||
import SOUNDTRACK from './soundtrack.js';
|
||||
import { Tileset, CC2_TILESET_LAYOUT, LL_TILESET_LAYOUT, TILE_WORLD_TILESET_LAYOUT } from './tileset.js';
|
||||
import TILE_TYPES from './tiletypes.js';
|
||||
import { random_choice, mk, mk_svg, promise_event, fetch, walk_grid } from './util.js';
|
||||
import { random_choice, mk, mk_svg, promise_event, fetch } from './util.js';
|
||||
|
||||
const PAGE_TITLE = "Lexy's Labyrinth";
|
||||
// Stackable modal overlay of some kind, usually a dialog
|
||||
class Overlay {
|
||||
constructor(conductor, root) {
|
||||
this.conductor = conductor;
|
||||
this.root = root;
|
||||
|
||||
// Don't propagate clicks on the root element, so they won't trigger a
|
||||
// parent overlay's automatic dismissal
|
||||
this.root.addEventListener('click', ev => {
|
||||
ev.stopPropagation();
|
||||
});
|
||||
}
|
||||
|
||||
open() {
|
||||
// FIXME ah, but keystrokes can still go to the game, including
|
||||
// spacebar to begin it if it was waiting. how do i completely disable
|
||||
// an entire chunk of the page?
|
||||
if (this.conductor.player.state === 'playing') {
|
||||
this.conductor.player.set_state('paused');
|
||||
}
|
||||
|
||||
let overlay = mk('div.overlay', this.root);
|
||||
document.body.append(overlay);
|
||||
|
||||
// Remove the overlay when clicking outside the element
|
||||
overlay.addEventListener('click', ev => {
|
||||
this.close();
|
||||
});
|
||||
}
|
||||
|
||||
close() {
|
||||
this.root.closest('.overlay').remove();
|
||||
}
|
||||
}
|
||||
|
||||
// Overlay styled like a dialog box
|
||||
class DialogOverlay extends Overlay {
|
||||
constructor(conductor) {
|
||||
super(conductor, mk('div.dialog'));
|
||||
|
||||
this.root.append(
|
||||
this.header = mk('header'),
|
||||
this.main = mk('section'),
|
||||
this.footer = mk('footer'),
|
||||
);
|
||||
}
|
||||
|
||||
set_title(title) {
|
||||
this.header.textContent = '';
|
||||
this.header.append(mk('h1', {}, title));
|
||||
}
|
||||
|
||||
add_button(label, onclick) {
|
||||
let button = mk('button', {type: 'button'}, label);
|
||||
button.addEventListener('click', onclick);
|
||||
this.footer.append(button);
|
||||
}
|
||||
}
|
||||
|
||||
// Yes/no popup dialog
|
||||
class ConfirmOverlay extends DialogOverlay {
|
||||
constructor(conductor, message, what) {
|
||||
super(conductor);
|
||||
this.set_title("just checking");
|
||||
this.main.append(mk('p', {}, message));
|
||||
let yes = mk('button', {type: 'button'}, "yep");
|
||||
let no = mk('button', {type: 'button'}, "nope");
|
||||
yes.addEventListener('click', ev => {
|
||||
this.close();
|
||||
what();
|
||||
});
|
||||
no.addEventListener('click', ev => {
|
||||
this.close();
|
||||
});
|
||||
this.footer.append(yes, no);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------------------------------
|
||||
// Main display... modes
|
||||
|
||||
class PrimaryView {
|
||||
constructor(conductor, root) {
|
||||
this.conductor = conductor;
|
||||
this.root = root;
|
||||
this.active = false;
|
||||
this._done_setup = false;
|
||||
}
|
||||
|
||||
setup() {}
|
||||
|
||||
activate() {
|
||||
this.root.removeAttribute('hidden');
|
||||
this.active = true;
|
||||
if (! this._done_setup) {
|
||||
this.setup();
|
||||
this._done_setup = true;
|
||||
}
|
||||
}
|
||||
|
||||
deactivate() {
|
||||
this.root.setAttribute('hidden', '');
|
||||
this.active = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// TODO:
|
||||
// - level password, if any
|
||||
@ -945,9 +840,9 @@ class Player extends PrimaryView {
|
||||
this.time_el.textContent = '---';
|
||||
}
|
||||
else {
|
||||
this.time_el.textContent = Math.ceil(this.level.time_remaining / 20);
|
||||
this.time_el.classList.toggle('--warning', this.level.time_remaining < 30 * 20);
|
||||
this.time_el.classList.toggle('--danger', this.level.time_remaining < 10 * 20);
|
||||
this.time_el.textContent = Math.ceil(this.level.time_remaining / TICS_PER_SECOND);
|
||||
this.time_el.classList.toggle('--warning', this.level.time_remaining < 30 * TICS_PER_SECOND);
|
||||
this.time_el.classList.toggle('--danger', this.level.time_remaining < 10 * TICS_PER_SECOND);
|
||||
}
|
||||
|
||||
this.bonus_el.textContent = this.level.bonus_points;
|
||||
@ -1076,7 +971,7 @@ class Player extends PrimaryView {
|
||||
// TODO done on first try; took many tries
|
||||
let time_left_fraction = null;
|
||||
if (this.level.time_remaining !== null && this.level.stored_level.time_limit !== null) {
|
||||
time_left_fraction = this.level.time_remaining / 20 / this.level.stored_level.time_limit;
|
||||
time_left_fraction = this.level.time_remaining / TICS_PER_SECOND / this.level.stored_level.time_limit;
|
||||
}
|
||||
|
||||
if (this.level.chips_remaining > 0) {
|
||||
@ -1289,486 +1184,6 @@ class Player extends PrimaryView {
|
||||
}
|
||||
|
||||
|
||||
class EditorShareOverlay extends DialogOverlay {
|
||||
constructor(conductor, url) {
|
||||
super(conductor);
|
||||
this.set_title("give this to friends");
|
||||
this.main.append(mk('p', "Give this URL out to let others try your level:"));
|
||||
this.main.append(mk('p.editor-share-url', {}, url));
|
||||
let copy_button = mk('button', {type: 'button'}, "Copy to clipboard");
|
||||
copy_button.addEventListener('click', ev => {
|
||||
navigator.clipboard.writeText(url);
|
||||
// TODO feedback?
|
||||
});
|
||||
this.main.append(copy_button);
|
||||
|
||||
let ok = mk('button', {type: 'button'}, "neato");
|
||||
ok.addEventListener('click', ev => {
|
||||
this.close();
|
||||
});
|
||||
this.footer.append(ok);
|
||||
}
|
||||
}
|
||||
|
||||
const EDITOR_TOOLS = [{
|
||||
mode: 'pencil',
|
||||
icon: 'icons/tool-pencil.png',
|
||||
name: "Pencil",
|
||||
desc: "Draw individual tiles",
|
||||
/* TODO not implemented
|
||||
}, {
|
||||
mode: 'line',
|
||||
icon: 'icons/tool-line.png',
|
||||
name: "Line",
|
||||
desc: "Draw straight lines",
|
||||
}, {
|
||||
mode: 'box',
|
||||
icon: 'icons/tool-box.png',
|
||||
name: "Box",
|
||||
desc: "Fill a rectangular area with tiles",
|
||||
}, {
|
||||
mode: 'fill',
|
||||
icon: 'icons/tool-fill.png',
|
||||
name: "Fill",
|
||||
desc: "Flood-fill an area with tiles",
|
||||
*/
|
||||
}, {
|
||||
mode: 'force-floors',
|
||||
icon: 'icons/tool-force-floors.png',
|
||||
name: "Force floors",
|
||||
desc: "Draw force floors in the direction you draw",
|
||||
}, {
|
||||
mode: 'adjust',
|
||||
icon: 'icons/tool-adjust.png',
|
||||
name: "Adjust",
|
||||
desc: "Toggle blocks and rotate actors",
|
||||
/* TODO not implemented
|
||||
}, {
|
||||
mode: 'connect',
|
||||
icon: 'icons/tool-connect.png',
|
||||
name: "Connect",
|
||||
desc: "Set up CC1 clone and trap connections",
|
||||
}, {
|
||||
mode: 'wire',
|
||||
icon: 'icons/tool-wire.png',
|
||||
name: "Wire",
|
||||
desc: "Draw CC2 wiring",
|
||||
// TODO text tool; thin walls tool; ice tool; map generator?; subtools for select tool (copy, paste, crop)
|
||||
// TODO interesting option: rotate an actor as you draw it by dragging? or hold a key like in
|
||||
// slade when you have some selected?
|
||||
// TODO ah, railroads...
|
||||
*/
|
||||
}];
|
||||
// Tiles the "adjust" tool will turn into each other
|
||||
const EDITOR_ADJUST_TOGGLES = {
|
||||
floor_custom_green: 'wall_custom_green',
|
||||
floor_custom_pink: 'wall_custom_pink',
|
||||
floor_custom_yellow: 'wall_custom_yellow',
|
||||
floor_custom_blue: 'wall_custom_blue',
|
||||
wall_custom_green: 'floor_custom_green',
|
||||
wall_custom_pink: 'floor_custom_pink',
|
||||
wall_custom_yellow: 'floor_custom_yellow',
|
||||
wall_custom_blue: 'floor_custom_blue',
|
||||
fake_floor: 'fake_wall',
|
||||
fake_wall: 'fake_floor',
|
||||
wall_invisible: 'wall_appearing',
|
||||
wall_appearing: 'wall_invisible',
|
||||
green_floor: 'green_wall',
|
||||
green_wall: 'green_floor',
|
||||
green_bomb: 'green_chip',
|
||||
green_chip: 'green_bomb',
|
||||
purple_floor: 'purple_wall',
|
||||
purple_wall: 'purple_floor',
|
||||
thief_keys: 'thief_tools',
|
||||
thief_tools: 'thief_keys',
|
||||
};
|
||||
// TODO this MUST use a cc2 tileset!
|
||||
const EDITOR_PALETTE = [{
|
||||
title: "Basics",
|
||||
tiles: [
|
||||
'player',
|
||||
'chip', 'chip_extra',
|
||||
'floor', 'wall', 'hint', 'socket', 'exit',
|
||||
],
|
||||
}, {
|
||||
title: "Terrain",
|
||||
tiles: [
|
||||
'popwall',
|
||||
'fake_floor', 'fake_wall',
|
||||
'wall_invisible', 'wall_appearing',
|
||||
'gravel',
|
||||
'dirt',
|
||||
'door_blue', 'door_red', 'door_yellow', 'door_green',
|
||||
'water', 'turtle', 'fire',
|
||||
'ice', 'ice_nw', 'ice_ne', 'ice_sw', 'ice_se',
|
||||
'force_floor_n', 'force_floor_s', 'force_floor_w', 'force_floor_e', 'force_floor_all',
|
||||
],
|
||||
}, {
|
||||
title: "Items",
|
||||
tiles: [
|
||||
'key_blue', 'key_red', 'key_yellow', 'key_green',
|
||||
'flippers', 'fire_boots', 'cleats', 'suction_boots',
|
||||
],
|
||||
}, {
|
||||
title: "Creatures",
|
||||
tiles: [
|
||||
'tank_blue',
|
||||
'ball',
|
||||
'fireball',
|
||||
'glider',
|
||||
'bug',
|
||||
'paramecium',
|
||||
'walker',
|
||||
'teeth',
|
||||
'blob',
|
||||
],
|
||||
}, {
|
||||
title: "Mechanisms",
|
||||
tiles: [
|
||||
'bomb',
|
||||
'dirt_block',
|
||||
'ice_block',
|
||||
'button_blue',
|
||||
'button_red', 'cloner',
|
||||
'button_brown', 'trap',
|
||||
'teleport_blue',
|
||||
'teleport_red',
|
||||
'teleport_green',
|
||||
'teleport_yellow',
|
||||
],
|
||||
}];
|
||||
class Editor extends PrimaryView {
|
||||
constructor(conductor) {
|
||||
super(conductor, document.body.querySelector('main#editor'));
|
||||
|
||||
// FIXME don't hardcode size here, convey this to renderer some other way
|
||||
this.renderer = new CanvasRenderer(this.conductor.tileset, 32);
|
||||
|
||||
// FIXME need this in load_level which is called even if we haven't been setup yet
|
||||
this.connections_g = mk_svg('g');
|
||||
}
|
||||
|
||||
setup() {
|
||||
// Level canvas and mouse handling
|
||||
// This SVG draws vectors on top of the editor, like monster paths and button connections
|
||||
// FIXME change viewBox in load_level, can't right now because order of ops
|
||||
this.svg_overlay = mk_svg('svg.level-editor-overlay', {viewBox: '0 0 32 32'}, this.connections_g);
|
||||
this.root.querySelector('.level').append(
|
||||
this.renderer.canvas,
|
||||
this.svg_overlay);
|
||||
this.mouse_mode = null;
|
||||
this.mouse_button = null;
|
||||
this.mouse_cell = null;
|
||||
this.renderer.canvas.addEventListener('mousedown', ev => {
|
||||
if (ev.button === 0) {
|
||||
// Left button: draw
|
||||
this.mouse_mode = 'draw';
|
||||
this.mouse_button_mask = 1;
|
||||
this.mouse_coords = [ev.clientX, ev.clientY];
|
||||
|
||||
let [x, y] = this.renderer.cell_coords_from_event(ev);
|
||||
this.mouse_cell = [x, y];
|
||||
|
||||
if (this.current_tool === 'pencil') {
|
||||
this.place_in_cell(x, y, this.palette_selection);
|
||||
}
|
||||
else if (this.current_tool === 'force-floors') {
|
||||
// Begin by placing an all-way force floor under the mouse
|
||||
this.place_in_cell(x, y, 'force_floor_all');
|
||||
}
|
||||
else if (this.current_tool === 'adjust') {
|
||||
let cell = this.stored_level.cells[y][x];
|
||||
for (let tile of cell) {
|
||||
// Toggle tiles that go in obvious pairs
|
||||
let other = EDITOR_ADJUST_TOGGLES[tile.type.name];
|
||||
if (other) {
|
||||
tile.type = TILE_TYPES[other];
|
||||
}
|
||||
|
||||
// Rotate actors
|
||||
if (TILE_TYPES[tile.type.name].is_actor) {
|
||||
tile.direction = DIRECTIONS[tile.direction ?? 'south'].right;
|
||||
}
|
||||
}
|
||||
}
|
||||
this.renderer.draw();
|
||||
}
|
||||
else if (ev.button === 1) {
|
||||
// Middle button: pan
|
||||
this.mouse_mode = 'pan';
|
||||
this.mouse_button_mask = 4;
|
||||
this.mouse_coords = [ev.clientX, ev.clientY];
|
||||
ev.preventDefault();
|
||||
}
|
||||
});
|
||||
this.renderer.canvas.addEventListener('mousemove', ev => {
|
||||
if (this.mouse_mode === null)
|
||||
return;
|
||||
// TODO check for the specific button we're holding
|
||||
if ((ev.buttons & this.mouse_button_mask) === 0) {
|
||||
this.mouse_mode = null;
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.mouse_mode === 'draw') {
|
||||
// FIXME also fill in a trail between previous cell and here, mousemove is not fired continuously
|
||||
let [x, y] = this.renderer.cell_coords_from_event(ev);
|
||||
if (x === this.mouse_cell[0] && y === this.mouse_cell[1])
|
||||
return;
|
||||
|
||||
// TODO do a pixel-perfect draw too
|
||||
if (this.current_tool === 'pencil') {
|
||||
for (let [cx, cy] of walk_grid(this.mouse_cell[0], this.mouse_cell[1], x, y)) {
|
||||
this.place_in_cell(cx, cy, this.palette_selection);
|
||||
}
|
||||
}
|
||||
else if (this.current_tool === 'force-floors') {
|
||||
// Walk the mouse movement and change each we touch to match the direction we
|
||||
// crossed the border
|
||||
// FIXME occasionally i draw a tetris S kinda shape and both middle parts point
|
||||
// the same direction, but shouldn't
|
||||
let i = 0;
|
||||
let prevx, prevy;
|
||||
for (let [cx, cy] of walk_grid(this.mouse_cell[0], this.mouse_cell[1], x, y)) {
|
||||
i++;
|
||||
// The very first cell is the one the mouse was already in, and we don't
|
||||
// have a movement direction yet, so leave that alone
|
||||
if (i === 1) {
|
||||
prevx = cx;
|
||||
prevy = cy;
|
||||
continue;
|
||||
}
|
||||
let name;
|
||||
if (cx === prevx) {
|
||||
if (cy > prevy) {
|
||||
name = 'force_floor_s';
|
||||
}
|
||||
else {
|
||||
name = 'force_floor_n';
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (cx > prevx) {
|
||||
name = 'force_floor_e';
|
||||
}
|
||||
else {
|
||||
name = 'force_floor_w';
|
||||
}
|
||||
}
|
||||
|
||||
// The second cell tells us the direction to use for the first, assuming it
|
||||
// had some kind of force floor
|
||||
if (i === 2) {
|
||||
let prevcell = this.stored_level.cells[prevy][prevx];
|
||||
if (prevcell[0].type.name.startsWith('force_floor_')) {
|
||||
prevcell[0].type = TILE_TYPES[name];
|
||||
}
|
||||
}
|
||||
|
||||
// Drawing a loop with force floors creates ice (but not in the previous
|
||||
// cell, obviously)
|
||||
let cell = this.stored_level.cells[cy][cx];
|
||||
if (cell[0].type.name.startsWith('force_floor_') &&
|
||||
cell[0].type.name !== name)
|
||||
{
|
||||
name = 'ice';
|
||||
}
|
||||
this.place_in_cell(cx, cy, name);
|
||||
|
||||
prevx = cx;
|
||||
prevy = cy;
|
||||
}
|
||||
}
|
||||
else if (this.current_tool === 'adjust') {
|
||||
// Adjust tool doesn't support dragging
|
||||
// TODO should it
|
||||
}
|
||||
this.renderer.draw();
|
||||
|
||||
this.mouse_cell = [x, y];
|
||||
}
|
||||
else if (this.mouse_mode === 'pan') {
|
||||
let dx = ev.clientX - this.mouse_coords[0];
|
||||
let dy = ev.clientY - this.mouse_coords[1];
|
||||
this.renderer.canvas.parentNode.scrollLeft -= dx;
|
||||
this.renderer.canvas.parentNode.scrollTop -= dy;
|
||||
this.mouse_coords = [ev.clientX, ev.clientY];
|
||||
}
|
||||
});
|
||||
this.renderer.canvas.addEventListener('mouseup', ev => {
|
||||
this.mouse_mode = null;
|
||||
});
|
||||
window.addEventListener('blur', ev => {
|
||||
// Unbind the mouse if the page loses focus
|
||||
this.mouse_mode = null;
|
||||
});
|
||||
|
||||
// Toolbar buttons
|
||||
this.root.querySelector('#editor-share-url').addEventListener('click', ev => {
|
||||
let buf = c2m.synthesize_level(this.stored_level);
|
||||
// FIXME Not ideal, but btoa() wants a string rather than any of the myriad binary types
|
||||
let stringy_buf = Array.from(new Uint8Array(buf)).map(n => String.fromCharCode(n)).join('');
|
||||
// Make URL-safe and strip trailing padding
|
||||
let data = btoa(stringy_buf).replace(/[+]/g, '-').replace(/[/]/g, '_').replace(/=+$/, '');
|
||||
let url = new URL(location);
|
||||
url.searchParams.delete('level');
|
||||
url.searchParams.delete('setpath');
|
||||
url.searchParams.append('level', data);
|
||||
new EditorShareOverlay(this.conductor, url.toString()).open();
|
||||
});
|
||||
|
||||
// Toolbox
|
||||
let toolbox = mk('div.icon-button-set')
|
||||
this.root.querySelector('.controls').append(toolbox);
|
||||
this.tool_button_els = {};
|
||||
for (let tooldef of EDITOR_TOOLS) {
|
||||
let button = mk(
|
||||
'button', {
|
||||
type: 'button',
|
||||
'data-tool': tooldef.mode,
|
||||
},
|
||||
mk('img', {
|
||||
src: tooldef.icon,
|
||||
alt: tooldef.name,
|
||||
title: `${tooldef.name}: ${tooldef.desc}`,
|
||||
}),
|
||||
);
|
||||
this.tool_button_els[tooldef.mode] = button;
|
||||
toolbox.append(button);
|
||||
}
|
||||
this.current_tool = 'pencil';
|
||||
this.tool_button_els['pencil'].classList.add('-selected');
|
||||
toolbox.addEventListener('click', ev => {
|
||||
let button = ev.target.closest('.icon-button-set button');
|
||||
if (! button)
|
||||
return;
|
||||
|
||||
this.select_tool(button.getAttribute('data-tool'));
|
||||
});
|
||||
|
||||
// Tile palette
|
||||
let palette_el = this.root.querySelector('.palette');
|
||||
this.palette = {}; // name => element
|
||||
for (let sectiondef of EDITOR_PALETTE) {
|
||||
let section_el = mk('section');
|
||||
palette_el.append(mk('h2', sectiondef.title), section_el);
|
||||
for (let name of sectiondef.tiles) {
|
||||
let entry = this.renderer.create_tile_type_canvas(name);
|
||||
entry.setAttribute('data-tile-name', name);
|
||||
entry.classList = 'palette-entry';
|
||||
this.palette[name] = entry;
|
||||
section_el.append(entry);
|
||||
}
|
||||
}
|
||||
palette_el.addEventListener('click', ev => {
|
||||
let entry = ev.target.closest('canvas.palette-entry');
|
||||
if (! entry)
|
||||
return;
|
||||
|
||||
this.select_palette(entry.getAttribute('data-tile-name'));
|
||||
});
|
||||
this.palette_selection = null;
|
||||
this.select_palette('floor');
|
||||
}
|
||||
|
||||
activate() {
|
||||
super.activate();
|
||||
this.renderer.draw();
|
||||
}
|
||||
|
||||
load_game(stored_game) {
|
||||
}
|
||||
|
||||
load_level(stored_level) {
|
||||
// TODO support a game too i guess
|
||||
this.stored_level = stored_level;
|
||||
|
||||
// XXX need this for renderer compat. but i guess it's nice in general idk
|
||||
this.stored_level.cells = [];
|
||||
let row;
|
||||
for (let [i, cell] of this.stored_level.linear_cells.entries()) {
|
||||
if (i % this.stored_level.size_x === 0) {
|
||||
row = [];
|
||||
this.stored_level.cells.push(row);
|
||||
}
|
||||
row.push(cell);
|
||||
}
|
||||
|
||||
// Load connections
|
||||
this.connections_g.textContent = '';
|
||||
for (let [src, dest] of Object.entries(this.stored_level.custom_trap_wiring)) {
|
||||
let [sx, sy] = this.stored_level.scalar_to_coords(src);
|
||||
let [dx, dy] = this.stored_level.scalar_to_coords(dest);
|
||||
this.connections_g.append(
|
||||
mk_svg('rect.overlay-cxn', {x: sx, y: sy, width: 1, height: 1}),
|
||||
mk_svg('line.overlay-cxn', {x1: sx + 0.5, y1: sy + 0.5, x2: dx + 0.5, y2: dy + 0.5}),
|
||||
);
|
||||
}
|
||||
|
||||
this.renderer.set_level(stored_level);
|
||||
if (this.active) {
|
||||
this.renderer.draw();
|
||||
}
|
||||
}
|
||||
|
||||
select_tool(tool) {
|
||||
if (tool === this.current_tool)
|
||||
return;
|
||||
if (! this.tool_button_els[tool])
|
||||
return;
|
||||
|
||||
this.tool_button_els[this.current_tool].classList.remove('-selected');
|
||||
this.current_tool = tool;
|
||||
this.tool_button_els[this.current_tool].classList.add('-selected');
|
||||
}
|
||||
|
||||
select_palette(name) {
|
||||
if (name === this.palette_selection)
|
||||
return;
|
||||
|
||||
if (this.palette_selection) {
|
||||
this.palette[this.palette_selection].classList.remove('--selected');
|
||||
}
|
||||
this.palette_selection = name;
|
||||
if (this.palette_selection) {
|
||||
this.palette[this.palette_selection].classList.add('--selected');
|
||||
}
|
||||
|
||||
// Some tools obviously don't work with a palette selection, in which case changing tiles
|
||||
// should default you back to the pencil
|
||||
if (this.current_tool === 'adjust') {
|
||||
this.select_tool('pencil');
|
||||
}
|
||||
}
|
||||
|
||||
place_in_cell(x, y, name) {
|
||||
// TODO weird api?
|
||||
if (! name)
|
||||
return;
|
||||
|
||||
let type = TILE_TYPES[name];
|
||||
let cell = this.stored_level.cells[y][x];
|
||||
// For terrain tiles, erase the whole cell. For other tiles, only
|
||||
// replace whatever's on the same layer
|
||||
// TODO probably not the best heuristic yet, since i imagine you can
|
||||
// combine e.g. the tent with thin walls
|
||||
if (type.draw_layer === 0) {
|
||||
cell.length = 0;
|
||||
cell.push({type});
|
||||
}
|
||||
else {
|
||||
for (let i = cell.length - 1; i >= 0; i--) {
|
||||
if (cell[i].type.draw_layer === type.draw_layer) {
|
||||
cell.splice(i, 1);
|
||||
}
|
||||
}
|
||||
cell.push({type});
|
||||
cell.sort((a, b) => a.type.draw_layer - b.type.draw_layer);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
const BUILTIN_LEVEL_PACKS = [{
|
||||
path: 'levels/CCLP1.ccl',
|
||||
ident: 'cclp1',
|
||||
@ -2094,7 +1509,7 @@ class LevelBrowserOverlay extends DialogOverlay {
|
||||
|
||||
// Express absolute time as mm:ss, with two decimals on the seconds (which should be
|
||||
// able to exactly count a number of tics)
|
||||
abstime = `${Math.floor(scorecard.abstime / 20 / 60)}:${(scorecard.abstime / 20 % 60).toFixed(2)}`;
|
||||
abstime = `${Math.floor(scorecard.abstime / TICS_PER_SECOND / 60)}:${(scorecard.abstime / TICS_PER_SECOND % 60).toFixed(2)}`;
|
||||
}
|
||||
|
||||
tbody.append(mk(i >= savefile.highest_level ? 'tr.--unvisited' : 'tr',
|
||||
|
||||
Loading…
Reference in New Issue
Block a user