167 Commits
Author SHA1 Message Date
Eevee (Evelyn Woods) 5572b3e692 Implement viewport size override debug setting 2020-12-10 18:53:23 -07:00
Eevee (Evelyn Woods) b75253a249 Rearrange actor loop to put movement advancement at the end
I don't know why I ever thought this was a separate pass; I think it was
just the easiest way to make smooth scrolling work when I first
implemented it on like day 2.  Turns out it wasn't ever correct and has
all manner of subtle implications I'll be sorting out for ages.

This does make the turn-based stuff //way// simpler, though.
2020-12-10 18:51:40 -07:00
Eevee (Evelyn Woods) 831a9392e3 Fix debug icon URL in prod 2020-12-10 13:54:59 -07:00
Eevee (Evelyn Woods) 81f7e7fd64 Add encodings for the gift bow and circuit block 2020-12-10 13:51:15 -07:00
Eevee (Evelyn Woods) 823fe4de37 bestowal_bow => gift_bow, directional_block => frame_block 2020-12-10 13:28:40 -07:00
Eevee (Evelyn Woods) bd4cc10b16 Implement foil 2020-12-10 12:48:01 -07:00
Eevee (Evelyn Woods) ef78085e40 Ghosts turn left, not right! 2020-12-10 12:45:15 -07:00
Eevee (Evelyn Woods) 422c702777 Allow blocks to reverse on railroads; partially implement teleporter wiring 2020-12-10 12:25:49 -07:00
Eevee (Evelyn Woods) 6063ea9fba Wired tracks only switch on pulse; wired red teleports only work when powered 2020-12-09 21:07:14 -07:00
Eevee (Evelyn Woods) db2a24319d Fix lightning bolt; implement speed boots 2020-12-09 20:52:58 -07:00
Eevee (Evelyn Woods) b01d50c7e8 Move replay support into the debug panel 2020-12-09 20:36:13 -07:00
Eevee (Evelyn Woods) b2ff27f241 New LL tile: circuit block, which overrides any wiring below it 2020-12-09 20:23:27 -07:00
Eevee (Evelyn Woods) 235cc79e8b Add LL-specific exit poses for Lexy and Cerise 2020-12-09 20:22:35 -07:00
Eevee (Evelyn Woods) 5f804dde14 Finish the tileset! 2020-12-09 20:13:25 -07:00
Eevee (Evelyn Woods) e6d7876679 Fix directional blocks losing their arrows after being cloned 2020-12-08 19:00:50 -07:00
Eevee (Evelyn Woods) a23afe3d90 Editor: Disallow erasing the floor (!) 2020-12-08 18:58:59 -07:00
Eevee (Evelyn Woods) ed58cbac6b Editor: Add a (glitchy) wire tool; add right-click support to existing tools (hurrah) 2020-12-08 18:56:49 -07:00
Eevee (Evelyn Woods) 829184056e Fix activating debug mode before loading a level 2020-12-08 17:54:21 -07:00
Eevee (Evelyn Woods) 9d9c5a3988 Remove the debug checkboxes that don't actually work yet 2020-12-08 17:49:11 -07:00
Eevee (Evelyn Woods) 35bbac9c99 Change the debug trigger to something more accessible 2020-12-08 17:46:48 -07:00
Eevee (Evelyn Woods) a44ed295a2 Fix ball animation 2020-12-08 17:23:27 -07:00
Eevee (Evelyn Woods) 90b583df44 In CC2 (and Lynx, for different reasons), clones are immediately nudged out of the cloner 2020-12-08 17:22:20 -07:00
Eevee (Evelyn Woods) f521bd6d2d New debug options: disable interpolation, show actor bboxes 2020-12-08 16:40:35 -07:00
Eevee (Evelyn Woods) 4ee56fad01 Briefly reveal invisible walls, as in CC2 2020-12-08 12:48:25 -07:00
Eevee (Evelyn Woods) 9735ef93e9 Fix being unable to click the CC2 action buttons more than once 2020-12-08 11:24:59 -07:00
Eevee (Evelyn Woods) 6d39fd3831 Allow "rotating" a counter tile to alter its value 2020-12-07 22:07:20 -07:00
Eevee (Evelyn Woods) 35f040c8d7 Implement saving of logic gates and directional blocks 2020-12-07 21:15:18 -07:00
Eevee (Evelyn Woods) 2849260672 Add swivels and stopwatches to the palette 2020-12-07 12:50:03 -07:00
Eevee (Evelyn Woods) f462ae3394 Add some more complex tiles to the palette; add ,/. shortcuts 2020-12-07 12:45:21 -07:00
Eevee (Evelyn Woods) c4bb1f3df1 Editor: Add a dedicated level browser with previews, and a button to add a new level 2020-12-06 20:57:02 -07:00
Eevee (Evelyn Woods) e754e483ec Update the pack name when changing it in the editor 2020-12-06 19:23:19 -07:00
Eevee (Evelyn Woods) aeac5c285b Finally add and wire up most of the debug panel 2020-12-06 18:51:12 -07:00
Eevee (Evelyn Woods) c1ba299e9f Fix collision for socket and exit 2020-12-06 17:01:47 -07:00
Eevee (Evelyn Woods) 90b6498ff9 Make wires and gray buttons affect swivel doors 2020-12-06 16:57:07 -07:00
Eevee (Evelyn Woods) 30261a106f Mostly implement rover 2020-12-06 16:51:24 -07:00
Eevee (Evelyn Woods) 8428572def Step in reverse order; allow pushing blocks on railroads; gliders ignore turtles 2020-12-06 16:29:07 -07:00
Eevee (Evelyn Woods) 4838bb189b Fix keys accumulating while paused 2020-12-06 16:23:43 -07:00
Eevee (Evelyn Woods) 54381370c0 Add timid teeth; move movement decisions onto tile types; improve doppelganger behavior 2020-12-06 16:16:04 -07:00
Eevee (Evelyn Woods) d981a0a4be Fix some interactions that differ between players/doppelgangers; add Cerise doppelganger movement 2020-12-06 14:59:54 -07:00
Eevee (Evelyn Woods) 3b07c78518 Oops; commit the icon for the tracks tool 2020-12-06 14:03:59 -07:00
Eevee (Evelyn Woods) 076aa9133a Improve splash page slightly; add pack saving in editor 2020-12-06 14:03:36 -07:00
Eevee (Evelyn Woods) 70df85187f Toggle force floors when powered 2020-12-06 11:13:37 -07:00
Eevee (Evelyn Woods) f7080a2697 Editor: Fix shift-pencilling a tile with properties 2020-12-03 22:51:07 -07:00
Eevee (Evelyn Woods) cb62786470 Fix yellow teleport behavior (you pick up even if it itself is not blocked); play pickup sound 2020-12-03 22:43:24 -07:00
Eevee (Evelyn Woods) caf4906176 Fix a crash when trying to drop from an empty inventory 2020-12-03 22:21:44 -07:00
Eevee (Evelyn Woods) 564d247657 Play the thief sound even if you only lost bonus points 2020-12-03 21:58:45 -07:00
Eevee (Evelyn Woods) c4dbdcb650 Update splash commentary about the editor 2020-12-03 21:38:49 -07:00
Eevee (Evelyn Woods) 30062485ab Fix hint saving 2020-12-03 21:38:39 -07:00
Eevee (Evelyn Woods) 87ac6f94a3 Editor: More tiles; more metadata; save hints, more or less 2020-12-03 21:19:47 -07:00
Eevee (Evelyn Woods) 7a710ee5dc Fix editor canvas centering in Chrome 2020-12-03 21:19:33 -07:00
Eevee (Evelyn Woods) 700d3898ab Add a half-baked notion of perception level to tile rendering 2020-12-03 21:18:46 -07:00
Eevee (Evelyn Woods) 8505b132bb Fix some minor bugs introduced into turn-based mode 2020-12-03 21:17:50 -07:00
Eevee (Evelyn Woods) dfb274e85d Tileset: Partial Cerise walk; foil, hook; colorblind blue/green walls; touched up thief 2020-12-03 21:16:53 -07:00
Eevee (Evelyn Woods) b97aaa81a9 Slime doesn't kill blobs; implement bribe; fix player size on level restart 2020-12-03 20:52:43 -07:00
Eevee (Evelyn Woods) 0cd1ea342d Implement yellow teleport pickup behavior 2020-12-03 20:52:00 -07:00
Eevee (Evelyn Woods) 3c43b8d7cd Respect a level's intended viewport size 2020-12-03 17:49:02 -07:00
Eevee (Evelyn Woods) 0885bfc9d2 Make hook load, canopy work, and force floors reverse with gray button 2020-12-03 17:48:24 -07:00
Eevee (Evelyn Woods) 411005eaa6 Editor: Stub out support for actually saving levels 2020-12-03 15:40:44 -07:00
Eevee (Evelyn Woods) 89ae9aa4a3 Fix C2M compression occasionally losing the last byte 2020-12-03 15:39:11 -07:00
Eevee (Evelyn Woods) fa18238e60 Editor: Fix bad rendering when clicking a tool 2020-12-02 17:30:33 -07:00
Eevee (Evelyn Woods) c1452e005f Disable action buttons when appropriate; add inv overflow; partial CC1 support 2020-12-02 17:23:55 -07:00
Eevee (Evelyn Woods) e51665b612 Add basic support for drop/cycle/swap 2020-12-02 17:18:54 -07:00
Eevee (Evelyn Woods) 8d197ce479 Add a basic implementation of doppelgangers 2020-12-02 15:03:13 -07:00
Eevee (Evelyn Woods) f0680ce0c4 Cleaned up several tile properties; added railroad adjusting 2020-12-02 13:54:32 -07:00
Eevee (Evelyn Woods) 72cba627a8 Add a prototype railroad track tool 2020-12-02 12:23:09 -07:00
Eevee (Evelyn Woods) aa41336b90 Add more tiles and more kinds of adjustment 2020-12-02 11:54:15 -07:00
Eevee (Evelyn Woods) ec5d9f7b12 Editor: Add selected tile, tool help, and hint editing; clean up toolbar style 2020-12-02 11:34:46 -07:00
Eevee (Evelyn Woods) 0d376e003e Editor: Teach the adjust tool to edit individual tiles 2020-12-02 09:05:20 -07:00
Eevee (Evelyn Woods) 560a89cfd3 Fix using the wrong tile for the railroad switch 2020-11-30 09:09:21 -07:00
Eevee (Evelyn Woods) e7c9bbe846 Implement most of the railroad behavior 2020-11-30 09:08:55 -07:00
Eevee (Evelyn Woods) 8d26de6915 Implement railroad rendering 2020-11-28 12:56:08 -07:00
Eevee (Evelyn Woods) 14061dec0e Fix the editor's viewport size to match the level 2020-11-28 12:36:35 -07:00
Eevee (Evelyn Woods) 4218657c28 Use consistent drawing behavior in the editor; add shift, ctrl pencil modifiers 2020-11-28 11:59:57 -07:00
Eevee (Evelyn Woods) dff3081194 Editor: center/pad the level, fix some bugs with pencil drawing 2020-11-28 11:07:02 -07:00
Eevee (Evelyn Woods) 349af15e05 Fix being stuck in rewind mode forever when using the button 2020-11-25 03:59:57 -07:00
Eevee (Evelyn Woods) 50c81c5c96 Add directed blob + walker sprites and a custom slime splash (btw slime now destroys stuff) 2020-11-25 03:37:58 -07:00
Eevee (Evelyn Woods) 3a454d77f5 Implement the remaining logic gates and /most/ of their rendering! 2020-11-25 03:14:06 -07:00
Eevee (Evelyn Woods) ac6e33bb6c Simplify blitting; fix arrow blitting; impl light switch; load more items 2020-11-25 01:14:15 -07:00
Eevee (Evelyn Woods) 6c6ce8f344 Fix fireballs being blocked by fire 2020-11-24 23:13:25 -07:00
Eevee (Evelyn Woods) 4b6a8e49ae Fix errors when drawing outside the level in the editor 2020-11-24 01:31:09 -07:00
Eevee (Evelyn Woods) 5cb29c8f7d Overhaul collision
Collision now uses bits and masks.  The main upshot is that ghost and
ice/directional blocks collide much more correctly, now.  And turtles
block fireballs.

Also, monsters can now move over "no" signs, and can trample the player
if she's standing on top of an item.

While I was at it, I finished implementing the "bestowal bow", an item
mod (same layer as the "no" sign) that allows any actor to pick up the
item in that tile.
2020-11-23 23:41:32 -07:00
Eevee (Evelyn Woods) fb301b3b3e Initialize direction when placing actor tiles in the editor 2020-11-23 22:18:40 -07:00
Eevee (Evelyn Woods) ca4eaa86cb Fix some minor aesthetic issues with the editor 2020-11-23 21:54:53 -07:00
Eevee (Evelyn Woods) 39d463932b Remove the "stuck" flag and fix all the repercussions of that 2020-11-23 21:35:28 -07:00
Eevee (Evelyn Woods) e803af2fd2 Handle actors starting on force floors; partially implement item bestowal 2020-11-23 19:22:59 -07:00
Eevee (Evelyn Woods) 3514f25f2b Revert part of the hearts/time style improvements to prevent grid blowout from hints 2020-11-03 14:40:05 -07:00
Eevee (Evelyn Woods) 6804169a8a Spruce up buttons a teeny bit more 2020-11-03 14:07:49 -07:00
Eevee (Evelyn Woods) 37072fa003 Add three new music tracks from notchris 2020-11-03 14:07:25 -07:00
Eevee (Evelyn Woods) c8343f1a23 Replace keys/doors with colorblind friendly versions that heavily use shapes 2020-11-03 13:53:40 -07:00
Eevee (Evelyn Woods) 81c7f97d72 Improve behavior on mobile
- Hide the key hints in portrait mode

- Make auto-scaling more robust; it now handles when the player root is
  wider than the actual play area, it better understands the inventory
  behavior in portrait mode, and it recognizes when it needs to shrink;
  with these changes, the game actually fills the screen on both Firefox
  and Chrome on my phone!

- Replace the text buttons with SVG icons

- Add a little more contrast to button edges

- Fix alignment of the heart/time/score counters in portrait mode

- Detect movement based on where the touch is relative to the level
  viewport, not the entire play area (oof)
2020-11-03 13:50:34 -07:00
Eevee (Evelyn Woods) 1b6bd68879 Bump undo buffer size to 30 seconds 2020-11-03 12:09:12 -07:00
Eevee (Evelyn Woods) 8ff0bd803a Use a ring buffer for undo; don't pause when running out of undo during rewind 2020-11-03 11:57:16 -07:00
Eevee (Evelyn Woods) 350ac08d4d Shrink size of undo buffer by 40%
Using simple maps of changed properties, rather than a big pile of
closures, takes up significantly less space.
2020-11-03 11:48:51 -07:00
Eevee (Evelyn Woods) 84840d2b02 Consider turn-based mode to be aid; switch back to realtime correctly 2020-11-03 10:32:25 -07:00
Eevee (Evelyn Woods) e7e02281a2 Clean up turn-based code
Mostly style nits, but also:

- Renamed some stuff in anticipation of removing GameEnded.

- Actor decisions are independent, so there's no need to do most of them
  in the first part of a tic and the player in the second part; they can
  all happen together in the second part.

- waiting_for_input was merged into turn_based, which I think makes it
  easier to follow what's going on between tics.  Although I just
  realized it introduces a bug, so, better fix that next.

- The canvas didn't need to know if we were waiting or not if we just
  force the tic offset to 1 while waiting.  This also fixed some slight
  jitter with force floors.
2020-11-03 09:50:37 -07:00
Eevee (Evelyn Woods) 83a1dd23ff Merge branch 'master' of github.com:eevee/lexys-labyrinth 2020-11-02 15:40:09 -07:00
Eevee bf74530aa2 Merge pull request #3 from Patashu/master
Implement Turn-Based Mode
2020-11-02 15:39:06 -07:00
Eevee (Evelyn Woods) 131f06ee84 Update tileset with a few more CC2 tiles: slime, transmogrifier, better colorblind keys, other smaller improvements 2020-11-01 11:53:19 -07:00
Eevee (Evelyn Woods) 49ff0d9723 Clean up wiring drawing and logic (zero gates is now a no-op!); begin implementing logic gates 2020-11-01 11:36:17 -07:00
Eevee (Evelyn Woods) 37b44bcca4 Stub out debug controls 2020-11-01 11:29:48 -07:00
Eevee (Evelyn Woods) 060dfdc7d7 Implement drawing and correctly pushing directional blocks 2020-10-28 00:17:41 -06:00
Timothy Stiles f670224460 forgot to change a continue to a return 2020-10-26 16:08:29 +11:00
Timothy Stiles 32b4399683 Merge remote-tracking branch 'upstream/master' 2020-10-26 16:05:34 +11:00
Eevee (Evelyn Woods) dedaa45d07 Fix pushing sliding blocks 2020-10-24 22:30:18 -06:00
Eevee (Evelyn Woods) 368e4676fd Mostly implement orange buttons and flame jets 2020-10-24 21:33:11 -06:00
Timothy Stiles 509b3ca3b7 Merge remote-tracking branch 'upstream/master' 2020-10-25 14:31:32 +11:00
Eevee (Evelyn Woods) 0c9a7e3d07 Implement all three blob modes and fix up some minor details
This makes the replays from the Steam copies of Blobnet and Nice Day
play back correctly!  Neato!
2020-10-24 20:49:14 -06:00
Eevee (Evelyn Woods) a07e10218e Monsters always attempt their last candidate direction, even if blocked 2020-10-24 20:32:22 -06:00
Eevee (Evelyn Woods) f1b040f176 Implement green teleports and the Lynx/CC2 PRNG 2020-10-23 21:09:31 -06:00
Eevee (Evelyn Woods) 603a74a751 Show a hint the player starts on 2020-10-23 17:44:26 -06:00
Eevee (Evelyn Woods) 2820c067c5 Implement the CC2 "no sign" 2020-10-23 17:37:50 -06:00
Timothy Stiles a0e37422b9 Merge remote-tracking branch 'upstream/master' 2020-10-23 20:26:39 +11:00
Eevee (Evelyn Woods) 8c2f71294f Fix crash caused by last fix dammit (fixes #9) 2020-10-22 14:44:05 -06:00
Timothy Stiles fedbd200fc Merge remote-tracking branch 'upstream/master' 2020-10-22 18:04:43 +11:00
Eevee (Evelyn Woods) d03d61516f Fix NaNs sneaking into the save file 2020-10-21 23:34:59 -06:00
Eevee (Evelyn Woods) 09eb03dad6 Iterate actors in reverse order to match Lynx/CC2 (fixes #7) 2020-10-21 21:24:59 -06:00
Eevee (Evelyn Woods) 8073604271 Add... error handling... sort of... for levels at least 2020-10-21 21:07:50 -06:00
Eevee (Evelyn Woods) edbe32c148 Add support for drag/drop, dir upload, C2G, AND lazy level loading! 2020-10-21 20:47:07 -06:00
Timothy Stiles 9e53aa75a0 I tried 'snappier' and it was a bad idea, so now you don't have to
it basically skips the first frame of each turn-based movement. it's not TERRIBLE but the smooth movement is already really nice, we don't need to change it
2020-10-14 23:13:38 +11:00
Timothy Stiles 4388402850 Merge remote-tracking branch 'upstream/master' 2020-10-14 22:43:35 +11:00
Timothy Stiles e3de4d59c7 spaceify 2020-10-14 22:34:00 +11:00
Timothy Stiles f7e83342a0 fix a turn based rewinding visual bug 2020-10-14 22:33:45 +11:00
Timothy Stiles be5cc7f97f spaceify 2020-10-14 22:23:13 +11:00
Timothy Stiles e9d542f438 fix a bug when undoing while waiting for input
need to unset it (we used to do this but it got lost in the refactor)
2020-10-14 22:22:27 +11:00
Timothy Stiles a7c38ae0af fix 'keys held for less than a frame are ignored' bug
this was annoying me!
2020-10-14 22:17:07 +11:00
Timothy Stiles bb168d7e1e fix force arrows in turn based mode
if you got misaligned in tic_counter then you'd force arrow forever.
also, turn_based is no longer passed in! yay!
2020-10-14 22:07:29 +11:00
Timothy Stiles e53f00a432 I broke force arrows, in fact!
so much for tooting my own horn
2020-10-14 21:54:13 +11:00
Timothy Stiles a8ce3bca11 fix bugs
we're back at parity now, it looks like
2020-10-14 21:42:51 +11:00
Timothy Stiles 2e1a87199a code refactor part 1: advance_tic is now two parts
seems to work so far
2020-10-14 21:24:46 +11:00
Eevee (Evelyn Woods) 36b9f2efd7 Make (most) actors pick up blue keys 2020-10-07 15:28:51 -06:00
Eevee (Evelyn Woods) 197113c842 Add two new tracks from jneen 2020-10-07 15:16:20 -06:00
Eevee (Evelyn Woods) b20e2cac8c Tanks in traps turn around 2020-10-04 09:52:59 -06:00
Eevee (Evelyn Woods) 5c2fc32546 Tanks always decide to move in their given direction, even when blocked 2020-10-04 09:47:03 -06:00
Eevee (Evelyn Woods) 7f8efaa4e0 Fix flicker when moving in sync with a N/W actor at the edge of the viewport 2020-10-04 09:40:52 -06:00
Eevee (Evelyn Woods) 8adb630862 Add partial wiring support 2020-10-01 06:46:07 -06:00
Eevee (Evelyn Woods) 4cd0585d0b Revert the blue wall compat fix and replace them with popwalls instead (fixes #5) 2020-10-01 03:22:49 -06:00
Eevee (Evelyn Woods) 4f5d169d06 Reduce SFX volume in levels with a lot of off-screen button presses 2020-10-01 03:08:54 -06:00
Eevee (Evelyn Woods) 9b873764fb Shim around several compat issues that affect CCLP levels
- CCLP1 #81 requires pushing blocks off of blue walls, which is
  impossible in CC2 but allowed in TW Lynx (unclear if this is a lynx
  behavior or a tw bug)

- CCLP1 #89 has a tank start on a recessed wall and drive off of it,
  expecting the recessed wall to be left alone, but under CC2 rules it
  becomes a wall; such walls are now automatically converted to a new
  tile, the "doubly recessed wall", which restores the expected behavior
  without changing how recessed walls work in general

- CCLP4 #135 expects pressing a blue button to not affect blue tanks
  that are currently in mid-slide

In addition, the behavior of blue buttons now matches the Lynx/Steam
behavior: the press is stored as a flag and queued until the tank is
next able to move.
2020-10-01 03:08:25 -06:00
Eevee (Evelyn Woods) 8326b42bc7 Pad "real time" seconds to two places; allow tied scores without aid to replace scores with aid 2020-09-30 02:37:43 -06:00
Eevee (Evelyn Woods) f99b9826be Detect trap buttons that are held down when the level begins 2020-09-30 02:20:33 -06:00
Eevee (Evelyn Woods) f4363b8fda Rewrite how connections work
- Teleporters now connect on the fly, rather than having fixed
  connections (important because dynamite can destroy teleporters!)

- If custom connections are present, red and brown buttons ONLY use
  those, rather than falling back to CC2 connection rules

- Multiple brown buttons connected to the same trap should now work
  correctly
2020-09-30 02:11:17 -06:00
Eevee (Evelyn Woods) 6df0c96d1b Make the green key and lock more colorblind-friendly 2020-09-29 10:58:37 -06:00
Eevee (Evelyn Woods) db3af69ff7 Make gray buttons undoable 2020-09-28 20:44:46 -06:00
Eevee (Evelyn Woods) dfa0fa4a9e Add gray buttons to the C2M implementation 2020-09-28 20:43:22 -06:00
Eevee (Evelyn Woods) 325a06395d Partly implement gray buttons; expose them and green stuff in the editor 2020-09-28 04:09:24 -06:00
Eevee (Evelyn Woods) 76051870b7 Basically finish the camera region editing tool; add save/load support for it 2020-09-28 04:00:55 -06:00
Eevee (Evelyn Woods) 432bb881e6 Split out mouse operations; add camera regions, our first custom feature 2020-09-28 02:58:11 -06:00
Eevee (Evelyn Woods) 8711d87a36 Split the editor into its own module 2020-09-28 00:58:31 -06:00
Eevee (Evelyn Woods) ade135514b Undo actor animation (fixes #4) 2020-09-28 00:38:24 -06:00
Eevee (Evelyn Woods) 684021f93d Fix typo in drowned player tile 2020-09-27 04:03:15 -06:00
Eevee (Evelyn Woods) 78bb1f2dc1 Populate player 2 state sprites so she can actually be drawn 2020-09-26 20:38:50 -06:00
Eevee (Evelyn Woods) 70d6739465 Ice blocks splash in water 2020-09-26 20:21:00 -06:00
Eevee (Evelyn Woods) 760ca374ce Fall back to webkitAudioContext if necessary, sigh 2020-09-26 19:47:51 -06:00
Timothy Stiles c8d80dfc63 another spaceify (oops)
I literally tried to change the setting for this in notepad++ but it crashes every time I do

ha ha
2020-09-26 23:48:47 +10:00
Timothy Stiles ccfd5c30ce fix animation ugliness in turn-based mode
Uguhughugh it looks SO SMOOTH NOW. I can go to bed happy.
2020-09-26 23:45:53 +10:00
Timothy Stiles e908434a20 only restart on fresh press of spacebar 2020-09-26 23:01:42 +10:00
Timothy Stiles 5b7273e9d9 Turn-Based: add space to wait 2020-09-26 22:40:38 +10:00
Timothy Stiles e6a4e88935 spaceify previous commit 2020-09-26 22:32:01 +10:00
Timothy Stiles d2e900dc3a fix a rewind bug in non turn based mode
Was caused by not making these setters undoable.
2020-09-26 22:31:18 +10:00
Timothy Stiles 30a145599c fix a graphical undoing bug in Turn-Based Mode
turns out we were smuggling pending_undo to previous moves. aha!
2020-09-26 22:18:19 +10:00
Timothy Stiles 5c6cd01b39 Implement turn based mode
Seems to work mechanically though I haven't extensively stress tested it yet. Force floors work the way you'd want them to though (you're given control whenever you can make an input and not otherwise).
There are some graphical bugs with rewinding, but there were some without turn based mode anyway...
2020-09-26 22:10:42 +10:00
Eevee (Evelyn Woods) 4a0ba44116 Restore floors under thin walls in CCL maps 2020-09-26 04:49:58 -06:00
Eevee (Evelyn Woods) 967520c1bd Change fake floors to not be blocking; causes bad visual/audio feedback 2020-09-26 03:15:01 -06:00
Eevee (Evelyn Woods) b40805c02e Take a rough swing at phone support 2020-09-26 02:55:39 -06:00
Eevee (Evelyn Woods) a2e1ed4820 Remove unused sound effect 2020-09-26 02:55:23 -06:00
Eevee (Evelyn Woods) fb71dd1ff1 Fix conundrum, which I accidentally corrupted a bit 2020-09-26 01:44:06 -06:00
Eevee (Evelyn Woods) 12066072ec Disable the big ol cheat whoops 2020-09-26 00:17:15 -06:00
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@@ -38,7 +38,9 @@ Give it a try, I guess! [https://c.eev.ee/lexys-labyrinth/](https://c.eev.ee/le
## Special thanks
- The incredible nerds who put together the [Chip Wiki](https://wiki.bitbusters.club/) and also reside on the Bit Busters Discord
- The incredible nerds who put together the [Chip Wiki](https://wiki.bitbusters.club/) and also reside on the Bit Busters Discord, including:
- ruben for documenting the CC2 PRNG
- The Architect for documenting the CC2 C2G parser
- Everyone who worked on [Chip's Challenge Level Pack 1](https://wiki.bitbusters.club/Chip%27s_Challenge_Level_Pack_1), the default set of levels
- [Tile World](https://wiki.bitbusters.club/Tile_World) for being an incredible reference on Lynx mechanics
- Everyone who contributed music — see [`js/soundtrack.js`](js/soundtrack.js) for a list!
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@@ -10,10 +10,11 @@
<meta name="og:image" content="https://c.eev.ee/lexys-labyrinth/og-preview.png">
<meta name="og:title" content="Lexy's Labyrinth">
<meta name="og:description" content="A (work in progress) reimplementation of Chip's Challenge 1 and 2, using entirely free assets.">
<meta name="viewport" content="width=device-width, initial-scale=1, user-scalable=no">
</head>
<body data-mode="splash">
<header id="header-main">
<img src="icon.png" alt="">
<img id="header-icon" src="icon.png" alt="">
<h1>Lexy's Labyrinth</h1>
<p>— a game by <a href="https://eev.ee/">eevee</a></p>
<nav>
@@ -33,51 +34,55 @@
<header id="header-level">
<h3 id="level-name">Level 1 — Key Pyramid</h3>
<nav>
<button id="main-prev-level" type="button">←</button>
<button id="main-prev-level" type="button">
<svg class="svg-icon" viewBox="0 0 16 16" title="previous"><path d="M14,1 2,8 14,14 z"></svg>
</button>
<button id="main-choose-level" type="button">Level select</button>
<button id="main-next-level" type="button">→</button>
<button id="main-next-level" type="button">
<svg class="svg-icon" viewBox="0 0 16 16" title="next"><path d="M2,1 14,8 2,14 z"></svg>
</button>
</nav>
</header>
<main id="splash">
<div class="drag-overlay"></div>
<header>
<h1><img src="og-preview.png" alt="">Lexy's Labyrinth</h1>
<p>an unapproved Chip's Challenge emulator</p>
</header>
<section id="splash-intro">
<p><strong>Welcome</strong> to Lexy's Labyrinth, an open source puzzle game that is curiously similar to — but legally distinct from — the Atari classic <a href="https://en.wikipedia.org/wiki/Chip%27s_Challenge">Chip's Challenge</a>!</p>
<p>(This is a Chip's Challenge <em>emulator</em>, designed to be an accessible way to play community-made levels with free assets. It's 99% compatible with Chip's Challenge 1, and support for Chip's Challenge 2 is underway. But you can safely ignore all that and treat this as its own game.)</p>
<p>Please note that <em>levels themselves</em> may contain hints or lore referring to a guy named Chip collecting computer chips, even though you are clearly a fox named Lexy collecting hearts. Weird, right? Sorry for any confusion!</p>
<p>Pick a level pack to get started! You can also get more technical details or report bugs on <a href="https://github.com/eevee/lexys-labyrinth">GitHub</a>, find out more about Chip's Challenge via the <a href="https://bitbusters.club/">Bit Busters Club</a> fansite, or support this endeavor (and other things I do) via <a href="https://www.patreon.com/eevee">Patreon</a>!</p>
<!-- TODO i want to make clear this is a chip's challenge emulator without bogging people down too much about what that means -->
<p>Pick a level pack to get started! You can also load and play any levels you've got lying around, or brave the level editor and make one of your own.</p>
<p>If you're not familiar with the game, read up on <a href="https://github.com/eevee/lexys-labyrinth/wiki/How-To-Play">how to play</a>. You can also get more technical details or report bugs on <a href="https://github.com/eevee/lexys-labyrinth">GitHub</a>, find out more about Chip's Challenge via the <a href="https://bitbusters.club/">Bit Busters Club</a> fansite, or support this endeavor (and other things I do) on <a href="https://www.patreon.com/eevee">Patreon</a>.</p>
</section>
<section id="splash-stock-levels">
<h2>Just play something</h2>
<h2>Play community levels</h2>
<!-- populated by js -->
</section>
<section id="splash-upload-levels">
<h2>Other levels</h2>
<p>You can play <code>CHIPS.DAT</code> from the original Microsoft version, any custom levels you have lying around, or perhaps ones you found on the <a href="https://sets.bitbusters.club/">Bit Busters Club set list</a>!</p>
<!-- TODO explain how to find chips.dat or steam folder -->
<!-- TODO drag and drop? -->
<input id="splash-upload" type="file" accept=".dat,.ccl,.c2m,.ccs">
<button type="button" id="splash-upload-button" class="button-big">Open a local level<!-- TODO: <br>(or drag and drop a file into this window) --></button>
<p>Supports both the old Microsoft <code>CHIPS.DAT</code> format and the Steam <code>C2M</code> format.</p>
<p>Does <em>not</em> yet support the Steam <code>C2G</code> format, so tragically, the original Steam levels can only be played one at a time. This should be fixed soon!</p>
<!--
<h2>Load other levels</h2>
<p>Load and play any levels you have on hand, including the original levels. Supports CCL/DAT, C2G, and individual C2Ms (though scores aren't saved for those). Find more on the <a href="https://sets.bitbusters.club/">Bit Busters Club set list</a>.</p>
<!-- TODO zip files! -->
<p>You can also drag and drop files or directories into this window.</p>
<input id="splash-upload-file" type="file" accept=".dat,.ccl,.c2m,.ccs" multiple>
<input id="splash-upload-dir" type="file" webkitdirectory>
<button type="button" id="splash-upload-file-button" class="button-big">Load files</button>
<button type="button" id="splash-upload-dir-button" class="button-big">Load directory</button>
<p>If you still have the original Microsoft "BOWEP" game lying around, you can play the Chip's Challenge 1 levels by loading <code>CHIPS.DAT</code>.</p>
<p>If you own the Steam versions of <a href="https://store.steampowered.com/app/346850/Chips_Challenge_1/">Chip's Challenge 1</a> (<em>free!</em>) or <a href="https://store.steampowered.com/app/348300/Chips_Challenge_2/">Chip's Challenge 2</a> ($5 last I checked), you can play those too, even on Linux or Mac:</p>
<ol class="normal-list">
<li>Right-click the game in Steam and choose <em>Properties</em>. On the <em>Local Files</em> tab, click <em>Browse local files</em>.</li>
<li>Open the <code>data</code> folder, then <code>games</code>.</li>
<li>You should see either a <code>cc1</code> or <code>cc2</code> folder. Drag it into this window.</li>
<li>You should see either a <code>cc1</code> or <code>cc2</code> folder. Drag it into this window, or load it with the button above.</li>
</ol>
-->
</section>
<section id="splash-your-levels">
<h2>Make your own (WIP lol)</h2>
<p>Please note that the level editor is <strong>extremely</strong> unfinished, and can't even save yet.</p>
<p><button type="button" id="splash-create-level" class="button-big">Create a level</button></p>
<p>Please note that the level editor is <strong>very</strong> unfinished, and doesn't even have undo yet. It may eat your work! Beware!</p>
<p><button type="button" id="splash-create-pack" class="button-big">New pack</button></p>
<p><button type="button" id="splash-create-level" class="button-big">New scratch level<br>(won't be saved!)</button></p>
</section>
</main>
<main id="player" hidden>
@@ -104,6 +109,88 @@
</div>
<div class="inventory"></div>
</section>
<form id="player-debug">
<div class="-time">
<table class="-time-controls">
<tr>
<td><button type="button" class="-time-button" data-dt="-1">← 1 tic</button></td>
<td id="player-debug-time-tics">0</td>
<td>tics</td>
<td><button type="button" class="-time-button" data-dt="1">1 tic →</button></td>
</tr>
<tr>
<td><button type="button" class="-time-button" data-dt="-4">← 1 move</button></td>
<td id="player-debug-time-moves">0</td>
<td>moves</td>
<td><button type="button" class="-time-button" data-dt="4">1 move →</button></td>
</tr>
<tr>
<td><button type="button" class="-time-button" data-dt="-20">← 1 s</button></td>
<td id="player-debug-time-secs">0</td>
<td>seconds</td>
<td><button type="button" class="-time-button" data-dt="20">1 s →</button></td>
</tr>
</table>
<p>Game speed:
<select name="speed">
<option value="6">6× — 120 tics per second</option>
<option value="3">3× — 60 tics per second</option>
<option value="2">2× — 40 tics per second</option>
<option value="3/2">1½× — 30 tics per second</option>
<option value="1" selected>1× — 20 tics per second</option>
<option value="1/2">½× — 10 tics per second</option>
<option value="1/3">⅓× — 6⅔ tics per second</option>
<option value="1/4">¼× — 5 tics per second</option>
</select>
</p>
</div>
<div class="input"></div>
<div class="-options">
<p> Viewport size:
<select id="player-debug-viewport">
<option value="default" selected>Level default (9 or 10)</option>
<option value="12">12 × 12</option>
<option value="16">16 × 16</option>
<option value="24">24 × 24</option>
<option value="32">32 × 32</option>
<option value="max">Entire level</option>
</select>
</p>
<ul>
<li><label><input type="checkbox" name="show_actor_bboxes"> Show actor bounding boxes</label></li>
<li><label><input type="checkbox" name="disable_interpolation"> Disable interpolation</label></li>
<!--
<li><label><input type="checkbox" disabled> Show actor info</label></li>
<li><label><input type="checkbox" disabled> Freeze time for everything else</label></li>
<li><label><input type="checkbox" disabled> Player is immortal</label></li>
<li><label><input type="checkbox" disabled> Player ignores collision</label></li>
<li><label><input type="checkbox" disabled> Player levitates</label></li>
-->
</ul>
<p>(Middle-click to teleport.)</p>
</div>
<div class="-inventory">
<!-- populated in js -->
</div>
<div class="-buttons">
<!-- populated in js -->
</div>
<!-- TODO?
- inspect with mouse
- list of actors, or currently pointed-to actor?
- activate something manually?
- click a button ingame?
- pan viewport (like editor)
- show connections, directions, other editor features
- look under anything
- other game info?
- count tiles?
- total hearts?
- total bonus flags?
-->
</form>
<div id="player-music">
<div id="player-music-left">
🎵 <a id="player-music-title">title</a> by <a id="player-music-author">author</a>
@@ -116,28 +203,39 @@
</div>
<div class="controls">
<div class="play-controls">
<button class="control-pause" type="button">Pause (p)</button>
<button class="control-restart" type="button">Restart</button>
<button class="control-undo" type="button">Undo</button>
<button class="control-rewind" type="button">Rewind (z)</button>
<button class="control-pause" type="button">
<svg class="svg-icon" viewBox="0 0 16 16" title="pause"><path d="M2,1 h4 v14 h-4 z M10,1 h4 v14 h-4 z"></svg>
<span class="keyhint">p</span></button>
<button class="control-restart" type="button">
<svg class="svg-icon" viewBox="0 0 16 16" title="restart"><path d="M13,13 A 7,7 270 1,1 13,3 L15,1 15,7 9,7 11,5 A 4,4 270 1,0 11,11 z"></svg>
</button>
<button class="control-undo" type="button">
<svg class="svg-icon" viewBox="0 0 16 16" title="undo"><path d="M6,5 6,2 1,7 6,12 6,9 A 10,10 60 0,1 15,12 A 10,10 90 0,0 6,5"></svg>
</button>
<button class="control-rewind" type="button">
<svg class="svg-icon" viewBox="0 0 16 16" title="rewind"><path d="M1,8 7,2 7,14 z M9,8 15,2 15,14 z"></svg>
<span class="keyhint">z</span></button>
<label><input class="control-turn-based" type="checkbox"> Turn-based mode</label>
</div>
<div class="demo-controls">
<button class="demo-play" type="button">View replay</button>
<button class="demo-step-1" type="button">Step 1 tic</button>
<button class="demo-step-4" type="button">Step 1 move</button>
<div class="input"></div>
<div class="actions">
<button class="action-drop" type="button">
<svg class="svg-icon" viewBox="0 0 16 16" title="pause"><path d="M6,0 h4 v9 h3 l-5,5 h7 v2 h-14 v-2 h7 l-5,-5 h3"></svg>
drop <span class="keyhint">q</span></button>
<button class="action-cycle" type="button">
<svg class="svg-icon" viewBox="0 0 16 16" title="pause">
<path d="M2,3 H11 V1 l4,4 -4,4 V7 H2 Z"></path>
<path d="M14,9 H5 V7 l-4,4 4,4 v-2 h9 z"></path>
</svg>
cycle <span class="keyhint">e</span></button>
<button class="action-swap" type="button">
<svg class="svg-icon" viewBox="0 0 16 16" title="pause">
<path d="m 7,1 h 2 l 1,1 V 6 L 9,7 v 4 L 8,11.5 7,11 V 7 L 6,6 V 2 Z"></path>
<path d="M 8,13 13,11 8,9 3,11 Z m 0,2 7,-3 V 11 L 8,8 1,11 v 1 z"></path>
<ellipse cx="5.5" cy="11" rx="0.75" ry="0.5"></ellipse>
</svg>
switch <span class="keyhint">c</span></button>
</div>
</div>
<!-- TODO debug panel?
- current tic
- list of actors, or currently pointed-to actor?
<div class="debug">
<button>« 4 tics</button>
<button>« 1 tic</button>
<button>1 tic »</button>
<button>4 tics »</button>
</div>
-->
</main>
<main id="editor" hidden>
<header>
@@ -151,9 +249,15 @@
also deal with levels vs level /packs/ somehow, not sure how that'll work (including downloading them, yeargh?)
-->
</header>
<div class="level"><!-- level canvas and any overlays go here --></div>
<div class="controls">
<button id="editor-share-url" type="button">Share?</button>
<div class="editor-canvas">
<div class="-container">
<!-- level canvas and any overlays go here -->
<!-- the container is to allow them to scroll as a single unit -->
</div>
</div>
<nav class="controls">
<div id="editor-tile">
</div>
<!--
<p style>
Tip: Right click to color drop.<br>
@@ -178,7 +282,7 @@
map size
</pre>
-->
</div>
</nav>
<div class="palette"></div>
<!-- TODO:
controls
+43
View File
@@ -4,6 +4,7 @@ export const DIRECTIONS = {
north: {
movement: [0, -1],
bit: 0x01,
index: 0,
action: 'up',
left: 'west',
right: 'east',
@@ -12,6 +13,7 @@ export const DIRECTIONS = {
south: {
movement: [0, 1],
bit: 0x04,
index: 2,
action: 'down',
left: 'east',
right: 'west',
@@ -20,6 +22,7 @@ export const DIRECTIONS = {
west: {
movement: [-1, 0],
bit: 0x08,
index: 3,
action: 'left',
left: 'south',
right: 'north',
@@ -28,9 +31,49 @@ export const DIRECTIONS = {
east: {
movement: [1, 0],
bit: 0x02,
index: 1,
action: 'right',
left: 'north',
right: 'south',
opposite: 'west',
},
};
// Should match the bit ordering above, and CC2's order
export const DIRECTION_ORDER = ['north', 'east', 'south', 'west'];
// TODO cc2 order is: swivel, thinwalls, canopy (and yes you can have them all in the same tile)
export const DRAW_LAYERS = {
terrain: 0,
item: 1,
item_mod: 2,
actor: 3,
overlay: 4,
MAX: 5,
};
export const COLLISION = {
player1: 0x0001,
player2: 0x0002,
player: 0x0003,
block_cc1: 0x0004,
block_cc2: 0x0008, // ice + directional
// Monsters are a little complicated, because some of them have special rules, e.g. fireballs
// aren't blocked by fire.
// For a monster's MASK, you should use ONLY ONE of these specific monster bits (if
// appropriate), OR the generic bit -- DO NOT combine them!
monster_generic: 0x0100,
fireball: 0x0200,
bug: 0x0400,
rover: 0x1000,
ghost: 0x8000,
// For a tile's COLLISION, use one of these bit combinations
monster_solid: 0x7f00, // everything but ghost
monster_any: 0xff00, // everything including ghost
// Combo masks used for matching
all_but_ghost: 0xffff & ~0x8000,
all_but_player: 0xffff & ~0x0003,
all: 0xffff,
};
+253
View File
@@ -0,0 +1,253 @@
import { TransientOverlay } from './main-base.js';
import { mk, mk_svg } from './util.js';
// FIXME could very much stand to have a little animation when appearing
class TileEditorOverlay extends TransientOverlay {
constructor(conductor) {
let root = mk('form.editor-popup-tile-editor');
super(conductor, root);
this.editor = conductor.editor;
this.tile = null;
}
edit_tile(tile) {
this.tile = tile;
}
static configure_tile_defaults(tile) {
// FIXME maybe this should be on the tile type, so it functions as documentation there?
}
}
class LetterTileEditor extends TileEditorOverlay {
constructor(conductor) {
super(conductor);
this.root.append(mk('h3', "Letter tile"));
let list = mk('ol.editor-letter-tile-picker');
this.root.append(list);
this.glyph_elements = {};
let add = glyph => {
let input = mk('input', {type: 'radio', name: 'glyph', value: glyph});
this.glyph_elements[glyph] = input;
let item = mk('li', mk('label', input, mk('span.-glyph', glyph)));
list.append(item);
};
let arrows = ["⬆", "➡", "⬇", "⬅"];
for (let c = 32; c < 96; c++) {
let glyph = String.fromCharCode(c);
add(glyph);
// Add the arrows to the ends of the rows
if (c % 16 === 15) {
add(arrows[(c - 47) / 16]);
}
}
list.addEventListener('change', ev => {
if (this.tile) {
this.tile.overlaid_glyph = this.root.elements['glyph'].value;
this.editor.mark_tile_dirty(this.tile);
}
});
}
edit_tile(tile) {
super.edit_tile(tile);
this.root.elements['glyph'].value = tile.overlaid_glyph;
}
static configure_tile_defaults(tile) {
tile.type.populate_defaults(tile);
}
}
class HintTileEditor extends TileEditorOverlay {
constructor(conductor) {
super(conductor);
this.root.append(mk('h3', "Hint text"));
this.text = mk('textarea.editor-hint-tile-text');
this.root.append(this.text);
this.text.addEventListener('input', ev => {
if (this.tile) {
this.tile.hint_text = this.text.value;
}
});
}
edit_tile(tile) {
super.edit_tile(tile);
this.text.value = tile.hint_text ?? "";
}
static configure_tile_defaults(tile) {
tile.hint_text = "";
}
}
class FrameBlockTileEditor extends TileEditorOverlay {
constructor(conductor) {
super(conductor);
let svg_icons = [];
for (let center of [[16, 0], [16, 16], [0, 16], [0, 0]]) {
let symbol = mk_svg('svg', {viewBox: '0 0 16 16'},
mk_svg('circle', {cx: center[0], cy: center[1], r: 3}),
mk_svg('circle', {cx: center[0], cy: center[1], r: 13}),
);
svg_icons.push(symbol);
}
svg_icons.push(mk_svg('svg', {viewBox: '0 0 16 16'},
mk_svg('rect', {x: -2, y: 3, width: 20, height: 10}),
));
svg_icons.push(mk_svg('svg', {viewBox: '0 0 16 16'},
mk_svg('rect', {x: 3, y: -2, width: 10, height: 20}),
));
this.root.append(mk('h3', "Arrows"));
let arrow_list = mk('ol.editor-directional-block-tile-arrows.editor-tile-editor-svg-parts');
// Arrange the arrows in a grid
for (let [direction, icon] of [
[null, mk_svg('path', {d: 'M 8,16 v -8 h 8'})],
['north', mk_svg('path', {d: 'M 0,12 h 16 l -8,-8 z'})],
[null, mk_svg('path', {d: 'M 0,8 h 8 v 8'})],
['west', mk_svg('path', {d: 'M 12,16 v -16 l -8,8 z'})],
[null, null],
['east', mk_svg('path', {d: 'M 4,0 v 16 l 8,-8 z'})],
[null, mk_svg('path', {d: 'M 16,8 h -8 v -8'})],
['south', mk_svg('path', {d: 'M 16,4 h -16 l 8,8 z'})],
[null, mk_svg('path', {d: 'M 8,0 v 8 h -8'})],
]) {
let li = mk('li');
let svg;
if (icon) {
svg = mk_svg('svg', {viewBox: '0 0 16 16'}, icon);
}
if (direction === null) {
if (svg) {
li.append(svg);
}
}
else {
let input = mk('input', {type: 'checkbox', name: 'direction', value: direction});
li.append(mk('label', input, svg));
}
arrow_list.append(li);
}
arrow_list.addEventListener('change', ev => {
if (! this.tile)
return;
if (ev.target.checked) {
this.tile.arrows.add(ev.target.value);
}
else {
this.tile.arrows.delete(ev.target.value);
}
this.editor.mark_tile_dirty(this.tile);
});
this.root.append(arrow_list);
}
edit_tile(tile) {
super.edit_tile(tile);
for (let input of this.root.elements['direction']) {
input.checked = tile.arrows.has(input.value);
}
}
static configure_tile_defaults(tile) {
}
}
class RailroadTileEditor extends TileEditorOverlay {
constructor(conductor) {
super(conductor);
let svg_icons = [];
for (let center of [[16, 0], [16, 16], [0, 16], [0, 0]]) {
let symbol = mk_svg('svg', {viewBox: '0 0 16 16'},
mk_svg('circle', {cx: center[0], cy: center[1], r: 3}),
mk_svg('circle', {cx: center[0], cy: center[1], r: 13}),
);
svg_icons.push(symbol);
}
svg_icons.push(mk_svg('svg', {viewBox: '0 0 16 16'},
mk_svg('rect', {x: -2, y: 3, width: 20, height: 10}),
));
svg_icons.push(mk_svg('svg', {viewBox: '0 0 16 16'},
mk_svg('rect', {x: 3, y: -2, width: 10, height: 20}),
));
this.root.append(mk('h3', "Tracks"));
let track_list = mk('ul.editor-railroad-tile-tracks.editor-tile-editor-svg-parts');
// Shown as two rows, this puts the straight parts first and the rest in a circle
let track_order = [4, 1, 2, 5, 0, 3];
for (let i of track_order) {
let input = mk('input', {type: 'checkbox', name: 'track', value: i});
track_list.append(mk('li', mk('label', input, svg_icons[i])));
}
track_list.addEventListener('change', ev => {
if (this.tile) {
let bit = 1 << ev.target.value;
if (ev.target.checked) {
this.tile.tracks |= bit;
}
else {
this.tile.tracks &= ~bit;
}
this.editor.mark_tile_dirty(this.tile);
}
});
this.root.append(track_list);
this.root.append(mk('h3', "Switch"));
let switch_list = mk('ul.editor-railroad-tile-tracks.--switch');
for (let i of track_order) {
let input = mk('input', {type: 'radio', name: 'switch', value: i});
switch_list.append(mk('li', mk('label', input, svg_icons[i].cloneNode(true))));
}
// TODO if they remove a track it should change the switch
// TODO if they pick a track that's missing it should add it
switch_list.addEventListener('change', ev => {
if (this.tile) {
this.tile.track_switch = ev.target.value;
this.editor.mark_tile_dirty(this.tile);
}
});
this.root.append(switch_list);
// TODO need a way to set no actor at all
// TODO initial actor facing (maybe only if there's an actor in the cell)
}
edit_tile(tile) {
super.edit_tile(tile);
for (let input of this.root.elements['track']) {
input.checked = !! (tile.tracks & (1 << input.value));
}
if (tile.track_switch === null) {
this.root.elements['switch'].value = '';
}
else {
this.root.elements['switch'].value = tile.track_switch;
}
}
static configure_tile_defaults(tile) {
}
}
export const TILES_WITH_PROPS = {
floor_letter: LetterTileEditor,
hint: HintTileEditor,
frame_block: FrameBlockTileEditor,
railroad: RailroadTileEditor,
// TODO various wireable tiles (hmm not sure how that ui works)
// TODO initial value of counter
// TODO cloner arrows
// TODO later, custom floor/wall selection
};
+86
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@@ -0,0 +1,86 @@
import * as util from './util.js';
export class StoredCell extends Array {
}
export class StoredLevel {
constructor(number) {
// TODO still not sure this belongs here
this.number = number; // one-based
this.title = '';
this.author = '';
this.password = null;
this.hint = '';
this.chips_required = 0;
this.time_limit = 0;
this.viewport_size = 9;
this.extra_chunks = [];
this.use_cc1_boots = false;
this.use_ccl_compat = false;
// 0 - deterministic (PRNG + simple convolution)
// 1 - 4 patterns (default; PRNG + rotating through 0-3)
// 2 - extra random (like deterministic, but initial seed is "actually" random)
this.blob_behavior = 1;
this.size_x = 0;
this.size_y = 0;
this.linear_cells = [];
// Maps of button positions to trap/cloner positions, as scalar indexes
// in the linear cell list
// TODO merge these imo
this.has_custom_connections = false;
this.custom_trap_wiring = {};
this.custom_cloner_wiring = {};
// New LL feature: custom camera regions, as lists of {x, y, width, height}
this.camera_regions = [];
}
scalar_to_coords(n) {
return [n % this.size_x, Math.floor(n / this.size_x)];
}
coords_to_scalar(x, y) {
return x + y * this.size_x;
}
check() {
}
}
export class StoredPack {
constructor(identifier, level_loader) {
this.identifier = identifier;
this.title = "";
this._level_loader = level_loader;
// Simple objects containing keys that are usually:
// title: level title
// index: level index, used internally only
// number: level number (may not match index due to C2G shenanigans)
// error: any error received while loading the level
// bytes: Uint8Array of the encoded level data
this.level_metadata = [];
}
// TODO this may or may not work sensibly when correctly following a c2g
load_level(index) {
let meta = this.level_metadata[index];
if (! meta)
throw new util.LLError(`No such level number ${index}`);
if (meta.error)
throw meta.error;
if (meta.stored_level) {
// The editor stores inflated levels at times, so respect that
return meta.stored_level;
}
else {
// Otherwise, attempt to load the level
return this._level_loader(meta);
}
}
}
export const StoredGame = StoredPack;
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+84 -22
View File
@@ -1,5 +1,6 @@
import * as util from './format-util.js';
import * as format_base from './format-base.js';
import TILE_TYPES from './tiletypes.js';
import * as util from './util.js';
const TILE_ENCODING = {
0x00: 'floor',
@@ -118,19 +119,71 @@ const TILE_ENCODING = {
0x6e: ['player', 'south'],
0x6f: ['player', 'east'],
};
function parse_level(buf, number) {
let level = new util.StoredLevel(number);
function decode_password(bytes, start, len) {
let password = [];
for (let i = 0; i < len; i++) {
password.push(bytes[start + i] ^ 0x99);
}
return String.fromCharCode.apply(null, password);
}
export function parse_level_metadata(bytes) {
let meta = {};
let view = new DataView(bytes.buffer, bytes.byteOffset, bytes.byteLength);
// Level number; rest of level header is unused
meta.number = view.getUint16(0, true);
// Map layout
// Same structure twice, for the two layers
let p = 8;
for (let l = 0; l < 2; l++) {
let layer_length = view.getUint16(p, true);
p += 2 + layer_length;
}
// Optional metadata fields
let meta_length = view.getUint16(p, true);
p += 2;
let end = p + meta_length;
while (p < end) {
// Common header
let field_type = view.getUint8(p, true);
let field_length = view.getUint8(p + 1, true);
p += 2;
if (field_type === 0x03) {
// Title, including trailing NUL
meta.title = util.string_from_buffer_ascii(bytes, p, field_length - 1);
}
else if (field_type === 0x06) {
// Password, with trailing NUL, and XORed with 0x99 (???)
meta.password = decode_password(bytes, p, field_length - 1);
}
else if (field_type === 0x07) {
// Hint, including trailing NUL, of course
meta.hint = util.string_from_buffer_ascii(bytes, p, field_length - 1);
}
p += field_length;
}
return meta;
}
function parse_level(bytes, number) {
let level = new format_base.StoredLevel(number);
level.has_custom_connections = true;
level.use_ccl_compat = true;
// Map size is always fixed as 32x32 in CC1
level.size_x = 32;
level.size_y = 32;
for (let i = 0; i < 1024; i++) {
level.linear_cells.push(new util.StoredCell);
level.linear_cells.push(new format_base.StoredCell);
}
level.use_cc1_boots = true;
let view = new DataView(buf);
let bytes = new Uint8Array(buf);
let view = new DataView(bytes.buffer, bytes.byteOffset, bytes.byteLength);
// Header
let level_number = view.getUint16(0, true);
@@ -161,7 +214,7 @@ function parse_level(buf, number) {
// TODO could be more forgiving for goofy levels doing goofy things
if (! spec) {
let [x, y] = level.scalar_to_coords(c);
throw new Error(`Invalid tile byte 0x${tile_byte.toString(16)} at (${x}, ${y}) in level ${number}`);
throw new Error(`Invalid tile byte 0x${tile_byte.toString(16)} at (${x}, ${y})`);
}
let name, direction;
@@ -225,11 +278,11 @@ function parse_level(buf, number) {
}
else if (field_type === 0x03) {
// Title, including trailing NUL
level.title = util.string_from_buffer_ascii(buf.slice(p, p + field_length - 1));
level.title = util.string_from_buffer_ascii(bytes, p, field_length - 1);
}
else if (field_type === 0x04) {
// Trap linkages (MSCC only, not in Lynx or CC2)
let field_view = new DataView(buf.slice(p, p + field_length));
let field_view = new DataView(bytes.buffer, bytes.byteOffset + p, field_length);
let q = 0;
while (q < field_length) {
let button_x = field_view.getUint16(q + 0, true);
@@ -243,7 +296,7 @@ function parse_level(buf, number) {
}
else if (field_type === 0x05) {
// Cloner linkages (MSCC only, not in Lynx or CC2)
let field_view = new DataView(buf.slice(p, p + field_length));
let field_view = new DataView(bytes.buffer, bytes.byteOffset + p, field_length);
let q = 0;
while (q < field_length) {
let button_x = field_view.getUint16(q + 0, true);
@@ -255,16 +308,12 @@ function parse_level(buf, number) {
}
}
else if (field_type === 0x06) {
// Password, with trailing NUL, and otherwise XORed with 0x99 (?!)
let password = [];
for (let i = 0; i < field_length - 1; i++) {
password.push(view.getUint8(p + i, true) ^ 0x99);
}
level.password = String.fromCharCode.apply(null, password);
// Password, with trailing NUL, and otherwise XORed with 0x99 (???)
level.password = decode_password(bytes, p, field_length - 1);
}
else if (field_type === 0x07) {
// Hint, including trailing NUL, of course
level.hint = util.string_from_buffer_ascii(buf.slice(p, p + field_length - 1));
level.hint = util.string_from_buffer_ascii(bytes, p, field_length - 1);
}
else if (field_type === 0x08) {
// Password, but not encoded
@@ -280,8 +329,13 @@ function parse_level(buf, number) {
return level;
}
// This thin wrapper is passed to StoredGame as the parser function
function _parse_level_from_stored_meta(meta) {
return parse_level(meta.bytes, meta.number);
}
export function parse_game(buf) {
let game = new util.StoredGame;
let game = new format_base.StoredGame(null, _parse_level_from_stored_meta);
let full_view = new DataView(buf);
let magic = full_view.getUint32(0, true);
@@ -303,11 +357,19 @@ export function parse_game(buf) {
let p = 6;
for (let l = 1; l <= level_count; l++) {
let length = full_view.getUint16(p, true);
let level_buf = buf.slice(p + 2, p + 2 + length);
let bytes = new Uint8Array(buf, p + 2, length);
p += 2 + length;
let level = parse_level(level_buf, l);
game.levels.push(level);
let meta;
try {
meta = parse_level_metadata(bytes);
}
catch (e) {
meta = {error: e};
}
meta.index = l - 1;
meta.bytes = bytes;
game.level_metadata.push(meta);
}
return game;
-47
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@@ -1,47 +0,0 @@
export function string_from_buffer_ascii(buf) {
return String.fromCharCode.apply(null, new Uint8Array(buf));
}
export class StoredCell extends Array {
}
export class StoredLevel {
constructor(number) {
this.number = number; // one-based
this.title = '';
this.password = null;
this.hint = '';
this.chips_required = 0;
this.time_limit = 0;
this.viewport_size = 9;
this.extra_chunks = [];
this.use_cc1_boots = false;
this.size_x = 0;
this.size_y = 0;
this.linear_cells = [];
// Maps of button positions to trap/cloner positions, as scalar indexes
// in the linear cell list
this.custom_trap_wiring = {};
this.custom_cloner_wiring = {};
}
scalar_to_coords(n) {
return [n % this.size_x, Math.floor(n / this.size_x)];
}
coords_to_scalar(x, y) {
return x + y * this.size_x;
}
check() {
}
}
export class StoredGame {
constructor(identifier) {
this.identifier = identifier;
this.levels = [];
}
}
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@@ -0,0 +1,129 @@
import { mk, mk_svg, walk_grid } from './util.js';
// Superclass for the main display modes: the player, the editor, and the splash screen
export 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;
}
}
// Stackable modal overlay of some kind, usually a dialog
export 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();
});
// Block any window-level key handlers from firing when we type
this.root.addEventListener('keydown', 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();
});
return overlay;
}
close() {
this.root.closest('.overlay').remove();
}
}
// Overlay styled like a popup of some sort
export class TransientOverlay extends Overlay {
open() {
// TODO i don't like how vaguely arbitrary this feels.
let overlay = super.open();
overlay.classList.add('--transient');
return overlay;
}
}
// Overlay styled like a dialog box
export class DialogOverlay extends Overlay {
constructor(conductor) {
super(conductor, mk('form.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
export 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);
}
}
export function load_json_from_storage(key) {
return JSON.parse(window.localStorage.getItem(key));
}
export function save_json_to_storage(key, value) {
window.localStorage.setItem(key, JSON.stringify(value));
}
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+871 -787
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+87 -18
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@@ -1,4 +1,4 @@
import { DIRECTIONS } from './defs.js';
import { DIRECTIONS, DRAW_LAYERS } from './defs.js';
import { mk } from './util.js';
import TILE_TYPES from './tiletypes.js';
@@ -11,7 +11,6 @@ export class CanvasRenderer {
// to do so, but then we wouldn't make a canvas so it couldn't be
// hooked, yadda yadda
if (fixed_size) {
this.viewport_is_fixed = true;
this.viewport_size_x = fixed_size;
this.viewport_size_y = fixed_size;
}
@@ -25,7 +24,10 @@ export class CanvasRenderer {
this.ctx = this.canvas.getContext('2d');
this.viewport_x = 0;
this.viewport_y = 0;
this.viewport_dirty = false;
this.show_actor_bboxes = false;
this.use_rewind_effect = false;
this.perception = 0; // 0 normal, 1 secret eye, 2 editor
}
set_level(level) {
@@ -33,6 +35,13 @@ export class CanvasRenderer {
// TODO update viewport size... or maybe Game should do that since you might be cheating
}
// Change the viewport size. DOES NOT take effect until the next redraw!
set_viewport_size(x, y) {
this.viewport_size_x = x;
this.viewport_size_y = y;
this.viewport_dirty = true;
}
cell_coords_from_event(ev) {
let rect = this.canvas.getBoundingClientRect();
let scale_x = rect.width / this.canvas.width;
@@ -42,6 +51,15 @@ export class CanvasRenderer {
return [x, y];
}
real_cell_coords_from_event(ev) {
let rect = this.canvas.getBoundingClientRect();
let scale_x = rect.width / this.canvas.width;
let scale_y = rect.height / this.canvas.height;
let x = (ev.clientX - rect.x) / scale_x / this.tileset.size_x + this.viewport_x;
let y = (ev.clientY - rect.y) / scale_y / this.tileset.size_y + this.viewport_y;
return [x, y];
}
// Draw to a canvas using tile coordinates
blit(ctx, sx, sy, dx, dy, w = 1, h = w) {
let tw = this.tileset.size_x;
@@ -58,6 +76,14 @@ export class CanvasRenderer {
return;
}
if (this.viewport_dirty) {
this.viewport_dirty = false;
this.canvas.setAttribute('width', this.tileset.size_x * this.viewport_size_x);
this.canvas.setAttribute('height', this.tileset.size_y * this.viewport_size_y);
this.canvas.style.setProperty('--viewport-width', this.viewport_size_x);
this.canvas.style.setProperty('--viewport-height', this.viewport_size_y);
}
let tic = (this.level.tic_counter ?? 0) + tic_offset;
let tw = this.tileset.size_x;
let th = this.tileset.size_y;
@@ -76,8 +102,24 @@ export class CanvasRenderer {
[px, py] = [0, 0];
}
// Figure out where to start drawing
let x0 = Math.max(0, Math.min(this.level.size_x - this.viewport_size_x, px - xmargin));
let y0 = Math.max(0, Math.min(this.level.size_y - this.viewport_size_y, py - ymargin));
// TODO support overlapping regions better
let x0 = px - xmargin;
let y0 = py - ymargin;
// FIXME editor vs player again ugh, which is goofy since none of this is even relevant;
// maybe need to have a separate positioning method
if (this.level.stored_level) {
for (let region of this.level.stored_level.camera_regions) {
if (px >= region.left && px < region.right &&
py >= region.top && py < region.bottom)
{
x0 = Math.max(region.left, Math.min(region.right - this.viewport_size_x, x0));
y0 = Math.max(region.top, Math.min(region.bottom - this.viewport_size_y, y0));
}
}
}
// Always keep us within the map bounds
x0 = Math.max(0, Math.min(this.level.size_x - this.viewport_size_x, x0));
y0 = Math.max(0, Math.min(this.level.size_y - this.viewport_size_y, y0));
// Round to the pixel grid
x0 = Math.floor(x0 * tw + 0.5) / tw;
y0 = Math.floor(y0 * th + 0.5) / th;
@@ -86,12 +128,12 @@ export class CanvasRenderer {
// The viewport might not be aligned to the grid, so split off any fractional part.
let xf0 = Math.floor(x0);
let yf0 = Math.floor(y0);
// Note that when the viewport is exactly aligned to the grid, we need to draw the cells
// just outside of it, or we'll miss objects partway through crossing the border
if (xf0 === x0 && xf0 > 0) {
// We need to draw one cell beyond the viewport, or we'll miss objects partway through
// crossing the border moving away from us
if (xf0 > 0) {
xf0 -= 1;
}
if (yf0 === y0 && yf0 > 0) {
if (yf0 > 0) {
yf0 -= 1;
}
// Find where to stop drawing. As with above, if we're aligned to the grid, we need to
@@ -100,36 +142,63 @@ export class CanvasRenderer {
let y1 = Math.min(this.level.size_y - 1, Math.ceil(y0 + this.viewport_size_y));
// Draw one layer at a time, so animated objects aren't overdrawn by
// neighboring terrain
// XXX layer count hardcoded here
for (let layer = 0; layer < 4; layer++) {
// FIXME this is a bit inefficient when there are a lot of rarely-used layers; consider
// instead drawing everything under actors, then actors, then everything above actors?
for (let layer = 0; layer < DRAW_LAYERS.MAX; layer++) {
for (let x = xf0; x <= x1; x++) {
for (let y = yf0; y <= y1; y++) {
for (let tile of this.level.cells[y][x]) {
if (tile.type.draw_layer !== layer)
continue;
let vx, vy;
if (tile.type.is_actor &&
// FIXME kind of a hack for the editor, which uses bare tile objects
tile.visual_position)
{
// Handle smooth scrolling
let [vx, vy] = tile.visual_position(tic_offset);
[vx, vy] = tile.visual_position(tic_offset);
// Round this to the pixel grid too!
vx = Math.floor(vx * tw + 0.5) / tw;
vy = Math.floor(vy * th + 0.5) / th;
this.tileset.draw(tile, tic, (sx, sy, dx = 0, dy = 0, w = 1, h = w) =>
this.blit(this.ctx, sx, sy, vx - x0 + dx, vy - y0 + dy, w, h));
}
else {
// Non-actors can't move
this.tileset.draw(tile, tic, (sx, sy, dx = 0, dy = 0, w = 1, h = w) =>
this.blit(this.ctx, sx, sy, x - x0 + dx, y - y0 + dy, w, h));
vx = x;
vy = y;
}
// Note that the blit we pass to the tileset has a different signature:
// blit(
// source_tile_x, source_tile_y,
// mask_x = 0, mask_y = 0, mask_width = 1, mask_height = mask_width,
// mask_dx = mask_x, mask_dy = mask_y)
// This makes it easier to use in the extremely common case of drawing
// part of one tile atop another tile, but still aligned to the grid.
this.tileset.draw(tile, tic, (tx, ty, mx = 0, my = 0, mw = 1, mh = mw, mdx = mx, mdy = my) =>
this.blit(this.ctx,
tx + mx, ty + my,
vx - x0 + mdx, vy - y0 + mdy,
mw, mh));
}
}
}
}
if (this.show_actor_bboxes && ! this.level.linear_cells) { // FIXME dumb hack so this doesn't happen in editor
this.ctx.fillStyle = '#f004';
for (let x = xf0; x <= x1; x++) {
for (let y = yf0; y <= y1; y++) {
let actor = this.level.cells[y][x].get_actor();
if (! actor)
continue;
let [vx, vy] = actor.visual_position(tic_offset);
// Don't round to the pixel grid; we want to know if the bbox is misaligned!
this.ctx.fillRect((vx - x0) * tw, (vy - y0) * th, 1 * tw, 1 * th);
}
}
}
if (this.use_rewind_effect) {
this.draw_rewind_effect(tic);
}
@@ -149,11 +218,11 @@ export class CanvasRenderer {
}
}
create_tile_type_canvas(name) {
create_tile_type_canvas(name, tile = null) {
let canvas = mk('canvas', {width: this.tileset.size_x, height: this.tileset.size_y});
let ctx = canvas.getContext('2d');
this.tileset.draw_type(name, null, 0, (sx, sy, dx = 0, dy = 0, w = 1, h = w) =>
this.blit(ctx, sx, sy, dx, dy, w, h));
this.tileset.draw_type(name, tile, 0, this.perception, (tx, ty, mx = 0, my = 0, mw = 1, mh = mw, mdx = mx, mdy = my) =>
this.blit(ctx, tx + mx, ty + my, mdx, mdy, mw, mh));
return canvas;
}
}
+26 -1
View File
@@ -43,7 +43,7 @@ export default [{
title: "conundrum",
author: "fluffy",
url: 'https://beesbuzz.biz/',
beepbox: 'https://www.beepbox.co/#8n31sbk0l00e0rt2mm0a7g0rj07i0r1o3210T1v1L4u01q3d7fay3z6C0c1A5F4B0V1Q0248Pac74E0085T1v1L4u01q1d1f4y4z9C0c1A1F0B0V1Q200ePd593E0787T5v1L4u05q3d0f1y4z0C2c0h0H_--D-quSRIAJJST4v1L4u04q1z6666ji8k8k3jSBKSJJAArriiiiii07JCABrzrrrrrrr00YrkqHrsrrrrjr005zrAqzrjzrrqr1jRjrqGGrrzsrsA099ijrABJJJIAzrrtirqrqjqixzsrAjrqjiqaqqysttAJqjikikrizrHtBJJAzArzrIsRCITKSS099ijrAJS____Qg99habbCAYrDzh00bkzgid18Q4zgid0000000018Nwz55p88Nhnh5t000000ichgR5zkicg004hcx4O4jhkohd14z4isp25PFJvy1wqY58llp2GhKFLh_wFLh-czArdWfRuKrdQ_p13c5FKfZ_tRBPjub_aq_TYtjhZgtBdJlldtlldtlleKGGCKGGCK1wqoiGGiOdI3j1RlkOJBtdZllmG1wqoiGGCK1JFxaEm1STTQMBlldtlldtlJKoHrarqGGqWGGqWGGth7ihT4sChON7a4sIpqPhDkCz9FFOG8YwzOF8Wp8WFOHyfAVARQVB4ughVkAtcAtkVl97Op8Wd8Td6nl9EOaqSqcyIz9UzMbaXbAenShhAPvehhrBRApcVmnlsV5vaGysD9CKsyyLbH8OpOIKGVEGKttV56jdkV55uTnpeldpuptSltdRKpEPpFFOW8YwzOF8Wp8WFOGU0',
beepbox: 'https://www.beepbox.co/#8n31sbk0l00e0rt2mm0a7g0rj07i0r1o3210T1v1L4u01q3d7fay3z6C0c1A5F4B0V1Q0248Pac74E0085T1v1L4u01q1d1f4y4z9C0c1A1F0B0V1Q200ePd593E0787T5v1L4u05q3d0f1y4z0C2c0h0H_--D-quSRIAJJST4v1L4u04q1z6666ji8k8k3jSBKSJJAArriiiiii07JCABrzrrrrrrr00YrkqHrsrrrrjr005zrAqzrjzrrqr1jRjrqGGrrzsrsA099ijrABJJJIAzrrtirqrqjqixzsrAjrqjiqaqqysttAJqjikikrizrHtBJJAzArzrIsRCITKSS099ijrAJS____Qg99habbCAYrDzh00b4zgid18Q4zgid0000000018Nwz55p88Nhnh5t000000ichgR5zkicg004hcx4O4jhkohd14z4isp25PFJvy1wqY58llp2GhKFLh_wFLh-czArdWfRuKrdQ_p13c5FKfZ_tRBPjub_aq_TYtjhZgtBdJlldtlldtlleKGGCKGGCK1wqoiGGiOdI3j1RlkOJBtdZllmG1wqoiGGCK1JFxaEm1STTQMBlldtlldtlJKoHrarqGGqWGGqWGGth7ihT4sChON7a4sIpqPhDkCz9FFOG8YwzOF8Wp8WFOHyfAVARQVB4ughVkAtcAtkVl97Op8Wd8Td6nl9EOaqSqcyIz9UzMbaXbAenShhAPvehhrBRApcVmnlsV5vaGysD9CKsyyLbH8OpOIKGVEGKttV56jdkV55uTnpeldpuptSltdRKpEPpFFOW8YwzOF8Wp8WFOGU0',
path: 'music/conundrum.ogg',
}, {
title: "kinda song",
@@ -51,4 +51,29 @@ export default [{
twitter: "glitchedpuppet",
beepbox: 'https://jummbus.bitbucket.io/#j2N07Unnamedn310s0k0l00e0jt2mm0a7g0jj07i0r1O_U0000o3210T1v0wL0OD0Ou01q1d5f6y0z6C1c0A1F2B5V6Q20a0Pe64bE0171T1v0pL0OD0Ou92q1d4f7y2z1C0c2AbF6B6V9Q0490Pb976E0001T1v0pL0OD0Ou94q1d2f7y2z1C0c2A9F5B5V6Q290dPa883E0011T4v0pL0OD0Ouf0q1z6666ji8k8k3jSBKSJJAArriiiiii07JCABrzrrrrrrr00YrkqHrsrrrrjr005zrAqzrjzrrqr1jRjrqGGrrzsrsA099ijrABJJJIAzrrtirqrqjqixzsrAjrqjiqaqqysttAJqjikikrizrHtBJJAzArzrIsRCITKSS099ijrAJS____Qg99habbCAYrDzh00b4x8Qd000lBu7014x4i4Qd3gQlmoh4ia2cz8OcChA4h4y8w01cPhjl0p27hFCLwATnMkCKChW2ZcngbUxcnikQ7sQO_inQ5WCkXyW9jbZ9vlO_lODhdcDjQNtgJ0Gp7IpAukFczR2FyX2frIzQ4zOGOOfpauP9vainRihQPK4tClqoKMnaAzQQnQQnRknXx7pBnK2OFjSO_oELFAzFIOWa8WF8WpHW3nEdv26LgqZcLQQap7Iu6P9j5R2Q2Q2Q2VeRfbEbWGq2-DinQBZttkHUMRWPn9HFAuwzEe3E8W2ehFyUsNncLQThuCnW2_aGydcngbkO_rZdkPjdcSpvx9jbZ3cRZtcO_lipvFSFkO_lN4YlAjBpdp6hahFyWz5OXbWFbWF8YEmChy3wWiehcK0bWaoEIlChw3JHp5K5E5E5w1sPb5P2f9as0LVds0bkbukQni0JFyQ5c0bokRyXrbxqxr2CyWSOSAzw1qxqxrNrxqxrhtwJgJMJJhvmbibikO8J5JwJEJEJtE',
path: 'music/kinda-song.ogg',
}, {
title: "learning has occurred",
author: "jneen",
twitter: "jneen_",
path: 'music/learning-has-occurred.ogg',
}, {
title: "escape on star road",
author: "jneen",
twitter: "jneen_",
path: 'music/escape-on-star-road.ogg',
}, {
title: "inner orbit",
author: "notchris",
twitter: "chrismcgrane",
path: 'music/inner-orbit.ogg',
}, {
title: "canopy",
author: "notchris",
twitter: "chrismcgrane",
path: 'music/canopy.ogg',
}, {
title: "asteroid prairie",
author: "notchris",
twitter: "chrismcgrane",
path: 'music/asteroid-prairie.ogg',
}];
+635 -114
View File
@@ -3,14 +3,36 @@ import TILE_TYPES from './tiletypes.js';
// TODO really need to specify this format more concretely, whoof
// XXX special kinds of drawing i know this has for a fact:
// - letter tiles draw from a block of half-tiles onto the center of the base
// - slime and walkers have double-size tiles when moving
// - wired tiles are a whole thing
// - letter tiles draw from a block (one of two blocks!) of half-tiles onto the center of the base
// - force floors are cropped from a double-size tile
// - wired tiles are a whole thing (floor)
// - thin walls are packed into just two tiles
// - rover has a half-tile overlay for its direction?
// - railroad tracks overlay a Lot
// - directional blocks have arrows in an awkward layout, not 4x4 grid but actually positioned on the edges
// - green and purple toggle walls use an overlay
// - turtles use an overlay, seem to pick a tile at random every so often
// - animations are common, should maybe have configurable timing??
// - custom floors and walls /should/ be consolidated into a single tile probably
// - thin walls should probably be consolidated?
// - traps have a state
// special features i currently have
// - directions for actors, can be used anywhere
// - arrows: for directional blocks
// - mask: for thin walls (though the idea is useful in many more places)
// - wired: for wired tiles
// - overlay: for green/purple walls mostly, also some bogus cc1 tiles
// things that are currently NOT handled
// - bomb is supposed to have a fuse
// - critters should only animate when moving
// - rover animation depends on behavior, also has a quarter-tile overlay for its direction
// - slime and walkers have double-size tiles when moving
// - logic gates draw over the stuff underneath them
// - railroad tracks overlay a Lot
// - canopy, at all
// - swivel's floor (eugh)
// - xray vision
// - editor vision
export const CC2_TILESET_LAYOUT = {
'#wire-width': 1/16,
@@ -22,8 +44,13 @@ export const CC2_TILESET_LAYOUT = {
key_blue: [5, 1],
key_yellow: [6, 1],
key_green: [7, 1],
dirt_block: [8, 1],
// xray
// FIXME these shouldn't be drawn with a hole when drawn in isolation, gruh
dirt_block: {
special: 'perception',
threshold: 2,
hidden: [8, 1],
revealed: [9, 1],
},
ice: [10, 1],
ice_se: [11, 1],
ice_sw: [12, 1],
@@ -35,23 +62,44 @@ export const CC2_TILESET_LAYOUT = {
// Wiring!
base: [0, 2],
wired: [8, 26],
wired_cross: [10, 26],
is_wired_optional: true,
},
wall_invisible: [0, 2],
wall_appearing: [0, 2],
wall: [1, 2],
floor_letter: [2, 2],
'floor_letter#ascii': {
x0: 0,
y0: 0,
width: 16,
height: 1,
// FIXME i think these are visible with the secret eye, but my tileset puts text on them, whoops
wall_invisible: {
special: 'perception',
threshold: 2,
hidden: [0, 2],
revealed: [9, 31],
},
'floor_letter#arrows': {
north: [14, 31],
east: [14.5, 31],
south: [15, 31],
west: [15.5, 31],
// FIXME this shouldn't be visible with seeing eye (or should it not spawn at all?)
wall_invisible_revealed: [1, 2],
wall_appearing: {
special: 'perception',
threshold: 2,
hidden: [0, 2],
revealed: [11, 31],
},
wall: [1, 2],
floor_letter: {
special: 'letter',
base: [2, 2],
letter_glyphs: {
// Arrows
"⬆": [14, 31],
"➡": [14.5, 31],
"⬇": [15, 31],
"⬅": [15.5, 31],
},
letter_ranges: [{
// ASCII text (only up through uppercase)
range: [32, 96],
x0: 0,
y0: 0,
w: 0.5,
h: 0.5,
columns: 32,
}],
},
thief_tools: [3, 2],
socket: [4, 2],
@@ -62,8 +110,13 @@ export const CC2_TILESET_LAYOUT = {
[8, 2],
[9, 2],
],
ice_block: [10, 2],
// TODO ice block xray
// FIXME these shouldn't be drawn with a hole when drawn in isolation, gruh
ice_block: {
special: 'perception',
threshold: 2,
hidden: [10, 2],
revealed: [11, 2],
},
score_1000: [12, 2],
score_100: [13, 2],
score_10: [14, 2],
@@ -73,9 +126,10 @@ export const CC2_TILESET_LAYOUT = {
green_chip: [9, 3],
chip_extra: [10, 3],
chip: [11, 3],
// bribe
// mercury boot
// canopy, xray
bribe: [12, 3],
speed_boots: [13, 3],
canopy: [14, 3],
// canopy xray
// TODO lit
dynamite: [0, 4],
@@ -92,24 +146,40 @@ export const CC2_TILESET_LAYOUT = {
wall_custom_blue: [15, 4],
explosion: [[0, 5], [1, 5], [2, 5], [3, 5]],
splash_slime: [[0, 5], [1, 5], [2, 5], [3, 5]],
splash: [[4, 5], [5, 5], [6, 5], [7, 5]],
flame_jet_off: [8, 5],
flame_jet_on: [[9, 5], [10, 5], [11, 5]],
popdown_wall: [12, 5],
popdown_floor: [12, 5],
popdown_floor: {
special: 'perception',
threshold: 2,
hidden: [12, 5],
revealed: [13, 5],
},
popdown_floor_visible: [13, 5],
forbidden: [14, 5],
// TODO arrows overlay at [3, 10]
directional_block: [15, 5],
no_sign: [14, 5],
frame_block: {
base: [15, 5],
arrows: [3, 10],
},
flippers: [0, 6],
fire_boots: [1, 6],
cleats: [2, 6],
suction_boots: [3, 6],
hiking_boots: [4, 6],
// speed boots...? not boots though
lightning_bolt: [5, 6],
// weird translucent spiral
// weird translucent red
// TODO dopps can push but i don't think they have any other visuals
doppelganger1: {
base: [7, 6],
overlay: 'player',
},
doppelganger2: {
base: [7, 6],
overlay: 'player2',
},
button_blue: [8, 6],
button_green: [9, 6],
button_red: [10, 6],
@@ -168,7 +238,13 @@ export const CC2_TILESET_LAYOUT = {
],
fake_wall: [0, 10],
fake_floor: [0, 10],
// FIXME i think these are visible with the secret eye, but my tileset puts text on them, whoops
fake_floor: {
special: 'perception',
threshold: 2,
hidden: [0, 10],
revealed: [10, 31],
},
// Thin walls are built piecemeal from these two tiles; the first is N/S,
// the second is E/W
thinwall_n: {
@@ -197,25 +273,42 @@ export const CC2_TILESET_LAYOUT = {
wired: [[4, 10], [5, 10], [6, 10], [7, 10]],
},
popwall: [8, 10],
popwall2: [8, 10],
gravel: [9, 10],
ball: [[10, 10], [11, 10], [12, 10], [13, 10], [14, 10]],
steel: [15, 10],
ball: [
// appropriately, this animation ping-pongs
[10, 10], [11, 10], [12, 10], [13, 10],
[14, 10], [13, 10], [12, 10], [11, 10],
// FIXME the ball bounces so it specifically needs to play its animation every move; this
// defeats the ½x slowdown. it's dumb and means this anim as written doesn't match cc2
[10, 10], [11, 10], [12, 10], [13, 10],
[14, 10], [13, 10], [12, 10], [11, 10],
],
steel: {
// Wiring!
base: [15, 10],
wired: [9, 26],
wired_cross: [11, 26],
is_wired_optional: true,
},
// TODO only animates while moving
// TODO should explicitly set the non-moving tile, so we can have the walk tile start with
// immediate movement?
// TODO this shouldn't run at half speed, it's already designed to be one step, and when teeth
// move at half speed it looks clumsy
teeth: {
// NOTE: CC2 inexplicably dropped north teeth and just uses the south
// sprites instead
north: [[0, 11], [1, 11], [2, 11]],
east: [[3, 11], [4, 11], [5, 11]],
south: [[0, 11], [1, 11], [2, 11]],
west: [[6, 11], [7, 11], [8, 11]],
// NOTE: CC2 inexplicably dropped north teeth and just uses the south sprites instead
north: [[1, 11], [0, 11], [1, 11], [2, 11]],
east: [[4, 11], [3, 11], [4, 11], [5, 11]],
south: [[1, 11], [0, 11], [1, 11], [2, 11]],
west: [[7, 11], [6, 11], [7, 11], [8, 11]],
},
swivel_sw: [9, 11],
swivel_nw: [10, 11],
swivel_ne: [11, 11],
swivel_se: [12, 11],
swivel_floor: [13, 11],
// TODO some kinda four-edges thing again
'#wire-tunnel': [14, 11],
stopwatch_penalty: [15, 11],
paramecium: {
north: [[0, 12], [1, 12], [2, 12]],
@@ -231,18 +324,31 @@ export const CC2_TILESET_LAYOUT = {
},
walker: [0, 13],
// TODO walker animations span multiple tiles, rgh
// FIXME walker animations span multiple tiles
helmet: [0, 14],
stopwatch_toggle: [14, 14],
stopwatch_bonus: [15, 14],
blob: [0, 15],
// TODO blob animations also span multiple tiles
// FIXME blob animations span multiple tiles
// TODO [0, 16] some kinda red/blue outline
floor_mimic: [0, 2], // TODO [14, 16] with xray
floor_mimic: {
special: 'perception',
threshold: 1,
hidden: [0, 2],
revealed: [14, 16],
},
// TODO [15, 16] some kinda yellow/black outline
// timid teeth
teeth_timid: {
// NOTE: CC2 inexplicably dropped north teeth and just uses the south sprites instead
// NOTE: it also skimped on timid teeth frames
north: [[1, 17], [0, 17]],
east: [[3, 17], [2, 17]],
south: [[1, 17], [0, 17]],
west: [[5, 17], [4, 17]],
},
bowling_ball: [6, 17], // TODO also +18 when rolling
tank_yellow: {
north: [[8, 17], [9, 17]],
@@ -251,8 +357,26 @@ export const CC2_TILESET_LAYOUT = {
west: [[14, 17], [15, 17]],
},
// TODO rover has layers and moves and stuff
rover: [0, 18],
// TODO rover has an overlay showing its direction
rover: {
inert: [0, 18],
teeth: [[0, 18], [8, 18]],
glider: [
// quite fast
[0, 18], [1, 18], [2, 18], [3, 18], [4, 18], [5, 18], [6, 18], [7, 18],
[0, 18], [1, 18], [2, 18], [3, 18], [4, 18], [5, 18], [6, 18], [7, 18],
],
bug: [[0, 18], [1, 18], [2, 18], [3, 18], [4, 18], [5, 18], [6, 18], [7, 18]],
ball: [[0, 18], [4, 18]],
teeth_timid: [[0, 18], [9, 18]],
fireball: [
// quite fast
[7, 18], [6, 18], [5, 18], [4, 18], [3, 18], [2, 18], [1, 18], [0, 18],
[7, 18], [6, 18], [5, 18], [4, 18], [3, 18], [2, 18], [1, 18], [0, 18],
],
paramecium: [[7, 18], [6, 18], [5, 18], [4, 18], [3, 18], [2, 18], [1, 18], [0, 18]],
walker: [[8, 18], [9, 18]],
},
xray_eye: [11, 18],
ghost: {
north: [12, 18],
@@ -288,7 +412,14 @@ export const CC2_TILESET_LAYOUT = {
force_floor_all: [[0, 21], [1, 21], [2, 21], [3, 21], [4, 21], [5, 21], [6, 21], [7, 21]],
// latches
// switch
light_switch_off: {
base: [14, 21],
wired: [12, 21],
},
light_switch_on: {
base: [14, 21],
wired: [13, 21],
},
thief_keys: [15, 21],
player: {
@@ -326,8 +457,10 @@ export const CC2_TILESET_LAYOUT = {
south: [2, 23],
west: [10, 23],
},
exited: 'normal',
// These are frames from the splash/explosion animations
drowned: [5, 5],
slimed: [5, 5],
burned: [1, 5],
exploded: [1, 5],
failed: [1, 5],
@@ -343,7 +476,7 @@ export const CC2_TILESET_LAYOUT = {
west: [[6, 24], [7, 24]],
},
bogus_player_drowned: {
overlay: [3, 3], // splash
overlay: [5, 5], // splash
base: 'water',
},
bogus_player_burned_fire: {
@@ -361,22 +494,100 @@ export const CC2_TILESET_LAYOUT = {
[15, 24],
],
logic_gate: {
special: 'logic-gate',
logic_gate_tiles: {
'latch-ccw': {
north: [8, 21],
east: [9, 21],
south: [10, 21],
west: [11, 21],
},
not: {
north: [0, 25],
east: [1, 25],
south: [2, 25],
west: [3, 25],
},
and: {
north: [4, 25],
east: [5, 25],
south: [6, 25],
west: [7, 25],
},
or: {
north: [8, 25],
east: [9, 25],
south: [10, 25],
west: [11, 25],
},
xor: {
north: [12, 25],
east: [13, 25],
south: [14, 25],
west: [15, 25],
},
'latch-cw': {
north: [0, 26],
east: [1, 26],
south: [2, 26],
west: [3, 26],
},
nand: {
north: [4, 26],
east: [5, 26],
south: [6, 26],
west: [7, 26],
},
counter: [14, 26],
},
},
'#unpowered': [13, 26],
'#powered': [15, 26],
player2: {
moving: {
north: [[0, 27], [1, 27], [2, 27], [3, 27], [4, 27], [5, 27], [6, 27], [7, 27]],
south: [[0, 28], [1, 28], [2, 28], [3, 28], [4, 28], [5, 28], [6, 28], [7, 28]],
west: [[8, 28], [9, 28], [10, 28], [11, 28], [12, 28], [13, 28], [14, 28], [15, 28]],
east: [[8, 27], [9, 27], [10, 27], [11, 27], [12, 27], [13, 27], [14, 27], [15, 27]],
},
normal: {
north: [0, 27],
south: [0, 28],
west: [8, 28],
east: [8, 27],
},
blocked: 'pushing',
moving: {
north: [[0, 27], [1, 27], [2, 27], [3, 27], [4, 27], [5, 27], [6, 27], [7, 27]],
south: [[0, 28], [1, 28], [2, 28], [3, 28], [4, 28], [5, 28], [6, 28], [7, 28]],
west: [[8, 28], [9, 28], [10, 28], [11, 28], [12, 28], [13, 28], [14, 28], [15, 28]],
east: [[8, 27], [9, 27], [10, 27], [11, 27], [12, 27], [13, 27], [14, 27], [15, 27]],
},
pushing: {
north: [8, 29],
east: [9, 29],
south: [10, 29],
west: [11, 29],
},
swimming: {
north: [[0, 29], [1, 29]],
east: [[2, 29], [3, 29]],
south: [[4, 29], [5, 29]],
west: [[6, 29], [7, 29]],
},
// The classic CC2 behavior, spinning on ice
skating: [[0, 27], [8, 27], [0, 28], [8, 28]],
// TODO i don't know what CC2 does
forced: {
north: [2, 27],
east: [10, 27],
south: [2, 28],
west: [10, 28],
},
exited: 'normal',
// These are frames from the splash/explosion animations
drowned: [5, 5],
slimed: [5, 5],
burned: [1, 5],
exploded: [1, 5],
failed: [1, 5],
},
fire: [
[12, 29],
@@ -386,11 +597,40 @@ export const CC2_TILESET_LAYOUT = {
],
// TODO handle train tracks! this is gonna be complicated.
railroad: [9, 10],
railroad_sign: [4, 31],
railroad: {
special: 'railroad',
base: [9, 10],
railroad_ties: {
ne: [0, 30],
se: [1, 30],
sw: [2, 30],
nw: [3, 30],
ew: [4, 30],
ns: [5, 30],
},
railroad_switch: [6, 30],
railroad_inactive: {
ne: [7, 30],
se: [8, 30],
sw: [9, 30],
nw: [10, 30],
ew: [11, 30],
ns: [12, 30],
},
railroad_active: {
ne: [13, 30],
se: [14, 30],
sw: [15, 30],
nw: [0, 31],
ew: [1, 31],
ns: [2, 31],
},
},
railroad_sign: [3, 31],
dirt: [4, 31],
no_player2_sign: [5, 31],
no_player1_sign: [6, 31],
hook: [7, 31],
// misc other stuff
};
@@ -402,6 +642,7 @@ export const TILE_WORLD_TILESET_LAYOUT = {
water: [0, 3],
fire: [0, 4],
wall_invisible: [0, 5],
wall_invisible_revealed: [0, 1],
thinwall_n: [0, 6],
thinwall_w: [0, 7],
thinwall_s: [0, 8],
@@ -451,6 +692,7 @@ export const TILE_WORLD_TILESET_LAYOUT = {
wall_appearing: [2, 12],
gravel: [2, 13],
popwall: [2, 14],
popwall2: [2, 14],
hint: [2, 15],
thinwall_se: [3, 0],
@@ -562,8 +804,14 @@ export const TILE_WORLD_TILESET_LAYOUT = {
export const LL_TILESET_LAYOUT = Object.assign({}, CC2_TILESET_LAYOUT, {
// Completed teeth sprites
teeth: Object.assign({}, CC2_TILESET_LAYOUT.teeth, {
north: [[0, 32], [1, 32], [2, 32], [1, 32]],
north: [[1, 32], [0, 32], [1, 32], [2, 32]],
}),
teeth_timid: {
north: [[7, 32], [6, 32], [7, 32], [8, 32]],
east: [[4, 32], [2, 17], [4, 32], [3, 17]],
south: [[3, 32], [0, 17], [3, 32], [1, 17]],
west: [[5, 32], [4, 17], [5, 32], [5, 17]],
},
// Extra player sprites
player: Object.assign({}, CC2_TILESET_LAYOUT.player, {
@@ -574,12 +822,25 @@ export const LL_TILESET_LAYOUT = Object.assign({}, CC2_TILESET_LAYOUT, {
west: [3, 33],
},
forced: 'skating',
exited: [14, 32],
burned: {
north: [4, 33],
east: [5, 33],
south: [6, 33],
west: [7, 33],
},
slimed: [1, 38],
}),
player2: Object.assign({}, CC2_TILESET_LAYOUT.player2, {
// TODO skating
exited: [15, 32],
burned: {
north: [12, 33],
east: [13, 33],
south: [14, 33],
west: [15, 33],
},
slimed: [1, 38],
}),
bogus_player_burned_fire: {
overlay: [6, 33],
@@ -589,6 +850,33 @@ export const LL_TILESET_LAYOUT = Object.assign({}, CC2_TILESET_LAYOUT, {
overlay: [6, 33],
base: 'floor',
},
// Custom tiles
popwall2: [9, 32],
gift_bow: [10, 32],
circuit_block: {
base: [13, 32],
wired: [11, 32],
wired_cross: [12, 32],
},
// Blob and walker in all four directions
blob: {
north: [[0, 35], [1, 35], [2, 35], [3, 35], [4, 35], [5, 35], [6, 35], [7, 35]],
east: [[8, 35], [9, 35], [10, 35], [11, 35], [12, 35], [13, 35], [14, 35], [15, 35]],
south: [[0, 36], [1, 36], [2, 36], [3, 36], [4, 36], [5, 36], [6, 36], [7, 36]],
west: [[8, 36], [9, 36], [10, 36], [11, 36], [12, 36], [13, 36], [14, 36], [15, 36]],
},
walker: {
north: [[0, 37], [1, 37], [2, 37], [3, 37]],
east: [[4, 37], [5, 37], [6, 37], [7, 37]],
// Same animations but played backwards
south: [[2, 37], [1, 37], [0, 37], [3, 37]],
west: [[6, 37], [5, 37], [4, 37], [7, 37]],
},
// Custom VFX
splash_slime: [[0, 38], [1, 38], [2, 38], [3, 38]],
});
export class Tileset {
@@ -601,12 +889,163 @@ export class Tileset {
}
draw(tile, tic, blit) {
this.draw_type(tile.type.name, tile, tic, blit);
// FIXME perception
this.draw_type(tile.type.name, tile, tic, 0, blit);
}
// Draw a "standard" drawspec, which is either:
// - a single tile: [x, y]
// - an animation: [[x0, y0], [x1, y1], ...]
// - a directional tile: { north: T, east: T, ... } where T is either of the above
_draw_standard(drawspec, tile, tic, blit, mask = []) {
// If we have an object, it must be a table of directions
let coords = drawspec;
if (!(coords instanceof Array)) {
coords = coords[(tile && tile.direction) ?? 'south'];
}
// Deal with animation
if (coords[0] instanceof Array) {
if (tic !== null) {
if (tile && tile.animation_speed) {
// This tile reports its own animation timing (in tics), so trust that, and just
// use the current tic's fraction.
// That said: adjusting animation speed complicates this slightly. Consider the
// player's walk animation, which takes 4 tics to complete, during which time we
// cycle through 8 frames. Playing that at half speed means only half the
// animation actually plays, but if the player continues walking, then on the
// NEXT four tics, we should play the other half. To make this work, use the
// tic as a global timer as well: if the animation started on tics 0-4, play the
// first half; if it started on tics 5-8, play the second half. They could get
// out of sync if the player hesitates, but no one will notice that, and this
// approach minimizes storing extra state.
let i = (tile.animation_progress + tic % 1) / tile.animation_speed;
// But do NOT do this for explosions or splashes, which have a fixed duration
// and only play once
if (this.animation_slowdown > 1 && ! tile.type.ttl) {
// i ranges from [0, 1), but a slowdown of N means we'll only play the first
// 1/N of it before the game ends (or loops) the animation.
// So increase by [0..N-1] to get it in some other range, then divide by N
// to scale back down to [0, 1)
i += Math.floor(tic / tile.animation_speed % this.animation_slowdown);
i /= this.animation_slowdown;
}
coords = coords[Math.floor(i * coords.length)];
}
else {
// This tile animates on a global timer, one cycle every quarter of a second
coords = coords[Math.floor(tic / this.animation_slowdown % 5 / 5 * coords.length)];
}
}
else {
coords = coords[0];
}
}
blit(coords[0], coords[1], ...mask);
}
_draw_letter(drawspec, tile, tic, blit) {
this._draw_standard(drawspec.base, tile, tic, blit);
let glyph = tile ? tile.overlaid_glyph : "?";
if (drawspec.letter_glyphs[glyph]) {
let [x, y] = drawspec.letter_glyphs[glyph];
// XXX size is hardcoded here, but not below, meh
blit(x, y, 0, 0, 0.5, 0.5, 0.25, 0.25);
}
else {
// Look for a range
let u = glyph.charCodeAt(0);
for (let rangedef of drawspec.letter_ranges) {
if (rangedef.range[0] <= u && u < rangedef.range[1]) {
let t = u - rangedef.range[0];
let x = rangedef.x0 + rangedef.w * (t % rangedef.columns);
let y = rangedef.y0 + rangedef.h * Math.floor(t / rangedef.columns);
blit(x, y, 0, 0, rangedef.w, rangedef.h,
(1 - rangedef.w) / 2, (1 - rangedef.h) / 2);
break;
}
}
}
}
_draw_logic_gate(drawspec, tile, tic, blit) {
// Layer 1: wiring state
// Always draw the unpowered wire base
let unpowered_coords = this.layout['#unpowered'];
let powered_coords = this.layout['#powered'];
blit(...unpowered_coords);
if (tile && tile.cell) {
// What goes on top varies a bit...
// FIXME implement for NOT and counter!
let r = this.layout['#wire-width'] / 2;
if (tile.cell.powered_edges & DIRECTIONS[tile.direction].bit) {
// Output (on top)
let [x0, y0, x1, y1] = this._rotate(tile.direction, 0.5 - r, 0, 0.5 + r, 0.5);
blit(powered_coords[0], powered_coords[1], x0, y0, x1 - x0, y1 - y0);
}
if (tile.cell.powered_edges & DIRECTIONS[DIRECTIONS[tile.direction].right].bit) {
// Right input, which includes the middle
let [x0, y0, x1, y1] = this._rotate(tile.direction, 0.5 - r, 0.5 - r, 1, 1);
blit(powered_coords[0], powered_coords[1], x0, y0, x1 - x0, y1 - y0);
}
if (tile.cell.powered_edges & DIRECTIONS[DIRECTIONS[tile.direction].left].bit) {
// Left input, which does not include the middle
let [x0, y0, x1, y1] = this._rotate(tile.direction, 0, 0.5 - r, 0.5 - r, 1);
blit(powered_coords[0], powered_coords[1], x0, y0, x1 - x0, y1 - y0);
}
}
// Layer 2: the tile itself
this._draw_standard(drawspec.logic_gate_tiles[tile.gate_type], tile, tic, blit);
// Layer 3: counter number
if (tile.gate_type === 'counter') {
blit(0, 3, tile.memory * 0.75, 0, 0.75, 1, 0.125, 0);
}
}
_draw_railroad(drawspec, tile, tic, blit) {
// All railroads have regular gravel underneath
// TODO would be nice to disambiguate since it's possible to have nothing visible
this._draw_standard(this.layout['gravel'], tile, tic, blit);
// FIXME what do i draw if there's no tile?
let part_order = ['ne', 'se', 'sw', 'nw', 'ew', 'ns'];
let visible_parts = [];
let topmost_part = null;
for (let [i, part] of part_order.entries()) {
if (tile && (tile.tracks & (1 << i))) {
if (tile.track_switch === i) {
topmost_part = part;
}
visible_parts.push(part);
}
}
let has_switch = (tile && tile.track_switch !== null);
for (let part of visible_parts) {
this._draw_standard(drawspec.railroad_ties[part], tile, tic, blit);
}
let tracks = has_switch ? drawspec.railroad_inactive : drawspec.railroad_active;
for (let part of visible_parts) {
if (part !== topmost_part) {
this._draw_standard(tracks[part], tile, tic, blit);
}
}
if (topmost_part) {
this._draw_standard(drawspec.railroad_active[topmost_part], tile, tic, blit);
}
if (has_switch) {
this._draw_standard(drawspec.railroad_switch, tile, tic, blit);
}
}
// Draws a tile type, given by name. Passing in a tile is optional, but
// without it you'll get defaults.
draw_type(name, tile, tic, blit) {
draw_type(name, tile, tic, perception, blit) {
let drawspec = this.layout[name];
if (! drawspec) {
console.error(`Don't know how to draw tile type ${name}!`);
@@ -615,12 +1054,17 @@ export class Tileset {
if (drawspec.overlay) {
// Goofy overlay thing used for green/purple toggle tiles and
// southeast thin walls. Draw the base (a type name), then draw
// southeast thin walls. Draw the base (a type name or drawspec), then draw
// the overlay (either a type name or a regular draw spec).
// TODO chance of infinite recursion here
this.draw_type(drawspec.base, tile, tic, blit);
if (typeof drawspec.base === 'string') {
this.draw_type(drawspec.base, tile, tic, perception, blit);
}
else {
this._draw_standard(drawspec.base, tile, tic, blit);
}
if (typeof drawspec.overlay === 'string') {
this.draw_type(drawspec.overlay, tile, tic, blit);
this.draw_type(drawspec.overlay, tile, tic, perception, blit);
return;
}
else {
@@ -628,6 +1072,30 @@ export class Tileset {
}
}
// TODO shift everything to use this style, this is ridiculous
if (drawspec.special) {
if (drawspec.special === 'letter') {
this._draw_letter(drawspec, tile, tic, blit);
return;
}
else if (drawspec.special === 'perception') {
if (perception >= drawspec.threshold) {
drawspec = drawspec.revealed;
}
else {
drawspec = drawspec.hidden;
}
}
else if (drawspec.special === 'logic-gate') {
this._draw_logic_gate(drawspec, tile, tic, blit);
return;
}
else if (drawspec.special === 'railroad') {
this._draw_railroad(drawspec, tile, tic, blit);
return;
}
}
let coords = drawspec;
if (drawspec.mask) {
// Some tiles (OK, just the thin walls) don't actually draw a full
@@ -635,31 +1103,51 @@ export class Tileset {
coords = drawspec.tile;
}
else if (drawspec.wired) {
if (tile && tile.wire_directions !== undefined && tile.wire_directions !== 0) {
// TODO all four is a different thing entirely
// Draw the appropriate wire underlay
this.draw_type('#unpowered', tile, tic, blit);
// This /should/ match CC2's draw order exactly, based on experimentation
let wire_radius = this.layout['#wire-width'] / 2;
if (tile && tile.wire_directions === 0x0f) {
// This is a wired tile with crossing wires, which acts a little differently
// Draw the base tile
blit(drawspec.base[0], drawspec.base[1]);
// Draw a masked part of the base tile
let wiredir = tile.wire_directions;
let wire_radius = this.layout['#wire-width'] / 2;
let wire0 = 0.5 - wire_radius;
let wire1 = 0.5 + wire_radius;
let [bx, by] = drawspec.base;
if ((wiredir & DIRECTIONS['north'].bit) === 0) {
blit(bx, by, 0, 0, 1, wire0);
}
if ((wiredir & DIRECTIONS['south'].bit) === 0) {
blit(bx, by + wire1, 0, wire1, 1, wire0);
}
if ((wiredir & DIRECTIONS['west'].bit) === 0) {
blit(bx, by, 0, 0, wire0, 1);
}
if ((wiredir & DIRECTIONS['east'].bit) === 0) {
blit(bx + wire1, by, wire1, 0, wire0, 1);
}
// Draw the two wires as separate rectangles, NS then EW
let wire_inset = 0.5 - wire_radius;
let wire_coords_ns = this.layout[
tile.cell && tile.cell.powered_edges & DIRECTIONS['north'].bit ? '#powered' : '#unpowered'];
let wire_coords_ew = this.layout[
tile.cell && tile.cell.powered_edges & DIRECTIONS['east'].bit ? '#powered' : '#unpowered'];
blit(wire_coords_ns[0], wire_coords_ns[1], wire_inset, 0, wire_radius * 2, 1);
blit(wire_coords_ew[0], wire_coords_ew[1], 0, wire_inset, 1, wire_radius * 2);
// Then draw the wired tile as normal
// Draw the cross tile on top
coords = drawspec.wired_cross ?? drawspec.wired;
}
else if (tile && tile.wire_directions) {
// Draw the base tile
blit(drawspec.base[0], drawspec.base[1]);
// Draw the wire part as a single rectangle, initially just a small dot in the
// center, but extending out to any edge that has a wire present
let x0 = 0.5 - wire_radius;
let x1 = 0.5 + wire_radius;
let y0 = 0.5 - wire_radius;
let y1 = 0.5 + wire_radius;
if (tile.wire_directions & DIRECTIONS['north'].bit) {
y0 = 0;
}
if (tile.wire_directions & DIRECTIONS['east'].bit) {
x1 = 1;
}
if (tile.wire_directions & DIRECTIONS['south'].bit) {
y1 = 1;
}
if (tile.wire_directions & DIRECTIONS['west'].bit) {
x0 = 0;
}
let wire_coords = this.layout[tile.cell && tile.cell.powered_edges ? '#powered' : '#unpowered'];
blit(wire_coords[0], wire_coords[1], x0, y0, x1 - x0, y1 - y0);
// Then draw the wired tile on top of it all
coords = drawspec.wired;
}
else {
@@ -675,6 +1163,10 @@ export class Tileset {
}
}
}
else if (drawspec.arrows) {
// Directional blocks have a specific overlay, but draw the base first
coords = drawspec.base;
}
else if (drawspec.animate_width) {
// Force floors animate their... cutout, I guess?
let [x, y] = drawspec.base;
@@ -695,7 +1187,7 @@ export class Tileset {
}
// Apply custom per-type visual states
if (TILE_TYPES[name].visual_state) {
if (TILE_TYPES[name] && TILE_TYPES[name].visual_state) {
// Note that these accept null, too, and return a default
let state = TILE_TYPES[name].visual_state(tile);
// If it's a string, that's an alias for another state
@@ -759,41 +1251,70 @@ export class Tileset {
// Continue on with masking
coords = drawspec.tile;
let [x0, y0, w, h] = drawspec.mask;
blit(coords[0] + x0, coords[1] + y0, x0, y0, w, h);
blit(coords[0], coords[1], x0, y0, w, h);
}
else {
if (!coords) console.error(name, tile);
blit(coords[0], coords[1]);
}
// Special behavior for special objects
// TODO? hardcode this less?
if (name === 'floor_letter') {
let n = tile.ascii_code - 32;
let scale = 0.5;
let sx, sy;
if (n < 0) {
// Arrows
if (n < -4) {
// Default to south
n = -2;
}
// Wired tiles may also have tunnels, drawn on top of everything else
if (drawspec.wired && tile && tile.wire_tunnel_directions) {
let tunnel_coords = this.layout['#wire-tunnel'];
let tunnel_width = 6/32;
let tunnel_length = 12/32;
let tunnel_offset = (1 - tunnel_width) / 2;
if (tile.wire_tunnel_directions & DIRECTIONS['north'].bit) {
blit(tunnel_coords[0], tunnel_coords[1],
tunnel_offset, 0, tunnel_width, tunnel_length);
}
if (tile.wire_tunnel_directions & DIRECTIONS['south'].bit) {
blit(tunnel_coords[0], tunnel_coords[1],
tunnel_offset, 1 - tunnel_length, tunnel_width, tunnel_length);
}
if (tile.wire_tunnel_directions & DIRECTIONS['west'].bit) {
blit(tunnel_coords[0], tunnel_coords[1],
0, tunnel_offset, tunnel_length, tunnel_width);
}
if (tile.wire_tunnel_directions & DIRECTIONS['east'].bit) {
blit(tunnel_coords[0], tunnel_coords[1],
1 - tunnel_length, tunnel_offset, tunnel_length, tunnel_width);
}
}
let direction = ['north', 'east', 'south', 'west'][n + 4];
[sx, sy] = this.layout['floor_letter#arrows'][direction];
// Directional blocks have arrows drawn on top
// TODO does cc2 draw even if there are no arrows?
if (drawspec.arrows && tile && tile.arrows) {
let [x, y] = drawspec.arrows;
let x0 = 0.25, y0 = 0.25, x1 = 0.75, y1 = 0.75;
if (tile.arrows.has('north')) {
y0 = 0;
}
else {
// ASCII text (only up through uppercase)
let letter_spec = this.layout['floor_letter#ascii'];
if (n > letter_spec.width / scale * letter_spec.height / scale) {
n = 0;
}
let w = letter_spec.width / scale;
sx = (letter_spec.x0 + n % w) * scale;
sy = (letter_spec.y0 + Math.floor(n / w)) * scale;
if (tile.arrows.has('east')) {
x1 = 1;
}
let offset = (1 - scale) / 2;
blit(sx, sy, offset, offset, scale, scale);
if (tile.arrows.has('south')) {
y1 = 1;
}
if (tile.arrows.has('west')) {
x0 = 0;
}
blit(x, y, x0, y0, x1 - x0, y1 - y0);
}
}
_rotate(direction, x0, y0, x1, y1) {
if (direction === 'east') {
return [1 - y1, x0, 1 - y0, x1];
}
else if (direction === 'south') {
return [1 - x1, 1 - y1, 1 - x0, 1 - y0];
}
else if (direction === 'west') {
return [y0, 1 - x1, y1, 1 - x0];
}
else {
return [x0, y0, x1, y1];
}
}
}
+1447 -411
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@@ -1,7 +1,13 @@
// Base class for custom errors
export class LLError extends Error {}
// Random choice
export function random_choice(list) {
return list[Math.floor(Math.random() * list.length)];
}
// DOM stuff
function _mk(el, children) {
if (children.length > 0) {
if (!(children[0] instanceof Node) && children[0] !== undefined && typeof(children[0]) !== "string" && typeof(children[0]) !== "number") {
@@ -18,17 +24,86 @@ function _mk(el, children) {
export function mk(tag_selector, ...children) {
let [tag, ...classes] = tag_selector.split('.');
let el = document.createElement(tag);
el.classList = classes.join(' ');
if (classes.length > 0) {
el.classList = classes.join(' ');
}
return _mk(el, children);
}
export const SVG_NS = 'http://www.w3.org/2000/svg';
export function mk_svg(tag_selector, ...children) {
let [tag, ...classes] = tag_selector.split('.');
let el = document.createElementNS('http://www.w3.org/2000/svg', tag);
el.classList = classes.join(' ');
let el = document.createElementNS(SVG_NS, tag);
if (classes.length > 0) {
el.classList = classes.join(' ');
}
return _mk(el, children);
}
export function handle_drop(element, options) {
let dropzone_class = options.dropzone_class ?? null;
let on_drop = options.on_drop;
let require_file = options.require_file ?? false;
let is_valid = ev => {
// TODO this requires files, should make some args for this
if (options.require_file) {
let dt = ev.dataTransfer;
if (! dt || dt.items.length === 0)
return false;
// Only test the first item I guess? If it's a file then they should all be files
if (dt.items[0].kind !== 'file')
return false;
}
return true;
};
let end_drop = () => {
if (dropzone_class !== null) {
element.classList.remove(dropzone_class);
}
};
// TODO should have a filter function for when a drag is valid but i forget which of these
// should have that
element.addEventListener('dragenter', ev => {
if (! is_valid(ev))
return;
ev.stopPropagation();
ev.preventDefault();
if (dropzone_class !== null) {
element.classList.add(dropzone_class);
}
});
element.addEventListener('dragover', ev => {
if (! is_valid(ev))
return;
ev.stopPropagation();
ev.preventDefault();
});
element.addEventListener('dragleave', ev => {
if (ev.relatedTarget && element.contains(ev.relatedTarget))
return;
end_drop();
});
element.addEventListener('drop', ev => {
if (! is_valid(ev))
return;
ev.stopPropagation();
ev.preventDefault();
end_drop();
on_drop(ev);
});
}
export function promise_event(element, success_event, failure_event) {
let resolve, reject;
let promise = new Promise((res, rej) => {
@@ -36,21 +111,21 @@ export function promise_event(element, success_event, failure_event) {
reject = rej;
});
let success_handler = e => {
let success_handler = ev => {
element.removeEventListener(success_event, success_handler);
if (failure_event) {
element.removeEventListener(failure_event, failure_handler);
}
resolve(e);
resolve(ev);
};
let failure_handler = e => {
let failure_handler = ev => {
element.removeEventListener(success_event, success_handler);
if (failure_event) {
element.removeEventListener(failure_event, failure_handler);
}
reject(e);
reject(ev);
};
element.addEventListener(success_event, success_handler);
@@ -61,6 +136,7 @@ export function promise_event(element, success_event, failure_event) {
return promise;
}
export async function fetch(url) {
let xhr = new XMLHttpRequest;
let promise = promise_event(xhr, 'load', 'error');
@@ -68,11 +144,26 @@ export async function fetch(url) {
xhr.responseType = 'arraybuffer';
xhr.send();
await promise;
if (xhr.status !== 200)
throw new Error(`Failed to load ${url} -- ${xhr.status} ${xhr.statusText}`);
return xhr.response;
}
export function string_from_buffer_ascii(buf, start = 0, len) {
if (ArrayBuffer.isView(buf)) {
start += buf.byteOffset;
buf = buf.buffer;
}
return String.fromCharCode.apply(null, new Uint8Array(buf, start, len));
}
// Converts a string to a buffer, using NO ENCODING, assuming single-byte characters
export function bytestring_to_buffer(bytestring) {
return Uint8Array.from(bytestring, c => c.charCodeAt(0)).buffer;
}
// Cast a line through a grid and yield every cell it touches
export function* walk_grid(x0, y0, x1, y1) {
export function* walk_grid(x0, y0, x1, y1, min_a, min_b, max_a, max_b) {
// TODO if the ray starts outside the grid (extremely unlikely), we should
// find the point where it ENTERS the grid, otherwise the 'while'
// conditions below will stop immediately
@@ -112,27 +203,24 @@ export function* walk_grid(x0, y0, x1, y1) {
step_a = -step_a;
offset_x = 1 - offset_x;
}
// Zero offset means we're on a grid line, so we're actually a full cell
// away from the next grid line
if (offset_x === 0) {
else if (offset_x === 0) {
// Zero offset means we're on a grid line, so we're a full cell away from the next grid line
// (if we're moving forward; if we're moving backward, the next cell really is 0 away)
offset_x = 1;
}
let step_b = 1;
let offset_y = 1 - (y0 - b);
let offset_y = 1 - (y0 - b);
if (dy < 0) {
dy = -dy;
step_b = -step_b;
offset_y = 1 - offset_y;
}
if (offset_y === 0) {
else if (offset_y === 0) {
offset_y = 1;
}
let err = dy * offset_x - dx * offset_y;
let min_a = 0, min_b = 0;
// TODO get these passed in fool
let max_a = 31, max_b = 31;
if (dx > dy) {
// Main axis is x/a
while (min_a <= a && a <= max_a && min_b <= b && b <= max_b) {
@@ -171,3 +259,103 @@ export function* walk_grid(x0, y0, x1, y1) {
}
}
}
window.walk_grid = walk_grid;
// console.table(Array.from(walk_grid(13, 27.133854389190674, 12.90625, 27.227604389190674)))
// Root class to indirect over where we might get files from
// - a pool of uploaded in-memory files
// - a single uploaded zip file
// - a local directory provided via the webkit Entry api
// - HTTP (but only for files we choose ourselves, not arbitrary ones, due to CORS)
// Note that where possible, these classes lowercase all filenames, in keeping with C2G's implicit
// requirement that filenames are case-insensitive :/
class FileSource {
constructor() {}
// Get a file's contents as an ArrayBuffer
async get(path) {}
}
// Files we have had uploaded one at a time (note that each upload becomes its own source)
export class FileFileSource extends FileSource {
constructor(files) {
super();
this.files = {};
for (let file of files) {
this.files[(file.webkitRelativePath ?? file.name).toLowerCase()] = file;
}
}
get(path) {
let file = this.files[path.toLowerCase()];
if (file) {
return file.arrayBuffer();
}
else {
return Promise.reject(new Error(`No such file was provided: ${path}`));
}
}
}
// Regular HTTP fetch
export class HTTPFileSource extends FileSource {
// Should be given a URL object as a root
constructor(root) {
super();
this.root = root;
}
get(path) {
let url = new URL(path, this.root);
return fetch(url);
}
}
// WebKit Entry interface
// XXX this does not appear to work if you drag in a link to a directory but that is probably beyond
// my powers to fix
export class EntryFileSource extends FileSource {
constructor(entries) {
super();
this.files = {};
let file_count = 0;
let read_directory = async (directory_entry, dir_prefix) => {
let reader = directory_entry.createReader();
let all_entries = [];
while (true) {
let entries = await new Promise((res, rej) => reader.readEntries(res, rej));
all_entries.push.apply(all_entries, entries);
if (entries.length === 0)
break;
}
await handle_entries(all_entries, dir_prefix);
};
let handle_entries = (entries, dir_prefix) => {
file_count += entries.length;
if (file_count > 4096)
throw new LLError("Found way too many files; did you drag in the wrong directory?");
let dir_promises = [];
for (let entry of entries) {
if (entry.isDirectory) {
dir_promises.push(read_directory(entry, dir_prefix + entry.name + '/'));
}
else {
this.files[(dir_prefix + entry.name).toLowerCase()] = entry;
}
}
return Promise.all(dir_promises);
};
this._loaded_promise = handle_entries(entries, '');
}
async get(path) {
let entry = this.files[path.toLowerCase()];
if (! entry)
throw new LLError(`No such file in local directory: ${path}`);
let file = await new Promise((res, rej) => entry.file(res, rej));
return await file.arrayBuffer();
}
}
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@@ -37,7 +37,10 @@ button {
font-family: inherit;
color: white;
background: var(--button-bg-color);
border: none;
border: 1px solid hsl(225, 10%, 15%);
box-shadow:
inset 0 0 0 1px hsl(225, 10%, 33%),
0 1px 1px hsl(225, 10%, 10%);
border-radius: 0.25em;
text-transform: lowercase;
cursor: pointer;
@@ -45,9 +48,19 @@ button {
button:hover {
background: var(--button-bg-hover-color);
}
button:active {
box-shadow:
inset 0 0 2px 1px hsl(225, 10%, 33%);
transform: translateY(1px);
/* Need this for the editor's tool help things and i'm not questioning it */
z-index: 1;
}
button:disabled {
color: #606060;
background: #202020;
box-shadow:
inset 0 0 2px 1px hsl(225, 0%, 10%),
0 1px 0 hsl(225, 10%, 10%);
cursor: auto;
}
button.button-big {
@@ -82,6 +95,12 @@ p:first-child {
p:last-child {
margin-bottom: 0;
}
pre {
white-space: pre-wrap;
}
code {
color: #c0c0e0;
}
a {
color: #c0c0c0;
@@ -91,10 +110,10 @@ a:visited {
text-decoration: underline dotted;
}
a:link {
color: hsl(225, 50%, 60%);
color: hsl(225, 50%, 75%);
}
a:visited {
color: hsl(300, 50%, 60%);
color: hsl(255, 50%, 75%);
}
a:link:hover,
a:visited:hover {
@@ -104,6 +123,16 @@ a:active {
color: hsl(0, 50%, 60%);
}
svg.svg-icon {
width: 1em;
height: 1em;
vertical-align: middle;
stroke: none;
fill: currentColor;
fill-rule: evenodd;
}
/* Overlay styling */
.overlay {
display: flex;
@@ -117,6 +146,11 @@ a:active {
right: 0;
background: #fff4;
}
.overlay.--transient {
align-items: start;
justify-content: start;
background: none;
}
.dialog {
display: flex;
flex-direction: column;
@@ -154,6 +188,31 @@ a:active {
overflow: auto;
padding: 1em;
}
.dialog pre.error {
color: #400000;
background: #f0d0d0;
padding: 0.5em 1em;
}
.dialog a:link {
color: hsl(225, 50%, 50%);
}
.dialog a:visited {
color: hsl(255, 50%, 50%);
}
dl.formgrid {
display: grid;
grid: auto-flow min-content / 1fr 4fr;
align-items: baseline;
gap: 1em;
margin: 0;
}
dl.formgrid > dt {
grid-column: 1;
}
dl.formgrid > dd {
grid-column: 2;
margin: 0;
}
/* Individual overlays */
table.level-browser {
@@ -188,6 +247,10 @@ table.level-browser tr.--unvisited {
color: #606060;
font-style: italic;
}
table.level-browser tr.--error {
color: #600000;
font-style: italic;
}
table.level-browser tbody tr {
cursor: pointer;
}
@@ -254,6 +317,13 @@ label.option .option-label {
/* TODO */
}
@media (max-width: 800px) {
.dialog {
max-width: 90%;
max-height: 90%;
}
}
/* Bits and pieces */
img.compat-icon {
margin: 0 0.25em 0.125em;
@@ -281,7 +351,7 @@ body > header {
align-items: center;
gap: 0.5em;
margin: 0.25em;
padding: 0.5em;
line-height: 1.125;
}
body > header h1 {
@@ -291,14 +361,13 @@ body > header h2 {
font-size: 1.33em;
}
body > header h3 {
font-size: 1.25em;
font-size: 1.75em;
}
body > header > nav {
flex: 1;
display: flex;
justify-content: flex-end;
gap: 0.5em;
margin: 0.25rem 0.5rem;
}
body > header button {
font-size: 0.75em;
@@ -317,8 +386,25 @@ body[data-mode=player] #editor-play {
order: 3;
color: #606060;
}
#header-level {
font-size: 1.5em;
@media (max-width: 800px) {
body > header {
padding: 0.25em;
}
/* All these headings are way too big on phones */
body > header h1 {
font-size: 1.25em;
}
body > header h2 {
font-size: 1.125em;
}
body > header h3 {
font-size: 1.0625em;
}
body > header p {
/* "a game by eevee" takes up too much space :( */
display: none;
}
}
/**************************************************************************************************/
@@ -334,10 +420,31 @@ body[data-mode=player] #editor-play {
;
gap: 1em;
position: relative;
padding: 1em 10%;
margin: auto;
overflow: auto;
}
#splash > .drag-overlay {
display: none;
justify-content: center;
align-items: center;
font-size: 10vmin;
position: absolute;
top: 0;
bottom: 0;
left: 1rem;
right: 1rem;
background: #fff2;
border: 0.25rem dashed white;
border-radius: 1rem;
text-shadow: 0 1px 5px black;
text-align: center;
}
#splash.--drag-hover > .drag-overlay {
display: flex;
}
#splash > header {
grid-area: header;
@@ -351,6 +458,11 @@ body[data-mode=player] #editor-play {
#splash > header h1 {
font-size: 3em;
}
#splash > header p {
margin: 0;
font-style: italic;
color: #909090;
}
#splash h2 {
border-bottom: 1px solid #404040;
color: #909090;
@@ -363,7 +475,7 @@ body[data-mode=player] #editor-play {
}
#splash > #splash-intro {
grid-area: intro;
font-size: 18px;
font-size: 20px;
}
#splash > #splash-stock-levels {
grid-area: stock;
@@ -371,7 +483,8 @@ body[data-mode=player] #editor-play {
#splash > #splash-upload-levels {
grid-area: upload;
}
#splash-upload {
#splash-upload-file,
#splash-upload-dir {
/* Hide the file upload control, which is ugly */
display: none;
}
@@ -379,6 +492,23 @@ body[data-mode=player] #editor-play {
grid-area: yours;
}
@media (max-width: 800px) {
#splash {
/* Grid layout doesn't fit, just stack everything */
display: flex;
flex-direction: column;
/* 10% padding is way way too much */
padding: 1em;
}
/* Shrink logo and title */
#splash > header img {
width: 48px;
}
#splash > header h1 {
font-size: 2em;
}
}
button.level-pack-button {
display: grid;
grid:
@@ -434,8 +564,9 @@ button.level-pack-button p {
"level bonus" min-content
"level message" 1fr
"level inventory" min-content
"level actions" min-content
/* Need explicit min-content to force the hint to wrap */
/ min-content min-content
/ min-content min-content min-content
;
column-gap: 2em;
row-gap: 0.5em;
@@ -469,7 +600,7 @@ button.level-pack-button p {
justify-content: center;
align-items: center;
z-index: 1;
z-index: 2;
font-size: calc(0.5 * var(--tile-width) * var(--scale));
padding: 2%;
background: #0009;
@@ -477,6 +608,10 @@ button.level-pack-button p {
text-align: center;
text-shadow: 0 2px 1px black;
}
/* Allow clicking through the overlay in debug mode */
#player.--debug .overlay-message {
pointer-events: none;
}
#player .overlay-message p {
margin: 0;
}
@@ -552,7 +687,6 @@ dl.score-chart .-sum {
.bonus output {
flex: 1;
font-size: 2em;
padding: 0.125em;
min-width: 2em;
min-height: 1em;
line-height: 1;
@@ -584,9 +718,11 @@ dl.score-chart .-sum {
}
#player .bonus {
visibility: hidden;
display: none;
}
#player.--bonus-visible .bonus {
visibility: initial;
display: initial;
}
.message {
@@ -616,7 +752,7 @@ dl.score-chart .-sum {
background-size: calc(var(--tile-width) * var(--scale)) calc(var(--tile-height) * var(--scale));
width: calc(4 * var(--tile-width) * var(--scale));
min-height: calc(2 * var(--tile-height) * var(--scale));
height: calc(2 * var(--tile-height) * var(--scale));
}
#player .inventory img {
width: calc(var(--tile-width) * var(--scale));
@@ -640,15 +776,27 @@ dl.score-chart .-sum {
background: #0009;
color: white;
}
#player .actions {
grid-area: actions;
display: flex;
gap: 0.5em;
}
#player .actions button {
flex: 1;
white-space: nowrap;
}
#player-music {
grid-area: music;
display: flex;
gap: 1em;
margin: 0 1em;
text-transform: lowercase;
color: #909090;
}
#player-music #player-music-left {
flex: 1 0 auto;
/* allow me to wrap if need be */
flex: 1 0 0px;
}
#player-music #player-music-right {
text-align: right;
@@ -660,25 +808,111 @@ dl.score-chart .-sum {
#player .controls {
grid-area: controls;
display: flex;
gap: 0.25em;
justify-content: space-between;
}
.play-controls,
.demo-controls {
#player button {
position: relative;
}
#player button .keyhint {
position: absolute;
left: 0;
right: 0;
top: -2em;
width: 1em;
margin: auto;
color: #404040;
border: 1px solid #202020;
border-radius: 0.25em;
box-shadow: 0 2px 0 #202020;
text-align: center;
text-transform: uppercase;
}
#player button:disabled .keyhint {
display: none;
}
.play-controls {
display: flex;
align-items: center;
gap: 0.25em;
}
.play-controls {
align-self: start;
}
.demo-controls {
display: none;
flex: 1;
justify-content: flex-end;
}
main.--has-demo .demo-controls {
display: flex;
}
/* Debug stuff */
#player.--debug #player-debug {
display: grid;
}
#player-debug {
display: none;
grid:
"time inventory options"
"buttons buttons buttons"
/ 2fr 1fr 2fr
;
gap: 0.25em;
padding: 0.5em;
background-image: repeating-linear-gradient(135deg,
hsl(0, 0%, 4%) 0em,
hsl(0, 0%, 4%) 1em,
hsl(15, 25%, 8%) 1em,
hsl(15, 25%, 8%) 2em);
border: 0.25em solid hsla(30, 100%, 50%, 0.5);
box-shadow: inset 0 0 0.25em 0.25em #0004;
}
#player-debug > .-time {
grid-area: time;
}
#player-debug > .-time table.-time-controls {
}
#player-debug > .-time table.-time-controls button {
width: 100%;
text-align: inherit;
}
#player-debug > .-time table.-time-controls td:nth-child(1) {
/* go backwards button */
text-align: left;
}
#player-debug > .-time table.-time-controls td:nth-child(2) {
/* value */
width: 6em;
text-align: right;
}
#player-debug > .-time table.-time-controls td:nth-child(3) {
/* label */
}
#player-debug > .-time table.-time-controls td:nth-child(4) {
/* go forward button */
text-align: right;
}
#player-debug > .-options {
grid-area: options;
}
#player-debug > .-inventory {
grid-area: inventory;
display: grid;
margin: auto;
grid: auto-fill var(--tile-height) / repeat(4, var(--tile-width));
gap: 2px;
}
#player-debug > .-inventory > button {
padding: 0;
}
#player-debug > .-inventory > button > img {
display: block;
}
#player-debug > .-inventory > button.-wide {
grid-column: span 4;
padding: 0.25em;
}
#player-debug > .-buttons {
grid-area: buttons;
display: flex;
gap: 0.25em;
}
.input {
display: grid;
display: none;
@@ -709,6 +943,57 @@ main.--has-demo .demo-controls {
}
@media (max-width: 800px) {
#player {
/* sentinel for js */
--is-portrait: 1;
/* The play area isn't necessarily the biggest thing any more, and it's ugly when stretched */
align-items: center;
}
#player .controls {
flex-direction: column;
}
#player > .-main-area {
/* Rearrange the grid to be vertical */
grid:
"level level"
"chips inventory" calc((var(--tile-height) * var(--scale) * 2 - 1em) / 3)
"time inventory" calc((var(--tile-height) * var(--scale) * 2 - 1em) / 3)
"bonus inventory" calc((var(--tile-height) * var(--scale) * 2 - 1em) / 3)
"actions actions" min-content
/* FIXME ideally the first column would be 1fr so the hearts/time have space, but that
* allows hints to grow to the entire width of the window, which incredibly sucks. i
* don't know how to get around this except by giving the grid a fixed width, which i
* guess wouldn't be that hard */
/ min-content min-content
;
row-gap: 0.5em;
column-gap: 1em;
padding: 0.5em;
}
#player .inventory {
/* stick me in the center right */
place-self: center end;
}
#player .message {
/* Overlay hints on the inventory area */
grid-row: chips / bonus;
grid-column: level;
z-index: 1;
font-size: calc(var(--tile-height) * var(--scale) / 2.5);
}
#player .keyhint {
/* Hide key hints, they take up surprisingly a lot of space */
display: none;
}
#player-music {
/* Stack the title/artist on the volume, since they don't fit well side by side */
font-size: 0.875em;
}
}
/**************************************************************************************************/
/* Editor */
@@ -716,47 +1001,136 @@ main.--has-demo .demo-controls {
flex: 1 1 auto;
display: grid;
grid:
"controls level" min-content
"palette level" 1fr
/ minmax(25%, auto) auto
"controls controls" min-content
"palette level" 1fr
/ min-content 1fr
;
gap: 0.5em;
min-height: 0;
margin: auto;
padding: 1em;
margin: auto 1em;
}
#editor .level {
#editor .editor-canvas {
grid-area: level;
position: relative;
overflow: auto;
/* Flex layout to center the canvas and overlay together */
display: flex;
/* This isn't supported in Chrome (still!!), so use auto margins on the child instead
align-items: safe center;
justify-content: safe center;
*/
background: #202020;
border: 0.125em solid black;
}
#editor .editor-canvas .-container {
position: relative;
margin: auto;
/* Give the canvas/overlay a bit of a margin; it has to be a border because, due to some quirk
* of overflowing flexboxes I guess, padding and margins won't extend the scroll area on the
* right and bottom */
/* TODO padding should be half a cell? */
border: 2em solid transparent;
}
#editor .editor-canvas canvas {
display: block;
width: calc(var(--viewport-width) * var(--tile-width) * var(--scale));
--viewport-width: 9;
--viewport-height: 9;
}
/* SVG overlays */
#editor svg.level-editor-overlay {
position: absolute;
top: 0;
bottom: 0;
left: 0;
/* FIXME get real size */
width: 1024px;
height: 1024px;
right: 0;
/* allow clicks to go through us! */
pointer-events: none;
}
#editor .level-editor-overlay rect.overlay-cxn {
/* default svg properties */
stroke-width: 0.0625;
stroke: red;
fill: none;
}
#editor .level-editor-overlay line.overlay-cxn {
stroke-width: 0.0625;
#editor .level-editor-overlay rect.overlay-cxn {
stroke: red;
}
#editor .level-editor-overlay line.overlay-cxn {
stroke: red;
}
#editor .level-editor-overlay rect.overlay-camera {
stroke: #808080;
fill: #80808040;
pointer-events: auto;
}
#editor .level-editor-overlay text {
/* Each cell is one "pixel", so text needs to be real small */
font-size: 1px;
}
#editor .level-editor-overlay text.overlay-edit-tip {
stroke: none;
fill: black;
}
#editor .controls {
/* TODO with the hint area gone i don't think this needs to be a grid? could just flex */
grid-area: controls;
display: grid;
grid:
"tile toolbar layer direction . menu" auto
/ auto auto auto auto 1fr auto
;
align-items: center;
column-gap: 1em;
}
#editor .controls p img {
background: url(icons/tool-bg-unselected.png);
#editor .controls #editor-tile {
grid-area: tile;
}
#editor .controls #editor-tile canvas {
display: block;
}
#editor .controls #editor-toolbar {
grid-area: toolbar;
}
#editor-toolbar .-help {
opacity: 0;
visibility: hidden;
z-index: 1;
position: absolute;
width: max-content;
margin-top: -0.25em;
margin-left: -0.5em;
padding: 0.33em 0.75em;
pointer-events: none;
border: 1px solid black;
white-space: pre-wrap;
line-height: 1.5;
text-transform: none;
text-align: left;
background: hsl(225, 10%, 20%);
box-shadow: 0 1px 2px 1px #0004;
transition-property: margin-top, opacity, visibility;
transition-timing-function: ease-out;
transition-duration: 0.125s, 0.125s, 0s;
transition-delay: 0s, 0s, 0.125s;
}
#editor-toolbar .-help h3 {
font-size: 1.25em;
margin-bottom: 0.25rem;
border-bottom: 1px solid currentColor;
}
#editor-toolbar button:hover .-help {
opacity: 1;
z-index: 2; /* show above any that are in mid-fade */
visibility: visible;
margin-top: 0.25em;
transition-delay: 0.5s;
transition-timing-function: ease-in;
}
#editor .controls .-buttons {
grid-area: menu;
}
.icon-button-set {
display: flex;
@@ -771,6 +1145,7 @@ main.--has-demo .demo-controls {
background: url(icons/tool-bg-unselected.png) no-repeat;
border: none;
border-radius: 0;
box-shadow: none;
}
.icon-button-set button.-selected {
background-image: url(icons/tool-bg-selected.png);
@@ -778,9 +1153,10 @@ main.--has-demo .demo-controls {
.icon-button-set button img {
display: block;
}
#editor .palette {
isolation: isolate;
grid-area: palette;
min-width: 20vw;
padding-right: 0.25em; /* in case of scrollbar */
overflow-y: auto;
}
@@ -795,12 +1171,172 @@ main.--has-demo .demo-controls {
}
#editor .palette section {
display: grid;
grid: auto-flow 32px / repeat(auto-fit, 32px);
gap: 3px;
margin: 0.33em 4px; /* matches gap */
grid: auto-flow 32px / repeat(8, 32px);
gap: 4px;
}
.palette-entry {
margin: 0.25em;
}
.palette-entry:hover {
box-shadow: 0 0 0 1px black, 0 0 0 3px hsl(225, 100%, 75%);
}
.palette-entry.--selected {
box-shadow: 0 0 0 1px black, 0 0 0 2px white;
z-index: 1;
box-shadow: 0 0 0 1px black, 0 0 0 3px white;
}
.editor-level-browser {
display: grid;
grid: auto-flow auto / repeat(auto-fill, minmax(13em, 1fr)); /* 12em preview wdith + padding */
gap: 0.5em;
width: 70vw;
/* seems to go into the parent's right padding fsr, i guess because the scrollbar is there */
margin-right: 1em;
list-style: none;
}
.editor-level-browser li {
display: grid;
grid:
"preview preview"
"number title"
/ min-content 1fr
;
gap: 0.25em;
padding: 0.5em;
}
.editor-level-browser li:hover {
background: hsl(225, 60%, 85%);
}
.editor-level-browser li > .-preview {
grid-area: preview;
display: flex;
align-items: center;
justify-content: center;
width: 12em;
height: 12em;
margin: auto;
}
.editor-level-browser li > .-preview:empty::before {
content: '···';
display: block;
font-size: 5em;
color: #c0c0c0;
}
.editor-level-browser li > .-preview canvas {
display: block;
max-width: 100%;
max-height: 100%;
}
.editor-level-browser li > .-number {
grid-area: number;
font-size: 2em;
}
.editor-level-browser li > .-title {
grid-area: title;
align-self: center;
}
/* Mini editors for specific tiles with complex properties */
/* FIXME should this stuff be on an overlay container class? */
form.editor-popup-tile-editor {
position: relative;
padding: 0.5em;
color: black;
background: white;
border: 1px solid black;
box-shadow: 0 2px 4px #0004;
margin-top: 1em;
--chevron-offset: 0px;
}
form.editor-popup-tile-editor.--above {
margin-top: -1em;
}
form.editor-popup-tile-editor h3 {
border-bottom: 1px dotted #606060;
}
form.editor-popup-tile-editor * + h3 {
margin-top: 0.25em;
}
/* Use ::before for a chevron pointing at the tile in question */
form.editor-popup-tile-editor::before {
content: '';
display: block;
position: absolute;
border: 1em solid transparent;
left: var(--chevron-offset);
margin-left: -1em;
top: -1em;
border-top: none;
border-bottom-color: white;
filter: drop-shadow(0 -1px 0 black);
}
form.editor-popup-tile-editor.--above::before {
top: auto;
bottom: -1em;
border: 1em solid transparent;
border-bottom: none;
border-top-color: white;
filter: drop-shadow(0 1px 0 black);
}
/* Letter floor tiles, which let you pick the character to use; show them as a grid. Note the
* characters are preceded by radio buttons, which we hide for simplicity */
ol.editor-letter-tile-picker {
display: grid;
grid: auto-flow 1.5em / repeat(17, 1.5em);
text-align: center;
font-family: monospace;
}
ol.editor-letter-tile-picker label,
ol.editor-letter-tile-picker .-glyph {
display: block;
height: 100%;
}
ol.editor-letter-tile-picker input[type=radio] {
display: none;
}
ol.editor-letter-tile-picker input[type=radio]:checked + .-glyph {
background: hsl(225, 75%, 90%);
outline: 2px solid hsl(225, 75%, 80%);
}
/* Hint tiles accept prose */
textarea.editor-hint-tile-text {
font-size: 1.5em;
width: 20vw;
height: 20vh;
min-width: 15rem;
min-height: 5rem;
border: none;
font-family: serif;
}
/* Class for a list that uses hidden inputs with svg icons, shared by directional blocks and
* railroad tracks */
.editor-tile-editor-svg-parts input {
display: none;
}
.editor-tile-editor-svg-parts svg {
display: block;
width: 3em;
fill: none;
stroke: #c0c0c0;
stroke-width: 2;
}
.editor-tile-editor-svg-parts input:checked + svg {
stroke: hsl(225, 90%, 50%);
}
/* Directional blocks have arrows */
ol.editor-directional-block-tile-arrows {
display: grid;
grid: auto-flow 3em / repeat(3, 3em);
}
/* Railroad tracks are... complicated */
ul.editor-railroad-tile-tracks {
display: grid;
grid: auto-flow 3em / repeat(3, 3em);
gap: 0.25em;
}
ul.editor-railroad-tile-tracks.--switch input:checked + svg {
stroke: hsl(15, 90%, 50%);
}
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