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No files matched your search
@@ -38,7 +38,9 @@ Give it a try, I guess! [https://c.eev.ee/lexys-labyrinth/](https://c.eev.ee/le
|
|||||||
|
|
||||||
## Special thanks
|
## 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
|
- 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
|
- [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!
|
- Everyone who contributed music — see [`js/soundtrack.js`](js/soundtrack.js) for a list!
|
||||||
|
|||||||
|
After Width: | Height: | Size: 508 B |
|
After Width: | Height: | Size: 185 B |
@@ -10,11 +10,11 @@
|
|||||||
<meta name="og:image" content="https://c.eev.ee/lexys-labyrinth/og-preview.png">
|
<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: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="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">
|
<meta name="viewport" content="width=device-width, initial-scale=1, user-scalable=no">
|
||||||
</head>
|
</head>
|
||||||
<body data-mode="splash">
|
<body data-mode="splash">
|
||||||
<header id="header-main">
|
<header id="header-main">
|
||||||
<img src="icon.png" alt="">
|
<img id="header-icon" src="icon.png" alt="">
|
||||||
<h1>Lexy's Labyrinth</h1>
|
<h1>Lexy's Labyrinth</h1>
|
||||||
<p>— a game by <a href="https://eev.ee/">eevee</a></p>
|
<p>— a game by <a href="https://eev.ee/">eevee</a></p>
|
||||||
<nav>
|
<nav>
|
||||||
@@ -34,32 +34,35 @@
|
|||||||
<header id="header-level">
|
<header id="header-level">
|
||||||
<h3 id="level-name">Level 1 — Key Pyramid</h3>
|
<h3 id="level-name">Level 1 — Key Pyramid</h3>
|
||||||
<nav>
|
<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-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>
|
</nav>
|
||||||
</header>
|
</header>
|
||||||
<main id="splash">
|
<main id="splash">
|
||||||
<div class="drag-overlay"></div>
|
<div class="drag-overlay"></div>
|
||||||
<header>
|
<header>
|
||||||
<h1><img src="og-preview.png" alt="">Lexy's Labyrinth</h1>
|
<h1><img src="og-preview.png" alt="">Lexy's Labyrinth</h1>
|
||||||
|
<p>an unapproved Chip's Challenge emulator</p>
|
||||||
</header>
|
</header>
|
||||||
<section id="splash-intro">
|
<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><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>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>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>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>
|
||||||
<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 -->
|
|
||||||
</section>
|
</section>
|
||||||
|
|
||||||
<section id="splash-stock-levels">
|
<section id="splash-stock-levels">
|
||||||
<h2>Just play something</h2>
|
<h2>Play community levels</h2>
|
||||||
<!-- populated by js -->
|
<!-- populated by js -->
|
||||||
</section>
|
</section>
|
||||||
|
|
||||||
<section id="splash-upload-levels">
|
<section id="splash-upload-levels">
|
||||||
<h2>Other levels</h2>
|
<h2>Load other levels</h2>
|
||||||
<p>Load and play any levels you have on hand — both the original levels and any custom ones, perhaps ones you found on the <a href="https://sets.bitbusters.club/">Bit Busters Club set list</a>. Supports CCL/DAT, C2G, and individual C2Ms (though scores aren't saved for those).</p>
|
<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! -->
|
<!-- TODO zip files! -->
|
||||||
<p>You can also drag and drop files or directories into this window.</p>
|
<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-file" type="file" accept=".dat,.ccl,.c2m,.ccs" multiple>
|
||||||
@@ -77,8 +80,9 @@
|
|||||||
|
|
||||||
<section id="splash-your-levels">
|
<section id="splash-your-levels">
|
||||||
<h2>Make your own (WIP lol)</h2>
|
<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>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-level" class="button-big">Create a level</button></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>
|
</section>
|
||||||
</main>
|
</main>
|
||||||
<main id="player" hidden>
|
<main id="player" hidden>
|
||||||
@@ -105,6 +109,88 @@
|
|||||||
</div>
|
</div>
|
||||||
<div class="inventory"></div>
|
<div class="inventory"></div>
|
||||||
</section>
|
</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">
|
||||||
<div id="player-music-left">
|
<div id="player-music-left">
|
||||||
🎵 <a id="player-music-title">title</a> by <a id="player-music-author">author</a>
|
🎵 <a id="player-music-title">title</a> by <a id="player-music-author">author</a>
|
||||||
@@ -117,28 +203,39 @@
|
|||||||
</div>
|
</div>
|
||||||
<div class="controls">
|
<div class="controls">
|
||||||
<div class="play-controls">
|
<div class="play-controls">
|
||||||
<button class="control-pause" type="button">Pause <span class="keyhint">(p)</span></button>
|
<button class="control-pause" type="button">
|
||||||
<button class="control-restart" type="button">Restart</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>
|
||||||
<button class="control-undo" type="button">Undo</button>
|
<span class="keyhint">p</span></button>
|
||||||
<button class="control-rewind" type="button">Rewind <span class="keyhint">(z)</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>
|
||||||
<div class="demo-controls">
|
<div class="actions">
|
||||||
<button class="demo-play" type="button">View replay</button>
|
<button class="action-drop" type="button">
|
||||||
<button class="demo-step-1" type="button">Step 1 tic</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>
|
||||||
<button class="demo-step-4" type="button">Step 1 move</button>
|
drop <span class="keyhint">q</span></button>
|
||||||
<div class="input"></div>
|
<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>
|
||||||
</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>
|
||||||
<main id="editor" hidden>
|
<main id="editor" hidden>
|
||||||
<header>
|
<header>
|
||||||
@@ -152,14 +249,14 @@
|
|||||||
also deal with levels vs level /packs/ somehow, not sure how that'll work (including downloading them, yeargh?)
|
also deal with levels vs level /packs/ somehow, not sure how that'll work (including downloading them, yeargh?)
|
||||||
-->
|
-->
|
||||||
</header>
|
</header>
|
||||||
<div class="level"><!-- level canvas and any overlays go here --></div>
|
<div class="editor-canvas">
|
||||||
<nav class="controls">
|
<div class="-container">
|
||||||
<div id="editor-toolbar">
|
<!-- level canvas and any overlays go here -->
|
||||||
<!-- tools go here -->
|
<!-- the container is to allow them to scroll as a single unit -->
|
||||||
</div>
|
</div>
|
||||||
<button id="editor-share-url" type="button">Share?</button>
|
</div>
|
||||||
<div id="editor-tool-help">
|
<nav class="controls">
|
||||||
<strong>Pencil</strong> — <span>Select a tile and draw with the left mouse button. Erase with the right mouse button.</span>
|
<div id="editor-tile">
|
||||||
</div>
|
</div>
|
||||||
<!--
|
<!--
|
||||||
<p style>
|
<p style>
|
||||||
|
|||||||
@@ -4,6 +4,7 @@ export const DIRECTIONS = {
|
|||||||
north: {
|
north: {
|
||||||
movement: [0, -1],
|
movement: [0, -1],
|
||||||
bit: 0x01,
|
bit: 0x01,
|
||||||
|
index: 0,
|
||||||
action: 'up',
|
action: 'up',
|
||||||
left: 'west',
|
left: 'west',
|
||||||
right: 'east',
|
right: 'east',
|
||||||
@@ -12,6 +13,7 @@ export const DIRECTIONS = {
|
|||||||
south: {
|
south: {
|
||||||
movement: [0, 1],
|
movement: [0, 1],
|
||||||
bit: 0x04,
|
bit: 0x04,
|
||||||
|
index: 2,
|
||||||
action: 'down',
|
action: 'down',
|
||||||
left: 'east',
|
left: 'east',
|
||||||
right: 'west',
|
right: 'west',
|
||||||
@@ -20,6 +22,7 @@ export const DIRECTIONS = {
|
|||||||
west: {
|
west: {
|
||||||
movement: [-1, 0],
|
movement: [-1, 0],
|
||||||
bit: 0x08,
|
bit: 0x08,
|
||||||
|
index: 3,
|
||||||
action: 'left',
|
action: 'left',
|
||||||
left: 'south',
|
left: 'south',
|
||||||
right: 'north',
|
right: 'north',
|
||||||
@@ -28,9 +31,49 @@ export const DIRECTIONS = {
|
|||||||
east: {
|
east: {
|
||||||
movement: [1, 0],
|
movement: [1, 0],
|
||||||
bit: 0x02,
|
bit: 0x02,
|
||||||
|
index: 1,
|
||||||
action: 'right',
|
action: 'right',
|
||||||
left: 'north',
|
left: 'north',
|
||||||
right: 'south',
|
right: 'south',
|
||||||
opposite: 'west',
|
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,
|
||||||
|
};
|
||||||
@@ -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
|
||||||
|
};
|
||||||
@@ -8,6 +8,7 @@ export class StoredLevel {
|
|||||||
// TODO still not sure this belongs here
|
// TODO still not sure this belongs here
|
||||||
this.number = number; // one-based
|
this.number = number; // one-based
|
||||||
this.title = '';
|
this.title = '';
|
||||||
|
this.author = '';
|
||||||
this.password = null;
|
this.password = null;
|
||||||
this.hint = '';
|
this.hint = '';
|
||||||
this.chips_required = 0;
|
this.chips_required = 0;
|
||||||
@@ -16,6 +17,10 @@ export class StoredLevel {
|
|||||||
this.extra_chunks = [];
|
this.extra_chunks = [];
|
||||||
this.use_cc1_boots = false;
|
this.use_cc1_boots = false;
|
||||||
this.use_ccl_compat = 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_x = 0;
|
||||||
this.size_y = 0;
|
this.size_y = 0;
|
||||||
@@ -44,12 +49,13 @@ export class StoredLevel {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
export class StoredGame {
|
export class StoredPack {
|
||||||
constructor(identifier, level_loader) {
|
constructor(identifier, level_loader) {
|
||||||
this.identifier = identifier;
|
this.identifier = identifier;
|
||||||
|
this.title = "";
|
||||||
this._level_loader = level_loader;
|
this._level_loader = level_loader;
|
||||||
|
|
||||||
// Simple objects containing keys:
|
// Simple objects containing keys that are usually:
|
||||||
// title: level title
|
// title: level title
|
||||||
// index: level index, used internally only
|
// index: level index, used internally only
|
||||||
// number: level number (may not match index due to C2G shenanigans)
|
// number: level number (may not match index due to C2G shenanigans)
|
||||||
@@ -72,7 +78,9 @@ export class StoredGame {
|
|||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
// Otherwise, attempt to load the level
|
// Otherwise, attempt to load the level
|
||||||
return this._level_loader(meta.bytes, meta.number);
|
return this._level_loader(meta);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
export const StoredGame = StoredPack;
|
||||||
@@ -1,4 +1,4 @@
|
|||||||
import { DIRECTIONS } from './defs.js';
|
import { DIRECTIONS, DIRECTION_ORDER } from './defs.js';
|
||||||
import * as format_base from './format-base.js';
|
import * as format_base from './format-base.js';
|
||||||
import TILE_TYPES from './tiletypes.js';
|
import TILE_TYPES from './tiletypes.js';
|
||||||
import * as util from './util.js';
|
import * as util from './util.js';
|
||||||
@@ -372,12 +372,30 @@ const TILE_ENCODING = {
|
|||||||
0x4f: {
|
0x4f: {
|
||||||
name: 'railroad',
|
name: 'railroad',
|
||||||
modifier: {
|
modifier: {
|
||||||
|
_parts: ['ne', 'se', 'sw', 'ne', 'ew', 'ns'],
|
||||||
decode(tile, mask) {
|
decode(tile, mask) {
|
||||||
// TODO railroad props
|
// Leave the track parts alone as a bitmask; the type has a list of them
|
||||||
|
tile.tracks = mask & 0x3f;
|
||||||
|
// Check for a switch, which is a bit number in the above mask
|
||||||
|
if (mask & 0x40) {
|
||||||
|
tile.track_switch = (mask >> 8) & 0x0f;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
tile.track_switch = null;
|
||||||
|
}
|
||||||
|
// Initial actor facing is in the highest nybble
|
||||||
|
tile.entered_direction = (mask >> 12) & 0x03;
|
||||||
},
|
},
|
||||||
encode(tile) {
|
encode(tile) {
|
||||||
// TODO
|
let ret = tile.tracks & 0x3f;
|
||||||
return 0;
|
if (tile.track_switch !== null) {
|
||||||
|
ret |= 0x40;
|
||||||
|
ret |= tile.track_switch << 8;
|
||||||
|
}
|
||||||
|
if (tile.entered_direction) {
|
||||||
|
ret |= DIRECTION_ORDER.indexOf(tile.entered_direction) << 12;
|
||||||
|
}
|
||||||
|
return ret;
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
@@ -402,10 +420,9 @@ const TILE_ENCODING = {
|
|||||||
name: 'teeth_timid',
|
name: 'teeth_timid',
|
||||||
has_next: true,
|
has_next: true,
|
||||||
extra_args: [arg_direction],
|
extra_args: [arg_direction],
|
||||||
error: "Timid chomper is not yet implemented, sorry!",
|
|
||||||
},
|
},
|
||||||
0x58: {
|
0x58: {
|
||||||
// TODO??? unused in main levels -- name: 'doppelganger2',
|
// TODO??? unused in main levels -- name: '',
|
||||||
has_next: true,
|
has_next: true,
|
||||||
extra_args: [arg_direction],
|
extra_args: [arg_direction],
|
||||||
error: "Explosion animation is not implemented, sorry!",
|
error: "Explosion animation is not implemented, sorry!",
|
||||||
@@ -421,9 +438,60 @@ const TILE_ENCODING = {
|
|||||||
name: 'no_player1_sign',
|
name: 'no_player1_sign',
|
||||||
},
|
},
|
||||||
0x5c: {
|
0x5c: {
|
||||||
// TODO (modifier chooses logic gate) name: 'doppelganger2',
|
name: 'logic_gate',
|
||||||
// TODO modifier: ...
|
modifier: {
|
||||||
error: "Logic gates are not yet implemented, sorry!",
|
decode(tile, modifier) {
|
||||||
|
if (modifier >= 0x1e && modifier <= 0x27) {
|
||||||
|
// Counter, which can't be rotated
|
||||||
|
tile.direction = 'north';
|
||||||
|
tile.gate_type = 'counter';
|
||||||
|
tile.memory = modifier - 0x1e;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
tile.direction = ['north', 'east', 'south', 'west'][modifier & 0x03];
|
||||||
|
let type = modifier >> 2;
|
||||||
|
if (type < 6) {
|
||||||
|
tile.gate_type = ['not', 'and', 'or', 'xor', 'latch-cw', 'nand'][type];
|
||||||
|
}
|
||||||
|
else if (type === 16) {
|
||||||
|
tile.gate_type = 'latch-ccw';
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
tile.gate_type = 'bogus';
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
encode(tile) {
|
||||||
|
let direction_offset = DIRECTIONS[tile.direction].index;
|
||||||
|
if (tile.gate_type === 'not') {
|
||||||
|
return 0 + direction_offset;
|
||||||
|
}
|
||||||
|
else if (tile.gate_type === 'and') {
|
||||||
|
return 4 + direction_offset;
|
||||||
|
}
|
||||||
|
else if (tile.gate_type === 'or') {
|
||||||
|
return 8 + direction_offset;
|
||||||
|
}
|
||||||
|
else if (tile.gate_type === 'xor') {
|
||||||
|
return 12 + direction_offset;
|
||||||
|
}
|
||||||
|
else if (tile.gate_type === 'latch-cw') {
|
||||||
|
return 16 + direction_offset;
|
||||||
|
}
|
||||||
|
else if (tile.gate_type === 'nand') {
|
||||||
|
return 20 + direction_offset;
|
||||||
|
}
|
||||||
|
else if (tile.gate_type === 'counter') {
|
||||||
|
return 30 + tile.memory;
|
||||||
|
}
|
||||||
|
else if (tile.gate_type === 'latch-ccw') {
|
||||||
|
return 64 + direction_offset;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
return 0xff;
|
||||||
|
}
|
||||||
|
},
|
||||||
|
},
|
||||||
},
|
},
|
||||||
0x5e: {
|
0x5e: {
|
||||||
name: 'button_pink',
|
name: 'button_pink',
|
||||||
@@ -441,7 +509,6 @@ const TILE_ENCODING = {
|
|||||||
0x62: {
|
0x62: {
|
||||||
name: 'lightning_bolt',
|
name: 'lightning_bolt',
|
||||||
has_next: true,
|
has_next: true,
|
||||||
error: "The lightning bolt is not yet implemented, sorry!",
|
|
||||||
},
|
},
|
||||||
0x63: {
|
0x63: {
|
||||||
name: 'tank_yellow',
|
name: 'tank_yellow',
|
||||||
@@ -455,13 +522,11 @@ const TILE_ENCODING = {
|
|||||||
name: 'doppelganger1',
|
name: 'doppelganger1',
|
||||||
has_next: true,
|
has_next: true,
|
||||||
extra_args: [arg_direction],
|
extra_args: [arg_direction],
|
||||||
error: "Doppelganger Lexy is not yet implemented, sorry!",
|
|
||||||
},
|
},
|
||||||
0x66: {
|
0x66: {
|
||||||
name: 'doppelganger2',
|
name: 'doppelganger2',
|
||||||
has_next: true,
|
has_next: true,
|
||||||
extra_args: [arg_direction],
|
extra_args: [arg_direction],
|
||||||
error: "Doppelganger Cerise is not yet implemented, sorry!",
|
|
||||||
},
|
},
|
||||||
0x68: {
|
0x68: {
|
||||||
name: 'bowling_ball',
|
name: 'bowling_ball',
|
||||||
@@ -495,18 +560,33 @@ const TILE_ENCODING = {
|
|||||||
name: 'floor_letter',
|
name: 'floor_letter',
|
||||||
modifier: {
|
modifier: {
|
||||||
decode(tile, ascii_code) {
|
decode(tile, ascii_code) {
|
||||||
tile.ascii_code = ascii_code;
|
if (ascii_code < 28 || ascii_code >= 96) {
|
||||||
|
// Invalid
|
||||||
|
tile.overlaid_glyph = "?";
|
||||||
|
}
|
||||||
|
else if (ascii_code < 32) {
|
||||||
|
// Arrows are stored goofily
|
||||||
|
tile.overlaid_glyph = ["⬆", "➡", "⬇", "⬅"][ascii_code - 28];
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
tile.overlaid_glyph = String.fromCharCode(ascii_code);
|
||||||
|
}
|
||||||
},
|
},
|
||||||
encode(tile) {
|
encode(tile) {
|
||||||
return tile.ascii_code;
|
let arrow_index = ["⬆", "➡", "⬇", "⬅"].indexOf(tile.overlaid_glyph);
|
||||||
|
if (arrow_index >= 0) {
|
||||||
|
return arrow_index + 28;
|
||||||
|
}
|
||||||
|
|
||||||
|
return tile.overlaid_glyph.charCodeAt(0);
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
0x72: {
|
0x72: {
|
||||||
name: 'purple_wall',
|
name: 'purple_floor',
|
||||||
},
|
},
|
||||||
0x73: {
|
0x73: {
|
||||||
name: 'purple_floor',
|
name: 'purple_wall',
|
||||||
},
|
},
|
||||||
0x76: {
|
0x76: {
|
||||||
name: '#mod8',
|
name: '#mod8',
|
||||||
@@ -536,7 +616,7 @@ const TILE_ENCODING = {
|
|||||||
name: 'popdown_floor',
|
name: 'popdown_floor',
|
||||||
},
|
},
|
||||||
0x7f: {
|
0x7f: {
|
||||||
name: 'forbidden',
|
name: 'no_sign',
|
||||||
has_next: true,
|
has_next: true,
|
||||||
},
|
},
|
||||||
0x80: {
|
0x80: {
|
||||||
@@ -544,7 +624,8 @@ const TILE_ENCODING = {
|
|||||||
has_next: true,
|
has_next: true,
|
||||||
},
|
},
|
||||||
0x81: {
|
0x81: {
|
||||||
name: 'directional_block',
|
name: 'frame_block',
|
||||||
|
has_next: true,
|
||||||
extra_args: [
|
extra_args: [
|
||||||
arg_direction,
|
arg_direction,
|
||||||
{
|
{
|
||||||
@@ -559,12 +640,14 @@ const TILE_ENCODING = {
|
|||||||
tile.arrows = arrows;
|
tile.arrows = arrows;
|
||||||
},
|
},
|
||||||
encode(tile) {
|
encode(tile) {
|
||||||
// TODO
|
let bits = 0;
|
||||||
return 0;
|
for (let direction of tile.arrows) {
|
||||||
|
bits |= DIRECTIONS[direction].bit;
|
||||||
|
}
|
||||||
|
return bits;
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
],
|
],
|
||||||
has_next: true,
|
|
||||||
},
|
},
|
||||||
0x82: {
|
0x82: {
|
||||||
name: 'floor_mimic',
|
name: 'floor_mimic',
|
||||||
@@ -585,11 +668,11 @@ const TILE_ENCODING = {
|
|||||||
},
|
},
|
||||||
0x88: {
|
0x88: {
|
||||||
name: 'light_switch_off',
|
name: 'light_switch_off',
|
||||||
error: "The light switch is not yet implemented, sorry!",
|
modifier: modifier_wire,
|
||||||
},
|
},
|
||||||
0x89: {
|
0x89: {
|
||||||
name: 'light_switch_on',
|
name: 'light_switch_on',
|
||||||
error: "The light switch is not yet implemented, sorry!",
|
modifier: modifier_wire,
|
||||||
},
|
},
|
||||||
0x8a: {
|
0x8a: {
|
||||||
name: 'thief_keys',
|
name: 'thief_keys',
|
||||||
@@ -613,17 +696,26 @@ const TILE_ENCODING = {
|
|||||||
0x8f: {
|
0x8f: {
|
||||||
name: 'bribe',
|
name: 'bribe',
|
||||||
has_next: true,
|
has_next: true,
|
||||||
error: "The bribe is not yet implemented, sorry!",
|
|
||||||
},
|
},
|
||||||
0x90: {
|
0x90: {
|
||||||
name: 'speed_boots',
|
name: 'speed_boots',
|
||||||
has_next: true,
|
has_next: true,
|
||||||
error: "The speed boots are not yet implemented, sorry!",
|
|
||||||
},
|
},
|
||||||
0x91: {
|
0x92: {
|
||||||
name: 'hook',
|
name: 'hook',
|
||||||
has_next: true,
|
has_next: true,
|
||||||
error: "The hook is not yet implemented, sorry!",
|
},
|
||||||
|
|
||||||
|
// LL-specific tiles
|
||||||
|
0xe0: {
|
||||||
|
name: 'gift_bow',
|
||||||
|
has_next: true,
|
||||||
|
},
|
||||||
|
0xe1: {
|
||||||
|
name: 'circuit_block',
|
||||||
|
has_next: true,
|
||||||
|
modifier: modifier_wire,
|
||||||
|
extra_args: [arg_direction],
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
const REVERSE_TILE_ENCODING = {};
|
const REVERSE_TILE_ENCODING = {};
|
||||||
@@ -776,11 +868,10 @@ export function parse_level(buf, number = 1) {
|
|||||||
level.hint = str;
|
level.hint = str;
|
||||||
}
|
}
|
||||||
else if (type === 'NOTE') {
|
else if (type === 'NOTE') {
|
||||||
// Author's comments... but might also include multiple hints
|
// Author's comments... but might also include multiple hints for levels with
|
||||||
// for levels with multiple hint tiles, delineated by [CLUE].
|
// multiple hint tiles, delineated by [CLUE] (anywhere in the line (!)).
|
||||||
// For my purposes, extra hints are associated with the
|
// LL treats extra hints as tile properties, so store them for later
|
||||||
// individual tiles, so we'll map those later
|
[level.comment, ...extra_hints] = str.split(/\n?^.*\[CLUE\].*$\n?/mg);
|
||||||
[level.comment, ...extra_hints] = str.split(/^\[CLUE\]$/mg);
|
|
||||||
}
|
}
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
@@ -793,6 +884,7 @@ export function parse_level(buf, number = 1) {
|
|||||||
level.time_limit = view.getUint16(0, true);
|
level.time_limit = view.getUint16(0, true);
|
||||||
|
|
||||||
// TODO 0 - 10x10, 1 - 9x9, 2 - split, otherwise unknown which needs handling
|
// TODO 0 - 10x10, 1 - 9x9, 2 - split, otherwise unknown which needs handling
|
||||||
|
// FIXME does this default to 0 if no OPTN block is present?
|
||||||
let viewport = view.getUint8(2, true);
|
let viewport = view.getUint8(2, true);
|
||||||
if (viewport === 0) {
|
if (viewport === 0) {
|
||||||
level.viewport_size = 10;
|
level.viewport_size = 10;
|
||||||
@@ -835,7 +927,7 @@ export function parse_level(buf, number = 1) {
|
|||||||
|
|
||||||
if (view.byteLength <= 24)
|
if (view.byteLength <= 24)
|
||||||
continue;
|
continue;
|
||||||
//level.blob_behavior = view.getUint8(24, true);
|
level.blob_behavior = view.getUint8(24, true);
|
||||||
}
|
}
|
||||||
else if (type === 'MAP ' || type === 'PACK') {
|
else if (type === 'MAP ' || type === 'PACK') {
|
||||||
if (type === 'PACK') {
|
if (type === 'PACK') {
|
||||||
@@ -996,18 +1088,24 @@ export function parse_level(buf, number = 1) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Connect extra hints
|
// Connect extra hints
|
||||||
let h = 0;
|
for (let [i, tile] of hint_tiles.entries()) {
|
||||||
for (let tile of hint_tiles) {
|
if (i < extra_hints.length) {
|
||||||
if (h > extra_hints.length)
|
tile.hint_text = extra_hints[i];
|
||||||
break;
|
}
|
||||||
|
else {
|
||||||
tile.specific_hint = extra_hints[h];
|
// Fall back to regular hint
|
||||||
h++;
|
tile.hint_text = null;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return level;
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
// Write 1, 2, or 4 bytes to a DataView
|
// Write 1, 2, or 4 bytes to a DataView
|
||||||
function write_n_bytes(view, start, n, value) {
|
function write_n_bytes(view, start, n, value) {
|
||||||
@@ -1065,10 +1163,18 @@ function compress(buf) {
|
|||||||
// If we found a match that's worth copying (i.e. shorter than just writing a data block),
|
// If we found a match that's worth copying (i.e. shorter than just writing a data block),
|
||||||
// then do so
|
// then do so
|
||||||
let do_copy = (best_length > 3);
|
let do_copy = (best_length > 3);
|
||||||
|
|
||||||
|
// If we're not copying, add this byte to a pending data block /now/, so the next block can
|
||||||
|
// catch it if it happens to be the last byte
|
||||||
|
if (! do_copy) {
|
||||||
|
pending_data_length += 1;
|
||||||
|
p++;
|
||||||
|
}
|
||||||
|
|
||||||
// Write out any pending data block if necessary -- i.e. if we're about to write a copy
|
// Write out any pending data block if necessary -- i.e. if we're about to write a copy
|
||||||
// block, if we're at the max size of a data block, or if this is the end of the data
|
// block, if we're at the max size of a data block, or if this is the end of the data
|
||||||
if (pending_data_length > 0 &&
|
if (pending_data_length > 0 &&
|
||||||
(do_copy || pending_data_length === 127 || p === buf.byteLength - 1))
|
(do_copy || pending_data_length === 127 || p >= buf.byteLength))
|
||||||
{
|
{
|
||||||
outbytes[q] = pending_data_length;
|
outbytes[q] = pending_data_length;
|
||||||
q++;
|
q++;
|
||||||
@@ -1079,6 +1185,7 @@ function compress(buf) {
|
|||||||
pending_data_length = 0;
|
pending_data_length = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Finally, do a copy
|
||||||
if (do_copy) {
|
if (do_copy) {
|
||||||
outbytes[q] = 0x80 + best_length;
|
outbytes[q] = 0x80 + best_length;
|
||||||
outbytes[q + 1] = p - best_start;
|
outbytes[q + 1] = p - best_start;
|
||||||
@@ -1086,11 +1193,6 @@ function compress(buf) {
|
|||||||
// Update p, noting that we might've done a copy into the future
|
// Update p, noting that we might've done a copy into the future
|
||||||
p += best_length;
|
p += best_length;
|
||||||
}
|
}
|
||||||
else {
|
|
||||||
// Otherwise, add this to a pending data block
|
|
||||||
pending_data_length += 1;
|
|
||||||
p++;
|
|
||||||
}
|
|
||||||
|
|
||||||
// If we ever exceed the uncompressed length, don't even bother
|
// If we ever exceed the uncompressed length, don't even bother
|
||||||
if (q > buf.byteLength) {
|
if (q > buf.byteLength) {
|
||||||
@@ -1156,6 +1258,26 @@ export function synthesize_level(stored_level) {
|
|||||||
let c2m = new C2M;
|
let c2m = new C2M;
|
||||||
c2m.add_section('CC2M', '133');
|
c2m.add_section('CC2M', '133');
|
||||||
|
|
||||||
|
if (stored_level.title) {
|
||||||
|
c2m.add_section('TITL', stored_level.title);
|
||||||
|
}
|
||||||
|
if (stored_level.author) {
|
||||||
|
c2m.add_section('AUTH', stored_level.author);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Options block
|
||||||
|
let options = new Uint8Array(3);
|
||||||
|
new DataView(options.buffer).setUint16(0, stored_level.time_limit, true);
|
||||||
|
if (stored_level.viewport_size === 10) {
|
||||||
|
options[2] = 0;
|
||||||
|
}
|
||||||
|
else if (stored_level.viewport_size === 9) {
|
||||||
|
options[2] = 1;
|
||||||
|
}
|
||||||
|
// TODO split
|
||||||
|
// TODO for size purposes, omit the block entirely if all options are defaults?
|
||||||
|
c2m.add_section('OPTN', options);
|
||||||
|
|
||||||
// Store camera regions
|
// Store camera regions
|
||||||
// TODO LL feature, should be distinguished somehow
|
// TODO LL feature, should be distinguished somehow
|
||||||
if (stored_level.camera_regions.length > 0) {
|
if (stored_level.camera_regions.length > 0) {
|
||||||
@@ -1176,6 +1298,7 @@ export function synthesize_level(stored_level) {
|
|||||||
let map_view = new DataView(map_bytes.buffer);
|
let map_view = new DataView(map_bytes.buffer);
|
||||||
map_bytes[0] = stored_level.size_x;
|
map_bytes[0] = stored_level.size_x;
|
||||||
map_bytes[1] = stored_level.size_y;
|
map_bytes[1] = stored_level.size_y;
|
||||||
|
let hints = [];
|
||||||
let p = 2;
|
let p = 2;
|
||||||
for (let cell of stored_level.linear_cells) {
|
for (let cell of stored_level.linear_cells) {
|
||||||
for (let i = cell.length - 1; i >= 0; i--) {
|
for (let i = cell.length - 1; i >= 0; i--) {
|
||||||
@@ -1219,10 +1342,21 @@ export function synthesize_level(stored_level) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (tile.type.name === 'hint') {
|
||||||
|
hints.push(tile.hint_text);
|
||||||
|
}
|
||||||
|
|
||||||
// TODO assert that the bottom tile has no next, and all the others do
|
// TODO assert that the bottom tile has no next, and all the others do
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Collect hints first so we can put them in the comment field
|
||||||
|
// FIXME this does not respect global hint, but then, neither does the editor.
|
||||||
|
hints = hints.map(hint => hint ?? '');
|
||||||
|
hints.push('');
|
||||||
|
hints.unshift('');
|
||||||
|
c2m.add_section('NOTE', hints.join('\n[CLUE]\n'));
|
||||||
|
|
||||||
// FIXME ack, ArrayBuffer.slice makes a copy actually! and i use it a lot in this file i think!!
|
// FIXME ack, ArrayBuffer.slice makes a copy actually! and i use it a lot in this file i think!!
|
||||||
let map_buf = map_bytes.buffer.slice(0, p);
|
let map_buf = map_bytes.buffer.slice(0, p);
|
||||||
let compressed_map = compress(map_buf);
|
let compressed_map = compress(map_buf);
|
||||||
@@ -1621,7 +1755,7 @@ const MAX_SIMULTANEOUS_REQUESTS = 5;
|
|||||||
let resolve;
|
let resolve;
|
||||||
let promise = new Promise((res, rej) => { resolve = res });
|
let promise = new Promise((res, rej) => { resolve = res });
|
||||||
|
|
||||||
let game = new format_base.StoredGame(undefined, parse_level);
|
let game = new format_base.StoredGame(undefined, _parse_level_from_stored_meta);
|
||||||
let parser;
|
let parser;
|
||||||
let active_map_fetches = new Set;
|
let active_map_fetches = new Set;
|
||||||
let pending_map_fetches = [];
|
let pending_map_fetches = [];
|
||||||
@@ -1698,7 +1832,7 @@ const MAX_SIMULTANEOUS_REQUESTS = 5;
|
|||||||
|
|
||||||
// Individual levels don't make sense on their own, but we can wrap them in a dummy one-level game
|
// Individual levels don't make sense on their own, but we can wrap them in a dummy one-level game
|
||||||
export function wrap_individual_level(buf) {
|
export function wrap_individual_level(buf) {
|
||||||
let game = new format_base.StoredGame(undefined, parse_level);
|
let game = new format_base.StoredGame(undefined, _parse_level_from_stored_meta);
|
||||||
let meta = {
|
let meta = {
|
||||||
index: 0,
|
index: 0,
|
||||||
number: 1,
|
number: 1,
|
||||||
|
|||||||
@@ -329,8 +329,13 @@ function parse_level(bytes, number) {
|
|||||||
return level;
|
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) {
|
export function parse_game(buf) {
|
||||||
let game = new format_base.StoredGame(null, parse_level);
|
let game = new format_base.StoredGame(null, _parse_level_from_stored_meta);
|
||||||
|
|
||||||
let full_view = new DataView(buf);
|
let full_view = new DataView(buf);
|
||||||
let magic = full_view.getUint32(0, true);
|
let magic = full_view.getUint32(0, true);
|
||||||
|
|||||||
@@ -37,6 +37,10 @@ export class Overlay {
|
|||||||
this.root.addEventListener('click', ev => {
|
this.root.addEventListener('click', ev => {
|
||||||
ev.stopPropagation();
|
ev.stopPropagation();
|
||||||
});
|
});
|
||||||
|
// Block any window-level key handlers from firing when we type
|
||||||
|
this.root.addEventListener('keydown', ev => {
|
||||||
|
ev.stopPropagation();
|
||||||
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
open() {
|
open() {
|
||||||
@@ -54,6 +58,8 @@ export class Overlay {
|
|||||||
overlay.addEventListener('click', ev => {
|
overlay.addEventListener('click', ev => {
|
||||||
this.close();
|
this.close();
|
||||||
});
|
});
|
||||||
|
|
||||||
|
return overlay;
|
||||||
}
|
}
|
||||||
|
|
||||||
close() {
|
close() {
|
||||||
@@ -61,10 +67,20 @@ export class Overlay {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 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
|
// Overlay styled like a dialog box
|
||||||
export class DialogOverlay extends Overlay {
|
export class DialogOverlay extends Overlay {
|
||||||
constructor(conductor) {
|
constructor(conductor) {
|
||||||
super(conductor, mk('div.dialog'));
|
super(conductor, mk('form.dialog'));
|
||||||
|
|
||||||
this.root.append(
|
this.root.append(
|
||||||
this.header = mk('header'),
|
this.header = mk('header'),
|
||||||
@@ -103,3 +119,11 @@ export class ConfirmOverlay extends DialogOverlay {
|
|||||||
this.footer.append(yes, no);
|
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));
|
||||||
|
}
|
||||||
@@ -243,6 +243,8 @@ class Player extends PrimaryView {
|
|||||||
ArrowRight: 'right',
|
ArrowRight: 'right',
|
||||||
ArrowUp: 'up',
|
ArrowUp: 'up',
|
||||||
ArrowDown: 'down',
|
ArrowDown: 'down',
|
||||||
|
Spacebar: 'wait',
|
||||||
|
" ": 'wait',
|
||||||
w: 'up',
|
w: 'up',
|
||||||
a: 'left',
|
a: 'left',
|
||||||
s: 'down',
|
s: 'down',
|
||||||
@@ -254,6 +256,7 @@ class Player extends PrimaryView {
|
|||||||
|
|
||||||
this.scale = 1;
|
this.scale = 1;
|
||||||
|
|
||||||
|
this.play_speed = 1;
|
||||||
this.compat = {
|
this.compat = {
|
||||||
popwalls_react_on_arrive: false,
|
popwalls_react_on_arrive: false,
|
||||||
auto_convert_ccl_popwalls: true,
|
auto_convert_ccl_popwalls: true,
|
||||||
@@ -305,6 +308,21 @@ class Player extends PrimaryView {
|
|||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
|
// 0: normal realtime mode
|
||||||
|
// 1: turn-based mode
|
||||||
|
// 2: turn-based mode, but we know the game is frozen waiting for input
|
||||||
|
this.turn_mode = 0;
|
||||||
|
this.turn_based_checkbox = this.root.querySelector('.controls .control-turn-based');
|
||||||
|
this.turn_based_checkbox.checked = false;
|
||||||
|
this.turn_based_checkbox.addEventListener('change', ev => {
|
||||||
|
if (this.turn_based_checkbox.checked) {
|
||||||
|
this.turn_mode = 1;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
this.turn_mode = 0;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
// Bind buttons
|
// Bind buttons
|
||||||
this.pause_button = this.root.querySelector('.controls .control-pause');
|
this.pause_button = this.root.querySelector('.controls .control-pause');
|
||||||
this.pause_button.addEventListener('click', ev => {
|
this.pause_button.addEventListener('click', ev => {
|
||||||
@@ -321,13 +339,14 @@ class Player extends PrimaryView {
|
|||||||
this.undo_button = this.root.querySelector('.controls .control-undo');
|
this.undo_button = this.root.querySelector('.controls .control-undo');
|
||||||
this.undo_button.addEventListener('click', ev => {
|
this.undo_button.addEventListener('click', ev => {
|
||||||
let player_cell = this.level.player.cell;
|
let player_cell = this.level.player.cell;
|
||||||
// Keep undoing until (a) we're on another cell and (b) we're not
|
// Keep undoing until (a) we're on another cell and (b) we're not sliding, i.e. we're
|
||||||
// sliding, i.e. we're about to make a conscious move
|
// about to make a conscious move. Note that this means undoing all the way through
|
||||||
|
// force floors, even if you could override them!
|
||||||
let moved = false;
|
let moved = false;
|
||||||
while (this.level.undo_stack.length > 0 &&
|
while (this.level.has_undo() &&
|
||||||
! (moved && this.level.player.slide_mode === null))
|
! (moved && this.level.player.slide_mode === null))
|
||||||
{
|
{
|
||||||
this.level.undo();
|
this.undo();
|
||||||
if (player_cell !== this.level.player.cell) {
|
if (player_cell !== this.level.player.cell) {
|
||||||
moved = true;
|
moved = true;
|
||||||
}
|
}
|
||||||
@@ -344,41 +363,47 @@ class Player extends PrimaryView {
|
|||||||
});
|
});
|
||||||
this.rewind_button = this.root.querySelector('.controls .control-rewind');
|
this.rewind_button = this.root.querySelector('.controls .control-rewind');
|
||||||
this.rewind_button.addEventListener('click', ev => {
|
this.rewind_button.addEventListener('click', ev => {
|
||||||
if (this.level.undo_stack.length > 0) {
|
if (this.state === 'rewinding') {
|
||||||
this.state = 'rewinding';
|
this.set_state('playing');
|
||||||
|
}
|
||||||
|
else if (this.level.has_undo()) {
|
||||||
|
this.set_state('rewinding');
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
// Demo playback
|
// Game actions
|
||||||
this.root.querySelector('.demo-controls .demo-play').addEventListener('click', ev => {
|
// TODO do these need buttons?? feel like they're not discoverable otherwise
|
||||||
if (this.state === 'playing' || this.state === 'paused' || this.state === 'rewinding') {
|
this.drop_button = this.root.querySelector('.actions .action-drop');
|
||||||
new ConfirmOverlay(this.conductor, "Abandon your progress and watch the replay?", () => {
|
this.drop_button.addEventListener('click', ev => {
|
||||||
this.play_demo();
|
// Use the set of "buttons pressed between tics" because it's cleared automatically;
|
||||||
});
|
// otherwise these will stick around forever
|
||||||
}
|
this.current_keys_new.add('q');
|
||||||
else {
|
ev.target.blur();
|
||||||
this.play_demo();
|
|
||||||
}
|
|
||||||
});
|
});
|
||||||
this.root.querySelector('.demo-controls .demo-step-1').addEventListener('click', ev => {
|
this.cycle_button = this.root.querySelector('.actions .action-cycle');
|
||||||
this.advance_by(1);
|
this.cycle_button.addEventListener('click', ev => {
|
||||||
this._redraw();
|
this.current_keys_new.add('e');
|
||||||
|
ev.target.blur();
|
||||||
});
|
});
|
||||||
this.root.querySelector('.demo-controls .demo-step-4').addEventListener('click', ev => {
|
this.swap_button = this.root.querySelector('.actions .action-swap');
|
||||||
this.advance_by(4);
|
this.swap_button.addEventListener('click', ev => {
|
||||||
this._redraw();
|
this.current_keys_new.add('c');
|
||||||
|
ev.target.blur();
|
||||||
});
|
});
|
||||||
|
|
||||||
|
this.use_interpolation = true;
|
||||||
this.renderer = new CanvasRenderer(this.conductor.tileset);
|
this.renderer = new CanvasRenderer(this.conductor.tileset);
|
||||||
this.level_el.append(this.renderer.canvas);
|
this.level_el.append(this.renderer.canvas);
|
||||||
this.renderer.canvas.addEventListener('auxclick', ev => {
|
this.renderer.canvas.addEventListener('auxclick', ev => {
|
||||||
if (ev.button !== 1)
|
if (ev.button !== 1)
|
||||||
return;
|
return;
|
||||||
// TODO make a real debug flag? allow enabling this but consider it aid level 3?
|
if (! this.debug.enabled)
|
||||||
if (! location.host.match(/localhost/))
|
|
||||||
return;
|
return;
|
||||||
|
|
||||||
let [x, y] = this.renderer.cell_coords_from_event(ev);
|
let [x, y] = this.renderer.cell_coords_from_event(ev);
|
||||||
this.level.move_to(this.level.player, this.level.cells[y][x], 1);
|
this.level.move_to(this.level.player, this.level.cells[y][x], 1);
|
||||||
|
// TODO this behaves a bit weirdly when paused (doesn't redraw even with a force), i
|
||||||
|
// think because we're still claiming a speed of 1 so time has to pass before the move
|
||||||
|
// actually "happens"
|
||||||
});
|
});
|
||||||
|
|
||||||
// Populate inventory
|
// Populate inventory
|
||||||
@@ -409,8 +434,12 @@ class Player extends PrimaryView {
|
|||||||
this.previous_action = null; // last direction we were moving, if any
|
this.previous_action = null; // last direction we were moving, if any
|
||||||
this.using_touch = false; // true if using touch controls
|
this.using_touch = false; // true if using touch controls
|
||||||
this.current_keys = new Set; // keys that are currently held
|
this.current_keys = new Set; // keys that are currently held
|
||||||
|
this.current_keys_new = new Set; // keys that were pressed since input was last read
|
||||||
// TODO this could all probably be more rigorous but it's fine for now
|
// TODO this could all probably be more rigorous but it's fine for now
|
||||||
key_target.addEventListener('keydown', ev => {
|
key_target.addEventListener('keydown', ev => {
|
||||||
|
if (! this.active)
|
||||||
|
return;
|
||||||
|
|
||||||
if (ev.key === 'p' || ev.key === 'Pause') {
|
if (ev.key === 'p' || ev.key === 'Pause') {
|
||||||
this.toggle_pause();
|
this.toggle_pause();
|
||||||
return;
|
return;
|
||||||
@@ -429,7 +458,9 @@ class Player extends PrimaryView {
|
|||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
// Restart
|
// Restart
|
||||||
this.restart_level();
|
if (!this.current_keys.has(ev.key)) {
|
||||||
|
this.restart_level();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
@@ -438,7 +469,7 @@ class Player extends PrimaryView {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (ev.key === 'z') {
|
if (ev.key === 'z') {
|
||||||
if (this.level.undo_stack.length > 0 &&
|
if (this.level.has_undo() &&
|
||||||
(this.state === 'stopped' || this.state === 'playing' || this.state === 'paused'))
|
(this.state === 'stopped' || this.state === 'playing' || this.state === 'paused'))
|
||||||
{
|
{
|
||||||
this.set_state('rewinding');
|
this.set_state('rewinding');
|
||||||
@@ -447,6 +478,7 @@ class Player extends PrimaryView {
|
|||||||
|
|
||||||
if (this.key_mapping[ev.key]) {
|
if (this.key_mapping[ev.key]) {
|
||||||
this.current_keys.add(ev.key);
|
this.current_keys.add(ev.key);
|
||||||
|
this.current_keys_new.add(ev.key);
|
||||||
ev.stopPropagation();
|
ev.stopPropagation();
|
||||||
ev.preventDefault();
|
ev.preventDefault();
|
||||||
|
|
||||||
@@ -457,6 +489,9 @@ class Player extends PrimaryView {
|
|||||||
}
|
}
|
||||||
});
|
});
|
||||||
key_target.addEventListener('keyup', ev => {
|
key_target.addEventListener('keyup', ev => {
|
||||||
|
if (! this.active)
|
||||||
|
return;
|
||||||
|
|
||||||
if (ev.key === 'z') {
|
if (ev.key === 'z') {
|
||||||
if (this.state === 'rewinding') {
|
if (this.state === 'rewinding') {
|
||||||
this.set_state('playing');
|
this.set_state('playing');
|
||||||
@@ -500,7 +535,7 @@ class Player extends PrimaryView {
|
|||||||
|
|
||||||
// Figure out where these touches are, relative to the game area
|
// Figure out where these touches are, relative to the game area
|
||||||
// TODO allow starting a level without moving?
|
// TODO allow starting a level without moving?
|
||||||
let rect = touch_target.getBoundingClientRect();
|
let rect = this.level_el.getBoundingClientRect();
|
||||||
for (let touch of ev.changedTouches) {
|
for (let touch of ev.changedTouches) {
|
||||||
// Normalize touch coordinates to [-1, 1]
|
// Normalize touch coordinates to [-1, 1]
|
||||||
let rx = (touch.clientX - rect.left) / rect.width * 2 - 1;
|
let rx = (touch.clientX - rect.left) / rect.width * 2 - 1;
|
||||||
@@ -564,6 +599,7 @@ class Player extends PrimaryView {
|
|||||||
});
|
});
|
||||||
|
|
||||||
// Populate input debugger
|
// Populate input debugger
|
||||||
|
this.debug = { enabled: false };
|
||||||
this.input_el = this.root.querySelector('.input');
|
this.input_el = this.root.querySelector('.input');
|
||||||
this.input_action_elements = {};
|
this.input_action_elements = {};
|
||||||
for (let [action, label] of Object.entries(ACTION_LABELS)) {
|
for (let [action, label] of Object.entries(ACTION_LABELS)) {
|
||||||
@@ -575,7 +611,6 @@ class Player extends PrimaryView {
|
|||||||
this._advance_bound = this.advance.bind(this);
|
this._advance_bound = this.advance.bind(this);
|
||||||
this._redraw_bound = this.redraw.bind(this);
|
this._redraw_bound = this.redraw.bind(this);
|
||||||
// Used to determine where within a tic we are, for animation purposes
|
// Used to determine where within a tic we are, for animation purposes
|
||||||
this.tic_offset = 0;
|
|
||||||
this.last_advance = 0; // performance.now timestamp
|
this.last_advance = 0; // performance.now timestamp
|
||||||
|
|
||||||
// Auto-size the level canvas on resize
|
// Auto-size the level canvas on resize
|
||||||
@@ -591,6 +626,155 @@ class Player extends PrimaryView {
|
|||||||
setup() {
|
setup() {
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Link up the debug panel and enable debug features
|
||||||
|
// (note that this might be called /before/ setup!)
|
||||||
|
setup_debug() {
|
||||||
|
this.root.classList.add('--debug');
|
||||||
|
let debug_el = this.root.querySelector('#player-debug');
|
||||||
|
this.debug = {
|
||||||
|
enabled: true,
|
||||||
|
time_tics_el: this.root.querySelector('#player-debug-time-tics'),
|
||||||
|
time_moves_el: this.root.querySelector('#player-debug-time-moves'),
|
||||||
|
time_secs_el: this.root.querySelector('#player-debug-time-secs'),
|
||||||
|
};
|
||||||
|
// Add a button for every kind of inventory item
|
||||||
|
let inventory_el = debug_el.querySelector('.-inventory');
|
||||||
|
let make_button = (label, onclick) => {
|
||||||
|
let button = mk('button', {type: 'button'}, label);
|
||||||
|
button.addEventListener('click', onclick);
|
||||||
|
return button;
|
||||||
|
};
|
||||||
|
for (let name of [
|
||||||
|
'key_blue', 'key_red', 'key_yellow', 'key_green',
|
||||||
|
'flippers', 'fire_boots', 'cleats', 'suction_boots',
|
||||||
|
'bribe', 'railroad_sign', 'hiking_boots', 'speed_boots',
|
||||||
|
'xray_eye', 'helmet', 'foil', 'lightning_bolt',
|
||||||
|
]) {
|
||||||
|
inventory_el.append(make_button(
|
||||||
|
mk('img', {src: this.render_inventory_tile(name)}),
|
||||||
|
() => {
|
||||||
|
this.level.give_actor(this.level.player, name);
|
||||||
|
this.update_ui();
|
||||||
|
}));
|
||||||
|
}
|
||||||
|
let clear_button = mk('button.-wide', {type: 'button'}, "clear inventory");
|
||||||
|
clear_button.addEventListener('click', ev => {
|
||||||
|
this.level.take_all_keys_from_actor(this.level.player);
|
||||||
|
this.level.take_all_tools_from_actor(this.level.player);
|
||||||
|
this.update_ui();
|
||||||
|
});
|
||||||
|
inventory_el.append(clear_button);
|
||||||
|
|
||||||
|
debug_el.querySelector('.-time-controls').addEventListener('click', ev => {
|
||||||
|
let button = ev.target.closest('button.-time-button');
|
||||||
|
if (! button)
|
||||||
|
return;
|
||||||
|
|
||||||
|
let dt = parseInt(button.getAttribute('data-dt'));
|
||||||
|
if (dt > 0) {
|
||||||
|
this.advance_by(dt);
|
||||||
|
}
|
||||||
|
else if (dt < 0) {
|
||||||
|
for (let i = 0; i < -dt; i++) {
|
||||||
|
if (! this.level.has_undo())
|
||||||
|
break;
|
||||||
|
this.undo();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
this._redraw();
|
||||||
|
this.update_ui();
|
||||||
|
});
|
||||||
|
|
||||||
|
let speed_el = debug_el.elements.speed;
|
||||||
|
speed_el.value = "1";
|
||||||
|
speed_el.addEventListener('change', ev => {
|
||||||
|
let speed = ev.target.value;
|
||||||
|
let [numer, denom] = speed.split('/');
|
||||||
|
this.play_speed = parseInt(numer, 10) / parseInt(denom ?? '1', 10);
|
||||||
|
});
|
||||||
|
|
||||||
|
let viewport_el = this.root.querySelector('#player-debug-viewport');
|
||||||
|
viewport_el.value = "default";
|
||||||
|
viewport_el.addEventListener('change', ev => {
|
||||||
|
let viewport = ev.target.value;
|
||||||
|
if (viewport === 'default') {
|
||||||
|
this.debug.viewport_size_override = null;
|
||||||
|
}
|
||||||
|
else if (viewport === 'max') {
|
||||||
|
this.debug.viewport_size_override = 'max';
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
this.debug.viewport_size_override = parseInt(viewport, 10);
|
||||||
|
}
|
||||||
|
this.update_viewport_size();
|
||||||
|
this._redraw();
|
||||||
|
});
|
||||||
|
|
||||||
|
this.debug.replay_button = make_button("view replay", () => {
|
||||||
|
if (this.state === 'playing' || this.state === 'paused' || this.state === 'rewinding') {
|
||||||
|
new ConfirmOverlay(this.conductor, "Restart this level and watch the replay?", () => {
|
||||||
|
this.play_demo();
|
||||||
|
}).open();
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
this.play_demo();
|
||||||
|
}
|
||||||
|
});
|
||||||
|
this._update_replay_button_enabled();
|
||||||
|
debug_el.querySelector('.-buttons').append(
|
||||||
|
this.debug.replay_button,
|
||||||
|
make_button("green button", () => {
|
||||||
|
TILE_TYPES['button_green'].do_button(this.level);
|
||||||
|
this._redraw();
|
||||||
|
}),
|
||||||
|
make_button("blue button", () => {
|
||||||
|
TILE_TYPES['button_blue'].do_button(this.level);
|
||||||
|
this._redraw();
|
||||||
|
}),
|
||||||
|
make_button("toggle clock", () => {
|
||||||
|
this.level.pause_timer();
|
||||||
|
this.update_ui();
|
||||||
|
}),
|
||||||
|
make_button("+10s", () => {
|
||||||
|
this.level.adjust_timer(+10);
|
||||||
|
this.update_ui();
|
||||||
|
}),
|
||||||
|
make_button("−10s", () => {
|
||||||
|
this.level.adjust_timer(-10);
|
||||||
|
this.update_ui();
|
||||||
|
}),
|
||||||
|
make_button("stop clock", () => {
|
||||||
|
this.level.time_remaining = null;
|
||||||
|
this.update_ui();
|
||||||
|
}),
|
||||||
|
);
|
||||||
|
|
||||||
|
// Link up some options checkboxes
|
||||||
|
let wire_checkbox = (name, onclick) => {
|
||||||
|
let checkbox = debug_el.elements[name];
|
||||||
|
checkbox.checked = false; // override browser memory
|
||||||
|
checkbox.addEventListener('click', onclick);
|
||||||
|
};
|
||||||
|
wire_checkbox('show_actor_bboxes', ev => {
|
||||||
|
this.renderer.show_actor_bboxes = ev.target.checked;
|
||||||
|
this._redraw();
|
||||||
|
});
|
||||||
|
wire_checkbox('disable_interpolation', ev => {
|
||||||
|
this.use_interpolation = ! ev.target.checked;
|
||||||
|
this._redraw();
|
||||||
|
});
|
||||||
|
|
||||||
|
if (this.level) {
|
||||||
|
this.update_ui();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
_update_replay_button_enabled() {
|
||||||
|
if (this.debug.replay_button) {
|
||||||
|
this.debug.replay_button.disabled = ! (this.level && this.level.stored_level.demo);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
activate() {
|
activate() {
|
||||||
// We can't resize when we're not visible, so do it now
|
// We can't resize when we're not visible, so do it now
|
||||||
super.activate();
|
super.activate();
|
||||||
@@ -622,10 +806,33 @@ class Player extends PrimaryView {
|
|||||||
this.level = new Level(stored_level, this.gather_compat_options(stored_level));
|
this.level = new Level(stored_level, this.gather_compat_options(stored_level));
|
||||||
this.level.sfx = this.sfx_player;
|
this.level.sfx = this.sfx_player;
|
||||||
this.renderer.set_level(this.level);
|
this.renderer.set_level(this.level);
|
||||||
this.root.classList.toggle('--has-demo', !!this.level.stored_level.demo);
|
this.update_viewport_size();
|
||||||
// TODO base this on a hash of the UA + some identifier for the pack + the level index. StoredLevel doesn't know its own index atm...
|
// TODO base this on a hash of the UA + some identifier for the pack + the level index. StoredLevel doesn't know its own index atm...
|
||||||
this.change_music(this.conductor.level_index % SOUNDTRACK.length);
|
this.change_music(this.conductor.level_index % SOUNDTRACK.length);
|
||||||
this._clear_state();
|
this._clear_state();
|
||||||
|
|
||||||
|
this._update_replay_button_enabled();
|
||||||
|
}
|
||||||
|
|
||||||
|
update_viewport_size() {
|
||||||
|
let w, h;
|
||||||
|
if (this.debug.enabled && this.debug.viewport_size_override) {
|
||||||
|
if (this.debug.viewport_size_override === 'max') {
|
||||||
|
w = this.level.size_x;
|
||||||
|
h = this.level.size_y;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
w = h = this.debug.viewport_size_override;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
w = h = this.conductor.stored_level.viewport_size;
|
||||||
|
}
|
||||||
|
this.renderer.set_viewport_size(w, h);
|
||||||
|
this.renderer.canvas.style.setProperty('--viewport-width', w);
|
||||||
|
this.renderer.canvas.style.setProperty('--viewport-height', h);
|
||||||
|
// TODO only if the size changed?
|
||||||
|
this.adjust_scale();
|
||||||
}
|
}
|
||||||
|
|
||||||
restart_level() {
|
restart_level() {
|
||||||
@@ -647,7 +854,7 @@ class Player extends PrimaryView {
|
|||||||
_clear_state() {
|
_clear_state() {
|
||||||
this.set_state('waiting');
|
this.set_state('waiting');
|
||||||
|
|
||||||
this.tic_offset = 0;
|
this.turn_mode = this.turn_based_checkbox.checked ? 1 : 0;
|
||||||
this.last_advance = 0;
|
this.last_advance = 0;
|
||||||
this.demo_faucet = null;
|
this.demo_faucet = null;
|
||||||
this.current_keyring = {};
|
this.current_keyring = {};
|
||||||
@@ -664,10 +871,16 @@ class Player extends PrimaryView {
|
|||||||
this._redraw();
|
this._redraw();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
open_level_browser() {
|
||||||
|
new LevelBrowserOverlay(this.conductor).open();
|
||||||
|
}
|
||||||
|
|
||||||
play_demo() {
|
play_demo() {
|
||||||
this.restart_level();
|
this.restart_level();
|
||||||
this.demo_faucet = this.level.stored_level.demo[Symbol.iterator]();
|
let demo = this.level.stored_level.demo;
|
||||||
this.level.force_floor_direction = this.level.stored_level.demo.initial_force_floor_direction;
|
this.demo_faucet = demo[Symbol.iterator]();
|
||||||
|
this.level.force_floor_direction = demo.initial_force_floor_direction;
|
||||||
|
this.level._blob_modifier = demo.blob_seed;
|
||||||
// FIXME should probably start playback on first real input
|
// FIXME should probably start playback on first real input
|
||||||
this.set_state('playing');
|
this.set_state('playing');
|
||||||
}
|
}
|
||||||
@@ -691,6 +904,10 @@ class Player extends PrimaryView {
|
|||||||
for (let key of this.current_keys) {
|
for (let key of this.current_keys) {
|
||||||
input.add(this.key_mapping[key]);
|
input.add(this.key_mapping[key]);
|
||||||
}
|
}
|
||||||
|
for (let key of this.current_keys_new) {
|
||||||
|
input.add(this.key_mapping[key]);
|
||||||
|
}
|
||||||
|
this.current_keys_new.clear();
|
||||||
for (let action of Object.values(this.current_touches)) {
|
for (let action of Object.values(this.current_touches)) {
|
||||||
input.add(action);
|
input.add(action);
|
||||||
}
|
}
|
||||||
@@ -715,6 +932,9 @@ class Player extends PrimaryView {
|
|||||||
// newly pressed secondary action; remember, there can't be two opposing keys held,
|
// newly pressed secondary action; remember, there can't be two opposing keys held,
|
||||||
// because we already checked for that above, so this is only necessary if there's
|
// because we already checked for that above, so this is only necessary if there's
|
||||||
// not already a secondary action
|
// not already a secondary action
|
||||||
|
if (this.secondary_action && ! input.has(this.secondary_action)) {
|
||||||
|
this.secondary_action = null;
|
||||||
|
}
|
||||||
if (! this.secondary_action) {
|
if (! this.secondary_action) {
|
||||||
for (let action of ['down', 'left', 'right', 'up']) {
|
for (let action of ['down', 'left', 'right', 'up']) {
|
||||||
if (action !== this.primary_action &&
|
if (action !== this.primary_action &&
|
||||||
@@ -757,13 +977,36 @@ class Player extends PrimaryView {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
let player_actions = {
|
||||||
|
primary: this.primary_action ? ACTION_DIRECTIONS[this.primary_action] : null,
|
||||||
|
secondary: this.secondary_action ? ACTION_DIRECTIONS[this.secondary_action] : null,
|
||||||
|
cycle: input.has('cycle') && ! this.previous_input.has('cycle'),
|
||||||
|
drop: input.has('drop') && ! this.previous_input.has('drop'),
|
||||||
|
swap: input.has('swap') && ! this.previous_input.has('swap'),
|
||||||
|
}
|
||||||
|
|
||||||
this.previous_input = input;
|
this.previous_input = input;
|
||||||
|
|
||||||
this.sfx_player.advance_tic();
|
this.sfx_player.advance_tic();
|
||||||
this.level.advance_tic(
|
|
||||||
this.primary_action ? ACTION_DIRECTIONS[this.primary_action] : null,
|
// Turn-based mode is considered assistance, but only if the game actually attempts to
|
||||||
this.secondary_action ? ACTION_DIRECTIONS[this.secondary_action] : null,
|
// progress while it's enabled
|
||||||
);
|
if (this.turn_mode > 0) {
|
||||||
|
this.level.aid = Math.max(1, this.level.aid);
|
||||||
|
}
|
||||||
|
|
||||||
|
let has_input = input.has('wait') || Object.values(player_actions).some(x => x);
|
||||||
|
if (this.turn_mode > 0 && this.level.can_accept_input() && ! has_input) {
|
||||||
|
// If we're in turn-based mode and could provide input here, but don't have any,
|
||||||
|
// then wait until we do
|
||||||
|
this.turn_mode = 2;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
this.level.advance_tic(player_actions);
|
||||||
|
if (this.turn_mode > 1) {
|
||||||
|
this.turn_mode = 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (this.level.state !== 'playing') {
|
if (this.level.state !== 'playing') {
|
||||||
// We either won or lost!
|
// We either won or lost!
|
||||||
@@ -783,24 +1026,25 @@ class Player extends PrimaryView {
|
|||||||
}
|
}
|
||||||
|
|
||||||
this.last_advance = performance.now();
|
this.last_advance = performance.now();
|
||||||
|
|
||||||
if (this.state === 'playing') {
|
if (this.state === 'playing') {
|
||||||
this.advance_by(1);
|
this.advance_by(1);
|
||||||
}
|
}
|
||||||
else if (this.state === 'rewinding') {
|
else if (this.state === 'rewinding') {
|
||||||
if (this.level.undo_stack.length === 0) {
|
if (this.level.has_undo()) {
|
||||||
// TODO detect if we hit the start of the level (rather than just running the undo
|
|
||||||
// buffer dry) and change to 'waiting' instead
|
|
||||||
// TODO pausing seems rude actually, it should just hover in-place?
|
|
||||||
this._advance_handle = null;
|
|
||||||
this.set_state('paused');
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
// Rewind by undoing one tic every tic
|
// Rewind by undoing one tic every tic
|
||||||
this.level.undo();
|
this.undo();
|
||||||
this.update_ui();
|
this.update_ui();
|
||||||
}
|
}
|
||||||
|
// If there are no undo entries left, freeze in place until the player stops rewinding,
|
||||||
|
// which I think is ye olde VHS behavior
|
||||||
|
// TODO detect if we hit the start of the level (rather than just running the undo
|
||||||
|
// buffer dry) and change to 'waiting' instead?
|
||||||
}
|
}
|
||||||
let dt = 1000 / TICS_PER_SECOND;
|
|
||||||
|
// FIXME if play speed is sufficiently high, we need to advance multiple frames at once or
|
||||||
|
// the timeout will get capped
|
||||||
|
let dt = 1000 / (TICS_PER_SECOND * this.play_speed);
|
||||||
if (this.state === 'rewinding') {
|
if (this.state === 'rewinding') {
|
||||||
// Rewind faster than normal time
|
// Rewind faster than normal time
|
||||||
dt *= 0.5;
|
dt *= 0.5;
|
||||||
@@ -808,19 +1052,32 @@ class Player extends PrimaryView {
|
|||||||
this._advance_handle = window.setTimeout(this._advance_bound, dt);
|
this._advance_handle = window.setTimeout(this._advance_bound, dt);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
undo() {
|
||||||
|
this.level.undo();
|
||||||
|
}
|
||||||
|
|
||||||
// Redraws every frame, unless the game isn't running
|
// Redraws every frame, unless the game isn't running
|
||||||
redraw() {
|
redraw() {
|
||||||
// Calculate this here, not in _redraw, because that's called at weird
|
|
||||||
// times when the game might not have actually advanced at all yet
|
|
||||||
// TODO this is not gonna be right while pausing lol
|
// TODO this is not gonna be right while pausing lol
|
||||||
// TODO i'm not sure it'll be right when rewinding either
|
// TODO i'm not sure it'll be right when rewinding either
|
||||||
// TODO or if the game's speed changes. wow!
|
// TODO or if the game's speed changes. wow!
|
||||||
this.tic_offset = Math.min(0.9999, (performance.now() - this.last_advance) / 1000 / (1 / TICS_PER_SECOND));
|
let tic_offset;
|
||||||
if (this.state === 'rewinding') {
|
if (this.turn_mode === 2) {
|
||||||
this.tic_offset = 1 - this.tic_offset;
|
// We're dawdling between tics, so nothing is actually animating, but the clock hasn't
|
||||||
|
// advanced yet; pretend whatever's currently animating has finished
|
||||||
|
tic_offset = 1;
|
||||||
|
}
|
||||||
|
else if (this.use_interpolation) {
|
||||||
|
tic_offset = Math.min(0.9999, (performance.now() - this.last_advance) / 1000 * TICS_PER_SECOND * this.play_speed);
|
||||||
|
if (this.state === 'rewinding') {
|
||||||
|
tic_offset = 1 - tic_offset;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
tic_offset = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
this._redraw();
|
this._redraw(tic_offset);
|
||||||
|
|
||||||
// Check for a stopped game *after* drawing, so that if the game ends, we still draw its
|
// Check for a stopped game *after* drawing, so that if the game ends, we still draw its
|
||||||
// final result before stopping the draw loop
|
// final result before stopping the draw loop
|
||||||
@@ -833,9 +1090,10 @@ class Player extends PrimaryView {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Actually redraw. Used to force drawing outside of normal play
|
// Actually redraw. Used to force drawing outside of normal play, in which case we don't
|
||||||
_redraw() {
|
// interpolate (because we're probably paused)
|
||||||
this.renderer.draw(this.tic_offset);
|
_redraw(tic_offset = 0) {
|
||||||
|
this.renderer.draw(tic_offset);
|
||||||
}
|
}
|
||||||
|
|
||||||
render_inventory_tile(name) {
|
render_inventory_tile(name) {
|
||||||
@@ -848,8 +1106,18 @@ class Player extends PrimaryView {
|
|||||||
}
|
}
|
||||||
|
|
||||||
update_ui() {
|
update_ui() {
|
||||||
this.pause_button.disabled = !(this.state === 'playing' || this.state === 'paused');
|
this.pause_button.disabled = ! (this.state === 'playing' || this.state === 'paused' || this.state === 'rewinding');
|
||||||
this.restart_button.disabled = (this.state === 'waiting');
|
this.restart_button.disabled = (this.state === 'waiting');
|
||||||
|
this.undo_button.disabled = ! this.level.has_undo();
|
||||||
|
this.rewind_button.disabled = ! (this.level.has_undo() || this.state === 'rewinding');
|
||||||
|
|
||||||
|
this.drop_button.disabled = ! (
|
||||||
|
this.state === 'playing' && ! this.level.stored_level.use_cc1_boots &&
|
||||||
|
this.level.player.toolbelt && this.level.player.toolbelt.length > 0);
|
||||||
|
this.cycle_button.disabled = ! (
|
||||||
|
this.state === 'playing' && ! this.level.stored_level.use_cc1_boots &&
|
||||||
|
this.level.player.toolbelt && this.level.player.toolbelt.length > 1);
|
||||||
|
this.swap_button.disabled = ! (this.state === 'playing' && this.level.players.length > 1);
|
||||||
|
|
||||||
// TODO can we do this only if they actually changed?
|
// TODO can we do this only if they actually changed?
|
||||||
this.chips_el.textContent = this.level.chips_remaining;
|
this.chips_el.textContent = this.level.chips_remaining;
|
||||||
@@ -902,6 +1170,13 @@ class Player extends PrimaryView {
|
|||||||
for (let action of Object.keys(ACTION_LABELS)) {
|
for (let action of Object.keys(ACTION_LABELS)) {
|
||||||
this.input_action_elements[action].classList.toggle('--pressed', this.previous_input.has(action));
|
this.input_action_elements[action].classList.toggle('--pressed', this.previous_input.has(action));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (this.debug.enabled) {
|
||||||
|
let t = this.level.tic_counter;
|
||||||
|
this.debug.time_tics_el.textContent = `${t}`;
|
||||||
|
this.debug.time_moves_el.textContent = `${Math.floor(t/4)}`;
|
||||||
|
this.debug.time_secs_el.textContent = (t / 20).toFixed(2);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
toggle_pause() {
|
toggle_pause() {
|
||||||
@@ -928,6 +1203,12 @@ class Player extends PrimaryView {
|
|||||||
|
|
||||||
this.state = new_state;
|
this.state = new_state;
|
||||||
|
|
||||||
|
// Drop any "new" keys when switching into playing, since they accumulate freely as long as
|
||||||
|
// the game isn't actually running
|
||||||
|
if (new_state === 'playing') {
|
||||||
|
this.current_keys_new.clear();
|
||||||
|
}
|
||||||
|
|
||||||
// Populate the overlay
|
// Populate the overlay
|
||||||
let overlay_reason = '';
|
let overlay_reason = '';
|
||||||
let overlay_top = '';
|
let overlay_top = '';
|
||||||
@@ -970,22 +1251,24 @@ class Player extends PrimaryView {
|
|||||||
let scorecard = this.level.get_scorecard();
|
let scorecard = this.level.get_scorecard();
|
||||||
let savefile = this.conductor.current_pack_savefile;
|
let savefile = this.conductor.current_pack_savefile;
|
||||||
let old_scorecard;
|
let old_scorecard;
|
||||||
if (! savefile.scorecards[level_index] ||
|
if (! this.debug.enabled) {
|
||||||
savefile.scorecards[level_index].score < scorecard.score ||
|
if (! savefile.scorecards[level_index] ||
|
||||||
(savefile.scorecards[level_index].score === scorecard.score &&
|
savefile.scorecards[level_index].score < scorecard.score ||
|
||||||
savefile.scorecards[level_index].aid > scorecard.aid))
|
(savefile.scorecards[level_index].score === scorecard.score &&
|
||||||
{
|
savefile.scorecards[level_index].aid > scorecard.aid))
|
||||||
old_scorecard = savefile.scorecards[level_index];
|
{
|
||||||
|
old_scorecard = savefile.scorecards[level_index];
|
||||||
|
|
||||||
// Adjust the total score
|
// Adjust the total score
|
||||||
savefile.total_score = savefile.total_score ?? 0;
|
savefile.total_score = savefile.total_score ?? 0;
|
||||||
if (old_scorecard) {
|
if (old_scorecard) {
|
||||||
savefile.total_score -= old_scorecard.score;
|
savefile.total_score -= old_scorecard.score;
|
||||||
|
}
|
||||||
|
savefile.total_score += scorecard.score;
|
||||||
|
|
||||||
|
savefile.scorecards[level_index] = scorecard;
|
||||||
|
this.conductor.save_savefile();
|
||||||
}
|
}
|
||||||
savefile.total_score += scorecard.score;
|
|
||||||
|
|
||||||
savefile.scorecards[level_index] = scorecard;
|
|
||||||
this.conductor.save_savefile();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
overlay_reason = 'success';
|
overlay_reason = 'success';
|
||||||
@@ -1163,10 +1446,13 @@ class Player extends PrimaryView {
|
|||||||
adjust_scale() {
|
adjust_scale() {
|
||||||
// TODO make this optional
|
// TODO make this optional
|
||||||
let style = window.getComputedStyle(this.root);
|
let style = window.getComputedStyle(this.root);
|
||||||
|
// If we're not visible, no layout information is available and this is impossible
|
||||||
|
if (style['display'] === 'none')
|
||||||
|
return;
|
||||||
|
|
||||||
let is_portrait = !! style.getPropertyValue('--is-portrait');
|
let is_portrait = !! style.getPropertyValue('--is-portrait');
|
||||||
// The base size is the size of the canvas, i.e. the viewport size times the tile size --
|
// The base size is the size of the canvas, i.e. the viewport size times the tile size --
|
||||||
// but note that we have 2x4 extra tiles for the inventory depending on layout
|
// but note that we have 2x4 extra tiles for the inventory depending on layout
|
||||||
// TODO if there's ever a portrait view for phones, this will need adjusting
|
|
||||||
let base_x, base_y;
|
let base_x, base_y;
|
||||||
if (is_portrait) {
|
if (is_portrait) {
|
||||||
base_x = this.conductor.tileset.size_x * this.renderer.viewport_size_x;
|
base_x = this.conductor.tileset.size_x * this.renderer.viewport_size_x;
|
||||||
@@ -1176,24 +1462,43 @@ class Player extends PrimaryView {
|
|||||||
base_x = this.conductor.tileset.size_x * (this.renderer.viewport_size_x + 4);
|
base_x = this.conductor.tileset.size_x * (this.renderer.viewport_size_x + 4);
|
||||||
base_y = this.conductor.tileset.size_y * this.renderer.viewport_size_y;
|
base_y = this.conductor.tileset.size_y * this.renderer.viewport_size_y;
|
||||||
}
|
}
|
||||||
// The main UI is centered in a flex item with auto margins, so the extra space available is
|
// Unfortunately, finding the available space is a little tricky. The container is a CSS
|
||||||
// the size of those margins (which naturally discounts the size of the buttons and music
|
// flex item, and the flex cell doesn't correspond directly to any element, so there's no
|
||||||
// title and whatnot, so those automatically reserve their own space)
|
// way for us to query its size directly. We also have various stuff up top and down below
|
||||||
if (style['display'] === 'none') {
|
// that shouldn't count as available space. So instead we take a rough guess by adding up:
|
||||||
// the computed margins can be 'auto' in this case
|
// - the space currently taken up by the canvas
|
||||||
return;
|
let avail_x = this.renderer.canvas.offsetWidth;
|
||||||
|
let avail_y = this.renderer.canvas.offsetHeight;
|
||||||
|
// - the space currently taken up by the inventory, depending on orientation
|
||||||
|
if (is_portrait) {
|
||||||
|
avail_y += this.inventory_el.offsetHeight;
|
||||||
}
|
}
|
||||||
let extra_x = parseFloat(style['margin-left']) + parseFloat(style['margin-right']);
|
else {
|
||||||
let extra_y = parseFloat(style['margin-top']) + parseFloat(style['margin-bottom']);
|
avail_x += this.inventory_el.offsetWidth;
|
||||||
// The total available space, then, is the current size of the canvas (and inventory, when
|
}
|
||||||
// appropriate) plus the size of the margins
|
// - the difference between the size of the play area and the size of our root (which will
|
||||||
let total_x = extra_x + this.renderer.canvas.offsetWidth + this.inventory_el.offsetWidth;
|
// add in any gap around the player, e.g. if the controls stretch the root to be wider)
|
||||||
let total_y = extra_y + this.renderer.canvas.offsetHeight;
|
let root_rect = this.root.getBoundingClientRect();
|
||||||
|
let player_rect = this.root.querySelector('.-main-area').getBoundingClientRect();
|
||||||
|
avail_x += root_rect.width - player_rect.width;
|
||||||
|
avail_y += root_rect.height - player_rect.height;
|
||||||
|
// - the margins around our root, which consume all the extra space
|
||||||
|
let margin_x = parseFloat(style['margin-left']) + parseFloat(style['margin-right']);
|
||||||
|
let margin_y = parseFloat(style['margin-top']) + parseFloat(style['margin-bottom']);
|
||||||
|
avail_x += margin_x;
|
||||||
|
avail_y += margin_y;
|
||||||
|
// If those margins are zero, by the way, we risk being too big for the viewport already,
|
||||||
|
// and we need to subtract any extra scroll on the body
|
||||||
|
if (margin_x === 0 || margin_y === 0) {
|
||||||
|
avail_x -= document.body.scrollWidth - document.body.clientWidth;
|
||||||
|
avail_y -= document.body.scrollHeight - document.body.clientHeight;
|
||||||
|
}
|
||||||
|
|
||||||
let dpr = window.devicePixelRatio || 1.0;
|
let dpr = window.devicePixelRatio || 1.0;
|
||||||
// Divide to find the biggest scale that still fits. But don't exceed 90% of the available
|
// Divide to find the biggest scale that still fits. But don't exceed 90% of the available
|
||||||
// space, or it'll feel cramped (except on small screens, where being too small HURTS).
|
// space, or it'll feel cramped (except on small screens, where being too small HURTS).
|
||||||
let maxfrac = total_x < 800 ? 1 : 0.9;
|
let maxfrac = is_portrait ? 1 : 0.9;
|
||||||
let scale = Math.floor(maxfrac * dpr * Math.min(total_x / base_x, total_y / base_y));
|
let scale = Math.floor(maxfrac * dpr * Math.min(avail_x / base_x, avail_y / base_y));
|
||||||
if (scale <= 1) {
|
if (scale <= 1) {
|
||||||
scale = 1;
|
scale = 1;
|
||||||
}
|
}
|
||||||
@@ -1315,28 +1620,38 @@ class Splash extends PrimaryView {
|
|||||||
await this.search_multi_source(new util.EntryFileSource(entries));
|
await this.search_multi_source(new util.EntryFileSource(entries));
|
||||||
},
|
},
|
||||||
});
|
});
|
||||||
|
}
|
||||||
|
|
||||||
// Bind to "create level" button
|
setup() {
|
||||||
this.root.querySelector('#splash-create-level').addEventListener('click', ev => {
|
// Editor interface
|
||||||
let stored_level = new format_base.StoredLevel(1);
|
// (this has to be handled here because we need to examine the editor,
|
||||||
stored_level.size_x = 32;
|
// which hasn't yet been created in our constructor)
|
||||||
stored_level.size_y = 32;
|
// Bind to "create" buttons
|
||||||
for (let i = 0; i < 1024; i++) {
|
this.root.querySelector('#splash-create-pack').addEventListener('click', ev => {
|
||||||
let cell = new format_base.StoredCell;
|
this.conductor.editor.create_pack();
|
||||||
cell.push({type: TILE_TYPES['floor']});
|
|
||||||
stored_level.linear_cells.push(cell);
|
|
||||||
}
|
|
||||||
stored_level.linear_cells[0].push({type: TILE_TYPES['player']});
|
|
||||||
|
|
||||||
// FIXME definitely gonna need a name here chief
|
|
||||||
let stored_game = new format_base.StoredGame(null);
|
|
||||||
stored_game.level_metadata.push({
|
|
||||||
stored_level: stored_level,
|
|
||||||
});
|
|
||||||
this.conductor.load_game(stored_game);
|
|
||||||
|
|
||||||
this.conductor.switch_to_editor();
|
|
||||||
});
|
});
|
||||||
|
this.root.querySelector('#splash-create-level').addEventListener('click', ev => {
|
||||||
|
this.conductor.editor.create_scratch_level();
|
||||||
|
});
|
||||||
|
// Add buttons for any existing packs
|
||||||
|
let packs = this.conductor.editor.stash.packs;
|
||||||
|
let pack_keys = Object.keys(packs);
|
||||||
|
pack_keys.sort((a, b) => packs[b].last_modified - packs[a].last_modified);
|
||||||
|
let editor_section = this.root.querySelector('#splash-your-levels');
|
||||||
|
let editor_list = editor_section;
|
||||||
|
for (let key of pack_keys) {
|
||||||
|
let pack = packs[key];
|
||||||
|
let button = mk('button.button-big.level-pack-button', {type: 'button'},
|
||||||
|
mk('h3', pack.title),
|
||||||
|
// TODO whether it's yours or not?
|
||||||
|
// TODO number of levels?
|
||||||
|
);
|
||||||
|
// TODO make a container so this can be 1 event
|
||||||
|
button.addEventListener('click', ev => {
|
||||||
|
this.conductor.editor.load_editor_pack(key);
|
||||||
|
});
|
||||||
|
editor_list.append(button);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Look for something we can load, and load it
|
// Look for something we can load, and load it
|
||||||
@@ -1574,7 +1889,7 @@ class OptionsOverlay extends DialogOverlay {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// List of levels
|
// List of levels, used in the player
|
||||||
class LevelBrowserOverlay extends DialogOverlay {
|
class LevelBrowserOverlay extends DialogOverlay {
|
||||||
constructor(conductor) {
|
constructor(conductor) {
|
||||||
super(conductor);
|
super(conductor);
|
||||||
@@ -1668,8 +1983,16 @@ class LevelBrowserOverlay extends DialogOverlay {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Central dispatcher of what we're doing and what we've got loaded
|
// Central dispatcher of what we're doing and what we've got loaded
|
||||||
|
// We store several kinds of things in localStorage:
|
||||||
|
// Main storage:
|
||||||
|
// packs
|
||||||
|
// options
|
||||||
const STORAGE_KEY = "Lexy's Labyrinth";
|
const STORAGE_KEY = "Lexy's Labyrinth";
|
||||||
|
// Records for playing a pack
|
||||||
const STORAGE_PACK_PREFIX = "Lexy's Labyrinth: ";
|
const STORAGE_PACK_PREFIX = "Lexy's Labyrinth: ";
|
||||||
|
// Metadata for an edited pack
|
||||||
|
// - list of the levels they own and basic metadata like name
|
||||||
|
// Stored individual levels: given dummy names, all indexed on their own
|
||||||
class Conductor {
|
class Conductor {
|
||||||
constructor(tileset) {
|
constructor(tileset) {
|
||||||
this.stored_game = null;
|
this.stored_game = null;
|
||||||
@@ -1723,9 +2046,10 @@ class Conductor {
|
|||||||
ev.target.blur();
|
ev.target.blur();
|
||||||
});
|
});
|
||||||
this.nav_choose_level_button.addEventListener('click', ev => {
|
this.nav_choose_level_button.addEventListener('click', ev => {
|
||||||
if (this.stored_game) {
|
if (! this.stored_game)
|
||||||
new LevelBrowserOverlay(this).open();
|
return;
|
||||||
}
|
|
||||||
|
this.current.open_level_browser();
|
||||||
ev.target.blur();
|
ev.target.blur();
|
||||||
});
|
});
|
||||||
document.querySelector('#main-change-pack').addEventListener('click', ev => {
|
document.querySelector('#main-change-pack').addEventListener('click', ev => {
|
||||||
@@ -1746,6 +2070,20 @@ class Conductor {
|
|||||||
this.switch_to_player();
|
this.switch_to_player();
|
||||||
});
|
});
|
||||||
|
|
||||||
|
// Bind the secret debug button: the icon in the lower left
|
||||||
|
document.querySelector('#header-icon').addEventListener('auxclick', ev => {
|
||||||
|
if (ev.button === 1 && ! this.player.debug.enabled) {
|
||||||
|
new ConfirmOverlay(this,
|
||||||
|
"Enable debug mode in the player? This will give you lots of toys to play with, " +
|
||||||
|
"but disable all saving of scores until you reload the page!",
|
||||||
|
() => {
|
||||||
|
this.player.setup_debug();
|
||||||
|
ev.target.src = 'icon-debug.png';
|
||||||
|
},
|
||||||
|
).open();
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
this.update_nav_buttons();
|
this.update_nav_buttons();
|
||||||
this.switch_to_splash();
|
this.switch_to_splash();
|
||||||
}
|
}
|
||||||
@@ -1815,16 +2153,14 @@ class Conductor {
|
|||||||
this.stored_level = this.stored_game.load_level(level_index);
|
this.stored_level = this.stored_game.load_level(level_index);
|
||||||
}
|
}
|
||||||
catch (e) {
|
catch (e) {
|
||||||
|
console.error(e);
|
||||||
new LevelErrorOverlay(this, e).open();
|
new LevelErrorOverlay(this, e).open();
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
this.level_index = level_index;
|
this.level_index = level_index;
|
||||||
|
|
||||||
// FIXME do better
|
this.update_level_title();
|
||||||
this.level_name_el.textContent = `Level ${level_index + 1} — ${this.stored_level.title}`;
|
|
||||||
|
|
||||||
document.title = `${PAGE_TITLE} - ${this.stored_level.title}`;
|
|
||||||
this.update_nav_buttons();
|
this.update_nav_buttons();
|
||||||
|
|
||||||
this.player.load_level(this.stored_level);
|
this.player.load_level(this.stored_level);
|
||||||
@@ -1832,6 +2168,13 @@ class Conductor {
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
update_level_title() {
|
||||||
|
this.level_pack_name_el.textContent = this.stored_game.title;
|
||||||
|
this.level_name_el.textContent = `Level ${this.stored_level.number} — ${this.stored_level.title}`;
|
||||||
|
|
||||||
|
document.title = `${this.stored_level.title} [#${this.stored_level.number}] — ${this.stored_game.title} — ${PAGE_TITLE}`;
|
||||||
|
}
|
||||||
|
|
||||||
update_nav_buttons() {
|
update_nav_buttons() {
|
||||||
this.nav_choose_level_button.disabled = !this.stored_game;
|
this.nav_choose_level_button.disabled = !this.stored_game;
|
||||||
this.nav_prev_button.disabled = !this.stored_game || this.level_index <= 0;
|
this.nav_prev_button.disabled = !this.stored_game || this.level_index <= 0;
|
||||||
@@ -1879,7 +2222,7 @@ class Conductor {
|
|||||||
// TODO handle errors
|
// TODO handle errors
|
||||||
// TODO cancel a download if we start another one?
|
// TODO cancel a download if we start another one?
|
||||||
let buf = await util.fetch(path);
|
let buf = await util.fetch(path);
|
||||||
await this.parse_and_load_game(buf, new util.HTTPFileSource(new URL(location)), path);
|
await this.parse_and_load_game(buf, new util.HTTPFileSource(new URL(location)), path, undefined, title);
|
||||||
}
|
}
|
||||||
|
|
||||||
async parse_and_load_game(buf, source, path, identifier, title) {
|
async parse_and_load_game(buf, source, path, identifier, title) {
|
||||||
@@ -1887,9 +2230,6 @@ class Conductor {
|
|||||||
identifier = this.extract_identifier_from_path(path);
|
identifier = this.extract_identifier_from_path(path);
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO get title out of C2G when it's supported
|
|
||||||
this.level_pack_name_el.textContent = title ?? identifier ?? '(untitled)';
|
|
||||||
|
|
||||||
// TODO also support tile world's DAC when reading from local??
|
// TODO also support tile world's DAC when reading from local??
|
||||||
// TODO ah, there's more metadata in CCX, crapola
|
// TODO ah, there's more metadata in CCX, crapola
|
||||||
let magic = String.fromCharCode.apply(null, new Uint8Array(buf.slice(0, 4)));
|
let magic = String.fromCharCode.apply(null, new Uint8Array(buf.slice(0, 4)));
|
||||||
@@ -1905,7 +2245,6 @@ class Conductor {
|
|||||||
else if (magic.toLowerCase() === 'game') {
|
else if (magic.toLowerCase() === 'game') {
|
||||||
// TODO this isn't really a magic number and isn't required to be first, so, maybe
|
// TODO this isn't really a magic number and isn't required to be first, so, maybe
|
||||||
// this one should just go by filename
|
// this one should just go by filename
|
||||||
console.log(path);
|
|
||||||
let dir;
|
let dir;
|
||||||
if (! path.match(/[/]/)) {
|
if (! path.match(/[/]/)) {
|
||||||
dir = '';
|
dir = '';
|
||||||
@@ -1918,6 +2257,12 @@ class Conductor {
|
|||||||
else {
|
else {
|
||||||
throw new Error("Unrecognized file format");
|
throw new Error("Unrecognized file format");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// TODO load title for a C2G
|
||||||
|
if (! stored_game.title) {
|
||||||
|
stored_game.title = title ?? identifier ?? "Untitled pack";
|
||||||
|
}
|
||||||
|
|
||||||
if (this.load_game(stored_game, identifier)) {
|
if (this.load_game(stored_game, identifier)) {
|
||||||
this.switch_to_player();
|
this.switch_to_player();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
import { DIRECTIONS } from './defs.js';
|
import { DIRECTIONS, DRAW_LAYERS } from './defs.js';
|
||||||
import { mk } from './util.js';
|
import { mk } from './util.js';
|
||||||
import TILE_TYPES from './tiletypes.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
|
// to do so, but then we wouldn't make a canvas so it couldn't be
|
||||||
// hooked, yadda yadda
|
// hooked, yadda yadda
|
||||||
if (fixed_size) {
|
if (fixed_size) {
|
||||||
this.viewport_is_fixed = true;
|
|
||||||
this.viewport_size_x = fixed_size;
|
this.viewport_size_x = fixed_size;
|
||||||
this.viewport_size_y = fixed_size;
|
this.viewport_size_y = fixed_size;
|
||||||
}
|
}
|
||||||
@@ -25,7 +24,10 @@ export class CanvasRenderer {
|
|||||||
this.ctx = this.canvas.getContext('2d');
|
this.ctx = this.canvas.getContext('2d');
|
||||||
this.viewport_x = 0;
|
this.viewport_x = 0;
|
||||||
this.viewport_y = 0;
|
this.viewport_y = 0;
|
||||||
|
this.viewport_dirty = false;
|
||||||
|
this.show_actor_bboxes = false;
|
||||||
this.use_rewind_effect = false;
|
this.use_rewind_effect = false;
|
||||||
|
this.perception = 0; // 0 normal, 1 secret eye, 2 editor
|
||||||
}
|
}
|
||||||
|
|
||||||
set_level(level) {
|
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
|
// 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) {
|
cell_coords_from_event(ev) {
|
||||||
let rect = this.canvas.getBoundingClientRect();
|
let rect = this.canvas.getBoundingClientRect();
|
||||||
let scale_x = rect.width / this.canvas.width;
|
let scale_x = rect.width / this.canvas.width;
|
||||||
@@ -67,6 +76,14 @@ export class CanvasRenderer {
|
|||||||
return;
|
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 tic = (this.level.tic_counter ?? 0) + tic_offset;
|
||||||
let tw = this.tileset.size_x;
|
let tw = this.tileset.size_x;
|
||||||
let th = this.tileset.size_y;
|
let th = this.tileset.size_y;
|
||||||
@@ -125,36 +142,63 @@ export class CanvasRenderer {
|
|||||||
let y1 = Math.min(this.level.size_y - 1, Math.ceil(y0 + this.viewport_size_y));
|
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
|
// Draw one layer at a time, so animated objects aren't overdrawn by
|
||||||
// neighboring terrain
|
// neighboring terrain
|
||||||
// XXX layer count hardcoded here
|
// FIXME this is a bit inefficient when there are a lot of rarely-used layers; consider
|
||||||
for (let layer = 0; layer < 4; layer++) {
|
// 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 x = xf0; x <= x1; x++) {
|
||||||
for (let y = yf0; y <= y1; y++) {
|
for (let y = yf0; y <= y1; y++) {
|
||||||
for (let tile of this.level.cells[y][x]) {
|
for (let tile of this.level.cells[y][x]) {
|
||||||
if (tile.type.draw_layer !== layer)
|
if (tile.type.draw_layer !== layer)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
|
let vx, vy;
|
||||||
if (tile.type.is_actor &&
|
if (tile.type.is_actor &&
|
||||||
// FIXME kind of a hack for the editor, which uses bare tile objects
|
// FIXME kind of a hack for the editor, which uses bare tile objects
|
||||||
tile.visual_position)
|
tile.visual_position)
|
||||||
{
|
{
|
||||||
// Handle smooth scrolling
|
// 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!
|
// Round this to the pixel grid too!
|
||||||
vx = Math.floor(vx * tw + 0.5) / tw;
|
vx = Math.floor(vx * tw + 0.5) / tw;
|
||||||
vy = Math.floor(vy * th + 0.5) / th;
|
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 {
|
else {
|
||||||
// Non-actors can't move
|
// Non-actors can't move
|
||||||
this.tileset.draw(tile, tic, (sx, sy, dx = 0, dy = 0, w = 1, h = w) =>
|
vx = x;
|
||||||
this.blit(this.ctx, sx, sy, x - x0 + dx, y - y0 + dy, w, h));
|
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) {
|
if (this.use_rewind_effect) {
|
||||||
this.draw_rewind_effect(tic);
|
this.draw_rewind_effect(tic);
|
||||||
}
|
}
|
||||||
@@ -174,11 +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 canvas = mk('canvas', {width: this.tileset.size_x, height: this.tileset.size_y});
|
||||||
let ctx = canvas.getContext('2d');
|
let ctx = canvas.getContext('2d');
|
||||||
this.tileset.draw_type(name, null, 0, (sx, sy, dx = 0, dy = 0, w = 1, h = w) =>
|
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, sx, sy, dx, dy, w, h));
|
this.blit(ctx, tx + mx, ty + my, mdx, mdy, mw, mh));
|
||||||
return canvas;
|
return canvas;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -61,4 +61,19 @@ export default [{
|
|||||||
author: "jneen",
|
author: "jneen",
|
||||||
twitter: "jneen_",
|
twitter: "jneen_",
|
||||||
path: 'music/escape-on-star-road.ogg',
|
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',
|
||||||
}];
|
}];
|
||||||
@@ -3,14 +3,36 @@ import TILE_TYPES from './tiletypes.js';
|
|||||||
|
|
||||||
// TODO really need to specify this format more concretely, whoof
|
// TODO really need to specify this format more concretely, whoof
|
||||||
// XXX special kinds of drawing i know this has for a fact:
|
// 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
|
// - letter tiles draw from a block (one of two blocks!) of half-tiles onto the center of the base
|
||||||
// - slime and walkers have double-size tiles when moving
|
// - force floors are cropped from a double-size tile
|
||||||
// - wired tiles are a whole thing
|
// - wired tiles are a whole thing (floor)
|
||||||
// - thin walls are packed into just two tiles
|
// - 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
|
// - 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
|
// - 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 = {
|
export const CC2_TILESET_LAYOUT = {
|
||||||
'#wire-width': 1/16,
|
'#wire-width': 1/16,
|
||||||
|
|
||||||
@@ -22,8 +44,13 @@ export const CC2_TILESET_LAYOUT = {
|
|||||||
key_blue: [5, 1],
|
key_blue: [5, 1],
|
||||||
key_yellow: [6, 1],
|
key_yellow: [6, 1],
|
||||||
key_green: [7, 1],
|
key_green: [7, 1],
|
||||||
dirt_block: [8, 1],
|
// FIXME these shouldn't be drawn with a hole when drawn in isolation, gruh
|
||||||
// xray
|
dirt_block: {
|
||||||
|
special: 'perception',
|
||||||
|
threshold: 2,
|
||||||
|
hidden: [8, 1],
|
||||||
|
revealed: [9, 1],
|
||||||
|
},
|
||||||
ice: [10, 1],
|
ice: [10, 1],
|
||||||
ice_se: [11, 1],
|
ice_se: [11, 1],
|
||||||
ice_sw: [12, 1],
|
ice_sw: [12, 1],
|
||||||
@@ -35,23 +62,44 @@ export const CC2_TILESET_LAYOUT = {
|
|||||||
// Wiring!
|
// Wiring!
|
||||||
base: [0, 2],
|
base: [0, 2],
|
||||||
wired: [8, 26],
|
wired: [8, 26],
|
||||||
|
wired_cross: [10, 26],
|
||||||
is_wired_optional: true,
|
is_wired_optional: true,
|
||||||
},
|
},
|
||||||
wall_invisible: [0, 2],
|
// FIXME i think these are visible with the secret eye, but my tileset puts text on them, whoops
|
||||||
wall_appearing: [0, 2],
|
wall_invisible: {
|
||||||
wall: [1, 2],
|
special: 'perception',
|
||||||
floor_letter: [2, 2],
|
threshold: 2,
|
||||||
'floor_letter#ascii': {
|
hidden: [0, 2],
|
||||||
x0: 0,
|
revealed: [9, 31],
|
||||||
y0: 0,
|
|
||||||
width: 16,
|
|
||||||
height: 1,
|
|
||||||
},
|
},
|
||||||
'floor_letter#arrows': {
|
// FIXME this shouldn't be visible with seeing eye (or should it not spawn at all?)
|
||||||
north: [14, 31],
|
wall_invisible_revealed: [1, 2],
|
||||||
east: [14.5, 31],
|
wall_appearing: {
|
||||||
south: [15, 31],
|
special: 'perception',
|
||||||
west: [15.5, 31],
|
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],
|
thief_tools: [3, 2],
|
||||||
socket: [4, 2],
|
socket: [4, 2],
|
||||||
@@ -62,8 +110,13 @@ export const CC2_TILESET_LAYOUT = {
|
|||||||
[8, 2],
|
[8, 2],
|
||||||
[9, 2],
|
[9, 2],
|
||||||
],
|
],
|
||||||
ice_block: [10, 2],
|
// FIXME these shouldn't be drawn with a hole when drawn in isolation, gruh
|
||||||
// TODO ice block xray
|
ice_block: {
|
||||||
|
special: 'perception',
|
||||||
|
threshold: 2,
|
||||||
|
hidden: [10, 2],
|
||||||
|
revealed: [11, 2],
|
||||||
|
},
|
||||||
score_1000: [12, 2],
|
score_1000: [12, 2],
|
||||||
score_100: [13, 2],
|
score_100: [13, 2],
|
||||||
score_10: [14, 2],
|
score_10: [14, 2],
|
||||||
@@ -73,9 +126,10 @@ export const CC2_TILESET_LAYOUT = {
|
|||||||
green_chip: [9, 3],
|
green_chip: [9, 3],
|
||||||
chip_extra: [10, 3],
|
chip_extra: [10, 3],
|
||||||
chip: [11, 3],
|
chip: [11, 3],
|
||||||
// bribe
|
bribe: [12, 3],
|
||||||
// mercury boot
|
speed_boots: [13, 3],
|
||||||
// canopy, xray
|
canopy: [14, 3],
|
||||||
|
// canopy xray
|
||||||
|
|
||||||
// TODO lit
|
// TODO lit
|
||||||
dynamite: [0, 4],
|
dynamite: [0, 4],
|
||||||
@@ -92,24 +146,40 @@ export const CC2_TILESET_LAYOUT = {
|
|||||||
wall_custom_blue: [15, 4],
|
wall_custom_blue: [15, 4],
|
||||||
|
|
||||||
explosion: [[0, 5], [1, 5], [2, 5], [3, 5]],
|
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]],
|
splash: [[4, 5], [5, 5], [6, 5], [7, 5]],
|
||||||
flame_jet_off: [8, 5],
|
flame_jet_off: [8, 5],
|
||||||
flame_jet_on: [[9, 5], [10, 5], [11, 5]],
|
flame_jet_on: [[9, 5], [10, 5], [11, 5]],
|
||||||
popdown_wall: [12, 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],
|
popdown_floor_visible: [13, 5],
|
||||||
forbidden: [14, 5],
|
no_sign: [14, 5],
|
||||||
// TODO arrows overlay at [3, 10]
|
frame_block: {
|
||||||
directional_block: [15, 5],
|
base: [15, 5],
|
||||||
|
arrows: [3, 10],
|
||||||
|
},
|
||||||
|
|
||||||
flippers: [0, 6],
|
flippers: [0, 6],
|
||||||
fire_boots: [1, 6],
|
fire_boots: [1, 6],
|
||||||
cleats: [2, 6],
|
cleats: [2, 6],
|
||||||
suction_boots: [3, 6],
|
suction_boots: [3, 6],
|
||||||
hiking_boots: [4, 6],
|
hiking_boots: [4, 6],
|
||||||
// speed boots...? not boots though
|
lightning_bolt: [5, 6],
|
||||||
// weird translucent spiral
|
// 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_blue: [8, 6],
|
||||||
button_green: [9, 6],
|
button_green: [9, 6],
|
||||||
button_red: [10, 6],
|
button_red: [10, 6],
|
||||||
@@ -168,7 +238,13 @@ export const CC2_TILESET_LAYOUT = {
|
|||||||
],
|
],
|
||||||
|
|
||||||
fake_wall: [0, 10],
|
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,
|
// Thin walls are built piecemeal from these two tiles; the first is N/S,
|
||||||
// the second is E/W
|
// the second is E/W
|
||||||
thinwall_n: {
|
thinwall_n: {
|
||||||
@@ -199,22 +275,33 @@ export const CC2_TILESET_LAYOUT = {
|
|||||||
popwall: [8, 10],
|
popwall: [8, 10],
|
||||||
popwall2: [8, 10],
|
popwall2: [8, 10],
|
||||||
gravel: [9, 10],
|
gravel: [9, 10],
|
||||||
ball: [[10, 10], [11, 10], [12, 10], [13, 10], [14, 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: {
|
steel: {
|
||||||
// Wiring!
|
// Wiring!
|
||||||
base: [15, 10],
|
base: [15, 10],
|
||||||
wired: [9, 26],
|
wired: [9, 26],
|
||||||
|
wired_cross: [11, 26],
|
||||||
is_wired_optional: true,
|
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: {
|
teeth: {
|
||||||
// NOTE: CC2 inexplicably dropped north teeth and just uses the south
|
// NOTE: CC2 inexplicably dropped north teeth and just uses the south sprites instead
|
||||||
// sprites instead
|
north: [[1, 11], [0, 11], [1, 11], [2, 11]],
|
||||||
north: [[0, 11], [1, 11], [2, 11]],
|
east: [[4, 11], [3, 11], [4, 11], [5, 11]],
|
||||||
east: [[3, 11], [4, 11], [5, 11]],
|
south: [[1, 11], [0, 11], [1, 11], [2, 11]],
|
||||||
south: [[0, 11], [1, 11], [2, 11]],
|
west: [[7, 11], [6, 11], [7, 11], [8, 11]],
|
||||||
west: [[6, 11], [7, 11], [8, 11]],
|
|
||||||
},
|
},
|
||||||
swivel_sw: [9, 11],
|
swivel_sw: [9, 11],
|
||||||
swivel_nw: [10, 11],
|
swivel_nw: [10, 11],
|
||||||
@@ -237,18 +324,31 @@ export const CC2_TILESET_LAYOUT = {
|
|||||||
},
|
},
|
||||||
|
|
||||||
walker: [0, 13],
|
walker: [0, 13],
|
||||||
// TODO walker animations span multiple tiles, rgh
|
// FIXME walker animations span multiple tiles
|
||||||
helmet: [0, 14],
|
helmet: [0, 14],
|
||||||
stopwatch_toggle: [14, 14],
|
stopwatch_toggle: [14, 14],
|
||||||
stopwatch_bonus: [15, 14],
|
stopwatch_bonus: [15, 14],
|
||||||
|
|
||||||
blob: [0, 15],
|
blob: [0, 15],
|
||||||
// TODO blob animations also span multiple tiles
|
// FIXME blob animations span multiple tiles
|
||||||
// TODO [0, 16] some kinda red/blue outline
|
// 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
|
// TODO [15, 16] some kinda yellow/black outline
|
||||||
|
|
||||||
// timid teeth
|
// 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
|
bowling_ball: [6, 17], // TODO also +18 when rolling
|
||||||
tank_yellow: {
|
tank_yellow: {
|
||||||
north: [[8, 17], [9, 17]],
|
north: [[8, 17], [9, 17]],
|
||||||
@@ -257,8 +357,26 @@ export const CC2_TILESET_LAYOUT = {
|
|||||||
west: [[14, 17], [15, 17]],
|
west: [[14, 17], [15, 17]],
|
||||||
},
|
},
|
||||||
|
|
||||||
// TODO rover has layers and moves and stuff
|
// TODO rover has an overlay showing its direction
|
||||||
rover: [0, 18],
|
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],
|
xray_eye: [11, 18],
|
||||||
ghost: {
|
ghost: {
|
||||||
north: [12, 18],
|
north: [12, 18],
|
||||||
@@ -294,7 +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]],
|
force_floor_all: [[0, 21], [1, 21], [2, 21], [3, 21], [4, 21], [5, 21], [6, 21], [7, 21]],
|
||||||
// latches
|
// latches
|
||||||
// switch
|
light_switch_off: {
|
||||||
|
base: [14, 21],
|
||||||
|
wired: [12, 21],
|
||||||
|
},
|
||||||
|
light_switch_on: {
|
||||||
|
base: [14, 21],
|
||||||
|
wired: [13, 21],
|
||||||
|
},
|
||||||
thief_keys: [15, 21],
|
thief_keys: [15, 21],
|
||||||
|
|
||||||
player: {
|
player: {
|
||||||
@@ -332,8 +457,10 @@ export const CC2_TILESET_LAYOUT = {
|
|||||||
south: [2, 23],
|
south: [2, 23],
|
||||||
west: [10, 23],
|
west: [10, 23],
|
||||||
},
|
},
|
||||||
|
exited: 'normal',
|
||||||
// These are frames from the splash/explosion animations
|
// These are frames from the splash/explosion animations
|
||||||
drowned: [5, 5],
|
drowned: [5, 5],
|
||||||
|
slimed: [5, 5],
|
||||||
burned: [1, 5],
|
burned: [1, 5],
|
||||||
exploded: [1, 5],
|
exploded: [1, 5],
|
||||||
failed: [1, 5],
|
failed: [1, 5],
|
||||||
@@ -367,6 +494,55 @@ export const CC2_TILESET_LAYOUT = {
|
|||||||
[15, 24],
|
[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],
|
'#unpowered': [13, 26],
|
||||||
'#powered': [15, 26],
|
'#powered': [15, 26],
|
||||||
|
|
||||||
@@ -405,8 +581,10 @@ export const CC2_TILESET_LAYOUT = {
|
|||||||
south: [2, 28],
|
south: [2, 28],
|
||||||
west: [10, 28],
|
west: [10, 28],
|
||||||
},
|
},
|
||||||
|
exited: 'normal',
|
||||||
// These are frames from the splash/explosion animations
|
// These are frames from the splash/explosion animations
|
||||||
drowned: [5, 5],
|
drowned: [5, 5],
|
||||||
|
slimed: [5, 5],
|
||||||
burned: [1, 5],
|
burned: [1, 5],
|
||||||
exploded: [1, 5],
|
exploded: [1, 5],
|
||||||
failed: [1, 5],
|
failed: [1, 5],
|
||||||
@@ -419,11 +597,40 @@ export const CC2_TILESET_LAYOUT = {
|
|||||||
],
|
],
|
||||||
|
|
||||||
// TODO handle train tracks! this is gonna be complicated.
|
// TODO handle train tracks! this is gonna be complicated.
|
||||||
railroad: [9, 10],
|
railroad: {
|
||||||
railroad_sign: [4, 31],
|
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],
|
dirt: [4, 31],
|
||||||
no_player2_sign: [5, 31],
|
no_player2_sign: [5, 31],
|
||||||
no_player1_sign: [6, 31],
|
no_player1_sign: [6, 31],
|
||||||
|
hook: [7, 31],
|
||||||
// misc other stuff
|
// misc other stuff
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -435,6 +642,7 @@ export const TILE_WORLD_TILESET_LAYOUT = {
|
|||||||
water: [0, 3],
|
water: [0, 3],
|
||||||
fire: [0, 4],
|
fire: [0, 4],
|
||||||
wall_invisible: [0, 5],
|
wall_invisible: [0, 5],
|
||||||
|
wall_invisible_revealed: [0, 1],
|
||||||
thinwall_n: [0, 6],
|
thinwall_n: [0, 6],
|
||||||
thinwall_w: [0, 7],
|
thinwall_w: [0, 7],
|
||||||
thinwall_s: [0, 8],
|
thinwall_s: [0, 8],
|
||||||
@@ -596,9 +804,14 @@ export const TILE_WORLD_TILESET_LAYOUT = {
|
|||||||
export const LL_TILESET_LAYOUT = Object.assign({}, CC2_TILESET_LAYOUT, {
|
export const LL_TILESET_LAYOUT = Object.assign({}, CC2_TILESET_LAYOUT, {
|
||||||
// Completed teeth sprites
|
// Completed teeth sprites
|
||||||
teeth: Object.assign({}, CC2_TILESET_LAYOUT.teeth, {
|
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]],
|
||||||
}),
|
}),
|
||||||
popwall2: [9, 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
|
// Extra player sprites
|
||||||
player: Object.assign({}, CC2_TILESET_LAYOUT.player, {
|
player: Object.assign({}, CC2_TILESET_LAYOUT.player, {
|
||||||
@@ -609,14 +822,26 @@ export const LL_TILESET_LAYOUT = Object.assign({}, CC2_TILESET_LAYOUT, {
|
|||||||
west: [3, 33],
|
west: [3, 33],
|
||||||
},
|
},
|
||||||
forced: 'skating',
|
forced: 'skating',
|
||||||
|
exited: [14, 32],
|
||||||
burned: {
|
burned: {
|
||||||
north: [4, 33],
|
north: [4, 33],
|
||||||
east: [5, 33],
|
east: [5, 33],
|
||||||
south: [6, 33],
|
south: [6, 33],
|
||||||
west: [7, 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],
|
||||||
}),
|
}),
|
||||||
// TODO player2 equivalents
|
|
||||||
bogus_player_burned_fire: {
|
bogus_player_burned_fire: {
|
||||||
overlay: [6, 33],
|
overlay: [6, 33],
|
||||||
base: 'fire',
|
base: 'fire',
|
||||||
@@ -625,6 +850,33 @@ export const LL_TILESET_LAYOUT = Object.assign({}, CC2_TILESET_LAYOUT, {
|
|||||||
overlay: [6, 33],
|
overlay: [6, 33],
|
||||||
base: 'floor',
|
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 {
|
export class Tileset {
|
||||||
@@ -637,12 +889,163 @@ export class Tileset {
|
|||||||
}
|
}
|
||||||
|
|
||||||
draw(tile, tic, blit) {
|
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
|
// Draws a tile type, given by name. Passing in a tile is optional, but
|
||||||
// without it you'll get defaults.
|
// without it you'll get defaults.
|
||||||
draw_type(name, tile, tic, blit) {
|
draw_type(name, tile, tic, perception, blit) {
|
||||||
let drawspec = this.layout[name];
|
let drawspec = this.layout[name];
|
||||||
if (! drawspec) {
|
if (! drawspec) {
|
||||||
console.error(`Don't know how to draw tile type ${name}!`);
|
console.error(`Don't know how to draw tile type ${name}!`);
|
||||||
@@ -651,12 +1054,17 @@ export class Tileset {
|
|||||||
|
|
||||||
if (drawspec.overlay) {
|
if (drawspec.overlay) {
|
||||||
// Goofy overlay thing used for green/purple toggle tiles and
|
// 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).
|
// the overlay (either a type name or a regular draw spec).
|
||||||
// TODO chance of infinite recursion here
|
// 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') {
|
if (typeof drawspec.overlay === 'string') {
|
||||||
this.draw_type(drawspec.overlay, tile, tic, blit);
|
this.draw_type(drawspec.overlay, tile, tic, perception, blit);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
@@ -664,6 +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;
|
let coords = drawspec;
|
||||||
if (drawspec.mask) {
|
if (drawspec.mask) {
|
||||||
// Some tiles (OK, just the thin walls) don't actually draw a full
|
// Some tiles (OK, just the thin walls) don't actually draw a full
|
||||||
@@ -671,31 +1103,51 @@ export class Tileset {
|
|||||||
coords = drawspec.tile;
|
coords = drawspec.tile;
|
||||||
}
|
}
|
||||||
else if (drawspec.wired) {
|
else if (drawspec.wired) {
|
||||||
if (tile && tile.wire_directions) {
|
// This /should/ match CC2's draw order exactly, based on experimentation
|
||||||
// TODO all four is a different thing entirely with two separate parts, ugh
|
let wire_radius = this.layout['#wire-width'] / 2;
|
||||||
// Draw the appropriate wire underlay
|
if (tile && tile.wire_directions === 0x0f) {
|
||||||
this.draw_type(tile.cell.is_powered ? '#powered' : '#unpowered', tile, tic, blit);
|
// 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
|
// Draw the two wires as separate rectangles, NS then EW
|
||||||
let wiredir = tile.wire_directions;
|
let wire_inset = 0.5 - wire_radius;
|
||||||
let wire_radius = this.layout['#wire-width'] / 2;
|
let wire_coords_ns = this.layout[
|
||||||
let wire0 = 0.5 - wire_radius;
|
tile.cell && tile.cell.powered_edges & DIRECTIONS['north'].bit ? '#powered' : '#unpowered'];
|
||||||
let wire1 = 0.5 + wire_radius;
|
let wire_coords_ew = this.layout[
|
||||||
let [bx, by] = drawspec.base;
|
tile.cell && tile.cell.powered_edges & DIRECTIONS['east'].bit ? '#powered' : '#unpowered'];
|
||||||
if ((wiredir & DIRECTIONS['north'].bit) === 0) {
|
blit(wire_coords_ns[0], wire_coords_ns[1], wire_inset, 0, wire_radius * 2, 1);
|
||||||
blit(bx, by, 0, 0, 1, wire0);
|
blit(wire_coords_ew[0], wire_coords_ew[1], 0, wire_inset, 1, wire_radius * 2);
|
||||||
}
|
|
||||||
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);
|
|
||||||
}
|
|
||||||
|
|
||||||
// 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;
|
coords = drawspec.wired;
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
@@ -711,6 +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) {
|
else if (drawspec.animate_width) {
|
||||||
// Force floors animate their... cutout, I guess?
|
// Force floors animate their... cutout, I guess?
|
||||||
let [x, y] = drawspec.base;
|
let [x, y] = drawspec.base;
|
||||||
@@ -795,7 +1251,7 @@ export class Tileset {
|
|||||||
// Continue on with masking
|
// Continue on with masking
|
||||||
coords = drawspec.tile;
|
coords = drawspec.tile;
|
||||||
let [x0, y0, w, h] = drawspec.mask;
|
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 {
|
else {
|
||||||
if (!coords) console.error(name, tile);
|
if (!coords) console.error(name, tile);
|
||||||
@@ -809,51 +1265,56 @@ export class Tileset {
|
|||||||
let tunnel_length = 12/32;
|
let tunnel_length = 12/32;
|
||||||
let tunnel_offset = (1 - tunnel_width) / 2;
|
let tunnel_offset = (1 - tunnel_width) / 2;
|
||||||
if (tile.wire_tunnel_directions & DIRECTIONS['north'].bit) {
|
if (tile.wire_tunnel_directions & DIRECTIONS['north'].bit) {
|
||||||
blit(tunnel_coords[0] + tunnel_offset, tunnel_coords[1],
|
blit(tunnel_coords[0], tunnel_coords[1],
|
||||||
tunnel_offset, 0, tunnel_width, tunnel_length);
|
tunnel_offset, 0, tunnel_width, tunnel_length);
|
||||||
}
|
}
|
||||||
if (tile.wire_tunnel_directions & DIRECTIONS['south'].bit) {
|
if (tile.wire_tunnel_directions & DIRECTIONS['south'].bit) {
|
||||||
blit(tunnel_coords[0] + tunnel_offset, tunnel_coords[1] + 1 - tunnel_length,
|
blit(tunnel_coords[0], tunnel_coords[1],
|
||||||
tunnel_offset, 1 - tunnel_length, tunnel_width, tunnel_length);
|
tunnel_offset, 1 - tunnel_length, tunnel_width, tunnel_length);
|
||||||
}
|
}
|
||||||
if (tile.wire_tunnel_directions & DIRECTIONS['west'].bit) {
|
if (tile.wire_tunnel_directions & DIRECTIONS['west'].bit) {
|
||||||
blit(tunnel_coords[0], tunnel_coords[1] + tunnel_offset,
|
blit(tunnel_coords[0], tunnel_coords[1],
|
||||||
0, tunnel_offset, tunnel_length, tunnel_width);
|
0, tunnel_offset, tunnel_length, tunnel_width);
|
||||||
}
|
}
|
||||||
if (tile.wire_tunnel_directions & DIRECTIONS['east'].bit) {
|
if (tile.wire_tunnel_directions & DIRECTIONS['east'].bit) {
|
||||||
blit(tunnel_coords[0] + 1 - tunnel_length, tunnel_coords[1] + tunnel_offset,
|
blit(tunnel_coords[0], tunnel_coords[1],
|
||||||
1 - tunnel_length, tunnel_offset, tunnel_length, tunnel_width);
|
1 - tunnel_length, tunnel_offset, tunnel_length, tunnel_width);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Special behavior for special objects
|
// Directional blocks have arrows drawn on top
|
||||||
// TODO? hardcode this less?
|
// TODO does cc2 draw even if there are no arrows?
|
||||||
if (name === 'floor_letter') {
|
if (drawspec.arrows && tile && tile.arrows) {
|
||||||
let n = tile.ascii_code - 32;
|
let [x, y] = drawspec.arrows;
|
||||||
let scale = 0.5;
|
let x0 = 0.25, y0 = 0.25, x1 = 0.75, y1 = 0.75;
|
||||||
let sx, sy;
|
if (tile.arrows.has('north')) {
|
||||||
if (n < 0) {
|
y0 = 0;
|
||||||
// Arrows
|
}
|
||||||
if (n < -4) {
|
if (tile.arrows.has('east')) {
|
||||||
// Default to south
|
x1 = 1;
|
||||||
n = -2;
|
}
|
||||||
}
|
if (tile.arrows.has('south')) {
|
||||||
|
y1 = 1;
|
||||||
|
}
|
||||||
|
if (tile.arrows.has('west')) {
|
||||||
|
x0 = 0;
|
||||||
|
}
|
||||||
|
blit(x, y, x0, y0, x1 - x0, y1 - y0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
let direction = ['north', 'east', 'south', 'west'][n + 4];
|
_rotate(direction, x0, y0, x1, y1) {
|
||||||
[sx, sy] = this.layout['floor_letter#arrows'][direction];
|
if (direction === 'east') {
|
||||||
}
|
return [1 - y1, x0, 1 - y0, x1];
|
||||||
else {
|
}
|
||||||
// ASCII text (only up through uppercase)
|
else if (direction === 'south') {
|
||||||
let letter_spec = this.layout['floor_letter#ascii'];
|
return [1 - x1, 1 - y1, 1 - x0, 1 - y0];
|
||||||
if (n > letter_spec.width / scale * letter_spec.height / scale) {
|
}
|
||||||
n = 0;
|
else if (direction === 'west') {
|
||||||
}
|
return [y0, 1 - x1, y1, 1 - x0];
|
||||||
let w = letter_spec.width / scale;
|
}
|
||||||
sx = (letter_spec.x0 + n % w) * scale;
|
else {
|
||||||
sy = (letter_spec.y0 + Math.floor(n / w)) * scale;
|
return [x0, y0, x1, y1];
|
||||||
}
|
|
||||||
let offset = (1 - scale) / 2;
|
|
||||||
blit(sx, sy, offset, offset, scale, scale);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -24,14 +24,19 @@ function _mk(el, children) {
|
|||||||
export function mk(tag_selector, ...children) {
|
export function mk(tag_selector, ...children) {
|
||||||
let [tag, ...classes] = tag_selector.split('.');
|
let [tag, ...classes] = tag_selector.split('.');
|
||||||
let el = document.createElement(tag);
|
let el = document.createElement(tag);
|
||||||
el.classList = classes.join(' ');
|
if (classes.length > 0) {
|
||||||
|
el.classList = classes.join(' ');
|
||||||
|
}
|
||||||
return _mk(el, children);
|
return _mk(el, children);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
export const SVG_NS = 'http://www.w3.org/2000/svg';
|
||||||
export function mk_svg(tag_selector, ...children) {
|
export function mk_svg(tag_selector, ...children) {
|
||||||
let [tag, ...classes] = tag_selector.split('.');
|
let [tag, ...classes] = tag_selector.split('.');
|
||||||
let el = document.createElementNS('http://www.w3.org/2000/svg', tag);
|
let el = document.createElementNS(SVG_NS, tag);
|
||||||
el.classList = classes.join(' ');
|
if (classes.length > 0) {
|
||||||
|
el.classList = classes.join(' ');
|
||||||
|
}
|
||||||
return _mk(el, children);
|
return _mk(el, children);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -152,8 +157,13 @@ export function string_from_buffer_ascii(buf, start = 0, len) {
|
|||||||
return String.fromCharCode.apply(null, new Uint8Array(buf, start, len));
|
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
|
// 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
|
// TODO if the ray starts outside the grid (extremely unlikely), we should
|
||||||
// find the point where it ENTERS the grid, otherwise the 'while'
|
// find the point where it ENTERS the grid, otherwise the 'while'
|
||||||
// conditions below will stop immediately
|
// conditions below will stop immediately
|
||||||
@@ -193,27 +203,24 @@ export function* walk_grid(x0, y0, x1, y1) {
|
|||||||
step_a = -step_a;
|
step_a = -step_a;
|
||||||
offset_x = 1 - offset_x;
|
offset_x = 1 - offset_x;
|
||||||
}
|
}
|
||||||
// Zero offset means we're on a grid line, so we're actually a full cell
|
else if (offset_x === 0) {
|
||||||
// away from the next grid line
|
// Zero offset means we're on a grid line, so we're a full cell away from the next grid line
|
||||||
if (offset_x === 0) {
|
// (if we're moving forward; if we're moving backward, the next cell really is 0 away)
|
||||||
offset_x = 1;
|
offset_x = 1;
|
||||||
}
|
}
|
||||||
let step_b = 1;
|
let step_b = 1;
|
||||||
let offset_y = 1 - (y0 - b);
|
let offset_y = 1 - (y0 - b);
|
||||||
if (dy < 0) {
|
if (dy < 0) {
|
||||||
dy = -dy;
|
dy = -dy;
|
||||||
step_b = -step_b;
|
step_b = -step_b;
|
||||||
offset_y = 1 - offset_y;
|
offset_y = 1 - offset_y;
|
||||||
}
|
}
|
||||||
if (offset_y === 0) {
|
else if (offset_y === 0) {
|
||||||
offset_y = 1;
|
offset_y = 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
let err = dy * offset_x - dx * offset_y;
|
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) {
|
if (dx > dy) {
|
||||||
// Main axis is x/a
|
// Main axis is x/a
|
||||||
while (min_a <= a && a <= max_a && min_b <= b && b <= max_b) {
|
while (min_a <= a && a <= max_a && min_b <= b && b <= max_b) {
|
||||||
@@ -252,6 +259,8 @@ 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
|
// Root class to indirect over where we might get files from
|
||||||
// - a pool of uploaded in-memory files
|
// - a pool of uploaded in-memory files
|
||||||
|
|||||||
@@ -37,7 +37,10 @@ button {
|
|||||||
font-family: inherit;
|
font-family: inherit;
|
||||||
color: white;
|
color: white;
|
||||||
background: var(--button-bg-color);
|
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;
|
border-radius: 0.25em;
|
||||||
text-transform: lowercase;
|
text-transform: lowercase;
|
||||||
cursor: pointer;
|
cursor: pointer;
|
||||||
@@ -45,9 +48,19 @@ button {
|
|||||||
button:hover {
|
button:hover {
|
||||||
background: var(--button-bg-hover-color);
|
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 {
|
button:disabled {
|
||||||
color: #606060;
|
color: #606060;
|
||||||
background: #202020;
|
background: #202020;
|
||||||
|
box-shadow:
|
||||||
|
inset 0 0 2px 1px hsl(225, 0%, 10%),
|
||||||
|
0 1px 0 hsl(225, 10%, 10%);
|
||||||
cursor: auto;
|
cursor: auto;
|
||||||
}
|
}
|
||||||
button.button-big {
|
button.button-big {
|
||||||
@@ -97,10 +110,10 @@ a:visited {
|
|||||||
text-decoration: underline dotted;
|
text-decoration: underline dotted;
|
||||||
}
|
}
|
||||||
a:link {
|
a:link {
|
||||||
color: hsl(225, 50%, 60%);
|
color: hsl(225, 50%, 75%);
|
||||||
}
|
}
|
||||||
a:visited {
|
a:visited {
|
||||||
color: hsl(300, 50%, 60%);
|
color: hsl(255, 50%, 75%);
|
||||||
}
|
}
|
||||||
a:link:hover,
|
a:link:hover,
|
||||||
a:visited:hover {
|
a:visited:hover {
|
||||||
@@ -110,6 +123,16 @@ a:active {
|
|||||||
color: hsl(0, 50%, 60%);
|
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 styling */
|
||||||
.overlay {
|
.overlay {
|
||||||
display: flex;
|
display: flex;
|
||||||
@@ -123,6 +146,11 @@ a:active {
|
|||||||
right: 0;
|
right: 0;
|
||||||
background: #fff4;
|
background: #fff4;
|
||||||
}
|
}
|
||||||
|
.overlay.--transient {
|
||||||
|
align-items: start;
|
||||||
|
justify-content: start;
|
||||||
|
background: none;
|
||||||
|
}
|
||||||
.dialog {
|
.dialog {
|
||||||
display: flex;
|
display: flex;
|
||||||
flex-direction: column;
|
flex-direction: column;
|
||||||
@@ -165,6 +193,26 @@ a:active {
|
|||||||
background: #f0d0d0;
|
background: #f0d0d0;
|
||||||
padding: 0.5em 1em;
|
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 */
|
/* Individual overlays */
|
||||||
table.level-browser {
|
table.level-browser {
|
||||||
@@ -269,6 +317,13 @@ label.option .option-label {
|
|||||||
/* TODO */
|
/* TODO */
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@media (max-width: 800px) {
|
||||||
|
.dialog {
|
||||||
|
max-width: 90%;
|
||||||
|
max-height: 90%;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/* Bits and pieces */
|
/* Bits and pieces */
|
||||||
img.compat-icon {
|
img.compat-icon {
|
||||||
margin: 0 0.25em 0.125em;
|
margin: 0 0.25em 0.125em;
|
||||||
@@ -403,6 +458,11 @@ body[data-mode=player] #editor-play {
|
|||||||
#splash > header h1 {
|
#splash > header h1 {
|
||||||
font-size: 3em;
|
font-size: 3em;
|
||||||
}
|
}
|
||||||
|
#splash > header p {
|
||||||
|
margin: 0;
|
||||||
|
font-style: italic;
|
||||||
|
color: #909090;
|
||||||
|
}
|
||||||
#splash h2 {
|
#splash h2 {
|
||||||
border-bottom: 1px solid #404040;
|
border-bottom: 1px solid #404040;
|
||||||
color: #909090;
|
color: #909090;
|
||||||
@@ -415,7 +475,7 @@ body[data-mode=player] #editor-play {
|
|||||||
}
|
}
|
||||||
#splash > #splash-intro {
|
#splash > #splash-intro {
|
||||||
grid-area: intro;
|
grid-area: intro;
|
||||||
font-size: 18px;
|
font-size: 20px;
|
||||||
}
|
}
|
||||||
#splash > #splash-stock-levels {
|
#splash > #splash-stock-levels {
|
||||||
grid-area: stock;
|
grid-area: stock;
|
||||||
@@ -504,8 +564,9 @@ button.level-pack-button p {
|
|||||||
"level bonus" min-content
|
"level bonus" min-content
|
||||||
"level message" 1fr
|
"level message" 1fr
|
||||||
"level inventory" min-content
|
"level inventory" min-content
|
||||||
|
"level actions" min-content
|
||||||
/* Need explicit min-content to force the hint to wrap */
|
/* Need explicit min-content to force the hint to wrap */
|
||||||
/ min-content min-content
|
/ min-content min-content min-content
|
||||||
;
|
;
|
||||||
column-gap: 2em;
|
column-gap: 2em;
|
||||||
row-gap: 0.5em;
|
row-gap: 0.5em;
|
||||||
@@ -547,6 +608,10 @@ button.level-pack-button p {
|
|||||||
text-align: center;
|
text-align: center;
|
||||||
text-shadow: 0 2px 1px black;
|
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 {
|
#player .overlay-message p {
|
||||||
margin: 0;
|
margin: 0;
|
||||||
}
|
}
|
||||||
@@ -687,7 +752,7 @@ dl.score-chart .-sum {
|
|||||||
|
|
||||||
background-size: calc(var(--tile-width) * var(--scale)) calc(var(--tile-height) * var(--scale));
|
background-size: calc(var(--tile-width) * var(--scale)) calc(var(--tile-height) * var(--scale));
|
||||||
width: calc(4 * var(--tile-width) * 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 {
|
#player .inventory img {
|
||||||
width: calc(var(--tile-width) * var(--scale));
|
width: calc(var(--tile-width) * var(--scale));
|
||||||
@@ -711,6 +776,15 @@ dl.score-chart .-sum {
|
|||||||
background: #0009;
|
background: #0009;
|
||||||
color: white;
|
color: white;
|
||||||
}
|
}
|
||||||
|
#player .actions {
|
||||||
|
grid-area: actions;
|
||||||
|
display: flex;
|
||||||
|
gap: 0.5em;
|
||||||
|
}
|
||||||
|
#player .actions button {
|
||||||
|
flex: 1;
|
||||||
|
white-space: nowrap;
|
||||||
|
}
|
||||||
|
|
||||||
#player-music {
|
#player-music {
|
||||||
grid-area: music;
|
grid-area: music;
|
||||||
@@ -734,25 +808,111 @@ dl.score-chart .-sum {
|
|||||||
#player .controls {
|
#player .controls {
|
||||||
grid-area: controls;
|
grid-area: controls;
|
||||||
display: flex;
|
display: flex;
|
||||||
|
gap: 0.25em;
|
||||||
|
justify-content: space-between;
|
||||||
}
|
}
|
||||||
.play-controls,
|
#player button {
|
||||||
.demo-controls {
|
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;
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
gap: 0.25em;
|
gap: 0.25em;
|
||||||
}
|
}
|
||||||
.play-controls {
|
.play-controls {
|
||||||
align-self: start;
|
align-self: start;
|
||||||
}
|
}
|
||||||
.demo-controls {
|
|
||||||
display: none;
|
|
||||||
flex: 1;
|
|
||||||
justify-content: flex-end;
|
|
||||||
}
|
|
||||||
main.--has-demo .demo-controls {
|
|
||||||
display: flex;
|
|
||||||
}
|
|
||||||
|
|
||||||
/* Debug stuff */
|
/* 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 {
|
.input {
|
||||||
display: grid;
|
display: grid;
|
||||||
display: none;
|
display: none;
|
||||||
@@ -790,13 +950,21 @@ main.--has-demo .demo-controls {
|
|||||||
/* The play area isn't necessarily the biggest thing any more, and it's ugly when stretched */
|
/* The play area isn't necessarily the biggest thing any more, and it's ugly when stretched */
|
||||||
align-items: center;
|
align-items: center;
|
||||||
}
|
}
|
||||||
|
#player .controls {
|
||||||
|
flex-direction: column;
|
||||||
|
}
|
||||||
#player > .-main-area {
|
#player > .-main-area {
|
||||||
/* Rearrange the grid to be vertical */
|
/* Rearrange the grid to be vertical */
|
||||||
grid:
|
grid:
|
||||||
"level level"
|
"level level"
|
||||||
"chips inventory"
|
"chips inventory" calc((var(--tile-height) * var(--scale) * 2 - 1em) / 3)
|
||||||
"time inventory"
|
"time inventory" calc((var(--tile-height) * var(--scale) * 2 - 1em) / 3)
|
||||||
"bonus inventory"
|
"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
|
/ min-content min-content
|
||||||
;
|
;
|
||||||
row-gap: 0.5em;
|
row-gap: 0.5em;
|
||||||
@@ -815,6 +983,10 @@ main.--has-demo .demo-controls {
|
|||||||
z-index: 1;
|
z-index: 1;
|
||||||
font-size: calc(var(--tile-height) * var(--scale) / 2.5);
|
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 {
|
#player-music {
|
||||||
/* Stack the title/artist on the volume, since they don't fit well side by side */
|
/* Stack the title/artist on the volume, since they don't fit well side by side */
|
||||||
font-size: 0.875em;
|
font-size: 0.875em;
|
||||||
@@ -831,32 +1003,48 @@ main.--has-demo .demo-controls {
|
|||||||
grid:
|
grid:
|
||||||
"controls controls" min-content
|
"controls controls" min-content
|
||||||
"palette level" 1fr
|
"palette level" 1fr
|
||||||
/ minmax(25%, auto) 1fr
|
/ min-content 1fr
|
||||||
;
|
;
|
||||||
gap: 0.5em;
|
gap: 0.5em;
|
||||||
|
|
||||||
min-height: 0;
|
min-height: 0;
|
||||||
margin: auto;
|
margin: auto 1em;
|
||||||
padding: 1em;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#editor .level {
|
#editor .editor-canvas {
|
||||||
grid-area: level;
|
grid-area: level;
|
||||||
position: relative;
|
|
||||||
overflow: auto;
|
overflow: auto;
|
||||||
/* Padding and background make it easier to tell when we're at the edge of the map */
|
/* Flex layout to center the canvas and overlay together */
|
||||||
/* TODO padding should be half a cell, and svg should respect it too */
|
display: flex;
|
||||||
/* padding: 1em; */
|
/* 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;
|
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 */
|
/* SVG overlays */
|
||||||
#editor svg.level-editor-overlay {
|
#editor svg.level-editor-overlay {
|
||||||
position: absolute;
|
position: absolute;
|
||||||
top: 0;
|
top: 0;
|
||||||
|
bottom: 0;
|
||||||
left: 0;
|
left: 0;
|
||||||
/* FIXME get real size */
|
right: 0;
|
||||||
width: 1024px;
|
|
||||||
height: 1024px;
|
|
||||||
/* allow clicks to go through us! */
|
/* allow clicks to go through us! */
|
||||||
pointer-events: none;
|
pointer-events: none;
|
||||||
|
|
||||||
@@ -885,10 +1073,64 @@ main.--has-demo .demo-controls {
|
|||||||
}
|
}
|
||||||
|
|
||||||
#editor .controls {
|
#editor .controls {
|
||||||
|
/* TODO with the hint area gone i don't think this needs to be a grid? could just flex */
|
||||||
grid-area: controls;
|
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 {
|
#editor .controls #editor-tile {
|
||||||
background: url(icons/tool-bg-unselected.png);
|
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 {
|
.icon-button-set {
|
||||||
display: flex;
|
display: flex;
|
||||||
@@ -903,6 +1145,7 @@ main.--has-demo .demo-controls {
|
|||||||
background: url(icons/tool-bg-unselected.png) no-repeat;
|
background: url(icons/tool-bg-unselected.png) no-repeat;
|
||||||
border: none;
|
border: none;
|
||||||
border-radius: 0;
|
border-radius: 0;
|
||||||
|
box-shadow: none;
|
||||||
}
|
}
|
||||||
.icon-button-set button.-selected {
|
.icon-button-set button.-selected {
|
||||||
background-image: url(icons/tool-bg-selected.png);
|
background-image: url(icons/tool-bg-selected.png);
|
||||||
@@ -910,9 +1153,10 @@ main.--has-demo .demo-controls {
|
|||||||
.icon-button-set button img {
|
.icon-button-set button img {
|
||||||
display: block;
|
display: block;
|
||||||
}
|
}
|
||||||
|
|
||||||
#editor .palette {
|
#editor .palette {
|
||||||
|
isolation: isolate;
|
||||||
grid-area: palette;
|
grid-area: palette;
|
||||||
min-width: 20vw;
|
|
||||||
padding-right: 0.25em; /* in case of scrollbar */
|
padding-right: 0.25em; /* in case of scrollbar */
|
||||||
overflow-y: auto;
|
overflow-y: auto;
|
||||||
}
|
}
|
||||||
@@ -927,12 +1171,172 @@ main.--has-demo .demo-controls {
|
|||||||
}
|
}
|
||||||
#editor .palette section {
|
#editor .palette section {
|
||||||
display: grid;
|
display: grid;
|
||||||
grid: auto-flow 32px / repeat(auto-fit, 32px);
|
margin: 0.33em 4px; /* matches gap */
|
||||||
gap: 3px;
|
grid: auto-flow 32px / repeat(8, 32px);
|
||||||
|
gap: 4px;
|
||||||
}
|
}
|
||||||
.palette-entry {
|
.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 {
|
.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%);
|
||||||
}
|
}
|
||||||
|
After Width: | Height: | Size: 57 KiB |
|
After Width: | Height: | Size: 19 KiB |
|
After Width: | Height: | Size: 17 KiB |
|
After Width: | Height: | Size: 18 KiB |
|
Before Width: | Height: | Size: 53 KiB After Width: | Height: | Size: 68 KiB |