190 Commits
Author SHA1 Message Date
Eevee (Evelyn Woods) 86764612d3 [WIP] Switch to a more accurate frame-based model
This seems to match how CC2 actually works, and it fixes the replays for
the CC1 levels BLOCK BUSTER, THE PRISONER, CATACOMBS, and GOLDKEY.

Unfortunately, it also regresses ON THE ROCKS, GRAIL, and ALPHABET SOUP,
and I do not know why.  I'm not even sure why it fixes CATACOMBS and
GOLDKEY.  It makes a mess of force floor handling with mixed results.
It's also some 40% slower, which is not ideal.

I doubt I'll revisit this particular branch, since it's the sort of mass
code rearrangement that breaks everything, but I'm keeping it for future
reference in case I try to revisit this idea.
2020-12-15 21:07:47 -07:00
Eevee (Evelyn Woods) eec7ab2e1a Fix rover behavior at last; lesson 5 now syncs 2020-12-15 17:50:13 -07:00
Eevee (Evelyn Woods) 25b4b32f94 Add teleport overriding and seriously clean up teleport code 2020-12-15 16:44:37 -07:00
Eevee (Evelyn Woods) 7c82a4cdf9 Only do CC2 actions per press, not per held tic 2020-12-15 01:07:02 -07:00
Eevee (Evelyn Woods) 0f02e270f2 Catch level parse errors in the bulk test dialog 2020-12-15 00:55:40 -07:00
Eevee (Evelyn Woods) 07c9a83f75 Fix crash with teeth and Cerise 2020-12-15 00:48:28 -07:00
Eevee (Evelyn Woods) bf81738e19 Partly implement helmet; get rover very close to correct (?) 2020-12-15 00:44:07 -07:00
Eevee (Evelyn Woods) 55abe8b53a Allow the bowling ball to slide normally 2020-12-15 00:26:00 -07:00
Eevee (Evelyn Woods) f858668ca8 Clumsily teach bowling balls to destroy actors 2020-12-15 00:10:23 -07:00
Eevee (Evelyn Woods) 2d7df413ee Allow ghosts to pass through thin walls 2020-12-14 23:59:38 -07:00
Eevee (Evelyn Woods) dae66de160 Thieves will, however, take bribes from anyone 2020-12-14 23:49:47 -07:00
Eevee (Evelyn Woods) 8b60a44b09 Fix loading of the initial entry direction for railroads 2020-12-14 23:39:07 -07:00
Eevee (Evelyn Woods) 2103c649f6 Implement a few quirks of ghost movement 2020-12-14 23:35:11 -07:00
Eevee (Evelyn Woods) 6d4326fe5b Thieves only steal from the player 2020-12-14 23:29:05 -07:00
Eevee (Evelyn Woods) 3e18e38f15 Add rough implementations of dynamite and bowling ball 2020-12-14 23:25:48 -07:00
Eevee (Evelyn Woods) 9ade84c6fe Generally only lose if the real player dies, not a doppelganger 2020-12-14 23:20:46 -07:00
Eevee (Evelyn Woods) bf3c501353 Fix yellow tank behavior to be faux simultaneous 2020-12-14 23:14:31 -07:00
Eevee (Evelyn Woods) a529414e42 Cycle an RFF after a failed override; move slide turnaround to move phase 2020-12-14 22:06:42 -07:00
Eevee (Evelyn Woods) e4ab7dde86 Fix loading custom floors with junk in their modifier's high nybble 2020-12-14 22:06:01 -07:00
Eevee (Evelyn Woods) a865647eae Non-players move instantly while sliding 2020-12-14 17:52:59 -07:00
Eevee (Evelyn Woods) f02fa1a9bb Split up the wiring updates 2020-12-14 17:42:31 -07:00
Eevee (Evelyn Woods) fea93aa9ec Fix wire tool only working in the upper-left quadrant 2020-12-14 17:32:48 -07:00
Eevee (Evelyn Woods) 00ac94ac8c Add a further hack atop the cooldown delay hack to fix adjacent trap release 2020-12-14 17:25:15 -07:00
Eevee (Evelyn Woods) c34aaadf06 Attempt, unsuccessfully, to implement ice block melting 2020-12-14 17:07:35 -07:00
Eevee (Evelyn Woods) efd25294ac Restore the notion of an out-of-turn move
This fixes a lot of replay sync issues with cloners; in CC2, actors
advance only one frame (1/3 tic) at a time, so when a cloned object
happens to get a turn later in the same tic that it was cloned, it only
ends up 1 frame ahead of everything else.  Since actors can only begin
moves on tic-aligned frames, even though it does get where it was going
sooner, it has to wait for a frame before moving, so the advantage
doesn't change anything.

The problem is that LL counts movement in tics, not frames, so that kind
of bonus turn puts the clone an entire tic ahead which can gum things
up.

This is still not perfect, but it's much closer.
2020-12-14 17:05:01 -07:00
Eevee (Evelyn Woods) beb5a5c743 Change the debug mode trigger to a regular click 2020-12-14 17:02:14 -07:00
Eevee (Evelyn Woods) f3f73a5e41 Move input handling into Level and clean it up a ton; add a bulk test gizmo 2020-12-14 17:02:14 -07:00
Eevee (Evelyn Woods) 189ab96e3c C2G strings can be empty 2020-12-13 23:56:13 -07:00
Eevee (Evelyn Woods) 16f11f3a9b Exits block CC1 blocks 2020-12-13 22:22:22 -07:00
Eevee (Evelyn Woods) c8ed4b9fba Fix the spelling of Chuck Sommerville's name lol whoops 2020-12-13 20:43:01 -07:00
Eevee (Evelyn Woods) 2fa231a6cd Oops; include HTML/CSS changes for replays too 2020-12-13 20:39:55 -07:00
Eevee (Evelyn Woods) 1c9dee1213 Add support for recording replays, with a bunch of refactoring along the way 2020-12-13 20:36:12 -07:00
Eevee (Evelyn Woods) 85a81878cc Add a button to download a level from the editor 2020-12-13 16:23:45 -07:00
Eevee (Evelyn Woods) df14b62b94 Auto-grow the map save buffer when necessary; do less slicing 2020-12-13 16:09:04 -07:00
Eevee (Evelyn Woods) 5e6784c235 Fix encoding and decoding of swivels 2020-12-13 15:56:24 -07:00
Eevee (Evelyn Woods) 0f5b8098f6 Split teleporting into its own pass, like Lynx 2020-12-13 02:23:14 -07:00
Eevee (Evelyn Woods) 93954135d2 Set splash delay back to 6; is correct after all I guess 2020-12-13 01:54:52 -07:00
Eevee (Evelyn Woods) 90008c3a89 Make the player push blocks at decision time
It turns out the player explores all their decisions in a very physical
way, which is the real source of block slapping and also means the
player can push blocks before anything else can move, regardless of
actor order.

This fixes at least half a dozen CC1 replays, which is just
mindboggling.
2020-12-13 00:39:36 -07:00
Eevee (Evelyn Woods) bd4c04c1d8 Fix wiring order; relax player/monster collision 2020-12-12 21:00:28 -07:00
Eevee (Evelyn Woods) f95913b6d8 Teeth chase the player's apparent position 2020-12-12 20:24:28 -07:00
Eevee (Evelyn Woods) 3a04b6276c Go back to toggling green objects instantly 2020-12-12 19:22:04 -07:00
Eevee (Evelyn Woods) 4d23acb27e Add on_approach; use it to erase animations and fix popdown floors 2020-12-12 19:00:58 -07:00
Eevee (Evelyn Woods) 077ac65650 Restore turn-based mode 2020-12-12 18:16:52 -07:00
Eevee (Evelyn Woods) 299b1578a7 Mostly revert actor loop reorg
I was right the first time, and I've proven it to myself now.  I
originally made the change because I couldn't see any other way to fix
the ICEBERG replay from Steam CC1, but now, I do!
2020-12-12 17:57:47 -07:00
Eevee (Evelyn Woods) 413fdce590 Rejigger input parsing to be stateless and better match CC2; syncs SCAVENGER HUNT! 2020-12-12 01:08:08 -07:00
Eevee (Evelyn Woods) cfdbe0705a Add even faster playback options; fix some demo decoding bugs 2020-12-12 00:22:51 -07:00
Eevee (Evelyn Woods) 769d424dde Fix rendering breakage caused by a couple more out-of-turn moves 2020-12-11 22:54:01 -07:00
Eevee (Evelyn Woods) 8671bee08b Run wiring thrice per tic; recognize some tiles have odd propagation rules 2020-12-11 22:49:23 -07:00
Eevee (Evelyn Woods) c17169f49d Rearranged debug panel a bit; added progress bar for replay playback 2020-12-11 22:15:39 -07:00
Eevee (Evelyn Woods) fde7d9a11c Remove some old stuff; stub out replay progress bar 2020-12-11 21:40:40 -07:00
Eevee (Evelyn Woods) fec09c03ba Support running the game at ludicrous speed 2020-12-11 21:31:07 -07:00
Eevee (Evelyn Woods) 0f0c7437a6 Allow rewinding a replay without desyncing it 2020-12-11 21:14:19 -07:00
Eevee (Evelyn Woods) 410af788fc Fix teleporters, and more generally out-of-turn movement 2020-12-11 20:58:50 -07:00
Eevee (Evelyn Woods) a96c089d7f Move the debug panel to a sidebar 2020-12-11 19:43:22 -07:00
Eevee (Evelyn Woods) b8dd0ae41e Add a delay before restarting a failed level by tapping the viewport 2020-12-11 14:39:14 -07:00
Eevee (Evelyn Woods) 75e981335f Restore the input viewer 2020-12-11 14:25:02 -07:00
Eevee (Evelyn Woods) 6c2afd7e32 Fix flicker when pushing a block across multiple cells 2020-12-11 13:59:23 -07:00
Eevee (Evelyn Woods) 2f130861d6 Remove animation_{progress,speed} and fix interpolation 2020-12-11 13:56:41 -07:00
Eevee (Evelyn Woods) 5572b3e692 Implement viewport size override debug setting 2020-12-10 18:53:23 -07:00
Eevee (Evelyn Woods) b75253a249 Rearrange actor loop to put movement advancement at the end
I don't know why I ever thought this was a separate pass; I think it was
just the easiest way to make smooth scrolling work when I first
implemented it on like day 2.  Turns out it wasn't ever correct and has
all manner of subtle implications I'll be sorting out for ages.

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

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

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

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

- Replace the text buttons with SVG icons

- Add a little more contrast to button edges

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

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

- Renamed some stuff in anticipation of removing GameEnded.

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

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

- The canvas didn't need to know if we were waiting or not if we just
  force the tic offset to 1 while waiting.  This also fixed some slight
  jitter with force floors.
2020-11-03 09:50:37 -07:00
Eevee (Evelyn Woods) 83a1dd23ff Merge branch 'master' of github.com:eevee/lexys-labyrinth 2020-11-02 15:40:09 -07:00
Eevee bf74530aa2 Merge pull request #3 from Patashu/master
Implement Turn-Based Mode
2020-11-02 15:39:06 -07:00
Eevee (Evelyn Woods) 131f06ee84 Update tileset with a few more CC2 tiles: slime, transmogrifier, better colorblind keys, other smaller improvements 2020-11-01 11:53:19 -07:00
Eevee (Evelyn Woods) 49ff0d9723 Clean up wiring drawing and logic (zero gates is now a no-op!); begin implementing logic gates 2020-11-01 11:36:17 -07:00
Eevee (Evelyn Woods) 37b44bcca4 Stub out debug controls 2020-11-01 11:29:48 -07:00
Eevee (Evelyn Woods) 060dfdc7d7 Implement drawing and correctly pushing directional blocks 2020-10-28 00:17:41 -06:00
Timothy Stiles f670224460 forgot to change a continue to a return 2020-10-26 16:08:29 +11:00
Timothy Stiles 32b4399683 Merge remote-tracking branch 'upstream/master' 2020-10-26 16:05:34 +11:00
Eevee (Evelyn Woods) dedaa45d07 Fix pushing sliding blocks 2020-10-24 22:30:18 -06:00
Eevee (Evelyn Woods) 368e4676fd Mostly implement orange buttons and flame jets 2020-10-24 21:33:11 -06:00
Timothy Stiles 509b3ca3b7 Merge remote-tracking branch 'upstream/master' 2020-10-25 14:31:32 +11:00
Eevee (Evelyn Woods) 0c9a7e3d07 Implement all three blob modes and fix up some minor details
This makes the replays from the Steam copies of Blobnet and Nice Day
play back correctly!  Neato!
2020-10-24 20:49:14 -06:00
Eevee (Evelyn Woods) a07e10218e Monsters always attempt their last candidate direction, even if blocked 2020-10-24 20:32:22 -06:00
Eevee (Evelyn Woods) f1b040f176 Implement green teleports and the Lynx/CC2 PRNG 2020-10-23 21:09:31 -06:00
Eevee (Evelyn Woods) 603a74a751 Show a hint the player starts on 2020-10-23 17:44:26 -06:00
Eevee (Evelyn Woods) 2820c067c5 Implement the CC2 "no sign" 2020-10-23 17:37:50 -06:00
Timothy Stiles a0e37422b9 Merge remote-tracking branch 'upstream/master' 2020-10-23 20:26:39 +11:00
Timothy Stiles fedbd200fc Merge remote-tracking branch 'upstream/master' 2020-10-22 18:04:43 +11:00
Timothy Stiles 9e53aa75a0 I tried 'snappier' and it was a bad idea, so now you don't have to
it basically skips the first frame of each turn-based movement. it's not TERRIBLE but the smooth movement is already really nice, we don't need to change it
2020-10-14 23:13:38 +11:00
Timothy Stiles 4388402850 Merge remote-tracking branch 'upstream/master' 2020-10-14 22:43:35 +11:00
Timothy Stiles e3de4d59c7 spaceify 2020-10-14 22:34:00 +11:00
Timothy Stiles f7e83342a0 fix a turn based rewinding visual bug 2020-10-14 22:33:45 +11:00
Timothy Stiles be5cc7f97f spaceify 2020-10-14 22:23:13 +11:00
Timothy Stiles e9d542f438 fix a bug when undoing while waiting for input
need to unset it (we used to do this but it got lost in the refactor)
2020-10-14 22:22:27 +11:00
Timothy Stiles a7c38ae0af fix 'keys held for less than a frame are ignored' bug
this was annoying me!
2020-10-14 22:17:07 +11:00
Timothy Stiles bb168d7e1e fix force arrows in turn based mode
if you got misaligned in tic_counter then you'd force arrow forever.
also, turn_based is no longer passed in! yay!
2020-10-14 22:07:29 +11:00
Timothy Stiles e53f00a432 I broke force arrows, in fact!
so much for tooting my own horn
2020-10-14 21:54:13 +11:00
Timothy Stiles a8ce3bca11 fix bugs
we're back at parity now, it looks like
2020-10-14 21:42:51 +11:00
Timothy Stiles 2e1a87199a code refactor part 1: advance_tic is now two parts
seems to work so far
2020-10-14 21:24:46 +11:00
Timothy Stiles c8d80dfc63 another spaceify (oops)
I literally tried to change the setting for this in notepad++ but it crashes every time I do

ha ha
2020-09-26 23:48:47 +10:00
Timothy Stiles ccfd5c30ce fix animation ugliness in turn-based mode
Uguhughugh it looks SO SMOOTH NOW. I can go to bed happy.
2020-09-26 23:45:53 +10:00
Timothy Stiles e908434a20 only restart on fresh press of spacebar 2020-09-26 23:01:42 +10:00
Timothy Stiles 5b7273e9d9 Turn-Based: add space to wait 2020-09-26 22:40:38 +10:00
Timothy Stiles e6a4e88935 spaceify previous commit 2020-09-26 22:32:01 +10:00
Timothy Stiles d2e900dc3a fix a rewind bug in non turn based mode
Was caused by not making these setters undoable.
2020-09-26 22:31:18 +10:00
Timothy Stiles 30a145599c fix a graphical undoing bug in Turn-Based Mode
turns out we were smuggling pending_undo to previous moves. aha!
2020-09-26 22:18:19 +10:00
Timothy Stiles 5c6cd01b39 Implement turn based mode
Seems to work mechanically though I haven't extensively stress tested it yet. Force floors work the way you'd want them to though (you're given control whenever you can make an input and not otherwise).
There are some graphical bugs with rewinding, but there were some without turn based mode anyway...
2020-09-26 22:10:42 +10:00
42 changed files with 7675 additions and 1770 deletions

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@@ -38,9 +38,11 @@ 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!
Not associated with or blessed by Chuck Somerville, Niffler, or AOP. Not associated with or blessed by Chuck Sommerville, Niffler, or AOP.
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@@ -10,11 +10,40 @@
<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">
<svg id="svg-iconsheet">
<defs>
<!-- Actions -->
<g id="svg-icon-up">
<path d="M0,12 l8,-8 l8,8 z"></path>
</g>
<g id="svg-icon-right">
<use href="#svg-icon-up" transform="rotate(90 8 8)"></use>
</g>
<g id="svg-icon-down">
<use href="#svg-icon-up" transform="rotate(180 8 8)"></use>
</g>
<g id="svg-icon-left">
<use href="#svg-icon-up" transform="rotate(270 8 8)"></use>
</g>
<g id="svg-icon-drop">
<path d="M6,0 h4 v9 h3 l-5,5 h7 v2 h-14 v-2 h7 l-5,-5 h3"></path>
</g>
<g id="svg-icon-cycle">
<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>
</g>
<g id="svg-icon-swap">
<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>
</g>
</defs>
</svg>
<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>
@@ -26,40 +55,44 @@
<header id="header-pack"> <header id="header-pack">
<h2 id="level-pack-name">Chip's Challenge Level Pack 1</h2> <h2 id="level-pack-name">Chip's Challenge Level Pack 1</h2>
<nav> <nav>
<button id="main-test-pack" type="button">Bulk test</button>
<button id="main-change-pack" type="button">Change pack</button> <button id="main-change-pack" type="button">Change pack</button>
<button id="player-edit" type="button">Edit</button> <button id="player-edit" type="button">Edit</button>
<button id="editor-play" type="button">Test</button> <button id="editor-play" type="button">Play</button>
</nav> </nav>
</header> </header>
<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>
@@ -77,68 +110,189 @@
<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>
<section class="-main-area"> <div id="player-main">
<div class="level"><!-- level canvas and any overlays go here --></div> <div class="controls">
<div class="overlay-message"> <div class="play-controls">
<h1 class="-top"></h1> <button class="control-pause" type="button" title="pause">
<div class="-middle"></div> <svg class="svg-icon" viewBox="0 0 16 16"><path d="M2,1 h4 v14 h-4 z M10,1 h4 v14 h-4 z"></svg>
<p class="-bottom"></p> <span class="keyhint">p</span></button>
<p class="-keyhint"></p> <button class="control-restart" type="button" title="restart">
<svg class="svg-icon" viewBox="0 0 16 16"><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" title="undo">
<svg class="svg-icon" viewBox="0 0 16 16"><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" title="rewind">
<svg class="svg-icon" viewBox="0 0 16 16"><path d="M1,8 7,2 7,14 z M9,8 15,2 15,14 z"></svg>
<span class="keyhint">z</span></button>
<label><input class="control-turn-based" type="checkbox"> Turn-based mode</label>
</div>
<div class="actions">
<button class="action-drop" type="button">
<svg class="svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-drop"></use></svg>
drop <span class="keyhint">q</span></button>
<button class="action-cycle" type="button">
<svg class="svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-cycle"></use></svg>
cycle <span class="keyhint">e</span></button>
<button class="action-swap" type="button">
<svg class="svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-swap"></use></svg>
switch <span class="keyhint">c</span></button>
</div>
</div> </div>
<div class="message"></div> <section id="player-game-area">
<div class="chips"> <div class="level"><!-- level canvas and any overlays go here --></div>
<h3>Hearts</h3> <div class="overlay-message">
<output></output> <h1 class="-top"></h1>
</div> <div class="-middle"></div>
<div class="time"> <p class="-bottom"></p>
<h3>Time</h3> <p class="-keyhint"></p>
<output></output> </div>
</div> <div class="message"></div>
<div class="bonus"> <div class="chips">
<h3>Bonus</h3> <h3>Hearts</h3>
<output></output> <output></output>
</div> </div>
<div class="inventory"></div> <div class="time">
</section> <h3>Time</h3>
<div id="player-music"> <output></output>
<div id="player-music-left"> </div>
🎵 <a id="player-music-title">title</a> by <a id="player-music-author">author</a> <div class="bonus">
</div> <h3>Bonus</h3>
<div id="player-music-right"> <output></output>
<input id="player-music-volume" type="range" min="0" max="1" step="0.05" value="1"> </div>
<input id="player-music-unmute" type="checkbox" checked> <div class="inventory"></div>
</div> </section>
<audio loop preload="auto"> <div id="player-music">
</div> <div id="player-music-left">
<div class="controls"> 🎵 <a id="player-music-title">title</a> by <a id="player-music-author">author</a>
<div class="play-controls"> </div>
<button class="control-pause" type="button">Pause <span class="keyhint">(p)</span></button> <div id="player-music-right">
<button class="control-restart" type="button">Restart</button> <input id="player-music-volume" type="range" min="0" max="1" step="0.05" value="1">
<button class="control-undo" type="button">Undo</button> <input id="player-music-unmute" type="checkbox" checked>
<button class="control-rewind" type="button">Rewind <span class="keyhint">(z)</span></button> </div>
</div> <audio loop preload="auto">
<div class="demo-controls">
<button class="demo-play" type="button">View replay</button>
<button class="demo-step-1" type="button">Step 1 tic</button>
<button class="demo-step-4" type="button">Step 1 move</button>
<div class="input"></div>
</div> </div>
</div> </div>
<!-- TODO debug panel? <form id="player-debug">
- current tic <h3>Time</h3>
- list of actors, or currently pointed-to actor? <table class="-time-controls">
<div class="debug"> <tr>
<button>« 4 tics</button> <td><button type="button" class="-time-button" data-dt="-1">← 1 tic</button></td>
<button>« 1 tic</button> <td id="player-debug-time-tics">0</td>
<button>1 tic »</button> <td>tics</td>
<button>4 tics »</button> <td><button type="button" class="-time-button" data-dt="1">1 tic →</button></td>
</div> </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>
<div class="-buttons" id="player-debug-time-buttons">
<!-- populated in js -->
</div>
<p>Game speed:
<select name="speed">
<option value="100">100× faster</option>
<option value="50">50× faster</option>
<option value="20">20× faster</option>
<option value="10">10× faster</option>
<option value="5">5× faster</option>
<option value="3">3× faster</option>
<option value="2">2× faster</option>
<option value="3/2">1½× faster</option>
<option value="1" selected>Normal speed</option>
<option value="1/2">2× slower</option>
<option value="1/3">3× slower</option>
<option value="1/4">4× slower</option>
</select>
</p>
<h3>Inventory</h3>
<div class="-inventory">
<!-- populated in js -->
</div>
<h3>Replay</h3>
<!-- TODO...
play back replay
record replay, including altering it from here
stop replay, without restarting the level
show progress in %, length in tics + time
browse replay? jump to any point? label points???
edit manually?
-->
<div class="-replay-columns">
<div id="player-debug-input"></div>
<div class="-replay-status">
<!-- This should be a fixed height and is always showing one of the following -->
<div class="-none">No replay in progress</div>
<div class="-playback">
<progress max="0" value="0"></progress>
<output>100%</output>
<span>0 tics (0:00s)</span>
<button disabled>Relinquish control</button>
</div>
<div class="-recording">Recording...</div>
</div>
</div>
<!-- js inserts a bunch of stuff here -->
<h3>Misc</h3>
<p>Viewport size:
<select id="player-debug-viewport">
<option value="default" selected>Standard</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>
<div class="-buttons" id="player-debug-misc-buttons">
<!-- populated in js -->
</div>
<p>Tip: Middle-click to teleport.</p>
<!-- 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>
</main> </main>
<main id="editor" hidden> <main id="editor" hidden>
<header> <header>
@@ -152,14 +306,14 @@
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>
+55
View File
@@ -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 +31,61 @@ 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'];
export const INPUT_BITS = {
drop: 0x01,
down: 0x02,
left: 0x04,
right: 0x08,
up: 0x10,
swap: 0x20,
cycle: 0x40,
// Not real input; used to force advancement for turn-based mode
wait: 0x8000,
};
// TODO cc2 order is: swivel, thinwalls, canopy (and yes you can have them all in the same tile)
export const DRAW_LAYERS = {
terrain: 0,
item: 1,
item_mod: 2,
actor: 3,
overlay: 4,
MAX: 5,
};
export const COLLISION = {
player1: 0x0001,
player2: 0x0002,
player: 0x0003,
block_cc1: 0x0004,
block_cc2: 0x0008, // ice + directional
// Monsters are a little complicated, because some of them have special rules, e.g. fireballs
// aren't blocked by fire.
// For a monster's MASK, you should use ONLY ONE of these specific monster bits (if
// appropriate), OR the generic bit -- DO NOT combine them!
monster_generic: 0x0100,
fireball: 0x0200,
bug: 0x0400,
rover: 0x1000,
ghost: 0x8000,
// For a tile's COLLISION, use one of these bit combinations
monster_solid: 0x7f00, // everything but ghost
monster_any: 0xff00, // everything including ghost
// Combo masks used for matching
all_but_ghost: 0xffff & ~0x8000,
all_but_player: 0xffff & ~0x0003,
all: 0xffff,
};
+253
View File
@@ -0,0 +1,253 @@
import { TransientOverlay } from './main-base.js';
import { mk, mk_svg } from './util.js';
// FIXME could very much stand to have a little animation when appearing
class TileEditorOverlay extends TransientOverlay {
constructor(conductor) {
let root = mk('form.editor-popup-tile-editor');
super(conductor, root);
this.editor = conductor.editor;
this.tile = null;
}
edit_tile(tile) {
this.tile = tile;
}
static configure_tile_defaults(tile) {
// FIXME maybe this should be on the tile type, so it functions as documentation there?
}
}
class LetterTileEditor extends TileEditorOverlay {
constructor(conductor) {
super(conductor);
this.root.append(mk('h3', "Letter tile"));
let list = mk('ol.editor-letter-tile-picker');
this.root.append(list);
this.glyph_elements = {};
let add = glyph => {
let input = mk('input', {type: 'radio', name: 'glyph', value: glyph});
this.glyph_elements[glyph] = input;
let item = mk('li', mk('label', input, mk('span.-glyph', glyph)));
list.append(item);
};
let arrows = ["⬆", "➡", "⬇", "⬅"];
for (let c = 32; c < 96; c++) {
let glyph = String.fromCharCode(c);
add(glyph);
// Add the arrows to the ends of the rows
if (c % 16 === 15) {
add(arrows[(c - 47) / 16]);
}
}
list.addEventListener('change', ev => {
if (this.tile) {
this.tile.overlaid_glyph = this.root.elements['glyph'].value;
this.editor.mark_tile_dirty(this.tile);
}
});
}
edit_tile(tile) {
super.edit_tile(tile);
this.root.elements['glyph'].value = tile.overlaid_glyph;
}
static configure_tile_defaults(tile) {
tile.type.populate_defaults(tile);
}
}
class HintTileEditor extends TileEditorOverlay {
constructor(conductor) {
super(conductor);
this.root.append(mk('h3', "Hint text"));
this.text = mk('textarea.editor-hint-tile-text');
this.root.append(this.text);
this.text.addEventListener('input', ev => {
if (this.tile) {
this.tile.hint_text = this.text.value;
}
});
}
edit_tile(tile) {
super.edit_tile(tile);
this.text.value = tile.hint_text ?? "";
}
static configure_tile_defaults(tile) {
tile.hint_text = "";
}
}
class FrameBlockTileEditor extends TileEditorOverlay {
constructor(conductor) {
super(conductor);
let svg_icons = [];
for (let center of [[16, 0], [16, 16], [0, 16], [0, 0]]) {
let symbol = mk_svg('svg', {viewBox: '0 0 16 16'},
mk_svg('circle', {cx: center[0], cy: center[1], r: 3}),
mk_svg('circle', {cx: center[0], cy: center[1], r: 13}),
);
svg_icons.push(symbol);
}
svg_icons.push(mk_svg('svg', {viewBox: '0 0 16 16'},
mk_svg('rect', {x: -2, y: 3, width: 20, height: 10}),
));
svg_icons.push(mk_svg('svg', {viewBox: '0 0 16 16'},
mk_svg('rect', {x: 3, y: -2, width: 10, height: 20}),
));
this.root.append(mk('h3', "Arrows"));
let arrow_list = mk('ol.editor-directional-block-tile-arrows.editor-tile-editor-svg-parts');
// Arrange the arrows in a grid
for (let [direction, icon] of [
[null, mk_svg('path', {d: 'M 8,16 v -8 h 8'})],
['north', mk_svg('path', {d: 'M 0,12 h 16 l -8,-8 z'})],
[null, mk_svg('path', {d: 'M 0,8 h 8 v 8'})],
['west', mk_svg('path', {d: 'M 12,16 v -16 l -8,8 z'})],
[null, null],
['east', mk_svg('path', {d: 'M 4,0 v 16 l 8,-8 z'})],
[null, mk_svg('path', {d: 'M 16,8 h -8 v -8'})],
['south', mk_svg('path', {d: 'M 16,4 h -16 l 8,8 z'})],
[null, mk_svg('path', {d: 'M 8,0 v 8 h -8'})],
]) {
let li = mk('li');
let svg;
if (icon) {
svg = mk_svg('svg', {viewBox: '0 0 16 16'}, icon);
}
if (direction === null) {
if (svg) {
li.append(svg);
}
}
else {
let input = mk('input', {type: 'checkbox', name: 'direction', value: direction});
li.append(mk('label', input, svg));
}
arrow_list.append(li);
}
arrow_list.addEventListener('change', ev => {
if (! this.tile)
return;
if (ev.target.checked) {
this.tile.arrows.add(ev.target.value);
}
else {
this.tile.arrows.delete(ev.target.value);
}
this.editor.mark_tile_dirty(this.tile);
});
this.root.append(arrow_list);
}
edit_tile(tile) {
super.edit_tile(tile);
for (let input of this.root.elements['direction']) {
input.checked = tile.arrows.has(input.value);
}
}
static configure_tile_defaults(tile) {
}
}
class RailroadTileEditor extends TileEditorOverlay {
constructor(conductor) {
super(conductor);
let svg_icons = [];
for (let center of [[16, 0], [16, 16], [0, 16], [0, 0]]) {
let symbol = mk_svg('svg', {viewBox: '0 0 16 16'},
mk_svg('circle', {cx: center[0], cy: center[1], r: 3}),
mk_svg('circle', {cx: center[0], cy: center[1], r: 13}),
);
svg_icons.push(symbol);
}
svg_icons.push(mk_svg('svg', {viewBox: '0 0 16 16'},
mk_svg('rect', {x: -2, y: 3, width: 20, height: 10}),
));
svg_icons.push(mk_svg('svg', {viewBox: '0 0 16 16'},
mk_svg('rect', {x: 3, y: -2, width: 10, height: 20}),
));
this.root.append(mk('h3', "Tracks"));
let track_list = mk('ul.editor-railroad-tile-tracks.editor-tile-editor-svg-parts');
// Shown as two rows, this puts the straight parts first and the rest in a circle
let track_order = [4, 1, 2, 5, 0, 3];
for (let i of track_order) {
let input = mk('input', {type: 'checkbox', name: 'track', value: i});
track_list.append(mk('li', mk('label', input, svg_icons[i])));
}
track_list.addEventListener('change', ev => {
if (this.tile) {
let bit = 1 << ev.target.value;
if (ev.target.checked) {
this.tile.tracks |= bit;
}
else {
this.tile.tracks &= ~bit;
}
this.editor.mark_tile_dirty(this.tile);
}
});
this.root.append(track_list);
this.root.append(mk('h3', "Switch"));
let switch_list = mk('ul.editor-railroad-tile-tracks.--switch');
for (let i of track_order) {
let input = mk('input', {type: 'radio', name: 'switch', value: i});
switch_list.append(mk('li', mk('label', input, svg_icons[i].cloneNode(true))));
}
// TODO if they remove a track it should change the switch
// TODO if they pick a track that's missing it should add it
switch_list.addEventListener('change', ev => {
if (this.tile) {
this.tile.track_switch = ev.target.value;
this.editor.mark_tile_dirty(this.tile);
}
});
this.root.append(switch_list);
// TODO need a way to set no actor at all
// TODO initial actor facing (maybe only if there's an actor in the cell)
}
edit_tile(tile) {
super.edit_tile(tile);
for (let input of this.root.elements['track']) {
input.checked = !! (tile.tracks & (1 << input.value));
}
if (tile.track_switch === null) {
this.root.elements['switch'].value = '';
}
else {
this.root.elements['switch'].value = tile.track_switch;
}
}
static configure_tile_defaults(tile) {
}
}
export const TILES_WITH_PROPS = {
floor_letter: LetterTileEditor,
hint: HintTileEditor,
frame_block: FrameBlockTileEditor,
railroad: RailroadTileEditor,
// TODO various wireable tiles (hmm not sure how that ui works)
// TODO initial value of counter
// TODO cloner arrows
// TODO later, custom floor/wall selection
};
+73 -3
View File
@@ -3,11 +3,57 @@ import * as util from './util.js';
export class StoredCell extends Array { export class StoredCell extends Array {
} }
export class Replay {
constructor(initial_force_floor_direction, blob_seed, inputs = null) {
this.initial_force_floor_direction = initial_force_floor_direction;
this.blob_seed = blob_seed;
this.inputs = inputs ?? new Uint8Array;
this.duration = this.inputs.length;
this.cursor = 0;
}
get(t) {
if (this.duration <= 0) {
return 0;
}
else if (t < this.duration) {
return this.inputs[t];
}
else {
// Last input is implicitly repeated indefinitely
return this.inputs[this.duration - 1];
}
}
set(t, input) {
if (t >= this.inputs.length) {
let new_inputs = new Uint8Array(this.inputs.length + 1024);
for (let i = 0; i < this.inputs.length; i++) {
new_inputs[i] = this.inputs[i];
}
this.inputs = new_inputs;
}
this.inputs[t] = input;
if (t >= this.duration) {
this.duration = t + 1;
}
}
clone() {
let new_inputs = new Uint8Array(this.duration);
for (let i = 0; i < this.duration; i++) {
new_inputs[i] = this.inputs[i];
}
return new this.constructor(this.initial_force_floor_direction, this.blob_seed, new_inputs);
}
}
export class StoredLevel { export class StoredLevel {
constructor(number) { constructor(number) {
// 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 +62,16 @@ 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;
// Lazy-loading that allows for checking existence (see methods below)
// TODO this needs a better interface, these get accessed too much atm
this._replay = null;
this._replay_data = null;
this._replay_decoder = null;
this.size_x = 0; this.size_x = 0;
this.size_y = 0; this.size_y = 0;
@@ -42,14 +98,26 @@ export class StoredLevel {
check() { check() {
} }
get has_replay() {
return this._replay || (this._replay_data && this._replay_decoder);
}
get replay() {
if (! this._replay) {
this._replay = this._replay_decoder(this._replay_data);
}
return this._replay;
}
} }
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 +140,9 @@ 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;
+340 -116
View File
@@ -1,68 +1,100 @@
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';
const CC2_DEMO_INPUT_MASK = { export function decode_replay(bytes) {
drop: 0x01, if (bytes instanceof ArrayBuffer) {
down: 0x02, bytes = new Uint8Array(bytes);
left: 0x04,
right: 0x08,
up: 0x10,
swap: 0x20,
cycle: 0x40,
};
class CC2Demo {
constructor(bytes) {
this.bytes = bytes;
// byte 0 is unknown, always 0?
// Force floor seed can apparently be anything; my best guess, based on the Desert Oasis
// replay, is that it's just incremented and allowed to overflow, so taking it mod 4 gives
// the correct starting direction
this.initial_force_floor_direction = ['north', 'east', 'south', 'west'][this.bytes[1] % 4];
this.blob_seed = this.bytes[2];
} }
*[Symbol.iterator]() { // byte 0 is unknown, always 0?
let l = this.bytes.length; // Force floor seed can apparently be anything; my best guess, based on the Desert Oasis
if (l % 2 === 0) { // replay, is that it's just incremented and allowed to overflow, so taking it mod 4 gives
l--; // the correct starting direction
let initial_force_floor_direction = DIRECTION_ORDER[bytes[1] % 4];
let blob_seed = bytes[2];
// Add up the total length
let duration = 0;
let l = bytes.length ?? bytes.byteLength;
if (l % 2 === 0) {
l--;
}
for (let p = 3; p < l; p += 2) {
let delay = bytes[p];
if (delay === 0xff)
break;
duration += delay;
}
duration = Math.floor(duration / 3) + 1; // leave room for final input
// Inflate the replay into an array of byte-per-tic
let inputs = new Uint8Array(duration);
let i = 0;
let t = 0;
let input = 0;
for (let p = 3; p < l; p += 2) {
// The first byte measures how long the /previous/ input remains
// valid, so yield that first. Note that this is measured in 60Hz
// frames, so we need to convert to 20Hz tics by subtracting 3
// frames at a time.
let delay = bytes[p];
if (delay === 0xff)
break;
t += delay;
while (t >= 3) {
t -= 3;
inputs[i] = input;
i++;
} }
let input = new Set;
let t = 0;
for (let p = 3; p < l; p += 2) {
// The first byte measures how long the /previous/ input remains
// valid, so yield that first. Note that this is measured in 60Hz
// frames, so we need to convert to 20Hz tics by subtracting 3
// frames at a time.
let delay = this.bytes[p];
if (delay === 0xff)
break;
t += delay; input = bytes[p + 1];
while (t >= 3) { let is_player_2 = ((input & 0x80) !== 0);
t -= 3; // TODO handle player 2
yield input; if (is_player_2)
continue;
}
inputs[i] = input;
return new format_base.Replay(initial_force_floor_direction, blob_seed, inputs);
}
export function encode_replay(replay, stored_level = null) {
let out = new Uint8Array(1024);
out[0] = 0;
out[1] = DIRECTIONS[replay.initial_force_floor_direction].index;
out[2] = replay.blob_seed;
let p = 3;
let prev_input = null;
let count = 0;
for (let i = 0; i < replay.duration; i++) {
if (p >= out.length - 4) {
let new_out = new Uint8Array(Math.floor(out.length * 1.5));
for (let j = 0; j < out.length; j++) {
new_out[j] = out[j];
} }
out = new_out;
}
let input_mask = this.bytes[p + 1]; let input = replay.inputs[i];
let is_player_2 = ((input_mask & 0x80) !== 0); if (input !== prev_input || count >= 252) {
// TODO handle player 2 out[p] = count;
if (is_player_2) out[p + 1] = input;
continue; p += 2;
count = 3;
for (let [action, bit] of Object.entries(CC2_DEMO_INPUT_MASK)) { prev_input = input;
if ((input_mask & bit) === 0) { }
input.delete(action); else {
} count += 3;
else {
input.add(action);
}
}
} }
} }
out[p] = 0xff;
p += 1;
out = out.subarray(0, p);
// TODO stick it on the level if given?
return out;
} }
@@ -80,7 +112,7 @@ let modifier_wire = {
let arg_direction = { let arg_direction = {
size: 1, size: 1,
decode(tile, dirbyte) { decode(tile, dirbyte) {
let direction = ['north', 'east', 'south', 'west'][dirbyte & 0x03]; let direction = DIRECTION_ORDER[dirbyte & 0x03];
tile.direction = direction; tile.direction = direction;
}, },
encode(tile) { encode(tile) {
@@ -323,7 +355,10 @@ const TILE_ENCODING = {
name: 'bomb', name: 'bomb',
has_next: true, has_next: true,
}, },
//0x41: Open trap (unused in main levels) : 0x41: {
// FIXME cc2lp1 uses this, i don't know what it actually does
error: "Open trap is not yet implemented!",
},
0x42: { 0x42: {
name: 'trap', name: 'trap',
}, },
@@ -344,18 +379,21 @@ const TILE_ENCODING = {
0x47: { 0x47: {
name: 'button_gray', name: 'button_gray',
}, },
// FIXME swivel floors... argh...
0x48: { 0x48: {
name: 'swivel_sw', name: 'swivel_sw',
dummy_terrain: 'swivel_floor',
}, },
0x49: { 0x49: {
name: 'swivel_nw', name: 'swivel_nw',
dummy_terrain: 'swivel_floor',
}, },
0x4a: { 0x4a: {
name: 'swivel_ne', name: 'swivel_ne',
dummy_terrain: 'swivel_floor',
}, },
0x4b: { 0x4b: {
name: 'swivel_se', name: 'swivel_se',
dummy_terrain: 'swivel_floor',
}, },
0x4c: { 0x4c: {
name: 'stopwatch_bonus', name: 'stopwatch_bonus',
@@ -372,12 +410,30 @@ 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 = DIRECTION_ORDER[(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 +458,9 @@ 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 +476,60 @@ 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 = DIRECTION_ORDER[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 +547,6 @@ 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 +560,11 @@ 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 +598,33 @@ 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 +654,7 @@ 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 +662,8 @@ 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 +678,14 @@ 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 +706,11 @@ 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 +734,26 @@ 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 +906,10 @@ 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 +922,7 @@ 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 +965,7 @@ 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') {
@@ -894,7 +1024,6 @@ export function parse_level(buf, number = 1) {
let name = spec.name; let name = spec.name;
// Make a tile template, possibly dealing with some special cases // Make a tile template, possibly dealing with some special cases
// FIXME restore this
if (name === '#thinwall/canopy') { if (name === '#thinwall/canopy') {
// Thin walls and the canopy are combined into a single byte for some // Thin walls and the canopy are combined into a single byte for some
// reason; split them apart here. Which ones we get is determined by a // reason; split them apart here. Which ones we get is determined by a
@@ -924,7 +1053,7 @@ export function parse_level(buf, number = 1) {
} }
else if (name instanceof Array) { else if (name instanceof Array) {
// Custom floors and walls are one of several options, chosen by modifier // Custom floors and walls are one of several options, chosen by modifier
name = name[modifier]; name = name[modifier % name.length];
} }
let type = TILE_TYPES[name]; let type = TILE_TYPES[name];
@@ -935,6 +1064,13 @@ export function parse_level(buf, number = 1) {
spec.modifier.decode(tile, modifier); spec.modifier.decode(tile, modifier);
} }
// Swivels come with their own specific flooring
// TODO this should go on the bottom
// TODO we should sort and also only allow one thing per layer
if (spec.dummy_terrain) {
cell.push({type: TILE_TYPES[spec.dummy_terrain]});
}
if (type.is_required_chip) { if (type.is_required_chip) {
level.chips_required++; level.chips_required++;
} }
@@ -966,9 +1102,11 @@ export function parse_level(buf, number = 1) {
else if (type === 'REPL' || type === 'PRPL') { else if (type === 'REPL' || type === 'PRPL') {
// "Replay", i.e. demo solution // "Replay", i.e. demo solution
if (type === 'PRPL') { if (type === 'PRPL') {
// TODO is even this necessary though
bytes = decompress(bytes); bytes = decompress(bytes);
} }
level.demo = new CC2Demo(bytes); level._replay_data = bytes;
level._replay_decoder = decode_replay;
} }
else if (type === 'RDNY') { else if (type === 'RDNY') {
} }
@@ -996,18 +1134,24 @@ 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 +1209,18 @@ 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 +1231,7 @@ 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;
@@ -1086,19 +1239,13 @@ 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) {
return null; return null;
} }
} }
// FIXME don't love this slice return outbytes.subarray(0, q);
return outbytes.buffer.slice(0, q);
} }
class C2M { class C2M {
@@ -1156,6 +1303,26 @@ 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) {
@@ -1171,18 +1338,47 @@ export function synthesize_level(stored_level) {
c2m.add_section('LXCM', bytes.buffer); c2m.add_section('LXCM', bytes.buffer);
} }
// FIXME well this will not do let map_bytes = new Uint8Array(1024);
let map_bytes = new Uint8Array(4096);
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) {
// If we're in danger of running out of room in our buffer, add another kilobyte and copy
if (p >= map_bytes.length - 64) {
let new_bytes = new Uint8Array(map_bytes.length + 1024);
for (let i = 0; i < map_bytes.length; i++) {
new_bytes[i] = map_bytes[i];
}
map_bytes = new_bytes;
map_view = new DataView(map_bytes.buffer);
}
// TODO complain if duplicates on a layer
let dummy_terrain_tile = null;
for (let i = cell.length - 1; i >= 0; i--) { for (let i = cell.length - 1; i >= 0; i--) {
let tile = cell[i]; let tile = cell[i];
// FIXME does not yet support canopy or thin walls >:S // FIXME does not yet support canopy or thin walls >:S
let spec = REVERSE_TILE_ENCODING[tile.type.name]; let spec = REVERSE_TILE_ENCODING[tile.type.name];
// Handle the swivel, a tile that draws as an overlay but is stored like terrain. In a
// level, it has two parts: the swivel itself, and a dummy swivel_floor terrain which is
// unencodable. To encode that, we notice when we hit a swivel (which happens first),
// save it until we reach the terrain layer, and then sub it in instead.
// TODO if i follow in tyler's footsteps and give swivel its own layer then i'll need to
// complicate this somewhat
if (tile.type.draw_layer === 0 && dummy_terrain_tile) {
tile = dummy_terrain_tile;
spec = REVERSE_TILE_ENCODING[tile.type.name];
}
else if (spec.dummy_terrain) {
// This is a swivel, a tile that draws as an overlay but is stored like terrain, so
// wait until we hit terrain and store it then
dummy_terrain_tile = tile;
continue;
}
if (spec.modifier) { if (spec.modifier) {
let mod = spec.modifier.encode(tile); let mod = spec.modifier.encode(tile);
if (mod === 0) { if (mod === 0) {
@@ -1219,18 +1415,47 @@ 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
} }
} }
map_bytes = map_bytes.subarray(0, p);
// FIXME ack, ArrayBuffer.slice makes a copy actually! and i use it a lot in this file i think!! // Collect hints first so we can put them in the comment field
let map_buf = map_bytes.buffer.slice(0, p); // FIXME this does not respect global hint, but then, neither does the editor.
let compressed_map = compress(map_buf); hints = hints.map(hint => hint ?? '');
hints.push('');
hints.unshift('');
c2m.add_section('NOTE', hints.join('\n[CLUE]\n'));
let compressed_map = compress(map_bytes);
if (compressed_map) { if (compressed_map) {
c2m.add_section('PACK', compressed_map); c2m.add_section('PACK', compressed_map);
} }
else { else {
c2m.add_section('MAP ', map_buf); c2m.add_section('MAP ', map_bytes);
}
// Add the replay, if any
if (stored_level.has_replay) {
let replay_bytes;
if (stored_level._replay_data && stored_level._replay_decoder === decode_replay) {
replay_bytes = stored_level._replay_data;
}
else {
replay_bytes = encode_replay(stored_level.replay, stored_level);
}
let compressed_replay = compress(replay_bytes);
if (compressed_replay) {
c2m.add_section('PRPL', compressed_replay);
}
else {
c2m.add_section('REPL', replay_bytes);
}
} }
c2m.add_section('END ', ''); c2m.add_section('END ', '');
@@ -1265,7 +1490,7 @@ const TOKENIZE_RX = RegExp(
// 2: Comments are preceded by ; or // for some reason and run to the end of the line // 2: Comments are preceded by ; or // for some reason and run to the end of the line
'|(?:;|//)(.*)' + '|(?:;|//)(.*)' +
// 3: Strings are double-quoted (only!) and contain no escapes // 3: Strings are double-quoted (only!) and contain no escapes
'|"([^"]+?)"' + '|"([^"]*?)"' +
// 4: Labels are indicated by a #, including when used with 'goto' // 4: Labels are indicated by a #, including when used with 'goto'
// (the exact set of allowed characters is unclear and i'm fudging it here) // (the exact set of allowed characters is unclear and i'm fudging it here)
'|#(\\w+)' + '|#(\\w+)' +
@@ -1621,7 +1846,7 @@ 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 = [];
@@ -1692,13 +1917,12 @@ const MAX_SIMULTANEOUS_REQUESTS = 5;
resolve(game); resolve(game);
} }
console.log(game);
return promise; return promise;
} }
// 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,
+6 -1
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@@ -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);
+1458 -565
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+36 -1
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@@ -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 +119,22 @@ export class ConfirmOverlay extends DialogOverlay {
this.footer.append(yes, no); this.footer.append(yes, no);
} }
} }
export function flash_button(button) {
button.classList.add('--button-glow-ok');
window.setTimeout(() => {
button.classList.add('--button-glow');
button.classList.remove('--button-glow-ok');
}, 10);
window.setTimeout(() => {
button.classList.remove('--button-glow');
}, 500);
}
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));
}
+1443 -130
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+917 -224
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+56 -12
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@@ -1,4 +1,4 @@
import { DIRECTIONS } from './defs.js'; import { DIRECTIONS, DRAW_LAYERS } from './defs.js';
import { mk } from './util.js'; import { 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;
} }
} }
+15
View File
@@ -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',
}]; }];
+581 -117
View File
@@ -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],
@@ -73,12 +126,14 @@ 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
dynamite: [0, 4], dynamite: [0, 4],
// FIXME lit frames
dynamite_lit: [0, 4],
bomb: [5, 4], bomb: [5, 4],
green_bomb: [6, 4], green_bomb: [6, 4],
// TODO bomb fuse tile, ugh // TODO bomb fuse tile, ugh
@@ -92,24 +147,40 @@ 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 +239,13 @@ 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 +276,33 @@ 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],
@@ -237,19 +325,33 @@ 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
bowling_ball: [6, 17], // TODO also +18 when rolling 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],
rolling_ball: [[6, 17], [7, 17]],
tank_yellow: { tank_yellow: {
north: [[8, 17], [9, 17]], north: [[8, 17], [9, 17]],
east: [[10, 17], [11, 17]], east: [[10, 17], [11, 17]],
@@ -257,8 +359,26 @@ 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 +414,14 @@ 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 +459,10 @@ 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 +496,55 @@ 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 +583,10 @@ 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 +599,40 @@ 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 +644,7 @@ 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 +806,14 @@ 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 +824,26 @@ 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 +852,33 @@ 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 +891,163 @@ 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.movement_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.movement_speed - tile.movement_cooldown) + tic % 1) / tile.movement_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.movement_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 +1056,17 @@ 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 +1074,30 @@ 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 +1105,52 @@ 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]);
// FIXME some tiles don't have active wiring on all sides...
// 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 +1166,10 @@ 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;
@@ -756,7 +1215,7 @@ export class Tileset {
// Deal with animation // Deal with animation
if (coords[0] instanceof Array) { if (coords[0] instanceof Array) {
if (tic !== null) { if (tic !== null) {
if (tile && tile.animation_speed) { if (tile && tile.movement_speed) {
// This tile reports its own animation timing (in tics), so trust that, and just // This tile reports its own animation timing (in tics), so trust that, and just
// use the current tic's fraction. // use the current tic's fraction.
// That said: adjusting animation speed complicates this slightly. Consider the // That said: adjusting animation speed complicates this slightly. Consider the
@@ -768,7 +1227,7 @@ export class Tileset {
// first half; if it started on tics 5-8, play the second half. They could get // 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 // out of sync if the player hesitates, but no one will notice that, and this
// approach minimizes storing extra state. // approach minimizes storing extra state.
let i = (tile.animation_progress + tic % 1) / tile.animation_speed; let i = ((tile.movement_speed - tile.movement_cooldown) + tic % 1) / tile.movement_speed;
// But do NOT do this for explosions or splashes, which have a fixed duration // But do NOT do this for explosions or splashes, which have a fixed duration
// and only play once // and only play once
if (this.animation_slowdown > 1 && ! tile.type.ttl) { if (this.animation_slowdown > 1 && ! tile.type.ttl) {
@@ -776,7 +1235,7 @@ export class Tileset {
// 1/N of it before the game ends (or loops) the animation. // 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 // So increase by [0..N-1] to get it in some other range, then divide by N
// to scale back down to [0, 1) // to scale back down to [0, 1)
i += Math.floor(tic / tile.animation_speed % this.animation_slowdown); i += Math.floor(tic / tile.movement_speed % this.animation_slowdown);
i /= this.animation_slowdown; i /= this.animation_slowdown;
} }
coords = coords[Math.floor(i * coords.length)]; coords = coords[Math.floor(i * coords.length)];
@@ -795,7 +1254,7 @@ 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 +1268,56 @@ 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);
} }
} }
} }
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@@ -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);
} }
@@ -99,6 +104,12 @@ export function handle_drop(element, options) {
}); });
} }
export function sleep(t) {
return new Promise(res => {
setTimeout(res, t);
});
}
export function promise_event(element, success_event, failure_event) { export function promise_event(element, success_event, failure_event) {
let resolve, reject; let resolve, reject;
let promise = new Promise((res, rej) => { let promise = new Promise((res, rej) => {
@@ -152,8 +163,53 @@ 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;
}
export function b64encode(value) {
if (value instanceof ArrayBuffer || value instanceof Uint8Array) {
value = string_from_buffer_ascii(value);
}
// Make URL-safe and strip trailing padding
return btoa(value).replace(/[+]/g, '-').replace(/[/]/g, '_').replace(/=+$/, '');
}
export function b64decode(data) {
return bytestring_to_buffer(atob(data.replace(/-/g, '+').replace(/_/g, '/')));
}
export function format_duration(seconds, places = 0) {
let mins = Math.floor(seconds / 60);
let secs = seconds % 60;
return `${mins}:${secs < 10 ? '0' : ''}${secs.toFixed(places)}`;
}
export class DelayTimer {
constructor() {
this.active = false;
this._handle = null;
this._bound_alarm = this._alarm.bind(this);
}
set(duration) {
if (this._handle) {
window.clearTimeout(this._handle);
}
this.active = true;
this._handle = window.setTimeout(this._bound_alarm, duration);
}
_alarm() {
this._handle = null;
this.active = false;
}
}
// 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 +249,24 @@ 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 +305,8 @@ 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
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+638 -69
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@@ -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 {
@@ -56,6 +69,12 @@ button.button-big {
margin: 0.5em 0; margin: 0.5em 0;
padding: 1em; padding: 1em;
} }
button.--button-glow-ok {
background: hsl(225, 100%, 50%);
}
button.--button-glow {
transition: background-color 0.5s ease-out;
}
h1, h2, h3, h4, h5, h6 { h1, h2, h3, h4, h5, h6 {
font-weight: normal; font-weight: normal;
margin: 0; margin: 0;
@@ -97,10 +116,10 @@ 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 +129,20 @@ a:active {
color: hsl(0, 50%, 60%); color: hsl(0, 50%, 60%);
} }
svg#svg-iconsheet {
/* This is a collection of SVG icons to be re-<use>d */
display: none;
}
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;
@@ -123,13 +156,18 @@ 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;
min-width: 33%; min-width: 33vw;
max-width: 75%; max-width: 75vw;
max-height: 75%; max-height: 75vh;
border: 1px solid black; border: 1px solid black;
color: black; color: black;
background: #f4f4f4; background: #f4f4f4;
@@ -157,6 +195,7 @@ a:active {
display: none; display: none;
} }
.dialog > section { .dialog > section {
flex: auto;
overflow: auto; overflow: auto;
padding: 1em; padding: 1em;
} }
@@ -165,6 +204,26 @@ 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 {
@@ -254,7 +313,6 @@ label.option {
} }
label.option:hover { label.option:hover {
outline: 2px solid #d0d0d0; outline: 2px solid #d0d0d0;
outline-radius: 2px;
} }
label.option .option-label { label.option .option-label {
flex: 1; flex: 1;
@@ -269,6 +327,13 @@ 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 +468,11 @@ 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 +485,7 @@ 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;
@@ -476,16 +546,83 @@ button.level-pack-button p {
color: #c0c0c0; color: #c0c0c0;
} }
/* "Bulk test" button, only available in debug mode */
#main-test-pack {
display: none;
}
body.--debug #main-test-pack {
display: initial;
}
.packtest-dialog {
width: 75vw;
height: 75vh;
}
ol.packtest-summary {
display: flex;
align-items: stretch;
height: 1em;
border: 1px solid #606060;
}
ol.packtest-summary > li {
/* Give a meaty flex-basis; the dialog has a max-width so it won't blow out, and these will
* simply shrink if necessary */
flex: 1 1 1em;
background: white;
}
.packtest-row {
display: flex;
gap: 0.5em;
align-items: center;
margin: 0.5em 0;
}
.packtest-row > p {
flex: 9;
margin: 0;
white-space: nowrap;
overflow: hidden;
text-overflow: ellipsis;
}
.packtest-row > button {
flex: 1;
}
.packtest-results {
margin-bottom: 1em;
}
.packtest-results > li {
padding: 0.25em;
margin: 0.25em 0;
}
.packtest-results > li > canvas {
display: block;
margin: 0.5em auto;
}
ol.packtest-colorcoded > li[data-status=no-replay] {
background: hsl(0, 0%, 25%);
}
ol.packtest-colorcoded > li[data-status=running] {
background: hsl(30, 100%, 75%);
}
ol.packtest-colorcoded > li[data-status=success] {
background: hsl(120, 60%, 75%);
}
ol.packtest-colorcoded > li[data-status=failure] {
background: hsl(0, 60%, 60%);
}
ol.packtest-colorcoded > li[data-status=short] {
background: hsl(330, 60%, 75%);
}
ol.packtest-colorcoded > li[data-status=error] {
background: black;
}
/**************************************************************************************************/ /**************************************************************************************************/
/* Player */ /* Player */
#player { #player {
flex: 0; flex: 1;
position: relative;
display: flex; display: flex;
flex-direction: column;
justify-content: stretch;
gap: 0.5em;
margin: auto; /* center in both directions baby */
image-rendering: crisp-edges; image-rendering: crisp-edges;
image-rendering: pixelated; image-rendering: pixelated;
@@ -494,8 +631,20 @@ button.level-pack-button p {
--tile-height: 32px; --tile-height: 32px;
--scale: 1; --scale: 1;
} }
#player > .-main-area { #player-main {
/* This element basically just exists so that #player can have relative positioning and the
* debug panel can use that to sit against the right edge; absolute positioning excludes
* margins, so if it were positioned as a child of THIS element, it would be stuffed into the
* game area (oops!) */
display: flex;
flex-direction: column;
justify-content: stretch;
gap: 0.5em;
margin: auto; /* center in both directions baby */
}
#player-game-area {
isolation: isolate; isolation: isolate;
align-self: center; /* don't stretch if the buttons or music blow out somehow */
display: grid; display: grid;
align-items: center; align-items: center;
grid: grid:
@@ -547,6 +696,10 @@ 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 */
body.--debug .overlay-message {
pointer-events: none;
}
#player .overlay-message p { #player .overlay-message p {
margin: 0; margin: 0;
} }
@@ -687,7 +840,7 @@ 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 +864,14 @@ dl.score-chart .-sum {
background: #0009; background: #0009;
color: white; color: white;
} }
#player .actions {
display: flex;
gap: 0.5em;
}
#player .actions button {
flex: 1;
white-space: nowrap;
}
#player-music { #player-music {
grid-area: music; grid-area: music;
@@ -734,52 +895,217 @@ 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 */
.input { body.--debug #player-debug {
display: grid; display: flex;
}
#player-debug {
flex: none;
align-self: center;
display: none; display: none;
/* FIXME this blows out the height instead of scrolling and i cannot figure out how to make it
* stop, so here is an arbitrary max height on it which i extremely hate */
overflow: auto;
max-height: 75vh;
flex-direction: column;
justify-content: start;
gap: 0.25em;
padding: 0.5em;
background-image: repeating-linear-gradient(135deg,
hsl(0, 0%, 4%) 0px,
hsl(0, 0%, 4%) 16px,
hsl(30, 25%, 8%) 16px,
hsl(30, 25%, 8%) 32px);
border: 0.25em solid hsl(30, 75%, 50%);
border-right-width: 0;
box-shadow: inset 0 0 0.25em 0.25em #0004;
}
#player-debug > h3 {
margin: -0.25em -0.25em 0.25em;
padding: 0 0.5em;
background: hsl(30, 60%, 20%);
color: black;
}
#player-debug > * + h3 {
margin-top: 0.5em;
}
#player-debug hr {
border: none;
margin: 0.25em 10%;
border-bottom: 1px solid #404040;
}
#player-debug table.-time-controls {
border-collapse: collapse;
width: 100%;
margin-bottom: 0.5em;
}
#player-debug table.-time-controls button {
width: 100%;
text-align: inherit;
}
#player-debug table.-time-controls td:nth-child(1) {
/* go backwards button */
text-align: left;
}
#player-debug table.-time-controls td:nth-child(2) {
/* value */
width: 4em;
text-align: right;
}
#player-debug table.-time-controls td:nth-child(3) {
/* label */
}
#player-debug table.-time-controls td:nth-child(4) {
/* go forward button */
text-align: right;
}
#player-debug .-inventory {
display: grid;
margin: 0 auto;
grid: auto-fill var(--tile-height) / repeat(8, 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 8;
padding: 0.25em;
}
#player-debug .-buttons {
display: flex;
justify-content: space-between;
gap: 0.25em;
}
#player-debug .-buttons button {
flex: auto;
}
#player-debug .-replay-columns {
display: flex;
align-items: flex-start;
gap: 0.5em;
}
#player-debug .-replay-columns .-buttons {
flex-direction: column;
}
#player-debug-input {
flex: none;
display: grid;
grid: grid:
"drop up cycle" 1.5em "drop up cycle" 1em
"left swap right" 1.5em "left . right" 1em
". down . " 1.5em ". down swap" 1em
/ 1.5em 1.5em 1.5em / 1em 1em 1em
; ;
gap: 0.5em; gap: 0.5em;
} }
.input-action { #player-debug-input > svg {
padding: 0.25em; fill: #404040;
line-height: 1;
color: #fff4;
background: #202020;
} }
.input-action[data-action=up] { grid-area: up; } #player-debug-input > svg.--held {
.input-action[data-action=down] { grid-area: down; } fill: white;
.input-action[data-action=left] { grid-area: left; } }
.input-action[data-action=right] { grid-area: right; } #player-debug > .-replay-available {
.input-action[data-action=swap] { grid-area: swap; } display: flex;
.input-action[data-action=cycle] { grid-area: cycle; } gap: 0.5em;
.input-action[data-action=drop] { grid-area: drop; } }
.input-action.--pressed { #player-debug > .-replay-available > h4 {
color: white; flex: 1 0 0;
background: hsl(225, 75%, 25%); }
#player-debug > .-replay-available > p {
flex: 2 0 0;
margin: 0;
}
#player-debug .-replay-status {
flex: 1;
display: flex;
align-items: center;
justify-content: center;
height: 4em;
}
#player-debug .-replay-status > .-none {
}
#player.--replay-playback #player-debug .-replay-status > .-none,
#player.--replay-recording #player-debug .-replay-status > .-none {
display: none;
}
#player-debug .-replay-status > .-playback {
flex: 1;
display: none;
grid:
"duration percent" 1em
"progress progress" 0.5em
"button button" 2em
/ 3fr 1fr
;
gap: 0.25em;
align-items: center;
}
#player.--replay-playback #player-debug .-replay-status > .-playback {
display: grid;
}
#player-debug .-replay-status > .-playback > progress {
grid-area: progress;
height: 100%;
}
#player-debug .-replay-status > .-playback > output {
grid-area: percent;
min-width: 0;
text-align: right;
}
#player-debug .-replay-status > .-playback > span {
grid-area: duration;
min-width: 0;
overflow: hidden;
text-overflow: ellipsis;
}
#player-debug .-replay-status > .-playback > button {
grid-area: button;
}
#player-debug .-replay-status > .-recording {
display: none;
align-items: center;
justify-content: center;
}
#player.--replay-recording #player-debug .-replay-status > .-recording {
display: flex;
} }
@@ -790,13 +1116,20 @@ 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 > .-main-area { #player .controls {
flex-direction: column;
}
#player-game-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)
/* 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 +1148,10 @@ 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 +1168,48 @@ 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 +1238,64 @@ 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 +1310,7 @@ 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 +1318,10 @@ 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 +1336,172 @@ 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%);
} }
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