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# Lexy's Labyrinth
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# Lexy's Labyrinth
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This is a reimplementation of [**Chip's Challenge®**](https://wiki.bitbusters.club/Chip%27s_Challenge), that puzzle game you might remember from the early 90s (and its long-awaited [sequel](https://wiki.bitbusters.club/Chip%27s_Challenge_2)).
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This is a web implementation of a puzzle game that bears a _striking_ similarity to [Chip's Challenge](https://wiki.bitbusters.club/Chip%27s_Challenge) and its [sequel](https://wiki.bitbusters.club/Chip%27s_Challenge_2), but is legally distinct, and also free!
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It's free; runs in a browser; has completely new artwork, sounds, and music; comes with hundreds of quality fan-made levels built in; and can load the original levels from a copy of the commercial game!
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It is a work in progress and also might be abandoned and forgotten at any time.
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Documentation is underway on the [wiki](https://github.com/eevee/lexys-labyrinth/wiki).
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## My lawyer is telling me to say this
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To be absolutely clear: this is a ***fan project*** and is not affiliated with, sponsored by, endorsed by, or in any way approved of by Bridgestone Multimedia Group LLC. **Chip's Challenge** is a registered trademark of Bridgestone Multimedia Group LLC, and is used here for identification purposes only.
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Despite the names, the built-in "Chip's Challenge Level Packs" are community creations and have no relation to the commercial games or their levels.
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## Play online
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## Play online
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@@ -18,35 +10,31 @@ Give it a try, I guess! [https://c.eev.ee/lexys-labyrinth/](https://c.eev.ee/le
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## Current status
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## Current status
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- Fully compatible with Chip's Challenge 1 levels... barring a few obscure rule changes
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- Supports 99% of Chip's Challenge 1
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- Fully compatible with Chip's Challenge 2 levels... barring a few obscure bugs
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- Supports 75% of Chip's Challenge 2
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- Completely original tileset, sound effects, and music
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- Completely original tileset, sound effects, and music
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- Compatible with MS Chip's Challenge DAT/CCL files, Steam Chip's Challenge C2G/C2M files, and ZIP files
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- Can load MS Chip's Challenge DAT/CCL files and Steam Chip's Challenge C2M files
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- Can load one of its built-in level packs, the original levels, or anything you've got lying around
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- Can load levels from your hard drive
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- Able to record and play back demos (replays) from Steam-format levels
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- Can play back replays (demos) from C2M files, though some may desync
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- Lets you rewind your mistakes, up to 30 seconds back
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- Allows undoing moves, with moderate success
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- Lets you take the pressure off by switching from real-time to turn-based mode, where nothing moves until you do
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- Has the beginning bits of a level editor
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- Contains a completely usable level editor with support for every tile in Chip's Challenge 2
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- Works on touchscreens too
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- Has compatibility settings for opting into behavior (or bugs) from particular implementations
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- Debug mode (click the logo in the lower left)
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### Planned features
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### Planned features
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- Save your score, and compare it to the BBC leaderboards
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- Load levels directly from the BBC set list
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- Load levels directly from the BBC set list
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- Mouse support
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- Support for all of the nonsense in Chip's Challenge 2
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- Allow playing the original commercial levels by dragging the data files in from your own computer
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- Support various sets of bugs from various implementations
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- Play the game turn-based instead of realtime (i.e., nothing moves until Chip does)
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- Record demos
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- Mouse and touchscreen support
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- Bunches of debug features
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- Outright cheat in a variety of ways
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## For developers
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### Noble aspirations
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It's all static JS; there's no build system. If you want to run it locally, just throw your favorite HTTP server at a checkout and open a browser. (Browsers won't allow XHR from `file:///` URLs, alas. If you don't have a favorite HTTP server, try `python -m http.server`.)
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- New exclusive puzzle elements?? Embrace extend extinguish baby
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If you have Node installed, you can test the solutions included with the bundled level packs without needing a web browser:
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```
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node js/headless/bulktest.mjs
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```
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Note that solution playback is still not perfect, so don't be alarmed if you don't get 100% — only if you make a change and something regresses.
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## Special thanks
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## Special thanks
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@@ -56,3 +44,5 @@ Note that solution playback is still not perfect, so don't be alarmed if you don
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- 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
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- 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
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- [Tile World](https://wiki.bitbusters.club/Tile_World) for being an incredible reference on Lynx mechanics
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- [Tile World](https://wiki.bitbusters.club/Tile_World) for being an incredible reference on Lynx mechanics
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- Everyone who contributed music — see [`js/soundtrack.js`](js/soundtrack.js) for a list!
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- Everyone who contributed music — see [`js/soundtrack.js`](js/soundtrack.js) for a list!
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Not associated with or blessed by Chuck Sommerville, Niffler, or AOP.
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Before Width: | Height: | Size: 8.3 KiB |
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Before Width: | Height: | Size: 670 B |
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Before Width: | Height: | Size: 259 B After Width: | Height: | Size: 257 B |
@@ -5,80 +5,16 @@
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<title>Lexy's Labyrinth</title>
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<title>Lexy's Labyrinth</title>
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<link rel="stylesheet" type="text/css" href="style.css">
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<link rel="stylesheet" type="text/css" href="style.css">
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<link rel="shortcut icon" type="image/png" href="icon.png">
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<link rel="shortcut icon" type="image/png" href="icon.png">
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<script>
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"use strict";
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{
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let domloaded = false;
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window.addEventListener('DOMContentLoaded', ev => domloaded = true);
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let _ll_log_fatal_error = (err, ev) => {
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document.getElementById('loading').setAttribute('hidden', '');
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let failed = document.getElementById('failed');
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failed.removeAttribute('hidden');
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document.body.setAttribute('data-mode', 'failed');
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failed.classList.add('--got-error');
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let stack = '(origin unknown)';
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if (err.stack && err.stack.match(/\n/)) {
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// Chrome sometimes gives us a stack that's actually just the message without
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// any filenames, in which case skip it
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stack = err.stack.replace(/^/mg, " ");
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}
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else if (err.fileName) {
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stack = `in ${err.fileName} at ${err.lineNumber}:${err.columnNumber}`;
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}
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else if (ev) {
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stack = `in ${ev.filename} at ${ev.lineno}:${ev.colno}`;
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}
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failed.querySelector('pre').textContent = `${err.toString()}\n\n${stack}`;
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};
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window.ll_log_fatal_error = function(err, ev) {
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if (domloaded) {
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_ll_log_fatal_error(err, ev);
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}
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else {
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window.addEventListener('DOMContentLoaded', () => _ll_log_fatal_error(err, ev));
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}
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};
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let error_listener = ev => {
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if (! ev.error)
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// Not a script error
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return;
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try {
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ll_log_fatal_error(ev.error, ev);
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}
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catch (err) {}
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};
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window.addEventListener('error', error_listener, true);
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// Once we've loaded successfully, drop the handler
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window.ll_successfully_loaded = function() {
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window.removeEventListener('error', error_listener, true);
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};
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}
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</script>
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<!-- FIXME it would be super swell if i could load this lazily -->
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<script src="https://cdn.jsdelivr.net/npm/sortablejs@latest/Sortable.min.js"></script>
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<script type="module" src="js/main.js"></script>
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<script type="module" src="js/main.js"></script>
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<meta name="og:type" content="website">
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<meta name="og:type" content="website">
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<meta name="og:image" content="https://c.eev.ee/lexys-labyrinth/og-preview.png">
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<meta name="og:image" content="https://c.eev.ee/lexys-labyrinth/og-preview.png">
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<meta name="og:title" content="Lexy's Labyrinth">
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<meta name="og:title" content="Lexy's Labyrinth">
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<meta name="og:description" content="Free online puzzle game that emulates Chip's Challenge. Play hundreds of community curated levels, load the levels from the commercial games, or make your own with the built-in editor.">
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<meta name="og:description" content="A (work in progress) reimplementation of Chip's Challenge 1 and 2, using entirely free assets.">
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<meta name="description" content="Free online puzzle game that emulates Chip's Challenge. Play hundreds of community curated levels, load the levels from the commercial games, or make your own with the built-in editor.">
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<meta name="viewport" content="width=device-width, initial-scale=1, user-scalable=no">
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<meta name="viewport" content="width=device-width, initial-scale=1, user-scalable=no">
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</head>
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</head>
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<body data-mode="failed">
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<body data-mode="splash">
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<script>document.body.setAttribute('data-mode', 'loading');</script>
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<svg id="svg-iconsheet">
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<svg id="svg-iconsheet">
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<defs>
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<defs>
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<g id="svg-icon-menu-chevron">
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<path d="M2,4 l6,6 l6,-6 v3 l-6,6 l-6,-6 z"></path>
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</g>
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<g id="svg-icon-prev">
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<path d="M14,1 2,8 14,14 z">
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</g>
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<g id="svg-icon-next">
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<path d="M2,1 14,8 2,14 z">
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</g>
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||||||
<!-- Actions -->
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<!-- Actions -->
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<g id="svg-icon-up">
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<g id="svg-icon-up">
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||||||
<path d="M0,12 l8,-8 l8,8 z"></path>
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<path d="M0,12 l8,-8 l8,8 z"></path>
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@@ -104,26 +40,16 @@
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|||||||
<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>
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<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>
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||||||
<ellipse cx="5.5" cy="11" rx="0.75" ry="0.5"></ellipse>
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<ellipse cx="5.5" cy="11" rx="0.75" ry="0.5"></ellipse>
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</g>
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</g>
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||||||
<!-- Hint background -->
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<g id="svg-icon-hint">
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||||||
<path d="M1,8 a7,7 0 1,1 14,0 7,7 0 1,1 -14,0 M2,8 a6,6 0 1,0 12,0 6,6 0 1,0 -12,0"></path>
|
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||||||
<path d="M5,6 a1,1 0 0,0 2,0 a1,1 0 1,1 1,1 a1,1 0 0,0 -1,1 v1 a1,1 0 1,0 2,0 v-0.17 A3,3 0 1,0 5,6"></path>
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<circle cx="8" cy="12" r="1"></circle>
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</g>
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<!-- Editor stuff -->
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<g id="svg-icon-zoom">
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||||||
<path d="M1,6 a5,5 0 1,1 10,0 a5,5 0 1,1 -10,0 m2,0 a3,3 0 1,0 6,0 a3,3 0 1,0 -6,0"></path>
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||||||
<path d="M14,12 l-2,2 -4,-4 2,-2 4,4"></path>
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</g>
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||||||
</defs>
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</defs>
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||||||
</svg>
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</svg>
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||||||
<header id="header-main">
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<header id="header-main">
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<img id="header-icon" src="icon.png" alt="">
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<img id="header-icon" src="icon.png" alt="">
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<h1><a href="https://github.com/eevee/lexys-labyrinth">Lexy's Labyrinth</a></h1>
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<h1>Lexy's Labyrinth</h1>
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<p>— an <a href="https://github.com/eevee/lexys-labyrinth">open source</a> game by <a href="https://eev.ee/">eevee</a></p>
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<p>— a game by <a href="https://eev.ee/">eevee</a></p>
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<nav>
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<nav>
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<button id="main-compat" type="button">mode: <output>lexy</output></button>
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<button id="main-about" type="button">about</button>
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<button id="main-options" type="button">options</button>
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<button id="main-help" type="button" disabled>help</button>
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<button id="main-options" type="button" disabled>options</button>
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</nav>
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</nav>
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</header>
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</header>
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<header id="header-pack">
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<header id="header-pack">
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@@ -139,177 +65,117 @@
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<h3 id="level-name">Level 1 — Key Pyramid</h3>
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<h3 id="level-name">Level 1 — Key Pyramid</h3>
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<nav>
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<nav>
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<button id="main-prev-level" type="button">
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<button id="main-prev-level" type="button">
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<svg class="svg-icon" viewBox="0 0 16 16" title="previous"><use href="#svg-icon-prev"></svg>
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<svg class="svg-icon" viewBox="0 0 16 16" title="previous"><path d="M14,1 2,8 14,14 z"></svg>
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</button>
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</button>
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<button id="main-choose-level" type="button">Level select</button>
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<button id="main-choose-level" type="button">Level select</button>
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<button id="main-next-level" type="button">
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<button id="main-next-level" type="button">
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||||||
<svg class="svg-icon" viewBox="0 0 16 16" title="next"><use href="#svg-icon-next"></svg>
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<svg class="svg-icon" viewBox="0 0 16 16" title="next"><path d="M2,1 14,8 2,14 z"></svg>
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</button>
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</button>
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</nav>
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</nav>
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</header>
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</header>
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<main id="failed">
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<main id="splash">
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<h1>oops!</h1>
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<p>Sorry, the game was unable to load at all.</p>
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<p>If you have JavaScript partly or wholly blocked, I salute you! ...but this is an interactive game and cannot work without it.</p>
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||||||
<p class="-with-error">I did manage to capture this error, which you might be able to <a href="https://github.com/eevee/lexys-labyrinth/issues/new">report somewhere</a>:</p>
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<pre class="-with-error stack-trace"></pre>
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||||||
</main>
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||||||
<main id="loading" hidden>
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<p>...loading...</p>
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<div class="scrolling-sidewalk">
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<img src="loading.gif" alt="Lexy walking">
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||||||
</div>
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||||||
</main>
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||||||
<script>
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||||||
document.querySelector('#failed').setAttribute('hidden', '');
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document.querySelector('#loading').removeAttribute('hidden');
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||||||
</script>
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||||||
<main id="splash" hidden>
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||||||
<div class="drag-overlay"></div>
|
<div class="drag-overlay"></div>
|
||||||
<header>
|
<header>
|
||||||
<img src="og-preview.png" alt="">
|
<h1><img src="og-preview.png" alt="">Lexy's Labyrinth</h1>
|
||||||
<h1>Lexy's Labyrinth</h1>
|
<p>an unapproved Chip's Challenge emulator</p>
|
||||||
<p>an unofficial <strong>Chip's Challenge</strong>® emulator</p>
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|
||||||
<button id="splash-fullscreen" type="button" title="Toggle fullscreen">
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|
||||||
<svg class="svg-icon" viewBox="0 0 16 16">
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|
||||||
<path d="m 11,1 h 4 V 5 L 14,4 12,6 10,4 12,2 Z"></path>
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||||||
<path d="m 11,15 h 4 v -4 l -1,1 -2,-2 -2,2 2,2 z"></path>
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||||||
<path d="M 5,1 H 1 V 5 L 2,4 4,6 6,4 4,2 Z"></path>
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||||||
<path d="M 5,15 H 1 v -4 l 1,1 2,-2 2,2 -2,2 z"></path>
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|
||||||
</svg>
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||||||
</button>
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|
||||||
</header>
|
</header>
|
||||||
<div id="splash-links">
|
<section id="splash-intro">
|
||||||
<a href="https://github.com/eevee/lexys-labyrinth/wiki">About</a>
|
<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>
|
||||||
<a href="https://github.com/eevee/lexys-labyrinth/wiki/How-To-Play">How to play</a>
|
<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>
|
||||||
<a href="https://github.com/eevee/lexys-labyrinth">Source code and more</a>
|
<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>
|
||||||
<a href="https://patreon.com/eevee">Support on Patreon</a>
|
</section>
|
||||||
</div>
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|
||||||
<p id="splash-disclaimer"><strong>Chip's Challenge</strong> is a registered trademark of Bridgestone Media Group LLC, used here for identification purposes only. Not affiliated with, sponsored, or endorsed by Bridgestone Media Group LLC.</p>
|
|
||||||
|
|
||||||
<section id="splash-stock-levels">
|
<section id="splash-stock-levels">
|
||||||
<h2>Play</h2>
|
<h2>Play community levels</h2>
|
||||||
<ul class="played-pack-list" id="splash-stock-pack-list">
|
|
||||||
<!-- populated by js -->
|
<!-- populated by js -->
|
||||||
</ul>
|
</section>
|
||||||
<div class="button-row">
|
|
||||||
<button type="button" class="button-big" disabled>More levels</button>
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|
||||||
<button type="button" class="button-big" disabled>Other saved scores</button>
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|
||||||
</div>
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|
||||||
|
|
||||||
<h2>More levels</h2>
|
<section id="splash-upload-levels">
|
||||||
<p>Supports CCL/DAT, C2G, C2M, and ZIP; drag and drop; and both custom and official levels. <a href="https://github.com/eevee/lexys-labyrinth/wiki/Loading-Levels">More details</a></p>
|
<h2>Load other levels</h2>
|
||||||
<div class="button-row">
|
<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>
|
||||||
<input id="splash-upload-file" type="file" accept=".dat,.ccl,.c2m,.ccs,.zip" multiple>
|
<!-- TODO zip files! -->
|
||||||
|
<p>You can also drag and drop files or directories into this window.</p>
|
||||||
|
<input id="splash-upload-file" type="file" accept=".dat,.ccl,.c2m,.ccs" multiple>
|
||||||
<input id="splash-upload-dir" type="file" webkitdirectory>
|
<input id="splash-upload-dir" type="file" webkitdirectory>
|
||||||
<button type="button" id="splash-upload-file-button" class="button-big">Load files</button>
|
<button type="button" id="splash-upload-file-button" class="button-big">Load files</button>
|
||||||
<button type="button" id="splash-upload-dir-button" class="button-big">Load directory</button>
|
<button type="button" id="splash-upload-dir-button" class="button-big">Load directory</button>
|
||||||
</div>
|
<p>If you still have the original Microsoft "BOWEP" game lying around, you can play the Chip's Challenge 1 levels by loading <code>CHIPS.DAT</code>.</p>
|
||||||
<ul class="played-pack-list" id="splash-other-pack-list">
|
<p>If you own the Steam versions of <a href="https://store.steampowered.com/app/346850/Chips_Challenge_1/">Chip's Challenge 1</a> (<em>free!</em>) or <a href="https://store.steampowered.com/app/348300/Chips_Challenge_2/">Chip's Challenge 2</a> ($5 last I checked), you can play those too, even on Linux or Mac:</p>
|
||||||
<!-- populated by js -->
|
<ol class="normal-list">
|
||||||
</ul>
|
<li>Right-click the game in Steam and choose <em>Properties</em>. On the <em>Local Files</em> tab, click <em>Browse local files</em>.</li>
|
||||||
|
<li>Open the <code>data</code> folder, then <code>games</code>.</li>
|
||||||
|
<li>You should see either a <code>cc1</code> or <code>cc2</code> folder. Drag it into this window, or load it with the button above.</li>
|
||||||
|
</ol>
|
||||||
</section>
|
</section>
|
||||||
|
|
||||||
<section id="splash-your-levels">
|
<section id="splash-your-levels">
|
||||||
<h2>Create</h2>
|
<h2>Make your own (WIP lol)</h2>
|
||||||
<div class="button-row">
|
<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>
|
||||||
<button type="button" id="splash-create-pack" class="button-big">New pack</button>
|
<p><button type="button" id="splash-create-pack" class="button-big">New pack</button></p>
|
||||||
<button type="button" id="splash-create-level" class="button-big">New scratch level<br>(won't be saved!)</button>
|
<p><button type="button" id="splash-create-level" class="button-big">New scratch level<br>(won't be saved!)</button></p>
|
||||||
</div>
|
|
||||||
</section>
|
</section>
|
||||||
</main>
|
</main>
|
||||||
<main id="player" hidden>
|
<main id="player" hidden>
|
||||||
<div id="player-main">
|
<div id="player-main">
|
||||||
<div id="player-controls">
|
<div class="controls">
|
||||||
|
<div class="play-controls">
|
||||||
<button class="control-pause" type="button" title="pause">
|
<button class="control-pause" type="button" title="pause">
|
||||||
<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"></path></svg>
|
<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>
|
||||||
<span class="-optional-label">pause</span> <span class="keyhint"><kbd>p</kbd></span></button>
|
<span class="keyhint">p</span></button>
|
||||||
<button class="control-restart" type="button" title="restart">
|
<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"></path></svg>
|
<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>
|
||||||
<span class="-optional-label">retry</span>
|
|
||||||
</button>
|
</button>
|
||||||
<button class="control-undo" type="button" title="undo">
|
<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"></path></svg>
|
<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>
|
||||||
<span class="-optional-label">undo</span> <span class="keyhint"><kbd>u</kbd></span></button>
|
</button>
|
||||||
<button class="control-rewind" type="button" title="rewind">
|
<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"></path></svg>
|
<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="-optional-label">rewind</span> <span class="keyhint"><kbd>z</kbd></span></button>
|
<span class="keyhint">z</span></button>
|
||||||
<div class="radio-faux-button-set">
|
<label><input class="control-turn-based" type="checkbox"> Turn-based mode</label>
|
||||||
<label><input class="control-turn-based" type="checkbox"> <span>Step <br>mode</span></label>
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
<div class="actions">
|
||||||
<div id="player-actions">
|
|
||||||
<button class="action-drop" type="button">
|
<button class="action-drop" type="button">
|
||||||
<svg class="svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-drop"></use></svg>
|
<svg class="svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-drop"></use></svg>
|
||||||
drop <span class="keyhint"><kbd>q</kbd></span></button>
|
drop <span class="keyhint">q</span></button>
|
||||||
<button class="action-cycle" type="button">
|
<button class="action-cycle" type="button">
|
||||||
<svg class="svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-cycle"></use></svg>
|
<svg class="svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-cycle"></use></svg>
|
||||||
cycle <span class="keyhint"><kbd>e</kbd></span></button>
|
cycle <span class="keyhint">e</span></button>
|
||||||
<button class="action-swap" type="button">
|
<button class="action-swap" type="button">
|
||||||
<svg class="svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-swap"></use></svg>
|
<svg class="svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-swap"></use></svg>
|
||||||
switch <span class="keyhint"><kbd>c</kbd></span></button>
|
switch <span class="keyhint">c</span></button>
|
||||||
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<section id="player-game-area">
|
<section id="player-game-area">
|
||||||
<div class="level"><!-- level canvas and any overlays go here --></div>
|
<div class="level"><!-- level canvas and any overlays go here --></div>
|
||||||
<div class="player-overlay-message"></div>
|
<div class="overlay-message">
|
||||||
<div class="player-hint-wrapper">
|
<h1 class="-top"></h1>
|
||||||
<div class="player-hint"></div>
|
<div class="-middle"></div>
|
||||||
<svg class="player-hint-bg-icon svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-hint"></use></svg>
|
<p class="-bottom"></p>
|
||||||
</div>
|
<p class="-keyhint"></p>
|
||||||
<div class="player-level-number">
|
|
||||||
Level
|
|
||||||
<output></output>
|
|
||||||
</div>
|
</div>
|
||||||
|
<div class="message"></div>
|
||||||
<div class="chips">
|
<div class="chips">
|
||||||
<h3>
|
<h3>Hearts</h3>
|
||||||
<svg class="svg-icon" viewBox="0 0 16 16" title="Hearts">
|
|
||||||
<path d="M4,2 C 2,2 1,4 1,6 C 1,8 2,10 4,12 C 6,14 8,15 8,15 C 8,15 10,14 12,12 C 14,10 15,8 15,6 C 15,4 14,2 12,2 C 10,2 8,5 8,5 C 8,5 6,2 4,2 z M12,4 C 12,5 13,6 14,6 C 13,6 12,7 12,8 C 12,7 11,6 10,6 C 11,6 12,5 12,4 z"></path>
|
|
||||||
</svg>
|
|
||||||
</h3>
|
|
||||||
<output></output>
|
<output></output>
|
||||||
</div>
|
</div>
|
||||||
<div class="time">
|
<div class="time">
|
||||||
<h3>
|
<h3>Time</h3>
|
||||||
<svg class="svg-icon" viewBox="0 0 16 16" title="Time">
|
|
||||||
<path d="M 7,3 A -6,6 0 0 1 13,9 -6,6 0 0 1 7,15 -6,6 0 0 1 1,9 -6,6 0 0 1 7,3 Z M 7,4 A -5,5 0 0 0 2,9 -5,5 0 0 0 7,14 -5,5 0 0 0 12,9 -5,5 0 0 0 7,4 Z"></path>
|
|
||||||
<!-- cap -->
|
|
||||||
<path d="M 15,4 12,1 c -1,0 -1,0 -1,1 l 1,1 -2,2 1,1 2,-2 1,1 c 1,0 1,0 1,-1 z"></path>
|
|
||||||
<!-- arrow -->
|
|
||||||
<path d="M 8,9 10,6 7,8 Z"></path>
|
|
||||||
<!-- center -->
|
|
||||||
<circle cx="7" cy="9" r="1"></circle>
|
|
||||||
</svg>
|
|
||||||
</h3>
|
|
||||||
<output></output>
|
<output></output>
|
||||||
</div>
|
</div>
|
||||||
<div class="bonus">
|
<div class="bonus">
|
||||||
<h3>
|
<h3>Bonus</h3>
|
||||||
<svg class="svg-icon" viewBox="0 0 16 16" title="Bonus">
|
|
||||||
<circle cx="8" cy="8" r="4"></circle>
|
|
||||||
<path d="m9,7 2,-6 c 2,0 1,1 2,2 1,1 2,0 2,2 z"></path>
|
|
||||||
<path d="M7,9 5,15 C 3,15 4,14 3,13 2,12 1,13 1,11 z"></path>
|
|
||||||
</svg>
|
|
||||||
</h3>
|
|
||||||
<output></output>
|
<output></output>
|
||||||
</div>
|
</div>
|
||||||
<div class="player-rules">
|
|
||||||
<p id="player-rule-compat-lynx" title="This level is known to have compatibility issues with the default Lexy rules, but is playable with the rules it was designed for.">
|
|
||||||
<svg class="svg-icon" viewBox="0 0 16 16"><path d="M 5,1 C 4,1 3,2 3,3 v 9 c 0,1 0,1 -1,1 -1,0 -1,2 0,2 h 9 c 1,0 2,-1 2,-2 V 4 c 0,-1 0,-1 1,-1 1,0 1,-2 0,-2 z m 0,2 h 6 V 4 H 5 Z m 0,3 h 6 V 7 H 5 Z m 0,3 h 6 v 1 H 5 Z m 0,3 h 6 v 1 H 5 Z"></path></svg>
|
|
||||||
<span>May require Lynx rules</span>
|
|
||||||
</p>
|
|
||||||
<p id="player-rule-logic-hidden" title="In this level, wires and logic gates are invisible. X-ray glasses will reveal them.">
|
|
||||||
<svg class="svg-icon" viewBox="0 0 16 16"><path d="M1,8 a7,7 0 0,1 14,0 7,7 0 0,1 -14,0 M3,8 a5,5 0 0,1 10,0 5,5 0 0,1 -10,0"></path><path d="M2,7 h5 v-5 h2 v5 h5 v2 h-5 v5 h-2 v-5 h-5 v-2"></path><path d="M1,14 L14,1 l1,1 L2,15 l-1,-1"></path></svg>
|
|
||||||
<span>Logic hidden</span>
|
|
||||||
</p>
|
|
||||||
<p id="player-rule-cc1-boots" title="In this level, tools cannot be dropped, and only the tools available in CC1 (cleats, suction boots, fire boots, and flippers) can be picked up.">
|
|
||||||
<svg class="svg-icon" viewBox="0 0 16 16"><path d="m 1,12 v 3 h 3 l 5,-5 h 3 L 15,7 V 4 L 12,7 H 11 L 9,5 V 4 L 12,1 H 9 L 6,4 v 3 z"></path></svg>
|
|
||||||
<span>Retro tool mode</span>
|
|
||||||
</p>
|
|
||||||
</div>
|
|
||||||
<div class="inventory"></div>
|
<div class="inventory"></div>
|
||||||
</section>
|
</section>
|
||||||
<div id="player-music">
|
<div id="player-music">
|
||||||
🎵 <a id="player-music-title" target="_blank">title</a> by <a id="player-music-author" target="_blank">author</a>
|
<div id="player-music-left">
|
||||||
|
🎵 <a id="player-music-title">title</a> by <a id="player-music-author">author</a>
|
||||||
|
</div>
|
||||||
|
<div id="player-music-right">
|
||||||
|
<input id="player-music-volume" type="range" min="0" max="1" step="0.05" value="1">
|
||||||
|
<input id="player-music-unmute" type="checkbox" checked>
|
||||||
|
</div>
|
||||||
<audio loop preload="auto">
|
<audio loop preload="auto">
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@@ -338,18 +204,22 @@
|
|||||||
<div class="-buttons" id="player-debug-time-buttons">
|
<div class="-buttons" id="player-debug-time-buttons">
|
||||||
<!-- populated in js -->
|
<!-- populated in js -->
|
||||||
</div>
|
</div>
|
||||||
<div id="player-debug-speed" class="radio-faux-button-set">
|
<p>Game speed:
|
||||||
<label><input type="radio" name="speed" value="1/4"><span class="-button">¼</span></label>
|
<select name="speed">
|
||||||
<label><input type="radio" name="speed" value="1/3"><span class="-button">⅓</span></label>
|
<option value="100">100× faster</option>
|
||||||
<label><input type="radio" name="speed" value="1/2"><span class="-button">½</span></label>
|
<option value="50">50× faster</option>
|
||||||
<label><input type="radio" name="speed" value="1"><span class="-button"><strong>1×</strong></span></label>
|
<option value="20">20× faster</option>
|
||||||
<label><input type="radio" name="speed" value="2"><span class="-button">2</span></label>
|
<option value="10">10× faster</option>
|
||||||
<label><input type="radio" name="speed" value="3"><span class="-button">3</span></label>
|
<option value="5">5× faster</option>
|
||||||
<label><input type="radio" name="speed" value="5"><span class="-button">5</span></label>
|
<option value="3">3× faster</option>
|
||||||
<label><input type="radio" name="speed" value="10"><span class="-button">10</span></label>
|
<option value="2">2× faster</option>
|
||||||
<label><input type="radio" name="speed" value="25"><span class="-button">25</span></label>
|
<option value="3/2">1½× faster</option>
|
||||||
<label><input type="radio" name="speed" value="100"><span class="-button">100</span></label>
|
<option value="1" selected>Normal speed</option>
|
||||||
</div>
|
<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>
|
<h3>Inventory</h3>
|
||||||
<div class="-inventory">
|
<div class="-inventory">
|
||||||
@@ -393,11 +263,10 @@
|
|||||||
</select>
|
</select>
|
||||||
</p>
|
</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><label><input type="checkbox" name="disable_interpolation"> Disable interpolation</label></li>
|
|
||||||
<li><label><input type="checkbox" name="show_actor_bboxes"> Show actor bounding boxes</label></li>
|
<li><label><input type="checkbox" name="show_actor_bboxes"> Show actor bounding boxes</label></li>
|
||||||
<li><label><input type="checkbox" name="show_actor_order"> Show actor order</label></li>
|
<li><label><input type="checkbox" name="disable_interpolation"> Disable interpolation</label></li>
|
||||||
<li><label><input type="checkbox" name="show_actor_tooltips"> Show actor tooltips</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> 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 is immortal</label></li>
|
||||||
<li><label><input type="checkbox" disabled> Player ignores collision</label></li>
|
<li><label><input type="checkbox" disabled> Player ignores collision</label></li>
|
||||||
@@ -408,6 +277,7 @@
|
|||||||
<!-- populated in js -->
|
<!-- populated in js -->
|
||||||
</div>
|
</div>
|
||||||
<p>Tip: Middle-click to teleport.</p>
|
<p>Tip: Middle-click to teleport.</p>
|
||||||
|
|
||||||
<!-- TODO?
|
<!-- TODO?
|
||||||
- inspect with mouse
|
- inspect with mouse
|
||||||
- list of actors, or currently pointed-to actor?
|
- list of actors, or currently pointed-to actor?
|
||||||
@@ -425,16 +295,72 @@
|
|||||||
</form>
|
</form>
|
||||||
</main>
|
</main>
|
||||||
<main id="editor" hidden>
|
<main id="editor" hidden>
|
||||||
<header></header>
|
<header>
|
||||||
|
<!-- TODO
|
||||||
|
- close
|
||||||
|
- export
|
||||||
|
- delete??
|
||||||
|
|
||||||
|
- zoom
|
||||||
|
|
||||||
|
also deal with levels vs level /packs/ somehow, not sure how that'll work (including downloading them, yeargh?)
|
||||||
|
-->
|
||||||
|
</header>
|
||||||
<div class="editor-canvas">
|
<div class="editor-canvas">
|
||||||
<div class="-container">
|
<div class="-container">
|
||||||
<!-- level canvas and any overlays go here -->
|
<!-- level canvas and any overlays go here -->
|
||||||
<!-- the container is to allow them to scroll as a single unit -->
|
<!-- the container is to allow them to scroll as a single unit -->
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<nav class="controls"></nav>
|
<nav class="controls">
|
||||||
|
<div id="editor-tile">
|
||||||
|
</div>
|
||||||
|
<!--
|
||||||
|
<p style>
|
||||||
|
Tip: Right click to color drop.<br>
|
||||||
|
Tip: Ctrl-click with terrain to replace only the current tile's terrain, rather than overwriting the whole tile.
|
||||||
|
</p>
|
||||||
|
|
||||||
|
<p>Layer: [all/auto] [terrain] [item] [actor] [overlay]</p>
|
||||||
|
|
||||||
|
<p>Actor direction: [north] [south] [east] [west]</p>
|
||||||
|
|
||||||
|
<p>[ ] Show connections</p>
|
||||||
|
<p>[ ] Toggle green objects</p>
|
||||||
|
<p>[ ] Show monster pathing</p>
|
||||||
|
<p>[ ] Show circuits???</p>
|
||||||
|
|
||||||
|
<pre>
|
||||||
|
Metadata:
|
||||||
|
xxx / yyy chips required
|
||||||
|
Time limit: [____]
|
||||||
|
Title: [__________]
|
||||||
|
Author: [__________]
|
||||||
|
map size
|
||||||
|
</pre>
|
||||||
|
-->
|
||||||
|
</nav>
|
||||||
<div class="palette"></div>
|
<div class="palette"></div>
|
||||||
<div id="editor-statusbar"></div>
|
<!-- TODO:
|
||||||
|
controls
|
||||||
|
- play!
|
||||||
|
- object palette
|
||||||
|
- choose direction
|
||||||
|
- choose layer to /modify/: terrain, item, creature, overlay
|
||||||
|
- stack (place item atop whatever terrain), or replace (placing a tile overwrites the whole cell)
|
||||||
|
[XXX mode that allows arbitrary stacking of objects?]
|
||||||
|
- level metadata
|
||||||
|
- change size
|
||||||
|
|
||||||
|
XXX how do i handle thin walls? treat specially, allow drawing/erasing them along edges instead of tiles? ehh then you can't control which tile they're in though... but the game seems to prefer south+east so maybe that works...
|
||||||
|
|
||||||
|
hotkeys
|
||||||
|
- mod a tile on the board: rotate a creature, alter thin walls??
|
||||||
|
- "pick up" a tile
|
||||||
|
|
||||||
|
cool stuff
|
||||||
|
- set chip count by hand, set extra ones automatically
|
||||||
|
-->
|
||||||
</main>
|
</main>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
@@ -1,145 +0,0 @@
|
|||||||
import { DIRECTIONS, DIRECTION_ORDER } from './defs.js';
|
|
||||||
|
|
||||||
export function trace_floor_circuit(level, start_cell, start_edge, on_wire, on_dead_end) {
|
|
||||||
let is_first = true;
|
|
||||||
let pending = [[start_cell, start_edge]];
|
|
||||||
let seen_cells = new Map;
|
|
||||||
while (pending.length > 0) {
|
|
||||||
let next = [];
|
|
||||||
for (let [cell, edge] of pending) {
|
|
||||||
let terrain = cell.get_terrain();
|
|
||||||
if (! terrain)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
let edgeinfo = DIRECTIONS[edge];
|
|
||||||
let seen_edges = seen_cells.get(cell) ?? 0;
|
|
||||||
if (seen_edges & edgeinfo.bit)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
let actor = cell.get_actor();
|
|
||||||
let wire_directions = terrain.wire_directions;
|
|
||||||
if ((actor?.wire_directions ?? null !== null) && (actor.movement_cooldown === 0 || level.compat.tiles_react_instantly))
|
|
||||||
{
|
|
||||||
wire_directions = actor.wire_directions;
|
|
||||||
}
|
|
||||||
|
|
||||||
// The wire comes in from this edge towards the center; see how it connects within this
|
|
||||||
// cell, then check for any neighbors
|
|
||||||
let connections = edgeinfo.bit;
|
|
||||||
if (! is_first && ((wire_directions ?? 0) & edgeinfo.bit) === 0) {
|
|
||||||
// There's not actually a wire here (but not if this is our starting cell, in which
|
|
||||||
// case we trust the caller)
|
|
||||||
if (on_dead_end) {
|
|
||||||
on_dead_end(terrain.cell, edge);
|
|
||||||
}
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
else if (terrain.type.wire_propagation_mode === 'none') {
|
|
||||||
// The wires in this tile never connect to each other
|
|
||||||
}
|
|
||||||
else if (terrain.type.wire_propagation_mode === 'cross' ||
|
|
||||||
(wire_directions === 0x0f && terrain.type.wire_propagation_mode !== 'all'))
|
|
||||||
{
|
|
||||||
// This is a cross pattern, so only opposite edges connect
|
|
||||||
if (wire_directions & edgeinfo.opposite_bit) {
|
|
||||||
connections |= edgeinfo.opposite_bit;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
// Everything connects
|
|
||||||
connections |= wire_directions;
|
|
||||||
}
|
|
||||||
|
|
||||||
seen_cells.set(cell, seen_edges | connections);
|
|
||||||
|
|
||||||
if (on_wire) {
|
|
||||||
on_wire(terrain, connections);
|
|
||||||
}
|
|
||||||
|
|
||||||
for (let [direction, dirinfo] of Object.entries(DIRECTIONS)) {
|
|
||||||
// Obviously don't go backwards, but that doesn't apply if this is our first pass
|
|
||||||
if (direction === edge && ! is_first)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
if ((connections & dirinfo.bit) === 0)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
let neighbor;
|
|
||||||
if ((terrain.wire_tunnel_directions ?? 0) & dirinfo.bit) {
|
|
||||||
// Search in this direction for a matching tunnel
|
|
||||||
neighbor = find_matching_wire_tunnel(level, cell.x, cell.y, direction);
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
neighbor = level.get_neighboring_cell(cell, direction);
|
|
||||||
}
|
|
||||||
|
|
||||||
/*
|
|
||||||
if (! neighbor || (((neighbor.get_terrain().wire_directions ?? 0) & dirinfo.opposite_bit) === 0)) {
|
|
||||||
console.log("bailing here", neighbor, direction);
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
if (! neighbor)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
next.push([neighbor, dirinfo.opposite]);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
pending = next;
|
|
||||||
is_first = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
export function find_matching_wire_tunnel(level, x, y, direction) {
|
|
||||||
let dirinfo = DIRECTIONS[direction];
|
|
||||||
let [dx, dy] = dirinfo.movement;
|
|
||||||
let nesting = 0;
|
|
||||||
while (true) {
|
|
||||||
x += dx;
|
|
||||||
y += dy;
|
|
||||||
let candidate = level.cell(x, y);
|
|
||||||
if (! candidate)
|
|
||||||
return null;
|
|
||||||
|
|
||||||
let neighbor = candidate.get_terrain();
|
|
||||||
if (! neighbor)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
if ((neighbor.wire_tunnel_directions ?? 0) & dirinfo.opposite_bit) {
|
|
||||||
if (nesting === 0) {
|
|
||||||
return candidate;
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
nesting -= 1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if ((neighbor.wire_tunnel_directions ?? 0) & dirinfo.bit) {
|
|
||||||
nesting += 1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// TODO make this guy work generically for orange, red, brown buttons? others...?
|
|
||||||
export function find_implicit_connection() {
|
|
||||||
}
|
|
||||||
|
|
||||||
// Iterates over a grid in a diamond pattern, spreading out from the given start cell (but not
|
|
||||||
// including it). Only used for connecting orange buttons.
|
|
||||||
export function* iter_cells_in_diamond(levelish, x0, y0) {
|
|
||||||
let max_search_radius = Math.max(levelish.size_x, levelish.size_y) + 1;
|
|
||||||
for (let dist = 1; dist <= max_search_radius; dist++) {
|
|
||||||
// Start east and move counterclockwise
|
|
||||||
let sx = x0 + dist;
|
|
||||||
let sy = y0;
|
|
||||||
for (let direction of [[-1, -1], [-1, 1], [1, 1], [1, -1]]) {
|
|
||||||
for (let i = 0; i < dist; i++) {
|
|
||||||
let cell = levelish.cell(sx, sy);
|
|
||||||
if (cell) {
|
|
||||||
yield cell;
|
|
||||||
}
|
|
||||||
sx += direction[0];
|
|
||||||
sy += direction[1];
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -4,50 +4,38 @@ export const DIRECTIONS = {
|
|||||||
north: {
|
north: {
|
||||||
movement: [0, -1],
|
movement: [0, -1],
|
||||||
bit: 0x01,
|
bit: 0x01,
|
||||||
opposite_bit: 0x04,
|
|
||||||
index: 0,
|
index: 0,
|
||||||
action: 'up',
|
action: 'up',
|
||||||
left: 'west',
|
left: 'west',
|
||||||
right: 'east',
|
right: 'east',
|
||||||
opposite: 'south',
|
opposite: 'south',
|
||||||
mirrored: 'north',
|
|
||||||
flipped: 'south',
|
|
||||||
},
|
},
|
||||||
south: {
|
south: {
|
||||||
movement: [0, 1],
|
movement: [0, 1],
|
||||||
bit: 0x04,
|
bit: 0x04,
|
||||||
opposite_bit: 0x01,
|
|
||||||
index: 2,
|
index: 2,
|
||||||
action: 'down',
|
action: 'down',
|
||||||
left: 'east',
|
left: 'east',
|
||||||
right: 'west',
|
right: 'west',
|
||||||
opposite: 'north',
|
opposite: 'north',
|
||||||
mirrored: 'south',
|
|
||||||
flipped: 'north',
|
|
||||||
},
|
},
|
||||||
west: {
|
west: {
|
||||||
movement: [-1, 0],
|
movement: [-1, 0],
|
||||||
bit: 0x08,
|
bit: 0x08,
|
||||||
opposite_bit: 0x02,
|
|
||||||
index: 3,
|
index: 3,
|
||||||
action: 'left',
|
action: 'left',
|
||||||
left: 'south',
|
left: 'south',
|
||||||
right: 'north',
|
right: 'north',
|
||||||
opposite: 'east',
|
opposite: 'east',
|
||||||
mirrored: 'east',
|
|
||||||
flipped: 'west',
|
|
||||||
},
|
},
|
||||||
east: {
|
east: {
|
||||||
movement: [1, 0],
|
movement: [1, 0],
|
||||||
bit: 0x02,
|
bit: 0x02,
|
||||||
opposite_bit: 0x08,
|
|
||||||
index: 1,
|
index: 1,
|
||||||
action: 'right',
|
action: 'right',
|
||||||
left: 'north',
|
left: 'north',
|
||||||
right: 'south',
|
right: 'south',
|
||||||
opposite: 'west',
|
opposite: 'west',
|
||||||
mirrored: 'west',
|
|
||||||
flipped: 'east',
|
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
// Should match the bit ordering above, and CC2's order
|
// Should match the bit ordering above, and CC2's order
|
||||||
@@ -65,33 +53,23 @@ export const INPUT_BITS = {
|
|||||||
wait: 0x8000,
|
wait: 0x8000,
|
||||||
};
|
};
|
||||||
|
|
||||||
export const LAYERS = {
|
// TODO cc2 order is: swivel, thinwalls, canopy (and yes you can have them all in the same tile)
|
||||||
|
export const DRAW_LAYERS = {
|
||||||
terrain: 0,
|
terrain: 0,
|
||||||
item: 1,
|
item: 1,
|
||||||
item_mod: 2,
|
item_mod: 2,
|
||||||
actor: 3,
|
actor: 3,
|
||||||
vfx: 4,
|
overlay: 4,
|
||||||
swivel: 5,
|
MAX: 5,
|
||||||
thin_wall: 6,
|
|
||||||
canopy: 7,
|
|
||||||
|
|
||||||
MAX: 8,
|
|
||||||
};
|
};
|
||||||
|
|
||||||
export const COLLISION = {
|
export const COLLISION = {
|
||||||
real_player1: 0x0001,
|
player1: 0x0001,
|
||||||
real_player2: 0x0002,
|
player2: 0x0002,
|
||||||
real_player: 0x0003,
|
player: 0x0003,
|
||||||
doppel1: 0x0004,
|
|
||||||
doppel2: 0x0008,
|
|
||||||
doppel: 0x000c,
|
|
||||||
playerlike1: 0x0005,
|
|
||||||
playerlike2: 0x000a,
|
|
||||||
playerlike: 0x000f,
|
|
||||||
|
|
||||||
block_cc1: 0x0010,
|
block_cc1: 0x0004,
|
||||||
block_cc2: 0x0020, // ice + frame (+ circuit, etc)
|
block_cc2: 0x0008, // ice + directional
|
||||||
bowling_ball: 0x0040, // rolling ball, dynamite
|
|
||||||
|
|
||||||
// Monsters are a little complicated, because some of them have special rules, e.g. fireballs
|
// Monsters are a little complicated, because some of them have special rules, e.g. fireballs
|
||||||
// aren't blocked by fire.
|
// aren't blocked by fire.
|
||||||
@@ -100,214 +78,14 @@ export const COLLISION = {
|
|||||||
monster_generic: 0x0100,
|
monster_generic: 0x0100,
|
||||||
fireball: 0x0200,
|
fireball: 0x0200,
|
||||||
bug: 0x0400,
|
bug: 0x0400,
|
||||||
yellow_tank: 0x0800,
|
|
||||||
rover: 0x1000,
|
rover: 0x1000,
|
||||||
ghost: 0x8000,
|
ghost: 0x8000,
|
||||||
// For a tile's COLLISION, use one of these bit combinations
|
// For a tile's COLLISION, use one of these bit combinations
|
||||||
monster_typical: 0x6f00, // everything but ghost and rover
|
monster_solid: 0x7f00, // everything but ghost
|
||||||
monster_any: 0xff00, // everything including ghost (only used for monster/fire compat flag)
|
monster_any: 0xff00, // everything including ghost
|
||||||
|
|
||||||
// Combo masks used for matching
|
// Combo masks used for matching
|
||||||
all_but_ghost: 0xffff & ~0x8000,
|
all_but_ghost: 0xffff & ~0x8000,
|
||||||
all_but_real_player: 0xffff & ~0x0003,
|
all_but_player: 0xffff & ~0x0003,
|
||||||
all: 0xffff,
|
all: 0xffff,
|
||||||
};
|
};
|
||||||
|
|
||||||
// Item pickup priority, which both actors and items have. An actor will pick up an item if the
|
|
||||||
// item's priority is greater than or equal to the actor's.
|
|
||||||
export const PICKUP_PRIORITIES = {
|
|
||||||
never: 4, // cc2 blocks, never pick anything up
|
|
||||||
always: 3, // all actors; blue keys, yellow teleporters (everything picks up except cc2 blocks)
|
|
||||||
// TODO is this even necessary? in cc2 the general rule seems to be that anything stepping on
|
|
||||||
// an item picks it up, and collision is used to avoid that most of the time
|
|
||||||
normal: 3, // actors with inventories; most items
|
|
||||||
player: 1, // players and doppelgangers; red keys (ignored by everything else)
|
|
||||||
real_player: 0,
|
|
||||||
};
|
|
||||||
|
|
||||||
export const COMPAT_RULESET_LABELS = {
|
|
||||||
lexy: "Lexy",
|
|
||||||
steam: "Steam",
|
|
||||||
'steam-strict': "Steam (strict)",
|
|
||||||
lynx: "Lynx",
|
|
||||||
ms: "Microsoft",
|
|
||||||
custom: "Custom",
|
|
||||||
};
|
|
||||||
export const COMPAT_RULESET_ORDER = ['lexy', 'steam', 'steam-strict', 'lynx', 'ms', 'custom'];
|
|
||||||
// FIXME some of the names of the flags themselves kinda suck
|
|
||||||
export const COMPAT_FLAGS = [
|
|
||||||
// Level loading
|
|
||||||
// TODO? /strictly/ speaking, these should be turned on for lynx+ms/lynx respectively, but then i'd
|
|
||||||
// have to also alter the behavior of the corresponding terrain, which seems kind of silly
|
|
||||||
{
|
|
||||||
key: 'no_auto_convert_ccl_popwalls',
|
|
||||||
label: "Recessed walls under actors in CCL levels are left alone",
|
|
||||||
rulesets: new Set(['steam-strict']),
|
|
||||||
}, {
|
|
||||||
key: 'no_auto_convert_ccl_blue_walls',
|
|
||||||
label: "Blue walls under blocks in CCL levels are left alone",
|
|
||||||
rulesets: new Set(['steam-strict']),
|
|
||||||
},
|
|
||||||
|
|
||||||
// Core
|
|
||||||
{
|
|
||||||
key: 'allow_double_cooldowns',
|
|
||||||
label: "Actors may cooldown twice in one tic",
|
|
||||||
rulesets: new Set(['steam', 'steam-strict', 'lynx']),
|
|
||||||
}, {
|
|
||||||
key: 'no_separate_idle_phase',
|
|
||||||
label: "Actors teleport immediately after moving",
|
|
||||||
rulesets: new Set(['steam', 'steam-strict']),
|
|
||||||
}, {
|
|
||||||
key: 'player_moves_last',
|
|
||||||
label: "Player always moves last",
|
|
||||||
rulesets: new Set(['lynx', 'ms']),
|
|
||||||
}, {
|
|
||||||
key: 'player_protected_by_items',
|
|
||||||
label: "Players can't be trampled when standing on items",
|
|
||||||
rulesets: new Set(['lynx']),
|
|
||||||
}, {
|
|
||||||
// Note that this requires no_early_push as well
|
|
||||||
key: 'player_safe_at_decision_time',
|
|
||||||
label: "Players can't be trampled at decision time",
|
|
||||||
rulesets: new Set(['lynx']),
|
|
||||||
}, {
|
|
||||||
key: 'emulate_60fps',
|
|
||||||
label: "Game runs at 60 FPS",
|
|
||||||
rulesets: new Set(['steam', 'steam-strict']),
|
|
||||||
}, {
|
|
||||||
key: 'reuse_actor_slots',
|
|
||||||
label: "Game reuses slots in the actor list",
|
|
||||||
rulesets: new Set(['lynx']),
|
|
||||||
}, {
|
|
||||||
key: 'force_lynx_animation_lengths',
|
|
||||||
label: "Animations use Lynx duration",
|
|
||||||
rulesets: new Set(['lynx']),
|
|
||||||
},
|
|
||||||
|
|
||||||
// Tiles
|
|
||||||
{
|
|
||||||
// XXX this is goofy
|
|
||||||
key: 'tiles_react_instantly',
|
|
||||||
label: "Tiles react when approached",
|
|
||||||
rulesets: new Set(['ms']),
|
|
||||||
}, {
|
|
||||||
key: 'rff_actually_random',
|
|
||||||
label: "Random force floors are actually random",
|
|
||||||
rulesets: new Set(['ms']),
|
|
||||||
}, {
|
|
||||||
key: 'no_backwards_override',
|
|
||||||
label: "Player can't override backwards on a force floor",
|
|
||||||
rulesets: new Set(['lynx']),
|
|
||||||
}, {
|
|
||||||
key: 'force_floors_inert_on_first_tic',
|
|
||||||
label: "Force floors don't trigger on the first tic",
|
|
||||||
rulesets: new Set(['lynx', 'ms']),
|
|
||||||
}, {
|
|
||||||
key: 'traps_like_lynx',
|
|
||||||
label: "Traps eject faster, and even when already open",
|
|
||||||
rulesets: new Set(['lynx']),
|
|
||||||
}, {
|
|
||||||
key: 'blue_floors_vanish_on_arrive',
|
|
||||||
label: "Fake blue walls vanish on arrival",
|
|
||||||
rulesets: new Set(['lynx']),
|
|
||||||
}, {
|
|
||||||
key: 'green_teleports_can_fail',
|
|
||||||
label: "Green teleporters sometimes fail",
|
|
||||||
rulesets: new Set(['steam-strict']),
|
|
||||||
},
|
|
||||||
|
|
||||||
// Items
|
|
||||||
{
|
|
||||||
key: 'no_immediate_detonate_bombs',
|
|
||||||
label: "Mines under non-player actors don't explode at level start",
|
|
||||||
rulesets: new Set(['lynx', 'ms']),
|
|
||||||
}, {
|
|
||||||
key: 'detonate_bombs_under_players',
|
|
||||||
label: "Mines under players explode at level start",
|
|
||||||
rulesets: new Set(['steam', 'steam-strict']),
|
|
||||||
}, {
|
|
||||||
key: 'cloned_bowling_balls_can_be_lost',
|
|
||||||
label: "Bowling balls on cloners are destroyed when fired at point blank",
|
|
||||||
rulesets: new Set(['steam-strict']),
|
|
||||||
}, {
|
|
||||||
key: 'monsters_ignore_keys',
|
|
||||||
label: "Monsters completely ignore keys",
|
|
||||||
rulesets: new Set(['ms']),
|
|
||||||
},
|
|
||||||
|
|
||||||
// Blocks
|
|
||||||
{
|
|
||||||
key: 'no_early_push',
|
|
||||||
label: "Pushing blocks happens at move time",
|
|
||||||
rulesets: new Set(['lynx', 'ms']),
|
|
||||||
}, {
|
|
||||||
key: 'use_legacy_hooking',
|
|
||||||
label: "Pulling blocks with the hook happens at decision time",
|
|
||||||
rulesets: new Set(['steam', 'steam-strict']),
|
|
||||||
}, {
|
|
||||||
// FIXME this is kind of annoying, there are some collision rules too
|
|
||||||
key: 'tanks_teeth_push_ice_blocks',
|
|
||||||
label: "Ice blocks emulate pgchip rules",
|
|
||||||
rulesets: new Set(['ms']),
|
|
||||||
}, {
|
|
||||||
key: 'allow_pushing_blocks_off_faux_walls',
|
|
||||||
label: "Blocks may be pushed off of blue (fake), invisible, and revealing walls",
|
|
||||||
rulesets: new Set(['lynx']),
|
|
||||||
}, {
|
|
||||||
key: 'emulate_spring_mining',
|
|
||||||
label: "Spring mining is possible",
|
|
||||||
rulesets: new Set(['steam-strict']),
|
|
||||||
/* XXX not implemented
|
|
||||||
}, {
|
|
||||||
key: 'emulate_flicking',
|
|
||||||
label: "Flicking is possible",
|
|
||||||
rulesets: new Set(['ms']),
|
|
||||||
*/
|
|
||||||
},
|
|
||||||
|
|
||||||
// Monsters
|
|
||||||
{
|
|
||||||
// TODO? in lynx they ignore the button while in motion too
|
|
||||||
// TODO what about in a trap, in every game??
|
|
||||||
// TODO what does ms do when a tank is on ice or a ff? wiki's description is wacky
|
|
||||||
// TODO yellow tanks seem to have memory too??
|
|
||||||
key: 'tanks_always_obey_button',
|
|
||||||
label: "Blue tanks always obey blue buttons",
|
|
||||||
rulesets: new Set(['steam-strict']),
|
|
||||||
}, {
|
|
||||||
key: 'tanks_ignore_button_while_moving',
|
|
||||||
label: "Blue tanks ignore blue buttons while moving",
|
|
||||||
rulesets: new Set(['lynx']),
|
|
||||||
}, {
|
|
||||||
key: 'blobs_use_tw_prng',
|
|
||||||
label: "Blobs use the Tile World RNG",
|
|
||||||
rulesets: new Set(['lynx']),
|
|
||||||
}, {
|
|
||||||
key: 'teeth_target_internal_position',
|
|
||||||
label: "Teeth target the player's internal position",
|
|
||||||
rulesets: new Set(['lynx']),
|
|
||||||
}, {
|
|
||||||
key: 'rff_blocks_monsters',
|
|
||||||
label: "Random force floors block monsters",
|
|
||||||
rulesets: new Set(['ms']),
|
|
||||||
}, {
|
|
||||||
key: 'bonking_isnt_instant',
|
|
||||||
label: "Bonking while sliding doesn't apply instantly",
|
|
||||||
rulesets: new Set(['lynx', 'ms']),
|
|
||||||
}, {
|
|
||||||
key: 'fire_allows_monsters',
|
|
||||||
label: "Fire doesn't block monsters",
|
|
||||||
rulesets: new Set(['ms']),
|
|
||||||
},
|
|
||||||
];
|
|
||||||
|
|
||||||
export function compat_flags_for_ruleset(ruleset) {
|
|
||||||
let compat = {};
|
|
||||||
for (let compatdef of COMPAT_FLAGS) {
|
|
||||||
if (compatdef.rulesets.has(ruleset)) {
|
|
||||||
compat[compatdef.key] = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return compat;
|
|
||||||
}
|
|
||||||
@@ -1,5 +1,5 @@
|
|||||||
import { TransientOverlay } from '../main-base.js';
|
import { TransientOverlay } from './main-base.js';
|
||||||
import { mk, mk_svg } from '../util.js';
|
import { mk, mk_svg } from './util.js';
|
||||||
|
|
||||||
// FIXME could very much stand to have a little animation when appearing
|
// FIXME could very much stand to have a little animation when appearing
|
||||||
class TileEditorOverlay extends TransientOverlay {
|
class TileEditorOverlay extends TransientOverlay {
|
||||||
@@ -10,43 +10,8 @@ class TileEditorOverlay extends TransientOverlay {
|
|||||||
this.tile = null;
|
this.tile = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
edit_tile(tile, cell) {
|
edit_tile(tile) {
|
||||||
this.tile = tile;
|
this.tile = tile;
|
||||||
this.cell = cell;
|
|
||||||
|
|
||||||
this.needs_undo_entry = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Please call this BEFORE actually modifying the tile; it's important for undo!
|
|
||||||
mark_dirty() {
|
|
||||||
if (this.cell) {
|
|
||||||
if (! this.needs_undo_entry) {
|
|
||||||
// We are ABOUT to mutate this tile for the first time; swap it out with a clone in
|
|
||||||
// preparation for making an undo entry when this overlay closes
|
|
||||||
this.pristine_tile = this.tile;
|
|
||||||
this.tile = {...this.tile};
|
|
||||||
this.cell[this.tile.type.layer] = this.tile;
|
|
||||||
this.needs_undo_entry = true;
|
|
||||||
}
|
|
||||||
this.editor.mark_cell_dirty(this.cell);
|
|
||||||
}
|
|
||||||
else if (this.tile === this.editor.fg_tile) {
|
|
||||||
// The change hasn't happened yet! Don't redraw until we return to the event loop
|
|
||||||
setTimeout(() => this.editor.redraw_foreground_tile(), 0);
|
|
||||||
}
|
|
||||||
else if (this.tile === this.editor.bg_tile) {
|
|
||||||
setTimeout(() => this.editor.redraw_background_tile(), 0);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
close() {
|
|
||||||
if (this.needs_undo_entry) {
|
|
||||||
// This will be a no-op the first time since the tile was already swapped, but it's
|
|
||||||
// important for redo
|
|
||||||
this.editor._assign_tile(this.cell, this.tile.type.layer, this.tile, this.pristine_tile);
|
|
||||||
this.editor.commit_undo();
|
|
||||||
}
|
|
||||||
super.close();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
static configure_tile_defaults(tile) {
|
static configure_tile_defaults(tile) {
|
||||||
@@ -80,14 +45,14 @@ class LetterTileEditor extends TileEditorOverlay {
|
|||||||
|
|
||||||
list.addEventListener('change', ev => {
|
list.addEventListener('change', ev => {
|
||||||
if (this.tile) {
|
if (this.tile) {
|
||||||
this.mark_dirty();
|
|
||||||
this.tile.overlaid_glyph = this.root.elements['glyph'].value;
|
this.tile.overlaid_glyph = this.root.elements['glyph'].value;
|
||||||
|
this.editor.mark_tile_dirty(this.tile);
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
edit_tile(tile, cell) {
|
edit_tile(tile) {
|
||||||
super.edit_tile(tile, cell);
|
super.edit_tile(tile);
|
||||||
this.root.elements['glyph'].value = tile.overlaid_glyph;
|
this.root.elements['glyph'].value = tile.overlaid_glyph;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -103,16 +68,15 @@ class HintTileEditor extends TileEditorOverlay {
|
|||||||
this.root.append(mk('h3', "Hint text"));
|
this.root.append(mk('h3', "Hint text"));
|
||||||
this.text = mk('textarea.editor-hint-tile-text');
|
this.text = mk('textarea.editor-hint-tile-text');
|
||||||
this.root.append(this.text);
|
this.root.append(this.text);
|
||||||
this.text.addEventListener('change', ev => {
|
this.text.addEventListener('input', ev => {
|
||||||
if (this.tile && this.text.value !== this.tile.hint_text) {
|
if (this.tile) {
|
||||||
this.mark_dirty();
|
|
||||||
this.tile.hint_text = this.text.value;
|
this.tile.hint_text = this.text.value;
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
edit_tile(tile, cell) {
|
edit_tile(tile) {
|
||||||
super.edit_tile(tile, cell);
|
super.edit_tile(tile);
|
||||||
this.text.value = tile.hint_text ?? "";
|
this.text.value = tile.hint_text ?? "";
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -174,19 +138,19 @@ class FrameBlockTileEditor extends TileEditorOverlay {
|
|||||||
if (! this.tile)
|
if (! this.tile)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
this.mark_dirty();
|
|
||||||
if (ev.target.checked) {
|
if (ev.target.checked) {
|
||||||
this.tile.arrows.add(ev.target.value);
|
this.tile.arrows.add(ev.target.value);
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
this.tile.arrows.delete(ev.target.value);
|
this.tile.arrows.delete(ev.target.value);
|
||||||
}
|
}
|
||||||
|
this.editor.mark_tile_dirty(this.tile);
|
||||||
});
|
});
|
||||||
this.root.append(arrow_list);
|
this.root.append(arrow_list);
|
||||||
}
|
}
|
||||||
|
|
||||||
edit_tile(tile, cell) {
|
edit_tile(tile) {
|
||||||
super.edit_tile(tile, cell);
|
super.edit_tile(tile);
|
||||||
|
|
||||||
for (let input of this.root.elements['direction']) {
|
for (let input of this.root.elements['direction']) {
|
||||||
input.checked = tile.arrows.has(input.value);
|
input.checked = tile.arrows.has(input.value);
|
||||||
@@ -225,10 +189,7 @@ class RailroadTileEditor extends TileEditorOverlay {
|
|||||||
track_list.append(mk('li', mk('label', input, svg_icons[i])));
|
track_list.append(mk('li', mk('label', input, svg_icons[i])));
|
||||||
}
|
}
|
||||||
track_list.addEventListener('change', ev => {
|
track_list.addEventListener('change', ev => {
|
||||||
if (! this.tile)
|
if (this.tile) {
|
||||||
return;
|
|
||||||
|
|
||||||
this.mark_dirty();
|
|
||||||
let bit = 1 << ev.target.value;
|
let bit = 1 << ev.target.value;
|
||||||
if (ev.target.checked) {
|
if (ev.target.checked) {
|
||||||
this.tile.tracks |= bit;
|
this.tile.tracks |= bit;
|
||||||
@@ -236,11 +197,13 @@ class RailroadTileEditor extends TileEditorOverlay {
|
|||||||
else {
|
else {
|
||||||
this.tile.tracks &= ~bit;
|
this.tile.tracks &= ~bit;
|
||||||
}
|
}
|
||||||
|
this.editor.mark_tile_dirty(this.tile);
|
||||||
|
}
|
||||||
});
|
});
|
||||||
this.root.append(track_list);
|
this.root.append(track_list);
|
||||||
|
|
||||||
this.root.append(mk('h3', "Switch"));
|
this.root.append(mk('h3', "Switch"));
|
||||||
let switch_list = mk('ul.editor-railroad-tile-tracks.--switch.editor-tile-editor-svg-parts');
|
let switch_list = mk('ul.editor-railroad-tile-tracks.--switch');
|
||||||
for (let i of track_order) {
|
for (let i of track_order) {
|
||||||
let input = mk('input', {type: 'radio', name: 'switch', value: i});
|
let input = mk('input', {type: 'radio', name: 'switch', value: i});
|
||||||
switch_list.append(mk('li', mk('label', input, svg_icons[i].cloneNode(true))));
|
switch_list.append(mk('li', mk('label', input, svg_icons[i].cloneNode(true))));
|
||||||
@@ -249,8 +212,8 @@ class RailroadTileEditor extends TileEditorOverlay {
|
|||||||
// TODO if they pick a track that's missing it should add it
|
// TODO if they pick a track that's missing it should add it
|
||||||
switch_list.addEventListener('change', ev => {
|
switch_list.addEventListener('change', ev => {
|
||||||
if (this.tile) {
|
if (this.tile) {
|
||||||
this.mark_dirty();
|
this.tile.track_switch = ev.target.value;
|
||||||
this.tile.track_switch = parseInt(ev.target.value, 10);
|
this.editor.mark_tile_dirty(this.tile);
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
this.root.append(switch_list);
|
this.root.append(switch_list);
|
||||||
@@ -259,8 +222,8 @@ class RailroadTileEditor extends TileEditorOverlay {
|
|||||||
// TODO initial actor facing (maybe only if there's an actor in the cell)
|
// TODO initial actor facing (maybe only if there's an actor in the cell)
|
||||||
}
|
}
|
||||||
|
|
||||||
edit_tile(tile, cell) {
|
edit_tile(tile) {
|
||||||
super.edit_tile(tile, cell);
|
super.edit_tile(tile);
|
||||||
|
|
||||||
for (let input of this.root.elements['track']) {
|
for (let input of this.root.elements['track']) {
|
||||||
input.checked = !! (tile.tracks & (1 << input.value));
|
input.checked = !! (tile.tracks & (1 << input.value));
|
||||||
@@ -285,6 +248,6 @@ export const TILES_WITH_PROPS = {
|
|||||||
railroad: RailroadTileEditor,
|
railroad: RailroadTileEditor,
|
||||||
// TODO various wireable tiles (hmm not sure how that ui works)
|
// TODO various wireable tiles (hmm not sure how that ui works)
|
||||||
// TODO initial value of counter
|
// TODO initial value of counter
|
||||||
// TODO cloner arrows (should this be automatic unless you set them explicitly?)
|
// TODO cloner arrows
|
||||||
// TODO later, custom floor/wall selection
|
// TODO later, custom floor/wall selection
|
||||||
};
|
};
|
||||||
@@ -1,547 +0,0 @@
|
|||||||
import * as c2g from '../format-c2g.js';
|
|
||||||
import { DialogOverlay, AlertOverlay, flash_button } from '../main-base.js';
|
|
||||||
import CanvasRenderer from '../renderer-canvas.js';
|
|
||||||
import { mk, mk_button } from '../util.js';
|
|
||||||
import * as util from '../util.js';
|
|
||||||
|
|
||||||
export class EditorPackMetaOverlay extends DialogOverlay {
|
|
||||||
constructor(conductor, stored_pack) {
|
|
||||||
super(conductor);
|
|
||||||
this.set_title("pack properties");
|
|
||||||
let dl = mk('dl.formgrid');
|
|
||||||
this.main.append(dl);
|
|
||||||
|
|
||||||
dl.append(
|
|
||||||
mk('dt', "Title"),
|
|
||||||
mk('dd', mk('input', {name: 'title', type: 'text', value: stored_pack.title})),
|
|
||||||
);
|
|
||||||
// TODO...? what else is a property of the pack itself
|
|
||||||
|
|
||||||
this.add_button("save", () => {
|
|
||||||
let els = this.root.elements;
|
|
||||||
|
|
||||||
let title = els.title.value;
|
|
||||||
if (title !== stored_pack.title) {
|
|
||||||
stored_pack.title = title;
|
|
||||||
this.conductor.update_level_title();
|
|
||||||
}
|
|
||||||
|
|
||||||
this.close();
|
|
||||||
});
|
|
||||||
this.add_button("nevermind", () => {
|
|
||||||
this.close();
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
export class EditorLevelMetaOverlay extends DialogOverlay {
|
|
||||||
constructor(conductor, stored_level) {
|
|
||||||
super(conductor);
|
|
||||||
this.set_title("level properties");
|
|
||||||
let dl = mk('dl.formgrid');
|
|
||||||
this.main.append(dl);
|
|
||||||
|
|
||||||
let time_limit_input = mk('input', {name: 'time_limit', type: 'number', min: 0, max: 65535, value: stored_level.time_limit});
|
|
||||||
let time_limit_output = mk('output');
|
|
||||||
let update_time_limit = () => {
|
|
||||||
let time_limit = parseInt(time_limit_input.value, 10);
|
|
||||||
// FIXME need a change event for this tbh?
|
|
||||||
// FIXME handle NaN; maybe block keydown of not-numbers
|
|
||||||
time_limit = Math.max(0, Math.min(65535, time_limit));
|
|
||||||
time_limit_input.value = time_limit;
|
|
||||||
|
|
||||||
let text;
|
|
||||||
if (time_limit === 0) {
|
|
||||||
text = "No time limit";
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
text = util.format_duration(time_limit);
|
|
||||||
}
|
|
||||||
time_limit_output.textContent = text;
|
|
||||||
};
|
|
||||||
update_time_limit();
|
|
||||||
time_limit_input.addEventListener('input', update_time_limit);
|
|
||||||
|
|
||||||
let make_size_input = (name) => {
|
|
||||||
let input = mk('input', {name: name, type: 'number', min: 10, max: 100, value: stored_level[name]});
|
|
||||||
// TODO maybe block keydown of non-numbers too?
|
|
||||||
// Note that this is a change event, not an input event, so we don't prevent them from
|
|
||||||
// erasing the whole value to type a new one
|
|
||||||
input.addEventListener('change', ev => {
|
|
||||||
let value = parseInt(ev.target.value, 10);
|
|
||||||
if (isNaN(value)) {
|
|
||||||
ev.target.value = stored_level[name];
|
|
||||||
}
|
|
||||||
else if (value < 1) {
|
|
||||||
// Smaller than 10×10 isn't supported by CC2, but LL doesn't mind, so let it
|
|
||||||
// through if they try it manually
|
|
||||||
ev.target.value = 1;
|
|
||||||
}
|
|
||||||
else if (value > 100) {
|
|
||||||
ev.target.value = 100;
|
|
||||||
}
|
|
||||||
});
|
|
||||||
return input;
|
|
||||||
};
|
|
||||||
|
|
||||||
dl.append(
|
|
||||||
mk('dt', "Title"),
|
|
||||||
mk('dd.-one-field', mk('input', {name: 'title', type: 'text', value: stored_level.title})),
|
|
||||||
mk('dt', "Author"),
|
|
||||||
mk('dd.-one-field', mk('input', {name: 'author', type: 'text', value: stored_level.author})),
|
|
||||||
mk('dt', "Comment"),
|
|
||||||
mk('dd.-textarea', mk('textarea', {name: 'comment', rows: 4, cols: 20}, stored_level.comment)),
|
|
||||||
mk('dt', "Time limit"),
|
|
||||||
mk('dd.-with-buttons',
|
|
||||||
mk('div.-left',
|
|
||||||
time_limit_input,
|
|
||||||
" ",
|
|
||||||
time_limit_output,
|
|
||||||
),
|
|
||||||
mk('div.-right',
|
|
||||||
mk_button("None", () => {
|
|
||||||
this.root.elements['time_limit'].value = 0;
|
|
||||||
update_time_limit();
|
|
||||||
}),
|
|
||||||
mk_button("−30s", () => {
|
|
||||||
this.root.elements['time_limit'].value = Math.max(0,
|
|
||||||
parseInt(this.root.elements['time_limit'].value, 10) - 30);
|
|
||||||
update_time_limit();
|
|
||||||
}),
|
|
||||||
mk_button("+30s", () => {
|
|
||||||
this.root.elements['time_limit'].value = Math.min(999,
|
|
||||||
parseInt(this.root.elements['time_limit'].value, 10) + 30);
|
|
||||||
update_time_limit();
|
|
||||||
}),
|
|
||||||
mk_button("Max", () => {
|
|
||||||
this.root.elements['time_limit'].value = 999;
|
|
||||||
update_time_limit();
|
|
||||||
}),
|
|
||||||
),
|
|
||||||
),
|
|
||||||
mk('dt', "Size"),
|
|
||||||
mk('dd.-with-buttons',
|
|
||||||
mk('div.-left', make_size_input('size_x'), " × ", make_size_input('size_y')),
|
|
||||||
mk('div.-right', ...[10, 32, 50, 100].map(size =>
|
|
||||||
mk_button(`${size}²`, () => {
|
|
||||||
this.root.elements['size_x'].value = size;
|
|
||||||
this.root.elements['size_y'].value = size;
|
|
||||||
}),
|
|
||||||
)),
|
|
||||||
),
|
|
||||||
mk('dt', "Viewport"),
|
|
||||||
mk('dd',
|
|
||||||
mk('label',
|
|
||||||
mk('input', {name: 'viewport', type: 'radio', value: '10'}),
|
|
||||||
" 10×10 (Chip's Challenge 2 size)"),
|
|
||||||
mk('br'),
|
|
||||||
mk('label',
|
|
||||||
mk('input', {name: 'viewport', type: 'radio', value: '9'}),
|
|
||||||
" 9×9 (Chip's Challenge 1 size)"),
|
|
||||||
mk('br'),
|
|
||||||
mk('label',
|
|
||||||
mk('input', {name: 'viewport', type: 'radio', value: '', disabled: 'disabled'}),
|
|
||||||
" Split 10×10 (not yet supported)"),
|
|
||||||
),
|
|
||||||
mk('dt', "Blob behavior"),
|
|
||||||
mk('dd',
|
|
||||||
mk('label',
|
|
||||||
mk('input', {name: 'blob_behavior', type: 'radio', value: '0'}),
|
|
||||||
" Deterministic (PRNG + simple convolution)"),
|
|
||||||
mk('br'),
|
|
||||||
mk('label',
|
|
||||||
mk('input', {name: 'blob_behavior', type: 'radio', value: '1'}),
|
|
||||||
" 4 patterns (CC2 default; PRNG + rotating offset)"),
|
|
||||||
mk('br'),
|
|
||||||
mk('label',
|
|
||||||
mk('input', {name: 'blob_behavior', type: 'radio', value: '2'}),
|
|
||||||
" Extra random (LL default; initial seed is truly random)"),
|
|
||||||
),
|
|
||||||
mk('dt', "Options"),
|
|
||||||
mk('dd', mk('label',
|
|
||||||
mk('input', {name: 'hide_logic', type: 'checkbox'}),
|
|
||||||
" Hide wires and logic gates (warning: CC2 also hides pink/black buttons!)")),
|
|
||||||
mk('dd', mk('label',
|
|
||||||
mk('input', {name: 'use_cc1_boots', type: 'checkbox'}),
|
|
||||||
" Use CC1-style inventory (can only pick up the four classic boots; can't drop or cycle)")),
|
|
||||||
);
|
|
||||||
this.root.elements['viewport'].value = stored_level.viewport_size;
|
|
||||||
this.root.elements['blob_behavior'].value = stored_level.blob_behavior;
|
|
||||||
this.root.elements['hide_logic'].checked = stored_level.hide_logic;
|
|
||||||
this.root.elements['use_cc1_boots'].checked = stored_level.use_cc1_boots;
|
|
||||||
// TODO:
|
|
||||||
// - chips?
|
|
||||||
// - password???
|
|
||||||
// - comment
|
|
||||||
// - use CC1 tools
|
|
||||||
// - hide logic
|
|
||||||
// - "unviewable", "read only"
|
|
||||||
|
|
||||||
this.add_button("save", () => {
|
|
||||||
let els = this.root.elements;
|
|
||||||
|
|
||||||
let title = els.title.value;
|
|
||||||
if (title !== stored_level.title) {
|
|
||||||
stored_level.title = title;
|
|
||||||
this.conductor.stored_game.level_metadata[this.conductor.level_index].title = title;
|
|
||||||
this.conductor.update_level_title();
|
|
||||||
}
|
|
||||||
let author = els.author.value;
|
|
||||||
if (author !== stored_level.author) {
|
|
||||||
stored_level.author = author;
|
|
||||||
}
|
|
||||||
|
|
||||||
// FIXME gotta deal with NaNs here too, sigh, might just need a teeny tiny form library
|
|
||||||
stored_level.time_limit = Math.max(0, Math.min(65535, parseInt(els.time_limit.value, 10)));
|
|
||||||
|
|
||||||
let size_x = Math.max(1, Math.min(100, parseInt(els.size_x.value, 10)));
|
|
||||||
let size_y = Math.max(1, Math.min(100, parseInt(els.size_y.value, 10)));
|
|
||||||
if (size_x !== stored_level.size_x || size_y !== stored_level.size_y) {
|
|
||||||
this.conductor.editor.resize_level(size_x, size_y);
|
|
||||||
}
|
|
||||||
|
|
||||||
stored_level.blob_behavior = parseInt(els.blob_behavior.value, 10);
|
|
||||||
stored_level.hide_logic = els.hide_logic.checked;
|
|
||||||
stored_level.use_cc1_boots = els.use_cc1_boots.checked;
|
|
||||||
let viewport_size = parseInt(els.viewport.value, 10);
|
|
||||||
if (viewport_size !== 9 && viewport_size !== 10) {
|
|
||||||
viewport_size = 10;
|
|
||||||
}
|
|
||||||
stored_level.viewport_size = viewport_size;
|
|
||||||
this.conductor.player.update_viewport_size();
|
|
||||||
|
|
||||||
this.close();
|
|
||||||
});
|
|
||||||
this.add_button("nevermind", () => {
|
|
||||||
this.close();
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// List of levels, used in the player
|
|
||||||
export class EditorLevelBrowserOverlay extends DialogOverlay {
|
|
||||||
constructor(conductor) {
|
|
||||||
super(conductor);
|
|
||||||
this.set_title("choose a level");
|
|
||||||
|
|
||||||
// Set up some infrastructure to lazily display level renders
|
|
||||||
// FIXME should this use the tileset appropriate for the particular level?
|
|
||||||
this.renderer = new CanvasRenderer(this.conductor.tilesets['ll'], 32);
|
|
||||||
this.awaiting_renders = [];
|
|
||||||
this.observer = new IntersectionObserver((entries, _observer) => {
|
|
||||||
let any_new = false;
|
|
||||||
let to_remove = new Set;
|
|
||||||
for (let entry of entries) {
|
|
||||||
if (entry.target.classList.contains('--rendered'))
|
|
||||||
continue;
|
|
||||||
|
|
||||||
let index = this._get_index(entry.target);
|
|
||||||
if (entry.isIntersecting) {
|
|
||||||
this.awaiting_renders.push(index);
|
|
||||||
any_new = true;
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
to_remove.add(index);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
this.awaiting_renders = this.awaiting_renders.filter(index => ! to_remove.has(index));
|
|
||||||
if (any_new) {
|
|
||||||
this.schedule_level_render();
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{ root: this.main },
|
|
||||||
);
|
|
||||||
this.list = mk('ol.editor-level-browser');
|
|
||||||
this.selection = this.conductor.level_index;
|
|
||||||
for (let [i, meta] of conductor.stored_game.level_metadata.entries()) {
|
|
||||||
this.list.append(this._make_list_item(i, meta));
|
|
||||||
}
|
|
||||||
this.list.childNodes[this.selection].classList.add('--selected');
|
|
||||||
this.main.append(
|
|
||||||
mk('p', "Drag to rearrange. Changes are immediate!"),
|
|
||||||
this.list,
|
|
||||||
);
|
|
||||||
|
|
||||||
this.list.addEventListener('click', ev => {
|
|
||||||
let index = this._get_index(ev.target);
|
|
||||||
if (index === null)
|
|
||||||
return;
|
|
||||||
this._select(index);
|
|
||||||
});
|
|
||||||
this.list.addEventListener('dblclick', ev => {
|
|
||||||
let index = this._get_index(ev.target);
|
|
||||||
if (index !== null && this.conductor.change_level(index)) {
|
|
||||||
this.close();
|
|
||||||
}
|
|
||||||
});
|
|
||||||
|
|
||||||
this.sortable = new Sortable(this.list, {
|
|
||||||
group: 'editor-levels',
|
|
||||||
onEnd: ev => {
|
|
||||||
if (ev.oldIndex === ev.newIndex)
|
|
||||||
return;
|
|
||||||
|
|
||||||
this._move_level(ev.oldIndex, ev.newIndex);
|
|
||||||
|
|
||||||
this.undo_stack.push(() => {
|
|
||||||
this.list.insertBefore(
|
|
||||||
this.list.childNodes[ev.newIndex],
|
|
||||||
this.list.childNodes[ev.oldIndex + (ev.oldIndex < ev.newIndex ? 0 : 1)]);
|
|
||||||
this._move_level(ev.newIndex, ev.oldIndex);
|
|
||||||
});
|
|
||||||
this.undo_button.disabled = false;
|
|
||||||
},
|
|
||||||
});
|
|
||||||
|
|
||||||
// FIXME ring buffer?
|
|
||||||
this.undo_stack = [];
|
|
||||||
|
|
||||||
// Left buttons
|
|
||||||
this.undo_button = this.add_button("undo", () => {
|
|
||||||
if (! this.undo_stack.length)
|
|
||||||
return;
|
|
||||||
|
|
||||||
let undo = this.undo_stack.pop();
|
|
||||||
undo();
|
|
||||||
this.undo_button.disabled = ! this.undo_stack.length;
|
|
||||||
});
|
|
||||||
this.undo_button.disabled = true;
|
|
||||||
this.add_button("create", () => {
|
|
||||||
let index = this.selection + 1;
|
|
||||||
let stored_level = this.conductor.editor._make_empty_level(index + 1, 32, 32);
|
|
||||||
this.conductor.editor.move_level(stored_level, index);
|
|
||||||
this._after_insert_level(stored_level, index);
|
|
||||||
|
|
||||||
this.undo_stack.push(() => {
|
|
||||||
this._delete_level(index);
|
|
||||||
});
|
|
||||||
this.undo_button.disabled = false;
|
|
||||||
});
|
|
||||||
this.add_button("duplicate", () => {
|
|
||||||
let index = this.selection + 1;
|
|
||||||
let stored_level = this.conductor.editor.duplicate_level(this.selection);
|
|
||||||
this._after_insert_level(stored_level, index);
|
|
||||||
|
|
||||||
this.undo_stack.push(() => {
|
|
||||||
this._delete_level(index);
|
|
||||||
});
|
|
||||||
this.undo_button.disabled = false;
|
|
||||||
});
|
|
||||||
this.delete_button = this.add_button("delete", () => {
|
|
||||||
let index = this.selection;
|
|
||||||
if (index === this.conductor.level_index) {
|
|
||||||
new AlertOverlay(this.conductor, "You can't delete the level you have open.").open();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Snag a copy of the serialized level for undo purposes
|
|
||||||
// FIXME can't undo deleting a corrupt level
|
|
||||||
let meta = this.conductor.stored_game.level_metadata[index];
|
|
||||||
let serialized_level = window.localStorage.getItem(meta.key);
|
|
||||||
|
|
||||||
this._delete_level(index);
|
|
||||||
|
|
||||||
this.undo_stack.push(() => {
|
|
||||||
let stored_level = meta.stored_level ?? c2g.parse_level(
|
|
||||||
util.bytestring_to_buffer(serialized_level), index + 1);
|
|
||||||
this.conductor.editor.move_level(stored_level, index);
|
|
||||||
if (this.selection >= index) {
|
|
||||||
this.selection += 1;
|
|
||||||
}
|
|
||||||
this._after_insert_level(stored_level, index);
|
|
||||||
});
|
|
||||||
this.undo_button.disabled = false;
|
|
||||||
});
|
|
||||||
this._update_delete_button();
|
|
||||||
|
|
||||||
// Right buttons
|
|
||||||
this.add_button_gap();
|
|
||||||
this.add_button("open", () => {
|
|
||||||
if (this.selection === this.conductor.level_index || this.conductor.change_level(this.selection)) {
|
|
||||||
this.close();
|
|
||||||
}
|
|
||||||
});
|
|
||||||
this.add_button("nevermind", () => {
|
|
||||||
this.close();
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
_make_list_item(index, meta) {
|
|
||||||
let li = mk('li',
|
|
||||||
{'data-index': index},
|
|
||||||
mk('div.-preview'),
|
|
||||||
mk('div.-number', {}, meta.number),
|
|
||||||
mk('div.-title', {}, meta.error ? "(error!)" : meta.title),
|
|
||||||
);
|
|
||||||
|
|
||||||
if (meta.error) {
|
|
||||||
li.classList.add('--error');
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
this.observer.observe(li);
|
|
||||||
}
|
|
||||||
|
|
||||||
return li;
|
|
||||||
}
|
|
||||||
|
|
||||||
renumber_levels(start_index, end_index = null) {
|
|
||||||
end_index = end_index ?? this.conductor.stored_game.level_metadata.length - 1;
|
|
||||||
for (let i = start_index; i <= end_index; i++) {
|
|
||||||
let li = this.list.childNodes[i];
|
|
||||||
let meta = this.conductor.stored_game.level_metadata[i];
|
|
||||||
li.setAttribute('data-index', i);
|
|
||||||
li.querySelector('.-number').textContent = meta.number;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
_get_index(element) {
|
|
||||||
let li = element.closest('li');
|
|
||||||
if (! li)
|
|
||||||
return null;
|
|
||||||
|
|
||||||
return parseInt(li.getAttribute('data-index'), 10);
|
|
||||||
}
|
|
||||||
|
|
||||||
_select(index) {
|
|
||||||
this.list.childNodes[this.selection].classList.remove('--selected');
|
|
||||||
this.selection = index;
|
|
||||||
this.list.childNodes[this.selection].classList.add('--selected');
|
|
||||||
this._update_delete_button();
|
|
||||||
}
|
|
||||||
|
|
||||||
_update_delete_button() {
|
|
||||||
this.delete_button.disabled = !! (this.selection === this.conductor.level_index);
|
|
||||||
}
|
|
||||||
|
|
||||||
schedule_level_render() {
|
|
||||||
if (this._handle)
|
|
||||||
return;
|
|
||||||
this._handle = setTimeout(() => { this.render_level() }, 50);
|
|
||||||
}
|
|
||||||
|
|
||||||
render_level() {
|
|
||||||
this._handle = null;
|
|
||||||
|
|
||||||
let t0 = performance.now();
|
|
||||||
while (true) {
|
|
||||||
if (this.awaiting_renders.length === 0)
|
|
||||||
return;
|
|
||||||
|
|
||||||
let index = this.awaiting_renders.shift();
|
|
||||||
let element = this.list.childNodes[index];
|
|
||||||
// FIXME levels may have been renumbered since this was queued, whoops
|
|
||||||
let stored_level = this.conductor.stored_game.load_level(index);
|
|
||||||
this.renderer.set_level(stored_level);
|
|
||||||
this.renderer.set_viewport_size(stored_level.size_x, stored_level.size_y);
|
|
||||||
this.renderer.draw_static_region(0, 0, stored_level.size_x, stored_level.size_y);
|
|
||||||
let canvas = mk('canvas', {
|
|
||||||
width: stored_level.size_x * this.renderer.tileset.size_x / 4,
|
|
||||||
height: stored_level.size_y * this.renderer.tileset.size_y / 4,
|
|
||||||
});
|
|
||||||
canvas.getContext('2d').drawImage(this.renderer.canvas, 0, 0, canvas.width, canvas.height);
|
|
||||||
element.querySelector('.-preview').append(canvas);
|
|
||||||
element.classList.add('--rendered');
|
|
||||||
|
|
||||||
if (performance.now() - t0 > 10)
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
this.schedule_level_render();
|
|
||||||
}
|
|
||||||
|
|
||||||
expire(index) {
|
|
||||||
let li = this.list.childNodes[index];
|
|
||||||
li.classList.remove('--rendered');
|
|
||||||
li.querySelector('.-preview').textContent = '';
|
|
||||||
}
|
|
||||||
|
|
||||||
_after_insert_level(stored_level, index) {
|
|
||||||
this.list.insertBefore(
|
|
||||||
this._make_list_item(index, this.conductor.stored_game.level_metadata[index]),
|
|
||||||
this.list.childNodes[index]);
|
|
||||||
this._select(index);
|
|
||||||
this.renumber_levels(index + 1);
|
|
||||||
}
|
|
||||||
|
|
||||||
_delete_level(index) {
|
|
||||||
let num_levels = this.conductor.stored_game.level_metadata.length;
|
|
||||||
this.conductor.editor.move_level(index, null);
|
|
||||||
|
|
||||||
this.list.childNodes[this.selection].classList.remove('--selected');
|
|
||||||
this.list.childNodes[index].remove();
|
|
||||||
if (index === num_levels - 1) {
|
|
||||||
this.selection -= 1;
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
this.renumber_levels(index);
|
|
||||||
}
|
|
||||||
this.list.childNodes[this.selection].classList.add('--selected');
|
|
||||||
}
|
|
||||||
|
|
||||||
_move_level(from_index, to_index) {
|
|
||||||
this.conductor.editor.move_level(from_index, to_index);
|
|
||||||
|
|
||||||
let selection = this.selection;
|
|
||||||
if (from_index < to_index) {
|
|
||||||
this.renumber_levels(from_index, to_index);
|
|
||||||
if (from_index < selection && selection <= to_index) {
|
|
||||||
selection -= 1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
this.renumber_levels(to_index, from_index);
|
|
||||||
if (to_index <= selection && selection < from_index) {
|
|
||||||
selection += 1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (this.selection === from_index) {
|
|
||||||
this.selection = to_index;
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
this.selection = selection;
|
|
||||||
}
|
|
||||||
this._update_delete_button();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
export class EditorShareOverlay extends DialogOverlay {
|
|
||||||
constructor(conductor, url) {
|
|
||||||
super(conductor);
|
|
||||||
this.set_title("give this to friends");
|
|
||||||
this.main.append(mk('p', "Give this URL out to let others try your level:"));
|
|
||||||
this.main.append(mk('p.editor-share-url', {}, url));
|
|
||||||
let copy_button = mk('button', {type: 'button'}, "Copy to clipboard");
|
|
||||||
copy_button.addEventListener('click', ev => {
|
|
||||||
flash_button(ev.target);
|
|
||||||
navigator.clipboard.writeText(url);
|
|
||||||
});
|
|
||||||
this.main.append(copy_button);
|
|
||||||
|
|
||||||
let ok = mk('button', {type: 'button'}, "neato");
|
|
||||||
ok.addEventListener('click', () => {
|
|
||||||
this.close();
|
|
||||||
});
|
|
||||||
this.footer.append(ok);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
export class EditorExportFailedOverlay extends DialogOverlay {
|
|
||||||
constructor(conductor, errors, _warnings) {
|
|
||||||
// TODO support warnings i guess
|
|
||||||
super(conductor);
|
|
||||||
this.set_title("export didn't go so well");
|
|
||||||
this.main.append(mk('p', "Whoops! I tried very hard to export your level, but it didn't work out. Sorry."));
|
|
||||||
let ul = mk('ul.editor-export-errors');
|
|
||||||
// TODO structure the errors better and give them names out here, also reduce duplication,
|
|
||||||
// also be clear about which are recoverable or not
|
|
||||||
for (let error of errors) {
|
|
||||||
ul.append(mk('li', error));
|
|
||||||
}
|
|
||||||
this.main.append(ul);
|
|
||||||
this.add_button("oh well", () => {
|
|
||||||
this.close();
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,290 +0,0 @@
|
|||||||
// Small helper classes used by the editor, often with their own UI for the SVG overlay.
|
|
||||||
import { mk, mk_svg } from '../util.js';
|
|
||||||
|
|
||||||
export class SVGConnection {
|
|
||||||
constructor(sx, sy, dx, dy) {
|
|
||||||
this.source = mk_svg('circle.-source', {r: 0.5});
|
|
||||||
this.line = mk_svg('line.-arrow', {});
|
|
||||||
this.dest = mk_svg('rect.-dest', {width: 1, height: 1});
|
|
||||||
this.element = mk_svg('g.overlay-connection', this.source, this.line, this.dest);
|
|
||||||
this.set_source(sx, sy);
|
|
||||||
this.set_dest(dx, dy);
|
|
||||||
}
|
|
||||||
|
|
||||||
set_source(sx, sy) {
|
|
||||||
this.sx = sx;
|
|
||||||
this.sy = sy;
|
|
||||||
this.source.setAttribute('cx', sx + 0.5);
|
|
||||||
this.source.setAttribute('cy', sy + 0.5);
|
|
||||||
this.line.setAttribute('x1', sx + 0.5);
|
|
||||||
this.line.setAttribute('y1', sy + 0.5);
|
|
||||||
}
|
|
||||||
|
|
||||||
set_dest(dx, dy) {
|
|
||||||
this.dx = dx;
|
|
||||||
this.dy = dy;
|
|
||||||
this.line.setAttribute('x2', dx + 0.5);
|
|
||||||
this.line.setAttribute('y2', dy + 0.5);
|
|
||||||
this.dest.setAttribute('x', dx);
|
|
||||||
this.dest.setAttribute('y', dy);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// TODO probably need to combine this with Selection somehow since it IS one, just not committed yet
|
|
||||||
export class PendingSelection {
|
|
||||||
constructor(owner) {
|
|
||||||
this.owner = owner;
|
|
||||||
this.element = mk_svg('rect.overlay-pending-selection');
|
|
||||||
this.owner.svg_group.append(this.element);
|
|
||||||
this.rect = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
set_extrema(x0, y0, x1, y1) {
|
|
||||||
this.rect = new DOMRect(Math.min(x0, x1), Math.min(y0, y1), Math.abs(x0 - x1) + 1, Math.abs(y0 - y1) + 1);
|
|
||||||
this.element.classList.add('--visible');
|
|
||||||
this.element.setAttribute('x', this.rect.x);
|
|
||||||
this.element.setAttribute('y', this.rect.y);
|
|
||||||
this.element.setAttribute('width', this.rect.width);
|
|
||||||
this.element.setAttribute('height', this.rect.height);
|
|
||||||
}
|
|
||||||
|
|
||||||
commit() {
|
|
||||||
this.owner.set_from_rect(this.rect);
|
|
||||||
this.element.remove();
|
|
||||||
}
|
|
||||||
|
|
||||||
discard() {
|
|
||||||
this.element.remove();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
export class Selection {
|
|
||||||
constructor(editor) {
|
|
||||||
this.editor = editor;
|
|
||||||
|
|
||||||
this.svg_group = mk_svg('g');
|
|
||||||
this.editor.svg_overlay.append(this.svg_group);
|
|
||||||
|
|
||||||
this.rect = null;
|
|
||||||
this.element = mk_svg('rect.overlay-selection.overlay-transient');
|
|
||||||
this.svg_group.append(this.element);
|
|
||||||
|
|
||||||
this.floated_cells = null;
|
|
||||||
this.floated_element = null;
|
|
||||||
this.floated_canvas = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
get is_empty() {
|
|
||||||
return this.rect === null;
|
|
||||||
}
|
|
||||||
|
|
||||||
get is_floating() {
|
|
||||||
return !! this.floated_cells;
|
|
||||||
}
|
|
||||||
|
|
||||||
contains(x, y) {
|
|
||||||
// Empty selection means everything is selected?
|
|
||||||
if (this.rect === null)
|
|
||||||
return true;
|
|
||||||
|
|
||||||
return this.rect.left <= x && x < this.rect.right && this.rect.top <= y && y < this.rect.bottom;
|
|
||||||
}
|
|
||||||
|
|
||||||
create_pending() {
|
|
||||||
return new PendingSelection(this);
|
|
||||||
}
|
|
||||||
|
|
||||||
set_from_rect(rect) {
|
|
||||||
let old_rect = this.rect;
|
|
||||||
this.editor._do(
|
|
||||||
() => this._set_from_rect(rect),
|
|
||||||
() => {
|
|
||||||
if (old_rect) {
|
|
||||||
this._set_from_rect(old_rect);
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
this._clear();
|
|
||||||
}
|
|
||||||
},
|
|
||||||
false,
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
_set_from_rect(rect) {
|
|
||||||
this.rect = rect;
|
|
||||||
this.element.classList.add('--visible');
|
|
||||||
this.element.setAttribute('x', this.rect.x);
|
|
||||||
this.element.setAttribute('y', this.rect.y);
|
|
||||||
this.element.setAttribute('width', this.rect.width);
|
|
||||||
this.element.setAttribute('height', this.rect.height);
|
|
||||||
|
|
||||||
if (this.floated_element) {
|
|
||||||
let tileset = this.editor.renderer.tileset;
|
|
||||||
this.floated_canvas.width = rect.width * tileset.size_x;
|
|
||||||
this.floated_canvas.height = rect.height * tileset.size_y;
|
|
||||||
let foreign_obj = this.floated_element.querySelector('foreignObject');
|
|
||||||
foreign_obj.setAttribute('width', this.floated_canvas.width);
|
|
||||||
foreign_obj.setAttribute('height', this.floated_canvas.height);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
move_by(dx, dy) {
|
|
||||||
if (! this.rect)
|
|
||||||
return;
|
|
||||||
|
|
||||||
this.rect.x += dx;
|
|
||||||
this.rect.y += dy;
|
|
||||||
this.element.setAttribute('x', this.rect.x);
|
|
||||||
this.element.setAttribute('y', this.rect.y);
|
|
||||||
|
|
||||||
if (! this.floated_element)
|
|
||||||
return;
|
|
||||||
|
|
||||||
let bbox = this.rect;
|
|
||||||
this.floated_element.setAttribute('transform', `translate(${bbox.x} ${bbox.y})`);
|
|
||||||
}
|
|
||||||
|
|
||||||
clear() {
|
|
||||||
let rect = this.rect;
|
|
||||||
if (! rect)
|
|
||||||
return;
|
|
||||||
|
|
||||||
this.editor._do(
|
|
||||||
() => this._clear(),
|
|
||||||
() => this._set_from_rect(rect),
|
|
||||||
false,
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
_clear() {
|
|
||||||
this.rect = null;
|
|
||||||
this.element.classList.remove('--visible');
|
|
||||||
}
|
|
||||||
|
|
||||||
*iter_coords() {
|
|
||||||
if (! this.rect)
|
|
||||||
return;
|
|
||||||
|
|
||||||
let stored_level = this.editor.stored_level;
|
|
||||||
for (let y = this.rect.top; y < this.rect.bottom; y++) {
|
|
||||||
for (let x = this.rect.left; x < this.rect.right; x++) {
|
|
||||||
let n = stored_level.coords_to_scalar(x, y);
|
|
||||||
yield [x, y, n];
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Convert this selection into a floating selection, plucking all the selected cells from the
|
|
||||||
// level and replacing them with blank cells.
|
|
||||||
enfloat(copy = false) {
|
|
||||||
if (this.floated_cells)
|
|
||||||
console.error("Trying to float a selection that's already floating");
|
|
||||||
|
|
||||||
let floated_cells = [];
|
|
||||||
let tileset = this.editor.renderer.tileset;
|
|
||||||
let stored_level = this.editor.stored_level;
|
|
||||||
let bbox = this.rect;
|
|
||||||
let canvas = mk('canvas', {width: bbox.width * tileset.size_x, height: bbox.height * tileset.size_y});
|
|
||||||
let ctx = canvas.getContext('2d');
|
|
||||||
ctx.drawImage(
|
|
||||||
this.editor.renderer.canvas,
|
|
||||||
bbox.x * tileset.size_x, bbox.y * tileset.size_y, bbox.width * tileset.size_x, bbox.height * tileset.size_y,
|
|
||||||
0, 0, bbox.width * tileset.size_x, bbox.height * tileset.size_y);
|
|
||||||
for (let [x, y, n] of this.iter_coords()) {
|
|
||||||
let cell = stored_level.linear_cells[n];
|
|
||||||
if (copy) {
|
|
||||||
floated_cells.push(cell.map(tile => tile ? {...tile} : null));
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
floated_cells.push(cell);
|
|
||||||
this.editor.replace_cell(cell, this.editor.make_blank_cell(x, y));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
let floated_element = mk_svg('g', mk_svg('foreignObject', {
|
|
||||||
x: 0, y: 0,
|
|
||||||
width: canvas.width, height: canvas.height,
|
|
||||||
transform: `scale(${1/tileset.size_x} ${1/tileset.size_y})`,
|
|
||||||
}, canvas));
|
|
||||||
floated_element.setAttribute('transform', `translate(${bbox.x} ${bbox.y})`);
|
|
||||||
|
|
||||||
// FIXME far more memory efficient to recreate the canvas in the redo, rather than hold onto
|
|
||||||
// it forever
|
|
||||||
this.editor._do(
|
|
||||||
() => {
|
|
||||||
this.floated_canvas = canvas;
|
|
||||||
this.floated_element = floated_element;
|
|
||||||
this.floated_cells = floated_cells;
|
|
||||||
this.svg_group.append(floated_element);
|
|
||||||
},
|
|
||||||
() => this._defloat(),
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
stamp_float(copy = false) {
|
|
||||||
if (! this.floated_element)
|
|
||||||
return;
|
|
||||||
|
|
||||||
let stored_level = this.editor.stored_level;
|
|
||||||
let i = 0;
|
|
||||||
for (let [x, y, n] of this.iter_coords()) {
|
|
||||||
let cell = this.floated_cells[i];
|
|
||||||
if (copy) {
|
|
||||||
cell = cell.map(tile => tile ? {...tile} : null);
|
|
||||||
}
|
|
||||||
cell.x = x;
|
|
||||||
cell.y = y;
|
|
||||||
this.editor.replace_cell(stored_level.linear_cells[n], cell);
|
|
||||||
i += 1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
defloat() {
|
|
||||||
if (! this.floated_element)
|
|
||||||
return;
|
|
||||||
|
|
||||||
this.stamp_float();
|
|
||||||
|
|
||||||
let element = this.floated_element;
|
|
||||||
let canvas = this.floated_canvas;
|
|
||||||
let cells = this.floated_cells;
|
|
||||||
this.editor._do(
|
|
||||||
() => this._defloat(),
|
|
||||||
() => {
|
|
||||||
this.floated_cells = cells;
|
|
||||||
this.floated_canvas = canvas;
|
|
||||||
this.floated_element = element;
|
|
||||||
this.svg_group.append(element);
|
|
||||||
},
|
|
||||||
false,
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
_defloat() {
|
|
||||||
this.floated_element.remove();
|
|
||||||
this.floated_element = null;
|
|
||||||
this.floated_canvas = null;
|
|
||||||
this.floated_cells = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Redraw the selection canvas from scratch
|
|
||||||
redraw() {
|
|
||||||
if (! this.floated_canvas)
|
|
||||||
return;
|
|
||||||
|
|
||||||
// FIXME uhoh, how do i actually do this? we have no renderer of our own, we have a
|
|
||||||
// separate canvas, and all the renderer stuff expects to get ahold of a level. i guess
|
|
||||||
// refactor it to draw a block of cells?
|
|
||||||
this.editor.renderer.draw_static_generic({
|
|
||||||
x0: 0, y0: 0,
|
|
||||||
x1: this.rect.width, y1: this.rect.height,
|
|
||||||
cells: this.floated_cells,
|
|
||||||
width: this.rect.width,
|
|
||||||
ctx: this.floated_canvas.getContext('2d'),
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
// TODO allow floating/dragging, ctrl-dragging to copy, anchoring...
|
|
||||||
// TODO make more stuff respect this (more things should go through Editor for undo reasons anyway)
|
|
||||||
}
|
|
||||||
|
|
||||||
@@ -1,32 +1,17 @@
|
|||||||
import { LAYERS } from './defs.js';
|
|
||||||
import * as util from './util.js';
|
import * as util from './util.js';
|
||||||
|
|
||||||
export class StoredCell extends Array {
|
export class StoredCell extends Array {
|
||||||
constructor() {
|
|
||||||
super(LAYERS.MAX);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
export class Replay {
|
export class Replay {
|
||||||
constructor(initial_force_floor_direction, blob_seed, inputs = null, step_parity = null, tw_seed = 0) {
|
constructor(initial_force_floor_direction, blob_seed, inputs = null) {
|
||||||
this.initial_force_floor_direction = initial_force_floor_direction;
|
this.initial_force_floor_direction = initial_force_floor_direction;
|
||||||
this.blob_seed = blob_seed;
|
this.blob_seed = blob_seed;
|
||||||
this.step_parity = step_parity;
|
|
||||||
this.tw_seed = tw_seed;
|
|
||||||
this.inputs = inputs ?? new Uint8Array;
|
this.inputs = inputs ?? new Uint8Array;
|
||||||
this.duration = this.inputs.length;
|
this.duration = this.inputs.length;
|
||||||
this.cursor = 0;
|
this.cursor = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
configure_level(level) {
|
|
||||||
level.force_floor_direction = this.initial_force_floor_direction;
|
|
||||||
level._blob_modifier = this.blob_seed;
|
|
||||||
level._tw_rng = this.tw_seed;
|
|
||||||
if (this.step_parity !== null) {
|
|
||||||
level.step_parity = this.step_parity;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
get(t) {
|
get(t) {
|
||||||
if (this.duration <= 0) {
|
if (this.duration <= 0) {
|
||||||
return 0;
|
return 0;
|
||||||
@@ -63,59 +48,24 @@ export class Replay {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Small shared helper methods for navigating a StoredLevel or Level
|
export class StoredLevel {
|
||||||
export class LevelInterface {
|
|
||||||
// Expected attributes:
|
|
||||||
// .size_x
|
|
||||||
// .size_y
|
|
||||||
// .linear_cells
|
|
||||||
scalar_to_coords(n) {
|
|
||||||
return [n % this.size_x, Math.floor(n / this.size_x)];
|
|
||||||
}
|
|
||||||
|
|
||||||
coords_to_scalar(x, y) {
|
|
||||||
return x + y * this.size_x;
|
|
||||||
}
|
|
||||||
|
|
||||||
is_point_within_bounds(x, y) {
|
|
||||||
return (x >= 0 && x < this.size_x && y >= 0 && y < this.size_y);
|
|
||||||
}
|
|
||||||
|
|
||||||
cell(x, y) {
|
|
||||||
if (this.is_point_within_bounds(x, y)) {
|
|
||||||
return this.linear_cells[this.coords_to_scalar(x, y)];
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
export class StoredLevel extends LevelInterface {
|
|
||||||
constructor(number) {
|
constructor(number) {
|
||||||
super();
|
|
||||||
// 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.author = '';
|
||||||
this.password = null;
|
this.password = null;
|
||||||
this.comment = '';
|
this.hint = '';
|
||||||
// A number is a specified count; the default of null means that the chips are counted on
|
this.chips_required = 0;
|
||||||
// level init, as in CC2
|
|
||||||
this.chips_required = null;
|
|
||||||
this.time_limit = 0;
|
this.time_limit = 0;
|
||||||
this.viewport_size = 9;
|
this.viewport_size = 9;
|
||||||
this.extra_chunks = [];
|
this.extra_chunks = [];
|
||||||
this.use_cc1_boots = false;
|
this.use_cc1_boots = false;
|
||||||
// What we were parsed from: 'ccl', 'c2m', or null
|
this.use_ccl_compat = false;
|
||||||
this.format = null;
|
|
||||||
// Whether we use LL features that don't exist in CC2; null means we don't know
|
|
||||||
this.uses_ll_extensions = null;
|
|
||||||
// 0 - deterministic (PRNG + simple convolution)
|
// 0 - deterministic (PRNG + simple convolution)
|
||||||
// 1 - 4 patterns (default; PRNG + rotating through 0-3)
|
// 1 - 4 patterns (default; PRNG + rotating through 0-3)
|
||||||
// 2 - extra random (like deterministic, but initial seed is "actually" random)
|
// 2 - extra random (like deterministic, but initial seed is "actually" random)
|
||||||
this.blob_behavior = 1;
|
this.blob_behavior = 1;
|
||||||
this.hide_logic = false;
|
|
||||||
|
|
||||||
// Lazy-loading that allows for checking existence (see methods below)
|
// Lazy-loading that allows for checking existence (see methods below)
|
||||||
// TODO this needs a better interface, these get accessed too much atm
|
// TODO this needs a better interface, these get accessed too much atm
|
||||||
@@ -127,14 +77,25 @@ export class StoredLevel extends LevelInterface {
|
|||||||
this.size_y = 0;
|
this.size_y = 0;
|
||||||
this.linear_cells = [];
|
this.linear_cells = [];
|
||||||
|
|
||||||
// Maps of button positions to trap/cloner positions, as scalars
|
// Maps of button positions to trap/cloner positions, as scalar indexes
|
||||||
|
// in the linear cell list
|
||||||
|
// TODO merge these imo
|
||||||
this.has_custom_connections = false;
|
this.has_custom_connections = false;
|
||||||
this.custom_connections = {};
|
this.custom_trap_wiring = {};
|
||||||
|
this.custom_cloner_wiring = {};
|
||||||
|
|
||||||
// New LL feature: custom camera regions, as lists of {x, y, width, height}
|
// New LL feature: custom camera regions, as lists of {x, y, width, height}
|
||||||
this.camera_regions = [];
|
this.camera_regions = [];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
scalar_to_coords(n) {
|
||||||
|
return [n % this.size_x, Math.floor(n / this.size_x)];
|
||||||
|
}
|
||||||
|
|
||||||
|
coords_to_scalar(x, y) {
|
||||||
|
return x + y * this.size_x;
|
||||||
|
}
|
||||||
|
|
||||||
check() {
|
check() {
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -163,10 +124,6 @@ export class StoredPack {
|
|||||||
// error: any error received while loading the level
|
// error: any error received while loading the level
|
||||||
// bytes: Uint8Array of the encoded level data
|
// bytes: Uint8Array of the encoded level data
|
||||||
this.level_metadata = [];
|
this.level_metadata = [];
|
||||||
|
|
||||||
// Sparse/optional array of Replays, generally from an ancillary file like a TWS
|
|
||||||
// TODO unclear if this is a good API for this
|
|
||||||
this.level_replays = [];
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO this may or may not work sensibly when correctly following a c2g
|
// TODO this may or may not work sensibly when correctly following a c2g
|
||||||
@@ -181,13 +138,10 @@ export class StoredPack {
|
|||||||
// The editor stores inflated levels at times, so respect that
|
// The editor stores inflated levels at times, so respect that
|
||||||
return meta.stored_level;
|
return meta.stored_level;
|
||||||
}
|
}
|
||||||
|
else {
|
||||||
// Otherwise, attempt to load the level
|
// Otherwise, attempt to load the level
|
||||||
let stored_level = this._level_loader(meta);
|
return this._level_loader(meta);
|
||||||
if (! stored_level.has_replay && this.level_replays[index]) {
|
|
||||||
stored_level._replay = this.level_replays[index];
|
|
||||||
}
|
}
|
||||||
return stored_level;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
import { DIRECTIONS, DIRECTION_ORDER, LAYERS } 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';
|
||||||
@@ -79,7 +79,7 @@ export function encode_replay(replay, stored_level = null) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
let input = replay.inputs[i];
|
let input = replay.inputs[i];
|
||||||
if (input !== prev_input || count >= 252 - 2) {
|
if (input !== prev_input || count >= 252) {
|
||||||
out[p] = count;
|
out[p] = count;
|
||||||
out[p + 1] = input;
|
out[p + 1] = input;
|
||||||
p += 2;
|
p += 2;
|
||||||
@@ -92,8 +92,6 @@ export function encode_replay(replay, stored_level = null) {
|
|||||||
}
|
}
|
||||||
out[p] = 0xff;
|
out[p] = 0xff;
|
||||||
p += 1;
|
p += 1;
|
||||||
out[p] = 0x00;
|
|
||||||
p += 1;
|
|
||||||
out = out.subarray(0, p);
|
out = out.subarray(0, p);
|
||||||
// TODO stick it on the level if given?
|
// TODO stick it on the level if given?
|
||||||
return out;
|
return out;
|
||||||
@@ -111,16 +109,6 @@ let modifier_wire = {
|
|||||||
},
|
},
|
||||||
};
|
};
|
||||||
|
|
||||||
let modifier_color = {
|
|
||||||
_order: ['red', 'blue', 'yellow', 'green'],
|
|
||||||
decode(tile, modifier) {
|
|
||||||
tile.color = this._order[modifier % 4];
|
|
||||||
},
|
|
||||||
encode(tile) {
|
|
||||||
return this._order.indexOf(tile.color);
|
|
||||||
},
|
|
||||||
};
|
|
||||||
|
|
||||||
let arg_direction = {
|
let arg_direction = {
|
||||||
size: 1,
|
size: 1,
|
||||||
decode(tile, dirbyte) {
|
decode(tile, dirbyte) {
|
||||||
@@ -226,46 +214,16 @@ const TILE_ENCODING = {
|
|||||||
extra_args: [arg_direction],
|
extra_args: [arg_direction],
|
||||||
},
|
},
|
||||||
0x1b: {
|
0x1b: {
|
||||||
// CC1 south thin wall
|
name: 'thinwall_s',
|
||||||
name: 'thin_walls',
|
|
||||||
has_next: true,
|
has_next: true,
|
||||||
modifier: {
|
|
||||||
dummy: true,
|
|
||||||
decode(tile, mod) {
|
|
||||||
tile.edges = DIRECTIONS['south'].bit;
|
|
||||||
},
|
|
||||||
encode(tile) {
|
|
||||||
return 0;
|
|
||||||
},
|
|
||||||
},
|
|
||||||
},
|
},
|
||||||
0x1c: {
|
0x1c: {
|
||||||
// CC1 east thin wall
|
name: 'thinwall_e',
|
||||||
name: 'thin_walls',
|
|
||||||
has_next: true,
|
has_next: true,
|
||||||
modifier: {
|
|
||||||
dummy: true,
|
|
||||||
decode(tile, mod) {
|
|
||||||
tile.edges = DIRECTIONS['east'].bit;
|
|
||||||
},
|
|
||||||
encode(tile) {
|
|
||||||
return 0;
|
|
||||||
},
|
|
||||||
},
|
|
||||||
},
|
},
|
||||||
0x1d: {
|
0x1d: {
|
||||||
// CC1 southeast thin wall
|
name: 'thinwall_se',
|
||||||
name: 'thin_walls',
|
|
||||||
has_next: true,
|
has_next: true,
|
||||||
modifier: {
|
|
||||||
dummy: true,
|
|
||||||
decode(tile, mod) {
|
|
||||||
tile.edges = DIRECTIONS['south'].bit | DIRECTIONS['east'].bit;
|
|
||||||
},
|
|
||||||
encode(tile) {
|
|
||||||
return 0;
|
|
||||||
},
|
|
||||||
},
|
|
||||||
},
|
},
|
||||||
0x1e: {
|
0x1e: {
|
||||||
name: 'gravel',
|
name: 'gravel',
|
||||||
@@ -398,18 +356,8 @@ const TILE_ENCODING = {
|
|||||||
has_next: true,
|
has_next: true,
|
||||||
},
|
},
|
||||||
0x41: {
|
0x41: {
|
||||||
name: 'trap',
|
// FIXME cc2lp1 uses this, i don't know what it actually does
|
||||||
// Not actually a modifier, just using this for hax
|
error: "Open trap is not yet implemented!",
|
||||||
// FIXME round-trip this, maybe expose it in the editor (sigh)
|
|
||||||
modifier: {
|
|
||||||
dummy: true,
|
|
||||||
decode(tile, mod) {
|
|
||||||
tile._initially_open = true;
|
|
||||||
},
|
|
||||||
encode(tile) {
|
|
||||||
return 0;
|
|
||||||
},
|
|
||||||
},
|
|
||||||
},
|
},
|
||||||
0x42: {
|
0x42: {
|
||||||
name: 'trap',
|
name: 'trap',
|
||||||
@@ -419,14 +367,8 @@ const TILE_ENCODING = {
|
|||||||
},
|
},
|
||||||
0x44: {
|
0x44: {
|
||||||
name: 'cloner',
|
name: 'cloner',
|
||||||
modifier: {
|
// TODO visual directions bitmask, no gameplay impact, possible editor impact
|
||||||
decode(tile, mod) {
|
modifier: null,
|
||||||
tile.arrows = mod;
|
|
||||||
},
|
|
||||||
encode(tile) {
|
|
||||||
return tile.arrows;
|
|
||||||
},
|
|
||||||
},
|
|
||||||
},
|
},
|
||||||
0x45: {
|
0x45: {
|
||||||
name: 'hint',
|
name: 'hint',
|
||||||
@@ -546,8 +488,8 @@ const TILE_ENCODING = {
|
|||||||
else {
|
else {
|
||||||
tile.direction = DIRECTION_ORDER[modifier & 0x03];
|
tile.direction = DIRECTION_ORDER[modifier & 0x03];
|
||||||
let type = modifier >> 2;
|
let type = modifier >> 2;
|
||||||
if (type < 7) {
|
if (type < 6) {
|
||||||
tile.gate_type = ['not', 'and', 'or', 'xor', 'latch-cw', 'nand', 'diode'][type];
|
tile.gate_type = ['not', 'and', 'or', 'xor', 'latch-cw', 'nand'][type];
|
||||||
}
|
}
|
||||||
else if (type === 16) {
|
else if (type === 16) {
|
||||||
tile.gate_type = 'latch-ccw';
|
tile.gate_type = 'latch-ccw';
|
||||||
@@ -577,9 +519,6 @@ const TILE_ENCODING = {
|
|||||||
else if (tile.gate_type === 'nand') {
|
else if (tile.gate_type === 'nand') {
|
||||||
return 20 + direction_offset;
|
return 20 + direction_offset;
|
||||||
}
|
}
|
||||||
else if (tile.gate_type === 'diode') {
|
|
||||||
return 24 + direction_offset;
|
|
||||||
}
|
|
||||||
else if (tile.gate_type === 'counter') {
|
else if (tile.gate_type === 'counter') {
|
||||||
return 30 + tile.memory;
|
return 30 + tile.memory;
|
||||||
}
|
}
|
||||||
@@ -805,126 +744,16 @@ const TILE_ENCODING = {
|
|||||||
has_next: true,
|
has_next: true,
|
||||||
},
|
},
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
|
||||||
// LL-specific tiles
|
// LL-specific tiles
|
||||||
0xd0: {
|
|
||||||
name: 'electrified_floor',
|
|
||||||
is_extension: true,
|
|
||||||
},
|
|
||||||
0xd1: {
|
|
||||||
name: 'hole',
|
|
||||||
is_extension: true,
|
|
||||||
},
|
|
||||||
0xd2: {
|
|
||||||
name: 'cracked_floor',
|
|
||||||
is_extension: true,
|
|
||||||
},
|
|
||||||
0xd3: {
|
|
||||||
name: 'cracked_ice',
|
|
||||||
is_extension: true,
|
|
||||||
},
|
|
||||||
0xd4: {
|
|
||||||
name: 'score_5x',
|
|
||||||
has_next: true,
|
|
||||||
is_extension: true,
|
|
||||||
},
|
|
||||||
0xd5: {
|
|
||||||
name: 'spikes',
|
|
||||||
is_extension: true,
|
|
||||||
},
|
|
||||||
0xd6: {
|
|
||||||
name: 'boulder',
|
|
||||||
has_next: true,
|
|
||||||
extra_args: [arg_direction],
|
|
||||||
},
|
|
||||||
// 0xd7
|
|
||||||
0xd8: {
|
|
||||||
name: 'dash_floor',
|
|
||||||
is_extension: true,
|
|
||||||
},
|
|
||||||
0xd9: {
|
|
||||||
name: 'teleport_blue_exit',
|
|
||||||
modifier: modifier_wire,
|
|
||||||
is_extension: true,
|
|
||||||
},
|
|
||||||
0xda: {
|
|
||||||
name: 'glass_block',
|
|
||||||
has_next: true,
|
|
||||||
extra_args: [arg_direction],
|
|
||||||
is_extension: true,
|
|
||||||
},
|
|
||||||
0xe0: {
|
0xe0: {
|
||||||
name: 'gift_bow',
|
name: 'gift_bow',
|
||||||
has_next: true,
|
has_next: true,
|
||||||
is_extension: true,
|
|
||||||
},
|
},
|
||||||
0xe1: {
|
0xe1: {
|
||||||
name: 'circuit_block',
|
name: 'circuit_block',
|
||||||
has_next: true,
|
has_next: true,
|
||||||
modifier: modifier_wire,
|
modifier: modifier_wire,
|
||||||
extra_args: [arg_direction],
|
extra_args: [arg_direction],
|
||||||
is_extension: true,
|
|
||||||
},
|
|
||||||
0xe2: {
|
|
||||||
name: 'skeleton_key',
|
|
||||||
has_next: true,
|
|
||||||
is_extension: true,
|
|
||||||
},
|
|
||||||
0xe3: {
|
|
||||||
name: 'gate_red',
|
|
||||||
has_next: true,
|
|
||||||
is_extension: true,
|
|
||||||
},
|
|
||||||
0xe4: {
|
|
||||||
name: 'gate_blue',
|
|
||||||
has_next: true,
|
|
||||||
is_extension: true,
|
|
||||||
},
|
|
||||||
0xe5: {
|
|
||||||
name: 'gate_yellow',
|
|
||||||
has_next: true,
|
|
||||||
is_extension: true,
|
|
||||||
},
|
|
||||||
0xe6: {
|
|
||||||
name: 'gate_green',
|
|
||||||
has_next: true,
|
|
||||||
is_extension: true,
|
|
||||||
},
|
|
||||||
0xe7: {
|
|
||||||
name: 'sand',
|
|
||||||
is_extension: true,
|
|
||||||
},
|
|
||||||
0xed: {
|
|
||||||
name: 'ankh',
|
|
||||||
has_next: true,
|
|
||||||
is_extension: true,
|
|
||||||
},
|
|
||||||
0xef: {
|
|
||||||
name: 'turntable_cw',
|
|
||||||
modifier: modifier_wire,
|
|
||||||
is_extension: true,
|
|
||||||
},
|
|
||||||
0xf0: {
|
|
||||||
name: 'turntable_ccw',
|
|
||||||
modifier: modifier_wire,
|
|
||||||
is_extension: true,
|
|
||||||
},
|
|
||||||
0xf1: {
|
|
||||||
name: 'sokoban_block',
|
|
||||||
has_next: true,
|
|
||||||
modifier: modifier_color,
|
|
||||||
extra_args: [arg_direction],
|
|
||||||
is_extension: true,
|
|
||||||
},
|
|
||||||
0xf2: {
|
|
||||||
name: 'sokoban_button',
|
|
||||||
modifier: modifier_color,
|
|
||||||
is_extension: true,
|
|
||||||
},
|
|
||||||
0xf3: {
|
|
||||||
name: 'sokoban_wall',
|
|
||||||
modifier: modifier_color,
|
|
||||||
is_extension: true,
|
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
const REVERSE_TILE_ENCODING = {};
|
const REVERSE_TILE_ENCODING = {};
|
||||||
@@ -1043,9 +872,6 @@ export function parse_level(buf, number = 1) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
let level = new format_base.StoredLevel(number);
|
let level = new format_base.StoredLevel(number);
|
||||||
level.format = 'c2m';
|
|
||||||
level.uses_ll_extensions = false; // we'll update this if it changes
|
|
||||||
let default_hint = '';
|
|
||||||
let extra_hints = [];
|
let extra_hints = [];
|
||||||
let hint_tiles = [];
|
let hint_tiles = [];
|
||||||
for (let [type, bytes] of read_c2m_sections(buf)) {
|
for (let [type, bytes] of read_c2m_sections(buf)) {
|
||||||
@@ -1054,7 +880,7 @@ export function parse_level(buf, number = 1) {
|
|||||||
type === 'CLUE' || type === 'NOTE')
|
type === 'CLUE' || type === 'NOTE')
|
||||||
{
|
{
|
||||||
// These are all singular strings (with a terminating NUL, for some reason)
|
// These are all singular strings (with a terminating NUL, for some reason)
|
||||||
// XXX character encoding?? seems to be latin1, ugh
|
// XXX character encoding??
|
||||||
let str = util.string_from_buffer_ascii(bytes, 0, bytes.length - 1).replace(/\r\n/g, "\n");
|
let str = util.string_from_buffer_ascii(bytes, 0, bytes.length - 1).replace(/\r\n/g, "\n");
|
||||||
|
|
||||||
// TODO store more of this, at least for idempotence, maybe
|
// TODO store more of this, at least for idempotence, maybe
|
||||||
@@ -1077,26 +903,13 @@ export function parse_level(buf, number = 1) {
|
|||||||
}
|
}
|
||||||
else if (type === 'CLUE') {
|
else if (type === 'CLUE') {
|
||||||
// Level hint
|
// Level hint
|
||||||
default_hint = str;
|
level.hint = str;
|
||||||
}
|
}
|
||||||
else if (type === 'NOTE') {
|
else if (type === 'NOTE') {
|
||||||
// Author's comments... but might also include tags delimiting special blocks, most
|
// Author's comments... but might also include multiple hints for levels with
|
||||||
// notably for storing multiple hints. Note that this parsing might lose data in
|
// multiple hint tiles, delineated by [CLUE] (anywhere in the line (!)).
|
||||||
// two cases: if other text is in the same line as the tag (which still counts!),
|
// LL treats extra hints as tile properties, so store them for later
|
||||||
// it's silently ignored; if there are more [CLUE] blocks than the level has hints,
|
[level.comment, ...extra_hints] = str.split(/\n?^.*\[CLUE\].*$\n?/mg);
|
||||||
// the extras are silently dropped, because hint text is a tile prop in LL.
|
|
||||||
let parts = str.split(/\n?^.*\[(CLUE|JETLIFE|COM)\].*$\n?/mg);
|
|
||||||
level.comment = parts[0];
|
|
||||||
extra_hints = [];
|
|
||||||
for (let i = 1; i < parts.length; i += 2) {
|
|
||||||
let type = parts[i];
|
|
||||||
let text = parts[i + 1];
|
|
||||||
if (type === 'CLUE') {
|
|
||||||
extra_hints.push(text);
|
|
||||||
}
|
|
||||||
// TODO do something with COM (c2g commands) and JETLIFE (easter egg, make flame
|
|
||||||
// jets propagate like game of life)
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
@@ -1144,11 +957,11 @@ export function parse_level(buf, number = 1) {
|
|||||||
|
|
||||||
if (view.byteLength <= 22)
|
if (view.byteLength <= 22)
|
||||||
continue;
|
continue;
|
||||||
level.hide_logic = !! view.getUint8(22, true);
|
//options.hide_logic = view.getUint8(22, true);
|
||||||
|
|
||||||
if (view.byteLength <= 23)
|
if (view.byteLength <= 23)
|
||||||
continue;
|
continue;
|
||||||
level.use_cc1_boots = !! view.getUint8(23, true);
|
level.use_cc1_boots = view.getUint8(23, true);
|
||||||
|
|
||||||
if (view.byteLength <= 24)
|
if (view.byteLength <= 24)
|
||||||
continue;
|
continue;
|
||||||
@@ -1208,10 +1021,6 @@ export function parse_level(buf, number = 1) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (spec.is_extension) {
|
|
||||||
level.uses_ll_extensions = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
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
|
||||||
@@ -1221,13 +1030,21 @@ export function parse_level(buf, number = 1) {
|
|||||||
// bitmask
|
// bitmask
|
||||||
let mask = bytes[p];
|
let mask = bytes[p];
|
||||||
p++;
|
p++;
|
||||||
|
// This order is important; this is the order CC2 draws them in
|
||||||
if (mask & 0x10) {
|
if (mask & 0x10) {
|
||||||
let type = TILE_TYPES['canopy'];
|
cell.push({type: TILE_TYPES['canopy']});
|
||||||
cell[type.layer] = {type};
|
|
||||||
}
|
}
|
||||||
if (mask & 0x0f) {
|
if (mask & 0x08) {
|
||||||
let type = TILE_TYPES['thin_walls'];
|
cell.push({type: TILE_TYPES['thinwall_w']});
|
||||||
cell[type.layer] = {type, edges: mask & 0x0f};
|
}
|
||||||
|
if (mask & 0x04) {
|
||||||
|
cell.push({type: TILE_TYPES['thinwall_s']});
|
||||||
|
}
|
||||||
|
if (mask & 0x02) {
|
||||||
|
cell.push({type: TILE_TYPES['thinwall_e']});
|
||||||
|
}
|
||||||
|
if (mask & 0x01) {
|
||||||
|
cell.push({type: TILE_TYPES['thinwall_n']});
|
||||||
}
|
}
|
||||||
// Skip the rest of the loop. That means we don't handle any of the other
|
// Skip the rest of the loop. That means we don't handle any of the other
|
||||||
// special behavior below, but neither thin walls nor canopies should use
|
// special behavior below, but neither thin walls nor canopies should use
|
||||||
@@ -1242,7 +1059,7 @@ export function parse_level(buf, number = 1) {
|
|||||||
let type = TILE_TYPES[name];
|
let type = TILE_TYPES[name];
|
||||||
if (!type) console.error(name, spec);
|
if (!type) console.error(name, spec);
|
||||||
let tile = {type};
|
let tile = {type};
|
||||||
cell[type.layer] = tile;
|
cell.push(tile);
|
||||||
if (spec.modifier) {
|
if (spec.modifier) {
|
||||||
spec.modifier.decode(tile, modifier);
|
spec.modifier.decode(tile, modifier);
|
||||||
}
|
}
|
||||||
@@ -1251,10 +1068,12 @@ export function parse_level(buf, number = 1) {
|
|||||||
// TODO this should go on the bottom
|
// TODO this should go on the bottom
|
||||||
// TODO we should sort and also only allow one thing per layer
|
// TODO we should sort and also only allow one thing per layer
|
||||||
if (spec.dummy_terrain) {
|
if (spec.dummy_terrain) {
|
||||||
let type = TILE_TYPES[spec.dummy_terrain];
|
cell.push({type: TILE_TYPES[spec.dummy_terrain]});
|
||||||
cell[type.layer] = {type};
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (type.is_required_chip) {
|
||||||
|
level.chips_required++;
|
||||||
|
}
|
||||||
if (type.is_hint) {
|
if (type.is_hint) {
|
||||||
// Remember all the hint tiles (in reading order) so we can map extra hints
|
// Remember all the hint tiles (in reading order) so we can map extra hints
|
||||||
// to them later. Don't do it now, since the format doesn't technically
|
// to them later. Don't do it now, since the format doesn't technically
|
||||||
@@ -1274,6 +1093,7 @@ export function parse_level(buf, number = 1) {
|
|||||||
if (! spec.has_next)
|
if (! spec.has_next)
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
cell.reverse();
|
||||||
level.linear_cells.push(cell);
|
level.linear_cells.push(cell);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1307,22 +1127,8 @@ export function parse_level(buf, number = 1) {
|
|||||||
p += 4;
|
p += 4;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if (type === 'LXCX') {
|
|
||||||
// Custom connections, like MSCC (but more! maybe)
|
|
||||||
if (bytes.length % 4 !== 0)
|
|
||||||
throw new Error(`Expected LXCX chunk to be a multiple of 4 bytes; got ${bytes.length}`);
|
|
||||||
|
|
||||||
level.has_custom_connections = true;
|
|
||||||
let p = 0;
|
|
||||||
while (p < bytes.length) {
|
|
||||||
let src = view.getUint16(p, true);
|
|
||||||
let dest = view.getUint16(p + 2, true);
|
|
||||||
level.custom_connections[src] = dest;
|
|
||||||
p += 4;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else {
|
else {
|
||||||
// console.warn(`Unrecognized section type '${type}' at offset ${bytes.byteOffset}`, view);
|
console.warn(`Unrecognized section type '${type}' at offset ${bytes.byteOffset}`);
|
||||||
// TODO save it, persist when editing level
|
// TODO save it, persist when editing level
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1334,7 +1140,7 @@ export function parse_level(buf, number = 1) {
|
|||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
// Fall back to regular hint
|
// Fall back to regular hint
|
||||||
tile.hint_text = default_hint;
|
tile.hint_text = null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1453,7 +1259,6 @@ class C2M {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (typeof buf === 'string' || buf instanceof String) {
|
if (typeof buf === 'string' || buf instanceof String) {
|
||||||
// FIXME encode as latin1, maybe with some kludge for anything that doesn't fit
|
|
||||||
let str = buf;
|
let str = buf;
|
||||||
// C2M also includes the trailing NUL
|
// C2M also includes the trailing NUL
|
||||||
buf = new ArrayBuffer(str.length + 1);
|
buf = new ArrayBuffer(str.length + 1);
|
||||||
@@ -1496,9 +1301,7 @@ class C2M {
|
|||||||
|
|
||||||
export function synthesize_level(stored_level) {
|
export function synthesize_level(stored_level) {
|
||||||
let c2m = new C2M;
|
let c2m = new C2M;
|
||||||
c2m.add_section('CC2M', '7'); // latest version
|
c2m.add_section('CC2M', '133');
|
||||||
// TODO add in a VERS (editor version) section? some other indication LL produced it? not for
|
|
||||||
// url sharing though, should make that as small as possible
|
|
||||||
|
|
||||||
if (stored_level.title) {
|
if (stored_level.title) {
|
||||||
c2m.add_section('TITL', stored_level.title);
|
c2m.add_section('TITL', stored_level.title);
|
||||||
@@ -1508,32 +1311,17 @@ export function synthesize_level(stored_level) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Options block
|
// Options block
|
||||||
let options = new Uint8Array(25); // max possible size
|
let options = new Uint8Array(3);
|
||||||
let options_length = 0;
|
|
||||||
new DataView(options.buffer).setUint16(0, stored_level.time_limit, true);
|
new DataView(options.buffer).setUint16(0, stored_level.time_limit, true);
|
||||||
if (stored_level.viewport_size === 10) {
|
if (stored_level.viewport_size === 10) {
|
||||||
options[2] = 0;
|
options[2] = 0;
|
||||||
}
|
}
|
||||||
else if (stored_level.viewport_size === 9) {
|
else if (stored_level.viewport_size === 9) {
|
||||||
options[2] = 1;
|
options[2] = 1;
|
||||||
options_length = 3;
|
|
||||||
}
|
|
||||||
if (stored_level.hide_logic) {
|
|
||||||
options[22] = 1;
|
|
||||||
options_length = 23;
|
|
||||||
}
|
|
||||||
if (stored_level.use_cc1_boots) {
|
|
||||||
options[23] = 1;
|
|
||||||
options_length = 24;
|
|
||||||
}
|
|
||||||
if (stored_level.blob_behavior !== 0) {
|
|
||||||
options[24] = stored_level.blob_behavior;
|
|
||||||
options_length = 25;
|
|
||||||
}
|
}
|
||||||
// TODO split
|
// TODO split
|
||||||
if (options_length > 0) {
|
// TODO for size purposes, omit the block entirely if all options are defaults?
|
||||||
c2m.add_section('OPTN', options.slice(0, options_length));
|
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
|
||||||
@@ -1550,21 +1338,6 @@ export function synthesize_level(stored_level) {
|
|||||||
c2m.add_section('LXCM', bytes.buffer);
|
c2m.add_section('LXCM', bytes.buffer);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Store MSCC-like custom connections
|
|
||||||
// TODO LL feature, should be distinguished somehow
|
|
||||||
let num_connections = Object.keys(stored_level.custom_connections).length;
|
|
||||||
if (num_connections > 0) {
|
|
||||||
let buf = new ArrayBuffer(4 * num_connections);
|
|
||||||
let view = new DataView(buf);
|
|
||||||
let p = 0;
|
|
||||||
for (let [src, dest] of Object.entries(stored_level.custom_connections)) {
|
|
||||||
view.setUint16(p + 0, src, true);
|
|
||||||
view.setUint16(p + 2, dest, true);
|
|
||||||
p += 4;
|
|
||||||
}
|
|
||||||
c2m.add_section('LXCX', buf);
|
|
||||||
}
|
|
||||||
|
|
||||||
let map_bytes = new Uint8Array(1024);
|
let map_bytes = new Uint8Array(1024);
|
||||||
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;
|
||||||
@@ -1582,44 +1355,11 @@ export function synthesize_level(stored_level) {
|
|||||||
map_view = new DataView(map_bytes.buffer);
|
map_view = new DataView(map_bytes.buffer);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// TODO complain if duplicates on a layer
|
||||||
let dummy_terrain_tile = null;
|
let dummy_terrain_tile = null;
|
||||||
let handled_thin_walls = false;
|
for (let i = cell.length - 1; i >= 0; i--) {
|
||||||
for (let i = LAYERS.MAX - 1; i >= 0; i--) {
|
|
||||||
let tile = cell[i];
|
let tile = cell[i];
|
||||||
if (! tile)
|
// FIXME does not yet support canopy or thin walls >:S
|
||||||
continue;
|
|
||||||
|
|
||||||
if (tile.type.name === 'canopy' || tile.type.name === 'thin_walls') {
|
|
||||||
// These two tiles are encoded together despite being on different layers. If we
|
|
||||||
// see the canopy first, then find the thin wall tile (if any) and set a flag so we
|
|
||||||
// don't try to encode it again
|
|
||||||
if (handled_thin_walls)
|
|
||||||
continue;
|
|
||||||
handled_thin_walls = true;
|
|
||||||
|
|
||||||
let canopy, thin_walls;
|
|
||||||
if (tile.type.name === 'canopy') {
|
|
||||||
canopy = tile;
|
|
||||||
thin_walls = cell[LAYERS.thin_wall];
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
thin_walls = tile;
|
|
||||||
}
|
|
||||||
|
|
||||||
let arg = 0;
|
|
||||||
if (canopy) {
|
|
||||||
arg |= 0x10;
|
|
||||||
}
|
|
||||||
if (thin_walls) {
|
|
||||||
arg |= thin_walls.edges;
|
|
||||||
}
|
|
||||||
|
|
||||||
map_bytes[p] = REVERSE_TILE_ENCODING['#thinwall/canopy'].tile_byte;
|
|
||||||
map_bytes[p + 1] = arg;
|
|
||||||
p += 2;
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
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
|
// Handle the swivel, a tile that draws as an overlay but is stored like terrain. In a
|
||||||
@@ -1628,7 +1368,7 @@ export function synthesize_level(stored_level) {
|
|||||||
// save it until we reach the terrain layer, and then sub it in instead.
|
// 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
|
// TODO if i follow in tyler's footsteps and give swivel its own layer then i'll need to
|
||||||
// complicate this somewhat
|
// complicate this somewhat
|
||||||
if (tile.type.layer === LAYERS.terrain && dummy_terrain_tile) {
|
if (tile.type.draw_layer === 0 && dummy_terrain_tile) {
|
||||||
tile = dummy_terrain_tile;
|
tile = dummy_terrain_tile;
|
||||||
spec = REVERSE_TILE_ENCODING[tile.type.name];
|
spec = REVERSE_TILE_ENCODING[tile.type.name];
|
||||||
}
|
}
|
||||||
@@ -1684,18 +1424,12 @@ export function synthesize_level(stored_level) {
|
|||||||
}
|
}
|
||||||
map_bytes = map_bytes.subarray(0, p);
|
map_bytes = map_bytes.subarray(0, p);
|
||||||
|
|
||||||
let comment = stored_level.comment;
|
|
||||||
if (hints.length) {
|
|
||||||
// Collect hints first so we can put them in the comment field
|
// Collect hints first so we can put them in the comment field
|
||||||
// FIXME this does not respect global hint, but then, neither does the editor.
|
// FIXME this does not respect global hint, but then, neither does the editor.
|
||||||
hints = hints.map(hint => hint ?? '');
|
hints = hints.map(hint => hint ?? '');
|
||||||
hints.push('');
|
hints.push('');
|
||||||
hints.unshift('');
|
hints.unshift('');
|
||||||
// Must use Windows linebreaks here 🙄
|
c2m.add_section('NOTE', hints.join('\n[CLUE]\n'));
|
||||||
comment += hints.join('\r\n[CLUE]\r\n');
|
|
||||||
}
|
|
||||||
// TODO support COM and JETLIFE
|
|
||||||
c2m.add_section('NOTE', comment);
|
|
||||||
|
|
||||||
let compressed_map = compress(map_bytes);
|
let compressed_map = compress(map_bytes);
|
||||||
if (compressed_map) {
|
if (compressed_map) {
|
||||||
@@ -2175,16 +1909,6 @@ const MAX_SIMULTANEOUS_REQUESTS = 5;
|
|||||||
fetch_map(path, level_number);
|
fetch_map(path, level_number);
|
||||||
level_number++;
|
level_number++;
|
||||||
}
|
}
|
||||||
else if (stmt.kind === 'directive' && stmt.name === 'game') {
|
|
||||||
// TODO apparently cc2 lets you change this mid-game and will then use a different save
|
|
||||||
// slot (?!), but i can't even consider that until i actually execute these things in
|
|
||||||
// order
|
|
||||||
if (game.identifier === undefined) {
|
|
||||||
let title = stmt.args[0].value;
|
|
||||||
game.identifier = title;
|
|
||||||
game.title = title;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
statements.push(stmt);
|
statements.push(stmt);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,3 @@
|
|||||||
import { DIRECTIONS, LAYERS } 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';
|
||||||
@@ -10,10 +9,10 @@ const TILE_ENCODING = {
|
|||||||
0x03: 'water',
|
0x03: 'water',
|
||||||
0x04: 'fire',
|
0x04: 'fire',
|
||||||
0x05: 'wall_invisible',
|
0x05: 'wall_invisible',
|
||||||
0x06: ['thin_walls', {edges: DIRECTIONS['north'].bit}],
|
0x06: 'thinwall_n',
|
||||||
0x07: ['thin_walls', {edges: DIRECTIONS['west'].bit}],
|
0x07: 'thinwall_w',
|
||||||
0x08: ['thin_walls', {edges: DIRECTIONS['south'].bit}],
|
0x08: 'thinwall_s',
|
||||||
0x09: ['thin_walls', {edges: DIRECTIONS['east'].bit}],
|
0x09: 'thinwall_e',
|
||||||
// This is MSCC's incomprehensible non-directional dirt block, which needs a direction for Lynx
|
// This is MSCC's incomprehensible non-directional dirt block, which needs a direction for Lynx
|
||||||
// purposes; Tile World defaults it to north
|
// purposes; Tile World defaults it to north
|
||||||
0x0a: ['dirt_block', 'north'],
|
0x0a: ['dirt_block', 'north'],
|
||||||
@@ -55,7 +54,7 @@ const TILE_ENCODING = {
|
|||||||
0x2d: 'gravel',
|
0x2d: 'gravel',
|
||||||
0x2e: 'popwall',
|
0x2e: 'popwall',
|
||||||
0x2f: 'hint',
|
0x2f: 'hint',
|
||||||
0x30: ['thin_walls', {edges: DIRECTIONS['south'].bit | DIRECTIONS['east'].bit}],
|
0x30: 'thinwall_se',
|
||||||
0x31: 'cloner',
|
0x31: 'cloner',
|
||||||
0x32: 'force_floor_all',
|
0x32: 'force_floor_all',
|
||||||
0x33: 'bogus_player_drowned',
|
0x33: 'bogus_player_drowned',
|
||||||
@@ -63,7 +62,7 @@ const TILE_ENCODING = {
|
|||||||
0x35: 'bogus_player_burned',
|
0x35: 'bogus_player_burned',
|
||||||
0x36: 'wall_invisible', // unused
|
0x36: 'wall_invisible', // unused
|
||||||
0x37: 'wall_invisible', // unused
|
0x37: 'wall_invisible', // unused
|
||||||
0x38: 'ice_block', // unused, but co-opted by pgchip
|
0x38: 'wall_invisible', // unused
|
||||||
0x39: 'bogus_player_win',
|
0x39: 'bogus_player_win',
|
||||||
0x3a: 'bogus_player_win',
|
0x3a: 'bogus_player_win',
|
||||||
0x3b: 'bogus_player_win',
|
0x3b: 'bogus_player_win',
|
||||||
@@ -121,45 +120,6 @@ const TILE_ENCODING = {
|
|||||||
0x6f: ['player', 'east'],
|
0x6f: ['player', 'east'],
|
||||||
};
|
};
|
||||||
|
|
||||||
const REVERSE_TILE_ENCODING = {};
|
|
||||||
for (let [tile_byte, spec] of Object.entries(TILE_ENCODING)) {
|
|
||||||
tile_byte = parseInt(tile_byte, 10); // these are keys so they get stringified ugh
|
|
||||||
if (0x36 <= tile_byte && tile_byte <= 0x37) {
|
|
||||||
// These are unused tiles which get turned into invisible walls; don't encode invisible
|
|
||||||
// walls as them! (0x38 is also "unused", but pgchip turns it into ice block.)
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
let name, arg;
|
|
||||||
if (spec instanceof Array) {
|
|
||||||
[name, arg] = spec;
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
name = spec;
|
|
||||||
arg = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
let rev_spec = REVERSE_TILE_ENCODING[name];
|
|
||||||
if (! rev_spec) {
|
|
||||||
rev_spec = {};
|
|
||||||
REVERSE_TILE_ENCODING[name] = rev_spec;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (arg === null || tile_byte === 0x0a) {
|
|
||||||
// Special case: 0x0a is MSCC's undirected dirt block, which needs to coexist with the
|
|
||||||
// directed "clone" blocks
|
|
||||||
rev_spec['all'] = tile_byte;
|
|
||||||
}
|
|
||||||
else if (typeof arg === 'string') {
|
|
||||||
// This is a direction
|
|
||||||
rev_spec[arg] = tile_byte;
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
// This is the thin_walls argument structure
|
|
||||||
rev_spec[arg.edges] = tile_byte;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
function decode_password(bytes, start, len) {
|
function decode_password(bytes, start, len) {
|
||||||
let password = [];
|
let password = [];
|
||||||
for (let i = 0; i < len; i++) {
|
for (let i = 0; i < len; i++) {
|
||||||
@@ -201,6 +161,10 @@ export function parse_level_metadata(bytes) {
|
|||||||
// Password, with trailing NUL, and XORed with 0x99 (???)
|
// Password, with trailing NUL, and XORed with 0x99 (???)
|
||||||
meta.password = decode_password(bytes, p, field_length - 1);
|
meta.password = decode_password(bytes, p, field_length - 1);
|
||||||
}
|
}
|
||||||
|
else if (field_type === 0x07) {
|
||||||
|
// Hint, including trailing NUL, of course
|
||||||
|
meta.hint = util.string_from_buffer_ascii(bytes, p, field_length - 1);
|
||||||
|
}
|
||||||
p += field_length;
|
p += field_length;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -210,9 +174,7 @@ export function parse_level_metadata(bytes) {
|
|||||||
function parse_level(bytes, number) {
|
function parse_level(bytes, number) {
|
||||||
let level = new format_base.StoredLevel(number);
|
let level = new format_base.StoredLevel(number);
|
||||||
level.has_custom_connections = true;
|
level.has_custom_connections = true;
|
||||||
level.format = 'ccl';
|
level.use_ccl_compat = true;
|
||||||
level.uses_ll_extensions = false;
|
|
||||||
level.chips_required = 0;
|
|
||||||
// Map size is always fixed as 32x32 in CC1
|
// Map size is always fixed as 32x32 in CC1
|
||||||
level.size_x = 32;
|
level.size_x = 32;
|
||||||
level.size_y = 32;
|
level.size_y = 32;
|
||||||
@@ -232,7 +194,6 @@ function parse_level(bytes, number) {
|
|||||||
let unknown = view.getUint16(6, true);
|
let unknown = view.getUint16(6, true);
|
||||||
// Same structure twice, for the two layers
|
// Same structure twice, for the two layers
|
||||||
let p = 8;
|
let p = 8;
|
||||||
let hint_tiles = [];
|
|
||||||
for (let l = 0; l < 2; l++) {
|
for (let l = 0; l < 2; l++) {
|
||||||
let layer_length = view.getUint16(p, true);
|
let layer_length = view.getUint16(p, true);
|
||||||
p += 2;
|
p += 2;
|
||||||
@@ -256,18 +217,14 @@ function parse_level(bytes, number) {
|
|||||||
throw new Error(`Invalid tile byte 0x${tile_byte.toString(16)} at (${x}, ${y})`);
|
throw new Error(`Invalid tile byte 0x${tile_byte.toString(16)} at (${x}, ${y})`);
|
||||||
}
|
}
|
||||||
|
|
||||||
let name, extra;
|
let name, direction;
|
||||||
if (spec instanceof Array) {
|
if (spec instanceof Array) {
|
||||||
[name, extra] = spec;
|
[name, direction] = spec;
|
||||||
if (typeof extra === 'string') {
|
|
||||||
extra = {direction: extra};
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
name = spec;
|
name = spec;
|
||||||
extra = {};
|
|
||||||
}
|
}
|
||||||
let tile = {type: TILE_TYPES[name], ...extra};
|
let type = TILE_TYPES[name];
|
||||||
|
|
||||||
for (let i = 0; i < count; i++) {
|
for (let i = 0; i < count; i++) {
|
||||||
if (c >= 1024)
|
if (c >= 1024)
|
||||||
@@ -285,22 +242,7 @@ function parse_level(bytes, number) {
|
|||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
// pgchip grants directions to ice blocks on cloners by putting a clone block
|
cell.unshift({type, direction});
|
||||||
// beneath them instead
|
|
||||||
if (l === 1 && 0x0e <= tile_byte && tile_byte <= 0x11 &&
|
|
||||||
cell[LAYERS.actor] && cell[LAYERS.actor].type.name === 'ice_block')
|
|
||||||
{
|
|
||||||
cell[LAYERS.actor].direction = extra.direction;
|
|
||||||
let type = TILE_TYPES['cloner'];
|
|
||||||
cell[type.layer] = {type};
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
let new_tile = {...tile};
|
|
||||||
cell[tile.type.layer] = new_tile;
|
|
||||||
if (new_tile.type.name === 'hint') {
|
|
||||||
hint_tiles.push(new_tile);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (c !== 1024)
|
if (c !== 1024)
|
||||||
@@ -309,8 +251,9 @@ function parse_level(bytes, number) {
|
|||||||
|
|
||||||
// Fix the "floor/empty" nonsense here by adding floor to any cell with no terrain on bottom
|
// Fix the "floor/empty" nonsense here by adding floor to any cell with no terrain on bottom
|
||||||
for (let cell of level.linear_cells) {
|
for (let cell of level.linear_cells) {
|
||||||
if (! cell[LAYERS.terrain]) {
|
if (cell.length === 0 || cell[0].type.draw_layer !== 0) {
|
||||||
cell[LAYERS.terrain] = { type: TILE_TYPES['floor'] };
|
// No terrain; insert a floor
|
||||||
|
cell.unshift({ type: TILE_TYPES['floor'] });
|
||||||
}
|
}
|
||||||
// TODO we could also deal with weird cases where there's terrain /on top of/ something
|
// TODO we could also deal with weird cases where there's terrain /on top of/ something
|
||||||
// else: things underwater, the quirk where a glider will erase the item underneath...
|
// else: things underwater, the quirk where a glider will erase the item underneath...
|
||||||
@@ -348,13 +291,7 @@ function parse_level(bytes, number) {
|
|||||||
let trap_y = field_view.getUint16(q + 6, true);
|
let trap_y = field_view.getUint16(q + 6, true);
|
||||||
// Fifth u16 is always zero, possibly live game state
|
// Fifth u16 is always zero, possibly live game state
|
||||||
q += 10;
|
q += 10;
|
||||||
// Connections are ignored if they're on the wrong tiles anyway, and we use a single
|
level.custom_trap_wiring[button_x + button_y * level.size_x] = trap_x + trap_y * level.size_x;
|
||||||
// mapping that's a bit more flexible, so only store valid connections
|
|
||||||
let s = level.coords_to_scalar(button_x, button_y);
|
|
||||||
let d = level.coords_to_scalar(trap_x, trap_y);
|
|
||||||
if (level.linear_cells[s][LAYERS.terrain].type.name === 'button_brown') {
|
|
||||||
level.custom_connections[s] = d;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if (field_type === 0x05) {
|
else if (field_type === 0x05) {
|
||||||
@@ -367,13 +304,7 @@ function parse_level(bytes, number) {
|
|||||||
let cloner_x = field_view.getUint16(q + 4, true);
|
let cloner_x = field_view.getUint16(q + 4, true);
|
||||||
let cloner_y = field_view.getUint16(q + 6, true);
|
let cloner_y = field_view.getUint16(q + 6, true);
|
||||||
q += 8;
|
q += 8;
|
||||||
// Connections are ignored if they're on the wrong tiles anyway, and we use a single
|
level.custom_cloner_wiring[button_x + button_y * level.size_x] = cloner_x + cloner_y * level.size_x;
|
||||||
// mapping that's a bit more flexible, so only store valid connections
|
|
||||||
let s = level.coords_to_scalar(button_x, button_y);
|
|
||||||
let d = level.coords_to_scalar(cloner_x, cloner_y);
|
|
||||||
if (level.linear_cells[s][LAYERS.terrain].type.name === 'button_red') {
|
|
||||||
level.custom_connections[s] = d;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if (field_type === 0x06) {
|
else if (field_type === 0x06) {
|
||||||
@@ -382,19 +313,12 @@ function parse_level(bytes, number) {
|
|||||||
}
|
}
|
||||||
else if (field_type === 0x07) {
|
else if (field_type === 0x07) {
|
||||||
// Hint, including trailing NUL, of course
|
// Hint, including trailing NUL, of course
|
||||||
let hint = util.string_from_buffer_ascii(bytes, p, field_length - 1);
|
level.hint = util.string_from_buffer_ascii(bytes, p, field_length - 1);
|
||||||
for (let tile of hint_tiles) {
|
|
||||||
tile.hint_text = hint;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
else if (field_type === 0x08) {
|
else if (field_type === 0x08) {
|
||||||
// Password, but not encoded
|
// Password, but not encoded
|
||||||
// TODO ???
|
// TODO ???
|
||||||
}
|
}
|
||||||
else if (field_type === 0x09) {
|
|
||||||
// EXTENSION: Author, including trailing NUL
|
|
||||||
level.author = util.string_from_buffer_ascii(bytes, p, field_length - 1);
|
|
||||||
}
|
|
||||||
else if (field_type === 0x0a) {
|
else if (field_type === 0x0a) {
|
||||||
// Initial actor order
|
// Initial actor order
|
||||||
// TODO ??? should i... trust this...
|
// TODO ??? should i... trust this...
|
||||||
@@ -423,10 +347,6 @@ export function parse_game(buf) {
|
|||||||
// OK
|
// OK
|
||||||
// TODO tile world convention, use lynx rules
|
// TODO tile world convention, use lynx rules
|
||||||
}
|
}
|
||||||
else if (magic === 0x0003aaac) {
|
|
||||||
// OK
|
|
||||||
// TODO add in ice block i guess???
|
|
||||||
}
|
|
||||||
else {
|
else {
|
||||||
throw new Error(`Unrecognized magic number ${magic.toString(16)}`);
|
throw new Error(`Unrecognized magic number ${magic.toString(16)}`);
|
||||||
}
|
}
|
||||||
@@ -454,256 +374,3 @@ export function parse_game(buf) {
|
|||||||
|
|
||||||
return game;
|
return game;
|
||||||
}
|
}
|
||||||
|
|
||||||
export class CCLEncodingErrors extends util.LLError {
|
|
||||||
constructor(errors) {
|
|
||||||
super("Failed to encode level as CCL");
|
|
||||||
this.errors = errors;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
export function synthesize_level(stored_level) {
|
|
||||||
let errors = [];
|
|
||||||
if (stored_level.size_x !== 32) {
|
|
||||||
errors.push(`Level width must be 32, not ${stored_level.size_x}`);
|
|
||||||
}
|
|
||||||
if (stored_level.size_y !== 32) {
|
|
||||||
errors.push(`Level width must be 32, not ${stored_level.size_y}`);
|
|
||||||
}
|
|
||||||
|
|
||||||
// TODO might also want the tile world "lynx mode" magic number, or pgchip's ice block rules
|
|
||||||
let magic = 0x0002aaac;
|
|
||||||
let top_layer = [];
|
|
||||||
let bottom_layer = [];
|
|
||||||
let hint_text = null;
|
|
||||||
let trap_cxns = [];
|
|
||||||
let cloner_cxns = [];
|
|
||||||
let monster_coords = [];
|
|
||||||
let error_found_wires = false;
|
|
||||||
// TODO i could be a little kinder and support, say, items on terrain; do those work in mscc? tw lynx?
|
|
||||||
for (let [i, cell] of stored_level.linear_cells.entries()) {
|
|
||||||
let [x, y] = stored_level.scalar_to_coords(i);
|
|
||||||
let actor = null;
|
|
||||||
let other = null;
|
|
||||||
for (let tile of cell) {
|
|
||||||
if (! tile)
|
|
||||||
continue;
|
|
||||||
if (tile.wire_directions || tile.wire_tunnel_directions) {
|
|
||||||
error_found_wires = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (tile.type.layer === LAYERS.actor) {
|
|
||||||
actor = tile;
|
|
||||||
}
|
|
||||||
else if (tile.type.name === 'floor') {
|
|
||||||
// This is the default anyway, so don't count it against the number of tiles
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
else if (other) {
|
|
||||||
errors.push(`A cell can only contain one static tile, but cell (${x}, ${y}) has both ${other.type.name} and ${tile.type.name}`);
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
other = tile;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (tile.type.is_monster) {
|
|
||||||
monster_coords.push(x, y);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
let actor_byte = null;
|
|
||||||
let other_byte = null;
|
|
||||||
if (actor) {
|
|
||||||
let rev_spec = REVERSE_TILE_ENCODING[actor.type.name];
|
|
||||||
if (rev_spec) {
|
|
||||||
// Special case: dirt blocks only have a direction when on a cloner
|
|
||||||
if (actor.type.name === 'dirt_block' && ! (other && other.type.name === 'cloner')) {
|
|
||||||
actor_byte = rev_spec['all'];
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
actor_byte = rev_spec[actor.direction];
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
errors.push(`Can't encode tile: ${actor.type.name}`);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (other) {
|
|
||||||
let rev_spec = REVERSE_TILE_ENCODING[other.type.name];
|
|
||||||
if (rev_spec) {
|
|
||||||
// Special case: thin walls only come in one of a few configurations
|
|
||||||
if (other.type.name === 'thin_walls') {
|
|
||||||
if (other.edges in rev_spec) {
|
|
||||||
other_byte = rev_spec[other.edges];
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
errors.push(`Thin walls may only have one edge, or be a lower-right corner`);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
other_byte = rev_spec['all'];
|
|
||||||
}
|
|
||||||
|
|
||||||
if (other.type.name === 'hint') {
|
|
||||||
if (hint_text === null) {
|
|
||||||
hint_text = other.hint_text;
|
|
||||||
}
|
|
||||||
else if (hint_text !== other.hint_text) {
|
|
||||||
errors.push(`All hints must contain the same text`);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
let cxn_target;
|
|
||||||
// FIXME one begins to wonder if the lady doth repeat herself
|
|
||||||
if (other.type.name === 'button_red') {
|
|
||||||
cxn_target = 'cloner';
|
|
||||||
}
|
|
||||||
else if (other.type.name === 'button_brown') {
|
|
||||||
cxn_target = 'trap';
|
|
||||||
}
|
|
||||||
if (cxn_target && i in stored_level.custom_connections) {
|
|
||||||
let dest = stored_level.custom_connections[i];
|
|
||||||
let dest_cell = stored_level.linear_cells[dest];
|
|
||||||
if (dest_cell && dest_cell[LAYERS.terrain].type.name === cxn_target) {
|
|
||||||
if (other.type.name === 'button_red') {
|
|
||||||
cloner_cxns.push(x, y, ...stored_level.scalar_to_coords(dest));
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
// Traps have an extra zero!
|
|
||||||
trap_cxns.push(x, y, ...stored_level.scalar_to_coords(dest), 0);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
errors.push(`Can't encode tile: ${other.type.name}`);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (other_byte === null) {
|
|
||||||
other_byte = 0x00; // floor
|
|
||||||
}
|
|
||||||
|
|
||||||
if (actor_byte === null) {
|
|
||||||
top_layer.push(other_byte);
|
|
||||||
bottom_layer.push(0x00);
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
top_layer.push(actor_byte);
|
|
||||||
bottom_layer.push(other_byte);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (error_found_wires) {
|
|
||||||
errors.push(`Wires are not supported`);
|
|
||||||
}
|
|
||||||
|
|
||||||
// TODO RLE
|
|
||||||
let top_layer_bytes = top_layer;
|
|
||||||
let bottom_layer_bytes = bottom_layer;
|
|
||||||
|
|
||||||
// Assemble metadata fields. You'd think this would deserve a little wrapper like I have for
|
|
||||||
// the C2M sections, but you're wrong!
|
|
||||||
let metadata_blocks = [];
|
|
||||||
let metadata_length = 0;
|
|
||||||
function add_block(type, contents) {
|
|
||||||
let len = 2 + contents.byteLength;
|
|
||||||
let bytes = new Uint8Array(len);
|
|
||||||
// TODO this copy is annoying
|
|
||||||
bytes[0] = type;
|
|
||||||
bytes[1] = contents.byteLength;
|
|
||||||
bytes.set(new Uint8Array(contents), 2);
|
|
||||||
metadata_blocks.push(bytes);
|
|
||||||
metadata_length += len;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Level name
|
|
||||||
// TODO do something with not-ascii; does TW support utf8 or latin1 or anything?
|
|
||||||
add_block(3, util.bytestring_to_buffer(stored_level.title.substring(0, 63) + "\0"));
|
|
||||||
// Trap and cloner connections
|
|
||||||
function to_words(cxns) {
|
|
||||||
let words = new ArrayBuffer(cxns.length * 2);
|
|
||||||
let view = new DataView(words);
|
|
||||||
for (let [i, val] of cxns.entries()) {
|
|
||||||
view.setUint16(i * 2, val, true);
|
|
||||||
}
|
|
||||||
return words;
|
|
||||||
}
|
|
||||||
if (trap_cxns.length > 0) {
|
|
||||||
add_block(4, to_words(trap_cxns));
|
|
||||||
}
|
|
||||||
if (cloner_cxns.length > 0) {
|
|
||||||
add_block(5, to_words(cloner_cxns));
|
|
||||||
}
|
|
||||||
// Password
|
|
||||||
// TODO support this for real lol
|
|
||||||
add_block(6, util.bytestring_to_buffer("XXXX\0"));
|
|
||||||
// Hint
|
|
||||||
// TODO tile world seems to do latin-1 (just sort of, inherently); this will do modulo on
|
|
||||||
// anything outside it (yyyyikes!), probably should sub with ? or something
|
|
||||||
if (hint_text !== null) {
|
|
||||||
add_block(7, util.bytestring_to_buffer(hint_text.substring(0, 127) + "\0"));
|
|
||||||
}
|
|
||||||
// EXTENSION: Author's name, if present
|
|
||||||
if (stored_level.author) {
|
|
||||||
add_block(9, util.bytestring_to_buffer(stored_level.author.substring(0, 255) + "\0"));
|
|
||||||
}
|
|
||||||
// Monster positions (dumb as hell and only used in MS mode)
|
|
||||||
if (monster_coords.length > 0) {
|
|
||||||
if (monster_coords.length > 256) {
|
|
||||||
errors.push(`Level has ${monster_coords.length >> 1} monsters, but MS only supports up to 128`);
|
|
||||||
monster_coords.length = 256;
|
|
||||||
}
|
|
||||||
add_block(10, new Uint8Array(monster_coords).buffer);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (errors.length > 0) {
|
|
||||||
throw new CCLEncodingErrors(errors);
|
|
||||||
}
|
|
||||||
|
|
||||||
// OK, almost done, serialize for real
|
|
||||||
let level_length = (
|
|
||||||
10 + // level header
|
|
||||||
2 + top_layer_bytes.length +
|
|
||||||
2 + bottom_layer_bytes.length +
|
|
||||||
2 + metadata_length
|
|
||||||
);
|
|
||||||
let total_length = (
|
|
||||||
6 + // game header
|
|
||||||
level_length
|
|
||||||
);
|
|
||||||
let ret = new ArrayBuffer(total_length);
|
|
||||||
let array = new Uint8Array(ret);
|
|
||||||
let view = new DataView(ret);
|
|
||||||
view.setUint32(0, magic, true);
|
|
||||||
view.setUint16(4, 1, true); // level count, teehee
|
|
||||||
|
|
||||||
let p = 6;
|
|
||||||
view.setUint16(p, level_length - 2, true); // doesn't include this field
|
|
||||||
view.setUint16(p + 2, 1, true); // level number
|
|
||||||
view.setUint16(p + 4, stored_level.time_limit, true);
|
|
||||||
view.setUint16(p + 6, stored_level.chips_required || 0, true); // FIXME
|
|
||||||
view.setUint16(p + 8, 1, true); // always 1? indicates compressed map data?
|
|
||||||
p += 10;
|
|
||||||
|
|
||||||
// Map data
|
|
||||||
view.setUint16(p, top_layer_bytes.length, true);
|
|
||||||
array.set(new Uint8Array(top_layer_bytes), p + 2);
|
|
||||||
p += 2 + top_layer_bytes.length;
|
|
||||||
view.setUint16(p, bottom_layer_bytes.length, true);
|
|
||||||
array.set(new Uint8Array(bottom_layer_bytes), p + 2);
|
|
||||||
p += 2 + bottom_layer_bytes.length;
|
|
||||||
|
|
||||||
// Metadata
|
|
||||||
view.setUint16(p, metadata_length, true);
|
|
||||||
p += 2;
|
|
||||||
for (let block of metadata_blocks) {
|
|
||||||
array.set(block, p);
|
|
||||||
p += block.byteLength;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (p !== total_length) {
|
|
||||||
console.error("Something has gone very awry:", total_length, p);
|
|
||||||
}
|
|
||||||
|
|
||||||
return ret;
|
|
||||||
}
|
|
||||||
@@ -1,134 +0,0 @@
|
|||||||
import { DIRECTIONS, INPUT_BITS } from './defs.js';
|
|
||||||
import * as format_base from './format-base.js';
|
|
||||||
|
|
||||||
|
|
||||||
const TW_DIRECTION_TO_INPUT_BITS = [
|
|
||||||
INPUT_BITS.up,
|
|
||||||
INPUT_BITS.left,
|
|
||||||
INPUT_BITS.down,
|
|
||||||
INPUT_BITS.right,
|
|
||||||
INPUT_BITS.up | INPUT_BITS.left,
|
|
||||||
INPUT_BITS.down | INPUT_BITS.left,
|
|
||||||
INPUT_BITS.up | INPUT_BITS.right,
|
|
||||||
INPUT_BITS.down | INPUT_BITS.right,
|
|
||||||
];
|
|
||||||
|
|
||||||
export function parse_solutions(bytes) {
|
|
||||||
let buf;
|
|
||||||
if (bytes.buffer) {
|
|
||||||
buf = bytes.buffer;
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
buf = bytes;
|
|
||||||
bytes = new Uint8Array(buf);
|
|
||||||
}
|
|
||||||
let view = new DataView(buf);
|
|
||||||
let magic = view.getUint32(0, true);
|
|
||||||
if (magic !== 0x999b3335)
|
|
||||||
return;
|
|
||||||
|
|
||||||
// 1 for lynx, 2 for ms; also extended to 3 for cc2, 4 for ll
|
|
||||||
let ruleset = bytes[4];
|
|
||||||
let extra_bytes = bytes[7];
|
|
||||||
|
|
||||||
let ret = {
|
|
||||||
ruleset: ruleset,
|
|
||||||
levels: [],
|
|
||||||
};
|
|
||||||
|
|
||||||
let p = 8 + extra_bytes;
|
|
||||||
let is_first = true;
|
|
||||||
while (p < buf.byteLength) {
|
|
||||||
let len = view.getUint32(p, true);
|
|
||||||
p += 4;
|
|
||||||
if (len === 0xffffffff)
|
|
||||||
break;
|
|
||||||
|
|
||||||
if (len === 0) {
|
|
||||||
// Empty, do nothing
|
|
||||||
}
|
|
||||||
else if (len < 6) {
|
|
||||||
// This should never happen
|
|
||||||
// TODO gripe?
|
|
||||||
}
|
|
||||||
else if (bytes[p] === 0 && bytes[p + 1] === 0 && bytes[p + 2] === 0 &&
|
|
||||||
bytes[p + 3] === 0 && bytes[p + 5] === 0 && bytes[p + 6] === 0)
|
|
||||||
{
|
|
||||||
// This record is special and contains the name of the set; it's optional but, if present, must be first
|
|
||||||
if (! is_first) {
|
|
||||||
// TODO gripe?
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if (len === 6) {
|
|
||||||
// Short record; password only, no replay
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
// Long record
|
|
||||||
let number = view.getUint16(p, true);
|
|
||||||
// 2-5: password, don't care
|
|
||||||
// 6: flags, always zero
|
|
||||||
let initial_state = bytes[p + 7];
|
|
||||||
let step_parity = initial_state >> 3;
|
|
||||||
let initial_rff = ['north', 'west', 'south', 'east'][initial_state & 0x7];
|
|
||||||
// In CC2 replays, the initial RFF direction is the one you'll actually start with;
|
|
||||||
// however, in Lynx, the direction is rotated BEFORE it takes effect, so to compensate
|
|
||||||
// we have to rotate this once ahead of time
|
|
||||||
initial_rff = DIRECTIONS[initial_rff].right;
|
|
||||||
let initial_rng = view.getUint32(p + 8, true);
|
|
||||||
let total_duration = view.getUint32(p + 12, true);
|
|
||||||
|
|
||||||
// TODO split this off though
|
|
||||||
let inputs = [];
|
|
||||||
let q = p + 16;
|
|
||||||
while (q < p + len) {
|
|
||||||
// There are four formats for packing solutions, identified by the lowest two bits,
|
|
||||||
// except that format 3 is actually two formats, don't ask
|
|
||||||
let fmt = bytes[q] & 0x3;
|
|
||||||
let fmt2 = (bytes[q] >> 4) & 0x1;
|
|
||||||
if (fmt === 0) {
|
|
||||||
let val = bytes[q];
|
|
||||||
q += 1;
|
|
||||||
let input1 = TW_DIRECTION_TO_INPUT_BITS[(val >> 2) & 0x3];
|
|
||||||
let input2 = TW_DIRECTION_TO_INPUT_BITS[(val >> 4) & 0x3];
|
|
||||||
let input3 = TW_DIRECTION_TO_INPUT_BITS[(val >> 6) & 0x3];
|
|
||||||
inputs.push(
|
|
||||||
0, 0, 0, input1,
|
|
||||||
0, 0, 0, input2,
|
|
||||||
0, 0, 0, input3,
|
|
||||||
);
|
|
||||||
}
|
|
||||||
else if (fmt === 1 || fmt === 2 || (fmt === 3 && fmt2 === 0)) {
|
|
||||||
let val;
|
|
||||||
if (fmt === 1) {
|
|
||||||
val = bytes[q];
|
|
||||||
q += 1;
|
|
||||||
}
|
|
||||||
else if (fmt === 2) {
|
|
||||||
val = view.getUint16(q, true);
|
|
||||||
q += 2;
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
val = view.getUint32(q, true);
|
|
||||||
q += 4;
|
|
||||||
}
|
|
||||||
let input = TW_DIRECTION_TO_INPUT_BITS[(val >> 2) & 0x7];
|
|
||||||
let duration = val >> 5;
|
|
||||||
for (let i = 0; i < duration; i++) {
|
|
||||||
inputs.push(0);
|
|
||||||
}
|
|
||||||
inputs.push(input);
|
|
||||||
}
|
|
||||||
else { // 3-1
|
|
||||||
// variable-size and only needed for ms so let's just hope not
|
|
||||||
throw new Error;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
ret.levels[number - 1] = new format_base.Replay(initial_rff, 0, inputs, step_parity, initial_rng);
|
|
||||||
}
|
|
||||||
|
|
||||||
is_first = false;
|
|
||||||
p += len;
|
|
||||||
}
|
|
||||||
return ret;
|
|
||||||
}
|
|
||||||
@@ -1,474 +0,0 @@
|
|||||||
import { compat_flags_for_ruleset } from '../defs.js';
|
|
||||||
import { Level } from '../game.js';
|
|
||||||
import * as format_c2g from '../format-c2g.js';
|
|
||||||
import * as format_dat from '../format-dat.js';
|
|
||||||
import * as format_tws from '../format-tws.js';
|
|
||||||
import * as util from '../util.js';
|
|
||||||
|
|
||||||
import { argv, exit, stderr, stdout } from 'process';
|
|
||||||
import { opendir, readFile, stat } from 'fs/promises';
|
|
||||||
import { performance } from 'perf_hooks';
|
|
||||||
|
|
||||||
// TODO arguments:
|
|
||||||
// - custom pack to test, possibly its solutions, possibly its ruleset (or default to steam-strict/lynx)
|
|
||||||
// - filter existing packs
|
|
||||||
// - verbose: ?
|
|
||||||
// - quiet: hide failure reasons
|
|
||||||
// - support for xfails somehow?
|
|
||||||
// TODO use this for a test suite
|
|
||||||
|
|
||||||
export class LocalDirectorySource extends util.FileSource {
|
|
||||||
constructor(root) {
|
|
||||||
super();
|
|
||||||
this.root = root;
|
|
||||||
this.files = {};
|
|
||||||
this._loaded_promise = this._scan_dir('/');
|
|
||||||
}
|
|
||||||
|
|
||||||
async _scan_dir(path) {
|
|
||||||
let dir = await opendir(this.root + path);
|
|
||||||
for await (let dirent of dir) {
|
|
||||||
if (dirent.isDirectory()) {
|
|
||||||
await this._scan_dir(path + dirent.name + '/');
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
let filepath = path + dirent.name;
|
|
||||||
this.files[filepath.toLowerCase()] = filepath;
|
|
||||||
if (this.files.size > 2000)
|
|
||||||
throw `way, way too many files in local directory source ${this.root}`;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
async get(path) {
|
|
||||||
let realpath = this.files[path.toLowerCase()];
|
|
||||||
if (realpath) {
|
|
||||||
return (await readFile(this.root + realpath)).buffer;
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
throw new Error(`No such file: ${path}`);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
function pad(s, n) {
|
|
||||||
return s.substring(0, n).padEnd(n, " ");
|
|
||||||
}
|
|
||||||
|
|
||||||
const RESULT_TYPES = {
|
|
||||||
skipped: {
|
|
||||||
color: "\x1b[90m",
|
|
||||||
symbol: "-",
|
|
||||||
},
|
|
||||||
'no-replay': {
|
|
||||||
color: "\x1b[90m",
|
|
||||||
symbol: "0",
|
|
||||||
},
|
|
||||||
success: {
|
|
||||||
color: "\x1b[92m",
|
|
||||||
symbol: ".",
|
|
||||||
},
|
|
||||||
early: {
|
|
||||||
color: "\x1b[96m",
|
|
||||||
symbol: "?",
|
|
||||||
},
|
|
||||||
failure: {
|
|
||||||
color: "\x1b[91m",
|
|
||||||
symbol: "#",
|
|
||||||
},
|
|
||||||
'short': {
|
|
||||||
color: "\x1b[93m",
|
|
||||||
symbol: "#",
|
|
||||||
},
|
|
||||||
error: {
|
|
||||||
color: "\x1b[95m",
|
|
||||||
symbol: "X",
|
|
||||||
},
|
|
||||||
};
|
|
||||||
const ANSI_RESET = "\x1b[39m";
|
|
||||||
|
|
||||||
async function test_pack(pack, ruleset, level_filter = null) {
|
|
||||||
let dummy_sfx = {
|
|
||||||
set_player_position() {},
|
|
||||||
play() {},
|
|
||||||
play_once() {},
|
|
||||||
};
|
|
||||||
let compat = compat_flags_for_ruleset(ruleset);
|
|
||||||
|
|
||||||
// TODO factor out the common parts maybe?
|
|
||||||
stdout.write(pad(`${pack.title} (${ruleset})`, 20) + " ");
|
|
||||||
let num_levels = pack.level_metadata.length;
|
|
||||||
let num_passed = 0;
|
|
||||||
let num_missing = 0;
|
|
||||||
let total_tics = 0;
|
|
||||||
let t0 = performance.now();
|
|
||||||
let last_pause = t0;
|
|
||||||
let failures = [];
|
|
||||||
for (let i = 0; i < num_levels; i++) {
|
|
||||||
let stored_level, level;
|
|
||||||
let level_start_time = performance.now();
|
|
||||||
let record_result = (token, short_status, include_canvas, comment) => {
|
|
||||||
let result_stuff = RESULT_TYPES[token];
|
|
||||||
stdout.write(result_stuff.color + result_stuff.symbol);
|
|
||||||
if (token === 'failure' || token === 'short' || token === 'error') {
|
|
||||||
failures.push({
|
|
||||||
token,
|
|
||||||
short_status,
|
|
||||||
comment,
|
|
||||||
level,
|
|
||||||
stored_level,
|
|
||||||
index: i,
|
|
||||||
fail_reason: level ? level.fail_reason : null,
|
|
||||||
time_elapsed: performance.now() - level_start_time,
|
|
||||||
time_expected: stored_level ? stored_level.replay.duration / 20 : null,
|
|
||||||
title: stored_level ? stored_level.title : "[error]",
|
|
||||||
time_simulated: level ? level.tic_counter / 20 : null,
|
|
||||||
});
|
|
||||||
}
|
|
||||||
if (level) {
|
|
||||||
/*
|
|
||||||
mk('td.-clock', util.format_duration(level.tic_counter / TICS_PER_SECOND)),
|
|
||||||
mk('td.-delta', util.format_duration((level.tic_counter - stored_level.replay.duration) / TICS_PER_SECOND, 2)),
|
|
||||||
mk('td.-speed', ((level.tic_counter / TICS_PER_SECOND) / (performance.now() - level_start_time) * 1000).toFixed(2) + '×'),
|
|
||||||
*/
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
}
|
|
||||||
|
|
||||||
// FIXME allegedly it's possible to get a canvas working in node...
|
|
||||||
/*
|
|
||||||
if (include_canvas && level) {
|
|
||||||
try {
|
|
||||||
let tileset = this.conductor.choose_tileset_for_level(level.stored_level);
|
|
||||||
this.renderer.set_tileset(tileset);
|
|
||||||
let canvas = mk('canvas', {
|
|
||||||
width: Math.min(this.renderer.canvas.width, level.size_x * tileset.size_x),
|
|
||||||
height: Math.min(this.renderer.canvas.height, level.size_y * tileset.size_y),
|
|
||||||
});
|
|
||||||
this.renderer.set_level(level);
|
|
||||||
this.renderer.set_active_player(level.player);
|
|
||||||
this.renderer.draw();
|
|
||||||
canvas.getContext('2d').drawImage(
|
|
||||||
this.renderer.canvas, 0, 0,
|
|
||||||
this.renderer.canvas.width, this.renderer.canvas.height);
|
|
||||||
tbody.append(mk('tr', mk('td.-full', {colspan: 5}, canvas)));
|
|
||||||
}
|
|
||||||
catch (e) {
|
|
||||||
console.error(e);
|
|
||||||
tbody.append(mk('tr', mk('td.-full', {colspan: 5},
|
|
||||||
`Internal error while trying to capture screenshot: ${e}`)));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
|
|
||||||
if (level) {
|
|
||||||
total_tics += level.tic_counter;
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
if (level_filter && ! level_filter.has(i + 1)) {
|
|
||||||
record_result('skipped', "Skipped");
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
try {
|
|
||||||
stored_level = pack.load_level(i);
|
|
||||||
if (! stored_level.has_replay) {
|
|
||||||
record_result('no-replay', "No replay");
|
|
||||||
num_missing += 1;
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
// TODO? this.current_status.textContent = `Testing level ${i + 1}/${num_levels} ${stored_level.title}...`;
|
|
||||||
|
|
||||||
let replay = stored_level.replay;
|
|
||||||
level = new Level(stored_level, compat);
|
|
||||||
level.sfx = dummy_sfx;
|
|
||||||
level.undo_enabled = false; // slight performance boost
|
|
||||||
replay.configure_level(level);
|
|
||||||
|
|
||||||
while (true) {
|
|
||||||
let input = replay.get(level.tic_counter);
|
|
||||||
level.advance_tic(input);
|
|
||||||
|
|
||||||
if (level.state === 'success') {
|
|
||||||
if (level.tic_counter < replay.duration - 10) {
|
|
||||||
// Early exit is dubious (e.g. this happened sometimes before multiple
|
|
||||||
// players were implemented correctly)
|
|
||||||
record_result('early', "Won early", true);
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
record_result('success', "Won");
|
|
||||||
}
|
|
||||||
num_passed += 1;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
else if (level.state === 'failure') {
|
|
||||||
record_result('failure', "Lost", true);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
else if (level.tic_counter >= replay.duration + 220) {
|
|
||||||
// This threshold of 11 seconds was scientifically calculated by noticing that
|
|
||||||
// the TWS of Southpole runs 11 seconds past its last input
|
|
||||||
record_result('short', "Out of input", true);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (level.tic_counter % 20 === 1) {
|
|
||||||
// XXX
|
|
||||||
/*
|
|
||||||
if (handle.cancel) {
|
|
||||||
record_result('interrupted', "Interrupted");
|
|
||||||
this.current_status.textContent = `Interrupted on level ${i + 1}/${num_levels}; ${num_passed} passed`;
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
|
|
||||||
// Don't run for more than 100ms at a time, to avoid janking the browser...
|
|
||||||
// TOO much. I mean, we still want it to reflow the stuff we've added, but
|
|
||||||
// we also want to be pretty aggressive so this finishes quickly
|
|
||||||
// XXX unnecessary headless
|
|
||||||
/*
|
|
||||||
let now = performance.now();
|
|
||||||
if (now - last_pause > 100) {
|
|
||||||
await util.sleep(4);
|
|
||||||
last_pause = now;
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (e) {
|
|
||||||
console.error(e);
|
|
||||||
// FIXME this does not seem to work
|
|
||||||
record_result(
|
|
||||||
'error', "Error", true,
|
|
||||||
`Replay failed due to internal error (see console for traceback): ${e}`);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
let total_real_elapsed = (performance.now() - t0) / 1000;
|
|
||||||
|
|
||||||
stdout.write(`${ANSI_RESET} ${num_passed}/${num_levels - num_missing}\n`);
|
|
||||||
for (let failure of failures) {
|
|
||||||
let short_status = failure.short_status;
|
|
||||||
if (failure.token === 'failure') {
|
|
||||||
short_status += ": ";
|
|
||||||
short_status += failure.fail_reason;
|
|
||||||
}
|
|
||||||
|
|
||||||
let parts = [
|
|
||||||
String(failure.index + 1).padStart(5),
|
|
||||||
pad(failure.title.replace(/[\r\n]+/, " "), 32),
|
|
||||||
RESULT_TYPES[failure.token].color + pad(short_status, 20) + ANSI_RESET,
|
|
||||||
];
|
|
||||||
if (failure.time_simulated !== null) {
|
|
||||||
parts.push("ran for" + util.format_duration(failure.time_simulated).padStart(6, " "));
|
|
||||||
}
|
|
||||||
if (failure.token === 'failure') {
|
|
||||||
parts.push(" with" + util.format_duration(failure.time_expected - failure.time_simulated).padStart(6, " ") + " still to go");
|
|
||||||
}
|
|
||||||
stdout.write(parts.join(" ") + "\n");
|
|
||||||
}
|
|
||||||
|
|
||||||
return {
|
|
||||||
num_passed,
|
|
||||||
num_missing,
|
|
||||||
num_failed: num_levels - num_passed - num_missing,
|
|
||||||
time_elapsed: total_real_elapsed,
|
|
||||||
time_simulated: total_tics / 20,
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
async function _scan_source(source) {
|
|
||||||
// FIXME copied wholesale from Splash.search_multi_source; need a real filesystem + searching api!
|
|
||||||
|
|
||||||
// TODO not entiiirely kosher, but not sure if we should have an api for this or what
|
|
||||||
if (source._loaded_promise) {
|
|
||||||
await source._loaded_promise;
|
|
||||||
}
|
|
||||||
|
|
||||||
let paths = Object.keys(source.files);
|
|
||||||
// TODO should handle having multiple candidates, but this is good enough for now
|
|
||||||
paths.sort((a, b) => a.length - b.length);
|
|
||||||
for (let path of paths) {
|
|
||||||
let m = path.match(/[.]([^./]+)$/);
|
|
||||||
if (! m)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
let ext = m[1];
|
|
||||||
// TODO this can't load an individual c2m, hmmm
|
|
||||||
if (ext === 'c2g') {
|
|
||||||
let buf = await source.get(path);
|
|
||||||
//await this.conductor.parse_and_load_game(buf, source, path);
|
|
||||||
// FIXME and this is from parse_and_load_game!!
|
|
||||||
let dir;
|
|
||||||
if (! path.match(/[/]/)) {
|
|
||||||
dir = '';
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
dir = path.replace(/[/][^/]+$/, '');
|
|
||||||
}
|
|
||||||
return await format_c2g.parse_game(buf, source, dir);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
// TODO else...? complain we couldn't find anything? list what we did find?? idk
|
|
||||||
}
|
|
||||||
|
|
||||||
// -------------------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
const USAGE = `\
|
|
||||||
Usage: bulktest.mjs [OPTION]... [FILE]...
|
|
||||||
Runs replays for the given level packs and report results.
|
|
||||||
With no FILE given, default to the built-in copy of CC2LP1.
|
|
||||||
|
|
||||||
Arguments may be repeated, and apply to any subsequent pack, so different packs
|
|
||||||
may be run with different compat modes.
|
|
||||||
-c compatibility mode; one of
|
|
||||||
lexy (default), steam, steam-strict, lynx, ms
|
|
||||||
-r path to a file containing replays; for CCL/DAT packs, which
|
|
||||||
don't support built-in replays, this must be a TWS file
|
|
||||||
-l level range to play back; either 'all' or a string like '1-4,10'
|
|
||||||
-f force the next argument to be interpreted as a file path, if for
|
|
||||||
some perverse reason you have a level file named '-c'
|
|
||||||
-h, --help ignore other arguments and show this message
|
|
||||||
|
|
||||||
Supports the same filetypes as Lexy's Labyrinth: DAT/CCL, C2M, or a directory
|
|
||||||
containing a C2G.
|
|
||||||
`;
|
|
||||||
class ArgParseError extends Error {}
|
|
||||||
function parse_level_range(string) {
|
|
||||||
if (string === 'all') {
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
let res = new Set;
|
|
||||||
let parts = string.split(/,/);
|
|
||||||
for (let part of parts) {
|
|
||||||
let endpoints = part.match(/^(\d+)(?:-(\d+))?$/);
|
|
||||||
if (endpoints === null)
|
|
||||||
throw new ArgParseError(`Bad syntax in level range: ${part}`);
|
|
||||||
let a = parseInt(endpoints[1], 10);
|
|
||||||
let b = endpoints[2] === undefined ? a : parseInt(endpoints[2], 10);
|
|
||||||
if (a > b)
|
|
||||||
throw new ArgParseError(`Backwards span in level range: ${part}`);
|
|
||||||
for (let n = a; n <= b; n++) {
|
|
||||||
res.add(n);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
function parse_args() {
|
|
||||||
// Parse arguments
|
|
||||||
let test_template = {
|
|
||||||
ruleset: 'lexy',
|
|
||||||
solutions_path: null,
|
|
||||||
level_filter: null,
|
|
||||||
};
|
|
||||||
let tests = [];
|
|
||||||
|
|
||||||
try {
|
|
||||||
let i;
|
|
||||||
let next_arg = () => {
|
|
||||||
i += 1;
|
|
||||||
if (i >= argv.length)
|
|
||||||
throw new ArgParseError(`Missing argument after ${argv[i - 1]}`);
|
|
||||||
return argv[i];
|
|
||||||
};
|
|
||||||
for (i = 2; i < argv.length; i++) {
|
|
||||||
let arg = argv[i];
|
|
||||||
if (arg === '-h' || arg === '--help') {
|
|
||||||
stdout.write(USAGE);
|
|
||||||
exit(0);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (arg === '-c') {
|
|
||||||
let ruleset = next_arg();
|
|
||||||
if (['lexy', 'steam', 'steam-strict', 'lynx', 'ms'].indexOf(ruleset) === -1)
|
|
||||||
throw new ArgParseError(`Unrecognized compat mode: ${ruleset}`);
|
|
||||||
test_template.ruleset = ruleset;
|
|
||||||
}
|
|
||||||
else if (arg === '-r') {
|
|
||||||
test_template.solutions_path = next_arg();
|
|
||||||
}
|
|
||||||
else if (arg === '-l') {
|
|
||||||
test_template.level_filter = parse_level_range(next_arg());
|
|
||||||
}
|
|
||||||
else if (arg === '-f') {
|
|
||||||
tests.push({ pack_path: next_arg(), ...test_template });
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
tests.push({ pack_path: arg, ...test_template });
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (e) {
|
|
||||||
if (e instanceof ArgParseError) {
|
|
||||||
stderr.write(e.message);
|
|
||||||
stderr.write("\n");
|
|
||||||
exit(2);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (tests.length === 0) {
|
|
||||||
tests.push({ pack_path: 'levels/CC2LP1.zip', ...test_template });
|
|
||||||
}
|
|
||||||
|
|
||||||
return tests;
|
|
||||||
}
|
|
||||||
|
|
||||||
async function main() {
|
|
||||||
let tests = parse_args();
|
|
||||||
|
|
||||||
let overall = {
|
|
||||||
num_passed: 0,
|
|
||||||
num_missing: 0,
|
|
||||||
num_failed: 0,
|
|
||||||
time_elapsed: 0,
|
|
||||||
time_simulated: 0,
|
|
||||||
};
|
|
||||||
for (let testdef of tests) {
|
|
||||||
let pack;
|
|
||||||
if ((await stat(testdef.pack_path)).isDirectory()) {
|
|
||||||
let source = new LocalDirectorySource(testdef.pack_path);
|
|
||||||
pack = await _scan_source(source);
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
let pack_data = await readFile(testdef.pack_path);
|
|
||||||
if (testdef.pack_path.match(/[.]zip$/)) {
|
|
||||||
let source = new util.ZipFileSource(pack_data.buffer);
|
|
||||||
pack = await _scan_source(source);
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
pack = format_dat.parse_game(pack_data.buffer);
|
|
||||||
|
|
||||||
let solutions_data = await readFile(testdef.solutions_path);
|
|
||||||
let solutions = format_tws.parse_solutions(solutions_data.buffer);
|
|
||||||
pack.level_replays = solutions.levels;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (! pack.title) {
|
|
||||||
let match = testdef.pack_path.match(/(?:^|\/)([^/.]+)(?:\..*)?\/?$/);
|
|
||||||
if (match) {
|
|
||||||
pack.title = match[1];
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
pack.title = testdef.pack_path;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
let result = await test_pack(pack, testdef.ruleset, testdef.level_filter);
|
|
||||||
for (let key of Object.keys(overall)) {
|
|
||||||
overall[key] += result[key];
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
let num_levels = overall.num_passed + overall.num_failed + overall.num_missing;
|
|
||||||
stdout.write("\n");
|
|
||||||
stdout.write(`${overall.num_passed}/${num_levels} = ${(overall.num_passed / num_levels * 100).toFixed(1)}% passed (${overall.num_failed} failed, ${overall.num_missing} missing replay)\n`);
|
|
||||||
stdout.write(`Simulated ${util.format_duration(overall.time_simulated)} of game time in ${util.format_duration(overall.time_elapsed)}, speed of ${(overall.time_simulated / overall.time_elapsed).toFixed(1)}×\n`);
|
|
||||||
|
|
||||||
}
|
|
||||||
main();
|
|
||||||
@@ -1,4 +1,4 @@
|
|||||||
import { mk, mk_svg } from './util.js';
|
import { mk, mk_svg, walk_grid } from './util.js';
|
||||||
|
|
||||||
// Superclass for the main display modes: the player, the editor, and the splash screen
|
// Superclass for the main display modes: the player, the editor, and the splash screen
|
||||||
export class PrimaryView {
|
export class PrimaryView {
|
||||||
@@ -24,8 +24,6 @@ export class PrimaryView {
|
|||||||
this.root.setAttribute('hidden', '');
|
this.root.setAttribute('hidden', '');
|
||||||
this.active = false;
|
this.active = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
reload_options(options) {}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Stackable modal overlay of some kind, usually a dialog
|
// Stackable modal overlay of some kind, usually a dialog
|
||||||
@@ -33,31 +31,22 @@ export class Overlay {
|
|||||||
constructor(conductor, root) {
|
constructor(conductor, root) {
|
||||||
this.conductor = conductor;
|
this.conductor = conductor;
|
||||||
this.root = root;
|
this.root = root;
|
||||||
// Make the dialog itself focusable; this makes a lot of stuff easier, like ensuring that
|
|
||||||
// pressing Esc always has a viable target
|
|
||||||
this.root.tabIndex = 0;
|
|
||||||
|
|
||||||
// Don't propagate clicks on the root element, so they won't trigger a parent overlay's
|
// Don't propagate clicks on the root element, so they won't trigger a
|
||||||
// automatic dismissal
|
// parent overlay's automatic dismissal
|
||||||
this.root.addEventListener('click', ev => {
|
this.root.addEventListener('click', ev => {
|
||||||
ev.stopPropagation();
|
ev.stopPropagation();
|
||||||
});
|
});
|
||||||
// Don't propagate keys, either. This is only a partial solution (for when something within
|
// Block any window-level key handlers from firing when we type
|
||||||
// the dialog has focus), but open() adds another handler to block keys more aggressively
|
|
||||||
this.root.addEventListener('keydown', ev => {
|
this.root.addEventListener('keydown', ev => {
|
||||||
ev.stopPropagation();
|
ev.stopPropagation();
|
||||||
|
|
||||||
if (ev.key === 'Escape') {
|
|
||||||
this.close();
|
|
||||||
}
|
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
open() {
|
open() {
|
||||||
if (this.root.isConnected) {
|
// FIXME ah, but keystrokes can still go to the game, including
|
||||||
this.close();
|
// spacebar to begin it if it was waiting. how do i completely disable
|
||||||
}
|
// an entire chunk of the page?
|
||||||
|
|
||||||
if (this.conductor.player.state === 'playing') {
|
if (this.conductor.player.state === 'playing') {
|
||||||
this.conductor.player.set_state('paused');
|
this.conductor.player.set_state('paused');
|
||||||
}
|
}
|
||||||
@@ -70,87 +59,11 @@ export class Overlay {
|
|||||||
this.close();
|
this.close();
|
||||||
});
|
});
|
||||||
|
|
||||||
// Start with the overlay itself focused
|
|
||||||
this.root.focus();
|
|
||||||
|
|
||||||
// While this dialog is open, keys should not reach the rest of the document, and you should
|
|
||||||
// not be able to tab your way out of it. This is a rough implementation of that.
|
|
||||||
// Note that focusin bubbles, but focus doesn't. Also, focusin happens /just before/ an
|
|
||||||
// element receives focus, not afterwards, but that doesn't seem to affect this.
|
|
||||||
this.focusin_handler = ev => {
|
|
||||||
// If we're no longer visible at all, remove this event handler
|
|
||||||
if (! this.root.isConnected) {
|
|
||||||
this._remove_global_event_handlers();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
// If we're not the topmost overlay, do nothing
|
|
||||||
if (this.root.parentNode.nextElementSibling)
|
|
||||||
return;
|
|
||||||
|
|
||||||
// No problem if the focus is within the dialog, OR on the root <html> element
|
|
||||||
if (ev.target === document.documentElement || this.root.contains(ev.target)) {
|
|
||||||
this.last_focused = ev.target;
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Otherwise, focus is trying to escape! Put a stop to that.
|
|
||||||
// Focus was probably moved with tab or shift-tab. We should be the last element in the
|
|
||||||
// document, so tabbing off the end of us should go to browser UI. Shift-tabbing back
|
|
||||||
// beyond the start of a document usually goes to the root (and after that, browser UI
|
|
||||||
// again). Thus, there are only two common cases here: if the last valid focus was on
|
|
||||||
// the document root, they must be tabbing forwards, so focus our first element; if the
|
|
||||||
// last valid focus was within us, they must be tabbing backwards, so focus the root.
|
|
||||||
if (this.last_focused === document.documentElement) {
|
|
||||||
this.root.focus();
|
|
||||||
this.last_focused = this.root;
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
document.documentElement.focus();
|
|
||||||
this.last_focused = document.documentElement;
|
|
||||||
}
|
|
||||||
};
|
|
||||||
window.addEventListener('focusin', this.focusin_handler);
|
|
||||||
|
|
||||||
// Block any keypresses attempting to go to an element outside the dialog
|
|
||||||
this.keydown_handler = ev => {
|
|
||||||
// If we're no longer visible at all, remove this event handler
|
|
||||||
if (! this.root.isConnected) {
|
|
||||||
this._remove_global_event_handlers();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
// If we're not the topmost overlay, do nothing
|
|
||||||
if (this.root.parentNode.nextElementSibling)
|
|
||||||
return;
|
|
||||||
|
|
||||||
// Note that if the target is the window itself, contains() will explode
|
|
||||||
if (! (ev.target instanceof Node && this.root.contains(ev.target))) {
|
|
||||||
ev.stopPropagation();
|
|
||||||
}
|
|
||||||
};
|
|
||||||
// Use capture, which runs before any other event handler
|
|
||||||
window.addEventListener('keydown', this.keydown_handler, true);
|
|
||||||
|
|
||||||
// Block mouse movement as well
|
|
||||||
overlay.addEventListener('mousemove', ev => {
|
|
||||||
ev.stopPropagation();
|
|
||||||
});
|
|
||||||
|
|
||||||
return overlay;
|
return overlay;
|
||||||
}
|
}
|
||||||
|
|
||||||
_remove_global_event_handlers() {
|
|
||||||
window.removeEventListener('focusin', this.focusin_handler);
|
|
||||||
window.removeEventListener('keydown', this.keydown_handler, true);
|
|
||||||
}
|
|
||||||
|
|
||||||
close() {
|
close() {
|
||||||
this._remove_global_event_handlers();
|
|
||||||
this.root.closest('.overlay').remove();
|
this.root.closest('.overlay').remove();
|
||||||
if (document.activeElement) {
|
|
||||||
// The active element is almost certainly either the dialog or a control within it,
|
|
||||||
// which is useless as a focus target, so blur it and let the page have focus
|
|
||||||
document.activeElement.blur();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -164,59 +77,6 @@ export class TransientOverlay extends Overlay {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
export class MenuOverlay extends TransientOverlay {
|
|
||||||
constructor(conductor, items, make_label, onclick) {
|
|
||||||
super(conductor, mk('ol.popup-menu'));
|
|
||||||
for (let [i, item] of items.entries()) {
|
|
||||||
this.root.append(mk('li', {'data-index': i}, make_label(item)));
|
|
||||||
}
|
|
||||||
|
|
||||||
this.root.addEventListener('click', ev => {
|
|
||||||
let li = ev.target.closest('li');
|
|
||||||
if (! li || ! this.root.contains(li))
|
|
||||||
return;
|
|
||||||
|
|
||||||
let i = parseInt(li.getAttribute('data-index'), 10);
|
|
||||||
let item = items[i];
|
|
||||||
onclick(item);
|
|
||||||
this.close();
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
open(relto) {
|
|
||||||
super.open();
|
|
||||||
|
|
||||||
let anchor = relto.getBoundingClientRect();
|
|
||||||
let rect = this.root.getBoundingClientRect();
|
|
||||||
|
|
||||||
// Prefer left anchoring, but use right if that would go off the screen
|
|
||||||
if (anchor.left + rect.width > document.body.clientWidth) {
|
|
||||||
this.root.style.right = `${document.body.clientWidth - anchor.right}px`;
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
this.root.style.left = `${anchor.left}px`;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Open vertically in whichever direction has more space (with a slight bias towards opening
|
|
||||||
// downwards). If we would then run off the screen, also set the other anchor to constrain
|
|
||||||
// the height.
|
|
||||||
let top_space = anchor.top - 0;
|
|
||||||
let bottom_space = document.body.clientHeight - anchor.bottom;
|
|
||||||
if (top_space > bottom_space) {
|
|
||||||
this.root.style.bottom = `${document.body.clientHeight - anchor.top}px`;
|
|
||||||
if (rect.height > top_space) {
|
|
||||||
this.root.style.top = `${0}px`;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
this.root.style.top = `${anchor.bottom}px`;
|
|
||||||
if (rect.height > bottom_space) {
|
|
||||||
this.root.style.bottom = `${0}px`;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// 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) {
|
||||||
@@ -238,23 +98,6 @@ export class DialogOverlay extends Overlay {
|
|||||||
let button = mk('button', {type: 'button'}, label);
|
let button = mk('button', {type: 'button'}, label);
|
||||||
button.addEventListener('click', onclick);
|
button.addEventListener('click', onclick);
|
||||||
this.footer.append(button);
|
this.footer.append(button);
|
||||||
return button;
|
|
||||||
}
|
|
||||||
|
|
||||||
add_button_gap() {
|
|
||||||
this.footer.append(mk('div.-spacer'));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Informational popup dialog
|
|
||||||
export class AlertOverlay extends DialogOverlay {
|
|
||||||
constructor(conductor, message, title = "heads up") {
|
|
||||||
super(conductor);
|
|
||||||
this.set_title(title);
|
|
||||||
this.main.append(mk('p', {}, message));
|
|
||||||
this.add_button("a'ight", ev => {
|
|
||||||
this.close();
|
|
||||||
});
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -264,13 +107,16 @@ export class ConfirmOverlay extends DialogOverlay {
|
|||||||
super(conductor);
|
super(conductor);
|
||||||
this.set_title("just checking");
|
this.set_title("just checking");
|
||||||
this.main.append(mk('p', {}, message));
|
this.main.append(mk('p', {}, message));
|
||||||
this.add_button("yep", ev => {
|
let yes = mk('button', {type: 'button'}, "yep");
|
||||||
|
let no = mk('button', {type: 'button'}, "nope");
|
||||||
|
yes.addEventListener('click', ev => {
|
||||||
this.close();
|
this.close();
|
||||||
what();
|
what();
|
||||||
});
|
});
|
||||||
this.add_button("nope", ev => {
|
no.addEventListener('click', ev => {
|
||||||
this.close();
|
this.close();
|
||||||
});
|
});
|
||||||
|
this.footer.append(yes, no);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -285,13 +131,6 @@ export function flash_button(button) {
|
|||||||
}, 500);
|
}, 500);
|
||||||
}
|
}
|
||||||
|
|
||||||
export function svg_icon(name) {
|
|
||||||
return mk_svg(
|
|
||||||
'svg.svg-icon',
|
|
||||||
{viewBox: '0 0 16 16'},
|
|
||||||
mk_svg('use', {href: `#svg-icon-${name}`}));
|
|
||||||
}
|
|
||||||
|
|
||||||
export function load_json_from_storage(key) {
|
export function load_json_from_storage(key) {
|
||||||
return JSON.parse(window.localStorage.getItem(key));
|
return JSON.parse(window.localStorage.getItem(key));
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,39 +1,7 @@
|
|||||||
import { DIRECTIONS, LAYERS } from './defs.js';
|
import { DIRECTIONS, DRAW_LAYERS } from './defs.js';
|
||||||
import { mk } from './util.js';
|
import { mk } from './util.js';
|
||||||
import { DrawPacket } from './tileset.js';
|
|
||||||
import TILE_TYPES from './tiletypes.js';
|
import TILE_TYPES from './tiletypes.js';
|
||||||
|
|
||||||
class CanvasRendererDrawPacket extends DrawPacket {
|
|
||||||
constructor(renderer, ctx, perception, clock, update_progress, update_rate) {
|
|
||||||
super(perception, renderer.hide_logic, clock, update_progress, update_rate);
|
|
||||||
this.renderer = renderer;
|
|
||||||
this.ctx = ctx;
|
|
||||||
// Canvas position of the cell being drawn
|
|
||||||
this.x = 0;
|
|
||||||
this.y = 0;
|
|
||||||
// Offset within the cell, for actors in motion
|
|
||||||
this.offsetx = 0;
|
|
||||||
this.offsety = 0;
|
|
||||||
// Compatibility settings
|
|
||||||
this.use_cc2_anim_speed = renderer.use_cc2_anim_speed;
|
|
||||||
this.show_facing = renderer.show_facing;
|
|
||||||
}
|
|
||||||
|
|
||||||
blit(tx, ty, mx = 0, my = 0, mw = 1, mh = mw, mdx = mx, mdy = my) {
|
|
||||||
this.renderer.blit(this.ctx,
|
|
||||||
tx + mx, ty + my,
|
|
||||||
this.x + this.offsetx + mdx, this.y + this.offsety + mdy,
|
|
||||||
mw, mh);
|
|
||||||
}
|
|
||||||
|
|
||||||
blit_aligned(tx, ty, mx = 0, my = 0, mw = 1, mh = mw, mdx = mx, mdy = my) {
|
|
||||||
this.renderer.blit(this.ctx,
|
|
||||||
tx + mx, ty + my,
|
|
||||||
this.x + mdx, this.y + mdy,
|
|
||||||
mw, mh);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
export class CanvasRenderer {
|
export class CanvasRenderer {
|
||||||
constructor(tileset, fixed_size = null) {
|
constructor(tileset, fixed_size = null) {
|
||||||
this.tileset = tileset;
|
this.tileset = tileset;
|
||||||
@@ -50,33 +18,16 @@ export class CanvasRenderer {
|
|||||||
this.viewport_size_x = 9;
|
this.viewport_size_x = 9;
|
||||||
this.viewport_size_y = 9;
|
this.viewport_size_y = 9;
|
||||||
}
|
}
|
||||||
this.canvas = this.constructor.make_canvas(
|
this.canvas = mk('canvas', {width: tileset.size_x * this.viewport_size_x, height: tileset.size_y * this.viewport_size_y});
|
||||||
tileset.size_x * this.viewport_size_x,
|
|
||||||
tileset.size_y * this.viewport_size_y);
|
|
||||||
if (this.canvas.style) {
|
|
||||||
this.canvas.style.setProperty('--viewport-width', this.viewport_size_x);
|
this.canvas.style.setProperty('--viewport-width', this.viewport_size_x);
|
||||||
this.canvas.style.setProperty('--viewport-height', this.viewport_size_y);
|
this.canvas.style.setProperty('--viewport-height', this.viewport_size_y);
|
||||||
this.canvas.style.setProperty('--tile-width', `${tileset.size_x}px`);
|
|
||||||
this.canvas.style.setProperty('--tile-height', `${tileset.size_y}px`);
|
|
||||||
}
|
|
||||||
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.viewport_dirty = false;
|
||||||
this.show_actor_bboxes = false;
|
this.show_actor_bboxes = false;
|
||||||
this.show_actor_order = false;
|
|
||||||
this.show_facing = false;
|
|
||||||
this.use_rewind_effect = false;
|
this.use_rewind_effect = false;
|
||||||
this.perception = 'normal'; // normal, xray, editor, palette
|
this.perception = 0; // 0 normal, 1 secret eye, 2 editor
|
||||||
this.hide_logic = false;
|
|
||||||
this.update_rate = 3;
|
|
||||||
this.use_cc2_anim_speed = false;
|
|
||||||
this.active_player = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
// This is here so command-line Node stuff can swap it out for the canvas package
|
|
||||||
static make_canvas(w, h) {
|
|
||||||
return mk('canvas', {width: w, height: h});
|
|
||||||
}
|
}
|
||||||
|
|
||||||
set_level(level) {
|
set_level(level) {
|
||||||
@@ -84,10 +35,6 @@ 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
|
||||||
}
|
}
|
||||||
|
|
||||||
set_active_player(actor) {
|
|
||||||
this.active_player = actor;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Change the viewport size. DOES NOT take effect until the next redraw!
|
// Change the viewport size. DOES NOT take effect until the next redraw!
|
||||||
set_viewport_size(x, y) {
|
set_viewport_size(x, y) {
|
||||||
this.viewport_size_x = x;
|
this.viewport_size_x = x;
|
||||||
@@ -95,23 +42,6 @@ export class CanvasRenderer {
|
|||||||
this.viewport_dirty = true;
|
this.viewport_dirty = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
set_tileset(tileset) {
|
|
||||||
this.tileset = tileset;
|
|
||||||
this.viewport_dirty = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
get_cell_rect(x, y) {
|
|
||||||
let rect = this.canvas.getBoundingClientRect();
|
|
||||||
let scale_x = rect.width / this.canvas.width;
|
|
||||||
let scale_y = rect.height / this.canvas.height;
|
|
||||||
let tile_w = scale_x * this.tileset.size_x;
|
|
||||||
let tile_h = scale_y * this.tileset.size_y;
|
|
||||||
return new DOMRect(
|
|
||||||
rect.x + (x - this.viewport_x) * tile_w,
|
|
||||||
rect.y + (y - this.viewport_y) * tile_h,
|
|
||||||
tile_w, tile_h);
|
|
||||||
}
|
|
||||||
|
|
||||||
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;
|
||||||
@@ -121,15 +51,6 @@ export class CanvasRenderer {
|
|||||||
return [x, y];
|
return [x, y];
|
||||||
}
|
}
|
||||||
|
|
||||||
point_to_cell_coords(client_x, client_y) {
|
|
||||||
let rect = this.canvas.getBoundingClientRect();
|
|
||||||
let scale_x = rect.width / this.canvas.width;
|
|
||||||
let scale_y = rect.height / this.canvas.height;
|
|
||||||
let x = Math.floor((client_x - rect.x) / scale_x / this.tileset.size_x + this.viewport_x);
|
|
||||||
let y = Math.floor((client_y - rect.y) / scale_y / this.tileset.size_y + this.viewport_y);
|
|
||||||
return [x, y];
|
|
||||||
}
|
|
||||||
|
|
||||||
real_cell_coords_from_event(ev) {
|
real_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;
|
||||||
@@ -139,15 +60,6 @@ export class CanvasRenderer {
|
|||||||
return [x, y];
|
return [x, y];
|
||||||
}
|
}
|
||||||
|
|
||||||
point_to_real_cell_coords(client_x, client_y) {
|
|
||||||
let rect = this.canvas.getBoundingClientRect();
|
|
||||||
let scale_x = rect.width / this.canvas.width;
|
|
||||||
let scale_y = rect.height / this.canvas.height;
|
|
||||||
let x = (client_x - rect.x) / scale_x / this.tileset.size_x + this.viewport_x;
|
|
||||||
let y = (client_y - rect.y) / scale_y / this.tileset.size_y + this.viewport_y;
|
|
||||||
return [x, y];
|
|
||||||
}
|
|
||||||
|
|
||||||
// Draw to a canvas using tile coordinates
|
// Draw to a canvas using tile coordinates
|
||||||
blit(ctx, sx, sy, dx, dy, w = 1, h = w) {
|
blit(ctx, sx, sy, dx, dy, w = 1, h = w) {
|
||||||
let tw = this.tileset.size_x;
|
let tw = this.tileset.size_x;
|
||||||
@@ -158,36 +70,21 @@ export class CanvasRenderer {
|
|||||||
dx * tw, dy * th, w * tw, h * th);
|
dx * tw, dy * th, w * tw, h * th);
|
||||||
}
|
}
|
||||||
|
|
||||||
_adjust_viewport_if_dirty() {
|
draw(tic_offset = 0) {
|
||||||
if (! this.viewport_dirty)
|
|
||||||
return;
|
|
||||||
|
|
||||||
this.viewport_dirty = false;
|
|
||||||
this.canvas.width = this.tileset.size_x * this.viewport_size_x;
|
|
||||||
this.canvas.height = this.tileset.size_y * this.viewport_size_y;
|
|
||||||
if (this.canvas.style) {
|
|
||||||
this.canvas.style.setProperty('--viewport-width', this.viewport_size_x);
|
|
||||||
this.canvas.style.setProperty('--viewport-height', this.viewport_size_y);
|
|
||||||
this.canvas.style.setProperty('--tile-width', `${this.tileset.size_x}px`);
|
|
||||||
this.canvas.style.setProperty('--tile-height', `${this.tileset.size_y}px`);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
draw(update_progress = 0) {
|
|
||||||
if (! this.level) {
|
if (! this.level) {
|
||||||
console.warn("CanvasRenderer.draw: No level to render");
|
console.warn("CanvasRenderer.draw: No level to render");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
this._adjust_viewport_if_dirty();
|
if (this.viewport_dirty) {
|
||||||
|
this.viewport_dirty = false;
|
||||||
// Compute the effective current time. Note that this might come out negative before the
|
this.canvas.setAttribute('width', this.tileset.size_x * this.viewport_size_x);
|
||||||
// game starts, because we're trying to interpolate backwards from 0, hence the Math.max()
|
this.canvas.setAttribute('height', this.tileset.size_y * this.viewport_size_y);
|
||||||
let clock = (this.level.tic_counter ?? 0) + (
|
this.canvas.style.setProperty('--viewport-width', this.viewport_size_x);
|
||||||
(this.level.frame_offset ?? 0) + (update_progress - 1) * this.update_rate) / 3;
|
this.canvas.style.setProperty('--viewport-height', this.viewport_size_y);
|
||||||
let packet = new CanvasRendererDrawPacket(
|
}
|
||||||
this, this.ctx, this.perception, Math.max(0, clock), update_progress, this.update_rate);
|
|
||||||
|
|
||||||
|
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;
|
||||||
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
||||||
@@ -196,11 +93,21 @@ export class CanvasRenderer {
|
|||||||
// TODO what about levels smaller than the viewport...? shrink the canvas in set_level?
|
// TODO what about levels smaller than the viewport...? shrink the canvas in set_level?
|
||||||
let xmargin = (this.viewport_size_x - 1) / 2;
|
let xmargin = (this.viewport_size_x - 1) / 2;
|
||||||
let ymargin = (this.viewport_size_y - 1) / 2;
|
let ymargin = (this.viewport_size_y - 1) / 2;
|
||||||
let [px, py] = this.level.player.visual_position(update_progress, packet.update_rate);
|
let px, py;
|
||||||
|
// FIXME editor vs player
|
||||||
|
if (this.level.player) {
|
||||||
|
[px, py] = this.level.player.visual_position(tic_offset);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
[px, py] = [0, 0];
|
||||||
|
}
|
||||||
// Figure out where to start drawing
|
// Figure out where to start drawing
|
||||||
// TODO support overlapping regions better
|
// TODO support overlapping regions better
|
||||||
let x0 = px - xmargin;
|
let x0 = px - xmargin;
|
||||||
let y0 = py - ymargin;
|
let y0 = py - ymargin;
|
||||||
|
// FIXME editor vs player again ugh, which is goofy since none of this is even relevant;
|
||||||
|
// maybe need to have a separate positioning method
|
||||||
|
if (this.level.stored_level) {
|
||||||
for (let region of this.level.stored_level.camera_regions) {
|
for (let region of this.level.stored_level.camera_regions) {
|
||||||
if (px >= region.left && px < region.right &&
|
if (px >= region.left && px < region.right &&
|
||||||
py >= region.top && py < region.bottom)
|
py >= region.top && py < region.bottom)
|
||||||
@@ -209,6 +116,7 @@ export class CanvasRenderer {
|
|||||||
y0 = Math.max(region.top, Math.min(region.bottom - this.viewport_size_y, y0));
|
y0 = Math.max(region.top, Math.min(region.bottom - this.viewport_size_y, y0));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
// Always keep us within the map bounds
|
// Always keep us within the map bounds
|
||||||
x0 = Math.max(0, Math.min(this.level.size_x - this.viewport_size_x, x0));
|
x0 = Math.max(0, Math.min(this.level.size_x - this.viewport_size_x, x0));
|
||||||
y0 = Math.max(0, Math.min(this.level.size_y - this.viewport_size_y, y0));
|
y0 = Math.max(0, Math.min(this.level.size_y - this.viewport_size_y, y0));
|
||||||
@@ -232,129 +140,73 @@ export class CanvasRenderer {
|
|||||||
// include the tiles just outside it, so we allow this fencepost problem to fly
|
// include the tiles just outside it, so we allow this fencepost problem to fly
|
||||||
let x1 = Math.min(this.level.size_x - 1, Math.ceil(x0 + this.viewport_size_x));
|
let x1 = Math.min(this.level.size_x - 1, Math.ceil(x0 + this.viewport_size_x));
|
||||||
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));
|
||||||
// Tiles in motion (i.e., actors) don't want to be overdrawn by neighboring tiles' terrain,
|
// Draw one layer at a time, so animated objects aren't overdrawn by
|
||||||
// so draw in three passes: everything below actors, actors, and everything above actors
|
|
||||||
// neighboring terrain
|
// neighboring terrain
|
||||||
|
// FIXME this is a bit inefficient when there are a lot of rarely-used layers; consider
|
||||||
|
// instead drawing everything under actors, then actors, then everything above actors?
|
||||||
|
for (let layer = 0; layer < DRAW_LAYERS.MAX; layer++) {
|
||||||
for (let x = xf0; x <= x1; x++) {
|
for (let x = xf0; x <= x1; x++) {
|
||||||
for (let y = yf0; y <= y1; y++) {
|
for (let y = yf0; y <= y1; y++) {
|
||||||
let cell = this.level.cell(x, y);
|
for (let tile of this.level.cells[y][x]) {
|
||||||
for (let layer = 0; layer < LAYERS.actor; layer++) {
|
if (tile.type.draw_layer !== layer)
|
||||||
let tile = cell[layer];
|
|
||||||
if (! tile)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
packet.x = x - x0;
|
|
||||||
packet.y = y - y0;
|
|
||||||
this.tileset.draw(tile, packet);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
for (let x = xf0; x <= x1; x++) {
|
|
||||||
for (let y = yf0; y <= y1; y++) {
|
|
||||||
let cell = this.level.cell(x, y);
|
|
||||||
let actor = cell[LAYERS.actor];
|
|
||||||
if (! actor)
|
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
|
let vx, vy;
|
||||||
|
if (tile.type.is_actor &&
|
||||||
|
// FIXME kind of a hack for the editor, which uses bare tile objects
|
||||||
|
tile.visual_position)
|
||||||
|
{
|
||||||
// Handle smooth scrolling
|
// Handle smooth scrolling
|
||||||
let [vx, vy] = actor.visual_position(update_progress, packet.update_rate);
|
[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;
|
||||||
|
|
||||||
// For blocks, perception only applies if there's something of interest underneath
|
|
||||||
if (this.perception !== 'normal' && actor.type.is_block &&
|
|
||||||
! cell.some(t => t && t.type.layer < LAYERS.actor && ! (
|
|
||||||
t.type.name === 'floor' && (t.wire_directions | t.wire_tunnel_directions) === 0)))
|
|
||||||
{
|
|
||||||
packet.perception = 'normal';
|
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
packet.perception = this.perception;
|
// Non-actors can't move
|
||||||
|
vx = x;
|
||||||
|
vy = y;
|
||||||
}
|
}
|
||||||
|
|
||||||
packet.x = x - x0;
|
// Note that the blit we pass to the tileset has a different signature:
|
||||||
packet.y = y - y0;
|
// blit(
|
||||||
packet.offsetx = vx - x;
|
// source_tile_x, source_tile_y,
|
||||||
packet.offsety = vy - y;
|
// mask_x = 0, mask_y = 0, mask_width = 1, mask_height = mask_width,
|
||||||
|
// mask_dx = mask_x, mask_dy = mask_y)
|
||||||
// Draw the active player background
|
// This makes it easier to use in the extremely common case of drawing
|
||||||
if (actor === this.active_player) {
|
// part of one tile atop another tile, but still aligned to the grid.
|
||||||
this.tileset.draw_type('#active-player-background', null, packet);
|
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));
|
||||||
}
|
}
|
||||||
|
|
||||||
this.tileset.draw(actor, packet);
|
|
||||||
|
|
||||||
// If they killed the player, indicate as such. The indicator has an arrow at the
|
|
||||||
// bottom; align that about 3/4 up the killer
|
|
||||||
if (actor.is_killer && '#killer-indicator' in this.tileset.layout) {
|
|
||||||
this.tileset.draw_type('#killer-indicator', null, packet);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
packet.perception = this.perception;
|
|
||||||
packet.offsetx = 0;
|
|
||||||
packet.offsety = 0;
|
|
||||||
for (let x = xf0; x <= x1; x++) {
|
|
||||||
for (let y = yf0; y <= y1; y++) {
|
|
||||||
let cell = this.level.cell(x, y);
|
|
||||||
for (let layer = LAYERS.actor + 1; layer < LAYERS.MAX; layer++) {
|
|
||||||
let tile = cell[layer];
|
|
||||||
if (! tile)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
packet.x = x - x0;
|
|
||||||
packet.y = y - y0;
|
|
||||||
this.tileset.draw(tile, packet);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (this.use_rewind_effect) {
|
if (this.show_actor_bboxes && ! this.level.linear_cells) { // FIXME dumb hack so this doesn't happen in editor
|
||||||
this.draw_rewind_effect(packet.clock);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Debug overlays
|
|
||||||
if (this.show_actor_bboxes) {
|
|
||||||
this.ctx.fillStyle = '#f004';
|
this.ctx.fillStyle = '#f004';
|
||||||
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++) {
|
||||||
let actor = this.level.cell(x, y).get_actor();
|
let actor = this.level.cells[y][x].get_actor();
|
||||||
if (! actor)
|
if (! actor)
|
||||||
continue;
|
continue;
|
||||||
let [vx, vy] = actor.visual_position(update_progress, packet.update_rate);
|
let [vx, vy] = actor.visual_position(tic_offset);
|
||||||
// Don't round to the pixel grid; we want to know if the bbox is misaligned!
|
// 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);
|
this.ctx.fillRect((vx - x0) * tw, (vy - y0) * th, 1 * tw, 1 * th);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (this.show_actor_order) {
|
|
||||||
this.ctx.fillStyle = '#fff';
|
|
||||||
this.ctx.strokeStyle = '#000';
|
|
||||||
this.ctx.lineWidth = 3;
|
|
||||||
this.ctx.font = '16px monospace';
|
|
||||||
this.ctx.textAlign = 'center';
|
|
||||||
this.ctx.textBaseline = 'middle';
|
|
||||||
for (let [n, actor] of this.level.actors.entries()) {
|
|
||||||
let cell = actor.cell;
|
|
||||||
if (! cell)
|
|
||||||
continue;
|
|
||||||
if (cell.x < xf0 || cell.x > x1 || cell.y < yf0 || cell.y > y1)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
let [vx, vy] = actor.visual_position(update_progress, packet.update_rate);
|
if (this.use_rewind_effect) {
|
||||||
let x = (vx + 0.5 - x0) * tw;
|
this.draw_rewind_effect(tic);
|
||||||
let y = (vy + 0.5 - y0) * th;
|
|
||||||
let label = String(this.level.actors.length - 1 - n);
|
|
||||||
this.ctx.strokeText(label, x, y);
|
|
||||||
this.ctx.fillText(label, x, y);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
draw_rewind_effect(clock) {
|
draw_rewind_effect(tic) {
|
||||||
// Shift several rows over in a recurring pattern, like a VHS, whatever that is
|
// Shift several rows over in a recurring pattern, like a VHS, whatever that is
|
||||||
let rewind_start = clock / 20 % 1;
|
let rewind_start = tic / 20 % 1;
|
||||||
for (let chunk = 0; chunk < 4; chunk++) {
|
for (let chunk = 0; chunk < 4; chunk++) {
|
||||||
let y = Math.floor(this.canvas.height * (chunk + rewind_start) / 4);
|
let y = Math.floor(this.canvas.height * (chunk + rewind_start) / 4);
|
||||||
for (let dy = 1; dy < 5; dy++) {
|
for (let dy = 1; dy < 5; dy++) {
|
||||||
@@ -366,85 +218,11 @@ export class CanvasRenderer {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Used by the editor and map previews. Draws a region of the level (probably a StoredLevel),
|
create_tile_type_canvas(name, tile = null) {
|
||||||
// assuming nothing is moving.
|
let canvas = mk('canvas', {width: this.tileset.size_x, height: this.tileset.size_y});
|
||||||
draw_static_region(x0, y0, x1, y1, destx = x0, desty = y0) {
|
|
||||||
this.draw_static_generic({x0, y0, x1, y1, destx, desty});
|
|
||||||
}
|
|
||||||
|
|
||||||
// Most generic possible form of drawing a static region; mainly useful if you want to use a
|
|
||||||
// different canvas or draw a custom block of cells
|
|
||||||
// TODO does this actually need any state at all? could it just be, dare i ask, a function?
|
|
||||||
draw_static_generic({
|
|
||||||
x0, y0, x1, y1, destx = x0, desty = y0, cells = null, width = null,
|
|
||||||
ctx = this.ctx, perception = this.perception, show_facing = this.show_facing,
|
|
||||||
}) {
|
|
||||||
if (ctx === this.ctx) {
|
|
||||||
this._adjust_viewport_if_dirty();
|
|
||||||
}
|
|
||||||
|
|
||||||
width = width ?? this.level.size_x;
|
|
||||||
cells = cells ?? this.level.linear_cells;
|
|
||||||
|
|
||||||
let packet = new CanvasRendererDrawPacket(this, ctx, perception);
|
|
||||||
for (let x = x0; x <= x1; x++) {
|
|
||||||
for (let y = y0; y <= y1; y++) {
|
|
||||||
let cell = cells[y * width + x];
|
|
||||||
if (! cell)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
let seen_anything_interesting;
|
|
||||||
for (let tile of cell) {
|
|
||||||
if (! tile)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
// For actors (i.e., blocks), perception only applies if there's something
|
|
||||||
// of potential interest underneath
|
|
||||||
if (perception !== 'normal' && tile.type.is_block && ! seen_anything_interesting) {
|
|
||||||
packet.perception = 'normal';
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
packet.perception = perception;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (tile.type.layer < LAYERS.actor && ! (
|
|
||||||
tile.type.name === 'floor' && (tile.wire_directions | tile.wire_tunnel_directions) === 0))
|
|
||||||
{
|
|
||||||
seen_anything_interesting = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Don't draw facing arrows atop blocks, unless they're on a cloner or trap
|
|
||||||
// where it matters (it's distracting in large clumps and makes it hard to see
|
|
||||||
// frame arrows)
|
|
||||||
packet.show_facing = show_facing;
|
|
||||||
if (show_facing && tile.type.is_block) {
|
|
||||||
let terrain_name = cell[LAYERS.terrain].type.name;
|
|
||||||
if (! (terrain_name === 'cloner' || terrain_name === 'trap')) {
|
|
||||||
packet.show_facing = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
packet.x = destx + x - x0;
|
|
||||||
packet.y = desty + y - y0;
|
|
||||||
this.tileset.draw(tile, packet);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// TODO one wonders why this operates on a separate canvas and we don't just make new renderers
|
|
||||||
// or something, or maybe make this a tileset method
|
|
||||||
draw_single_tile_type(name, tile = null, canvas = null, x = 0, y = 0) {
|
|
||||||
if (! canvas) {
|
|
||||||
canvas = this.constructor.make_canvas(this.tileset.size_x, this.tileset.size_y);
|
|
||||||
}
|
|
||||||
let ctx = canvas.getContext('2d');
|
let ctx = canvas.getContext('2d');
|
||||||
|
this.tileset.draw_type(name, tile, 0, this.perception, (tx, ty, mx = 0, my = 0, mw = 1, mh = mw, mdx = mx, mdy = my) =>
|
||||||
// Individual tile types always reveal what they are
|
this.blit(ctx, tx + mx, ty + my, mdx, mdy, mw, mh));
|
||||||
let packet = new CanvasRendererDrawPacket(this, ctx, 'palette');
|
|
||||||
packet.x = x;
|
|
||||||
packet.y = y;
|
|
||||||
this.tileset.draw_type(name, tile, packet);
|
|
||||||
return canvas;
|
return canvas;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,5 +1,3 @@
|
|||||||
import * as fflate from './vendor/fflate.js';
|
|
||||||
|
|
||||||
// Base class for custom errors
|
// Base class for custom errors
|
||||||
export class LLError extends Error {}
|
export class LLError extends Error {}
|
||||||
|
|
||||||
@@ -32,12 +30,6 @@ export function mk(tag_selector, ...children) {
|
|||||||
return _mk(el, children);
|
return _mk(el, children);
|
||||||
}
|
}
|
||||||
|
|
||||||
export function mk_button(label, onclick) {
|
|
||||||
let el = mk('button', {type: 'button'}, label);
|
|
||||||
el.addEventListener('click', onclick);
|
|
||||||
return el;
|
|
||||||
}
|
|
||||||
|
|
||||||
export const SVG_NS = 'http://www.w3.org/2000/svg';
|
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('.');
|
||||||
@@ -48,22 +40,6 @@ export function mk_svg(tag_selector, ...children) {
|
|||||||
return _mk(el, children);
|
return _mk(el, children);
|
||||||
}
|
}
|
||||||
|
|
||||||
export function trigger_local_download(filename, blob) {
|
|
||||||
let url = URL.createObjectURL(blob);
|
|
||||||
// To download a file, um, make an <a> and click it. Not kidding
|
|
||||||
let a = mk('a', {
|
|
||||||
href: url,
|
|
||||||
download: filename,
|
|
||||||
});
|
|
||||||
document.body.append(a);
|
|
||||||
a.click();
|
|
||||||
// Absolutely no idea when I'm allowed to revoke this, but surely a minute is safe
|
|
||||||
window.setTimeout(() => {
|
|
||||||
a.remove();
|
|
||||||
URL.revokeObjectURL(url);
|
|
||||||
}, 60 * 1000);
|
|
||||||
}
|
|
||||||
|
|
||||||
export function handle_drop(element, options) {
|
export function handle_drop(element, options) {
|
||||||
let dropzone_class = options.dropzone_class ?? null;
|
let dropzone_class = options.dropzone_class ?? null;
|
||||||
let on_drop = options.on_drop;
|
let on_drop = options.on_drop;
|
||||||
@@ -205,16 +181,9 @@ export function b64decode(data) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
export function format_duration(seconds, places = 0) {
|
export function format_duration(seconds, places = 0) {
|
||||||
let sign = '';
|
|
||||||
if (seconds < 0) {
|
|
||||||
seconds = -seconds;
|
|
||||||
sign = '-';
|
|
||||||
}
|
|
||||||
let mins = Math.floor(seconds / 60);
|
let mins = Math.floor(seconds / 60);
|
||||||
let secs = seconds % 60;
|
let secs = seconds % 60;
|
||||||
let rounded_secs = secs.toFixed(places);
|
return `${mins}:${secs < 10 ? '0' : ''}${secs.toFixed(places)}`;
|
||||||
// TODO hours?
|
|
||||||
return `${sign}${mins}:${parseFloat(rounded_secs) < 10 ? '0' : ''}${rounded_secs}`;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
export class DelayTimer {
|
export class DelayTimer {
|
||||||
@@ -336,6 +305,8 @@ export function* walk_grid(x0, y0, x1, y1, min_a, min_b, max_a, max_b) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
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
|
||||||
@@ -344,7 +315,7 @@ export function* walk_grid(x0, y0, x1, y1, min_a, min_b, max_a, max_b) {
|
|||||||
// - HTTP (but only for files we choose ourselves, not arbitrary ones, due to CORS)
|
// - HTTP (but only for files we choose ourselves, not arbitrary ones, due to CORS)
|
||||||
// Note that where possible, these classes lowercase all filenames, in keeping with C2G's implicit
|
// Note that where possible, these classes lowercase all filenames, in keeping with C2G's implicit
|
||||||
// requirement that filenames are case-insensitive :/
|
// requirement that filenames are case-insensitive :/
|
||||||
export class FileSource {
|
class FileSource {
|
||||||
constructor() {}
|
constructor() {}
|
||||||
|
|
||||||
// Get a file's contents as an ArrayBuffer
|
// Get a file's contents as an ArrayBuffer
|
||||||
@@ -434,25 +405,3 @@ export class EntryFileSource extends FileSource {
|
|||||||
return await file.arrayBuffer();
|
return await file.arrayBuffer();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// Zip files, using fflate
|
|
||||||
// TODO somewhat unfortunately fflate only supports unzipping the whole thing at once, not
|
|
||||||
// individual files as needed, but it's also pretty new so maybe later?
|
|
||||||
export class ZipFileSource extends FileSource {
|
|
||||||
constructor(buf) {
|
|
||||||
super();
|
|
||||||
// TODO async? has some setup time but won't freeze browser
|
|
||||||
let files = fflate.unzipSync(new Uint8Array(buf));
|
|
||||||
this.files = {};
|
|
||||||
for (let [path, file] of Object.entries(files)) {
|
|
||||||
this.files['/' + path.toLowerCase()] = file;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
async get(path) {
|
|
||||||
let file = this.files[path.toLowerCase()];
|
|
||||||
if (! file)
|
|
||||||
throw new LLError(`No such file in zip: ${path}`);
|
|
||||||
|
|
||||||
return file.buffer;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
// fflate 0.6.7, obtained from https://cdn.skypack.dev/fflate?min
|
|
||||||
// original project at https://github.com/101arrowz/fflate
|
|
||||||
var gn={},bn=function(n,r,t,e,i){var a=gn[r]||(gn[r]=URL.createObjectURL(new Blob([n],{type:"text/javascript"}))),o=new Worker(a);return o.onerror=function(f){return i(f.error,null)},o.onmessage=function(f){return i(null,f.data)},o.postMessage(t,e),o},A=Uint8Array,R=Uint16Array,nr=Uint32Array,ur=new A([0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5,0,0,0,0]),lr=new A([0,0,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13,0,0]),Mr=new A([16,17,18,0,8,7,9,6,10,5,11,4,12,3,13,2,14,1,15]),wn=function(n,r){for(var t=new R(31),e=0;e<31;++e)t[e]=r+=1<<n[e-1];for(var i=new nr(t[30]),e=1;e<30;++e)for(var a=t[e];a<t[e+1];++a)i[a]=a-t[e]<<5|e;return[t,i]},yn=wn(ur,2),Nr=yn[0],Ir=yn[1];Nr[28]=258,Ir[258]=28;for(var mn=wn(lr,0),zn=mn[0],Qr=mn[1],Ur=new R(32768),T=0;T<32768;++T){var ir=(T&43690)>>>1|(T&21845)<<1;ir=(ir&52428)>>>2|(ir&13107)<<2,ir=(ir&61680)>>>4|(ir&3855)<<4,Ur[T]=((ir&65280)>>>8|(ir&255)<<8)>>>1}for(var V=function(n,r,t){for(var e=n.length,i=0,a=new 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e=n.length;if(!e||t&&!t.l&&e<5)return r||new A(0);var i=!r||t,a=!t||t.i;t||(t={}),r||(r=new A(e*3));var o=function(Tr){var Dr=r.length;if(Tr>Dr){var hr=new A(Math.max(Dr*2,Tr));hr.set(r),r=hr}},f=t.f||0,h=t.p||0,s=t.b||0,u=t.l,l=t.d,c=t.m,m=t.n,p=e*8;do{if(!u){t.f=f=X(n,h,1);var g=X(n,h+1,3);if(h+=3,g)if(g==1)u=An,l=Mn,c=9,m=5;else if(g==2){var y=X(n,h,31)+257,D=X(n,h+10,15)+4,F=y+X(n,h+5,31)+1;h+=14;for(var U=new A(F),x=new A(19),v=0;v<D;++v)x[Mr[v]]=X(n,h+v*3,7);h+=D*3;for(var P=Gr(x),k=(1<<P)-1,N=V(x,P,1),v=0;v<F;){var I=N[X(n,h,k)];h+=I&15;var w=I>>>4;if(w<16)U[v++]=w;else{var S=0,B=0;for(w==16?(B=3+X(n,h,3),h+=2,S=U[v-1]):w==17?(B=3+X(n,h,7),h+=3):w==18&&(B=11+X(n,h,127),h+=7);B--;)U[v++]=S}}var G=U.subarray(0,y),Z=U.subarray(y);c=Gr(G),m=Gr(Z),u=V(G,c,1),l=V(Z,m,1)}else throw"invalid block type";else{var w=Cr(h)+4,M=n[w-4]|n[w-3]<<8,z=w+M;if(z>e){if(a)throw"unexpected EOF";break}i&&o(s+M),r.set(n.subarray(w,z),s),t.b=s+=M,t.p=h=z*8;continue}if(h>p){if(a)throw"unexpected 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