458 Commits
Author SHA1 Message Date
Eevee (Evelyn Woods) 3752902663 Move gates to the canopy layer 2021-05-25 17:42:13 -06:00
Eevee (Evelyn Woods) 753a375e89 Comment out this incredibly annoying C2M warning 2021-05-25 17:41:38 -06:00
Eevee (Evelyn Woods) 7c0335a24d Update tileset: minor touchups, lighter popwalls, killer indicator, some experiments 2021-05-25 17:41:23 -06:00
Eevee (Evelyn Woods) 6de69604d9 Extend CCL support with a chunk for storing the author's name 2021-05-25 17:27:41 -06:00
Eevee (Evelyn Woods) 6bce30545d Update Lexy's Lessons; much smoother progression, lotta bugs fixed 2021-05-25 17:14:43 -06:00
Eevee (Evelyn Woods) 04b284a267 Fix the hint border to match the game area background again 2021-05-22 20:25:37 -06:00
Eevee (Evelyn Woods) 9e1adc768b Coax the small-screen media queries into working in Chrome 2021-05-22 02:13:04 -06:00
Eevee (Evelyn Woods) 952ec10cb5 Remove errant manifest mention 2021-05-21 21:40:34 -06:00
Eevee (Evelyn Woods) 41e5b5f9b8 Rework mobile layout to be more compact, et al.
- On small screens, the top two headers (with the pack + level names)
  are now removed; instead the pack and level name are shown when
  starting each level, and the buttons from those headers are moved into
  a pause menu.

- The options, compat, and level browser dialogs were all reworked to
  fit better on narrow screens.

- The level overlay has a more consistent layout and tries harder to not
  draw in the middle, where the player generally is (except that the
  mobile pause menu goes there, but oh well).

- The score tally at the end of a level is now less of a small table and
  more of...  more numbers, I guess?

- Links to the music source and author now open in a new window to
  reduce risk of accidentally clicking them and losing your progress.

- A few obituaries were shortened, and several more were added.

- The game ending screen is now accessible on a touchscreen (oops).

- The pause and rewind buttons visually indicate when you're in that
  mode, suggesting you can hit them again to switch to normal play.

- Touch controls are now relative to the player and only apply within
  the game viewport.

- Disabled buttons look a bit less janky.

Still some work to do on this, but it's a pretty solid start.
2021-05-21 21:10:44 -06:00
Eevee (Evelyn Woods) 8b03d09c78 Add a slight 3D effect to buttons 2021-05-17 19:15:54 -06:00
Eevee (Evelyn Woods) ae8b42e0c9 Merge Lexy/Lynx loops; add compat for separated teleport phase 2021-05-17 19:12:04 -06:00
Eevee (Evelyn Woods) a6aaaa7266 Shift the color scheme back towards blue somewhat 2021-05-17 18:37:37 -06:00
Eevee (Evelyn Woods) feaf09e4e2 Hide editor facing arrows for lone blocks; add support for killer indicator 2021-05-16 18:00:14 -06:00
Eevee (Evelyn Woods) 9e45710189 Shift the web color palette down a bit to cyan 2021-05-16 17:56:07 -06:00
Eevee (Evelyn Woods) 53ed2f0948 Add support for rotating or flipping a level or selection 2021-05-16 17:52:31 -06:00
Eevee (Evelyn Woods) 7ed3d38489 Implement monsters not hurting you at decision time in Lynx 2021-05-11 18:31:16 -06:00
Eevee (Evelyn Woods) db02c19a0d "Fix" the Lynx TWS of Southpole by extending the "out of input" threshold a bit 2021-05-11 18:16:34 -06:00
Eevee (Evelyn Woods) e8cb95a60b Fix double-ejecting from traps in Lynx 2021-05-11 17:39:19 -06:00
Eevee (Evelyn Woods) 257e9db64b Preserve the CCL auto-fixes for Lynx and MS modes 2021-05-11 17:39:07 -06:00
Eevee (Evelyn Woods) 3c00e0ba36 Fix rolling a second RFF direction under Lynx 2021-05-11 17:09:25 -06:00
Eevee (Evelyn Woods) c9a2897bc2 Consolidate Lynx-style player death with CC2 2021-05-11 16:40:00 -06:00
Eevee (Evelyn Woods) fc1f85dac9 Fix Lynx force floor compat switch; ensure monsters can't turn in traps 2021-05-11 16:31:28 -06:00
Eevee (Evelyn Woods) 9369b2b167 Partially restore Lynx force floor behavior 2021-05-10 20:46:19 -06:00
Eevee (Evelyn Woods) ca42dbcf59 Fix bulk tester's parsing of single level numbers 2021-05-10 20:36:55 -06:00
Eevee (Evelyn Woods) 08c86c6129 Refactor sliding handling
Eliminates a number of annoying little hacks by getting rid of
`slide_mode` and instead trusting the terrain, live, like CC2 seems to
do (and Lynx definitely does).
2021-05-10 20:23:02 -06:00
Eevee (Evelyn Woods) b375f431af Bestow the bulk tester with arguments and get this local-to-me hack stuff outta here 2021-05-08 19:07:46 -06:00
Eevee (Evelyn Woods) af66a53b2b Fix ghosts switching railroad tracks 2021-05-08 17:51:56 -06:00
Eevee (Evelyn Woods) dfc8798ff6 Fix turtle splashes erasing dropped dynamite 2021-05-08 17:51:46 -06:00
Eevee (Evelyn Woods) 172a8e8a6b Stick the buggy CC2 green teleport behavior behind a compat flag 2021-05-08 17:31:47 -06:00
Eevee (Evelyn Woods) eebe8b9581 Emulate an obscure CC2 bug when selecting a green teleport destination 2021-05-08 17:13:48 -06:00
Eevee (Evelyn Woods) 8efa3a572a Partially consolidate slide overriding on force floors vs teleports 2021-05-07 23:44:05 -06:00
Eevee (Evelyn Woods) e45a580d1a Restore the template's facing after a failed wired clone
Also remove a hack for an edge case that's been fixed with the recent
changes to death handling.
2021-05-07 22:40:30 -06:00
Eevee (Evelyn Woods) 2b488b2d89 Disable lilypad/popwall effects when activating dynamite 2021-05-07 22:40:21 -06:00
Eevee (Evelyn Woods) 642c977df3 Prevent monsters killing you after you teleported 2021-05-07 22:39:54 -06:00
Eevee (Evelyn Woods) b7e352a4a3 Switch to Lynx's delayed green button effect 2021-05-07 22:39:31 -06:00
Eevee (Evelyn Woods) 87d7952960 Fix lilypad splash duration being slightly longer than expected 2021-05-07 18:54:56 -06:00
Eevee (Evelyn Woods) 99dec75731 Split the editor up 2021-05-07 17:57:25 -06:00
Eevee (Evelyn Woods) 9883dcf4ef Bring death and spring mining more into line with CC2
- Players and monsters do, in fact, block each other.  The helmet only
  prevents death.

- Death happens during collision check, which is the entire reason items
  don't save you: you're collided with first!  This allows removing
  several special cases.

- Spring mining is prevented almost incidentally, by virtue of collision
  being checked both at decision time and movement time.  It /can/
  happen to actors other than the player, but seemingly not blocks.

- Some monsters, whose movement is essentially forced anyway, skip the
  decision time collision check.  This includes doppelgangers, which is
  why they always spring mine.
2021-05-07 17:51:11 -06:00
Eevee (Evelyn Woods) 24a55d7c88 Move the hairy Cell collision methods into Level 2021-05-06 12:44:29 -06:00
Eevee (Evelyn Woods) 49b691adde Allow yellow tanks into fire and rovers into more tiles 2021-05-03 21:38:42 -06:00
Eevee (Evelyn Woods) 7c498f195e Improve editor rendering of connections, a bit 2021-04-30 13:22:50 -06:00
Eevee (Evelyn Woods) f7ee18a28c Add trap/cloner connection export to CCL 2021-04-28 22:15:21 -06:00
Eevee (Evelyn Woods) eff62a9765 Merge trap/cloner connections; round-trip them through C2M; stub out connect tool 2021-04-28 22:05:01 -06:00
Eevee (Evelyn Woods) 7f90ee5f7d Give the blue and green walls better names 2021-04-28 19:46:39 -06:00
Eevee (Evelyn Woods) 81b305b2f6 Add support for exporting hints to CCL; remove level hints 2021-04-28 19:46:21 -06:00
Eevee (Evelyn Woods) 58cc6ff61e Consolidate editor export buttons into a menu 2021-04-28 19:25:49 -06:00
Eevee (Evelyn Woods) c1bf88d3dd Add rudimentary support for CCL export 2021-04-28 18:44:01 -06:00
Eevee (Evelyn Woods) f48cef5250 Fix the hint editor to make an undo entry 2021-04-26 16:02:24 -06:00
Eevee (Evelyn Woods) f2366be039 Move diamond iteration to algorithms so the editor can (eventually) use it 2021-04-26 15:57:13 -06:00
Eevee (Evelyn Woods) 4077bd0de3 Center the canvas independently along each axis 2021-04-26 10:24:01 -06:00
Eevee (Evelyn Woods) fd3e657387 Draw the editor's viewport shadow on top of the canvas 2021-04-24 14:32:26 -06:00
Eevee (Evelyn Woods) 167360f596 Add a zoom control 2021-04-24 11:43:28 -06:00
Eevee (Evelyn Woods) e3a128df60 Add the cursor position to the editor's fledgling status bar 2021-04-23 14:37:20 -06:00
Eevee (Evelyn Woods) ea9cc5ef07 Make editor zoom preserve the cursor point; allow wider panning 2021-04-23 14:27:52 -06:00
Eevee (Evelyn Woods) a7553457ad Add mousewheel zooming to the editor 2021-04-23 13:28:20 -06:00
Eevee (Evelyn Woods) 9e090f967d Make erasing thin walls undoable; fix ctrl key sometimes not being recognized 2021-03-14 16:57:41 -06:00
Eevee (Evelyn Woods) 29fb8791e5 Fix using shift with the adjust tool 2021-03-14 15:16:30 -06:00
Eevee (Evelyn Woods) 2ab983ec0a Swap ctrl with right click for most editor tools; add bg tile
Also merges hover with mouse operations proper, which simplifies some
things.
2021-03-14 15:08:19 -06:00
Eevee (Evelyn Woods) 4399c9c75a Fix kb shortcuts no longer working in the editor after editing level properties 2021-03-13 20:16:37 -07:00
Eevee (Evelyn Woods) ba7e715222 Bind U to undo 2021-03-13 19:02:11 -07:00
Eevee (Evelyn Woods) 854ad03523 Spruce up player UI slightly; add space for level rules; add fullscreen button for mobile 2021-03-13 18:53:27 -07:00
Eevee (Evelyn Woods) d251955684 Make red teleporters count as wired if they neighbor a logic gate 2021-03-13 18:05:29 -07:00
Eevee (Evelyn Woods) 5384561413 Add a new tile, the one-way thin wall 2021-03-13 18:05:13 -07:00
Eevee (Evelyn Woods) fa06eb8d7a Allow editing level comments; touch up level props dialog (fixes #47) 2021-03-13 18:02:49 -07:00
Eevee (Evelyn Woods) 3b257df8d3 Add sound effects for time items and early exit 2021-03-13 17:55:10 -07:00
Eevee (Evelyn Woods) 0b957cfeb1 Preserve wires when drawing a wireable tile in the editor; light switches don't propagate 2021-03-10 23:20:00 -07:00
Eevee (Evelyn Woods) 3020e3b038 Count chips in C2Ms on level start, not on parse (so editing updates the chip count) 2021-03-10 22:19:47 -07:00
Eevee (Evelyn Woods) 56611958f7 Draw actor facing directions in the editor (fixes #38) 2021-03-10 20:47:07 -07:00
Eevee (Evelyn Woods) 28a26cdc14 Add modification tracking to the editor and wire it into undo/redo 2021-03-10 20:28:26 -07:00
Eevee (Evelyn Woods) 9c5b241cae Add editor keyboard shortcuts for select all and deselect all 2021-03-10 19:27:49 -07:00
Eevee (Evelyn Woods) 58deed916c Add editor keyboard shortcuts for undo and selecting (some) tools 2021-03-10 19:19:08 -07:00
Eevee (Evelyn Woods) a0f282fb8e Add mouse preview to the editor; implement the fill tool 2021-03-10 19:08:19 -07:00
Eevee (Evelyn Woods) fa85d06271 Fix the stack trace in caught syntax errors in Chrome 2021-03-10 19:07:03 -07:00
Eevee (Evelyn Woods) f1681d18c2 Fix removing the error handler after initial load 2021-03-10 17:06:23 -07:00
Eevee (Evelyn Woods) 14d9c8ade9 Intercept and report syntax errors 2021-03-10 16:37:16 -07:00
Eevee (Evelyn Woods) 63609ba77e Fix a few more Lynx compat issues 2021-03-08 23:53:52 -07:00
Eevee (Evelyn Woods) 2dcd73d44a Fix loading of initial RFF direction from Tile World solutions 2021-03-08 21:33:03 -07:00
Eevee (Evelyn Woods) dd10236b22 Implement "hide logic", and actually save options (fixes #52) 2021-03-08 21:04:23 -07:00
Eevee (Evelyn Woods) 028fc016b0 Add an ankh description in the editor 2021-03-08 20:16:14 -07:00
Eevee (Evelyn Woods) 48806a3dfd Fix canopies being indestructible 2021-03-08 20:15:55 -07:00
Eevee (Evelyn Woods) e8f82d885f Add a compat flag for the cloned bowling ball change 2021-03-08 20:06:02 -07:00
Eevee (Evelyn Woods) 1e5160b40d Use kill_actor when appropriate; fix some bowling ball behavior 2021-03-08 20:02:23 -07:00
Eevee (Evelyn Woods) 2cf6afa590 Slow down force floors and animated chips slightly 2021-03-08 18:53:36 -07:00
Eevee (Evelyn Woods) cf2f399371 Fix some subtle issues caused by 60 FPS updating 2021-03-08 18:53:11 -07:00
Eevee (Evelyn Woods) a36862e65b Revamp the halo into an ankh 2021-03-07 19:36:48 -07:00
Eevee (Evelyn Woods) c6c904ca68 Abandon the .mjs naming scheme
Browsers refuse to load a JS module if the mimetype is wrong, and even
Python's http.server doesn't recognize this extension yet.
2021-03-07 18:06:42 -07:00
Eevee (Evelyn Woods) db34ca72f9 Make turntables slide actors out of them and toggle on edge flip
Also fix the default display of unpowered tiles while I'm in here.
2021-03-07 18:05:55 -07:00
Eevee (Evelyn Woods) 59d26e6a00 Add a vfx for falling into a hole 2021-03-07 00:56:11 -07:00
Eevee (Evelyn Woods) 662787c287 Add palette support for sokoban tiles 2021-03-07 00:46:01 -07:00
Eevee (Evelyn Woods) e69ac492c7 Remove the item lock tile 2021-03-07 00:43:56 -07:00
Eevee (Evelyn Woods) e5fd2b67da Make turntables eject their contents 2021-03-07 00:42:19 -07:00
Eevee (Evelyn Woods) 0be59c21eb Make the glass block shatter on spikes and work with the transmogrifier 2021-03-07 00:23:40 -07:00
Eevee (Evelyn Woods) ada36e8d61 Implement sokoban blocks 2021-03-07 00:07:18 -07:00
Eevee (Evelyn Woods) bf8b55a9c9 Clear swap_player1 more aggressively 2021-03-06 22:52:03 -07:00
Eevee (Evelyn Woods) f8e4b5e707 Fix rendering jump when reaching the exit; fix debug teleport drawing 2021-03-06 22:33:58 -07:00
Eevee (Evelyn Woods) 4a5f0e36c6 Run Steam mode at 60 FPS; fix turn-based mode, again (fixes #17, fixes #54) 2021-03-06 22:20:46 -07:00
Eevee (Evelyn Woods) ed7c7461b6 Use webkit prefix on mask-image (fixes #57) 2021-03-06 20:19:35 -07:00
Eevee (Evelyn Woods) fbe10e90a2 Fix p >= 1 in steam-strict, again 2021-03-06 19:01:45 -07:00
Eevee (Evelyn Woods) 26c66d6857 Make animations explicit, and fix almost every rendering problem
- `Tileset.animation_slowdown` is gone!
- Actors are now free to animate every move or every two moves, and have
  been configured to do so appropriately.  This fixes the appearance of
  blobs, most noticeably.  (Also fixes #36.)
- Actors that are always animated in CC2 are now always animated in LL.
- Lilypads/turtles now bob randomly.  More randomly than CC2, even.
- Players no longer appear to be swimming when stepping off of lilypads.
- Invisible walls no longer temporarily reveal themselves when you have
  the x-ray glasses (secret eye).
- There's a new option for using the CC2 animation timing, though god
  knows why you would want to.
2021-03-06 18:41:49 -07:00
Eevee (Evelyn Woods) 8533eac5db Fix the name of the compat mode on page load 2021-03-06 14:38:27 -07:00
Eevee (Evelyn Woods) 55a3daa649 Quiet distant sound effects much more aggressively 2021-03-06 14:34:03 -07:00
Eevee (Evelyn Woods) 1f2a58d21c Add support for headless bulk testing 2021-03-06 12:39:16 -07:00
Eevee (Evelyn Woods) dac868edbf Try out different colors for the different game stats 2021-03-05 14:04:09 -07:00
Eevee (Evelyn Woods) 4c9afe5a9f Fix some typos in the new LL tile layout 2021-03-05 13:55:07 -07:00
Eevee (Evelyn Woods) be275d380d Add a bunch of Lynx compat options 2021-03-05 13:54:38 -07:00
Eevee (Evelyn Woods) a750a569ab Fix my fix for ?., which broke a couple levels 2021-03-04 14:58:10 -07:00
Eevee (Evelyn Woods) fae19ab37b Allow monsters to pass through chips in order to kill a player 2021-03-04 13:50:19 -07:00
Eevee (Evelyn Woods) b7e05f2eb9 Fix backwards trap tiles 2021-03-04 13:38:40 -07:00
Eevee (Evelyn Woods) 459e71e632 Allow using a custom LL tileset 2021-03-02 21:47:27 -07:00
Eevee (Evelyn Woods) 821bc4201f Unhardcode the placement of counter numbers on the tilesheet 2021-03-02 21:46:57 -07:00
Eevee (Evelyn Woods) 4cb2afcc74 Avoid the very new ?. syntax (fixes #56) 2021-03-02 21:38:31 -07:00
Eevee (Evelyn Woods) 5443514583 Revert handling of negative animation time, which should never happen 2021-03-02 21:34:28 -07:00
Eevee (Evelyn Woods) e3443b73d8 Correctly erase the background when loading a custom CC2 tileset 2021-03-02 21:33:42 -07:00
Eevee (Evelyn Woods) 751b6b92c3 Rearrange the Lexy tileset 2021-03-02 21:33:42 -07:00
Eevee 7dbaeec606 Merge pull request #64 from Patashu/master
fix some custom tiles issues
2021-03-02 21:33:22 -07:00
Timothy.Stiles e4ce9d0bcc glass block-with-item can't move onto a tile with an item in it 2021-03-03 14:15:17 +11:00
Timothy.Stiles 6971eb4d54 dynamite vs electrified floor, holes and cracked floor (60 partial fix) 2021-03-03 14:10:44 +11:00
Timothy.Stiles ee718323cd glass block blown up by dynamite/halo drops its item (fixes #62) 2021-03-03 13:51:25 +11:00
Timothy.Stiles 094e94a69c for fun, let glass blocks pick up chips; let's see what happens? 2021-03-03 13:33:13 +11:00
Timothy.Stiles 7c35782079 fix glass blocks vs mines and pseudo-items (fixes #63, 59) 2021-03-03 13:25:46 +11:00
Timothy.Stiles 4037cdf86b don't crash in _draw_standard if p < 0 (fixes #58) 2021-03-03 13:04:55 +11:00
Eevee (Evelyn Woods) 406243d490 Fix green teleporter selection behavior 2021-03-01 21:09:10 -07:00
Eevee (Evelyn Woods) d5b9a2a307 Change flame jet activation to be actor-based
This fixes CC2LP1's Waterfall, and allows me to remove `on_tic`.
2021-03-01 20:21:59 -07:00
Eevee (Evelyn Woods) 5fcce3f453 Delay black buttons by a frame, like switches (fixes #48) 2021-03-01 18:46:27 -07:00
Eevee (Evelyn Woods) 0119f45d54 Name compat flags more consistently; add a couple; flip sliding blue tank behavior 2021-03-01 18:04:23 -07:00
Eevee (Evelyn Woods) 3359c21387 Consolidate some repeated tile properties 2021-03-01 14:28:56 -07:00
Eevee (Evelyn Woods) a294338080 Implement some more properties of lit dynamite 2021-03-01 14:06:21 -07:00
Eevee (Evelyn Woods) 0d59ffef85 Implement item priority (fixes #37 #50 #51)
Also expand the blue key MS compat flag to make keys never block
monsters; allow rovers to pass through score flags; and allow
doppelgängers to pause the clock.
2021-03-01 13:13:01 -07:00
Eevee (Evelyn Woods) 20e67b491e Finish the CC2 tileset
Most prominently: the red/blue teeth now have slightly different
designs, as do the green/purple toggle walls, which should make them
more colorblind-friendly.

Also some other minor stuff.
2021-02-28 19:21:27 -07:00
Eevee (Evelyn Woods) fbd256c876 Fix playing the wall bump sound repeatedly in steam mode (fixes #49) 2021-02-28 18:52:51 -07:00
Eevee (Evelyn Woods) 3bc6aa9c7d Fix a crash with slide_ignores when using the CC1 inventory 2021-02-28 18:36:59 -07:00
Eevee (Evelyn Woods) 0ca0467192 Perform bonking for normal force floors as well, which fixes several subtle block pushing issues 2021-02-28 18:31:08 -07:00
Eevee (Evelyn Woods) f1ba1815f7 Replace the player's stat labels with icons 2021-02-26 18:37:21 -07:00
Eevee e8a6ae4a27 Merge pull request #41 from Patashu/custom-tiles
Custom tiles: Terraformer and Global Cycler
2021-02-25 20:45:22 -07:00
Timothy Stiles b74ce300e5 fix ice block/fireball interaction 2021-02-21 10:23:38 +11:00
Timothy Stiles ac008e9564 fix a speed boots regression 2021-02-21 10:13:30 +11:00
Timothy Stiles 4ee724030c Implement Glass block
Similar to a dirt block, but stores the first item it moves over, dropping it when destroyed and cloning it in a cloning machine. Has ice block/frame block collision. Turns into floor in water. Doesn't have dirt block immunities.
2021-02-19 18:21:29 +11:00
Timothy Stiles e30fd1e5fd remove some other terraformer remnants 2021-02-19 09:25:53 +11:00
Timothy Stiles c463b83ce1 oops one more fire_sticks mention 2021-02-19 08:54:11 +11:00
Timothy Stiles c7af08b694 nix global cycler, terraformer and dormant lava 2021-02-19 08:48:21 +11:00
Eevee (Evelyn Woods) 3946880156 Add slide_mode to debug actor tooltip 2021-02-18 11:37:20 -07:00
Eevee (Evelyn Woods) 0642915c16 Add trademark disclaimer to LL itself 2021-02-18 11:37:02 -07:00
Eevee (Evelyn Woods) bdbab78840 Add trademark disclaimer to README 2021-02-18 11:25:39 -07:00
Timothy Stiles 3ea7a045da revamp electric floor, perf improvement for circuitry recalculation
Now reads:
Conducts power (like a 4-way wire). While powered, destroys anything not wearing lightning boots (except dirt blocks)
And when you step on it with lightning boots it conducts power
And it's not on by default if it's just sitting on its own somewhere
2021-02-16 17:18:49 +11:00
Timothy Stiles e866710af6 turntables can have wires run to them like blue teles 2021-02-16 16:44:38 +11:00
Timothy Stiles 5551e546de oops fix crash 2021-02-16 16:29:43 +11:00
Timothy Stiles 62a3ed99aa Implement Blue teleporter exit
A blue teleporter for all intents and purposes except it can only be exited, not entered.
2021-02-16 16:21:12 +11:00
Timothy Stiles b7cedc2426 refactor speed shoes so they stack with dash floor/sand instead of overriding 2021-02-16 15:59:34 +11:00
Timothy Stiles e0004fb840 Implement Dash Floor
Anything walking on it moves at double speed.
2021-02-16 15:10:05 +11:00
Timothy Stiles 3d21277593 spaceify 2021-02-16 13:09:17 +11:00
Timothy Stiles 4943759cd3 wireables wire/unwire whenever circuitry recalculates
e.g.
move a circuit block pointing to a transmogrifier: the transmogrifier stops moving unless it's powered
move it away: it goes back to always-on behaviour
2021-02-16 13:06:45 +11:00
Timothy Stiles 946a889159 terraformers terraforming extended terrain properties 2021-02-16 12:52:07 +11:00
Timothy Stiles e60423e8c0 oh add_press_ready can happen before OR after on_begin, that's annoying
I'll just have to make it so transmuting a trap to non-trap then back to trap might leave it in a weird amount-of-presses state if you do Shenanigans until I can think of a better solution
2021-02-16 12:31:52 +11:00
Timothy Stiles 64e51d6a62 creating a powerable recalculates circuitry 2021-02-16 12:21:27 +11:00
Timothy Stiles a73c34e576 traps remember their prior press count through transmutes 2021-02-15 21:39:33 +11:00
Timothy Stiles 8cbba99c0c Implement Item Lock
When placed atop an item, you must have that item to enter the tile. When you do, pay the item and destroy the item lock. Also can be placed on top of a bonus, and you must pay that amount of bonus to enter.
2021-02-15 21:27:56 +11:00
Timothy Stiles 9e2575cae4 handle circuit block undoing pretty well 2021-02-15 15:59:28 +11:00
Timothy Stiles 1bd165ad35 fix various Circuit Block cases 2021-02-15 15:37:03 +11:00
Timothy Stiles 3c6bff77d6 re-arrange experimental tab in a more natural order 2021-02-15 14:25:08 +11:00
Timothy Stiles dfb31207ba remove 'transmuted connectable connects buttons to it' mechanic 2021-02-15 14:22:13 +11:00
Timothy Stiles 4097aa6e84 runtime circuit updates - Circuit Block works once more 2021-02-14 23:02:23 +11:00
Timothy Stiles dddde89b03 fix a transmute-to-force-floor time travel bug 2021-02-14 22:15:05 +11:00
Timothy Stiles 456ebc334b circuit blocks make wired floor in water 2021-02-14 22:10:30 +11:00
Timothy Stiles 86404dbc5b spontaneously appearing button/buttonable fixes 2021-02-14 22:07:20 +11:00
Timothy Stiles 7d36d09715 terraforming a new button/buttonable now connects it 2021-02-14 21:47:04 +11:00
Timothy Stiles 11747f0d6e Implement Diode
Emits power only when receiving power. (Effectively, this delays power by one frame.)

Also I made it so circuit blocks clone properly
2021-02-14 19:54:53 +11:00
Timothy Stiles 931f3c19c7 fix lit dynamite crash 2021-02-14 19:27:06 +11:00
Timothy Stiles d6e43a70ca fix ice skates/ice corners regression 2021-02-14 19:13:55 +11:00
Timothy Stiles e699172b85 update static_on_tic_tiles when we transmute 2021-02-14 19:00:58 +11:00
Timothy Stiles 42560626bf fix Global Cycler / Frame Block bug 2021-02-14 18:45:42 +11:00
Timothy Stiles 20dad5c76a Implement Boulder
Similar to a dirt block, but rolls when pushed. Boulders transfer momentum to each other. Has ice block/frame block collision. Turns into gravel in water. Spreads slime.
2021-02-14 18:38:56 +11:00
Timothy Stiles 7bcb1ac018 Implement Spikes
Stops players (and doppelgangers) unless they have hiking boots. Everything else can pass.
2021-02-14 17:04:21 +11:00
Timothy Stiles dece34f365 implement x5 Bonus
also make it so bonuses of 1mil+ are rendered reasonably in-game
(100bil+ starts breaking the results screen but I think that's lower priority)
2021-02-14 16:43:59 +11:00
Timothy Stiles f64302f324 Implement Cracked Ice
Cracked Ice: Turns into water when something steps off of it (except ghosts).
Also had to implement slide_ignores/item_slide_ignores since I needed a way to ignore static aspects of the tile without preventing its functions from being called. there's probably a better way IDK
2021-02-14 15:48:20 +11:00
Timothy Stiles c27af789cb Implement Hole and Cracked Floor
Hole: A bottomless pit. Destroys everything (except ghosts).
Cracked Floor: Turns into a hole when something steps off of it (except ghosts).
2021-02-14 15:12:21 +11:00
Timothy Stiles 1f6c86c146 Implement Electrified Floor
Conducts power (like a blue teleporter). While powered, destroys anything not wearing lightning boots (except dirt blocks).
2021-02-14 14:22:28 +11:00
Timothy Stiles d874e4d956 colourify turntables 2021-02-08 16:15:18 +11:00
Timothy Stiles 5cc5370817 Global Cyclers can cycle actors now too 2021-02-07 23:19:33 +11:00
Timothy Stiles f79a8cc259 no idea how this was even working still lmao 2021-02-07 21:58:10 +11:00
Timothy Stiles 1040646393 implement the Turntable
Rotates anything entering this tile (counter)clockwise. Frame blocks are rotated too. If connected to wire, only functions while receiving power.
2021-02-07 21:47:52 +11:00
Timothy Stiles 76c34007a2 global cyclers don't attempt to turn terrain into global cyclers 2021-02-07 11:25:19 +11:00
Timothy Stiles 7c306e2234 make global cyclers immune to cycling too 2021-02-07 10:52:18 +11:00
Timothy Stiles 19354bf5cf global cycler no longer wraps 2021-02-07 10:37:42 +11:00
Timothy Stiles bd2364cbff flip a boolean 2021-02-07 10:26:27 +11:00
Timothy Stiles e63544ec55 fix saving 2021-02-07 10:14:18 +11:00
Timothy Stiles 477cf804af terraformer no longer overrides items 2021-02-07 10:02:53 +11:00
Timothy Stiles 4f0ff2b346 Terraformer alt behaviour when it has an item on top
When activated, if there's an item on its tile, copies the item to the tile in front of it. Otherwise, copies the item AND terrain BEHIND it to the tile in front of it.
2021-02-06 23:08:39 +11:00
Timothy Stiles 0100f1e12c spaceify 2021-02-06 16:07:40 +11:00
Timothy Stiles e134b4cbd9 Implement the Dormant Lava
Acts like dirt. However, fireballs will enter it and turn it into Fire in the process.
2021-02-06 16:07:10 +11:00
Timothy Stiles ba5d6c966c Halo revive sound effect 2021-02-06 12:15:12 +11:00
Timothy Stiles 8ffc6e1127 implement the Halo
Protects the player from death once, destroying the would-be killer in the process.
2021-02-06 12:00:45 +11:00
Timothy Stiles 4b63b4f65f global cyclers don't cycle ANY global cycler's surrounding tiles 2021-02-05 16:15:53 +11:00
Timothy Stiles 81fd712adc global cyclers don't cycle their surrounding tiles, just everythng else 2021-02-05 15:49:42 +11:00
Eevee (Evelyn Woods) b97f99cbaf Fix Lexy loop to update wiring thrice per tic, not twice 2021-02-04 21:43:31 -07:00
Timothy Stiles bddde32325 implement the Global Cycler
When activated, every terrain/item on the surrounding four tiles in the entire level becomes the terrain/item one clockwise. Adjacent tiles with a 'no sign' on them are ignored. Two of the same tile in a row mean that tile will not be transformed and will stay as-is.
2021-02-05 15:26:00 +11:00
Eevee (Evelyn Woods) 54d38527f2 Disallow taking yellow teleporters if the level only started with one (fixes #30) 2021-02-04 21:09:01 -07:00
Timothy Stiles 9b76c6b9ce implement the Terraformer
The Terraformer is like a clone machine for everything that isn't an actor. It copies the terrain (and item) behind it to in front of it when powered.
2021-02-05 14:41:11 +11:00
Eevee (Evelyn Woods) c7012f2565 Allow simple item bestowal when facing the level edge, too 2021-02-04 20:34:53 -07:00
Timothy Stiles da18684cbb add some tiles 2021-02-05 13:20:41 +11:00
Eevee (Evelyn Woods) d5fd7b546d Fix ghosts to not detonate green mines 2021-02-01 22:46:08 -07:00
Eevee (Evelyn Woods) d8ac50efa9 Implement the CC1 inventory 2021-02-01 22:06:34 -07:00
Eevee (Evelyn Woods) 51acfc4353 Remove a hack for the old Lexy loop that's no longer necessary 2021-01-25 17:22:28 -07:00
Eevee (Evelyn Woods) bf51cc2e0b Only "mmf" once per attempted move 2021-01-25 17:22:12 -07:00
Eevee (Evelyn Woods) b87ce730f2 Don't blow up players that start on mines by default; fixes CCLP4 #38 2021-01-25 16:54:09 -07:00
Eevee (Evelyn Woods) 4e83d7a3fd Fix splash page stuff leaking into overlays 2021-01-25 15:29:29 -07:00
Eevee (Evelyn Woods) 5b3cc62c8c Put the debug speed buttons in increasing order 2021-01-25 15:27:26 -07:00
Eevee (Evelyn Woods) acfad66974 Add undo/redo support to the editor 2021-01-25 15:26:56 -07:00
Eevee (Evelyn Woods) 884d6d9164 Restore manually-saved doppelganger behavior, to make it work with undo 2021-01-25 12:29:18 -07:00
Eevee (Evelyn Woods) 0b6ea68a7b Fix rendering of crossed wires 2021-01-22 09:30:12 -07:00
Eevee (Evelyn Woods) 0c774d343e Fix several renderer interpolation bugs 2021-01-22 09:12:02 -07:00
Eevee (Evelyn Woods) 69a344595c Fix hints lingering forever 2021-01-22 08:46:23 -07:00
Eevee (Evelyn Woods) 54823f62bf Add some more actor inspection to debug mode 2021-01-22 08:37:14 -07:00
Eevee (Evelyn Woods) 134270e3e3 Add a couple CC1 compat flags 2021-01-20 14:45:30 -07:00
Eevee (Evelyn Woods) 43168f75cd Update the OpenGraph desc, now that we're nearly done 2021-01-20 13:48:42 -07:00
Eevee (Evelyn Woods) 75d7691925 Add some more sound effects 2021-01-20 13:42:27 -07:00
Eevee (Evelyn Woods) 652e7e8108 Show time improvement on the level tally 2021-01-20 12:36:02 -07:00
Eevee (Evelyn Woods) d21bfd4601 Fix a typo when moving levels 2021-01-20 12:00:47 -07:00
Eevee (Evelyn Woods) 7cb2d949db Clarify flame jet tooltips 2021-01-20 12:00:37 -07:00
Eevee (Evelyn Woods) ff33c42cc2 Keep the editor's level browser dialog around, and render previews faster
It's kind of annoying to watch the previews flicker into existence anew
every time you open the dialog, if you're working on several levels at a
time.
2021-01-20 11:59:29 -07:00
Eevee (Evelyn Woods) 1e38ccdc30 Fix door collision to act like dirt and not check has_inventory (fixes #29) 2021-01-17 23:21:12 -07:00
Eevee (Evelyn Woods) 32a5bc31bb Fix dynamite leaving fire under actors beneath canopies (fixes #27) 2021-01-16 20:56:16 -07:00
Eevee (Evelyn Woods) 6a2d6d608d Disable animation on inactive red teleporters and transmogrifiers (fixes #28) 2021-01-16 20:53:30 -07:00
Eevee (Evelyn Woods) 5653fc9c12 Change the "more" link text to bypass Vivaldi's fast forward feature 2021-01-16 02:58:11 -07:00
Eevee (Evelyn Woods) b9037c1ce1 Remember last opened level in editor; prevent deleting the current level 2021-01-16 02:50:52 -07:00
Eevee (Evelyn Woods) ac9b702eaa Add controls for rearranging, duplicating, and deleting levels 2021-01-16 01:45:57 -07:00
Eevee (Evelyn Woods) f89cccedb2 Pin the fflate version; 0.5.3 is unusable 2021-01-14 04:35:08 -07:00
Eevee (Evelyn Woods) cf72daacbe Checkpoint some minor editor bits 2021-01-14 00:53:54 -07:00
Eevee (Evelyn Woods) 5ab45b95c6 Prevent blowing up the same block twice in one tic, take two 2021-01-14 00:51:20 -07:00
Eevee (Evelyn Woods) 6e7338a214 Prevent blowing up the same block twice in one tic 2021-01-14 00:47:44 -07:00
Eevee (Evelyn Woods) 570fad84ab Fix the player not being all the way on the exit when winning 2021-01-13 23:48:24 -07:00
Eevee (Evelyn Woods) 788e4ec3bc Fix spacebar at the end of a level skipping the title screen for the next level 2021-01-13 23:43:54 -07:00
Eevee (Evelyn Woods) fcab03f1d1 Fix some nits with the level browser header 2021-01-13 22:52:57 -07:00
Eevee (Evelyn Woods) a91e1a831e Track best score/clock/time separately; add a summary row to the level browser 2021-01-13 22:49:34 -07:00
Eevee (Evelyn Woods) 22f78f171c Fix counting of aidless levels; remove total_time 2021-01-13 22:12:53 -07:00
Eevee (Evelyn Woods) 5df34712b6 Plurals 2021-01-13 21:56:34 -07:00
Eevee (Evelyn Woods) db9ef8e51d Show something useful for old save files 2021-01-13 21:51:25 -07:00
Eevee (Evelyn Woods) 3aec2b1fe6 Spruce up stock pack list with previews, progress bar 2021-01-13 21:49:01 -07:00
Eevee (Evelyn Woods) bb7c468174 Finish special-ization of tileset defs; add depressed versions of buttons 2021-01-13 03:33:43 -07:00
Eevee (Evelyn Woods) 62eb4dc4bd Remove the old Lexy-mode hack that only existed to try to make CC1 sync 2021-01-13 02:01:04 -07:00
Eevee (Evelyn Woods) ed814cbf60 Add a compat flag for the MSCC ice patch behavior 2021-01-13 01:55:04 -07:00
Eevee (Evelyn Woods) 1650a3fc94 Add new, smoother pulling behavior as the Lexy default 2021-01-13 01:46:47 -07:00
Eevee (Evelyn Woods) b6ed3b6502 Change the Lexy loop to be more Lynx-like
This simplifies the renderer by having movement cooldowns only work one
way, and thus removes the jank from Steam rendering.

This commit also applies cooldowns for animations at decision time, as
Lynx does, which eliminates a weird special case from their spawning.

Also, Lexy mode now explicitly does not allow an actor to get cooled
twice in one tic.  However, this change does make clone machines no
longer be aligned with the thing that pressed the button to clone them,
which is unfortunate.
2021-01-13 01:34:08 -07:00
Eevee (Evelyn Woods) a1041c3e6f Improve appearance of scrollbar in long hints 2021-01-11 18:14:27 -07:00
Eevee (Evelyn Woods) 0f6f912055 Fix spacebar being eaten by Vivaldi, and repeated arrow keys causing scrolling 2021-01-11 18:10:34 -07:00
Eevee (Evelyn Woods) 602f16be8c Update auto-scaling to match new DOM; introduce a landscape layout with more vertical space 2021-01-11 18:06:09 -07:00
Eevee (Evelyn Woods) 83f0ac9813 Always update the total levels in a pack when saving scores 2021-01-11 01:34:14 -07:00
Eevee (Evelyn Woods) 73fff50a00 Reduce the amount of mmfing allowed in a row 2021-01-11 01:34:04 -07:00
Eevee (Evelyn Woods) 2f9b0c1154 Add obituaries for CC2 monsters, and give existing causes a few more 2021-01-11 01:33:52 -07:00
Eevee (Evelyn Woods) dfed3f2db9 Fix copied floated selections being entangled 2021-01-11 01:30:16 -07:00
Eevee (Evelyn Woods) fbf3cb5ae2 Add a WIP version of Lexy's Lessons as a canon pack 2021-01-11 00:57:50 -07:00
Eevee (Evelyn Woods) c2ed444ca0 Fix the drawing of copying a floating selection 2021-01-11 00:23:18 -07:00
Eevee (Evelyn Woods) 6a6a3a212e Show time and level count in the splash's list of editor packs 2021-01-11 00:17:40 -07:00
Eevee (Evelyn Woods) a2ec070a32 Play an explosion sound when a flame jet destroys something 2021-01-10 14:45:00 -07:00
Eevee (Evelyn Woods) 9efe3d00ef Fix perception 2021-01-10 14:44:42 -07:00
Eevee (Evelyn Woods) b4acc74e0a Explicitly allow VFX to erase other VFX (otherwise undo breaks!) 2021-01-10 14:44:23 -07:00
Eevee (Evelyn Woods) fb1e749a28 Fix a couple places the editor wasn't redrawing 2021-01-10 14:38:37 -07:00
Eevee (Evelyn Woods) 69296dff67 Make ending more readable, less CPU-heavy 2021-01-09 12:46:43 -07:00
Eevee (Evelyn Woods) 723af175cb Add ending artwork 2021-01-09 03:05:50 -07:00
Eevee (Evelyn Woods) bfacde7525 Do something vaguely interesting when the game ends 2021-01-08 22:38:48 -07:00
Eevee (Evelyn Woods) e64a553365 Add a focus trap for overlays, and close them with Esc 2021-01-08 22:00:59 -07:00
Eevee (Evelyn Woods) 246ef468de Fix rendering of tiles above the actor layer 2021-01-08 17:57:04 -07:00
Eevee (Evelyn Woods) c6594712df Play the floor step sound by default 2021-01-08 16:28:52 -07:00
Eevee (Evelyn Woods) 8f40f575bf Introduce a DrawPacket to consolidate draw arguments; fix blurriness of double-size monsters 2021-01-08 16:28:08 -07:00
Eevee (Evelyn Woods) c60158cc47 Ensure ghosts can never drown 2021-01-08 15:47:39 -07:00
Eevee (Evelyn Woods) fc6b7472b6 Fix some subtle issues with changing tilesets twice in one session 2021-01-08 15:31:25 -07:00
Eevee (Evelyn Woods) 30c17c0c8b Fix undo failure after being killed by a cloner; ensure the failure reason is assigned to the right player 2021-01-08 15:16:25 -07:00
Eevee (Evelyn Woods) 560fd93c8b Reveal popdown floors when there's an item on them, too 2021-01-08 15:01:30 -07:00
Eevee (Evelyn Woods) 67c53f97dd Show the level title and author (if available) on start 2021-01-07 18:18:51 -07:00
Eevee (Evelyn Woods) cc48136d94 Fix the editor's force floor tool 2021-01-07 18:00:29 -07:00
Eevee (Evelyn Woods) 7ceab97472 Fix the editor's partial redrawing; place popup editors by bbox, not mouse position 2021-01-07 17:55:11 -07:00
Eevee (Evelyn Woods) f389f4d027 Fix disabling the next-level button 2021-01-07 14:01:24 -07:00
Eevee (Evelyn Woods) c162445627 Always play the get-chip sound 2021-01-06 22:58:54 -07:00
Eevee (Evelyn Woods) f788f7a892 Apply a quick hack to fix ?level URLs being blank 2021-01-06 19:09:57 -07:00
Eevee (Evelyn Woods) f35da9cc2b Finally populate the options dialog, with volume controls and tileset selection 2021-01-06 19:04:28 -07:00
Eevee (Evelyn Woods) 04940ff42c Finally fix display of long hints 2021-01-05 23:46:00 -07:00
Eevee (Evelyn Woods) a7310cf59b Fix bad editor state caused by copying a selection 2021-01-05 22:38:05 -07:00
Eevee (Evelyn Woods) 3d0142310e Spawn an explosion when destroying an actor in fire 2021-01-05 22:23:47 -07:00
Eevee (Evelyn Woods) 999467bb1f Ignore spurious kinds of keydown events 2021-01-05 22:07:04 -07:00
Eevee (Evelyn Woods) b5b7ccbc46 Move lit dynamite to the actor layer so it destroys itself again 2021-01-05 21:04:20 -07:00
Eevee (Evelyn Woods) 0ba112aec5 Don't gripe about VFX erasing each other; that's a feature 2021-01-05 21:04:09 -07:00
Eevee (Evelyn Woods) 04e350b624 Fix released key detection 2021-01-05 21:03:53 -07:00
Eevee (Evelyn Woods) 5c1b2dbd9d Update hint when switching players; parse the keybind placeholders 2021-01-05 20:44:11 -07:00
Eevee (Evelyn Woods) c6d9eb3271 Fix ctrl-click not working quite right on Macs 2021-01-05 17:18:09 -07:00
Eevee (Evelyn Woods) 05e8f05b41 Correct and fill in a couple editor tile tooltips 2021-01-05 17:16:38 -07:00
Eevee (Evelyn Woods) aed96c8e41 Add a bunch of minor rendering stuff
- Added the active player background

- Added bomb fuses (though LL doesn't use them)

- Added CC2-style double-size blob and walker (though LL doesn't use them)

- Added the rover's directional overlay

- Added custom push animations

- Added custom bouncing heart animations

- Added a puff when opening a door or socket, or revealing a fake floor

- Fixed the rover's animations being a bit mixed up

- Fixed player walk animations occasionally being glitchy

- Touched up the fake floor x-ray tile

- Touched up the canopy x-ray tile

- Touched up the purple ball's shadows

- Touched up the transmogrifier and transmogrify flash
2021-01-05 17:10:21 -07:00
Eevee (Evelyn Woods) 31a1049655 Fix x-ray glasses breaking the renderer 2021-01-04 17:59:24 -07:00
Eevee (Evelyn Woods) fda1c6c66e Fix drag and drop with directories; improve drop zone 2021-01-04 12:56:30 -07:00
Eevee (Evelyn Woods) f03144ba91 Fix editing wire tunnels 2021-01-03 19:45:34 -07:00
Eevee (Evelyn Woods) a72ec8c476 Fix undoing dropping a bowling ball; make bowling balls explode at level edge 2021-01-03 19:31:59 -07:00
Eevee (Evelyn Woods) a4c1aa869b LAYER => LAYERS, oops 2021-01-03 19:15:38 -07:00
Eevee (Evelyn Woods) 683ab6a2c9 Fix some fallout from all that editor rendering stuff 2021-01-03 18:43:24 -07:00
Eevee (Evelyn Woods) 1ce704864c Teach the editor to do partial redraws 2021-01-03 18:21:52 -07:00
Eevee (Evelyn Woods) 90fa352a50 Split out editor drawing and slightly speed up normal drawing 2021-01-03 18:03:58 -07:00
Eevee (Evelyn Woods) 6fc4f6b58f Change StoredCell to also be layered, and update the editor to match 2021-01-03 17:44:16 -07:00
Eevee (Evelyn Woods) 323ed3ee18 Refactor to using cells with fixed slots
This better matches CC2 behavior and also makes some very common
operations, like grabbing a cell's actor or terrain, way faster.

It also allows me to efficiently implement CC2's layer order when
checking for collisions; thin walls are checked before terrain, and
actors only afterwards.  The upshot is that bowling balls no longer
destroy stuff on the other side of a thin wall!

I also did some minor optimizing, mostly by turning loops over an entire
cell's contents into checks for a single layer; Chromium now performs a
bulk test about 30% faster.

Downsides of this change:
- All kinds of stuff may have broken!
- It'll be a little difficult to ever emulate MSCC's curious behavior
  when stacking terrain on top of items or other terrain.  But not
  impossible.
- It'll be far more difficult to emulate buggy Lynx (or maybe it's just
  Tile World?) behavior where some combination of cloners and teleports
  allow a ton of monsters to accumulate in a few cells.  I guess I
  wasn't planning on doing that anyway.
2021-01-03 17:19:27 -07:00
Eevee (Evelyn Woods) cff756597c Fix a few places where two tiles on the same layer could coexist in a cell 2021-01-03 15:18:53 -07:00
Eevee (Evelyn Woods) fe7731efe7 Fix minor issues: ghosts don't affect popwalls, voodoo tiles shouldn't crash, on_bump is unused 2021-01-03 14:06:41 -07:00
Eevee (Evelyn Woods) c6c3ff2d71 Fix losing slide mode when teleporting on a yellow teleport you just dropped 2021-01-03 14:06:04 -07:00
Eevee (Evelyn Woods) 0f1afbb877 Teach format_duration to handle negative durations 2021-01-03 13:48:23 -07:00
Eevee (Evelyn Woods) 9cf2b82c8e Change the bulk test results into a (slightly more compact) table 2021-01-03 13:48:11 -07:00
Eevee (Evelyn Woods) d1646532d5 Draw the countdown frames for the time bomb, and improve its artwork 2021-01-03 13:20:28 -07:00
Eevee (Evelyn Woods) 0e1bd91075 Add a bunch more sound effects 2021-01-03 13:07:15 -07:00
Eevee (Evelyn Woods) 6446a4654b Fix the order of operations for slide mode, again
This fixes an obscure bug where you could redirect a block that was in
the process of sliding off of ice onto floor, because its slide mode had
not yet been cleared.
2021-01-02 23:47:49 -07:00
Eevee (Evelyn Woods) b08750696e Implement replay-compatible blob transmogrifying 2021-01-02 19:50:03 -07:00
Eevee (Evelyn Woods) ed6a98392d Fix the fix for bowling balls destroying players 2021-01-02 17:42:39 -07:00
Eevee (Evelyn Woods) 656d124c89 Fix a crash when blowing up a pink button 2021-01-02 17:42:07 -07:00
Eevee (Evelyn Woods) 6c2602246e Allow rovers to enter popwalls and fake walls 2021-01-02 17:16:27 -07:00
Eevee (Evelyn Woods) c9bcc92bdf Prevent ghosts from toggling swivels 2021-01-02 16:59:20 -07:00
Eevee (Evelyn Woods) 6d519cfa0a Handle a player blowing themselves up with dynamite 2021-01-02 12:23:53 -07:00
Eevee (Evelyn Woods) 69d62f8266 Fix collision masks for dynamite and bowling balls 2021-01-02 12:19:52 -07:00
Eevee (Evelyn Woods) a657682035 Disable zlibbed level URLs since they'll break gliderbot 2021-01-01 22:26:29 -07:00
Eevee (Evelyn Woods) 29df283f80 Add support for zlib-compressed levels in URLs 2021-01-01 22:09:49 -07:00
Eevee (Evelyn Woods) e277a1363e Add a transmogrify sparkle 2021-01-01 21:27:10 -07:00
Eevee (Evelyn Woods) a41baee3fc Fix this fix to player fixing whatever 2021-01-01 20:18:03 -07:00
Eevee (Evelyn Woods) 21286920a2 Add ZIP to the file upload control's extensions 2021-01-01 20:15:36 -07:00
Eevee (Evelyn Woods) 2673f7f9f8 Don't switch players when a non-active player exits 2021-01-01 20:10:00 -07:00
Eevee (Evelyn Woods) d77b25c7c1 Wildly guess about how blob transmogrification might use the PRNG 2021-01-01 20:09:44 -07:00
Eevee (Evelyn Woods) 65535eaded Give that "more levels" header some breathing room 2021-01-01 18:32:31 -07:00
Eevee (Evelyn Woods) 80ef57b0b8 Update README to reflect current status 2021-01-01 18:27:34 -07:00
Eevee (Evelyn Woods) c55a415099 Support drag and drop with a single CCL or ZIP 2021-01-01 18:25:20 -07:00
Eevee (Evelyn Woods) 1b55e82061 Add CC2LP1; streamline the splash page, moving most of the text to the GitHub wiki 2021-01-01 18:18:50 -07:00
Eevee (Evelyn Woods) 1b48c291c9 Implement the pgchip clone block ice cloning hack 2021-01-01 17:30:50 -07:00
Eevee (Evelyn Woods) aac1e09c72 Add support for pgchip's magic number and ice block encoding 2021-01-01 17:11:11 -07:00
Eevee (Evelyn Woods) 0d35274d6a Add support for loading CC2 ZIPs, and parse out C2G game titles 2021-01-01 15:26:33 -07:00
Eevee (Evelyn Woods) f5b1b4a83d Make multi-hints readable by CC2 2021-01-01 14:46:05 -07:00
Eevee (Evelyn Woods) 044c08c3fc Add support for downloading an entire pack as a zipped C2G 2021-01-01 14:44:48 -07:00
Eevee (Evelyn Woods) 83793603d3 Improve interactions between turn-based mode and tic navigation 2021-01-01 13:10:48 -07:00
Eevee (Evelyn Woods) adac6774a4 Remove duplicate code in Tileset drawing 2021-01-01 12:47:54 -07:00
Eevee (Evelyn Woods) c8686f9d66 Copy a level's title to the right places in the editor so it shows in the level browser 2021-01-01 12:44:20 -07:00
Eevee (Evelyn Woods) 4454970564 Split up the Steam loop into begin/finish parts to match what turn-based mode expects 2020-12-31 18:01:40 -07:00
Eevee f0cd4d3c5a Merge pull request #22 from Patashu/master
fix turn-based mode
2020-12-31 17:23:24 -07:00
Eevee (Evelyn Woods) 18b9fd6d4d Add support for a floating selection 2020-12-31 14:49:37 -07:00
Eevee (Evelyn Woods) 2183e7de3c Fix some copy/paste errors in editor tooltips 2020-12-30 18:50:17 -07:00
Eevee (Evelyn Woods) 130b917c81 Lazily load the level in the player and editor, so an unplayable level doesn't break the editor too 2020-12-30 18:21:21 -07:00
Eevee (Evelyn Woods) 93d77ea297 Add support for "rotating" through letter tiles. Fixes #21 2020-12-30 17:57:07 -07:00
Eevee (Evelyn Woods) 2109e4f4fa Fix paths to rotation buttons 2020-12-30 17:50:34 -07:00
Eevee (Evelyn Woods) 15a37457de Add physical rotation buttons 2020-12-30 17:47:29 -07:00
Eevee (Evelyn Woods) fb2f79823c Stub out a selection tool for the editor 2020-12-30 17:28:41 -07:00
Eevee (Evelyn Woods) d700561c0f Add a cursor to the editor 2020-12-30 11:52:27 -07:00
Eevee (Evelyn Woods) 09d220b2a3 Improve ergonomics of the level props dialog a bit 2020-12-30 11:30:50 -07:00
Eevee (Evelyn Woods) 48803b1483 Add tooltip help for most tiles in the editor 2020-12-30 11:08:38 -07:00
Eevee (Evelyn Woods) de53582d47 Fix perception and use it to implement the xray eye 2020-12-29 20:42:53 -07:00
Eevee (Evelyn Woods) 746300a514 Add support for encoding thin walls/canopies; add them to the editor; add support for additive drawing 2020-12-29 20:12:54 -07:00
Eevee (Evelyn Woods) b9a311a18c Merge thin walls into a single tile; split "overlay" layer into correct CC2 parts 2020-12-29 19:29:22 -07:00
Timothy Stiles f6a79456e9 fix turn-based mode 2020-12-30 13:01:01 +11:00
Eevee (Evelyn Woods) 1c5f63b61b Add a new experimental tile: sand 2020-12-29 17:08:51 -07:00
Eevee (Evelyn Woods) 6b0bb9cb3d Prevent pushing a block that's already moving due to a slide push 2020-12-29 12:30:08 -07:00
Eevee (Evelyn Woods) c475500bdb Add in a single-tic delay after a failed teleport 2020-12-29 11:42:41 -07:00
Eevee (Evelyn Woods) be769b7dc8 Clean up doppelganger collision; monsters block doppelgangers, but players and dopps don't block each other 2020-12-29 11:34:51 -07:00
Eevee (Evelyn Woods) 819a2e2203 Make actors bonk on ice even if they weren't already sliding 2020-12-29 10:16:10 -07:00
Eevee (Evelyn Woods) a32b29976e Fix occasionally displaying times as 1:010 2020-12-29 10:15:57 -07:00
Eevee (Evelyn Woods) 6c99752f37 Allow the hook to block monster movement at decision time 2020-12-29 09:03:40 -07:00
Eevee (Evelyn Woods) 41ab804f79 Prevent blocks from pushing sliding blocks, except frame blocks pushing dirt blocks 2020-12-29 08:30:55 -07:00
Eevee (Evelyn Woods) 63f09283ea Make actors explode when starting the level on a bomb 2020-12-29 07:21:18 -07:00
Eevee (Evelyn Woods) 0561e15d0a Move hooking to decision time while fixing the swivel following problem 2020-12-29 07:04:55 -07:00
Eevee (Evelyn Woods) 2c1d047f4b Don't let animations block actors with helmets 2020-12-28 15:03:40 -07:00
Eevee (Evelyn Woods) f54edf8692 Fix the way force floors alter actors' movement when flipping under CC2 rules 2020-12-28 15:03:25 -07:00
Eevee (Evelyn Woods) f6f83a45f1 Add a teleport flash 2020-12-28 14:21:28 -07:00
Eevee (Evelyn Woods) 1e79704f70 Add more experimental tiles: gates and a skeleton key (also some tileset touchups) 2020-12-28 14:00:47 -07:00
Eevee (Evelyn Woods) fa47c28136 Fix some omissions with saving stats for custom level packs 2020-12-28 10:20:08 -07:00
Eevee (Evelyn Woods) dee46b77df Fix black buttons to /always/ separate horizontal and vertical wires 2020-12-28 06:53:19 -07:00
Eevee (Evelyn Woods) b72e20a4a5 Round the bonus down when halving it 2020-12-27 18:26:49 -07:00
Eevee (Evelyn Woods) a2914cc291 In Lynx update mode, only tick an actor's cooldown after an extra move if that move succeeded 2020-12-27 17:32:55 -07:00
Eevee (Evelyn Woods) d10cba7935 Make bowling balls not detonate if bumped by an actor who can't enter the cell 2020-12-27 09:33:02 -07:00
Eevee (Evelyn Woods) 2c9fbbba50 Make ghosts bonk on ice corners too 2020-12-27 09:32:37 -07:00
Eevee (Evelyn Woods) b9f31b4170 Attempt to fix the swap button flickering like mad 2020-12-27 08:51:12 -07:00
Eevee (Evelyn Woods) 1fc8e35843 Run on_ready in reverse order, mostly so initial RFF directions are correct 2020-12-27 08:33:03 -07:00
Eevee (Evelyn Woods) 66ca5f5fff Prevent pickup up a fifth tool when unable to drop one (because it's a yellow teleport and you're not on floor) 2020-12-27 08:05:38 -07:00
Eevee (Evelyn Woods) f30b9b34dd Prevent bumping tiles in a cell that's blocked by thin walls 2020-12-27 08:05:03 -07:00
Eevee (Evelyn Woods) bf952433f1 Allow anything to pull blocks with the hook 2020-12-27 07:41:11 -07:00
Eevee (Evelyn Woods) 6ab3ff9b0b Fix treating a tile as wired if it had an adjacent wire with a tunnel running under it 2020-12-27 07:32:28 -07:00
Eevee (Evelyn Woods) 8211da6cc3 Make gravel and dirt also block doppelganger Cerise 2020-12-27 07:28:38 -07:00
Eevee (Evelyn Woods) 4e5b2f02d9 Make yellow tanks remember a yellow button press made while they were sliding 2020-12-27 07:20:33 -07:00
Eevee (Evelyn Woods) 934a2ec1fa Switch railroad tracks when an actor with the RR sign makes a legal move 2020-12-27 07:08:23 -07:00
Eevee (Evelyn Woods) d4fab4fba2 Restart a "waiting" level when changing compat mode; adjust player state when navigating with debug panel 2020-12-27 07:07:55 -07:00
Eevee (Evelyn Woods) 46a84e80b8 Fix some visual bugs with tracks in the editor 2020-12-27 07:07:23 -07:00
Eevee (Evelyn Woods) f798bd2c9c Move blobs' slime-spreading to happen instantly, not on arrival (and fix some typos) 2020-12-27 06:17:52 -07:00
Eevee (Evelyn Woods) effc709a01 Make the compat preset buttons all the same height 2020-12-27 05:41:32 -07:00
Eevee (Evelyn Woods) 6470575a7b Populate movement_cooldown for lit dynamite; guard against NaNs; check for moving blocks in bump mode 2020-12-27 05:41:03 -07:00
Eevee (Evelyn Woods) c7815ba841 Move teleporter overriding to decision time; treat teleporting as a kind of slide; decouple speed from sliding 2020-12-27 05:40:06 -07:00
Eevee (Evelyn Woods) adb0c4c869 Fix the search radius for orange buttons 2020-12-26 04:34:24 -07:00
Eevee (Evelyn Woods) 059a523347 Make ghosts erase fire even if they just got the boots from the same cell 2020-12-26 04:23:23 -07:00
Eevee (Evelyn Woods) 8fbd454059 Fix rendering in CC2 mode 2020-12-26 04:08:54 -07:00
Eevee (Evelyn Woods) 30b4b89a95 Change traps to not eject their contents when opened by wire 2020-12-26 03:59:21 -07:00
Eevee (Evelyn Woods) a45a0138b9 Fix flipping force floors with something on them
Using `this` here doesn't work because the type just changed!
2020-12-26 03:58:40 -07:00
Eevee (Evelyn Woods) ab22c6ff3f Fix actors trying to reverse when bonking on normal force floors 2020-12-26 03:41:58 -07:00
Eevee (Evelyn Woods) 9c2809be29 Fix interpolation after the tic -> frame change 2020-12-26 03:41:35 -07:00
Eevee (Evelyn Woods) 0500518537 Move sliding back to arrive time, but force floor bonking to movement time 2020-12-26 03:15:00 -07:00
Eevee (Evelyn Woods) 0bb3f78a33 Give flame jets their own mini-pass 2020-12-26 02:03:39 -07:00
Eevee (Evelyn Woods) 09c1976608 Make the bulk tester more aggressive (any more shows no further time gain) 2020-12-26 02:02:24 -07:00
Eevee (Evelyn Woods) 86bf90ee89 Don't let the last player walk back out of the exit 2020-12-24 10:18:45 -07:00
Eevee (Evelyn Woods) a0b34217b4 Implement the goofy CC2 "open trap" tile 2020-12-24 09:44:29 -07:00
Eevee (Evelyn Woods) 019f6a78bc Move hook-pulling code to fix several ordering issues 2020-12-24 09:29:25 -07:00
Eevee (Evelyn Woods) 7b54f88981 Let dynamite blow up even wired floor 2020-12-24 09:20:14 -07:00
Eevee (Evelyn Woods) d3067173d6 Don't search for an exit direction from the red teleporter you entered 2020-12-24 08:01:43 -07:00
Eevee (Evelyn Woods) afe68e1b20 Fix fire to not kill ghosts, again 2020-12-24 07:57:18 -07:00
Eevee (Evelyn Woods) 1727df4e38 Allow ghosts to pass through chip sockets at any time 2020-12-24 07:08:12 -07:00
Eevee (Evelyn Woods) effa166c67 Prevent bestowal of red keys 2020-12-24 07:06:04 -07:00
Eevee (Evelyn Woods) 0e1e577281 Allow doppelgangers to also erase animations 2020-12-24 07:03:26 -07:00
Eevee (Evelyn Woods) d567a2553e Disallow pulling unpushable blocks; play a sound on bowling ball collision 2020-12-24 06:55:50 -07:00
Eevee (Evelyn Woods) 1a7dc3e737 Implement a couple more compat flags and fix some typos with the dialog 2020-12-24 06:30:22 -07:00
Eevee (Evelyn Woods) d20b9bd825 Add another forgotten file... 2020-12-24 06:13:55 -07:00
Eevee (Evelyn Woods) e630893bef Commit some compat icons I forgot about 2020-12-24 06:13:21 -07:00
Eevee (Evelyn Woods) 715d5412e4 Move these links out of the way for now 2020-12-24 06:11:35 -07:00
Eevee (Evelyn Woods) 1968420027 Improve the pack handling experience somewhat
- Include links for the stock packs

- Show completion amount and total time for played packs

- Expose a list of all other packs the player has played

- Allow forgetting a pack

- Jump to the current level when reopening a pack

- Highlight the current level in the level browser, and scroll to it
2020-12-24 05:36:57 -07:00
Eevee (Evelyn Woods) a8800838d4 Add a loading and error screen; also include compat CSS oops 2020-12-24 03:38:13 -07:00
Eevee (Evelyn Woods) 756a563135 Add a (working!) compatibility dialog, and a ruleset dropdown to the bulk tester 2020-12-24 01:51:27 -07:00
Eevee (Evelyn Woods) 2381bd38b9 Add compat switches for using the CC2 timing and update order
Other gameplay changes/fixes that crept in:

- Ghosts no longer pick up red keys

- Doppelgangers now read their movement directly from players, so no
  intermediate variables are necessary

- Spring mining is no longer possible

- Push recursion is detected and prevented

- Bowling balls will also blow up anything that runs into them
2020-12-23 04:30:10 -07:00
Eevee (Evelyn Woods) 1aa406fc7b Move sliding effects to decision time 2020-12-21 03:50:03 -07:00
Eevee (Evelyn Woods) bf743caee5 Fix regression with dropping items on force floors 2020-12-21 00:34:31 -07:00
Eevee (Evelyn Woods) 6ea46c238c Fix doppelganger moves lingering after a player switch/transmog 2020-12-21 00:29:14 -07:00
Eevee (Evelyn Woods) 42dd4b9ce6 Make ghosts with fire boots erase fire and blobs not move between canopies 2020-12-21 00:21:32 -07:00
Eevee (Evelyn Woods) 151f66a0fb Make blobs spread slime onto floor 2020-12-21 00:05:12 -07:00
Eevee (Evelyn Woods) b0aeee6ff0 Allow swapping and cycling even while sliding 2020-12-21 00:04:51 -07:00
Eevee (Evelyn Woods) 077a809168 Possibly fix update rate to be more consistent 2020-12-20 20:23:59 -07:00
Eevee (Evelyn Woods) 74eaab3fde Allow disabling undo for circuitry, too 2020-12-19 21:21:28 -07:00
Eevee 8742e4de25 Merge pull request #15 from magical/undon't
Disable undo during bulk testing
2020-12-19 21:17:30 -07:00
Andrew Ekstedt 8986a497fd Disable undo during bulk testing
Undo generates a lot of garbage. Faster not to.

CC1 bulk test on my laptop:

Firefox 77 speeds up from 61s to 41s
Chrome barely moves, from 34s to 28s
2020-12-19 19:12:28 -08:00
Eevee (Evelyn Woods) 99af6025ee Fix ice blocks to play an animation when destroyed by fire 2020-12-19 19:50:20 -07:00
Eevee (Evelyn Woods) 53838cbdd5 Fix ghosts to ignore force floors too 2020-12-19 19:44:57 -07:00
Eevee (Evelyn Woods) a413d1afc2 Fix bowling balls to start rolling immediately 2020-12-19 19:25:32 -07:00
Eevee (Evelyn Woods) 296d1a356b Fix wired cloner rotation to be permanent 2020-12-19 19:17:14 -07:00
Eevee (Evelyn Woods) 9391052011 Fix a typo and make Cerise block players 2020-12-19 18:48:45 -07:00
Eevee (Evelyn Woods) 86c4561647 Add a basic implementation of the hook 2020-12-19 18:43:30 -07:00
Eevee (Evelyn Woods) f6bf33274f Fix some collision issues with ghosts and timing of dynamite 2020-12-19 18:24:30 -07:00
Eevee (Evelyn Woods) 78800214d0 Rovers can pick up items and push blocks 2020-12-19 17:39:20 -07:00
Eevee (Evelyn Woods) aa0bb5cbc2 Bowling balls still blow up actors when sliding 2020-12-19 17:33:26 -07:00
Eevee (Evelyn Woods) 148beb7d74 Implement all-players-exit behavior; touch up locks, buttons, logic gates; fix demo saving 2020-12-19 17:16:50 -07:00
Eevee (Evelyn Woods) 78f59b38c1 Rewrite wiring code and fix basically all issues with it; faster, undoable, etc. 2020-12-18 19:58:12 -07:00
Eevee (Evelyn Woods) 48f085d0df Remove Level.cells in favor of linear_cells 2020-12-17 15:51:57 -07:00
Eevee (Evelyn Woods) 2fa35336cb Allow running in debug mode automatically when run from localhost 2020-12-17 14:47:30 -07:00
Eevee 7addaefbf0 Merge pull request #14 from magical/jumptotest
Minor quality of life improvements for the bulk tester
2020-12-17 00:01:34 -07:00
Andrew Ekstedt cf90c7ac67 Minor quality of life improvements for the bulk tester
- Jump to result by clicking on the progress bar

- Include level titles in the progress bar hover text

Makes it a little easier to navigate lengthy test results.
2020-12-16 21:51:14 -08:00
Eevee (Evelyn Woods) afec553961 Flame jets only kill actors that aren't moving 2020-12-16 21:25:01 -07:00
Eevee (Evelyn Woods) 7e262feeb6 Delete some old code 2020-12-16 21:24:03 -07:00
Eevee (Evelyn Woods) 6aed1fa38e Improve rotation of frame blocks on railroads 2020-12-16 21:23:37 -07:00
Eevee (Evelyn Woods) 4d5c1b4332 Flame jets destroy anything on them when turned on 2020-12-16 21:01:47 -07:00
Eevee (Evelyn Woods) cace6d4180 Allow CC2 actions anytime the player can move, including on force floors 2020-12-16 20:53:42 -07:00
Eevee (Evelyn Woods) c3889399fd Add support for wired transmogrifiers 2020-12-16 20:19:38 -07:00
Eevee (Evelyn Woods) d4da572940 Fix rovers once and for all; make helmet work more often; rename some stuff; simplify attempt_step 2020-12-16 20:05:36 -07:00
Eevee (Evelyn Woods) 7cf92f7841 Set slide mode twice, to handle the obscure case of grabbing cleats on ice 2020-12-16 14:59:40 -07:00
Eevee (Evelyn Woods) 408e4cd9f6 Yellow tanks give up if blocked 2020-12-16 14:28:11 -07:00
Eevee (Evelyn Woods) 2eb7c4cff9 Fix some bugs in rover collision (and let them go on dirt/gravel); very very close now 2020-12-16 14:18:00 -07:00
Eevee (Evelyn Woods) b42b091181 Fix yellow tank timing; make ghosts go through doors, not stamp dirt 2020-12-16 14:15:32 -07:00
Eevee (Evelyn Woods) 6587cbf7f0 Fix detecting presses of action keys, again 2020-12-16 01:39:17 -07:00
Eevee (Evelyn Woods) af7d2c741b Give the bulk tester a category for early exit 2020-12-16 01:38:45 -07:00
Eevee (Evelyn Woods) a91d7f24a1 Fix when we remember the player's move 2020-12-16 01:14:49 -07:00
Eevee (Evelyn Woods) 1021f30fb8 Partially fix rendering of crossed wires 2020-12-16 00:21:28 -07:00
Eevee (Evelyn Woods) f0e702e397 Fix display of errored levels in bulk tester 2020-12-16 00:12:43 -07:00
Eevee (Evelyn Woods) e48c2ed457 Doppelgangers block other doppelgangers, and cannot exit 2020-12-16 00:09:45 -07:00
Eevee (Evelyn Woods) 1273843f26 Add CC2's single-frame delay after a light switch is pressed 2020-12-15 23:43:21 -07:00
Eevee (Evelyn Woods) 22758e64ac Fix score bonus wrapping onto a new line 2020-12-15 23:01:52 -07:00
Eevee 341296dc3f Merge pull request #11 from magical/grade
Add grade report to the bulk tester
2020-12-15 23:00:56 -07:00
Eevee (Evelyn Woods) 55f0d51e1c Borrow some comments from magical's PR that they did at the same time 2020-12-15 23:00:22 -07:00
Eevee (Evelyn Woods) 62eb1a86e4 Fix some minor wire bugs: NOT/counter/pink button power drawing, circuit block motion, nested wire tunnels 2020-12-15 22:57:32 -07:00
Eevee (Evelyn Woods) 3790e0f07e Allow wired cloners to try other directions 2020-12-15 21:27:58 -07:00
Eevee (Evelyn Woods) daa3581be0 Fix pressing CC2 actions while moving 2020-12-15 21:14:38 -07:00
Andrew Ekstedt 55bf250c63 Add grade report to the bulk tester 2020-12-15 20:08:35 -08:00
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# Lexy's Labyrinth
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!
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)).
It is a work in progress and also might be abandoned and forgotten at any time.
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!
Documentation is underway on the [wiki](https://github.com/eevee/lexys-labyrinth/wiki).
## My lawyer is telling me to say this
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.
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.
## Play online
@@ -10,31 +18,35 @@ Give it a try, I guess! [https://c.eev.ee/lexys-labyrinth/](https://c.eev.ee/le
## Current status
- Supports 99% of Chip's Challenge 1
- Supports 75% of Chip's Challenge 2
- Fully compatible with Chip's Challenge 1 levels... barring a few obscure rule changes
- Fully compatible with Chip's Challenge 2 levels... barring a few obscure bugs
- Completely original tileset, sound effects, and music
- Can load MS Chip's Challenge DAT/CCL files and Steam Chip's Challenge C2M files
- Can load levels from your hard drive
- Can play back replays (demos) from C2M files, though some may desync
- Allows undoing moves, with moderate success
- Has the beginning bits of a level editor
- Compatible with MS Chip's Challenge DAT/CCL files, Steam Chip's Challenge C2G/C2M files, and ZIP files
- Can load one of its built-in level packs, the original levels, or anything you've got lying around
- Able to record and play back demos (replays) from Steam-format levels
- Lets you rewind your mistakes, up to 30 seconds back
- Lets you take the pressure off by switching from real-time to turn-based mode, where nothing moves until you do
- Contains a completely usable level editor with support for every tile in Chip's Challenge 2
- Works on touchscreens too
- Has compatibility settings for opting into behavior (or bugs) from particular implementations
- Debug mode (click the logo in the lower left)
### Planned features
- Save your score, and compare it to the BBC leaderboards
- Load levels directly from the BBC set list
- Support for all of the nonsense in Chip's Challenge 2
- Allow playing the original commercial levels by dragging the data files in from your own computer
- Support various sets of bugs from various implementations
- Play the game turn-based instead of realtime (i.e., nothing moves until Chip does)
- Record demos
- Mouse and touchscreen support
- Bunches of debug features
- Outright cheat in a variety of ways
- Mouse support
### Noble aspirations
## For developers
- New exclusive puzzle elements?? Embrace extend extinguish baby
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`.)
If you have Node installed, you can test the solutions included with the bundled level packs without needing a web browser:
```
node js/headless/bulktest.mjs
```
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.
## Special thanks
@@ -44,5 +56,3 @@ Give it a try, I guess! [https://c.eev.ee/lexys-labyrinth/](https://c.eev.ee/le
- Everyone who worked on [Chip's Challenge Level Pack 1](https://wiki.bitbusters.club/Chip%27s_Challenge_Level_Pack_1), the default set of levels
- [Tile World](https://wiki.bitbusters.club/Tile_World) for being an incredible reference on Lynx mechanics
- Everyone who contributed music — see [`js/soundtrack.js`](js/soundtrack.js) for a list!
Not associated with or blessed by Chuck Sommerville, Niffler, or AOP.
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<title>Lexy's Labyrinth</title>
<link rel="stylesheet" type="text/css" href="style.css">
<link rel="shortcut icon" type="image/png" href="icon.png">
<script>
"use strict";
{
let domloaded = false;
window.addEventListener('DOMContentLoaded', ev => domloaded = true);
let _ll_log_fatal_error = (err, ev) => {
document.getElementById('loading').setAttribute('hidden', '');
let failed = document.getElementById('failed');
failed.removeAttribute('hidden');
document.body.setAttribute('data-mode', 'failed');
failed.classList.add('--got-error');
let stack = '(origin unknown)';
if (err.stack && err.stack.match(/\n/)) {
// Chrome sometimes gives us a stack that's actually just the message without
// any filenames, in which case skip it
stack = err.stack.replace(/^/mg, " ");
}
else if (err.fileName) {
stack = `in ${err.fileName} at ${err.lineNumber}:${err.columnNumber}`;
}
else if (ev) {
stack = `in ${ev.filename} at ${ev.lineno}:${ev.colno}`;
}
failed.querySelector('pre').textContent = `${err.toString()}\n\n${stack}`;
};
window.ll_log_fatal_error = function(err, ev) {
if (domloaded) {
_ll_log_fatal_error(err, ev);
}
else {
window.addEventListener('DOMContentLoaded', () => _ll_log_fatal_error(err, ev));
}
};
let error_listener = ev => {
if (! ev.error)
// Not a script error
return;
try {
ll_log_fatal_error(ev.error, ev);
}
catch (err) {}
};
window.addEventListener('error', error_listener, true);
// Once we've loaded successfully, drop the handler
window.ll_successfully_loaded = function() {
window.removeEventListener('error', error_listener, true);
};
}
</script>
<!-- FIXME it would be super swell if i could load this lazily -->
<script src="https://cdn.jsdelivr.net/npm/sortablejs@latest/Sortable.min.js"></script>
<script type="module" src="js/main.js"></script>
<meta name="og:type" content="website">
<meta name="og:image" content="https://c.eev.ee/lexys-labyrinth/og-preview.png">
<meta name="og:title" content="Lexy's Labyrinth">
<meta name="og:description" content="A (work in progress) reimplementation of Chip's Challenge 1 and 2, using entirely free assets.">
<meta name="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.">
<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.">
<meta name="viewport" content="width=device-width, initial-scale=1, user-scalable=no">
</head>
<body data-mode="splash">
<body data-mode="failed">
<script>document.body.setAttribute('data-mode', 'loading');</script>
<svg id="svg-iconsheet">
<defs>
<g id="svg-icon-menu-chevron">
<path d="M2,4 l6,6 l6,-6 v3 l-6,6 l-6,-6 z"></path>
</g>
<g id="svg-icon-prev">
<path d="M14,1 2,8 14,14 z">
</g>
<g id="svg-icon-next">
<path d="M2,1 14,8 2,14 z">
</g>
<!-- Actions -->
<g id="svg-icon-up">
<path d="M0,12 l8,-8 l8,8 z"></path>
@@ -40,16 +104,26 @@
<path d="M 8,13 13,11 8,9 3,11 Z m 0,2 7,-3 V 11 L 8,8 1,11 v 1 z"></path>
<ellipse cx="5.5" cy="11" rx="0.75" ry="0.5"></ellipse>
</g>
<!-- Hint background -->
<g id="svg-icon-hint">
<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>
<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>
<circle cx="8" cy="12" r="1"></circle>
</g>
<!-- Editor stuff -->
<g id="svg-icon-zoom">
<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>
<path d="M14,12 l-2,2 -4,-4 2,-2 4,4"></path>
</g>
</defs>
</svg>
<header id="header-main">
<img id="header-icon" src="icon.png" alt="">
<h1>Lexy's Labyrinth</h1>
<p>— a game by <a href="https://eev.ee/">eevee</a></p>
<h1><a href="https://github.com/eevee/lexys-labyrinth">Lexy's Labyrinth</a></h1>
<p>— an <a href="https://github.com/eevee/lexys-labyrinth">open source</a> game by <a href="https://eev.ee/">eevee</a></p>
<nav>
<button id="main-about" type="button">about</button>
<button id="main-help" type="button" disabled>help</button>
<button id="main-options" type="button" disabled>options</button>
<button id="main-compat" type="button">mode: <output>lexy</output></button>
<button id="main-options" type="button">options</button>
</nav>
</header>
<header id="header-pack">
@@ -65,117 +139,177 @@
<h3 id="level-name">Level 1 — Key Pyramid</h3>
<nav>
<button id="main-prev-level" type="button">
<svg class="svg-icon" viewBox="0 0 16 16" title="previous"><path d="M14,1 2,8 14,14 z"></svg>
<svg class="svg-icon" viewBox="0 0 16 16" title="previous"><use href="#svg-icon-prev"></svg>
</button>
<button id="main-choose-level" type="button">Level select</button>
<button id="main-next-level" type="button">
<svg class="svg-icon" viewBox="0 0 16 16" title="next"><path d="M2,1 14,8 2,14 z"></svg>
<svg class="svg-icon" viewBox="0 0 16 16" title="next"><use href="#svg-icon-next"></svg>
</button>
</nav>
</header>
<main id="splash">
<main id="failed">
<h1>oops!</h1>
<p>Sorry, the game was unable to load at all.</p>
<p>If you have JavaScript partly or wholly blocked, I salute you! ...but this is an interactive game and cannot work without it.</p>
<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>
<pre class="-with-error stack-trace"></pre>
</main>
<main id="loading" hidden>
<p>...loading...</p>
<div class="scrolling-sidewalk">
<img src="loading.gif" alt="Lexy walking">
</div>
</main>
<script>
document.querySelector('#failed').setAttribute('hidden', '');
document.querySelector('#loading').removeAttribute('hidden');
</script>
<main id="splash" hidden>
<div class="drag-overlay"></div>
<header>
<h1><img src="og-preview.png" alt="">Lexy's Labyrinth</h1>
<p>an unapproved Chip's Challenge emulator</p>
<img src="og-preview.png" alt="">
<h1>Lexy's Labyrinth</h1>
<p>an unofficial <strong>Chip's Challenge</strong>® emulator</p>
<button id="splash-fullscreen" type="button" title="Toggle fullscreen">
<svg class="svg-icon" viewBox="0 0 16 16">
<path d="m 11,1 h 4 V 5 L 14,4 12,6 10,4 12,2 Z"></path>
<path d="m 11,15 h 4 v -4 l -1,1 -2,-2 -2,2 2,2 z"></path>
<path d="M 5,1 H 1 V 5 L 2,4 4,6 6,4 4,2 Z"></path>
<path d="M 5,15 H 1 v -4 l 1,1 2,-2 2,2 -2,2 z"></path>
</svg>
</button>
</header>
<section id="splash-intro">
<p><strong>Welcome</strong> to Lexy's Labyrinth, an open source puzzle game that is curiously similar to — but legally distinct from — the Atari classic <a href="https://en.wikipedia.org/wiki/Chip%27s_Challenge">Chip's Challenge</a>!</p>
<p>Pick a level pack to get started! You can also load and play any levels you've got lying around, or brave the level editor and make one of your own.</p>
<p>If you're not familiar with the game, read up on <a href="https://github.com/eevee/lexys-labyrinth/wiki/How-To-Play">how to play</a>. You can also get more technical details or report bugs on <a href="https://github.com/eevee/lexys-labyrinth">GitHub</a>, find out more about Chip's Challenge via the <a href="https://bitbusters.club/">Bit Busters Club</a> fansite, or support this endeavor (and other things I do) on <a href="https://www.patreon.com/eevee">Patreon</a>.</p>
</section>
<div id="splash-links">
<a href="https://github.com/eevee/lexys-labyrinth/wiki">About</a>
<a href="https://github.com/eevee/lexys-labyrinth/wiki/How-To-Play">How to play</a>
<a href="https://github.com/eevee/lexys-labyrinth">Source code and more</a>
<a href="https://patreon.com/eevee">Support on Patreon</a>
</div>
<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">
<h2>Play community levels</h2>
<!-- populated by js -->
</section>
<h2>Play</h2>
<ul class="played-pack-list" id="splash-stock-pack-list">
<!-- populated by js -->
</ul>
<div class="button-row">
<button type="button" class="button-big" disabled>More levels</button>
<button type="button" class="button-big" disabled>Other saved scores</button>
</div>
<section id="splash-upload-levels">
<h2>Load other levels</h2>
<p>Load and play any levels you have on hand, including the original levels. Supports CCL/DAT, C2G, and individual C2Ms (though scores aren't saved for those). Find more on the <a href="https://sets.bitbusters.club/">Bit Busters Club set list</a>.</p>
<!-- TODO zip files! -->
<p>You can also drag and drop files or directories into this window.</p>
<input id="splash-upload-file" type="file" accept=".dat,.ccl,.c2m,.ccs" multiple>
<input id="splash-upload-dir" type="file" webkitdirectory>
<button type="button" id="splash-upload-file-button" class="button-big">Load files</button>
<button type="button" id="splash-upload-dir-button" class="button-big">Load directory</button>
<p>If you still have the original Microsoft "BOWEP" game lying around, you can play the Chip's Challenge 1 levels by loading <code>CHIPS.DAT</code>.</p>
<p>If you own the Steam versions of <a href="https://store.steampowered.com/app/346850/Chips_Challenge_1/">Chip's Challenge 1</a> (<em>free!</em>) or <a href="https://store.steampowered.com/app/348300/Chips_Challenge_2/">Chip's Challenge 2</a> ($5 last I checked), you can play those too, even on Linux or Mac:</p>
<ol class="normal-list">
<li>Right-click the game in Steam and choose <em>Properties</em>. On the <em>Local Files</em> tab, click <em>Browse local files</em>.</li>
<li>Open the <code>data</code> folder, then <code>games</code>.</li>
<li>You should see either a <code>cc1</code> or <code>cc2</code> folder. Drag it into this window, or load it with the button above.</li>
</ol>
<h2>More levels</h2>
<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>
<div class="button-row">
<input id="splash-upload-file" type="file" accept=".dat,.ccl,.c2m,.ccs,.zip" multiple>
<input id="splash-upload-dir" type="file" webkitdirectory>
<button type="button" id="splash-upload-file-button" class="button-big">Load files</button>
<button type="button" id="splash-upload-dir-button" class="button-big">Load directory</button>
</div>
<ul class="played-pack-list" id="splash-other-pack-list">
<!-- populated by js -->
</ul>
</section>
<section id="splash-your-levels">
<h2>Make your own (WIP lol)</h2>
<p>Please note that the level editor is <strong>very</strong> unfinished, and doesn't even have undo yet. It may eat your work! Beware!</p>
<p><button type="button" id="splash-create-pack" class="button-big">New pack</button></p>
<p><button type="button" id="splash-create-level" class="button-big">New scratch level<br>(won't be saved!)</button></p>
<h2>Create</h2>
<div class="button-row">
<button type="button" id="splash-create-pack" class="button-big">New pack</button>
<button type="button" id="splash-create-level" class="button-big">New scratch level<br>(won't be saved!)</button>
</div>
</section>
</main>
<main id="player" hidden>
<div id="player-main">
<div class="controls">
<div class="play-controls">
<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"></svg>
<span class="keyhint">p</span></button>
<button class="control-restart" type="button" title="restart">
<svg class="svg-icon" viewBox="0 0 16 16"><path d="M13,13 A 7,7 270 1,1 13,3 L15,1 15,7 9,7 11,5 A 4,4 270 1,0 11,11 z"></svg>
</button>
<button class="control-undo" type="button" title="undo">
<svg class="svg-icon" viewBox="0 0 16 16"><path d="M6,5 6,2 1,7 6,12 6,9 A 10,10 60 0,1 15,12 A 10,10 90 0,0 6,5"></svg>
</button>
<button class="control-rewind" type="button" title="rewind">
<svg class="svg-icon" viewBox="0 0 16 16"><path d="M1,8 7,2 7,14 z M9,8 15,2 15,14 z"></svg>
<span class="keyhint">z</span></button>
<label><input class="control-turn-based" type="checkbox"> Turn-based mode</label>
</div>
<div class="actions">
<button class="action-drop" type="button">
<svg class="svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-drop"></use></svg>
drop <span class="keyhint">q</span></button>
<button class="action-cycle" type="button">
<svg class="svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-cycle"></use></svg>
cycle <span class="keyhint">e</span></button>
<button class="action-swap" type="button">
<svg class="svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-swap"></use></svg>
switch <span class="keyhint">c</span></button>
<div id="player-controls">
<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>
<span class="-optional-label">pause</span> <span class="keyhint"><kbd>p</kbd></span></button>
<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>
<span class="-optional-label">retry</span>
</button>
<button class="control-undo" type="button" title="undo">
<svg class="svg-icon" viewBox="0 0 16 16"><path d="M6,5 6,2 1,7 6,12 6,9 A 10,10 60 0,1 15,12 A 10,10 90 0,0 6,5"></path></svg>
<span class="-optional-label">undo</span> <span class="keyhint"><kbd>u</kbd></span></button>
<button class="control-rewind" type="button" title="rewind">
<svg class="svg-icon" viewBox="0 0 16 16"><path d="M1,8 7,2 7,14 z M9,8 15,2 15,14 z"></path></svg>
<span class="-optional-label">rewind</span> <span class="keyhint"><kbd>z</kbd></span></button>
<div class="radio-faux-button-set">
<label><input class="control-turn-based" type="checkbox"> <span>Step <br>mode</span></label>
</div>
</div>
<div id="player-actions">
<button class="action-drop" type="button">
<svg class="svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-drop"></use></svg>
drop <span class="keyhint"><kbd>q</kbd></span></button>
<button class="action-cycle" type="button">
<svg class="svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-cycle"></use></svg>
cycle <span class="keyhint"><kbd>e</kbd></span></button>
<button class="action-swap" type="button">
<svg class="svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-swap"></use></svg>
switch <span class="keyhint"><kbd>c</kbd></span></button>
</div>
<section id="player-game-area">
<div class="level"><!-- level canvas and any overlays go here --></div>
<div class="overlay-message">
<h1 class="-top"></h1>
<div class="-middle"></div>
<p class="-bottom"></p>
<p class="-keyhint"></p>
<div class="player-overlay-message"></div>
<div class="player-hint-wrapper">
<div class="player-hint"></div>
<svg class="player-hint-bg-icon svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-hint"></use></svg>
</div>
<div class="player-level-number">
Level
<output></output>
</div>
<div class="message"></div>
<div class="chips">
<h3>Hearts</h3>
<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>
</div>
<div class="time">
<h3>Time</h3>
<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>
</div>
<div class="bonus">
<h3>Bonus</h3>
<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>
</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>
</section>
<div id="player-music">
<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>
🎵 <a id="player-music-title" target="_blank">title</a> by <a id="player-music-author" target="_blank">author</a>
<audio loop preload="auto">
</div>
</div>
@@ -204,22 +338,18 @@
<div class="-buttons" id="player-debug-time-buttons">
<!-- populated in js -->
</div>
<p>Game speed:
<select name="speed">
<option value="100">100× faster</option>
<option value="50">50× faster</option>
<option value="20">20× faster</option>
<option value="10">10× faster</option>
<option value="5">5× faster</option>
<option value="3">3× faster</option>
<option value="2">2× faster</option>
<option value="3/2">1½× faster</option>
<option value="1" selected>Normal speed</option>
<option value="1/2">2× slower</option>
<option value="1/3">3× slower</option>
<option value="1/4">4× slower</option>
</select>
</p>
<div id="player-debug-speed" class="radio-faux-button-set">
<label><input type="radio" name="speed" value="1/4"><span class="-button">¼</span></label>
<label><input type="radio" name="speed" value="1/3"><span class="-button">⅓</span></label>
<label><input type="radio" name="speed" value="1/2"><span class="-button">½</span></label>
<label><input type="radio" name="speed" value="1"><span class="-button"><strong>1×</strong></span></label>
<label><input type="radio" name="speed" value="2"><span class="-button">2</span></label>
<label><input type="radio" name="speed" value="3"><span class="-button">3</span></label>
<label><input type="radio" name="speed" value="5"><span class="-button">5</span></label>
<label><input type="radio" name="speed" value="10"><span class="-button">10</span></label>
<label><input type="radio" name="speed" value="25"><span class="-button">25</span></label>
<label><input type="radio" name="speed" value="100"><span class="-button">100</span></label>
</div>
<h3>Inventory</h3>
<div class="-inventory">
@@ -263,10 +393,11 @@
</select>
</p>
<ul>
<li><label><input type="checkbox" name="show_actor_bboxes"> Show actor bounding boxes</label></li>
<li><label><input type="checkbox" name="disable_interpolation"> Disable interpolation</label></li>
<li><label><input type="checkbox" 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="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> Player is immortal</label></li>
<li><label><input type="checkbox" disabled> Player ignores collision</label></li>
@@ -277,7 +408,6 @@
<!-- populated in js -->
</div>
<p>Tip: Middle-click to teleport.</p>
<!-- TODO?
- inspect with mouse
- list of actors, or currently pointed-to actor?
@@ -295,72 +425,16 @@
</form>
</main>
<main id="editor" hidden>
<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>
<header></header>
<div class="editor-canvas">
<div class="-container">
<!-- level canvas and any overlays go here -->
<!-- the container is to allow them to scroll as a single unit -->
</div>
</div>
<nav class="controls">
<div id="editor-tile">
</div>
<!--
<p style>
Tip: Right click to color drop.<br>
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>
<nav class="controls"></nav>
<div class="palette"></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
-->
<div id="editor-statusbar"></div>
</main>
</body>
</html>
+145
View File
@@ -0,0 +1,145 @@
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];
}
}
}
}
+236 -14
View File
@@ -4,38 +4,50 @@ export const DIRECTIONS = {
north: {
movement: [0, -1],
bit: 0x01,
opposite_bit: 0x04,
index: 0,
action: 'up',
left: 'west',
right: 'east',
opposite: 'south',
mirrored: 'north',
flipped: 'south',
},
south: {
movement: [0, 1],
bit: 0x04,
opposite_bit: 0x01,
index: 2,
action: 'down',
left: 'east',
right: 'west',
opposite: 'north',
mirrored: 'south',
flipped: 'north',
},
west: {
movement: [-1, 0],
bit: 0x08,
opposite_bit: 0x02,
index: 3,
action: 'left',
left: 'south',
right: 'north',
opposite: 'east',
mirrored: 'east',
flipped: 'west',
},
east: {
movement: [1, 0],
bit: 0x02,
opposite_bit: 0x08,
index: 1,
action: 'right',
left: 'north',
right: 'south',
opposite: 'west',
mirrored: 'west',
flipped: 'east',
},
};
// Should match the bit ordering above, and CC2's order
@@ -53,23 +65,33 @@ export const INPUT_BITS = {
wait: 0x8000,
};
// TODO cc2 order is: swivel, thinwalls, canopy (and yes you can have them all in the same tile)
export const DRAW_LAYERS = {
export const LAYERS = {
terrain: 0,
item: 1,
item_mod: 2,
actor: 3,
overlay: 4,
MAX: 5,
vfx: 4,
swivel: 5,
thin_wall: 6,
canopy: 7,
MAX: 8,
};
export const COLLISION = {
player1: 0x0001,
player2: 0x0002,
player: 0x0003,
real_player1: 0x0001,
real_player2: 0x0002,
real_player: 0x0003,
doppel1: 0x0004,
doppel2: 0x0008,
doppel: 0x000c,
playerlike1: 0x0005,
playerlike2: 0x000a,
playerlike: 0x000f,
block_cc1: 0x0004,
block_cc2: 0x0008, // ice + directional
block_cc1: 0x0010,
block_cc2: 0x0020, // ice + frame (+ circuit, etc)
bowling_ball: 0x0040, // rolling ball, dynamite
// Monsters are a little complicated, because some of them have special rules, e.g. fireballs
// aren't blocked by fire.
@@ -78,14 +100,214 @@ export const COLLISION = {
monster_generic: 0x0100,
fireball: 0x0200,
bug: 0x0400,
yellow_tank: 0x0800,
rover: 0x1000,
ghost: 0x8000,
// For a tile's COLLISION, use one of these bit combinations
monster_solid: 0x7f00, // everything but ghost
monster_any: 0xff00, // everything including ghost
monster_typical: 0x6f00, // everything but ghost and rover
monster_any: 0xff00, // everything including ghost (only used for monster/fire compat flag)
// Combo masks used for matching
all_but_ghost: 0xffff & ~0x8000,
all_but_player: 0xffff & ~0x0003,
all: 0xffff,
all_but_ghost: 0xffff & ~0x8000,
all_but_real_player: 0xffff & ~0x0003,
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;
}
+547
View File
@@ -0,0 +1,547 @@
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();
});
}
}
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+290
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@@ -0,0 +1,290 @@
// 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)
}
+1889
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File diff suppressed because it is too large. Load diff
@@ -1,5 +1,5 @@
import { TransientOverlay } from './main-base.js';
import { mk, mk_svg } from './util.js';
import { TransientOverlay } from '../main-base.js';
import { mk, mk_svg } from '../util.js';
// FIXME could very much stand to have a little animation when appearing
class TileEditorOverlay extends TransientOverlay {
@@ -10,8 +10,43 @@ class TileEditorOverlay extends TransientOverlay {
this.tile = null;
}
edit_tile(tile) {
edit_tile(tile, cell) {
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) {
@@ -45,14 +80,14 @@ class LetterTileEditor extends TileEditorOverlay {
list.addEventListener('change', ev => {
if (this.tile) {
this.mark_dirty();
this.tile.overlaid_glyph = this.root.elements['glyph'].value;
this.editor.mark_tile_dirty(this.tile);
}
});
}
edit_tile(tile) {
super.edit_tile(tile);
edit_tile(tile, cell) {
super.edit_tile(tile, cell);
this.root.elements['glyph'].value = tile.overlaid_glyph;
}
@@ -68,15 +103,16 @@ class HintTileEditor extends TileEditorOverlay {
this.root.append(mk('h3', "Hint text"));
this.text = mk('textarea.editor-hint-tile-text');
this.root.append(this.text);
this.text.addEventListener('input', ev => {
if (this.tile) {
this.text.addEventListener('change', ev => {
if (this.tile && this.text.value !== this.tile.hint_text) {
this.mark_dirty();
this.tile.hint_text = this.text.value;
}
});
}
edit_tile(tile) {
super.edit_tile(tile);
edit_tile(tile, cell) {
super.edit_tile(tile, cell);
this.text.value = tile.hint_text ?? "";
}
@@ -138,19 +174,19 @@ class FrameBlockTileEditor extends TileEditorOverlay {
if (! this.tile)
return;
this.mark_dirty();
if (ev.target.checked) {
this.tile.arrows.add(ev.target.value);
}
else {
this.tile.arrows.delete(ev.target.value);
}
this.editor.mark_tile_dirty(this.tile);
});
this.root.append(arrow_list);
}
edit_tile(tile) {
super.edit_tile(tile);
edit_tile(tile, cell) {
super.edit_tile(tile, cell);
for (let input of this.root.elements['direction']) {
input.checked = tile.arrows.has(input.value);
@@ -189,21 +225,22 @@ class RailroadTileEditor extends TileEditorOverlay {
track_list.append(mk('li', mk('label', input, svg_icons[i])));
}
track_list.addEventListener('change', ev => {
if (this.tile) {
let bit = 1 << ev.target.value;
if (ev.target.checked) {
this.tile.tracks |= bit;
}
else {
this.tile.tracks &= ~bit;
}
this.editor.mark_tile_dirty(this.tile);
if (! this.tile)
return;
this.mark_dirty();
let bit = 1 << ev.target.value;
if (ev.target.checked) {
this.tile.tracks |= bit;
}
else {
this.tile.tracks &= ~bit;
}
});
this.root.append(track_list);
this.root.append(mk('h3', "Switch"));
let switch_list = mk('ul.editor-railroad-tile-tracks.--switch');
let switch_list = mk('ul.editor-railroad-tile-tracks.--switch.editor-tile-editor-svg-parts');
for (let i of track_order) {
let input = mk('input', {type: 'radio', name: 'switch', value: i});
switch_list.append(mk('li', mk('label', input, svg_icons[i].cloneNode(true))));
@@ -212,8 +249,8 @@ class RailroadTileEditor extends TileEditorOverlay {
// TODO if they pick a track that's missing it should add it
switch_list.addEventListener('change', ev => {
if (this.tile) {
this.tile.track_switch = ev.target.value;
this.editor.mark_tile_dirty(this.tile);
this.mark_dirty();
this.tile.track_switch = parseInt(ev.target.value, 10);
}
});
this.root.append(switch_list);
@@ -222,8 +259,8 @@ class RailroadTileEditor extends TileEditorOverlay {
// TODO initial actor facing (maybe only if there's an actor in the cell)
}
edit_tile(tile) {
super.edit_tile(tile);
edit_tile(tile, cell) {
super.edit_tile(tile, cell);
for (let input of this.root.elements['track']) {
input.checked = !! (tile.tracks & (1 << input.value));
@@ -248,6 +285,6 @@ export const TILES_WITH_PROPS = {
railroad: RailroadTileEditor,
// TODO various wireable tiles (hmm not sure how that ui works)
// TODO initial value of counter
// TODO cloner arrows
// TODO cloner arrows (should this be automatic unless you set them explicitly?)
// TODO later, custom floor/wall selection
};
+67 -21
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@@ -1,17 +1,32 @@
import { LAYERS } from './defs.js';
import * as util from './util.js';
export class StoredCell extends Array {
constructor() {
super(LAYERS.MAX);
}
}
export class Replay {
constructor(initial_force_floor_direction, blob_seed, inputs = null) {
constructor(initial_force_floor_direction, blob_seed, inputs = null, step_parity = null, tw_seed = 0) {
this.initial_force_floor_direction = initial_force_floor_direction;
this.blob_seed = blob_seed;
this.step_parity = step_parity;
this.tw_seed = tw_seed;
this.inputs = inputs ?? new Uint8Array;
this.duration = this.inputs.length;
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) {
if (this.duration <= 0) {
return 0;
@@ -48,24 +63,59 @@ export class Replay {
}
}
export class StoredLevel {
// Small shared helper methods for navigating a StoredLevel or Level
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) {
super();
// TODO still not sure this belongs here
this.number = number; // one-based
this.title = '';
this.author = '';
this.password = null;
this.hint = '';
this.chips_required = 0;
this.comment = '';
// A number is a specified count; the default of null means that the chips are counted on
// level init, as in CC2
this.chips_required = null;
this.time_limit = 0;
this.viewport_size = 9;
this.extra_chunks = [];
this.use_cc1_boots = false;
this.use_ccl_compat = false;
// What we were parsed from: 'ccl', 'c2m', or null
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)
// 1 - 4 patterns (default; PRNG + rotating through 0-3)
// 2 - extra random (like deterministic, but initial seed is "actually" random)
this.blob_behavior = 1;
this.hide_logic = false;
// Lazy-loading that allows for checking existence (see methods below)
// TODO this needs a better interface, these get accessed too much atm
@@ -77,25 +127,14 @@ export class StoredLevel {
this.size_y = 0;
this.linear_cells = [];
// Maps of button positions to trap/cloner positions, as scalar indexes
// in the linear cell list
// TODO merge these imo
// Maps of button positions to trap/cloner positions, as scalars
this.has_custom_connections = false;
this.custom_trap_wiring = {};
this.custom_cloner_wiring = {};
this.custom_connections = {};
// New LL feature: custom camera regions, as lists of {x, y, width, height}
this.camera_regions = [];
}
scalar_to_coords(n) {
return [n % this.size_x, Math.floor(n / this.size_x)];
}
coords_to_scalar(x, y) {
return x + y * this.size_x;
}
check() {
}
@@ -124,6 +163,10 @@ export class StoredPack {
// error: any error received while loading the level
// bytes: Uint8Array of the encoded level data
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
@@ -138,10 +181,13 @@ export class StoredPack {
// The editor stores inflated levels at times, so respect that
return meta.stored_level;
}
else {
// Otherwise, attempt to load the level
return this._level_loader(meta);
// Otherwise, attempt to load the level
let stored_level = this._level_loader(meta);
if (! stored_level.has_replay && this.level_replays[index]) {
stored_level._replay = this.level_replays[index];
}
return stored_level;
}
}
+330 -54
View File
@@ -1,4 +1,4 @@
import { DIRECTIONS, DIRECTION_ORDER } from './defs.js';
import { DIRECTIONS, DIRECTION_ORDER, LAYERS } from './defs.js';
import * as format_base from './format-base.js';
import TILE_TYPES from './tiletypes.js';
import * as util from './util.js';
@@ -79,7 +79,7 @@ export function encode_replay(replay, stored_level = null) {
}
let input = replay.inputs[i];
if (input !== prev_input || count >= 252) {
if (input !== prev_input || count >= 252 - 2) {
out[p] = count;
out[p + 1] = input;
p += 2;
@@ -92,6 +92,8 @@ export function encode_replay(replay, stored_level = null) {
}
out[p] = 0xff;
p += 1;
out[p] = 0x00;
p += 1;
out = out.subarray(0, p);
// TODO stick it on the level if given?
return out;
@@ -109,6 +111,16 @@ 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 = {
size: 1,
decode(tile, dirbyte) {
@@ -214,16 +226,46 @@ const TILE_ENCODING = {
extra_args: [arg_direction],
},
0x1b: {
name: 'thinwall_s',
// CC1 south thin wall
name: 'thin_walls',
has_next: true,
modifier: {
dummy: true,
decode(tile, mod) {
tile.edges = DIRECTIONS['south'].bit;
},
encode(tile) {
return 0;
},
},
},
0x1c: {
name: 'thinwall_e',
// CC1 east thin wall
name: 'thin_walls',
has_next: true,
modifier: {
dummy: true,
decode(tile, mod) {
tile.edges = DIRECTIONS['east'].bit;
},
encode(tile) {
return 0;
},
},
},
0x1d: {
name: 'thinwall_se',
// CC1 southeast thin wall
name: 'thin_walls',
has_next: true,
modifier: {
dummy: true,
decode(tile, mod) {
tile.edges = DIRECTIONS['south'].bit | DIRECTIONS['east'].bit;
},
encode(tile) {
return 0;
},
},
},
0x1e: {
name: 'gravel',
@@ -356,8 +398,18 @@ const TILE_ENCODING = {
has_next: true,
},
0x41: {
// FIXME cc2lp1 uses this, i don't know what it actually does
error: "Open trap is not yet implemented!",
name: 'trap',
// Not actually a modifier, just using this for hax
// 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: {
name: 'trap',
@@ -367,8 +419,14 @@ const TILE_ENCODING = {
},
0x44: {
name: 'cloner',
// TODO visual directions bitmask, no gameplay impact, possible editor impact
modifier: null,
modifier: {
decode(tile, mod) {
tile.arrows = mod;
},
encode(tile) {
return tile.arrows;
},
},
},
0x45: {
name: 'hint',
@@ -488,8 +546,8 @@ const TILE_ENCODING = {
else {
tile.direction = DIRECTION_ORDER[modifier & 0x03];
let type = modifier >> 2;
if (type < 6) {
tile.gate_type = ['not', 'and', 'or', 'xor', 'latch-cw', 'nand'][type];
if (type < 7) {
tile.gate_type = ['not', 'and', 'or', 'xor', 'latch-cw', 'nand', 'diode'][type];
}
else if (type === 16) {
tile.gate_type = 'latch-ccw';
@@ -519,6 +577,9 @@ const TILE_ENCODING = {
else if (tile.gate_type === 'nand') {
return 20 + direction_offset;
}
else if (tile.gate_type === 'diode') {
return 24 + direction_offset;
}
else if (tile.gate_type === 'counter') {
return 30 + tile.memory;
}
@@ -744,16 +805,126 @@ const TILE_ENCODING = {
has_next: true,
},
// ------------------------------------------------------------------------------------------------
// 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: {
name: 'gift_bow',
has_next: true,
is_extension: true,
},
0xe1: {
name: 'circuit_block',
has_next: true,
modifier: modifier_wire,
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 = {};
@@ -872,6 +1043,9 @@ export function parse_level(buf, number = 1) {
}
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 hint_tiles = [];
for (let [type, bytes] of read_c2m_sections(buf)) {
@@ -880,7 +1054,7 @@ export function parse_level(buf, number = 1) {
type === 'CLUE' || type === 'NOTE')
{
// These are all singular strings (with a terminating NUL, for some reason)
// XXX character encoding??
// XXX character encoding?? seems to be latin1, ugh
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
@@ -903,13 +1077,26 @@ export function parse_level(buf, number = 1) {
}
else if (type === 'CLUE') {
// Level hint
level.hint = str;
default_hint = str;
}
else if (type === 'NOTE') {
// Author's comments... but might also include multiple hints for levels with
// multiple hint tiles, delineated by [CLUE] (anywhere in the line (!)).
// LL treats extra hints as tile properties, so store them for later
[level.comment, ...extra_hints] = str.split(/\n?^.*\[CLUE\].*$\n?/mg);
// Author's comments... but might also include tags delimiting special blocks, most
// notably for storing multiple hints. Note that this parsing might lose data in
// two cases: if other text is in the same line as the tag (which still counts!),
// it's silently ignored; if there are more [CLUE] blocks than the level has hints,
// 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;
}
@@ -957,11 +1144,11 @@ export function parse_level(buf, number = 1) {
if (view.byteLength <= 22)
continue;
//options.hide_logic = view.getUint8(22, true);
level.hide_logic = !! view.getUint8(22, true);
if (view.byteLength <= 23)
continue;
level.use_cc1_boots = view.getUint8(23, true);
level.use_cc1_boots = !! view.getUint8(23, true);
if (view.byteLength <= 24)
continue;
@@ -1021,6 +1208,10 @@ export function parse_level(buf, number = 1) {
}
}
if (spec.is_extension) {
level.uses_ll_extensions = true;
}
let name = spec.name;
// Make a tile template, possibly dealing with some special cases
@@ -1030,21 +1221,13 @@ export function parse_level(buf, number = 1) {
// bitmask
let mask = bytes[p];
p++;
// This order is important; this is the order CC2 draws them in
if (mask & 0x10) {
cell.push({type: TILE_TYPES['canopy']});
let type = TILE_TYPES['canopy'];
cell[type.layer] = {type};
}
if (mask & 0x08) {
cell.push({type: TILE_TYPES['thinwall_w']});
}
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']});
if (mask & 0x0f) {
let type = TILE_TYPES['thin_walls'];
cell[type.layer] = {type, edges: mask & 0x0f};
}
// 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
@@ -1059,7 +1242,7 @@ export function parse_level(buf, number = 1) {
let type = TILE_TYPES[name];
if (!type) console.error(name, spec);
let tile = {type};
cell.push(tile);
cell[type.layer] = tile;
if (spec.modifier) {
spec.modifier.decode(tile, modifier);
}
@@ -1068,12 +1251,10 @@ export function parse_level(buf, number = 1) {
// TODO this should go on the bottom
// TODO we should sort and also only allow one thing per layer
if (spec.dummy_terrain) {
cell.push({type: TILE_TYPES[spec.dummy_terrain]});
let type = TILE_TYPES[spec.dummy_terrain];
cell[type.layer] = {type};
}
if (type.is_required_chip) {
level.chips_required++;
}
if (type.is_hint) {
// 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
@@ -1093,7 +1274,6 @@ export function parse_level(buf, number = 1) {
if (! spec.has_next)
break;
}
cell.reverse();
level.linear_cells.push(cell);
}
}
@@ -1127,8 +1307,22 @@ export function parse_level(buf, number = 1) {
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 ${bytes.length}`);
level.has_custom_connections = true;
let p = 0;
while (p < bytes.length) {
let src = view.getUint16(p, true);
let dest = view.getUint16(p + 2, true);
level.custom_connections[src] = dest;
p += 4;
}
}
else {
console.warn(`Unrecognized section type '${type}' at offset ${bytes.byteOffset}`);
// console.warn(`Unrecognized section type '${type}' at offset ${bytes.byteOffset}`, view);
// TODO save it, persist when editing level
}
}
@@ -1140,7 +1334,7 @@ export function parse_level(buf, number = 1) {
}
else {
// Fall back to regular hint
tile.hint_text = null;
tile.hint_text = default_hint;
}
}
@@ -1259,6 +1453,7 @@ class C2M {
}
if (typeof buf === 'string' || buf instanceof String) {
// FIXME encode as latin1, maybe with some kludge for anything that doesn't fit
let str = buf;
// C2M also includes the trailing NUL
buf = new ArrayBuffer(str.length + 1);
@@ -1301,7 +1496,9 @@ class C2M {
export function synthesize_level(stored_level) {
let c2m = new C2M;
c2m.add_section('CC2M', '133');
c2m.add_section('CC2M', '7'); // latest version
// 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) {
c2m.add_section('TITL', stored_level.title);
@@ -1311,17 +1508,32 @@ export function synthesize_level(stored_level) {
}
// Options block
let options = new Uint8Array(3);
let options = new Uint8Array(25); // max possible size
let options_length = 0;
new DataView(options.buffer).setUint16(0, stored_level.time_limit, true);
if (stored_level.viewport_size === 10) {
options[2] = 0;
}
else if (stored_level.viewport_size === 9) {
options[2] = 1;
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 for size purposes, omit the block entirely if all options are defaults?
c2m.add_section('OPTN', options);
if (options_length > 0) {
c2m.add_section('OPTN', options.slice(0, options_length));
}
// Store camera regions
// TODO LL feature, should be distinguished somehow
@@ -1338,6 +1550,21 @@ export function synthesize_level(stored_level) {
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_view = new DataView(map_bytes.buffer);
map_bytes[0] = stored_level.size_x;
@@ -1355,11 +1582,44 @@ export function synthesize_level(stored_level) {
map_view = new DataView(map_bytes.buffer);
}
// TODO complain if duplicates on a layer
let dummy_terrain_tile = null;
for (let i = cell.length - 1; i >= 0; i--) {
let handled_thin_walls = false;
for (let i = LAYERS.MAX - 1; i >= 0; i--) {
let tile = cell[i];
// FIXME does not yet support canopy or thin walls >:S
if (! tile)
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];
// Handle the swivel, a tile that draws as an overlay but is stored like terrain. In a
@@ -1368,7 +1628,7 @@ export function synthesize_level(stored_level) {
// save it until we reach the terrain layer, and then sub it in instead.
// TODO if i follow in tyler's footsteps and give swivel its own layer then i'll need to
// complicate this somewhat
if (tile.type.draw_layer === 0 && dummy_terrain_tile) {
if (tile.type.layer === LAYERS.terrain && dummy_terrain_tile) {
tile = dummy_terrain_tile;
spec = REVERSE_TILE_ENCODING[tile.type.name];
}
@@ -1424,12 +1684,18 @@ export function synthesize_level(stored_level) {
}
map_bytes = map_bytes.subarray(0, p);
// Collect hints first so we can put them in the comment field
// FIXME this does not respect global hint, but then, neither does the editor.
hints = hints.map(hint => hint ?? '');
hints.push('');
hints.unshift('');
c2m.add_section('NOTE', hints.join('\n[CLUE]\n'));
let comment = stored_level.comment;
if (hints.length) {
// Collect hints first so we can put them in the comment field
// FIXME this does not respect global hint, but then, neither does the editor.
hints = hints.map(hint => hint ?? '');
hints.push('');
hints.unshift('');
// Must use Windows linebreaks here 🙄
comment += hints.join('\r\n[CLUE]\r\n');
}
// TODO support COM and JETLIFE
c2m.add_section('NOTE', comment);
let compressed_map = compress(map_bytes);
if (compressed_map) {
@@ -1909,6 +2175,16 @@ const MAX_SIMULTANEOUS_REQUESTS = 5;
fetch_map(path, 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);
}
+354 -21
View File
@@ -1,3 +1,4 @@
import { DIRECTIONS, LAYERS } from './defs.js';
import * as format_base from './format-base.js';
import TILE_TYPES from './tiletypes.js';
import * as util from './util.js';
@@ -9,10 +10,10 @@ const TILE_ENCODING = {
0x03: 'water',
0x04: 'fire',
0x05: 'wall_invisible',
0x06: 'thinwall_n',
0x07: 'thinwall_w',
0x08: 'thinwall_s',
0x09: 'thinwall_e',
0x06: ['thin_walls', {edges: DIRECTIONS['north'].bit}],
0x07: ['thin_walls', {edges: DIRECTIONS['west'].bit}],
0x08: ['thin_walls', {edges: DIRECTIONS['south'].bit}],
0x09: ['thin_walls', {edges: DIRECTIONS['east'].bit}],
// This is MSCC's incomprehensible non-directional dirt block, which needs a direction for Lynx
// purposes; Tile World defaults it to north
0x0a: ['dirt_block', 'north'],
@@ -54,7 +55,7 @@ const TILE_ENCODING = {
0x2d: 'gravel',
0x2e: 'popwall',
0x2f: 'hint',
0x30: 'thinwall_se',
0x30: ['thin_walls', {edges: DIRECTIONS['south'].bit | DIRECTIONS['east'].bit}],
0x31: 'cloner',
0x32: 'force_floor_all',
0x33: 'bogus_player_drowned',
@@ -62,7 +63,7 @@ const TILE_ENCODING = {
0x35: 'bogus_player_burned',
0x36: 'wall_invisible', // unused
0x37: 'wall_invisible', // unused
0x38: 'wall_invisible', // unused
0x38: 'ice_block', // unused, but co-opted by pgchip
0x39: 'bogus_player_win',
0x3a: 'bogus_player_win',
0x3b: 'bogus_player_win',
@@ -120,6 +121,45 @@ const TILE_ENCODING = {
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) {
let password = [];
for (let i = 0; i < len; i++) {
@@ -161,10 +201,6 @@ export function parse_level_metadata(bytes) {
// Password, with trailing NUL, and XORed with 0x99 (???)
meta.password = decode_password(bytes, p, field_length - 1);
}
else if (field_type === 0x07) {
// Hint, including trailing NUL, of course
meta.hint = util.string_from_buffer_ascii(bytes, p, field_length - 1);
}
p += field_length;
}
@@ -174,7 +210,9 @@ export function parse_level_metadata(bytes) {
function parse_level(bytes, number) {
let level = new format_base.StoredLevel(number);
level.has_custom_connections = true;
level.use_ccl_compat = true;
level.format = 'ccl';
level.uses_ll_extensions = false;
level.chips_required = 0;
// Map size is always fixed as 32x32 in CC1
level.size_x = 32;
level.size_y = 32;
@@ -194,6 +232,7 @@ function parse_level(bytes, number) {
let unknown = view.getUint16(6, true);
// Same structure twice, for the two layers
let p = 8;
let hint_tiles = [];
for (let l = 0; l < 2; l++) {
let layer_length = view.getUint16(p, true);
p += 2;
@@ -217,14 +256,18 @@ function parse_level(bytes, number) {
throw new Error(`Invalid tile byte 0x${tile_byte.toString(16)} at (${x}, ${y})`);
}
let name, direction;
let name, extra;
if (spec instanceof Array) {
[name, direction] = spec;
[name, extra] = spec;
if (typeof extra === 'string') {
extra = {direction: extra};
}
}
else {
name = spec;
extra = {};
}
let type = TILE_TYPES[name];
let tile = {type: TILE_TYPES[name], ...extra};
for (let i = 0; i < count; i++) {
if (c >= 1024)
@@ -242,7 +285,22 @@ function parse_level(bytes, number) {
continue;
}
cell.unshift({type, direction});
// pgchip grants directions to ice blocks on cloners by putting a clone block
// 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)
@@ -251,9 +309,8 @@ function parse_level(bytes, number) {
// Fix the "floor/empty" nonsense here by adding floor to any cell with no terrain on bottom
for (let cell of level.linear_cells) {
if (cell.length === 0 || cell[0].type.draw_layer !== 0) {
// No terrain; insert a floor
cell.unshift({ type: TILE_TYPES['floor'] });
if (! cell[LAYERS.terrain]) {
cell[LAYERS.terrain] = { type: TILE_TYPES['floor'] };
}
// 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...
@@ -291,7 +348,13 @@ function parse_level(bytes, number) {
let trap_y = field_view.getUint16(q + 6, true);
// Fifth u16 is always zero, possibly live game state
q += 10;
level.custom_trap_wiring[button_x + button_y * level.size_x] = trap_x + trap_y * level.size_x;
// Connections are ignored if they're on the wrong tiles anyway, and we use a single
// 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) {
@@ -304,7 +367,13 @@ function parse_level(bytes, number) {
let cloner_x = field_view.getUint16(q + 4, true);
let cloner_y = field_view.getUint16(q + 6, true);
q += 8;
level.custom_cloner_wiring[button_x + button_y * level.size_x] = cloner_x + cloner_y * level.size_x;
// Connections are ignored if they're on the wrong tiles anyway, and we use a single
// 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) {
@@ -313,12 +382,19 @@ function parse_level(bytes, number) {
}
else if (field_type === 0x07) {
// Hint, including trailing NUL, of course
level.hint = util.string_from_buffer_ascii(bytes, p, field_length - 1);
let 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) {
// Password, but not encoded
// 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) {
// Initial actor order
// TODO ??? should i... trust this...
@@ -347,6 +423,10 @@ export function parse_game(buf) {
// OK
// TODO tile world convention, use lynx rules
}
else if (magic === 0x0003aaac) {
// OK
// TODO add in ice block i guess???
}
else {
throw new Error(`Unrecognized magic number ${magic.toString(16)}`);
}
@@ -374,3 +454,256 @@ export function parse_game(buf) {
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;
}
+134
View File
@@ -0,0 +1,134 @@
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;
}
+2029 -1250
View File
File diff suppressed because it is too large. Load diff
+474
View File
@@ -0,0 +1,474 @@
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();
+173 -12
View File
@@ -1,4 +1,4 @@
import { mk, mk_svg, walk_grid } from './util.js';
import { mk, mk_svg } from './util.js';
// Superclass for the main display modes: the player, the editor, and the splash screen
export class PrimaryView {
@@ -24,6 +24,8 @@ export class PrimaryView {
this.root.setAttribute('hidden', '');
this.active = false;
}
reload_options(options) {}
}
// Stackable modal overlay of some kind, usually a dialog
@@ -31,22 +33,31 @@ export class Overlay {
constructor(conductor, root) {
this.conductor = conductor;
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 automatic dismissal
// Don't propagate clicks on the root element, so they won't trigger a parent overlay's
// automatic dismissal
this.root.addEventListener('click', ev => {
ev.stopPropagation();
});
// Block any window-level key handlers from firing when we type
// Don't propagate keys, either. This is only a partial solution (for when something within
// the dialog has focus), but open() adds another handler to block keys more aggressively
this.root.addEventListener('keydown', ev => {
ev.stopPropagation();
if (ev.key === 'Escape') {
this.close();
}
});
}
open() {
// FIXME ah, but keystrokes can still go to the game, including
// spacebar to begin it if it was waiting. how do i completely disable
// an entire chunk of the page?
if (this.root.isConnected) {
this.close();
}
if (this.conductor.player.state === 'playing') {
this.conductor.player.set_state('paused');
}
@@ -59,11 +70,87 @@ export class Overlay {
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;
}
_remove_global_event_handlers() {
window.removeEventListener('focusin', this.focusin_handler);
window.removeEventListener('keydown', this.keydown_handler, true);
}
close() {
this._remove_global_event_handlers();
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();
}
}
}
@@ -77,6 +164,59 @@ 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 = `${0}px`;
}
}
}
}
// Overlay styled like a dialog box
export class DialogOverlay extends Overlay {
constructor(conductor) {
@@ -98,6 +238,23 @@ export class DialogOverlay extends Overlay {
let button = mk('button', {type: 'button'}, label);
button.addEventListener('click', onclick);
this.footer.append(button);
return button;
}
add_button_gap() {
this.footer.append(mk('div.-spacer'));
}
}
// Informational popup dialog
export class AlertOverlay extends DialogOverlay {
constructor(conductor, message, title = "heads up") {
super(conductor);
this.set_title(title);
this.main.append(mk('p', {}, message));
this.add_button("a'ight", ev => {
this.close();
});
}
}
@@ -107,16 +264,13 @@ export class ConfirmOverlay extends DialogOverlay {
super(conductor);
this.set_title("just checking");
this.main.append(mk('p', {}, message));
let yes = mk('button', {type: 'button'}, "yep");
let no = mk('button', {type: 'button'}, "nope");
yes.addEventListener('click', ev => {
this.add_button("yep", ev => {
this.close();
what();
});
no.addEventListener('click', ev => {
this.add_button("nope", ev => {
this.close();
});
this.footer.append(yes, no);
}
}
@@ -131,6 +285,13 @@ export function flash_button(button) {
}, 500);
}
export function svg_icon(name) {
return mk_svg(
'svg.svg-icon',
{viewBox: '0 0 16 16'},
mk_svg('use', {href: `#svg-icon-${name}`}));
}
export function load_json_from_storage(key) {
return JSON.parse(window.localStorage.getItem(key));
}
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+2238 -747
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+303 -81
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@@ -1,7 +1,39 @@
import { DIRECTIONS, DRAW_LAYERS } from './defs.js';
import { DIRECTIONS, LAYERS } from './defs.js';
import { mk } from './util.js';
import { DrawPacket } from './tileset.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 {
constructor(tileset, fixed_size = null) {
this.tileset = tileset;
@@ -18,16 +50,33 @@ export class CanvasRenderer {
this.viewport_size_x = 9;
this.viewport_size_y = 9;
}
this.canvas = mk('canvas', {width: tileset.size_x * this.viewport_size_x, height: tileset.size_y * this.viewport_size_y});
this.canvas.style.setProperty('--viewport-width', this.viewport_size_x);
this.canvas.style.setProperty('--viewport-height', this.viewport_size_y);
this.canvas = this.constructor.make_canvas(
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-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.viewport_x = 0;
this.viewport_y = 0;
this.viewport_dirty = false;
this.show_actor_bboxes = false;
this.show_actor_order = false;
this.show_facing = false;
this.use_rewind_effect = false;
this.perception = 0; // 0 normal, 1 secret eye, 2 editor
this.perception = 'normal'; // normal, xray, editor, palette
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) {
@@ -35,6 +84,10 @@ export class CanvasRenderer {
// 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!
set_viewport_size(x, y) {
this.viewport_size_x = x;
@@ -42,6 +95,23 @@ export class CanvasRenderer {
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) {
let rect = this.canvas.getBoundingClientRect();
let scale_x = rect.width / this.canvas.width;
@@ -51,6 +121,15 @@ export class CanvasRenderer {
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) {
let rect = this.canvas.getBoundingClientRect();
let scale_x = rect.width / this.canvas.width;
@@ -60,6 +139,15 @@ export class CanvasRenderer {
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
blit(ctx, sx, sy, dx, dy, w = 1, h = w) {
let tw = this.tileset.size_x;
@@ -70,21 +158,36 @@ export class CanvasRenderer {
dx * tw, dy * th, w * tw, h * th);
}
draw(tic_offset = 0) {
_adjust_viewport_if_dirty() {
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) {
console.warn("CanvasRenderer.draw: No level to render");
return;
}
if (this.viewport_dirty) {
this.viewport_dirty = false;
this.canvas.setAttribute('width', this.tileset.size_x * this.viewport_size_x);
this.canvas.setAttribute('height', this.tileset.size_y * this.viewport_size_y);
this.canvas.style.setProperty('--viewport-width', this.viewport_size_x);
this.canvas.style.setProperty('--viewport-height', this.viewport_size_y);
}
this._adjust_viewport_if_dirty();
// Compute the effective current time. Note that this might come out negative before the
// game starts, because we're trying to interpolate backwards from 0, hence the Math.max()
let clock = (this.level.tic_counter ?? 0) + (
(this.level.frame_offset ?? 0) + (update_progress - 1) * this.update_rate) / 3;
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 th = this.tileset.size_y;
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
@@ -93,21 +196,11 @@ export class CanvasRenderer {
// TODO what about levels smaller than the viewport...? shrink the canvas in set_level?
let xmargin = (this.viewport_size_x - 1) / 2;
let ymargin = (this.viewport_size_y - 1) / 2;
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];
}
let [px, py] = this.level.player.visual_position(update_progress, packet.update_rate);
// Figure out where to start drawing
// TODO support overlapping regions better
let x0 = px - xmargin;
let y0 = py - ymargin;
// FIXME editor vs player again ugh, which is goofy since none of this is even relevant;
// maybe need to have a separate positioning method
if (this.level.stored_level) {
for (let region of this.level.stored_level.camera_regions) {
if (px >= region.left && px < region.right &&
py >= region.top && py < region.bottom)
@@ -116,7 +209,6 @@ export class CanvasRenderer {
y0 = Math.max(region.top, Math.min(region.bottom - this.viewport_size_y, y0));
}
}
}
// Always keep us within the map bounds
x0 = Math.max(0, Math.min(this.level.size_x - this.viewport_size_x, x0));
y0 = Math.max(0, Math.min(this.level.size_y - this.viewport_size_y, y0));
@@ -140,73 +232,129 @@ export class CanvasRenderer {
// 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 y1 = Math.min(this.level.size_y - 1, Math.ceil(y0 + this.viewport_size_y));
// Draw one layer at a time, so animated objects aren't overdrawn by
// Tiles in motion (i.e., actors) don't want to be overdrawn by neighboring tiles' terrain,
// so draw in three passes: everything below actors, actors, and everything above actors
// 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 y = yf0; y <= y1; y++) {
for (let tile of this.level.cells[y][x]) {
if (tile.type.draw_layer !== layer)
continue;
for (let x = xf0; x <= x1; x++) {
for (let y = yf0; y <= y1; y++) {
let cell = this.level.cell(x, y);
for (let layer = 0; layer < LAYERS.actor; layer++) {
let tile = cell[layer];
if (! tile)
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
[vx, vy] = tile.visual_position(tic_offset);
// Round this to the pixel grid too!
vx = Math.floor(vx * tw + 0.5) / tw;
vy = Math.floor(vy * th + 0.5) / th;
}
else {
// Non-actors can't move
vx = x;
vy = y;
}
// Note that the blit we pass to the tileset has a different signature:
// blit(
// source_tile_x, source_tile_y,
// mask_x = 0, mask_y = 0, mask_width = 1, mask_height = mask_width,
// mask_dx = mask_x, mask_dy = mask_y)
// This makes it easier to use in the extremely common case of drawing
// part of one tile atop another tile, but still aligned to the grid.
this.tileset.draw(tile, tic, (tx, ty, mx = 0, my = 0, mw = 1, mh = mw, mdx = mx, mdy = my) =>
this.blit(this.ctx,
tx + mx, ty + my,
vx - x0 + mdx, vy - y0 + mdy,
mw, mh));
}
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;
if (this.show_actor_bboxes && ! this.level.linear_cells) { // FIXME dumb hack so this doesn't happen in editor
this.ctx.fillStyle = '#f004';
for (let x = xf0; x <= x1; x++) {
for (let y = yf0; y <= y1; y++) {
let actor = this.level.cells[y][x].get_actor();
if (! actor)
// Handle smooth scrolling
let [vx, vy] = actor.visual_position(update_progress, packet.update_rate);
// Round this to the pixel grid too!
vx = Math.floor(vx * tw + 0.5) / tw;
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 {
packet.perception = this.perception;
}
packet.x = x - x0;
packet.y = y - y0;
packet.offsetx = vx - x;
packet.offsety = vy - y;
// Draw the active player background
if (actor === this.active_player) {
this.tileset.draw_type('#active-player-background', null, packet);
}
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;
let [vx, vy] = actor.visual_position(tic_offset);
// Don't round to the pixel grid; we want to know if the bbox is misaligned!
this.ctx.fillRect((vx - x0) * tw, (vy - y0) * th, 1 * tw, 1 * th);
packet.x = x - x0;
packet.y = y - y0;
this.tileset.draw(tile, packet);
}
}
}
if (this.use_rewind_effect) {
this.draw_rewind_effect(tic);
this.draw_rewind_effect(packet.clock);
}
// Debug overlays
if (this.show_actor_bboxes) {
this.ctx.fillStyle = '#f004';
for (let x = xf0; x <= x1; x++) {
for (let y = yf0; y <= y1; y++) {
let actor = this.level.cell(x, y).get_actor();
if (! actor)
continue;
let [vx, vy] = actor.visual_position(update_progress, packet.update_rate);
// Don't round to the pixel grid; we want to know if the bbox is misaligned!
this.ctx.fillRect((vx - x0) * tw, (vy - y0) * th, 1 * tw, 1 * th);
}
}
}
if (this.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);
let x = (vx + 0.5 - x0) * tw;
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(tic) {
draw_rewind_effect(clock) {
// Shift several rows over in a recurring pattern, like a VHS, whatever that is
let rewind_start = tic / 20 % 1;
let rewind_start = clock / 20 % 1;
for (let chunk = 0; chunk < 4; chunk++) {
let y = Math.floor(this.canvas.height * (chunk + rewind_start) / 4);
for (let dy = 1; dy < 5; dy++) {
@@ -218,11 +366,85 @@ export class CanvasRenderer {
}
}
create_tile_type_canvas(name, tile = null) {
let canvas = mk('canvas', {width: this.tileset.size_x, height: this.tileset.size_y});
// Used by the editor and map previews. Draws a region of the level (probably a StoredLevel),
// assuming nothing is moving.
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');
this.tileset.draw_type(name, tile, 0, this.perception, (tx, ty, mx = 0, my = 0, mw = 1, mh = mw, mdx = mx, mdy = my) =>
this.blit(ctx, tx + mx, ty + my, mdx, mdy, mw, mh));
// Individual tile types always reveal what they are
let packet = new CanvasRendererDrawPacket(this, ctx, 'palette');
packet.x = x;
packet.y = y;
this.tileset.draw_type(name, tile, packet);
return canvas;
}
}
+1936 -573
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+55 -4
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@@ -1,3 +1,5 @@
import * as fflate from './vendor/fflate.js';
// Base class for custom errors
export class LLError extends Error {}
@@ -30,6 +32,12 @@ export function mk(tag_selector, ...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 function mk_svg(tag_selector, ...children) {
let [tag, ...classes] = tag_selector.split('.');
@@ -40,6 +48,22 @@ export function mk_svg(tag_selector, ...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) {
let dropzone_class = options.dropzone_class ?? null;
let on_drop = options.on_drop;
@@ -181,9 +205,16 @@ export function b64decode(data) {
}
export function format_duration(seconds, places = 0) {
let sign = '';
if (seconds < 0) {
seconds = -seconds;
sign = '-';
}
let mins = Math.floor(seconds / 60);
let secs = seconds % 60;
return `${mins}:${secs < 10 ? '0' : ''}${secs.toFixed(places)}`;
let rounded_secs = secs.toFixed(places);
// TODO hours?
return `${sign}${mins}:${parseFloat(rounded_secs) < 10 ? '0' : ''}${rounded_secs}`;
}
export class DelayTimer {
@@ -305,8 +336,6 @@ 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
// - a pool of uploaded in-memory files
@@ -315,7 +344,7 @@ window.walk_grid = walk_grid;
// - HTTP (but only for files we choose ourselves, not arbitrary ones, due to CORS)
// Note that where possible, these classes lowercase all filenames, in keeping with C2G's implicit
// requirement that filenames are case-insensitive :/
class FileSource {
export class FileSource {
constructor() {}
// Get a file's contents as an ArrayBuffer
@@ -405,3 +434,25 @@ export class EntryFileSource extends FileSource {
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;
}
}
+3
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@@ -0,0 +1,3 @@
// 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 R(r);i<e;++i)++a[n[i]-1];var o=new R(r);for(i=0;i<r;++i)o[i]=o[i-1]+a[i-1]<<1;var f;if(t){f=new R(1<<r);var h=15-r;for(i=0;i<e;++i)if(n[i])for(var s=i<<4|n[i],u=r-n[i],l=o[n[i]-1]++<<u,c=l|(1<<u)-1;l<=c;++l)f[Ur[l]>>>h]=s}else for(f=new R(e),i=0;i<e;++i)n[i]&&(f[i]=Ur[o[n[i]-1]++]>>>15-n[i]);return f},tr=new A(288),T=0;T<144;++T)tr[T]=8;for(var T=144;T<256;++T)tr[T]=9;for(var T=256;T<280;++T)tr[T]=7;for(var T=280;T<288;++T)tr[T]=8;for(var vr=new A(32),T=0;T<32;++T)vr[T]=5;var xn=V(tr,9,0),An=V(tr,9,1),Dn=V(vr,5,0),Mn=V(vr,5,1),Gr=function(n){for(var r=n[0],t=1;t<n.length;++t)n[t]>r&&(r=n[t]);return r},X=function(n,r,t){var e=r/8|0;return(n[e]|n[e+1]<<8)>>(r&7)&t},Or=function(n,r){var t=r/8|0;return(n[t]|n[t+1]<<8|n[t+2]<<16)>>(r&7)},Cr=function(n){return(n/8|0)+(n&7&&1)},$=function(n,r,t){(r==null||r<0)&&(r=0),(t==null||t>n.length)&&(t=n.length);var e=new(n instanceof R?R:n instanceof nr?nr:A)(t-r);return e.set(n.subarray(r,t)),e},Fr=function(n,r,t){var 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 EOF";break}}i&&o(s+131072);for(var O=(1<<c)-1,H=(1<<m)-1,j=h;;j=h){var S=u[Or(n,h)&O],Q=S>>>4;if(h+=S&15,h>p){if(a)throw"unexpected EOF";break}if(!S)throw"invalid length/literal";if(Q<256)r[s++]=Q;else if(Q==256){j=h,u=null;break}else{var W=Q-254;if(Q>264){var v=Q-257,d=ur[v];W=X(n,h,(1<<d)-1)+Nr[v],h+=d}var _=l[Or(n,h)&H],J=_>>>4;if(!_)throw"invalid distance";h+=_&15;var Z=zn[J];if(J>3){var d=lr[J];Z+=Or(n,h)&(1<<d)-1,h+=d}if(h>p){if(a)throw"unexpected EOF";break}i&&o(s+131072);for(var q=s+W;s<q;s+=4)r[s]=r[s-Z],r[s+1]=r[s+1-Z],r[s+2]=r[s+2-Z],r[s+3]=r[s+3-Z];s=q}}t.l=u,t.p=j,t.b=s,u&&(f=1,t.m=c,t.d=l,t.n=m)}while(!f);return s==r.length?r:$(r,0,s)},b=function(n,r,t){t<<=r&7;var e=r/8|0;n[e]|=t,n[e+1]|=t>>>8},cr=function(n,r,t){t<<=r&7;var e=r/8|0;n[e]|=t,n[e+1]|=t>>>8,n[e+2]|=t>>>16},Er=function(n,r){for(var t=[],e=0;e<n.length;++e)n[e]&&t.push({s:e,f:n[e]});var i=t.length,a=t.slice();if(!i)return[er,0];if(i==1){var o=new A(t[0].s+1);return o[t[0].s]=1,[o,1]}t.sort(function(F,U){return F.f-U.f}),t.push({s:-1,f:25001});var f=t[0],h=t[1],s=0,u=1,l=2;for(t[0]={s:-1,f:f.f+h.f,l:f,r:h};u!=i-1;)f=t[t[s].f<t[l].f?s++:l++],h=t[s!=u&&t[s].f<t[l].f?s++:l++],t[u++]={s:-1,f:f.f+h.f,l:f,r:h};for(var c=a[0].s,e=1;e<i;++e)a[e].s>c&&(c=a[e].s);var m=new R(c+1),p=Pr(t[u-1],m,0);if(p>r){var e=0,g=0,w=p-r,M=1<<w;for(a.sort(function(U,x){return m[x.s]-m[U.s]||U.f-x.f});e<i;++e){var z=a[e].s;if(m[z]>r)g+=M-(1<<p-m[z]),m[z]=r;else break}for(g>>>=w;g>0;){var y=a[e].s;m[y]<r?g-=1<<r-m[y]++-1:++e}for(;e>=0&&g;--e){var D=a[e].s;m[D]==r&&(--m[D],++g)}p=r}return[new A(m),p]},Pr=function(n,r,t){return n.s==-1?Math.max(Pr(n.l,r,t+1),Pr(n.r,r,t+1)):r[n.s]=t},Vr=function(n){for(var r=n.length;r&&!n[--r];);for(var t=new R(++r),e=0,i=n[0],a=1,o=function(h){t[e++]=h},f=1;f<=r;++f)if(n[f]==i&&f!=r)++a;else{if(!i&&a>2){for(;a>138;a-=138)o(32754);a>2&&(o(a>10?a-11<<5|28690:a-3<<5|12305),a=0)}else if(a>3){for(o(i),--a;a>6;a-=6)o(8304);a>2&&(o(a-3<<5|8208),a=0)}for(;a--;)o(i);a=1,i=n[f]}return[t.subarray(0,e),r]},pr=function(n,r){for(var t=0,e=0;e<r.lenLine truncated
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{
"type": "module"
}
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