export const CC2_TILESET_LAYOUT = { floor: [0, 2], floor_letter: [2, 2], 'floor_letter#ascii': { x0: 0, y0: 0, width: 16, height: 1, }, 'floor_letter#arrows': { north: [14, 31], east: [14.5, 31], south: [15, 31], west: [15.5, 31], }, wall: [1, 2], fire: [ [12, 29], [13, 29], [14, 29], [15, 29], ], water: [ [12, 24], [13, 24], [14, 24], [15, 24], ], ice: [10, 1], ice_sw: [12, 1], ice_nw: [14, 1], ice_ne: [13, 1], ice_se: [11, 1], force_floor_n: [[0, 19], [0, 20]], force_floor_e: [[2, 19], [3, 19]], force_floor_s: [[1, 19], [1, 20]], force_floor_w: [[2, 20], [3, 20]], thief_keys: [15, 21], thief_tools: [3, 2], // TODO these guys don't have floor underneath. swivel_sw: [9, 11], swivel_nw: [10, 11], swivel_ne: [11, 11], swivel_se: [12, 11], swivel_floor: [13, 11], forbidden: [14, 5], turtle: [13, 12], // TODO also 14 + 15 for sinking popwall: [8, 10], bomb: [5, 4], exit: [ [6, 2], [7, 2], [8, 2], [9, 2], ], // TODO moving + swimming + pushing animations player: { north: [0, 22], south: [0, 23], west: [8, 23], east: [8, 22], }, // TODO these shouldn't loop player_drowned: [[4, 5], [5, 5], [6, 5], [7, 5]], player_burned: [[0, 5], [1, 5], [2, 5], [3, 5]], dirt_block: [8, 1], door_red: [0, 1], door_blue: [1, 1], door_yellow: [2, 1], door_green: [3, 1], key_red: [4, 1], key_blue: [5, 1], key_yellow: [6, 1], key_green: [7, 1], chip: [11, 3], chip_extra: [10, 3], socket: [4, 2], dirt: [4, 31], bug: { north: [[0, 7], [1, 7], [2, 7], [3, 7]], east: [[4, 7], [5, 7], [6, 7], [7, 7]], south: [[8, 7], [9, 7], [10, 7], [11, 7]], west: [[12, 7], [13, 7], [14, 7], [15, 7]], }, ball: [[10, 10], [11, 10], [12, 10], [13, 10], [14, 10]], fireball: [[12, 9], [13, 9], [14, 9], [15, 9]], cleats: [2, 6], suction_boots: [3, 6], fire_boots: [1, 6], flippers: [0, 6], hint: [5, 2], score_10: [14, 2], score_100: [13, 2], score_1000: [12, 2], score_2x: [15, 2], }; // XXX need to specify that you can't use this for cc2 levels, somehow export const TILE_WORLD_TILESET_LAYOUT = { floor: [0, 0], wall: [0, 1], chip: [0, 2], water: [0, 3], fire: [0, 4], wall_invisible: [0, 5], thinwall_n: [0, 6], thinwall_w: [0, 7], thinwall_s: [0, 8], thinwall_e: [0, 9], dirt_block: [0, 10], dirt: [0, 11], ice: [0, 12], force_floor_s: [0, 13], // These are "moving blocks", the ones used by cloners // TODO uhh which should i use here. /* dirt_block: { north: [0, 14], west: [0, 15], south: [1, 0], east: [1, 1], }, */ force_floor_n: [1, 2], force_floor_e: [1, 3], force_floor_w: [1, 4], exit: [1, 5], door_blue: [1, 6], door_red: [1, 7], door_green: [1, 8], door_yellow: [1, 9], ice_nw: [1, 10], ice_ne: [1, 11], ice_se: [1, 12], ice_sw: [1, 13], fake_wall: [1, 14], fake_floor: [1, 15], // TODO overlay buffer?? [2, 0] thief_tools: [2, 1], socket: [2, 2], button_green: [2, 3], button_red: [2, 4], green_wall: [2, 5], green_floor: [2, 6], button_brown: [2, 7], button_blue: [2, 8], teleport_blue: [2, 9], bomb: [2, 10], trap: [2, 11], wall_appearing: [2, 12], gravel: [2, 13], popwall: [2, 14], hint: [2, 15], thinwall_se: [3, 0], cloner: [3, 1], force_floor_all: [3, 2], player_drowned: [3, 3], player_burned: [3, 4], player_bombed: [3, 5], explosion_bomb: [3, 6], explosion_other: [3, 7], // 3, 8 unused player_exiting: [3, 9], // 3, 10 and 11 are "exit_extra_{1,2}" // TODO player swimming is 3, 12-15 bug: { north: [4, 0], west: [4, 1], south: [4, 2], east: [4, 3], }, fireball: { north: [4, 4], west: [4, 5], south: [4, 6], east: [4, 7], }, ball: { north: [4, 8], west: [4, 9], south: [4, 10], east: [4, 11], }, tank_blue: { north: [4, 12], west: [4, 13], south: [4, 14], east: [4, 15], }, glider: { north: [5, 0], west: [5, 1], south: [5, 2], east: [5, 3], }, teeth: { north: [5, 4], west: [5, 5], south: [5, 6], east: [5, 7], }, walker: { north: [5, 8], west: [5, 9], south: [5, 10], east: [5, 11], }, blob: { north: [5, 12], west: [5, 13], south: [5, 14], east: [5, 15], }, paramecium: { north: [6, 0], west: [6, 1], south: [6, 2], east: [6, 3], }, key_blue: [6, 4], key_red: [6, 5], key_green: [6, 6], key_yellow: [6, 7], flippers: [6, 8], fire_boots: [6, 9], cleats: [6, 10], suction_boots: [6, 11], player: { north: [6, 12], south: [6, 14], west: [6, 13], east: [6, 15], }, }; export class Tileset { constructor(image, layout, size_x, size_y) { this.image = image; this.layout = layout; this.size_x = size_x; this.size_y = size_y; } // Helper to draw to a canvas using tile coordinates blit(ctx, sx, sy, dx, dy, scale = 1) { let w = this.size_x * scale; let h = this.size_y * scale; ctx.drawImage( this.image, sx * this.size_x, sy * this.size_y, w, h, dx * this.size_x, dy * this.size_y, w, h); } draw(tile, ctx, x, y) { let name = tile.type.name; let drawspec = this.layout[name]; let coords = drawspec; if (! coords) console.error(name); if (!(coords instanceof Array)) { // Must be an object of directions coords = coords[tile.direction ?? 'south']; } if (coords[0] instanceof Array) { coords = coords[0]; } this.blit(ctx, coords[0], coords[1], x, y); // Special behavior for special objects // TODO? hardcode this less? if (name === 'floor_letter') { let n = tile.ascii_code - 32; let scale = 0.5; let sx, sy; if (n < 0) { // Arrows if (n < -4) { // Default to south n = -2; } let direction = ['north', 'east', 'south', 'west'][n + 4]; [sx, sy] = this.layout['floor_letter#arrows'][direction]; } else { // ASCII text (only up through uppercase) let letter_spec = this.layout['floor_letter#ascii']; if (n > letter_spec.width / scale * letter_spec.height / scale) { n = 0; } let w = letter_spec.width / scale; sx = (letter_spec.x0 + n % w) * scale; sy = (letter_spec.y0 + Math.floor(n / w)) * scale; } let offset = (1 - scale) / 2; this.blit( ctx, sx, sy, x + offset, y + offset, scale); } } }