import { DIRECTIONS } from './defs.js'; import TILE_TYPES from './tiletypes.js'; // TODO really need to specify this format more concretely, whoof // XXX special kinds of drawing i know this has for a fact: // - letter tiles draw from a block of half-tiles onto the center of the base // - slime and walkers have double-size tiles when moving // - wired tiles are a whole thing // - thin walls are packed into just two tiles // - rover has a half-tile overlay for its direction? // - railroad tracks overlay a Lot // - directional blocks have arrows in an awkward layout, not 4x4 grid but actually positioned on the edges // - green and purple toggle walls use an overlay export const CC2_TILESET_LAYOUT = { '#wire-width': 1/16, 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], dirt_block: [8, 1], // xray ice: [10, 1], ice_se: [11, 1], ice_sw: [12, 1], ice_ne: [13, 1], ice_nw: [14, 1], cloner: [15, 1], floor: { // Wiring! base: [0, 2], wired: [8, 26], is_wired_optional: true, }, wall_invisible: [0, 2], wall_appearing: [0, 2], wall: [1, 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], }, thief_tools: [3, 2], socket: [4, 2], hint: [5, 2], exit: [ [6, 2], [7, 2], [8, 2], [9, 2], ], ice_block: [10, 2], // TODO ice block xray score_1000: [12, 2], score_100: [13, 2], score_10: [14, 2], score_2x: [15, 2], // LCD digit font green_chip: [9, 3], chip_extra: [10, 3], chip: [11, 3], // bribe // mercury boot // canopy, xray // TODO lit dynamite: [0, 4], bomb: [5, 4], green_bomb: [6, 4], // TODO bomb fuse tile, ugh floor_custom_green: [8, 4], floor_custom_pink: [9, 4], floor_custom_yellow: [10, 4], floor_custom_blue: [11, 4], wall_custom_green: [12, 4], wall_custom_pink: [13, 4], wall_custom_yellow: [14, 4], wall_custom_blue: [15, 4], explosion: [[0, 5], [1, 5], [2, 5], [3, 5]], splash: [[4, 5], [5, 5], [6, 5], [7, 5]], flame_jet_off: [8, 5], flame_jet_on: [[9, 5], [10, 5], [11, 5]], popdown_wall: [12, 5], popdown_floor: [12, 5], popdown_floor_visible: [13, 5], forbidden: [14, 5], // TODO arrows overlay at [3, 10] directional_block: [15, 5], flippers: [0, 6], fire_boots: [1, 6], cleats: [2, 6], suction_boots: [3, 6], hiking_boots: [4, 6], // speed boots...? not boots though // weird translucent spiral // weird translucent red button_blue: [8, 6], button_green: [9, 6], button_red: [10, 6], button_brown: [11, 6], button_pink: { base: [0, 2], wired: [12, 6], }, button_black: { base: [0, 2], wired: [13, 6], }, button_orange: [14, 6], button_yellow: [15, 6], // TODO moving 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]], }, tank_blue: { north: [[0, 8], [1, 8]], east: [[2, 8], [3, 8]], south: [[4, 8], [5, 8]], west: [[6, 8], [7, 8]], }, glider: { north: [[8, 8], [9, 8]], east: [[10, 8], [11, 8]], south: [[12, 8], [13, 8]], west: [[14, 8], [15, 8]], }, green_floor: [[0, 9], [1, 9], [2, 9], [3, 9]], purple_floor: [[4, 9], [5, 9], [6, 9], [7, 9]], green_wall: { base: 'green_floor', overlay: [8, 9], }, purple_wall: { base: 'purple_floor', overlay: [8, 9], }, trap: { closed: [9, 9], open: [10, 9], }, button_gray: [11, 9], // Fireball animation is REALLY FAST, runs roughly twice per move fireball: [ [12, 9], [13, 9], [14, 9], [15, 9], [12, 9], [13, 9], [14, 9], [15, 9], ], fake_wall: [0, 10], fake_floor: [0, 10], // Thin walls are built piecemeal from these two tiles; the first is N/S, // the second is E/W thinwall_n: { tile: [1, 10], mask: [0, 0, 1, 0.5], }, thinwall_s: { tile: [1, 10], mask: [0, 0.5, 1, 0.5], }, thinwall_w: { tile: [2, 10], mask: [0, 0, 0.5, 1], }, thinwall_e: { tile: [2, 10], mask: [0.5, 0, 0.5, 1], }, thinwall_se: { base: 'thinwall_s', overlay: 'thinwall_e', }, // TODO directional block arrows teleport_blue: { base: [0, 2], wired: [[4, 10], [5, 10], [6, 10], [7, 10]], }, popwall: [8, 10], gravel: [9, 10], ball: [[10, 10], [11, 10], [12, 10], [13, 10], [14, 10]], steel: [15, 10], // TODO only animates while moving teeth: { // NOTE: CC2 inexplicably dropped north teeth and just uses the south // sprites instead north: [[0, 11], [1, 11], [2, 11]], east: [[3, 11], [4, 11], [5, 11]], south: [[0, 11], [1, 11], [2, 11]], west: [[6, 11], [7, 11], [8, 11]], }, swivel_sw: [9, 11], swivel_nw: [10, 11], swivel_ne: [11, 11], swivel_se: [12, 11], swivel_floor: [13, 11], // TODO some kinda four-edges thing again stopwatch_penalty: [15, 11], paramecium: { north: [[0, 12], [1, 12], [2, 12]], east: [[3, 12], [4, 12], [5, 12]], south: [[6, 12], [7, 12], [8, 12]], west: [[9, 12], [10, 12], [11, 12]], }, foil: [12, 12], turtle: { // Turtles draw atop fake water, but don't act like water otherwise overlay: [13, 12], // TODO also 14 + 15 for sinking base: 'water', }, walker: [0, 13], // TODO walker animations span multiple tiles, rgh helmet: [0, 14], stopwatch_toggle: [14, 14], stopwatch_bonus: [15, 14], blob: [0, 15], // TODO blob animations also span multiple tiles // TODO [0, 16] some kinda red/blue outline floor_mimic: [0, 2], // TODO [14, 16] with xray // TODO [15, 16] some kinda yellow/black outline // timid teeth bowling_ball: [6, 17], // TODO also +18 when rolling tank_yellow: { north: [[8, 17], [9, 17]], east: [[10, 17], [11, 17]], south: [[12, 17], [13, 17]], west: [[14, 17], [15, 17]], }, // TODO rover has layers and moves and stuff rover: [0, 18], xray_eye: [11, 18], ghost: { north: [12, 18], east: [13, 18], south: [14, 18], west: [15, 18], }, 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]], teleport_green: [[4, 19], [5, 19], [6, 19], [7, 19]], teleport_yellow: [[8, 19], [9, 19], [10, 19], [11, 19]], transmogrifier: [[12, 19], [13, 19], [14, 19], [15, 19]], teleport_red: { base: [0, 2], wired: [[4, 20], [5, 20], [6, 20], [7, 20]], }, slime: [[8, 20], [9, 20], [10, 20], [11, 20], [12, 20], [13, 20], [14, 20], [15, 20]], force_floor_all: [[0, 21], [1, 21], [2, 21], [3, 21], [4, 21], [5, 21], [6, 21], [7, 21]], // latches // switch thief_keys: [15, 21], player: { normal: { north: [0, 22], south: [0, 23], west: [8, 23], east: [8, 22], }, moving: { north: [[0, 22], [1, 22], [2, 22], [3, 22], [4, 22], [5, 22], [6, 22], [7, 22]], east: [[8, 22], [9, 22], [10, 22], [11, 22], [12, 22], [13, 22], [14, 22], [15, 22]], south: [[0, 23], [1, 23], [2, 23], [3, 23], [4, 23], [5, 23], [6, 23], [7, 23]], west: [[8, 23], [9, 23], [10, 23], [11, 23], [12, 23], [13, 23], [14, 23], [15, 23]], }, pushing: { north: [8, 24], east: [9, 24], south: [10, 24], west: [11, 24], }, swimming: { north: [[0, 24], [1, 24]], east: [[2, 24], [3, 24]], south: [[4, 24], [5, 24]], west: [[6, 24], [7, 24]], }, // The classic CC2 behavior, spinning on ice skating: [[0, 22], [8, 22], [0, 23], [8, 23]], // TODO i don't know what CC2 does forced: { north: [2, 22], east: [10, 22], south: [2, 23], west: [10, 23], }, // These are frames from the splash/explosion animations drowned: [5, 5], burned: [1, 5], exploded: [1, 5], failed: [1, 5], }, bogus_player_win: { overlay: [0, 23], base: 'exit', }, bogus_player_swimming: { north: [[0, 24], [1, 24]], east: [[2, 24], [3, 24]], south: [[4, 24], [5, 24]], west: [[6, 24], [7, 24]], }, water: [ [12, 24], [13, 24], [14, 24], [15, 24], ], '#unpowered': [13, 26], '#powered': [15, 26], player2: { moving: { north: [[0, 27], [1, 27], [2, 27], [3, 27], [4, 27], [5, 27], [6, 27], [7, 27]], south: [[0, 28], [1, 28], [2, 28], [3, 28], [4, 28], [5, 28], [6, 28], [7, 28]], west: [[8, 28], [9, 28], [10, 28], [11, 28], [12, 28], [13, 28], [14, 28], [15, 28]], east: [[8, 27], [9, 27], [10, 27], [11, 27], [12, 27], [13, 27], [14, 27], [15, 27]], }, normal: { north: [0, 27], south: [0, 28], west: [8, 28], east: [8, 27], }, }, fire: [ [12, 29], [13, 29], [14, 29], [15, 29], ], // TODO these shouldn't loop and also seem to be more general player_drowned: [[4, 5], [5, 5], [6, 5], [7, 5]], player_burned: [[0, 5], [1, 5], [2, 5], [3, 5]], // TODO handle train tracks! this is gonna be complicated. railroad: [9, 10], railroad_sign: [4, 31], dirt: [4, 31], no_player2_sign: [5, 31], no_player1_sign: [6, 31], // misc other stuff }; // 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], // This is the non-directed dirt block, which we don't have // dirt_block: [0, 10], dirt: [0, 11], ice: [0, 12], force_floor_s: [0, 13], 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], splash: [3, 3], player_drowned: [3, 3], player_burned: [3, 4], player_bombed: [3, 5], explosion: [3, 6], explosion_other: [3, 7], // TODO ??? // 3, 8 unused bogus_player_win: [3, 9], // TODO 10 and 11 too? does this animate? bogus_player_swimming: { north: [3, 12], west: [3, 13], south: [3, 14], east: [3, 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: { normal: { north: [6, 12], south: [6, 14], west: [6, 13], east: [6, 15], }, moving: 'normal', pushing: 'normal', swimming: { north: [3, 12], west: [3, 13], south: [3, 14], east: [3, 15], }, skating: 'normal', forced: 'normal', burned: [3, 4], // TODO TW's lynx mode doesn't use this! it uses the generic failed exploded: [3, 6], failed: [3, 7], }, }; export const LL_TILESET_LAYOUT = Object.assign({}, CC2_TILESET_LAYOUT, { // Completed teeth sprites teeth: Object.assign({}, CC2_TILESET_LAYOUT.teeth, { north: [[0, 32], [1, 32], [2, 32], [1, 32]], }), // Extra player sprites player: Object.assign({}, CC2_TILESET_LAYOUT.player, { skating: { north: [0, 33], east: [1, 33], south: [2, 33], west: [3, 33], }, forced: 'skating', burned: { north: [4, 33], east: [5, 33], south: [6, 33], west: [7, 33], }, }), }); 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; this.animation_slowdown = 2; } draw(tile, tic, blit) { this.draw_type(tile.type.name, tile, tic, blit); } // Draws a tile type, given by name. Passing in a tile is optional, but // without it you'll get defaults. draw_type(name, tile, tic, blit) { let drawspec = this.layout[name]; if (! drawspec) { console.error(`Don't know how to draw tile type ${name}!`); return; } if (drawspec.overlay) { // Goofy overlay thing used for green/purple toggle tiles and // southeast thin walls. Draw the base (a type name), then draw // the overlay (either a type name or a regular draw spec). // TODO chance of infinite recursion here this.draw_type(drawspec.base, tile, tic, blit); if (typeof drawspec.overlay === 'string') { this.draw_type(drawspec.overlay, tile, tic, blit); return; } else { drawspec = drawspec.overlay; } } let coords = drawspec; if (drawspec.mask) { // Some tiles (OK, just the thin walls) don't actually draw a full // tile, so some adjustments are needed; see below coords = drawspec.tile; } else if (drawspec.wired) { if (tile && tile.wire_directions !== undefined && tile.wire_directions !== 0) { // TODO all four is a different thing entirely // Draw the appropriate wire underlay this.draw_type('#unpowered', tile, tic, blit); // Draw a masked part of the base tile let wiredir = tile.wire_directions; let wire_radius = this.layout['#wire-width'] / 2; let wire0 = 0.5 - wire_radius; let wire1 = 0.5 + wire_radius; let [bx, by] = drawspec.base; if ((wiredir & DIRECTIONS['north'].bit) === 0) { blit(bx, by, 0, 0, 1, wire0); } if ((wiredir & DIRECTIONS['south'].bit) === 0) { blit(bx, by + wire1, 0, wire1, 1, wire0); } if ((wiredir & DIRECTIONS['west'].bit) === 0) { blit(bx, by, 0, 0, wire0, 1); } if ((wiredir & DIRECTIONS['east'].bit) === 0) { blit(bx + wire1, by, wire1, 0, wire0, 1); } // Then draw the wired tile as normal coords = drawspec.wired; } else { // There's no wiring here, so just draw the base and then draw the wired part on top // as normal. If the wired part is optional (as is the case for flooring in the CC2 // tileset), draw the base as normal instead. if (drawspec.is_wired_optional) { coords = drawspec.base; } else { blit(drawspec.base[0], drawspec.base[1]); coords = drawspec.wired; } } } // Apply custom per-type visual states if (TILE_TYPES[name].visual_state) { // Note that these accept null, too, and return a default let state = TILE_TYPES[name].visual_state(tile); // If it's a string, that's an alias for another state if (typeof coords[state] === 'string') { coords = coords[coords[state]]; } else { coords = coords[state]; } if (! coords) { console.warn("No such state", state, "for tile", name, tile); } } // Generic sprite definitions from here on! // If we still have an object, it must be a table of directions if (!(coords instanceof Array)) { coords = coords[(tile && tile.direction) ?? 'south']; } // Deal with animation if (coords[0] instanceof Array) { if (tic !== null) { if (tile && tile.animation_speed) { // This tile reports its own animation timing (in tics), so trust that, and just // use the current tic's fraction. // That said: adjusting animation speed complicates this slightly. Consider the // player's walk animation, which takes 4 tics to complete, during which time we // cycle through 8 frames. Playing that at half speed means only half the // animation actually plays, but if the player continues walking, then on the // NEXT four tics, we should play the other half. To make this work, use the // tic as a global timer as well: if the animation started on tics 0-4, play the // first half; if it started on tics 5-8, play the second half. They could get // out of sync if the player hesitates, but no one will notice that, and this // approach minimizes storing extra state. let i = (tile.animation_progress + tic % 1) / tile.animation_speed; // But do NOT do this for explosions or splashes, which have a fixed duration // and only play once if (this.animation_slowdown > 1 && ! tile.type.ttl) { // i ranges from [0, 1), but a slowdown of N means we'll only play the first // 1/N of it before the game ends (or loops) the animation. // So increase by [0..N-1] to get it in some other range, then divide by N // to scale back down to [0, 1) i += Math.floor(tic / tile.animation_speed % this.animation_slowdown); i /= this.animation_slowdown; } coords = coords[Math.floor(i * coords.length)]; } else { // This tile animates on a global timer, one cycle every quarter of a second coords = coords[Math.floor(tic / this.animation_slowdown % 5 / 5 * coords.length)]; } } else { coords = coords[0]; } } if (drawspec.mask) { // Continue on with masking coords = drawspec.tile; let [x0, y0, w, h] = drawspec.mask; blit(coords[0] + x0, coords[1] + y0, x0, y0, w, h); } else { if (!coords) console.error(name, tile); blit(coords[0], coords[1]); } // 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; blit(sx, sy, offset, offset, scale, scale); } } }