lexys-labyrinth/js/tileset.js
2020-10-28 00:17:41 -06:00

883 lines
27 KiB
JavaScript

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],
no_sign: [14, 5],
directional_block: {
base: [15, 5],
arrows: [3, 10],
},
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],
popwall2: [8, 10],
gravel: [9, 10],
ball: [[10, 10], [11, 10], [12, 10], [13, 10], [14, 10]],
steel: {
// Wiring!
base: [15, 10],
wired: [9, 26],
is_wired_optional: true,
},
// 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],
'#wire-tunnel': [14, 11],
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: {
base: [0, 19],
animate_height: 1,
},
force_floor_e: {
base: [3, 19],
animate_width: -1,
},
force_floor_s: {
base: [1, 20],
animate_height: -1,
},
force_floor_w: {
base: [2, 20],
animate_width: 1,
},
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],
},
blocked: 'pushing',
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]],
},
bogus_player_drowned: {
overlay: [5, 5], // splash
base: 'water',
},
bogus_player_burned_fire: {
overlay: [2, 5], // explosion frame 3
base: 'fire',
},
bogus_player_burned: {
overlay: [2, 5], // explosion frame 3
base: 'floor',
},
water: [
[12, 24],
[13, 24],
[14, 24],
[15, 24],
],
'#unpowered': [13, 26],
'#powered': [15, 26],
player2: {
normal: {
north: [0, 27],
south: [0, 28],
west: [8, 28],
east: [8, 27],
},
blocked: 'pushing',
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]],
},
pushing: {
north: [8, 29],
east: [9, 29],
south: [10, 29],
west: [11, 29],
},
swimming: {
north: [[0, 29], [1, 29]],
east: [[2, 29], [3, 29]],
south: [[4, 29], [5, 29]],
west: [[6, 29], [7, 29]],
},
// The classic CC2 behavior, spinning on ice
skating: [[0, 27], [8, 27], [0, 28], [8, 28]],
// TODO i don't know what CC2 does
forced: {
north: [2, 27],
east: [10, 27],
south: [2, 28],
west: [10, 28],
},
// These are frames from the splash/explosion animations
drowned: [5, 5],
burned: [1, 5],
exploded: [1, 5],
failed: [1, 5],
},
fire: [
[12, 29],
[13, 29],
[14, 29],
[15, 29],
],
// 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: {
closed: [2, 11],
open: [2, 11],
},
wall_appearing: [2, 12],
gravel: [2, 13],
popwall: [2, 14],
popwall2: [2, 14],
hint: [2, 15],
thinwall_se: [3, 0],
cloner: [3, 1],
force_floor_all: [3, 2],
splash: [3, 3],
bogus_player_drowned: [3, 3],
bogus_player_burned_fire: [3, 4],
bogus_player_burned: [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',
blocked: '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]],
}),
popwall2: [9, 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],
},
}),
// TODO player2 equivalents
bogus_player_burned_fire: {
overlay: [6, 33],
base: 'fire',
},
bogus_player_burned: {
overlay: [6, 33],
base: 'floor',
},
});
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) {
// TODO all four is a different thing entirely with two separate parts, ugh
// Draw the appropriate wire underlay
this.draw_type(tile.cell.is_powered ? '#powered' : '#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;
}
}
}
else if (drawspec.arrows) {
// Directional blocks have a specific overlay, but draw the base first
coords = drawspec.base;
}
else if (drawspec.animate_width) {
// Force floors animate their... cutout, I guess?
let [x, y] = drawspec.base;
let duration = 3 * this.animation_slowdown;
x += drawspec.animate_width * (tic % duration / duration);
// Round to tile width
x = Math.floor(x * this.size_x + 0.5) / this.size_x;
coords = [x, y];
}
else if (drawspec.animate_height) {
// Same, but along the other axis
let [x, y] = drawspec.base;
let duration = 3 * this.animation_slowdown;
y += drawspec.animate_height * (tic % duration / duration);
// Round to tile height
y = Math.floor(y * this.size_y + 0.5) / this.size_y;
coords = [x, y];
}
// Apply custom per-type visual states
if (TILE_TYPES[name] && 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]);
}
// Wired tiles may also have tunnels, drawn on top of everything else
if (drawspec.wired && tile && tile.wire_tunnel_directions) {
let tunnel_coords = this.layout['#wire-tunnel'];
let tunnel_width = 6/32;
let tunnel_length = 12/32;
let tunnel_offset = (1 - tunnel_width) / 2;
if (tile.wire_tunnel_directions & DIRECTIONS['north'].bit) {
blit(tunnel_coords[0] + tunnel_offset, tunnel_coords[1],
tunnel_offset, 0, tunnel_width, tunnel_length);
}
if (tile.wire_tunnel_directions & DIRECTIONS['south'].bit) {
blit(tunnel_coords[0] + tunnel_offset, tunnel_coords[1] + 1 - tunnel_length,
tunnel_offset, 1 - tunnel_length, tunnel_width, tunnel_length);
}
if (tile.wire_tunnel_directions & DIRECTIONS['west'].bit) {
blit(tunnel_coords[0], tunnel_coords[1] + tunnel_offset,
0, tunnel_offset, tunnel_length, tunnel_width);
}
if (tile.wire_tunnel_directions & DIRECTIONS['east'].bit) {
blit(tunnel_coords[0] + 1 - tunnel_length, tunnel_coords[1] + tunnel_offset,
1 - tunnel_length, tunnel_offset, tunnel_length, tunnel_width);
}
}
// Directional blocks have arrows drawn on top
if (drawspec.arrows && tile && tile.arrows) {
let [x, y] = drawspec.arrows;
if (tile.arrows.has('north')) {
blit(x, y, 0, 0, 1, 0.25);
}
if (tile.arrows.has('east')) {
blit(x + 0.75, y, 0.75, 0, 0.25, 1);
}
if (tile.arrows.has('south')) {
blit(x, y + 0.75, 0, 0.75, 1, 0.25);
}
if (tile.arrows.has('west')) {
blit(x, y, 0, 0, 0.25, 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);
}
}
}