1194 lines
39 KiB
JavaScript
1194 lines
39 KiB
JavaScript
import { DIRECTIONS } from './defs.js';
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import TILE_TYPES from './tiletypes.js';
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// TODO really need to specify this format more concretely, whoof
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// XXX special kinds of drawing i know this has for a fact:
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// - letter tiles draw from a block (one of two blocks!) of half-tiles onto the center of the base
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// - force floors are cropped from a double-size tile
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// - wired tiles are a whole thing (floor)
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// - thin walls are packed into just two tiles
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// - directional blocks have arrows in an awkward layout, not 4x4 grid but actually positioned on the edges
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// - green and purple toggle walls use an overlay
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// - turtles use an overlay, seem to pick a tile at random every so often
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// - animations are common, should maybe have configurable timing??
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// - custom floors and walls /should/ be consolidated into a single tile probably
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// - thin walls should probably be consolidated?
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// - traps have a state
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// special features i currently have
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// - directions for actors, can be used anywhere
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// - arrows: for directional blocks
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// - mask: for thin walls (though the idea is useful in many more places)
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// - wired: for wired tiles
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// - overlay: for green/purple walls mostly, also some bogus cc1 tiles
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// things that are currently NOT handled
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// - bomb is supposed to have a fuse
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// - critters should only animate when moving
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// - rover animation depends on behavior, also has a quarter-tile overlay for its direction
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// - slime and walkers have double-size tiles when moving
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// - logic gates draw over the stuff underneath them
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// - railroad tracks overlay a Lot
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// - canopy, at all
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// - swivel's floor (eugh)
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// - xray vision
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// - editor vision
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export const CC2_TILESET_LAYOUT = {
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'#wire-width': 1/16,
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door_red: [0, 1],
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door_blue: [1, 1],
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door_yellow: [2, 1],
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door_green: [3, 1],
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key_red: [4, 1],
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key_blue: [5, 1],
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key_yellow: [6, 1],
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key_green: [7, 1],
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dirt_block: [8, 1],
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// xray
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ice: [10, 1],
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ice_se: [11, 1],
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ice_sw: [12, 1],
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ice_ne: [13, 1],
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ice_nw: [14, 1],
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cloner: [15, 1],
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floor: {
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// Wiring!
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base: [0, 2],
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wired: [8, 26],
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wired_cross: [10, 26],
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is_wired_optional: true,
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},
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wall_invisible: [0, 2],
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wall_appearing: [0, 2],
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wall: [1, 2],
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floor_letter: [2, 2],
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'floor_letter#ascii': {
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x0: 0,
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y0: 0,
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width: 16,
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height: 1,
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},
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'floor_letter#arrows': {
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north: [14, 31],
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east: [14.5, 31],
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south: [15, 31],
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west: [15.5, 31],
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},
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thief_tools: [3, 2],
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socket: [4, 2],
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hint: [5, 2],
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exit: [
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[6, 2],
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[7, 2],
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[8, 2],
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[9, 2],
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],
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ice_block: [10, 2],
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// TODO ice block xray
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score_1000: [12, 2],
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score_100: [13, 2],
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score_10: [14, 2],
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score_2x: [15, 2],
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// LCD digit font
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green_chip: [9, 3],
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chip_extra: [10, 3],
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chip: [11, 3],
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bribe: [12, 3],
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speed_boots: [13, 3],
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// canopy, xray
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// TODO lit
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dynamite: [0, 4],
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bomb: [5, 4],
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green_bomb: [6, 4],
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// TODO bomb fuse tile, ugh
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floor_custom_green: [8, 4],
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floor_custom_pink: [9, 4],
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floor_custom_yellow: [10, 4],
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floor_custom_blue: [11, 4],
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wall_custom_green: [12, 4],
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wall_custom_pink: [13, 4],
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wall_custom_yellow: [14, 4],
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wall_custom_blue: [15, 4],
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explosion: [[0, 5], [1, 5], [2, 5], [3, 5]],
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splash_slime: [[0, 5], [1, 5], [2, 5], [3, 5]],
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splash: [[4, 5], [5, 5], [6, 5], [7, 5]],
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flame_jet_off: [8, 5],
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flame_jet_on: [[9, 5], [10, 5], [11, 5]],
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popdown_wall: [12, 5],
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popdown_floor: [12, 5],
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popdown_floor_visible: [13, 5],
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no_sign: [14, 5],
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directional_block: {
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base: [15, 5],
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arrows: [3, 10],
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},
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flippers: [0, 6],
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fire_boots: [1, 6],
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cleats: [2, 6],
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suction_boots: [3, 6],
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hiking_boots: [4, 6],
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lightning_bolt: [5, 6],
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// weird translucent spiral
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// weird translucent red
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button_blue: [8, 6],
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button_green: [9, 6],
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button_red: [10, 6],
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button_brown: [11, 6],
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button_pink: {
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base: [0, 2],
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wired: [12, 6],
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},
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button_black: {
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base: [0, 2],
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wired: [13, 6],
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},
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button_orange: [14, 6],
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button_yellow: [15, 6],
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// TODO moving
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bug: {
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north: [[0, 7], [1, 7], [2, 7], [3, 7]],
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east: [[4, 7], [5, 7], [6, 7], [7, 7]],
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south: [[8, 7], [9, 7], [10, 7], [11, 7]],
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west: [[12, 7], [13, 7], [14, 7], [15, 7]],
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},
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tank_blue: {
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north: [[0, 8], [1, 8]],
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east: [[2, 8], [3, 8]],
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south: [[4, 8], [5, 8]],
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west: [[6, 8], [7, 8]],
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},
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glider: {
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north: [[8, 8], [9, 8]],
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east: [[10, 8], [11, 8]],
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south: [[12, 8], [13, 8]],
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west: [[14, 8], [15, 8]],
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},
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green_floor: [[0, 9], [1, 9], [2, 9], [3, 9]],
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purple_floor: [[4, 9], [5, 9], [6, 9], [7, 9]],
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green_wall: {
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base: 'green_floor',
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overlay: [8, 9],
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},
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purple_wall: {
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base: 'purple_floor',
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overlay: [8, 9],
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},
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trap: {
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closed: [9, 9],
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open: [10, 9],
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},
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button_gray: [11, 9],
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// Fireball animation is REALLY FAST, runs roughly twice per move
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fireball: [
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[12, 9], [13, 9], [14, 9], [15, 9],
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[12, 9], [13, 9], [14, 9], [15, 9],
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],
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fake_wall: [0, 10],
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fake_floor: [0, 10],
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// Thin walls are built piecemeal from these two tiles; the first is N/S,
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// the second is E/W
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thinwall_n: {
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tile: [1, 10],
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mask: [0, 0, 1, 0.5],
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},
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thinwall_s: {
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tile: [1, 10],
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mask: [0, 0.5, 1, 0.5],
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},
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thinwall_w: {
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tile: [2, 10],
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mask: [0, 0, 0.5, 1],
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},
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thinwall_e: {
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tile: [2, 10],
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mask: [0.5, 0, 0.5, 1],
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},
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thinwall_se: {
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base: 'thinwall_s',
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overlay: 'thinwall_e',
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},
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// TODO directional block arrows
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teleport_blue: {
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base: [0, 2],
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wired: [[4, 10], [5, 10], [6, 10], [7, 10]],
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},
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popwall: [8, 10],
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popwall2: [8, 10],
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gravel: [9, 10],
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ball: [[10, 10], [11, 10], [12, 10], [13, 10], [14, 10]],
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steel: {
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// Wiring!
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base: [15, 10],
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wired: [9, 26],
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wired_cross: [11, 26],
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is_wired_optional: true,
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},
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// TODO only animates while moving
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teeth: {
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// NOTE: CC2 inexplicably dropped north teeth and just uses the south
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// sprites instead
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north: [[0, 11], [1, 11], [2, 11]],
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east: [[3, 11], [4, 11], [5, 11]],
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south: [[0, 11], [1, 11], [2, 11]],
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west: [[6, 11], [7, 11], [8, 11]],
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},
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swivel_sw: [9, 11],
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swivel_nw: [10, 11],
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swivel_ne: [11, 11],
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swivel_se: [12, 11],
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swivel_floor: [13, 11],
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'#wire-tunnel': [14, 11],
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stopwatch_penalty: [15, 11],
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paramecium: {
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north: [[0, 12], [1, 12], [2, 12]],
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east: [[3, 12], [4, 12], [5, 12]],
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south: [[6, 12], [7, 12], [8, 12]],
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west: [[9, 12], [10, 12], [11, 12]],
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},
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foil: [12, 12],
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turtle: {
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// Turtles draw atop fake water, but don't act like water otherwise
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overlay: [13, 12], // TODO also 14 + 15 for sinking
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base: 'water',
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},
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walker: [0, 13],
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// FIXME walker animations span multiple tiles
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helmet: [0, 14],
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stopwatch_toggle: [14, 14],
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stopwatch_bonus: [15, 14],
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blob: [0, 15],
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// FIXME blob animations span multiple tiles
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// TODO [0, 16] some kinda red/blue outline
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floor_mimic: [0, 2], // TODO [14, 16] with xray
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// TODO [15, 16] some kinda yellow/black outline
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// timid teeth
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bowling_ball: [6, 17], // TODO also +18 when rolling
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tank_yellow: {
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north: [[8, 17], [9, 17]],
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east: [[10, 17], [11, 17]],
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south: [[12, 17], [13, 17]],
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west: [[14, 17], [15, 17]],
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},
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// TODO rover has layers and moves and stuff
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rover: [0, 18],
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xray_eye: [11, 18],
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ghost: {
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north: [12, 18],
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east: [13, 18],
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south: [14, 18],
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west: [15, 18],
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},
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force_floor_n: {
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base: [0, 19],
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animate_height: 1,
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},
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force_floor_e: {
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base: [3, 19],
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animate_width: -1,
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},
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force_floor_s: {
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base: [1, 20],
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animate_height: -1,
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},
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force_floor_w: {
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base: [2, 20],
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animate_width: 1,
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},
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teleport_green: [[4, 19], [5, 19], [6, 19], [7, 19]],
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teleport_yellow: [[8, 19], [9, 19], [10, 19], [11, 19]],
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transmogrifier: [[12, 19], [13, 19], [14, 19], [15, 19]],
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teleport_red: {
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base: [0, 2],
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wired: [[4, 20], [5, 20], [6, 20], [7, 20]],
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},
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slime: [[8, 20], [9, 20], [10, 20], [11, 20], [12, 20], [13, 20], [14, 20], [15, 20]],
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force_floor_all: [[0, 21], [1, 21], [2, 21], [3, 21], [4, 21], [5, 21], [6, 21], [7, 21]],
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// latches
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light_switch_off: {
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base: [14, 21],
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wired: [12, 21],
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},
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light_switch_on: {
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base: [14, 21],
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wired: [13, 21],
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},
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thief_keys: [15, 21],
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player: {
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normal: {
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north: [0, 22],
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south: [0, 23],
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west: [8, 23],
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east: [8, 22],
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},
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blocked: 'pushing',
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moving: {
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north: [[0, 22], [1, 22], [2, 22], [3, 22], [4, 22], [5, 22], [6, 22], [7, 22]],
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east: [[8, 22], [9, 22], [10, 22], [11, 22], [12, 22], [13, 22], [14, 22], [15, 22]],
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south: [[0, 23], [1, 23], [2, 23], [3, 23], [4, 23], [5, 23], [6, 23], [7, 23]],
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west: [[8, 23], [9, 23], [10, 23], [11, 23], [12, 23], [13, 23], [14, 23], [15, 23]],
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},
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pushing: {
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north: [8, 24],
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east: [9, 24],
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south: [10, 24],
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west: [11, 24],
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},
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swimming: {
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north: [[0, 24], [1, 24]],
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east: [[2, 24], [3, 24]],
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south: [[4, 24], [5, 24]],
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west: [[6, 24], [7, 24]],
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},
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// The classic CC2 behavior, spinning on ice
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skating: [[0, 22], [8, 22], [0, 23], [8, 23]],
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// TODO i don't know what CC2 does
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forced: {
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north: [2, 22],
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east: [10, 22],
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south: [2, 23],
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west: [10, 23],
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},
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// These are frames from the splash/explosion animations
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drowned: [5, 5],
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slimed: [5, 5],
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burned: [1, 5],
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exploded: [1, 5],
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failed: [1, 5],
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},
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bogus_player_win: {
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overlay: [0, 23],
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base: 'exit',
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},
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bogus_player_swimming: {
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north: [[0, 24], [1, 24]],
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east: [[2, 24], [3, 24]],
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south: [[4, 24], [5, 24]],
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west: [[6, 24], [7, 24]],
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},
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bogus_player_drowned: {
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overlay: [5, 5], // splash
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base: 'water',
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},
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bogus_player_burned_fire: {
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overlay: [2, 5], // explosion frame 3
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base: 'fire',
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},
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bogus_player_burned: {
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overlay: [2, 5], // explosion frame 3
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base: 'floor',
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},
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water: [
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[12, 24],
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[13, 24],
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[14, 24],
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[15, 24],
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],
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logic_gate: {
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special: 'logic-gate',
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logic_gate_tiles: {
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'latch-ccw': {
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north: [8, 21],
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east: [9, 21],
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south: [10, 21],
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west: [11, 21],
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},
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not: {
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north: [0, 25],
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east: [1, 25],
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south: [2, 25],
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west: [3, 25],
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},
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and: {
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north: [4, 25],
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east: [5, 25],
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south: [6, 25],
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west: [7, 25],
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},
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or: {
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north: [8, 25],
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east: [9, 25],
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south: [10, 25],
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west: [11, 25],
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},
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xor: {
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north: [12, 25],
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east: [13, 25],
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south: [14, 25],
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west: [15, 25],
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},
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'latch-cw': {
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north: [0, 26],
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east: [1, 26],
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south: [2, 26],
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west: [3, 26],
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},
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nand: {
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north: [4, 26],
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east: [5, 26],
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south: [6, 26],
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west: [7, 26],
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},
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counter: [14, 26],
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},
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},
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'#unpowered': [13, 26],
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'#powered': [15, 26],
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player2: {
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normal: {
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north: [0, 27],
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south: [0, 28],
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west: [8, 28],
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east: [8, 27],
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},
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blocked: 'pushing',
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moving: {
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north: [[0, 27], [1, 27], [2, 27], [3, 27], [4, 27], [5, 27], [6, 27], [7, 27]],
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south: [[0, 28], [1, 28], [2, 28], [3, 28], [4, 28], [5, 28], [6, 28], [7, 28]],
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west: [[8, 28], [9, 28], [10, 28], [11, 28], [12, 28], [13, 28], [14, 28], [15, 28]],
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east: [[8, 27], [9, 27], [10, 27], [11, 27], [12, 27], [13, 27], [14, 27], [15, 27]],
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},
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pushing: {
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north: [8, 29],
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east: [9, 29],
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south: [10, 29],
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west: [11, 29],
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},
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swimming: {
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north: [[0, 29], [1, 29]],
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east: [[2, 29], [3, 29]],
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south: [[4, 29], [5, 29]],
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west: [[6, 29], [7, 29]],
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},
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// The classic CC2 behavior, spinning on ice
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skating: [[0, 27], [8, 27], [0, 28], [8, 28]],
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// TODO i don't know what CC2 does
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forced: {
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north: [2, 27],
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east: [10, 27],
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south: [2, 28],
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west: [10, 28],
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},
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// These are frames from the splash/explosion animations
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drowned: [5, 5],
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slimed: [5, 5],
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burned: [1, 5],
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exploded: [1, 5],
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failed: [1, 5],
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},
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fire: [
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[12, 29],
|
|
[13, 29],
|
|
[14, 29],
|
|
[15, 29],
|
|
],
|
|
|
|
// TODO handle train tracks! this is gonna be complicated.
|
|
railroad: {
|
|
special: 'railroad',
|
|
base: [9, 10],
|
|
railroad_ties: {
|
|
ne: [0, 30],
|
|
se: [1, 30],
|
|
sw: [2, 30],
|
|
nw: [3, 30],
|
|
ew: [4, 30],
|
|
ns: [5, 30],
|
|
},
|
|
railroad_switch: [6, 30],
|
|
railroad_inactive: {
|
|
ne: [7, 30],
|
|
se: [8, 30],
|
|
sw: [9, 30],
|
|
nw: [10, 30],
|
|
ew: [11, 30],
|
|
ns: [12, 30],
|
|
},
|
|
railroad_active: {
|
|
ne: [13, 30],
|
|
se: [14, 30],
|
|
sw: [15, 30],
|
|
nw: [0, 31],
|
|
ew: [1, 31],
|
|
ns: [2, 31],
|
|
},
|
|
},
|
|
railroad_sign: [3, 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]],
|
|
}),
|
|
|
|
// 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],
|
|
},
|
|
slimed: [1, 38],
|
|
}),
|
|
// TODO player2 equivalents
|
|
player2: Object.assign({}, CC2_TILESET_LAYOUT.player2, {
|
|
slimed: [1, 38],
|
|
}),
|
|
bogus_player_burned_fire: {
|
|
overlay: [6, 33],
|
|
base: 'fire',
|
|
},
|
|
bogus_player_burned: {
|
|
overlay: [6, 33],
|
|
base: 'floor',
|
|
},
|
|
|
|
// Custom tiles
|
|
popwall2: [9, 32],
|
|
bestowal_bow: [10, 32],
|
|
|
|
// Blob and walker in all four directions
|
|
blob: {
|
|
north: [[0, 35], [1, 35], [2, 35], [3, 35], [4, 35], [5, 35], [6, 35], [7, 35]],
|
|
east: [[8, 35], [9, 35], [10, 35], [11, 35], [12, 35], [13, 35], [14, 35], [15, 35]],
|
|
south: [[0, 36], [1, 36], [2, 36], [3, 36], [4, 36], [5, 36], [6, 36], [7, 36]],
|
|
west: [[8, 36], [9, 36], [10, 36], [11, 36], [12, 36], [13, 36], [14, 36], [15, 36]],
|
|
},
|
|
walker: {
|
|
north: [[0, 37], [1, 37], [2, 37], [3, 37]],
|
|
east: [[4, 37], [5, 37], [6, 37], [7, 37]],
|
|
// Same animations but played backwards
|
|
south: [[2, 37], [1, 37], [0, 37], [3, 37]],
|
|
west: [[6, 37], [5, 37], [4, 37], [7, 37]],
|
|
},
|
|
|
|
// Custom VFX
|
|
splash_slime: [[0, 38], [1, 38], [2, 38], [3, 38]],
|
|
});
|
|
|
|
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);
|
|
}
|
|
|
|
// Draw a "standard" drawspec, which is either:
|
|
// - a single tile: [x, y]
|
|
// - an animation: [[x0, y0], [x1, y1], ...]
|
|
// - a directional tile: { north: T, east: T, ... } where T is either of the above
|
|
_draw_standard(drawspec, tile, tic, blit, mask = []) {
|
|
// If we have an object, it must be a table of directions
|
|
let coords = drawspec;
|
|
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];
|
|
}
|
|
}
|
|
|
|
blit(coords[0], coords[1], ...mask);
|
|
}
|
|
|
|
_draw_logic_gate(drawspec, tile, tic, blit) {
|
|
// Layer 1: wiring state
|
|
// Always draw the unpowered wire base
|
|
let unpowered_coords = this.layout['#unpowered'];
|
|
let powered_coords = this.layout['#powered'];
|
|
blit(...unpowered_coords);
|
|
if (tile && tile.cell) {
|
|
// What goes on top varies a bit...
|
|
// FIXME implement for NOT and counter!
|
|
let r = this.layout['#wire-width'] / 2;
|
|
if (tile.cell.powered_edges & DIRECTIONS[tile.direction].bit) {
|
|
// Output (on top)
|
|
let [x0, y0, x1, y1] = this._rotate(tile.direction, 0.5 - r, 0, 0.5 + r, 0.5);
|
|
blit(powered_coords[0], powered_coords[1], x0, y0, x1 - x0, y1 - y0);
|
|
}
|
|
if (tile.cell.powered_edges & DIRECTIONS[DIRECTIONS[tile.direction].right].bit) {
|
|
// Right input, which includes the middle
|
|
let [x0, y0, x1, y1] = this._rotate(tile.direction, 0.5 - r, 0.5 - r, 1, 1);
|
|
blit(powered_coords[0], powered_coords[1], x0, y0, x1 - x0, y1 - y0);
|
|
}
|
|
if (tile.cell.powered_edges & DIRECTIONS[DIRECTIONS[tile.direction].left].bit) {
|
|
// Left input, which does not include the middle
|
|
let [x0, y0, x1, y1] = this._rotate(tile.direction, 0, 0.5 - r, 0.5 - r, 1);
|
|
blit(powered_coords[0], powered_coords[1], x0, y0, x1 - x0, y1 - y0);
|
|
}
|
|
}
|
|
|
|
// Layer 2: the tile itself
|
|
this._draw_standard(drawspec.logic_gate_tiles[tile.gate_type], tile, tic, blit);
|
|
|
|
// Layer 3: counter number
|
|
if (tile.gate_type === 'counter') {
|
|
blit(0, 3, tile.memory * 0.75, 0, 0.75, 1, 0.125, 0);
|
|
}
|
|
}
|
|
|
|
_draw_railroad(drawspec, tile, tic, blit) {
|
|
// All railroads have regular gravel underneath
|
|
// TODO would be nice to disambiguate since it's possible to have nothing visible
|
|
this._draw_standard(this.layout['gravel'], tile, tic, blit);
|
|
|
|
// FIXME what do i draw if there's no tile?
|
|
let part_order = ['ne', 'se', 'sw', 'nw', 'ew', 'ns'];
|
|
let visible_parts = [];
|
|
let topmost_part = null;
|
|
for (let [i, part] of part_order.entries()) {
|
|
if (tile && (tile.railroad_bits & (1 << i))) {
|
|
if ((tile.railroad_bits >> 8) === i) {
|
|
topmost_part = part;
|
|
}
|
|
visible_parts.push(part);
|
|
}
|
|
}
|
|
|
|
let has_switch = (tile && (tile.railroad_bits & 0x40));
|
|
for (let part of visible_parts) {
|
|
this._draw_standard(drawspec.railroad_ties[part], tile, tic, blit);
|
|
}
|
|
let tracks = has_switch ? drawspec.railroad_inactive : drawspec.railroad_active;
|
|
for (let part of visible_parts) {
|
|
if (part !== topmost_part) {
|
|
this._draw_standard(tracks[part], tile, tic, blit);
|
|
}
|
|
}
|
|
|
|
if (topmost_part) {
|
|
this._draw_standard(drawspec.railroad_active[topmost_part], tile, tic, blit);
|
|
}
|
|
if (has_switch) {
|
|
this._draw_standard(drawspec.railroad_switch, 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;
|
|
}
|
|
}
|
|
|
|
// TODO shift everything to use this style, this is ridiculous
|
|
if (drawspec.special) {
|
|
if (drawspec.special === 'logic-gate') {
|
|
this._draw_logic_gate(drawspec, tile, tic, blit);
|
|
return;
|
|
}
|
|
else if (drawspec.special === 'railroad') {
|
|
this._draw_railroad(drawspec, tile, tic, blit);
|
|
return;
|
|
}
|
|
}
|
|
|
|
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) {
|
|
// This /should/ match CC2's draw order exactly, based on experimentation
|
|
let wire_radius = this.layout['#wire-width'] / 2;
|
|
if (tile && tile.wire_directions === 0x0f) {
|
|
// This is a wired tile with crossing wires, which acts a little differently
|
|
// Draw the base tile
|
|
blit(drawspec.base[0], drawspec.base[1]);
|
|
|
|
// Draw the two wires as separate rectangles, NS then EW
|
|
let wire_inset = 0.5 - wire_radius;
|
|
let wire_coords_ns = this.layout[
|
|
tile.cell && tile.cell.powered_edges & DIRECTIONS['north'].bit ? '#powered' : '#unpowered'];
|
|
let wire_coords_ew = this.layout[
|
|
tile.cell && tile.cell.powered_edges & DIRECTIONS['east'].bit ? '#powered' : '#unpowered'];
|
|
blit(wire_coords_ns[0], wire_coords_ns[1], wire_inset, 0, wire_radius * 2, 1);
|
|
blit(wire_coords_ew[0], wire_coords_ew[1], 0, wire_inset, 1, wire_radius * 2);
|
|
|
|
// Draw the cross tile on top
|
|
coords = drawspec.wired_cross ?? drawspec.wired;
|
|
}
|
|
else if (tile && tile.wire_directions) {
|
|
// Draw the base tile
|
|
blit(drawspec.base[0], drawspec.base[1]);
|
|
|
|
// Draw the wire part as a single rectangle, initially just a small dot in the
|
|
// center, but extending out to any edge that has a wire present
|
|
let x0 = 0.5 - wire_radius;
|
|
let x1 = 0.5 + wire_radius;
|
|
let y0 = 0.5 - wire_radius;
|
|
let y1 = 0.5 + wire_radius;
|
|
if (tile.wire_directions & DIRECTIONS['north'].bit) {
|
|
y0 = 0;
|
|
}
|
|
if (tile.wire_directions & DIRECTIONS['east'].bit) {
|
|
x1 = 1;
|
|
}
|
|
if (tile.wire_directions & DIRECTIONS['south'].bit) {
|
|
y1 = 1;
|
|
}
|
|
if (tile.wire_directions & DIRECTIONS['west'].bit) {
|
|
x0 = 0;
|
|
}
|
|
let wire_coords = this.layout[tile.cell && tile.cell.powered_edges ? '#powered' : '#unpowered'];
|
|
blit(wire_coords[0], wire_coords[1], x0, y0, x1 - x0, y1 - y0);
|
|
|
|
// Then draw the wired tile on top of it all
|
|
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], coords[1], 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_coords[1],
|
|
tunnel_offset, 0, tunnel_width, tunnel_length);
|
|
}
|
|
if (tile.wire_tunnel_directions & DIRECTIONS['south'].bit) {
|
|
blit(tunnel_coords[0], tunnel_coords[1],
|
|
tunnel_offset, 1 - tunnel_length, tunnel_width, tunnel_length);
|
|
}
|
|
if (tile.wire_tunnel_directions & DIRECTIONS['west'].bit) {
|
|
blit(tunnel_coords[0], tunnel_coords[1],
|
|
0, tunnel_offset, tunnel_length, tunnel_width);
|
|
}
|
|
if (tile.wire_tunnel_directions & DIRECTIONS['east'].bit) {
|
|
blit(tunnel_coords[0], tunnel_coords[1],
|
|
1 - tunnel_length, tunnel_offset, tunnel_length, tunnel_width);
|
|
}
|
|
}
|
|
|
|
// Directional blocks have arrows drawn on top
|
|
// TODO does cc2 draw even if there are no arrows?
|
|
if (drawspec.arrows && tile && tile.arrows) {
|
|
let [x, y] = drawspec.arrows;
|
|
let x0 = 0.25, y0 = 0.25, x1 = 0.75, y1 = 0.75;
|
|
if (tile.arrows.has('north')) {
|
|
y0 = 0;
|
|
}
|
|
if (tile.arrows.has('east')) {
|
|
x1 = 1;
|
|
}
|
|
if (tile.arrows.has('south')) {
|
|
y1 = 1;
|
|
}
|
|
if (tile.arrows.has('west')) {
|
|
x0 = 0;
|
|
}
|
|
blit(x, y, x0, y0, x1 - x0, y1 - y0);
|
|
}
|
|
|
|
// 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, 0, 0, 0.5, 0.5, offset, offset);
|
|
}
|
|
}
|
|
|
|
_rotate(direction, x0, y0, x1, y1) {
|
|
if (direction === 'east') {
|
|
return [1 - y1, x0, 1 - y0, x1];
|
|
}
|
|
else if (direction === 'south') {
|
|
return [1 - x1, 1 - y1, 1 - x0, 1 - y0];
|
|
}
|
|
else if (direction === 'west') {
|
|
return [y0, 1 - x1, y1, 1 - x0];
|
|
}
|
|
else {
|
|
return [x0, y0, x1, y1];
|
|
}
|
|
}
|
|
}
|