lexys-labyrinth/js/headless/render.mjs

71 lines
2.4 KiB
JavaScript

import { readFile, writeFile } from 'fs/promises';
import * as process from 'process';
import canvas from 'canvas';
import minimist from 'minimist';
import * as format_c2g from '../format-c2g.js';
import { infer_tileset_from_image } from '../tileset.js';
import { NodeCanvasRenderer } from './lib.js';
const USAGE = `\
Usage: render.mjs [OPTION]... LEVELFILE OUTFILE
Renders the level contained in LEVELFILE to a PNG and saves it to OUTFILE.
Arguments:
-t FILE path to a tileset to use
-e render in editor mode: use the revealed forms of tiles and
show facing directions
-l NUM choose the level number to render, if LEVELFILE is a pack
[default: 1]
-r REGION specify the region to render; see below
REGION may be one of:
initial an area the size of the level's viewport, centered on the
player's initial position
all the entire level
WxH an area W by H, centered on the player's initial position
...etc...
`;
async function main() {
let args = minimist(process.argv.slice(2), {
alias: {
tileset: ['t'],
},
});
// assert _.length is 2
let [pack_path, dest_path] = args._;
// TODO i need a more consistent and coherent way to turn a path into a level pack, currently
// this is only a single c2m
let pack_data = await readFile(pack_path);
let stored_level = format_c2g.parse_level(pack_data.buffer);
let img = await canvas.loadImage(args.tileset ?? 'tileset-lexy.png');
let tileset = infer_tileset_from_image(img);
let renderer = new NodeCanvasRenderer(tileset);
renderer.set_level(stored_level);
let i = stored_level.linear_cells.findIndex(cell => cell.some(tile => tile && tile.type.is_real_player));
if (i < 0) {
console.log("???");
process.stderr.write("error: no players in this level\n");
process.exit(1);
}
let [x, y] = stored_level.scalar_to_coords(i);
let w = stored_level.viewport_size;
let h = w;
// TODO this is probably duplicated from the renderer, and could also be reused in the editor
// TODO handle a map smaller than the viewport
let x0 = Math.max(0, x - w / 2);
let y0 = Math.max(0, y - h / 2);
renderer.draw_static_region(x0, y0, x0 + w, y0 + h);
await writeFile(dest_path, renderer.canvas.toBuffer());
}
main();