267 lines
5.8 KiB
JavaScript
267 lines
5.8 KiB
JavaScript
export const CC2_TILESET_LAYOUT = {
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floor: [0, 2],
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floor_letter: [2, 2],
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wall: [1, 2],
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fire: [
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[12, 29],
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[13, 29],
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[14, 29],
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[15, 29],
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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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ice: [10, 1],
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ice_sw: [12, 1],
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ice_nw: [14, 1],
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ice_ne: [13, 1],
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ice_se: [11, 1],
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force_floor_n: [[0, 19], [0, 20]],
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force_floor_e: [[2, 19], [2, 20]],
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force_floor_s: [[1, 19], [1, 20]],
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force_floor_w: [[3, 19], [3, 20]],
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thief_keys: [15, 21],
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thief_tools: [3, 2],
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// TODO these guys don't have floor underneath.
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swivel_sw: [9, 11],
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swivel_nw: [10, 11],
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swivel_ne: [12, 11],
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swivel_se: [13, 11],
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forbidden: [14, 5],
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turtle: [13, 12], // TODO also 14 + 15 for sinking
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popwall: [8, 10],
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bomb: [5, 4],
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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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// TODO moving + swimming + pushing animations
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player: {
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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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// TODO these shouldn't loop
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player_drowned: [[4, 5], [5, 5], [6, 5], [7, 5]],
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player_burned: [[0, 5], [1, 5], [2, 5], [3, 5]],
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dirt_block: [8, 1],
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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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chip: [11, 3],
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chip_extra: [10, 3],
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socket: [4, 2],
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dirt: [4, 31],
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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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ball: [[10, 10], [11, 10], [12, 10], [13, 10], [14, 10]],
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fireball: [[12, 9], [13, 9], [14, 9], [15, 9]],
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cleats: [2, 6],
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suction_boots: [3, 6],
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fire_boots: [1, 6],
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flippers: [0, 6],
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hint: [5, 2],
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score_10: [14, 1],
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score_100: [13, 1],
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score_1000: [12, 1],
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score_2x: [15, 1],
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};
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// XXX need to specify that you can't use this for cc2 levels, somehow
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export const TILE_WORLD_TILESET_LAYOUT = {
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floor: [0, 0],
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wall: [0, 1],
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chip: [0, 2],
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water: [0, 3],
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fire: [0, 4],
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wall_invisible: [0, 5],
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thinwall_n: [0, 6],
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thinwall_w: [0, 7],
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thinwall_s: [0, 8],
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thinwall_e: [0, 9],
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dirt_block: [0, 10],
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dirt: [0, 11],
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ice: [0, 12],
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force_floor_s: [0, 13],
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// These are "moving blocks", the ones used by cloners
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// TODO uhh which should i use here.
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/*
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dirt_block: {
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north: [0, 14],
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west: [0, 15],
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south: [1, 0],
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east: [1, 1],
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},
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*/
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force_floor_n: [1, 2],
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force_floor_e: [1, 3],
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force_floor_w: [1, 4],
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exit: [1, 5],
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door_blue: [1, 6],
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door_red: [1, 7],
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door_green: [1, 8],
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door_yellow: [1, 9],
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ice_nw: [1, 10],
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ice_ne: [1, 11],
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ice_se: [1, 12],
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ice_sw: [1, 13],
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fake_wall: [1, 14],
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fake_floor: [1, 15],
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// TODO overlay buffer?? [2, 0]
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thief_tools: [2, 1],
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socket: [2, 2],
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button_green: [2, 3],
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button_red: [2, 4],
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green_wall: [2, 5],
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green_floor: [2, 6],
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button_brown: [2, 7],
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button_blue: [2, 8],
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teleport_blue: [2, 9],
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bomb: [2, 10],
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trap: [2, 11],
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wall_appearing: [2, 12],
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gravel: [2, 13],
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popwall: [2, 14],
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hint: [2, 15],
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thinwall_se: [3, 0],
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cloner: [3, 1],
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force_floor_all: [3, 2],
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player_drowned: [3, 3],
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player_burned: [3, 4],
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player_bombed: [3, 5],
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explosion_bomb: [3, 6],
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explosion_other: [3, 7],
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// 3, 8 unused
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player_exiting: [3, 9],
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// 3, 10 and 11 are "exit_extra_{1,2}"
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// TODO player swimming is 3, 12-15
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bug: {
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north: [4, 0],
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west: [4, 1],
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south: [4, 2],
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east: [4, 3],
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},
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fireball: {
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north: [4, 4],
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west: [4, 5],
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south: [4, 6],
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east: [4, 7],
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},
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ball: {
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north: [4, 8],
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west: [4, 9],
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south: [4, 10],
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east: [4, 11],
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},
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tank_blue: {
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north: [4, 12],
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west: [4, 13],
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south: [4, 14],
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east: [4, 15],
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},
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glider: {
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north: [5, 0],
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west: [5, 1],
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south: [5, 2],
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east: [5, 3],
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},
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teeth: {
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north: [5, 4],
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west: [5, 5],
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south: [5, 6],
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east: [5, 7],
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},
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walker: {
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north: [5, 8],
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west: [5, 9],
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south: [5, 10],
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east: [5, 11],
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},
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blob: {
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north: [5, 12],
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west: [5, 13],
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south: [5, 14],
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east: [5, 15],
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},
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paramecium: {
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north: [6, 0],
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west: [6, 1],
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south: [6, 2],
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east: [6, 3],
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},
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key_blue: [6, 4],
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key_red: [6, 5],
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key_green: [6, 6],
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key_yellow: [6, 7],
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flippers: [6, 8],
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fire_boots: [6, 9],
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cleats: [6, 10],
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suction_boots: [6, 11],
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player: {
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north: [6, 12],
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south: [6, 14],
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west: [6, 13],
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east: [6, 15],
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},
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};
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export class Tileset {
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constructor(image, layout, size_x, size_y) {
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this.image = image;
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this.layout = layout;
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this.size_x = size_x;
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this.size_y = size_y;
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}
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draw(tile, ctx, x, y) {
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let drawspec = this.layout[tile.type.name];
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let coords = drawspec;
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if (! coords) console.error(tile.type.name);
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if (!(coords instanceof Array)) {
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// Must be an object of directions
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coords = coords[tile.direction ?? 'south'];
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}
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if (coords[0] instanceof Array) {
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coords = coords[0];
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}
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ctx.drawImage(
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this.image,
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coords[0] * this.size_x, coords[1] * this.size_y, this.size_x, this.size_y,
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x * this.size_x, y * this.size_y, this.size_x, this.size_y);
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}
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}
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