lexys-labyrinth/js/tileset.js
2021-01-22 09:30:12 -07:00

1619 lines
53 KiB
JavaScript

import { DIRECTIONS } from './defs.js';
import TILE_TYPES from './tiletypes.js';
const _omit_custom_lexy_vfx = {
teleport_flash: null,
transmogrify_flash: null,
puff: null,
};
// TODO move the remaining stuff (arrows, overlay i think, probably force floor thing) into specials
// TODO more explicitly define animations, give them a speed! maybe fold directions into it
// TODO relatedly, the push animations are sometimes glitchy depending on when you start?
// TODO animate swimming player always
// TODO life might be easier if i used the lynx-style loop with cooldown at the end
// TODO define a draw state object to pass into here; need it for making turtles work right, fixing
// blur with cc2 blobs/walkers, also makes a lot of signatures cleaner (make sure not slower)
// TODO monsters should only animate while moving? (not actually how cc2 works...)
export const CC2_TILESET_LAYOUT = {
'#ident': 'cc2',
'#name': "Chip's Challenge 2",
'#dimensions': [16, 32],
'#transparent-color': [0x52, 0xce, 0x6b, 0xff],
'#supported-versions': new Set(['cc1', 'cc2']),
'#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: {
__special__: 'perception',
modes: new Set(['editor', 'xray']),
hidden: [8, 1],
revealed: [9, 1],
},
ice: [10, 1],
ice_se: [11, 1],
ice_sw: [12, 1],
ice_ne: [13, 1],
ice_nw: [14, 1],
cloner: [15, 1],
floor: {
// Wiring!
__special__: 'wires',
base: [0, 2],
wired: [8, 26],
wired_cross: [10, 26],
is_wired_optional: true,
},
wall_invisible: {
__special__: 'perception',
modes: new Set(['palette', 'editor', 'xray']),
hidden: [0, 2],
revealed: [9, 31],
},
// FIXME this shouldn't be visible with seeing eye (or should it not spawn at all?)
wall_invisible_revealed: [1, 2],
wall_appearing: {
__special__: 'perception',
modes: new Set(['palette', 'editor', 'xray']),
hidden: [0, 2],
revealed: [11, 31],
},
wall: [1, 2],
floor_letter: {
__special__: 'letter',
base: [2, 2],
letter_glyphs: {
// Arrows
"⬆": [14, 31],
"➡": [14.5, 31],
"⬇": [15, 31],
"⬅": [15.5, 31],
},
letter_ranges: [{
// ASCII text (only up through uppercase)
range: [32, 96],
x0: 0,
y0: 0,
w: 0.5,
h: 0.5,
columns: 32,
}],
},
thief_tools: [3, 2],
socket: [4, 2],
hint: [5, 2],
exit: [
[6, 2],
[7, 2],
[8, 2],
[9, 2],
],
ice_block: {
__special__: 'perception',
modes: new Set(['editor', 'xray']),
hidden: [10, 2],
revealed: [11, 2],
},
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: {
__special__: 'perception',
modes: new Set(['palette', 'editor']),
hidden: [11, 3],
revealed: [10, 3],
},
chip: [11, 3],
bribe: [12, 3],
speed_boots: [13, 3],
canopy: {
__special__: 'perception',
modes: new Set(['editor', 'xray']),
hidden: [14, 3],
revealed: [15, 3],
},
dynamite: [0, 4],
dynamite_lit: {
__special__: 'visual-state',
0: [0, 4],
1: [1, 4],
2: [2, 4],
3: [3, 4],
4: [4, 4],
},
bomb: {
__special__: 'bomb-fuse',
bomb: [5, 4],
fuse: [7, 4],
},
green_bomb: {
__special__: 'bomb-fuse',
bomb: [6, 4],
fuse: [7, 4],
},
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_slime: [[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: {
__special__: 'perception',
modes: new Set(['palette', 'editor', 'xray']),
hidden: {
__special__: 'visual-state',
depressed: [13, 5],
normal: [12, 5],
},
revealed: [13, 5],
},
no_sign: [14, 5],
frame_block: {
__special__: 'arrows',
base: [15, 5],
arrows: [3, 10],
},
flippers: [0, 6],
fire_boots: [1, 6],
cleats: [2, 6],
suction_boots: [3, 6],
hiking_boots: [4, 6],
lightning_bolt: [5, 6],
'#active-player-background': [6, 6],
// TODO dopps can push but i don't think they have any other visuals
doppelganger1: {
__special__: 'overlay',
base: [7, 6],
overlay: 'player',
},
doppelganger2: {
__special__: 'overlay',
base: [7, 6],
overlay: 'player2',
},
button_blue: [8, 6],
button_green: [9, 6],
button_red: [10, 6],
button_brown: [11, 6],
button_pink: {
__special__: 'wires',
base: [0, 2],
wired: [12, 6],
},
button_black: {
__special__: 'wires',
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: {
__special__: 'overlay',
base: 'green_floor',
overlay: [8, 9],
},
purple_wall: {
__special__: 'overlay',
base: 'purple_floor',
overlay: [8, 9],
},
trap: {
__special__: 'visual-state',
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: {
__special__: 'perception',
modes: new Set(['palette', 'editor', 'xray']),
hidden: [0, 10],
revealed: [10, 31],
},
// Thin walls are built piecemeal from two tiles; the first is N/S, the second is E/W
thin_walls: {
__special__: 'thin_walls',
thin_walls_ns: [1, 10],
thin_walls_ew: [2, 10],
},
teleport_blue: {
__special__: 'wires',
base: [0, 2],
wired: [[4, 10], [5, 10], [6, 10], [7, 10]],
},
popwall: [8, 10],
popwall2: [8, 10],
gravel: [9, 10],
ball: [
// appropriately, this animation ping-pongs
[10, 10], [11, 10], [12, 10], [13, 10],
[14, 10], [13, 10], [12, 10], [11, 10],
// FIXME the ball bounces so it specifically needs to play its animation every move; this
// defeats the ½x slowdown. it's dumb and means this anim as written doesn't match cc2
[10, 10], [11, 10], [12, 10], [13, 10],
[14, 10], [13, 10], [12, 10], [11, 10],
],
steel: {
// Wiring!
__special__: 'wires',
base: [15, 10],
wired: [9, 26],
wired_cross: [11, 26],
is_wired_optional: true,
},
// TODO should explicitly set the non-moving tile, so we can have the walk tile start with
// immediate movement?
// TODO this shouldn't run at half speed, it's already designed to be one step, and when teeth
// move at half speed it looks clumsy
teeth: {
// NOTE: CC2 inexplicably dropped north teeth and just uses the south sprites instead
north: [[1, 11], [0, 11], [1, 11], [2, 11]],
east: [[4, 11], [3, 11], [4, 11], [5, 11]],
south: [[1, 11], [0, 11], [1, 11], [2, 11]],
west: [[7, 11], [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
__special__: 'overlay',
overlay: [13, 12], // TODO also 14 + 15, bobbing pseudorandomly
base: 'water',
},
walker: {
__special__: 'double-size-monster',
base: [0, 13],
vertical: [[1, 13], [2, 13], [3, 13], [4, 13], [5, 13], [6, 13], [7, 13]],
horizontal: [[8, 13], [10, 13], [12, 13], [14, 13], [8, 14], [10, 14], [12, 14]],
},
helmet: [0, 14],
stopwatch_toggle: [14, 14],
stopwatch_bonus: [15, 14],
blob: {
__special__: 'double-size-monster',
base: [0, 15],
vertical: [[1, 15], [2, 15], [3, 15], [4, 15], [5, 15], [6, 15], [7, 15]],
horizontal: [[8, 15], [10, 15], [12, 15], [14, 15], [8, 16], [10, 16], [12, 16]],
},
// (cc2 editor copy/paste outline)
floor_mimic: {
__special__: 'perception',
modes: new Set(['palette', 'editor', 'xray']),
hidden: [0, 2],
revealed: [14, 16],
},
// (cc2 editor cursor outline)
// timid teeth
teeth_timid: {
// NOTE: CC2 inexplicably dropped north teeth and just uses the south sprites instead
// NOTE: it also skimped on timid teeth frames
north: [[1, 17], [0, 17]],
east: [[3, 17], [2, 17]],
south: [[1, 17], [0, 17]],
west: [[5, 17], [4, 17]],
},
bowling_ball: [6, 17],
rolling_ball: [[6, 17], [7, 17]],
tank_yellow: {
north: [[8, 17], [9, 17]],
east: [[10, 17], [11, 17]],
south: [[12, 17], [13, 17]],
west: [[14, 17], [15, 17]],
},
rover: {
__special__: 'rover',
direction: [10, 18],
inert: [0, 18],
teeth: [[0, 18], [8, 18]],
// cw, slow
glider: [[0, 18], [1, 18], [2, 18], [3, 18], [4, 18], [5, 18], [6, 18], [7, 18]],
// ccw, fast
bug: [
[7, 18], [6, 18], [5, 18], [4, 18], [3, 18], [2, 18], [1, 18], [0, 18],
[7, 18], [6, 18], [5, 18], [4, 18], [3, 18], [2, 18], [1, 18], [0, 18],
],
ball: [[0, 18], [4, 18]],
teeth_timid: [[0, 18], [9, 18]],
// ccw, slow
fireball: [[7, 18], [6, 18], [5, 18], [4, 18], [3, 18], [2, 18], [1, 18], [0, 18]],
// cw, fast
paramecium: [
[0, 18], [1, 18], [2, 18], [3, 18], [4, 18], [5, 18], [6, 18], [7, 18],
[0, 18], [1, 18], [2, 18], [3, 18], [4, 18], [5, 18], [6, 18], [7, 18],
],
walker: [[8, 18], [9, 18]],
},
xray_eye: [11, 18],
ghost: {
north: [12, 18],
east: [13, 18],
south: [14, 18],
west: [15, 18],
},
force_floor_n: {
__special__: 'scroll',
base: [0, 19],
scroll_region: [0, 1],
},
force_floor_e: {
__special__: 'scroll',
base: [3, 19],
scroll_region: [-1, 0],
},
force_floor_s: {
__special__: 'scroll',
base: [1, 20],
scroll_region: [0, -1],
},
force_floor_w: {
__special__: 'scroll',
base: [2, 20],
scroll_region: [1, 0],
},
teleport_green: [[4, 19], [5, 19], [6, 19], [7, 19]],
teleport_yellow: [[8, 19], [9, 19], [10, 19], [11, 19]],
transmogrifier: {
__special__: 'visual-state',
active: [[12, 19], [13, 19], [14, 19], [15, 19]],
inactive: [12, 19],
},
teleport_red: {
__special__: 'wires',
base: [0, 2],
wired: {
__special__: 'visual-state',
active: [[4, 20], [5, 20], [6, 20], [7, 20]],
inactive: [4, 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
light_switch_off: {
__special__: 'wires',
base: [14, 21],
wired: [12, 21],
},
light_switch_on: {
__special__: 'wires',
base: [14, 21],
wired: [13, 21],
},
thief_keys: [15, 21],
player: {
__special__: 'visual-state',
normal: {
north: [0, 22],
south: [0, 23],
west: [8, 23],
east: [8, 22],
},
blocked: {
north: [8, 24],
east: [9, 24],
south: [10, 24],
west: [11, 24],
},
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: 'blocked',
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],
},
exited: 'normal',
// These are frames from the splash/explosion animations
drowned: [5, 5],
slimed: [5, 5],
burned: [1, 5],
exploded: [1, 5],
failed: [1, 5],
},
// Do a quick spin I guess??
player1_exit: [[0, 22], [8, 22], [0, 23], [8, 23]],
bogus_player_win: {
__special__: 'overlay',
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: {
__special__: 'overlay',
overlay: [5, 5], // splash
base: 'water',
},
bogus_player_burned_fire: {
__special__: 'overlay',
overlay: [2, 5], // explosion frame 3
base: 'fire',
},
bogus_player_burned: {
__special__: 'overlay',
overlay: [2, 5], // explosion frame 3
base: 'floor',
},
water: [
[12, 24],
[13, 24],
[14, 24],
[15, 24],
],
logic_gate: {
__special__: 'logic-gate',
logic_gate_tiles: {
'latch-ccw': {
north: [8, 21],
east: [9, 21],
south: [10, 21],
west: [11, 21],
},
not: {
north: [0, 25],
east: [1, 25],
south: [2, 25],
west: [3, 25],
},
and: {
north: [4, 25],
east: [5, 25],
south: [6, 25],
west: [7, 25],
},
or: {
north: [8, 25],
east: [9, 25],
south: [10, 25],
west: [11, 25],
},
xor: {
north: [12, 25],
east: [13, 25],
south: [14, 25],
west: [15, 25],
},
'latch-cw': {
north: [0, 26],
east: [1, 26],
south: [2, 26],
west: [3, 26],
},
nand: {
north: [4, 26],
east: [5, 26],
south: [6, 26],
west: [7, 26],
},
counter: [14, 26],
},
},
'#unpowered': [13, 26],
'#powered': [15, 26],
player2: {
__special__: 'visual-state',
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],
},
exited: 'normal',
// These are frames from the splash/explosion animations
drowned: [5, 5],
slimed: [5, 5],
burned: [1, 5],
exploded: [1, 5],
failed: [1, 5],
},
player2_exit: [[0, 27], [8, 27], [0, 28], [8, 28]],
fire: [
[12, 29],
[13, 29],
[14, 29],
[15, 29],
],
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],
hook: [7, 31],
// misc other stuff
..._omit_custom_lexy_vfx,
};
export const TILE_WORLD_TILESET_LAYOUT = {
'#ident': 'tw-static',
'#name': "Tile World (static)",
'#dimensions': [7, 16],
'#transparent-color': [0xff, 0x00, 0xff, 0xff],
'#supported-versions': new Set(['cc1']),
floor: [0, 0],
wall: [0, 1],
chip: [0, 2],
water: [0, 3],
fire: [0, 4],
wall_invisible: [0, 5],
wall_invisible_revealed: [0, 1],
// FIXME in cc1 tilesets these are opaque so they should draw at the terrain layer
thin_walls: {
__special__: 'thin_walls_cc1',
north: [0, 6],
west: [0, 7],
south: [0, 8],
east: [0, 9],
southeast: [3, 0],
},
// 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: {
__special__: 'visual-state',
closed: [2, 11],
open: [2, 11],
},
wall_appearing: [2, 12],
gravel: [2, 13],
popwall: [2, 14],
popwall2: [2, 14],
hint: [2, 15],
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: {
__special__: 'visual-state',
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],
},
..._omit_custom_lexy_vfx,
};
export const LL_TILESET_LAYOUT = Object.assign({}, CC2_TILESET_LAYOUT, {
'#ident': 'lexy',
'#name': "Lexy's Labyrinth",
// TODO dimensions, when this is stable?? might one day rearrange, leave some extra space
'#supported-versions': new Set(['cc1', 'cc2', 'll']),
// Completed teeth sprites
teeth: Object.assign({}, CC2_TILESET_LAYOUT.teeth, {
north: [[1, 32], [0, 32], [1, 32], [2, 32]],
}),
teeth_timid: {
north: [[7, 32], [6, 32], [7, 32], [8, 32]],
east: [[4, 32], [2, 17], [4, 32], [3, 17]],
south: [[3, 32], [0, 17], [3, 32], [1, 17]],
west: [[5, 32], [4, 17], [5, 32], [5, 17]],
},
// Extra player sprites
player: Object.assign({}, CC2_TILESET_LAYOUT.player, {
__special__: 'visual-state',
pushing: {
north: [[8, 24], [0, 34], [8, 24], [1, 34]],
east: [[9, 24], [2, 34], [9, 24], [3, 34]],
south: [[10, 24], [4, 34], [10, 24], [5, 34]],
west: [[11, 24], [6, 34], [11, 24], [7, 34]],
},
skating: {
north: [0, 33],
east: [1, 33],
south: [2, 33],
west: [3, 33],
},
forced: 'skating',
exited: [14, 32],
burned: {
north: [4, 33],
east: [5, 33],
south: [6, 33],
west: [7, 33],
},
slimed: [1, 38],
}),
player2: Object.assign({}, CC2_TILESET_LAYOUT.player2, {
__special__: 'visual-state',
pushing: {
north: [[8, 29], [8, 34], [8, 29], [9, 34]],
east: [[9, 29], [10, 34], [9, 29], [11, 34]],
south: [[10, 29], [12, 34], [10, 29], [13, 34]],
west: [[11, 29], [14, 34], [11, 29], [15, 34]],
},
skating: {
north: [8, 33],
east: [9, 33],
south: [10, 33],
west: [11, 33],
},
forced: 'skating',
exited: [15, 32],
burned: {
north: [12, 33],
east: [13, 33],
south: [14, 33],
west: [15, 33],
},
slimed: [1, 38],
}),
bogus_player_burned_fire: {
__special__: 'overlay',
overlay: [6, 33],
base: 'fire',
},
bogus_player_burned: {
__special__: 'overlay',
overlay: [6, 33],
base: 'floor',
},
// Custom tiles
popwall2: [9, 32],
gift_bow: [10, 32],
circuit_block: {
__special__: 'wires',
base: [13, 32],
wired: [11, 32],
wired_cross: [12, 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]],
},
// Pressed buttons
button_blue: {
__special__: 'visual-state',
released: [8, 6],
pressed: [8, 37],
},
button_green: {
__special__: 'visual-state',
released: [9, 6],
pressed: [9, 37],
},
button_red: {
__special__: 'visual-state',
released: [10, 6],
pressed: [10, 37],
},
button_brown: {
__special__: 'visual-state',
released: [11, 6],
pressed: [11, 37],
},
button_pink: {
__special__: 'wires',
base: [0, 2],
wired: {
__special__: 'visual-state',
released: [12, 6],
pressed: [12, 37],
},
},
button_black: {
__special__: 'wires',
__special__: 'wires',
base: [0, 2],
wired: {
__special__: 'visual-state',
released: [13, 6],
pressed: [13, 37],
},
},
button_orange: {
__special__: 'visual-state',
released: [14, 6],
pressed: [14, 37],
},
button_gray: {
__special__: 'visual-state',
released: [11, 9],
pressed: [15, 37],
},
// Custom VFX
splash_slime: [[0, 38], [1, 38], [2, 38], [3, 38]],
teleport_flash: [[4, 38], [5, 38], [6, 38], [7, 38]],
chip_extra: {
__special__: 'perception',
modes: new Set(['palette', 'editor']),
hidden: [[11, 3], [0, 39], [1, 39], [0, 39]],
revealed: [10, 3],
},
chip: [[11, 3], [0, 39], [1, 39], [0, 39]],
green_chip: [[9, 3], [2, 39], [3, 39], [2, 39]],
player1_exit: [[8, 38], [9, 38], [10, 38], [11, 38]],
player2_exit: [[12, 38], [13, 38], [14, 38], [15, 38]],
puff: [[4, 39], [5, 39], [6, 39], [7, 39]],
transmogrify_flash: [[8, 39], [9, 39], [10, 39], [11, 39], [12, 39], [13, 39], [14, 39], [15, 39]],
// More custom tiles
gate_red: [0, 40],
gate_blue: [1, 40],
gate_yellow: [2, 40],
gate_green: [3, 40],
skeleton_key: [4, 40],
sand: [10, 41],
});
export const TILESET_LAYOUTS = {
'tw-static': TILE_WORLD_TILESET_LAYOUT,
cc2: CC2_TILESET_LAYOUT,
lexy: LL_TILESET_LAYOUT,
};
// Bundle of arguments for drawing a tile, containing some standard state about the game
export class DrawPacket {
constructor(tic = 0, perception = 'normal') {
this.tic = tic;
this.perception = perception;
// Distinguishes between interpolation of 20tps and 60fps; 3 means 20tps, 1 means 60fps
// XXX this isn't actually about update /rate/; it's about how many "frames" of cooldown
// pass between a decision and the end of a tic
this.update_rate = 3;
}
// Draw a tile (or region) from the tileset. The caller is presumed to know where the tile
// goes, so the arguments here are only about how to find the tile on the sheet.
// tx, ty: Tile coordinates (from the tileset, measured in cells)
// mx, my, mw, mh: Optional mask to use for drawing a subset of a tile (or occasionally tiles)
// mdx, mdy: Where to draw the masked part; defaults to drawing aligned with the tile
blit(tx, ty, mx = 0, my = 0, mw = 1, mh = mw, mdx = mx, mdy = my) {}
// Same, but do not interpolate the position of an actor in motion; always draw it exactly in
// the cell it claims to be in
blit_aligned(tx, ty, mx = 0, my = 0, mw = 1, mh = mw, mdx = mx, mdy = my) {}
}
export class Tileset {
constructor(image, layout, size_x, size_y) {
// XXX curiously, i note that .image is never used within this class
this.image = image;
this.layout = layout;
this.size_x = size_x;
this.size_y = size_y;
this.animation_slowdown = 2;
}
draw(tile, packet) {
this.draw_type(tile.type.name, tile, packet);
}
// Draws a tile type, given by name. Passing in a tile is optional, but
// without it you'll get defaults.
draw_type(name, tile, packet) {
let drawspec = this.layout[name];
if (drawspec === null) {
// This is explicitly never drawn (used for extra visual-only frills that don't exist in
// some tilesets)
return;
}
if (! drawspec) {
// This is just missing
console.error(`Don't know how to draw tile type ${name}!`);
return;
}
this.draw_drawspec(drawspec, name, tile, packet);
}
// 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, name, tile, packet) {
// 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 (tile && tile.movement_speed) {
// This tile reports its own animation timing (in frames), so trust that, and use
// the current tic's fraction. If we're between tics, interpolate.
// FIXME if the game ever runs every frame we will have to adjust the interpolation
let p = tile.movement_progress(packet.tic % 1, packet.update_rate);
if (this.animation_slowdown > 1 && ! tile.type.ttl) {
// The players have full walk animations, but they look very silly when squeezed
// into the span of a single step, so instead we only play half at a time. The
// halves alternate, so the player still sees the whole animation when walking
// continuously. To make this work, consider: p, the current progress through
// the animation, is in [0, 1). To play the first half, we want [0, 0.5); to
// play the second half, we want [0.5, 1). Thus we add an integer in [0, 2) to
// offset us into which half to play, then divide by 2 to renormalize.
// Which half to use is determined by when the animation /started/, as measured
// in animation lengths.
let start_time = (packet.tic * 3 / tile.movement_speed) - p;
// Rounding smooths out float error (assuming the framerate never exceeds 1000)
let segment = Math.floor(Math.round(start_time * 1000) / 1000 % this.animation_slowdown);
p = (p + segment) / this.animation_slowdown;
}
// Lexy runs cooldown from S to 1; CC2 from S-1 to 0. 0 is bad, because p becomes 1
// and will overflow the cel lookup
// FIXME handle this better! it happens even to lexy
if (p >= 1) {
p = 0.999;
}
coords = coords[Math.floor(p * coords.length)];
}
else if (tile && tile.type.movement_speed) {
// This is an actor that's not moving, so use the first frame
coords = coords[0];
}
else {
// This tile animates on a global timer, one cycle every quarter of a second
coords = coords[Math.floor(packet.tic / this.animation_slowdown % 5 / 5 * coords.length)];
}
}
packet.blit(coords[0], coords[1]);
}
// Simple overlaying used for green/purple toggle tiles and doppelgangers. Draw the base (a
// type name or drawspec), then draw the overlay (either a type name or a regular draw spec).
_draw_overlay(drawspec, name, tile, packet) {
// TODO chance of infinite recursion here
if (typeof drawspec.base === 'string') {
this.draw_type(drawspec.base, tile, packet);
}
else {
this.draw_drawspec(drawspec.base, name, tile, packet);
}
if (typeof drawspec.overlay === 'string') {
this.draw_type(drawspec.overlay, tile, packet);
}
else {
this.draw_drawspec(drawspec.overlay, name, tile, packet);
}
}
// Scrolling region, used for force floors
_draw_scroll(drawspec, name, tile, packet) {
let [x, y] = drawspec.base;
let duration = 3 * this.animation_slowdown;
x += drawspec.scroll_region[0] * (packet.tic % duration / duration);
y += drawspec.scroll_region[1] * (packet.tic % duration / duration);
// Round to pixels
x = Math.floor(x * this.size_x + 0.5) / this.size_x;
y = Math.floor(y * this.size_y + 0.5) / this.size_y;
packet.blit(x, y);
}
_draw_wires(drawspec, name, tile, packet) {
// This /should/ match CC2's draw order exactly, based on experimentation
let wire_radius = this.layout['#wire-width'] / 2;
// TODO circuit block with a lightning bolt is always powered
// TODO circuit block in motion doesn't inherit cell's power
if (tile && tile.wire_directions) {
// Draw the base tile
packet.blit(drawspec.base[0], drawspec.base[1]);
let is_crossed = (tile.wire_directions === 0x0f && drawspec.wired_cross);
if (is_crossed && tile.powered_edges && tile.powered_edges !== 0x0f) {
// For crossed wires with different power, order matters; horizontal is on top
// TODO note that this enforces the CC2 wire order
let vert = tile.powered_edges & 0x05, horiz = tile.powered_edges & 0x0a;
this._draw_fourway_power_underlay(
vert ? this.layout['#powered'] : this.layout['#unpowered'], 0x05, packet);
this._draw_fourway_power_underlay(
horiz ? this.layout['#powered'] : this.layout['#unpowered'], 0x0a, packet);
}
else {
this._draw_fourway_tile_power(tile, tile.wire_directions, packet);
}
// Then draw the wired tile on top of it all
this.draw_drawspec(is_crossed ? drawspec.wired_cross : drawspec.wired, name, tile, packet);
}
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) {
this.draw_drawspec(drawspec.base, name, tile, packet);
}
else {
packet.blit(drawspec.base[0], drawspec.base[1]);
this.draw_drawspec(drawspec.wired, name, tile, packet);
}
}
// Wired tiles may also have tunnels, drawn on top of everything else
if (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) {
packet.blit(tunnel_coords[0], tunnel_coords[1],
tunnel_offset, 0, tunnel_width, tunnel_length);
}
if (tile.wire_tunnel_directions & DIRECTIONS['south'].bit) {
packet.blit(tunnel_coords[0], tunnel_coords[1],
tunnel_offset, 1 - tunnel_length, tunnel_width, tunnel_length);
}
if (tile.wire_tunnel_directions & DIRECTIONS['west'].bit) {
packet.blit(tunnel_coords[0], tunnel_coords[1],
0, tunnel_offset, tunnel_length, tunnel_width);
}
if (tile.wire_tunnel_directions & DIRECTIONS['east'].bit) {
packet.blit(tunnel_coords[0], tunnel_coords[1],
1 - tunnel_length, tunnel_offset, tunnel_length, tunnel_width);
}
}
}
_draw_fourway_tile_power(tile, wires, packet) {
// Draw the unpowered tile underneath, if any edge is unpowered (and in fact if /none/ of it
// is powered then we're done here)
let powered = (tile.cell ? tile.powered_edges : 0) & wires;
if (! tile.cell || powered !== tile.wire_directions) {
this._draw_fourway_power_underlay(this.layout['#unpowered'], wires, packet);
if (! tile.cell || powered === 0)
return;
}
this._draw_fourway_power_underlay(this.layout['#powered'], powered, packet);
}
_draw_fourway_power_underlay(drawspec, bits, packet) {
// Draw the part as a single rectangle, initially just a small dot in the center, but
// extending out to any edge that has a bit present
let wire_radius = this.layout['#wire-width'] / 2;
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 (bits & DIRECTIONS['north'].bit) {
y0 = 0;
}
if (bits & DIRECTIONS['east'].bit) {
x1 = 1;
}
if (bits & DIRECTIONS['south'].bit) {
y1 = 1;
}
if (bits & DIRECTIONS['west'].bit) {
x0 = 0;
}
packet.blit(drawspec[0], drawspec[1], x0, y0, x1 - x0, y1 - y0);
}
_draw_letter(drawspec, name, tile, packet) {
this.draw_drawspec(drawspec.base, name, tile, packet);
let glyph = tile ? tile.overlaid_glyph : "?";
if (drawspec.letter_glyphs[glyph]) {
let [x, y] = drawspec.letter_glyphs[glyph];
// XXX size is hardcoded here, but not below, meh
packet.blit(x, y, 0, 0, 0.5, 0.5, 0.25, 0.25);
}
else {
// Look for a range
let u = glyph.charCodeAt(0);
for (let rangedef of drawspec.letter_ranges) {
if (rangedef.range[0] <= u && u < rangedef.range[1]) {
let t = u - rangedef.range[0];
let x = rangedef.x0 + rangedef.w * (t % rangedef.columns);
let y = rangedef.y0 + rangedef.h * Math.floor(t / rangedef.columns);
packet.blit(x, y, 0, 0, rangedef.w, rangedef.h,
(1 - rangedef.w) / 2, (1 - rangedef.h) / 2);
break;
}
}
}
}
_draw_thin_walls(drawspec, name, tile, packet) {
let edges = tile ? tile.edges : 0x0f;
// TODO it would be /extremely/ cool to join corners diagonally, but i can't do that without
// access to the context, which defeats the whole purpose of this scheme. damn
if (edges & DIRECTIONS['north'].bit) {
packet.blit(...drawspec.thin_walls_ns, 0, 0, 1, 0.5);
}
if (edges & DIRECTIONS['east'].bit) {
packet.blit(...drawspec.thin_walls_ew, 0.5, 0, 0.5, 1);
}
if (edges & DIRECTIONS['south'].bit) {
packet.blit(...drawspec.thin_walls_ns, 0, 0.5, 1, 0.5);
}
if (edges & DIRECTIONS['west'].bit) {
packet.blit(...drawspec.thin_walls_ew, 0, 0, 0.5, 1);
}
}
_draw_thin_walls_cc1(drawspec, name, tile, packet) {
let edges = tile ? tile.edges : 0x0f;
// This is kinda best-effort since the tiles are opaque and not designed to combine
if (edges === (DIRECTIONS['south'].bit | DIRECTIONS['east'].bit)) {
packet.blit(...drawspec.southeast);
}
else if (edges & DIRECTIONS['north'].bit) {
packet.blit(...drawspec.north);
}
else if (edges & DIRECTIONS['east'].bit) {
packet.blit(...drawspec.east);
}
else if (edges & DIRECTIONS['south'].bit) {
packet.blit(...drawspec.south);
}
else {
packet.blit(...drawspec.west);
}
}
_draw_bomb_fuse(drawspec, name, tile, packet) {
// Draw the base bomb
this.draw_drawspec(drawspec.bomb, name, tile, packet);
// The fuse is made up of four quarter-tiles and animates... um... at a rate. I cannot
// tell. I have spent over an hour poring over this and cannot find a consistent pattern.
// It might be random! I'm gonna say it loops every 0.3 seconds = 18 frames, so 4.5 frames
// per cel, I guess. No one will know. (But... I'll know.)
// Also it's drawn in the upper right, that's important.
let cel = Math.floor(packet.tic / 0.3 * 4) % 4;
packet.blit(...drawspec.fuse, 0.5 * (cel % 2), 0.5 * Math.floor(cel / 2), 0.5, 0.5, 0.5, 0);
}
// Frame blocks have an arrow overlay
_draw_arrows(drawspec, name, tile, packet) {
this.draw_drawspec(drawspec.base, name, tile, packet);
if (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;
}
packet.blit(x, y, x0, y0, x1 - x0, y1 - y0);
}
}
_draw_visual_state(drawspec, name, tile, packet) {
// Apply custom per-type visual states
// 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 drawspec[state] === 'string') {
state = drawspec[state];
}
if (! drawspec[state]) {
console.warn("No such state", state, "for tile", name, tile);
}
this.draw_drawspec(drawspec[state], name, tile, packet);
}
_draw_double_size_monster(drawspec, name, tile, packet) {
// CC2's tileset has double-size art for blobs and walkers that spans the tile they're
// moving from AND the tile they're moving into.
// First, of course, this only happens if they're moving at all.
if (! tile || ! tile.movement_speed) {
this.draw_drawspec(drawspec.base, name, tile, packet);
return;
}
// They only support horizontal and vertical moves, not all four directions. The other two
// directions are simply the animations played in reverse.
let axis_cels;
let w = 1, h = 1, x = 0, y = 0, reverse = false;
if (tile.direction === 'north') {
axis_cels = drawspec.vertical;
reverse = true;
h = 2;
}
else if (tile.direction === 'south') {
axis_cels = drawspec.vertical;
h = 2;
y = -1;
}
else if (tile.direction === 'west') {
axis_cels = drawspec.horizontal;
reverse = true;
w = 2;
}
else if (tile.direction === 'east') {
axis_cels = drawspec.horizontal;
w = 2;
x = -1;
}
let p = tile.movement_progress(packet.tic % 1, packet.update_rate);
p = Math.min(p, 0.999); // FIXME hack for differing movement counters
let index = Math.floor(p * (axis_cels.length + 1));
if (index === 0 || index > axis_cels.length) {
this.draw_drawspec(drawspec.base, name, tile, packet);
}
else {
let cel = reverse ? axis_cels[axis_cels.length - index] : axis_cels[index - 1];
packet.blit_aligned(...cel, 0, 0, w, h, x, y);
}
}
_draw_rover(drawspec, name, tile, packet) {
// Rovers draw fairly normally (with their visual_state giving the monster they're copying),
// but they also have an overlay indicating their direction
let state = tile ? tile.type.visual_state(tile) : 'inert';
this.draw_drawspec(drawspec[state], name, tile, packet);
if (! tile)
return;
// The direction overlay is one of four quarter-tiles, drawn about in the center of the
// rover but shifted an eighth of a tile in the direction in question
let overlay_position = this._rotate(tile.direction, 0.25, 0.125, 0.75, 0.625);
let index = {north: 0, east: 1, west: 2, south: 3}[tile.direction];
if (index === undefined)
return;
packet.blit(
...drawspec.direction,
0.5 * (index % 2), 0.5 * Math.floor(index / 2), 0.5, 0.5,
overlay_position[0], overlay_position[1]);
}
_draw_logic_gate(drawspec, name, tile, packet) {
// Layer 1: wiring state
// Always draw the unpowered wire base
let unpowered_coords = this.layout['#unpowered'];
let powered_coords = this.layout['#powered'];
packet.blit(...unpowered_coords);
if (tile && tile.cell) {
// What goes on top varies a bit...
let r = this.layout['#wire-width'] / 2;
if (tile.gate_type === 'not' || tile.gate_type === 'counter') {
this._draw_fourway_tile_power(tile, 0x0f, packet);
}
else {
if (tile.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);
packet.blit(powered_coords[0], powered_coords[1], x0, y0, x1 - x0, y1 - y0);
}
if (tile.powered_edges & DIRECTIONS[DIRECTIONS[tile.direction].right].bit) {
// Right input, which includes the middle
// This actually covers the entire lower right corner, for bent inputs.
let [x0, y0, x1, y1] = this._rotate(tile.direction, 0.5 - r, 0.5 - r, 1, 1);
packet.blit(powered_coords[0], powered_coords[1], x0, y0, x1 - x0, y1 - y0);
}
if (tile.powered_edges & DIRECTIONS[DIRECTIONS[tile.direction].left].bit) {
// Left input, which does not include the middle
// This actually covers the entire lower left corner, for bent inputs.
let [x0, y0, x1, y1] = this._rotate(tile.direction, 0, 0.5 - r, 0.5 - r, 1);
packet.blit(powered_coords[0], powered_coords[1], x0, y0, x1 - x0, y1 - y0);
}
}
}
// Layer 2: the tile itself
this.draw_drawspec(drawspec.logic_gate_tiles[tile.gate_type], name, tile, packet);
// Layer 3: counter number
if (tile.gate_type === 'counter') {
packet.blit(0, 3, tile.memory * 0.75, 0, 0.75, 1, 0.125, 0);
}
}
_draw_railroad(drawspec, name, tile, packet) {
// All railroads have regular gravel underneath
// TODO would be nice to disambiguate since it's possible to have nothing visible
this.draw_drawspec(this.layout['gravel'], name, tile, packet);
// 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.tracks & (1 << i))) {
if (tile.track_switch === i) {
topmost_part = part;
}
visible_parts.push(part);
}
}
let has_switch = (tile && tile.track_switch !== null);
for (let part of visible_parts) {
this.draw_drawspec(drawspec.railroad_ties[part], name, tile, packet);
}
let tracks = has_switch ? drawspec.railroad_inactive : drawspec.railroad_active;
for (let part of visible_parts) {
if (part !== topmost_part) {
this.draw_drawspec(tracks[part], name, tile, packet);
}
}
if (topmost_part) {
this.draw_drawspec(drawspec.railroad_active[topmost_part], name, tile, packet);
}
if (has_switch) {
this.draw_drawspec(drawspec.railroad_switch, name, tile, packet);
}
}
draw_drawspec(drawspec, name, tile, packet) {
if (drawspec.__special__) {
if (drawspec.__special__ === 'overlay') {
this._draw_overlay(drawspec, name, tile, packet);
}
else if (drawspec.__special__ === 'scroll') {
this._draw_scroll(drawspec, name, tile, packet);
}
else if (drawspec.__special__ === 'wires') {
this._draw_wires(drawspec, name, tile, packet);
}
else if (drawspec.__special__ === 'letter') {
this._draw_letter(drawspec, name, tile, packet);
}
else if (drawspec.__special__ === 'thin_walls') {
this._draw_thin_walls(drawspec, name, tile, packet);
}
else if (drawspec.__special__ === 'thin_walls_cc1') {
this._draw_thin_walls_cc1(drawspec, name, tile, packet);
}
else if (drawspec.__special__ === 'bomb-fuse') {
this._draw_bomb_fuse(drawspec, name, tile, packet);
}
else if (drawspec.__special__ === 'arrows') {
this._draw_arrows(drawspec, name, tile, packet);
}
else if (drawspec.__special__ === 'visual-state') {
this._draw_visual_state(drawspec, name, tile, packet);
}
else if (drawspec.__special__ === 'double-size-monster') {
this._draw_double_size_monster(drawspec, name, tile, packet);
}
else if (drawspec.__special__ === 'rover') {
this._draw_rover(drawspec, name, tile, packet);
}
else if (drawspec.__special__ === 'perception') {
if (drawspec.modes.has(packet.perception)) {
this.draw_drawspec(drawspec.revealed, name, tile, packet);
}
else {
this.draw_drawspec(drawspec.hidden, name, tile, packet);
}
}
else if (drawspec.__special__ === 'logic-gate') {
this._draw_logic_gate(drawspec, name, tile, packet);
}
else if (drawspec.__special__ === 'railroad') {
this._draw_railroad(drawspec, name, tile, packet);
}
else {
console.error(`No such special ${drawspec.__special__} for ${name}`);
}
return;
}
this._draw_standard(drawspec, name, tile, packet);
}
_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];
}
}
}