[game] Collision detection
This commit is contained in:
parent
2388acaa94
commit
38f5f95827
6 changed files with 511 additions and 242 deletions
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@ -2,20 +2,42 @@ import { load_texture } from "./assets";
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import { btn, Button } from "./input";
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import { Vec2, new_v2, vadd, vsub, vnorm, vmul } from "./vector";
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import { spr, use_texture, Texture } from "./graphics";
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import { has_collision, Level } from "./level";
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export interface ActorProps {
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id: string;
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cx: number;
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cy: number;
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xr: number;
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yr: number;
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position: Vec2;
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velocity: Vec2;
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friction: number;
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id: string;
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collide_radius: number;
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}
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export function new_actor_props(id: string, position: Vec2): ActorProps {
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export function new_actor_props(
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id: string,
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position: Vec2,
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collide_radius: number
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): ActorProps {
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const cx = Math.trunc(position.x / 16);
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const cy = Math.trunc(position.y / 16);
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const xr = (position.x - cx * 16) / 16;
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const yr = (position.y - cy * 16) / 16;
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return {
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cx,
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cy,
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xr,
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yr,
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velocity: new_v2(0),
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friction: 0.6,
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friction: 0.7,
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id,
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position,
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collide_radius,
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};
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}
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@ -30,9 +52,15 @@ export class Actor {
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update() {}
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update_physics() {
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const velocity = vmul(this.props.velocity, this.props.friction);
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// Zero if we're smaller than some epsilon.
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// IDEAS: Make gameplay logic at 30fps and render updates at 60fps? Does
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// this mean we do some "update" in render?
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//
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// TODO: Update physics in a better kind of way rather than an object call.
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update_physics(level: Level | undefined) {
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// This is very nice: https://deepnight.net/tutorial/a-simple-platformer-engine-part-1-basics/
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// Apply friction to velocity and zero if we're close enough to zero.
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const props = this.props;
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const velocity = vmul(props.velocity, props.friction);
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if (Math.abs(velocity.x) < 0.01) {
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velocity.x = 0;
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}
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@ -40,13 +68,62 @@ export class Actor {
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velocity.y = 0;
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}
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const new_position = vadd(this.props.position, velocity);
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let cx = props.cx;
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let cy = props.cy;
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// Adjust xr with velocity, check for collisions, etc.
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let xr = props.xr + velocity.x;
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do {
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// TODO: Cap velocity to 1 tile/frame? Then we wouldn't need this loop...
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if (xr >= 0.7 && has_collision(level, cx + 1, cy)) {
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xr = 0.7;
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velocity.x = 0;
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}
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if (xr <= 0.3 && has_collision(level, cx - 1, cy)) {
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xr = 0.3;
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velocity.x = 0;
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}
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if (xr > 1) {
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cx += 1;
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xr -= 1;
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}
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if (xr < 0) {
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cx -= 1;
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xr += 1;
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}
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} while (xr > 1 || xr < 0);
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let yr = props.yr + velocity.y;
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do {
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if (yr >= 0.4 && has_collision(level, cx, cy + 1)) {
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yr = 0.4;
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velocity.y = 0;
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}
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if (yr <= 0.1 && has_collision(level, cx, cy - 1)) {
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yr = 0.1;
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velocity.y = 0;
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}
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if (yr > 1) {
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cy += 1;
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yr -= 1;
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}
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if (yr < 0) {
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cy -= 1;
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yr += 1;
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}
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} while (yr > 1 || yr < 0);
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// TODO: Collision detection
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// const { w, h } = this.bounds;
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this.props.velocity = velocity;
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this.props.position = new_position;
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const new_position = new_v2((cx + xr) * 16, (cy + yr) * 16);
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props.cx = cx;
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props.cy = cy;
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props.xr = xr;
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props.yr = yr;
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props.velocity = velocity;
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props.position = new_position;
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}
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draw(_clock: number) {}
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@ -55,7 +132,7 @@ export class Actor {
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}
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const robo_info = {
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anchor: new_v2(16, 24), // Distance from upper-left of sprite.
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anchor: new_v2(16, 16), // Distance from upper-left of sprite.
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bounds: new_v2(32), // Width/height of sprite.
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sprite: "./bot.png",
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animations: [
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@ -90,7 +167,7 @@ export class Robo extends Actor {
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a.x += 1;
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}
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vnorm(a);
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this.props.velocity = vadd(this.props.velocity, vmul(a, 1.5));
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this.props.velocity = vadd(this.props.velocity, vmul(a, 0.06));
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}
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draw(clock: number) {
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204
game/level.ts
204
game/level.ts
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@ -7,52 +7,65 @@ import { load_string } from "./io";
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// TODO: Use io-ts? YIKES.
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export type Tile = {
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export interface Tile {
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px: [number, number];
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src: [number, number];
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f: number;
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t: number;
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a: number;
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};
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}
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export type TileLayer = {
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type: "tile";
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export interface TileSet {
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id: number;
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texture: Texture;
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tags: Map<string, number[]>;
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}
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export interface TileLayer {
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type: "tile";
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tileset: TileSet;
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grid_size: number;
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offset: [number, number];
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tiles: Tile[];
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};
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}
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export type Entity = {
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export interface Entity {
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type: string;
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id: string;
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px: [number, number];
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bounds: [number, number];
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// TODO: More props here.
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};
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}
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export type EntityLayer = {
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export interface EntityLayer {
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type: "entity";
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entities: Entity[];
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};
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}
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export type Level = {
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export interface Level {
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world_x: number;
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world_y: number;
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width: number;
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height: number;
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cw: number;
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ch: number;
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tile_layers: TileLayer[];
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entity_layers: EntityLayer[];
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};
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entities: Entity[];
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values: number[];
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}
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export type TileSet = { id: number; texture: Texture };
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export interface World {
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levels: Level[];
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tilesets: Map<number, TileSet>;
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}
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export type World = { levels: Level[]; tilesets: Map<number, TileSet> };
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async function load_tileset(def: {
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interface LDTKTilesetDef {
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uid: number;
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relPath: string;
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}): Promise<TileSet> {
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enumTags: { enumValueId: string; tileIds: number[] }[];
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}
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async function load_tileset(def: LDTKTilesetDef): Promise<TileSet> {
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let relPath = def.relPath as string;
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if (relPath.endsWith(".aseprite")) {
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// Whoops let's load the export instead?
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@ -60,11 +73,16 @@ async function load_tileset(def: {
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}
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let texture = await load_texture(relPath);
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let tags = new Map();
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for (const et of def.enumTags) {
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tags.set(et.enumValueId, et.tileIds);
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}
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print("Loaded tileset", def.uid, "from", relPath, "as ID", texture.id());
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return { id: def.uid, texture };
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return { id: def.uid, texture, tags };
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}
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type TileLayerInstance = {
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interface LDTKTileLayerInstance {
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__type: "Tiles";
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__gridSize: number;
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__pxTotalOffsetX: number;
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@ -77,11 +95,11 @@ type TileLayerInstance = {
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t: number;
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a: number;
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}[];
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};
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}
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function load_tile_layer_instance(
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tile_sets: Map<number, TileSet>,
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li: TileLayerInstance
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li: LDTKTileLayerInstance
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): TileLayer {
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const tileset = tile_sets.get(li.__tilesetDefUid);
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if (!tileset) {
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@ -90,14 +108,14 @@ function load_tile_layer_instance(
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return {
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type: "tile",
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texture: tileset.texture,
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tileset,
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grid_size: li.__gridSize,
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offset: [li.__pxTotalOffsetX, li.__pxTotalOffsetY],
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tiles: li.gridTiles,
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};
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}
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type EntityLayerInstance = {
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interface LDTKEntityLayerInstance {
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__type: "Entities";
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entityInstances: {
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__identifier: string;
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@ -106,72 +124,135 @@ type EntityLayerInstance = {
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height: number;
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px: [number, number];
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}[];
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};
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function load_entity_layer_instance(li: EntityLayerInstance): EntityLayer {
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return {
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type: "entity",
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entities: li.entityInstances.map((ei) => {
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return {
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type: ei.__identifier,
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id: ei.iid,
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px: ei.px,
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bounds: [ei.width, ei.height],
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};
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}),
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};
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}
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type LayerInstance = TileLayerInstance | EntityLayerInstance;
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function load_entity_layer_instance(li: LDTKEntityLayerInstance): Entity[] {
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return li.entityInstances.map((ei) => {
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return {
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type: ei.__identifier,
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id: ei.iid,
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px: ei.px,
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bounds: [ei.width, ei.height],
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};
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});
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}
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function is_tile_layer_instance(x: LayerInstance): x is TileLayerInstance {
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interface LDTKIntGridLayerInstance {
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__type: "IntGrid";
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__cWid: number;
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__cHei: number;
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intGridCsv: number[];
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}
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type LDTKLayerInstance =
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| LDTKTileLayerInstance
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| LDTKEntityLayerInstance
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| LDTKIntGridLayerInstance;
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function is_tile_layer_instance(
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x: LDTKLayerInstance
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): x is LDTKTileLayerInstance {
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return x.__type == "Tiles";
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}
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function is_entity_layer_instance(x: LayerInstance): x is EntityLayerInstance {
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function is_entity_layer_instance(
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x: LDTKLayerInstance
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): x is LDTKEntityLayerInstance {
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return x.__type == "Entities";
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}
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function load_level(
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tile_sets: Map<number, TileSet>,
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def: {
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worldX: number;
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worldY: number;
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pxWid: number;
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pxHei: number;
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layerInstances: LayerInstance[];
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}
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): Level {
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function is_intgrid_layer_instance(
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x: LDTKLayerInstance
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): x is LDTKIntGridLayerInstance {
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return x.__type == "IntGrid";
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}
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type LDTKLevel = {
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worldX: number;
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worldY: number;
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pxWid: number;
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pxHei: number;
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layerInstances: LDTKLayerInstance[];
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};
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function load_level(tile_sets: Map<number, TileSet>, def: LDTKLevel): Level {
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const result: Level = {
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world_x: def.worldX,
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world_y: def.worldY,
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width: def.pxWid,
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height: def.pxHei,
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cw: 0,
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ch: 0,
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tile_layers: [],
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entity_layers: [],
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entities: [],
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values: [],
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};
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for (const li of def.layerInstances) {
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if (is_tile_layer_instance(li)) {
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result.tile_layers.push(load_tile_layer_instance(tile_sets, li));
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const tli = load_tile_layer_instance(tile_sets, li);
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result.tile_layers.push(tli);
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} else if (is_entity_layer_instance(li)) {
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result.entity_layers.push(load_entity_layer_instance(li));
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// TODO: Why would I support multiple entity layers?
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result.entities = load_entity_layer_instance(li);
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} else if (is_intgrid_layer_instance(li)) {
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result.cw = li.__cWid;
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result.ch = li.__cHei;
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result.values = li.intGridCsv; // ?
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} else {
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print("WARNING: Unknown layer type");
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}
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}
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return result;
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}
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interface LDTKMap {
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__header__: {
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fileType: "LDtk Project JSON";
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app: "LDtk";
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doc: "https://ldtk.io/json";
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schema: "https://ldtk.io/files/JSON_SCHEMA.json";
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appAuthor: "Sebastien 'deepnight' Benard";
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appVersion: "1.3.3";
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url: "https://ldtk.io";
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};
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defs: {
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tilesets: LDTKTilesetDef[];
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};
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levels: LDTKLevel[];
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}
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function is_ldtk_map(map: unknown): map is LDTKMap {
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if (
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map instanceof Object &&
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"__header__" in map &&
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map.__header__ instanceof Object
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) {
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const header = map.__header__;
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if ("fileType" in header && header.fileType == "LDtk Project JSON") {
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return true;
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}
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}
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return false;
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}
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export async function load_world(path: string): Promise<World> {
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print("Loading map:", path);
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const blob = await load_string(path);
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const map = JSON.parse(blob);
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if (!is_ldtk_map(map)) {
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throw new Error("Map does not appear to be an LDTK level");
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}
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const tilesets = new Map<number, TileSet>();
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let loaded_tilesets = await Promise.all(
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map.defs.tilesets
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.filter((def: any) => def.relPath != null)
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.map((def: any) => load_tileset(def))
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.filter((def) => def.relPath != null)
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.map((def) => load_tileset(def))
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);
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for (const ts of loaded_tilesets) {
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tilesets.set(ts.id, ts);
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@ -181,13 +262,24 @@ export async function load_world(path: string): Promise<World> {
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return { levels, tilesets };
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}
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export function has_collision(
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level: Level | undefined,
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cx: number,
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cy: number
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): boolean {
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if (!level) return true;
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if (cx < 0 || cx >= level.cw) return false;
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if (cy < 0 || cy >= level.ch) return false;
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return level.values[cy * level.cw + cx] == 1; // TODO: MAGIC NUMBER?
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}
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export function draw_level(
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level: Level,
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offset_x: number = 0,
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offset_y: number = 0
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) {
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for (const layer of level.tile_layers) {
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use_texture(layer.texture);
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use_texture(layer.tileset.texture);
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let [ofx, ofy] = layer.offset;
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ofx += offset_x;
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20
game/main.ts
20
game/main.ts
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@ -36,16 +36,14 @@ function load_assets() {
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// TODO: SPAWN ACTORS BASED ON LEVEL.
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actors.length = 0;
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for (const entity_layer of level.entity_layers) {
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for (const entity of entity_layer.entities) {
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if (is_actor_type(entity.type)) {
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const [x, y] = entity.px;
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const [w, h] = entity.bounds;
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const props = new_actor_props(entity.id, new_v2(x, y), new_v2(w, h));
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actors.push(spawn_actor(entity.type, props));
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} else {
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print("WARNING: Ignoring entity of type", entity.type);
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}
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for (const entity of level.entities) {
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if (is_actor_type(entity.type)) {
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const [x, y] = entity.px;
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const [w, _] = entity.bounds;
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const props = new_actor_props(entity.id, new_v2(x, y), w);
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actors.push(spawn_actor(entity.type, props));
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} else {
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print("WARNING: Ignoring entity of type", entity.type);
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}
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}
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});
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@ -91,7 +89,7 @@ export function update() {
|
|||
}
|
||||
|
||||
for (const actor of actors) {
|
||||
actor.update_physics();
|
||||
actor.update_physics(level);
|
||||
}
|
||||
|
||||
// TODO: Bonks
|
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