[oden] Writable Textures and re-work TS API
Now we return Texture objects to make things a little bit more type-safe, at the cost of a small allocation (I hope!)
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7 changed files with 287 additions and 24 deletions
36
game/main.ts
36
game/main.ts
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@ -1,26 +1,48 @@
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import { cls, print, spr, use_texture } from "./graphics";
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import { cls, print, spr, use_texture, Texture } from "./graphics";
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import { load_texture } from "./assets";
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import { since_start } from "./time";
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import { btn, Button } from "./input";
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// import { load_string } from "./io";
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import { new_v2, vadd, vmul, vnorm } from "./vector";
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/// TODO: Support reload by saving and restoring state from init/update/restore.
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/// A nice looping frame counter.
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let clock = 0;
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let bot_sprite: number | undefined = undefined;
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let bot_sprite: Texture | undefined = undefined;
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// Note zelda overworld is 16x8 screens
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// zelda screen is 16x11 tiles
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// from a feeling point of view this is sufficient, apparently :D
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export function init() {
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print("Hello world!");
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let loaded = false;
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async function load_map(path: string) {
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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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// print("Loaded map:", map);
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}
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function load_assets() {
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// Start this load, but then...
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load_texture("./bot.png").then((n) => {
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let texture_load = load_texture("./bot.png").then((n) => {
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print("Bot loaded at", since_start());
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bot_sprite = n;
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});
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let map_load = load_map("./overworld.ldtk");
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Promise.all([texture_load, map_load]).then(() => {
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loaded = true;
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print("All are loaded.");
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});
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}
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export function init() {
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print("Hello world!");
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load_assets();
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}
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const friction = 0.6;
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@ -80,6 +102,10 @@ const robo_info = {
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export function draw() {
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cls(0.1, 0.2, 0.3);
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if (!loaded) {
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return;
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}
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if (bot_sprite != undefined) {
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// ...it gets resolved here?
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use_texture(bot_sprite);
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