[oden][game] Draw the world
This involved basically a giant rewrite of the renderer because I now need to share the vertex buffer across textures and it is *a lot* let me tell you. There's like a vertical seam which I don't understand yet.
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141
game/level.ts
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141
game/level.ts
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// NOTE: It's super not clear how much of this should be in rust vs
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// javascript. Dealing with the level code is really nice in javascript
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// but there's a bunch of weird stuff that really feels lower level.
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import { load_texture } from "./assets";
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import { Texture, print, spr, use_texture } from "./graphics";
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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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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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export type TileLayer = {
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type: "tile";
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texture: Texture;
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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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export type Layer = TileLayer;
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export type 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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layers: Layer[];
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};
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export type TileSet = { id: number; texture: Texture };
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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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uid: number;
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relPath: string;
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}): 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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relPath = relPath.substring(0, relPath.length - 8) + "png";
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}
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let texture = await load_texture(relPath);
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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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}
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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: {
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__gridSize: number;
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__pxTotalOffsetX: number;
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__pxTotalOffsetY: number;
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__tilesetDefUid: number;
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gridTiles: {
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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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}
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): Level {
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return {
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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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layers: def.layerInstances.map((li) => {
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const tileset = tile_sets.get(li.__tilesetDefUid);
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if (!tileset) {
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throw new Error("Unable to find texture!!! " + li.__tilesetDefUid);
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}
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return {
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type: "tile",
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texture: tileset.texture,
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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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};
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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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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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);
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for (const ts of loaded_tilesets) {
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tilesets.set(ts.id, ts);
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}
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const levels = map.levels.map((l: any) => load_level(tilesets, l));
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return { levels, tilesets };
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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.layers) {
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use_texture(layer.texture);
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let [ofx, ofy] = layer.offset;
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ofx += offset_x;
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ofy += offset_y;
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for (const tile of layer.tiles) {
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// TODO: Flip and whatnot.
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spr(
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tile.px[0] + ofx,
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tile.px[1] + ofy,
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layer.grid_size,
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layer.grid_size,
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tile.src[0],
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tile.src[1]
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);
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}
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}
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}
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