[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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7 changed files with 936 additions and 595 deletions
26
game/main.ts
26
game/main.ts
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@ -2,8 +2,8 @@ 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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import { load_world, World, Level, draw_level } from "./level";
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/// TODO: Support reload by saving and restoring state from init/update/restore.
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@ -11,6 +11,8 @@ import { new_v2, vadd, vmul, vnorm } from "./vector";
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let clock = 0;
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let bot_sprite: Texture | undefined = undefined;
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let world: World | undefined = undefined;
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let level: Level | 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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@ -18,13 +20,6 @@ let bot_sprite: Texture | undefined = undefined;
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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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let texture_load = load_texture("./bot.png").then((n) => {
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@ -32,7 +27,16 @@ function load_assets() {
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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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let map_load = load_world("./overworld.ldtk").then((w) => {
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print("World loaded at", since_start());
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world = w;
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// Assume we start at 0,0
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level = world.levels.find((l) => l.world_x == 0 && l.world_y == 0);
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if (!level) {
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throw new Error("UNABLE TO FIND LEVEL AT 0,0: CANNOT START");
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}
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});
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Promise.all([texture_load, map_load]).then(() => {
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loaded = true;
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@ -106,6 +110,10 @@ export function draw() {
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return;
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}
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if (level != undefined) {
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draw_level(level, 0, 0);
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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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