oden/game/level.ts
John Doty f9648d88cd [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.
2023-08-07 10:05:24 -07:00

141 lines
3.3 KiB
TypeScript

// NOTE: It's super not clear how much of this should be in rust vs
// javascript. Dealing with the level code is really nice in javascript
// but there's a bunch of weird stuff that really feels lower level.
import { load_texture } from "./assets";
import { Texture, print, spr, use_texture } from "./graphics";
import { load_string } from "./io";
// TODO: Use io-ts? YIKES.
export type Tile = {
px: [number, number];
src: [number, number];
f: number;
t: number;
a: number;
};
export type TileLayer = {
type: "tile";
texture: Texture;
grid_size: number;
offset: [number, number];
tiles: Tile[];
};
export type Layer = TileLayer;
export type Level = {
world_x: number;
world_y: number;
width: number;
height: number;
layers: Layer[];
};
export type TileSet = { id: number; texture: Texture };
export type World = { levels: Level[]; tilesets: Map<number, TileSet> };
async function load_tileset(def: {
uid: number;
relPath: string;
}): Promise<TileSet> {
let relPath = def.relPath as string;
if (relPath.endsWith(".aseprite")) {
// Whoops let's load the export instead?
relPath = relPath.substring(0, relPath.length - 8) + "png";
}
let texture = await load_texture(relPath);
print("Loaded tileset", def.uid, "from", relPath, "as ID", texture.id());
return { id: def.uid, texture };
}
function load_level(
tile_sets: Map<number, TileSet>,
def: {
worldX: number;
worldY: number;
pxWid: number;
pxHei: number;
layerInstances: {
__gridSize: number;
__pxTotalOffsetX: number;
__pxTotalOffsetY: number;
__tilesetDefUid: number;
gridTiles: {
px: [number, number];
src: [number, number];
f: number;
t: number;
a: number;
}[];
}[];
}
): Level {
return {
world_x: def.worldX,
world_y: def.worldY,
width: def.pxWid,
height: def.pxHei,
layers: def.layerInstances.map((li) => {
const tileset = tile_sets.get(li.__tilesetDefUid);
if (!tileset) {
throw new Error("Unable to find texture!!! " + li.__tilesetDefUid);
}
return {
type: "tile",
texture: tileset.texture,
grid_size: li.__gridSize,
offset: [li.__pxTotalOffsetX, li.__pxTotalOffsetY],
tiles: li.gridTiles,
};
}),
};
}
export async function load_world(path: string): Promise<World> {
print("Loading map:", path);
const blob = await load_string(path);
const map = JSON.parse(blob);
const tilesets = new Map<number, TileSet>();
let loaded_tilesets = await Promise.all(
map.defs.tilesets
.filter((def: any) => def.relPath != null)
.map((def: any) => load_tileset(def))
);
for (const ts of loaded_tilesets) {
tilesets.set(ts.id, ts);
}
const levels = map.levels.map((l: any) => load_level(tilesets, l));
return { levels, tilesets };
}
export function draw_level(
level: Level,
offset_x: number = 0,
offset_y: number = 0
) {
for (const layer of level.layers) {
use_texture(layer.texture);
let [ofx, ofy] = layer.offset;
ofx += offset_x;
ofy += offset_y;
for (const tile of layer.tiles) {
// TODO: Flip and whatnot.
spr(
tile.px[0] + ofx,
tile.px[1] + ofy,
layer.grid_size,
layer.grid_size,
tile.src[0],
tile.src[1]
);
}
}
}