Autotiles are a new asset type with a tab that shows every tile of the floor (2x3) or wall (2x2) block and an animated sample pattern (#118)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5 committed 2026-09-17 21:35:29 +02:00
1 parent c17b2b5426
commit 1a9f07c4ac
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@@ -39,6 +39,8 @@ export function buildAsset(type: AssetType, name: string, id = newId()): Asset {
return { ...base, type: 'container', objects: [] };
case 'animation':
return { ...base, type: 'animation', root: '', tracks: [] };
case 'autotile':
return { ...base, type: 'autotile', pictures: [] };
case 'statemachine':
return { ...base, type: 'statemachine', graph: createEmptyGraph() };
case 'shader':
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@@ -0,0 +1,91 @@
/**
* The picture list of an autotile (#118): which blocks it is drawn from, and in which order – the
* order is the animation, so moving a picture is an edit of its own rather than a cosmetic sort.
* The kind, the rate and the playback are ordinary properties and go through `SetAssetPropertyCommand`.
*/
import type { Project } from '../model/Project';
import { resolvePicture } from '../model/texture';
import { type Command, CommandError } from './Command';
import { requireAutotile } from './require';
/** Appends a picture; `at` puts it before the picture with that index instead. */
export class AddAutotilePictureCommand implements Command {
readonly label = 'Add autotile picture';
private index = -1;
constructor(
private readonly assetId: string,
private readonly pictureId: string,
private readonly at?: number,
) {}
execute(project: Project): void {
const asset = requireAutotile(project, this.assetId);
// A texture or one of its frames – anything else names no block, and a list of dead ids is
// the one thing the tab could not explain to whoever built it.
if (!resolvePicture(project, this.pictureId))
throw new CommandError(`${this.pictureId} is not a texture or a frame`);
this.index = this.at === undefined ? asset.pictures.length : clampIndex(this.at, asset.pictures.length);
asset.pictures.splice(this.index, 0, this.pictureId);
}
undo(project: Project): void {
requireAutotile(project, this.assetId).pictures.splice(this.index, 1);
}
}
export class RemoveAutotilePictureCommand implements Command {
readonly label = 'Remove autotile picture';
private removed = '';
constructor(
private readonly assetId: string,
private readonly index: number,
) {}
execute(project: Project): void {
const asset = requireAutotile(project, this.assetId);
const picture = asset.pictures[this.index];
if (picture === undefined) throw new CommandError(`${asset.name} has no picture ${this.index + 1}`);
this.removed = picture;
asset.pictures.splice(this.index, 1);
}
undo(project: Project): void {
requireAutotile(project, this.assetId).pictures.splice(this.index, 0, this.removed);
}
}
/** Moves one picture to another place in the list; the step in between is what changes the animation. */
export class MoveAutotilePictureCommand implements Command {
readonly label = 'Reorder autotile pictures';
constructor(
private readonly assetId: string,
private readonly from: number,
private readonly to: number,
) {}
execute(project: Project): void {
this.move(project, this.from, this.to);
}
undo(project: Project): void {
this.move(project, this.to, this.from);
}
private move(project: Project, from: number, to: number): void {
const asset = requireAutotile(project, this.assetId);
const picture = asset.pictures[from];
if (picture === undefined) throw new CommandError(`${asset.name} has no picture ${from + 1}`);
if (to < 0 || to >= asset.pictures.length)
throw new CommandError(`${asset.name} has no place ${to + 1} to move it to`);
asset.pictures.splice(from, 1);
asset.pictures.splice(to, 0, picture);
}
}
function clampIndex(index: number, length: number): number {
if (!Number.isFinite(index)) return length;
return Math.max(0, Math.min(length, Math.floor(index)));
}
+7 -1
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@@ -1,7 +1,7 @@
/** Lookups that throw a `CommandError` when the target does not exist. */
import { findNode, type Graph, type GraphEdge, type GraphNode } from '../graph/Graph';
import { type NodeDef, nodeDef } from '../graph/NodeRegistry';
import type { Asset, BehaviorAsset, StateMachineAsset, VariablesAsset } from '../model/Asset';
import type { Asset, AutotileAsset, BehaviorAsset, StateMachineAsset, VariablesAsset } from '../model/Asset';
import { findObject, type ObjectTree } from '../model/hierarchy';
import { isTemplateContent, objectRef, type ObjectRef } from '../model/instance';
import {
@@ -79,6 +79,12 @@ export function requireVariableOwner(project: Project, assetId: string): Behavio
return asset;
}
export function requireAutotile(project: Project, assetId: string): AutotileAsset {
const asset = findAssetOf(project, assetId, 'autotile');
if (!asset) throw new CommandError(`Autotile ${assetId} not found`);
return asset;
}
export function requireStateMachine(project: Project, assetId: string): StateMachineAsset {
const asset = findAssetOf(project, assetId, 'statemachine');
if (!asset) throw new CommandError(`State machine ${assetId} not found`);
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@@ -184,6 +184,17 @@ export interface SoundAsset extends AssetBase {
file: string;
}
/**
* A tile that draws its own edges: `pictures` names one block per animation step (a texture id for
* a sheet that holds nothing else, a frame id for one block cut out of a sheet), and `props` say
* which kind of block it is, how fast it runs and whether it loops or bounces. What a block is cut
* into and which quarter goes where is `model/autotile.ts`; placing one is the tilemap of #128.
*/
export interface AutotileAsset extends AssetBase {
type: 'autotile';
pictures: string[];
}
/**
* The graph is the motion of one particle: every output of its `Output` node is a function of the
* particle's age and its own random number (see `core/particles/compile.ts`). A placed object is
@@ -205,6 +216,7 @@ export type Asset =
| ContainerAsset
| TextureAsset
| AnimationAsset
| AutotileAsset
| StateMachineAsset
| ShaderAsset
| FontAsset
+6 -2
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@@ -9,6 +9,7 @@ export const ASSET_TYPES = [
'container',
'texture',
'animation',
'autotile',
'statemachine',
'shader',
'font',
@@ -29,6 +30,7 @@ export const ASSET_TYPE_LABELS: Record<AssetType, string> = {
container: 'Container',
texture: 'Texture',
animation: 'Animation',
autotile: 'Autotile',
statemachine: 'State machine',
shader: 'Shader',
font: 'Font',
@@ -40,17 +42,19 @@ export const ASSET_TYPE_LABELS: Record<AssetType, string> = {
* Textures and animations are not placeable: they are pictures a sprite wears through `texture`,
* as a shader is worn through `shader` and a font through `font`. A state machine is not either:
* a behavior refers to it by id, and a Variables asset is declarations a graph reads by id. A
* sound is nowhere on screen at all – a graph plays it, so there is nothing to place.
* sound is nowhere on screen at all – a graph plays it, so there is nothing to place. An autotile
* is a tile a tilemap draws with (#128), so it is placed no more directly than a texture is.
*/
export type PlaceableAssetType = Exclude<
AssetType,
'scene' | 'texture' | 'animation' | 'statemachine' | 'shader' | 'font' | 'sound' | 'variables'
'scene' | 'texture' | 'animation' | 'autotile' | 'statemachine' | 'shader' | 'font' | 'sound' | 'variables'
>;
const NOT_PLACEABLE: ReadonlySet<AssetType> = new Set([
'scene',
'texture',
'animation',
'autotile',
'statemachine',
'shader',
'font',
+313
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@@ -0,0 +1,313 @@
import type { AutotileAsset } from './Asset';
import { textOf } from './Properties';
import type { Project } from './Project';
import { type FrameRect, resolvePicture, type TextureRef } from './texture';
/**
* An autotile is one picture per animation step, and every picture is a *block* of tiles the
* editor cuts into quarter tiles. Which quarter goes into which corner of a drawn tile depends on
* the neighbours, which is what makes a hand-drawn edge continue across tile borders (#118).
*
* The two kinds are the two block shapes the classic RPG-Maker sheets use:
* `floor` is 2 × 3 tiles and has inner corners, `wall` is 2 × 2 and has none. Everything below
* counts in *quadrants* – quarter tiles – with (0, 0) at the block's top-left corner.
*/
export const AUTOTILE_KINDS = ['floor', 'wall'] as const;
export type AutotileKind = (typeof AUTOTILE_KINDS)[number];
export const AUTOTILE_KIND_KEY = 'kind';
export const AUTOTILE_FPS_KEY = 'fps';
export const AUTOTILE_PLAYBACK_KEY = 'playback';
/** Only the two that make sense for a tile that is always on screen; there is no end to hold. */
export const AUTOTILE_PLAYBACKS = ['loop', 'pingpong'] as const;
export type AutotilePlayback = (typeof AUTOTILE_PLAYBACKS)[number];
/** A block is two tiles wide in both kinds, so it is four quadrants wide. */
export const BLOCK_COLUMNS = 4;
/** Quadrant rows of a block: `floor` is three tiles tall, `wall` two. */
export const BLOCK_ROWS: Record<AutotileKind, number> = { floor: 6, wall: 4 };
export function autotileKind(asset: AutotileAsset): AutotileKind {
const value = textOf(asset.props[AUTOTILE_KIND_KEY] ?? 'floor');
return (AUTOTILE_KINDS as readonly string[]).includes(value) ? (value as AutotileKind) : 'floor';
}
export function autotilePlayback(asset: AutotileAsset): AutotilePlayback {
const value = textOf(asset.props[AUTOTILE_PLAYBACK_KEY] ?? 'loop');
return (AUTOTILE_PLAYBACKS as readonly string[]).includes(value) ? (value as AutotilePlayback) : 'loop';
}
export function autotileFps(asset: AutotileAsset): number {
const fps = Number(asset.props[AUTOTILE_FPS_KEY]);
return Number.isFinite(fps) && fps > 0 ? fps : 0;
}
/** Which of the eight neighbouring cells hold the same autotile. */
export interface Neighbours {
n: boolean;
e: boolean;
s: boolean;
w: boolean;
ne: boolean;
se: boolean;
sw: boolean;
nw: boolean;
}
/** A quarter tile inside the block, in quadrant units from its top-left corner. */
export interface QuadPos {
x: number;
y: number;
}
/** The four quarters of a drawn tile, in reading order: top-left, top-right, bottom-left, bottom-right. */
export type TileQuadrants = [QuadPos, QuadPos, QuadPos, QuadPos];
/**
* Where one corner of a tile takes its quarter from. `fill` is the inside, `h`/`v` the straight
* edges towards the horizontal and the vertical neighbour, `corner` the convex corner where both
* are missing, and `inner` the concave notch where both neighbours are there but the diagonal
* between them is not. A `wall` has no notch, which is why its block is one tile row shorter.
*/
interface CornerSpec {
fill: QuadPos;
h: QuadPos;
v: QuadPos;
corner: QuadPos;
inner?: QuadPos;
}
const at = (x: number, y: number): QuadPos => ({ x, y });
/**
* The floor block: the top tile row holds the four notches, the 2 × 2 below it the bordered tile
* whose middle four quadrants are the inside. Verified against the `Outside_A1`–`A4` sheets.
*/
const FLOOR_CORNERS: readonly CornerSpec[] = [
{ fill: at(1, 3), h: at(1, 2), v: at(0, 3), corner: at(0, 2), inner: at(0, 0) },
{ fill: at(2, 3), h: at(2, 2), v: at(3, 3), corner: at(3, 2), inner: at(1, 0) },
{ fill: at(1, 4), h: at(1, 5), v: at(0, 4), corner: at(0, 5), inner: at(0, 1) },
{ fill: at(2, 4), h: at(2, 5), v: at(3, 4), corner: at(3, 5), inner: at(1, 1) },
];
/** The wall block: the same bordered 2 × 2 tile and nothing else. */
const WALL_CORNERS: readonly CornerSpec[] = [
{ fill: at(1, 1), h: at(1, 0), v: at(0, 1), corner: at(0, 0) },
{ fill: at(2, 1), h: at(2, 0), v: at(3, 1), corner: at(3, 0) },
{ fill: at(1, 2), h: at(1, 3), v: at(0, 2), corner: at(0, 3) },
{ fill: at(2, 2), h: at(2, 3), v: at(3, 2), corner: at(3, 3) },
];
function cornersOf(kind: AutotileKind): readonly CornerSpec[] {
return kind === 'wall' ? WALL_CORNERS : FLOOR_CORNERS;
}
/**
* `sideH` is the neighbour left or right of the tile, `sideV` the one above or below, `diagonal`
* the one between them. Without notches a diagonal says nothing, so a wall ignores it.
*/
function quadrantFor(spec: CornerSpec, sideH: boolean, sideV: boolean, diagonal: boolean): QuadPos {
if (sideH && sideV) return !spec.inner || diagonal ? spec.fill : spec.inner;
if (sideH) return spec.h;
if (sideV) return spec.v;
return spec.corner;
}
/** The four quarters a tile with these neighbours is drawn from. */
export function tileQuadrants(kind: AutotileKind, around: Neighbours): TileQuadrants {
const [tl, tr, bl, br] = cornersOf(kind) as [CornerSpec, CornerSpec, CornerSpec, CornerSpec];
return [
quadrantFor(tl, around.w, around.n, around.nw),
quadrantFor(tr, around.e, around.n, around.ne),
quadrantFor(bl, around.w, around.s, around.sw),
quadrantFor(br, around.e, around.s, around.se),
];
}
const NO_NEIGHBOURS: Neighbours = {
n: false,
e: false,
s: false,
w: false,
ne: false,
se: false,
sw: false,
nw: false,
};
const SIDES = ['n', 'e', 's', 'w'] as const;
const DIAGONALS = ['ne', 'se', 'sw', 'nw'] as const;
/** A tile as it comes out of the block: the neighbours that produce it and the quarters it uses. */
export interface AutotileCombination {
neighbours: Neighbours;
quadrants: TileQuadrants;
/** The joined sides, with a notched corner spelled out: `NESW-nw`, `·` for a lone tile. */
label: string;
}
/**
* Every tile the kind can produce, without repeats: 47 for a floor, 16 for a wall. Built by walking
* all neighbourhoods and keeping the first that draws a tile nobody drew before – so a diagonal is
* only set where it changes something, and the list starts with the lone tile.
*/
export function autotileCombinations(kind: AutotileKind): AutotileCombination[] {
const combinations: AutotileCombination[] = [];
const seen = new Set<string>();
const keys = [...SIDES, ...DIAGONALS] as const;
for (let mask = 0; mask < 1 << keys.length; mask++) {
const neighbours = { ...NO_NEIGHBOURS };
keys.forEach((key, bit) => (neighbours[key] = (mask & (1 << bit)) !== 0));
const quadrants = tileQuadrants(kind, neighbours);
const signature = quadrants.map((q) => `${q.x},${q.y}`).join(' ');
if (seen.has(signature)) continue;
seen.add(signature);
combinations.push({ neighbours, quadrants, label: combinationLabel(neighbours, quadrants, kind) });
}
return combinations;
}
function combinationLabel(around: Neighbours, quadrants: TileQuadrants, kind: AutotileKind): string {
const sides = SIDES.filter((side) => around[side])
.map((side) => side.toUpperCase())
.join('');
const corners = cornersOf(kind);
const notched = DIAGONALS.filter((_, index) => {
const corner = NOTCH_ORDER[index]!;
const inner = corners[corner]?.inner;
const drawn = quadrants[corner]!;
return inner !== undefined && drawn.x === inner.x && drawn.y === inner.y;
});
return `${sides || '·'}${notched.length > 0 ? `-${notched.join(',')}` : ''}`;
}
/** Which corner of the tile each diagonal belongs to, in the order of `DIAGONALS`. */
const NOTCH_ORDER = [1, 3, 2, 0];
/**
* The little map the tab composes as a sample: a ring with a hole and a step, which is every
* interesting case at once – outer corners, straight edges and, in the hole, the notches.
*/
export const SAMPLE_PATTERN: readonly string[] = [
'..........',
'..#####...',
'.#######..',
'.###..###.',
'.###..###.',
'..######..',
'...####...',
'..........',
];
export function patternCell(pattern: readonly string[], row: number, column: number): boolean {
return pattern[row]?.[column] === '#';
}
/** What lies around a cell of a pattern; anything outside it counts as empty. */
export function neighboursAt(pattern: readonly string[], row: number, column: number): Neighbours {
const cell = (r: number, c: number) => patternCell(pattern, r, c);
return {
n: cell(row - 1, column),
e: cell(row, column + 1),
s: cell(row + 1, column),
w: cell(row, column - 1),
ne: cell(row - 1, column + 1),
se: cell(row + 1, column + 1),
sw: cell(row + 1, column - 1),
nw: cell(row - 1, column - 1),
};
}
/** One picture of an autotile: the reference it was named by, and the block it covers. */
export interface AutotilePicture {
id: string;
ref: TextureRef;
block: FrameRect;
}
/**
* What the tab can draw and what stands in its way. `problem` is a sentence for the reader, never
* a reason to drop anything: a picture of the wrong size stays in the list and can be taken out
* again or the kind switched to the one it fits.
*/
export interface AutotileInfo {
kind: AutotileKind;
pictures: AutotilePicture[];
/** Side of one tile in image pixels, 0 while the autotile has no usable picture. */
tile: number;
/** Side of one quarter tile – half a tile, and what the block is measured in. */
quad: number;
problem: string;
}
/**
* Reads an autotile against the project: resolves every picture, derives the tile size from the
* first one and says what does not fit. The tile size is derived rather than stored – a block is
* two tiles wide by definition, so a second number could only ever disagree with the picture.
*/
export function readAutotile(project: Project, asset: AutotileAsset): AutotileInfo {
const kind = autotileKind(asset);
const rows = BLOCK_ROWS[kind];
const pictures: AutotilePicture[] = [];
const missing: string[] = [];
for (const id of asset.pictures) {
const ref = resolvePicture(project, id);
if (!ref) {
missing.push(id);
continue;
}
pictures.push({ id, ref, block: ref.rect ?? { x: 0, y: 0, w: ref.sourceWidth, h: ref.sourceHeight } });
}
const first = pictures[0];
const quad = first ? first.block.w / BLOCK_COLUMNS : 0;
const fits = (rect: FrameRect) =>
rect.w === quad * BLOCK_COLUMNS && rect.h === quad * rows && Number.isInteger(quad) && quad > 0;
const problem =
asset.pictures.length === 0
? 'No picture yet – add a texture or a frame that holds one block.'
: missing.length > 0
? `${missing.length} picture(s) no longer exist.`
: !first || !fits(first.block)
? blockProblem(kind, first?.block, rows)
: pictures.some((picture) => !fits(picture.block))
? 'The pictures have different sizes; every step of an animation must hold the same block.'
: '';
return { kind, pictures, tile: problem === '' ? quad * 2 : 0, quad: problem === '' ? quad : 0, problem };
}
function blockProblem(kind: AutotileKind, block: FrameRect | undefined, rows: number): string {
const shape = `${BLOCK_COLUMNS / 2} × ${rows / 2} tiles`;
const size = block ? `, this one is ${block.w} × ${block.h} px` : '';
return `A ${kind} block is ${shape}, so its sides must divide by ${BLOCK_COLUMNS} and ${rows}${size}.`;
}
/** The rectangle one quarter tile is cut from, in image pixels. */
export function quadrantRect(picture: AutotilePicture, quad: number, position: QuadPos): FrameRect {
return {
x: picture.block.x + position.x * quad,
y: picture.block.y + position.y * quad,
w: quad,
h: quad,
};
}
/** That quarter as a texture reference of its own – a cut of the sheet, never nine-sliced. */
export function quadrantRef(picture: AutotilePicture, quad: number, position: QuadPos): TextureRef {
return { ...picture.ref, rect: quadrantRect(picture, quad, position), slice: null };
}
/**
* Which picture is shown `time` seconds in. One picture is a still image whatever the settings
* say; ping-pong turns on the last one, so three pictures run 0 1 2 1 and not 0 1 2 2 1.
*/
export function pictureIndexAt(count: number, playback: AutotilePlayback, fps: number, time: number): number {
if (count <= 1) return 0;
if (!Number.isFinite(fps) || fps <= 0 || !Number.isFinite(time) || time <= 0) return 0;
const step = Math.floor(time * fps);
if (playback === 'loop') return step % count;
const span = 2 * (count - 1);
const phase = step % span;
return phase < count ? phase : span - phase;
}
+9 -1
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@@ -6,7 +6,7 @@
import { isKindWith } from '../properties/kinds';
import { schemaForAsset } from '../properties/PropertySchema';
import { referencesAny, trackDef } from './animation';
import type { AnimationAsset, Asset } from './Asset';
import type { AnimationAsset, Asset, AutotileAsset } from './Asset';
import { overrideSites } from './instance';
import { type ObjectHolder, objectHolders, type Project } from './Project';
import type { SceneObject } from './SceneObject';
@@ -63,6 +63,14 @@ export function findPropertyUsages(project: Project, ids: string | readonly stri
return result;
}
/** The autotiles drawn from any of these pictures – intrinsic data, like an animation's keys. */
export function autotilesUsing(project: Project, ids: readonly string[]): AutotileAsset[] {
const wanted = new Set(ids);
return project.assets.filter(
(a): a is AutotileAsset => a.type === 'autotile' && a.pictures.some((id) => wanted.has(id)),
);
}
/** The animations keying any of these ids – intrinsic data, which `findPropertyUsages` does not see. */
export function animationsUsing(project: Project, ids: readonly string[]): AnimationAsset[] {
const wanted = new Set(ids);
+27
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@@ -20,6 +20,7 @@ import {
type VariableKind,
} from './kinds';
import { findAssetOf, type Project } from '../model/Project';
import { AUTOTILE_FPS_KEY, AUTOTILE_KIND_KEY, AUTOTILE_PLAYBACK_KEY } from '../model/autotile';
import { SLICE_SCALE_KEY } from '../model/texture';
import type { SceneObject } from '../model/SceneObject';
import { flatListOf, listItemOf } from './listItems';
@@ -217,6 +218,32 @@ const ASSET_SCHEMAS: Record<AssetType, PropertySchema> = {
],
},
],
// The pictures are intrinsic data on the asset (see AutotileAsset); these three say what the
// block holds and how its steps run. There is no tile size: a block is two tiles wide, so the
// picture already says it (see `readAutotile`).
autotile: [
{
key: AUTOTILE_KIND_KEY,
label: 'Kind',
kind: 'enum',
default: 'floor',
options: [
{ value: 'floor', label: 'Floor (2 × 3)' },
{ value: 'wall', label: 'Wall (2 × 2)' },
],
},
{ key: AUTOTILE_FPS_KEY, label: 'Frames per second', kind: 'number', default: 4, min: 0.1, max: 120 },
{
key: AUTOTILE_PLAYBACK_KEY,
label: 'Playback',
kind: 'enum',
default: 'loop',
options: [
{ value: 'loop', label: 'Loop' },
{ value: 'pingpong', label: 'Ping-pong' },
],
},
],
// Behaviors declare their own properties (variables) per asset too – see `schemaForAsset`.
behavior: [{ key: 'runInEditor', label: 'Run in editor', kind: 'boolean', default: false }],
// Every row is declared on the asset itself – see `schemaForBag`.
+7
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@@ -168,6 +168,13 @@ export function deserializeProject(raw: unknown, fallbackId = ''): Project {
} else if (type === 'sound') {
const file = typeof a.file === 'string' && isSoundFile(a.file) ? a.file : '';
assets.push({ id, type, name, props, file });
} else if (type === 'autotile') {
// A picture naming nothing is kept, like an animation's dangling root: it reads as missing
// in the tab and comes back when the texture it named is restored by an undo.
const pictures = (Array.isArray(a.pictures) ? a.pictures : []).filter(
(id): id is string => typeof id === 'string' && id !== '',
);
assets.push({ id, type, name, props, pictures });
} else if (type === 'animation') {
// A root or row aiming at something gone is kept: it reads as missing and keeps its keys.
const root = typeof a.root === 'string' ? a.root : '';
+11 -1
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@@ -30,6 +30,7 @@ import { GraphEditor } from './graph/GraphEditor';
import { Inspector } from './inspector/Inspector';
import { ListEditor } from './list/ListEditor';
import { AnimationEditor } from './animation/AnimationEditor';
import { AutotileEditor } from './autotile/AutotileEditor';
import { AssetPanel } from './panels/AssetPanel';
import { HierarchyPanel } from './panels/HierarchyPanel';
import { Toolbar } from './panels/Toolbar';
@@ -55,6 +56,7 @@ export type CentreTab =
| 'game'
| 'texture'
| 'animation'
| 'autotile'
| 'container'
| 'list'
| 'plugins';
@@ -72,6 +74,7 @@ const TAB_ORDER = [
'particles',
'texture',
'animation',
'autotile',
'container',
'list',
'plugins',
@@ -86,6 +89,7 @@ const TAB_LABELS: Record<CentreTab, string> = {
particles: 'Particles',
texture: 'Texture',
animation: 'Animation',
autotile: 'Autotile',
container: 'Container',
list: 'List',
plugins: 'Plugins',
@@ -100,6 +104,7 @@ const TAB_OF_ASSET: Partial<Record<AssetType, CentreTab>> = {
particles: 'particles',
texture: 'texture',
animation: 'animation',
autotile: 'autotile',
container: 'container',
};
@@ -127,6 +132,7 @@ export class Editor implements PlayHost {
readonly particlesEditor: ParticlesEditor;
readonly textureEditor: TextureEditor;
readonly animationEditor: AnimationEditor;
readonly autotileEditor: AutotileEditor;
readonly containerEditor: ContainerEditor;
readonly listEditor: ListEditor;
/** Plugins tab: the switch per file in `data/plugins/`. */
@@ -177,6 +183,7 @@ export class Editor implements PlayHost {
this.particlesEditor = new ParticlesEditor(state);
this.textureEditor = new TextureEditor(state);
this.animationEditor = new AnimationEditor(state);
this.autotileEditor = new AutotileEditor(state);
this.containerEditor = new ContainerEditor(state);
this.listEditor = new ListEditor(state);
this.hierarchy = new HierarchyPanel(state);
@@ -235,6 +242,7 @@ export class Editor implements PlayHost {
particles: this.particlesEditor,
texture: this.textureEditor,
animation: this.animationEditor,
autotile: this.autotileEditor,
container: this.containerEditor,
list: this.listEditor,
plugins: this.pluginsPane,
@@ -408,6 +416,7 @@ export class Editor implements PlayHost {
this.gameView.animate();
this.console.refresh();
if (this.tab === 'animation') this.animationEditor.tick(step);
if (this.tab === 'autotile') this.autotileEditor.tick(step);
// Play repaints the machine tab itself (see `PlaySession.tick`); an editor run has no session
// to do it, and its states move just the same.
if (this.tab === 'statemachine' && this.editorRun.isRunning) this.stateMachineEditor.canvas.redraw();
@@ -426,7 +435,8 @@ export class Editor implements PlayHost {
(this.viewport.visible && this.viewport.animates) ||
(this.gameView.visible && this.gameView.animates) ||
this.tab === 'particles' ||
(this.tab === 'animation' && this.animationEditor.isPlaying)
(this.tab === 'animation' && this.animationEditor.isPlaying) ||
(this.tab === 'autotile' && this.autotileEditor.isPlaying)
);
}
+10 -5
View File
@@ -16,7 +16,7 @@ import { findAnnotation } from '../core/graph';
import { findAsset, findGraphAsset, type ObjectHolder, type Project } from '../core/model/Project';
import type { SceneObject } from '../core/model/SceneObject';
import { textureRefIds } from '../core/model/texture';
import { animationsUsing, findPropertyUsages, findUsages } from '../core/model/usages';
import { animationsUsing, autotilesUsing, findPropertyUsages, findUsages } from '../core/model/usages';
import { Dialog } from '../ui';
import { type EditorState, objectSelection } from './state';
@@ -97,11 +97,12 @@ export function confirmDeleteAsset(state: EditorState, assetId: string): void {
const ids = asset.type === 'texture' ? textureRefIds(asset) : [assetId];
const references = findPropertyUsages(state.project, ids).length;
const animations = asset.type === 'texture' ? animationsUsing(state.project, ids).length : 0;
const autotiles = asset.type === 'texture' ? autotilesUsing(state.project, ids).length : 0;
const detail =
asset.type === 'scene'
? `The scene and its ${asset.objects.length} object(s) are removed.`
: references > 0 || animations > 0
? wornDetail(references, animations, asset.type)
: references > 0 || animations > 0 || autotiles > 0
? wornDetail(references, animations, autotiles, asset.type)
: usages === 0
? 'This cannot be undone with Ctrl+Z after reload.'
: asset.type === 'container'
@@ -113,11 +114,15 @@ export function confirmDeleteAsset(state: EditorState, assetId: string): void {
]).openCentered();
}
function wornDetail(sprites: number, animations: number, type: AssetType): string {
function wornDetail(sprites: number, animations: number, autotiles: number, type: AssetType): string {
if (type === 'font') return `${sprites} text(s) reference it and fall back to the editor's own typeface.`;
const who = [
sprites > 0 ? `${sprites} sprite(s)` : '',
animations > 0 ? `${animations} animation(s)` : '',
autotiles > 0 ? `${autotiles} autotile(s)` : '',
].filter(Boolean);
return `${who.join(' and ')} reference it and show the plain colour in its place.`;
// "a, b and c" rather than "a and b and c", which three kinds of user made reachable.
const list =
who.length > 2 ? `${who.slice(0, -1).join(', ')} and ${who[who.length - 1]}` : who.join(' and ');
return `${list} reference it and show the plain colour in its place.`;
}
+348
View File
@@ -0,0 +1,348 @@
import {
Container,
type FederatedPointerEvent,
type FederatedWheelEvent,
Graphics,
Sprite,
Text,
} from 'pixi.js';
import type { AutotileAsset } from '../../core/model/Asset';
import {
autotileCombinations,
autotileFps,
autotilePlayback,
type AutotileInfo,
type AutotilePicture,
neighboursAt,
patternCell,
pictureIndexAt,
quadrantRef,
type QuadPos,
readAutotile,
SAMPLE_PATTERN,
tileQuadrants,
type TileQuadrants,
} from '../../core/model/autotile';
import { findAssetOf } from '../../core/model/Project';
import { type Size, Theme, textStyle, Widget, zoomFactor } from '../../ui';
import { textureLibrary } from '../../viewport/TextureLibrary';
import { type Box, frameBoxes } from '../framing';
import { type GraphView, zoomedAbout } from '../graph/graphView';
import type { EditorState } from '../state';
/** Tiles per row in the combination grid; 47 of them then read as six rows of eight. */
const GRID_COLUMNS = 8;
/** Gaps and caption room, in tile widths – so the board keeps its shape at any tile size. */
const GAP = 0.34;
const CAPTION = 0.3;
const SECTION_GAP = 1.2;
const FIT_MARGIN = 16;
/** Wider than the graph's: a 48 px tile is small, and its quarters are what one wants to look at. */
const ZOOM_LIMITS = { min: 0.1, max: 6 };
/** One tile of the board: where it sits and which quarters it is drawn from. */
interface BoardTile {
x: number;
y: number;
quadrants: TileQuadrants;
sprites: [Sprite, Sprite, Sprite, Sprite];
/** Set on the tiles of the sample map: which cell of it this is. */
cell?: { row: number; column: number };
}
/**
* The Autotile tab's picture (#118): every tile the block can produce, captioned with the
* neighbours that ask for it, and below them a sample map composed from the same quarters – the
* one place that shows whether the edges really continue across tile borders. A drag pans, the
* wheel zooms, nothing is edited here.
*/
export class AutotileCanvas extends Widget {
private readonly bg = new Graphics();
private readonly content = new Container();
private readonly clip = new Graphics();
private readonly hint = new Text({ text: '', style: textStyle('muted') });
private readonly tiles: BoardTile[] = [];
private readonly labels: Text[] = [];
private view: GraphView = { pan: { x: 0, y: 0 }, zoom: 1 };
private panning: { start: { x: number; y: number }; pan: { x: number; y: number } } | null = null;
private assetId = '';
/** Seconds the preview has been running – the only thing that moves without an edit. */
private time = 0;
/** What the sprites were built for, so an unchanged board is not rebuilt every frame. */
private built = '';
private shownPicture = -1;
private board = { w: 0, h: 0 };
private info: AutotileInfo | null = null;
private needsFit = true;
constructor(private readonly state: EditorState) {
super();
this.content.eventMode = 'none';
this.hint.eventMode = 'none';
this.addChild(this.bg, this.content, this.hint, this.clip);
this.content.mask = this.clip;
this.on('pointerdown', (e: FederatedPointerEvent) => {
this.panning = { start: { x: e.global.x, y: e.global.y }, pan: { ...this.view.pan } };
});
this.on('globalpointermove', (e: FederatedPointerEvent) => {
if (!this.panning) return;
const { start, pan } = this.panning;
this.view.pan = { x: pan.x + e.global.x - start.x, y: pan.y + e.global.y - start.y };
this.applyView();
});
this.on('pointerup', () => (this.panning = null));
this.on('pointerupoutside', () => (this.panning = null));
this.on('wheel', (e: FederatedWheelEvent) => {
this.view = zoomedAbout(this.view, this.toLocal(e.global), zoomFactor(e.deltaY), ZOOM_LIMITS);
this.needsFit = false;
this.applyView();
e.preventDefault();
});
state.on('project', () => this.redraw());
state.on('load', () => this.show(''));
// A picture arrives asynchronously; the board is empty until it does.
textureLibrary.onChange(() => this.redraw());
}
override measure(): Size {
return { w: Math.max(this.minWidth, 200), h: Math.max(this.minHeight, 200) };
}
get currentAssetId(): string {
return this.assetId;
}
/** Switching resets time and view: the next autotile is a new subject. */
show(assetId: string): void {
if (this.assetId === assetId) return;
this.assetId = assetId;
this.time = 0;
this.needsFit = true;
this.redraw();
}
fit(): void {
this.needsFit = true;
this.redraw();
}
/** Advances the animation; only called while the tab is visible (see `Editor.tick`). */
tick(dt: number): void {
if (!this.animates) return;
this.time += dt;
this.redraw();
}
/** Whether anything moves by itself – one picture is a still image, however fast it is set to run. */
get animates(): boolean {
const info = this.info;
return Boolean(info && info.problem === '' && info.pictures.length > 1 && this.fps() > 0);
}
/** What the board shows – the check scripts read this. */
debugInfo(): {
assetId: string;
kind: string;
tiles: number;
combinations: number;
picture: number;
pictures: number;
tile: number;
problem: string;
zoom: number;
pan: { x: number; y: number };
rect: { x: number; y: number; w: number; h: number };
} {
const info = this.info;
const origin = this.getGlobalPosition();
return {
assetId: this.assetId,
kind: info?.kind ?? '',
tiles: this.tiles.length,
combinations: info ? autotileCombinations(info.kind).length : 0,
picture: this.shownPicture,
pictures: info?.pictures.length ?? 0,
tile: info?.tile ?? 0,
problem: info?.problem ?? '',
zoom: this.view.zoom,
pan: { ...this.view.pan },
rect: { x: origin.x, y: origin.y, w: this.w, h: this.h },
};
}
/**
* One tile of the board as drawn: which quarters it uses and where the middle of each of them
* sits on screen. A check reads a pixel there – the only way to see that the right quarter of
* the block ended up in the right corner of the tile.
*/
tileDrawn(index: number): {
quadrants: { x: number; y: number; at: { x: number; y: number } }[];
} | null {
const tile = this.tiles[index];
if (!tile) return null;
const half = (this.tiles[0] ? (this.info?.tile ?? 0) / 2 : 0) * this.view.zoom;
return {
quadrants: tile.quadrants.map((position, corner) => {
const sprite = tile.sprites[corner]!;
const at = sprite.getGlobalPosition();
return { x: position.x, y: position.y, at: { x: at.x + half / 2, y: at.y + half / 2 } };
}),
};
}
/** The board tile a cell of the sample map became, so a check can name one without counting. */
sampleTile(row: number, column: number): number {
return this.tiles.findIndex((tile) => tile.cell?.row === row && tile.cell.column === column);
}
private asset(): AutotileAsset | undefined {
return this.assetId ? findAssetOf(this.state.project, this.assetId, 'autotile') : undefined;
}
private fps(): number {
const asset = this.asset();
return asset ? autotileFps(asset) : 0;
}
override layout(): void {
if (this.needsFit) this.redraw();
}
override redraw(): void {
this.bg.clear().rect(0, 0, this.w, this.h).fill(Theme.colors.viewport);
this.clip.clear().rect(0, 0, this.w, this.h).fill(0xffffff);
const asset = this.asset();
this.info = asset ? readAutotile(this.state.project, asset) : null;
this.build(asset);
this.paint(asset);
this.syncHint(asset);
if (this.needsFit && this.w > 0 && this.h > 0 && this.tiles.length > 0) {
const box: Box = { id: 'board', x: 0, y: 0, w: this.board.w, h: this.board.h };
const framing = frameBoxes([box], { w: this.w, h: this.h }, FIT_MARGIN, ZOOM_LIMITS);
this.view = { pan: { x: framing.panX, y: framing.panY }, zoom: framing.zoom };
this.needsFit = false;
}
this.applyView();
}
/** Rebuilds the sprites when the board's shape changed – the kind, the tile size or the asset. */
private build(asset: AutotileAsset | undefined): void {
const info = this.info;
const signature = asset && info && info.problem === '' ? `${asset.id}:${info.kind}:${info.tile}` : '';
if (signature === this.built) return;
this.built = signature;
this.shownPicture = -1;
for (const tile of this.tiles.splice(0)) for (const sprite of tile.sprites) sprite.destroy();
for (const label of this.labels.splice(0)) label.destroy();
this.content.removeChildren();
if (!info || signature === '') {
this.board = { w: 0, h: 0 };
return;
}
this.layoutBoard(info);
}
/** The combination grid, then the sample map below it – all in image pixels of the tile. */
private layoutBoard(info: AutotileInfo): void {
const tile = info.tile;
const step = tile * (1 + GAP);
const row = tile * (1 + GAP + CAPTION);
const combinations = autotileCombinations(info.kind);
combinations.forEach((combination, index) => {
const column = index % GRID_COLUMNS;
const line = Math.floor(index / GRID_COLUMNS);
const x = column * step;
const y = line * row;
this.addTile(x, y, combination.quadrants);
this.addLabel(combination.label, x, y + tile + tile * 0.06, tile);
});
const gridHeight = Math.ceil(combinations.length / GRID_COLUMNS) * row;
const sampleTop = gridHeight + tile * SECTION_GAP;
for (let line = 0; line < SAMPLE_PATTERN.length; line++)
for (let column = 0; column < (SAMPLE_PATTERN[line]?.length ?? 0); column++) {
if (!patternCell(SAMPLE_PATTERN, line, column)) continue;
const around = neighboursAt(SAMPLE_PATTERN, line, column);
this.addTile(column * tile, sampleTop + line * tile, tileQuadrants(info.kind, around), {
row: line,
column,
});
}
this.board = {
w: Math.max(GRID_COLUMNS * step - tile * GAP, (SAMPLE_PATTERN[0]?.length ?? 0) * tile),
h: sampleTop + SAMPLE_PATTERN.length * tile,
};
}
private addTile(
x: number,
y: number,
quadrants: TileQuadrants,
cell?: { row: number; column: number },
): void {
const sprites = [new Sprite(), new Sprite(), new Sprite(), new Sprite()] as [
Sprite,
Sprite,
Sprite,
Sprite,
];
this.content.addChild(...sprites);
this.tiles.push(cell ? { x, y, quadrants, sprites, cell } : { x, y, quadrants, sprites });
}
private addLabel(text: string, x: number, y: number, tile: number): void {
const label = new Text({ text, style: textStyle('viewportLabel') });
// Scaled with the tile so a caption never overruns the tile it belongs to.
const scale = Math.min(1, tile / Math.max(label.width, 1));
label.scale.set(scale);
label.position.set(x, y);
this.content.addChild(label);
this.labels.push(label);
}
/** Puts the current picture's quarters into the sprites; a picture still loading leaves them blank. */
private paint(asset: AutotileAsset | undefined): void {
const info = this.info;
if (!asset || !info || info.problem !== '' || this.tiles.length === 0) return;
const index = pictureIndexAt(
info.pictures.length,
autotilePlayback(asset),
autotileFps(asset),
this.time,
);
const picture = info.pictures[index];
if (!picture) return;
const half = info.tile / 2;
for (const tile of this.tiles) {
tile.quadrants.forEach((position, corner) => {
const sprite = tile.sprites[corner]!;
const texture = this.quadrant(picture, info, position);
sprite.visible = texture !== null;
if (texture) sprite.texture = texture;
sprite.position.set(tile.x + (corner % 2) * half, tile.y + Math.floor(corner / 2) * half);
sprite.width = half;
sprite.height = half;
});
}
this.shownPicture = index;
}
private quadrant(picture: AutotilePicture, info: AutotileInfo, position: QuadPos) {
return textureLibrary.get(quadrantRef(picture, info.quad, position));
}
private syncHint(asset: AutotileAsset | undefined): void {
const text = !asset
? 'No autotile selected – create one in the Assets panel.'
: (this.info?.problem ?? '');
this.hint.text = text;
this.hint.visible = text !== '';
this.hint.position.set(Theme.padding * 2, Theme.padding * 2);
}
private applyView(): void {
this.content.position.set(Math.round(this.view.pan.x), Math.round(this.view.pan.y));
this.content.scale.set(this.view.zoom);
}
}
+105
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@@ -0,0 +1,105 @@
import { SetAssetPropertyCommand } from '../../core/commands/assetCommands';
import type { Asset, AutotileAsset } from '../../core/model/Asset';
import {
AUTOTILE_KIND_KEY,
AUTOTILE_KINDS,
autotileCombinations,
autotileFps,
autotileKind,
readAutotile,
} from '../../core/model/autotile';
import { propDef } from '../../core/properties/PropertySchema';
import { Dropdown, formatNumber, HStack, Menu, type MenuItem, type Widget } from '../../ui';
import { AssetTabEditor } from '../AssetTabEditor';
import type { EditorState } from '../state';
import { AutotileCanvas } from './AutotileCanvas';
import { PictureStrip } from './PictureStrip';
/** Room kept for the "Floor · 48 px · 3 pictures · 47 tiles" readout. */
const INFO_WIDTH = 250;
const KIND_WIDTH = 130;
/**
* The Autotile tab (#118): the header picks the autotile and the kind of block, the strip on the
* right holds the pictures one animation step each, and the board shows every tile the block can
* produce plus a sample map composed from them. The rate and the playback are properties of the
* asset, edited in the inspector like an animation's.
*/
export class AutotileEditor extends AssetTabEditor<AutotileAsset, AutotileCanvas> {
/** Public for the check scripts. */
readonly kindPicker: Dropdown;
readonly strip: PictureStrip;
constructor(state: EditorState) {
super(state, { noun: 'Autotile', infoWidth: INFO_WIDTH });
this.kindPicker = new Dropdown('—', { width: KIND_WIDTH, onClick: () => this.openKindPicker() });
this.strip = new PictureStrip(state);
this.mount(new AutotileCanvas(state), [this.kindPicker]);
}
/** The board left, the picture list right – the list keeps its width, the board takes the rest. */
protected override body(canvas: AutotileCanvas): Widget {
const row = new HStack();
row.add(canvas, 1);
row.add(this.strip);
return row;
}
/** Only called while the tab is visible. */
tick(dt: number): void {
this.canvas.tick(dt);
}
/** Whether the board moves by itself – an animated autotile has no event to wake it. */
get isPlaying(): boolean {
return this.canvas.animates;
}
protected override selectedId(): string {
return this.state.selectedAutotileId ?? '';
}
protected override isMine(asset: Asset): asset is AutotileAsset {
return asset.type === 'autotile';
}
protected override infoText(asset: AutotileAsset): string {
const info = readAutotile(this.state.project, asset);
const kind = kindLabel(this.state, asset);
const pictures = asset.pictures.length;
const steps = `${pictures} ${pictures === 1 ? 'picture' : 'pictures'}`;
if (info.problem !== '') return `${kind} · ${steps} · not usable yet`;
const tiles = autotileCombinations(info.kind).length;
const fps = pictures > 1 ? ` · ${formatNumber(autotileFps(asset), 2)} fps` : '';
return `${kind} · ${info.tile} px · ${steps}${fps} · ${tiles} tiles`;
}
protected override syncExtras(asset: AutotileAsset | null): void {
this.strip.show(asset?.id ?? '');
this.kindPicker.setText(asset ? kindLabel(this.state, asset) : '—');
this.kindPicker.setEnabled(asset !== null);
this.fitButton.setEnabled(asset !== null);
}
private openKindPicker(): void {
const asset = this.asset();
if (!asset) return;
const current = autotileKind(asset);
const items: MenuItem[] = AUTOTILE_KINDS.map((kind) => ({
label: `${kind === current ? '● ' : ''}${optionLabel(this.state, asset, kind)}`,
onSelect: () => this.state.execute(new SetAssetPropertyCommand(asset.id, AUTOTILE_KIND_KEY, kind)),
}));
new Menu(items).openBelow(this.kindPicker);
}
}
/** The label the schema gives the kind, so the picker and the readout cannot drift apart. */
function optionLabel(state: EditorState, asset: AutotileAsset, kind: string): string {
const def = propDef(state.project, asset, AUTOTILE_KIND_KEY);
const option = def?.kind === 'enum' ? def.options.find((o) => o.value === kind) : undefined;
return option?.label ?? kind;
}
function kindLabel(state: EditorState, asset: AutotileAsset): string {
return optionLabel(state, asset, autotileKind(asset));
}
+177
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@@ -0,0 +1,177 @@
import { Graphics } from 'pixi.js';
import {
AddAutotilePictureCommand,
MoveAutotilePictureCommand,
RemoveAutotilePictureCommand,
} from '../../core/commands/autotileCommands';
import type { AutotileAsset } from '../../core/model/Asset';
import { pictureChoices, textureRefLabel } from '../../core/properties/textureRef';
import {
Button,
type DropSpot,
HStack,
Label,
ListView,
Menu,
type MenuItem,
ScrollContainer,
Theme,
VStack,
} from '../../ui';
import type { EditorState } from '../state';
const WIDTH = 210;
/**
* Where a dragged row lands, counted in the list it has *left* – which is what the move command
* takes. A drop on the middle of a row takes that row's place: the list is flat, so there is no
* "inside" for it to mean, and without this a drag downwards onto the next row would cancel itself
* out. The gaps above and below a row are insert points, and one below the dragged row shifts up
* by one once the row is out. `-1` is "nothing to do".
*/
export function dropIndex(from: number, spot: DropSpot, length: number): number {
const last = length - 1;
if (from < 0 || from > last) return -1;
if (spot.at === 'end') return last;
const target = Number(spot.targetId);
if (!Number.isInteger(target) || target < 0 || target > last) return -1;
if (spot.at === 'onto') return target;
const insert = target + (spot.at === 'after' ? 1 : 0);
return Math.min(last, insert > from ? insert - 1 : insert);
}
/**
* The picture list beside the board (#118): one row per animation step, in the order they run.
* Rows are addressed by their place rather than by the picture they name – the same block may be
* used twice in one animation, and then two rows carry the same id.
*/
export class PictureStrip extends VStack {
/** Public for the check scripts. */
readonly addButton: Button;
readonly removeButton: Button;
readonly list = new ListView();
private readonly title = new Label('Pictures', { style: 'muted' });
private readonly scroll = new ScrollContainer();
private readonly border = new Graphics();
private assetId = '';
private selected = -1;
constructor(private readonly state: EditorState) {
super({ gap: Theme.gap, padding: Theme.padding });
this.minWidth = WIDTH;
this.addButton = new Button('+ Picture', { onClick: () => this.openPicturePicker() });
this.removeButton = new Button('Remove', { onClick: () => this.removeSelected() });
const header = new HStack({ gap: Theme.gap, align: 'center' });
header.add(this.title);
this.add(header);
this.list.emptyText = 'No pictures yet';
this.list.onSelect = (id) => this.select(id === null ? -1 : Number(id));
this.list.onDrop = (draggedId, spot) => this.drop(Number(draggedId), spot);
this.list.onContextMenu = (id, x, y) => this.openRowMenu(Number(id), x, y);
this.scroll.setContent(this.list);
this.add(this.scroll, 1);
const buttons = new HStack({ gap: Theme.gap });
buttons.add(this.addButton, 1);
buttons.add(this.removeButton, 1);
this.add(buttons);
this.addChildAt(this.border, 0);
state.on('project', () => this.refresh());
state.on('load', () => this.show(''));
}
show(assetId: string): void {
if (this.assetId === assetId) {
this.refresh();
return;
}
this.assetId = assetId;
this.selected = -1;
this.refresh();
}
/** The rows as shown and which one is picked – the check scripts read this. */
debugInfo(): { pictures: string[]; selected: number } {
return { pictures: this.asset()?.pictures.map((id) => this.labelOf(id)) ?? [], selected: this.selected };
}
private asset(): AutotileAsset | undefined {
const asset = this.state.project.assets.find((a) => a.id === this.assetId);
return asset?.type === 'autotile' ? asset : undefined;
}
private labelOf(id: string): string {
return textureRefLabel(this.state.project, id);
}
private refresh(): void {
const asset = this.asset();
const pictures = asset?.pictures ?? [];
if (this.selected >= pictures.length) this.selected = pictures.length - 1;
this.list.setItems(
pictures.map((id, index) => ({
id: String(index),
label: this.labelOf(id),
hint: String(index + 1),
})),
);
this.list.select(this.selected >= 0 ? String(this.selected) : null, true);
this.scroll.relayoutContent();
this.addButton.setEnabled(asset !== undefined);
this.removeButton.setEnabled(this.selected >= 0);
this.title.setText(pictures.length === 1 ? '1 picture' : `${pictures.length} pictures`);
}
private select(index: number): void {
this.selected = index;
this.removeButton.setEnabled(index >= 0);
}
private removeSelected(): void {
const asset = this.asset();
if (!asset || this.selected < 0) return;
this.state.execute(new RemoveAutotilePictureCommand(asset.id, this.selected));
}
/** Every texture and every frame; an autotile block is one of them, whole or cut out. */
private openPicturePicker(): void {
const asset = this.asset();
if (!asset) return;
const items: MenuItem[] = pictureChoices(this.state.project).map((choice) => ({
label: choice.label,
onSelect: () => this.state.execute(new AddAutotilePictureCommand(asset.id, choice.id)),
}));
if (items.length === 0) items.push({ label: 'No textures yet', onSelect: () => undefined });
new Menu(items, { searchable: true }).openBelow(this.addButton);
}
private openRowMenu(index: number, x: number, y: number): Menu | undefined {
const asset = this.asset();
if (!asset) return undefined;
this.select(index);
this.list.select(String(index), true);
const menu = new Menu([
{
label: 'Remove',
danger: true,
onSelect: () => this.state.execute(new RemoveAutotilePictureCommand(asset.id, index)),
},
]);
menu.open(x, y);
return menu;
}
/** Dragging a row to another place is what reorders the animation. */
private drop(from: number, spot: DropSpot): void {
const asset = this.asset();
if (!asset) return;
const to = dropIndex(from, spot, asset.pictures.length);
if (to === from || to < 0) return;
if (this.state.execute(new MoveAutotilePictureCommand(asset.id, from, to))) this.select(to);
}
override redraw(): void {
super.redraw();
this.border.clear().rect(0, 0, 1, this.h).fill(Theme.colors.border);
}
}
+16
View File
@@ -507,6 +507,22 @@ export function installDebugHook(app: Application, state: EditorState, editor: E
fitAt: () => centreOf(editor.animationEditor.fitButton),
},
},
autotile: {
current: () => editor.autotileEditor.currentAssetId,
info: () => editor.autotileEditor.shownInfo,
/** What the board drew: tiles, the picture it is showing and what stands in the way. */
board: () => editor.autotileEditor.canvas.debugInfo(),
pictures: () => editor.autotileEditor.strip.debugInfo(),
/** A tile of the board: its quarters and where each of them is drawn. */
tile: (index: number) => editor.autotileEditor.canvas.tileDrawn(index),
/** Which board tile a cell of the sample map became – `-1` when that cell is empty. */
sampleTile: (row: number, column: number) => editor.autotileEditor.canvas.sampleTile(row, column),
kindPickerAt: () => centreOf(editor.autotileEditor.kindPicker),
addPictureAt: () => centreOf(editor.autotileEditor.strip.addButton),
removePictureAt: () => centreOf(editor.autotileEditor.strip.removeButton),
pictureRowAt: (index: number) => editor.autotileEditor.strip.list.rowGlobal(String(index)),
fitAt: () => centreOf(editor.autotileEditor.fitButton),
},
container: {
current: () => containerEditor.currentAssetId,
pickerWidth: () => containerEditor.picker.w,
+12 -3
View File
@@ -23,9 +23,18 @@ export interface GraphView {
zoom: number;
}
/** The view after zooming by `factor` about a screen point, which keeps the graph point under it. */
export function zoomedAbout(view: GraphView, at: Point, factor: number): GraphView {
const zoom = clamp(view.zoom * factor, ZOOM_LIMITS.min, ZOOM_LIMITS.max);
/**
* The view after zooming by `factor` about a screen point, which keeps the graph point under it.
* `limits` are the graph's own unless a surface with other content says otherwise – the autotile
* board shows 48 px tiles, which one wants to come closer to than a node graph.
*/
export function zoomedAbout(
view: GraphView,
at: Point,
factor: number,
limits: { min: number; max: number } = ZOOM_LIMITS,
): GraphView {
const zoom = clamp(view.zoom * factor, limits.min, limits.max);
const graphX = (at.x - view.pan.x) / view.zoom;
const graphY = (at.y - view.pan.y) / view.zoom;
return { pan: { x: at.x - graphX * zoom, y: at.y - graphY * zoom }, zoom };
+7
View File
@@ -523,6 +523,13 @@ export class EditorState {
return findAssetOf(this.project, s.assetId, 'animation')?.id ?? null;
}
/** The autotile the selection refers to; only the asset itself, it has nothing inside to pick. */
get selectedAutotileId(): string | null {
const s = this.selection;
if (s?.kind !== 'asset') return null;
return findAssetOf(this.project, s.assetId, 'autotile')?.id ?? null;
}
/** The timeline row the selection is about; undefined when it is about something else. */
get selectedTrackId(): string | undefined {
return this.selection?.kind === 'track' ? this.selection.trackId : undefined;