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
24 files changed
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+12
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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;
}
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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);