Let a tilemap layer sort its rows by Y with the objects (#228)
A tilemap layer was one piece in the draw order, so a figure stood either in front of a whole layer of trees or behind all of it. For a top-down game the trees in front of the figure's feet have to cover it and the ones behind must not. - A new "Sort by Y" box under the layer list sets `sortByY` on the painted layer. Every change is its own undo step. - Such a layer comes as one draw slot per row. On its `z`, the rows and all objects on that `z` are sorted by where they stand: the bottom of an object's box, the bottom of a row. Ties keep the hierarchy order, and other `z` values are untouched. - A layer drawn as one piece and the map's own node stay behind the sorted ones on the same `z`, since neither has a single place to stand. Ground belongs on a lower `z` or stays unsorted. - A new tile property "Sort offset" (whole rows, -16 to 16) lets a crown sort with the trunk below it. - `TilemapField` draws a container per row for such a layer, and picking takes the row into account, so a click picks what is drawn in front. Scene view, game view and play share the same rule. Limits: on a rotated map "down" is world Y. A layer sorted by Y costs about one draw call per row and tile instead of one per tile. Tests: - ./check.sh: 160 files, 2350 tests, CHECK EXIT 0 (before 2340). - 10 new unit tests in tests/viewport/sort-by-y.test.ts. - e2e 39-43: ALL PASSED, 148 checks. New check 40p-iii ticks the box and finds the slot of row 0, undo brings back the whole layer. - Counter checks: without the Y sort 5 unit tests fail, with the offset ignored 5, with no row in picking 1. If TilemapField draws no rows, exactly 40p-iii fails in e2e. - The e2e sum in the README is 1378, counted, not yet seen in CI. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -309,6 +309,33 @@ function setLayerZ(layer: TilemapLayer, z: number): void {
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else layer.z = z;
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}
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/** Whether a layer is drawn row by row and sorted in by Y (#228); off is stored as nothing. */
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export class SetTilemapLayerSortByYCommand implements Command {
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readonly label: string;
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constructor(
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private readonly assetId: string,
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private readonly layerId: string,
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private readonly sortByY: boolean,
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) {
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this.label = sortByY ? 'Sort layer by Y' : 'Stop sorting layer by Y';
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}
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execute(project: Project): void {
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this.apply(project, this.sortByY);
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}
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undo(project: Project): void {
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this.apply(project, !this.sortByY);
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}
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private apply(project: Project, sortByY: boolean): void {
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const layer = requireTilemapLayer(project, this.assetId, this.layerId);
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if (sortByY) layer.sortByY = true;
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else delete layer.sortByY;
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}
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}
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/** A hidden layer keeps its cells and is left out of the drawing, in the editor and in the game alike. */
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export class SetTilemapLayerHiddenCommand implements Command {
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readonly label: string;
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@@ -226,12 +226,14 @@ export interface TileAsset extends AssetBase {
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* from its neighbours while drawing, never stored – see `model/tilemap.ts`. `z` is added to the `z`
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* of the placed tilemap (#174), as a child's is to its parent's, so every placement of the map
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* keeps its layers apart by the same steps; layers of equal `z` keep their list order.
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* `sortByY` draws the layer row by row, sorted in by Y with every object on its `z` (#228).
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*/
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export interface TilemapLayer {
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id: string;
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name: string;
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hidden?: boolean;
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z?: number;
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sortByY?: boolean;
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cells: Record<string, string>;
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}
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@@ -32,6 +32,12 @@ export const TILE_FRICTION_KEY = 'friction';
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export const TILE_BOUNCINESS_KEY = 'bounciness';
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export const TILE_COLLISION_SCALE_MIN = 0.1;
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export const TILE_COLLISION_SCALE_MAX = 2;
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/**
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* How many rows further down a cell of this tile is sorted on a layer sorted by Y (#228): a
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* treetop at 1 sorts with the trunk below it.
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*/
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export const TILE_SORT_OFFSET_KEY = 'sortOffset';
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export const TILE_SORT_OFFSET_LIMIT = 16;
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/** Only the two that make sense for a tile that is always on screen; there is no end to hold. */
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const TILE_PLAYBACKS = ['loop', 'pingpong'] as const;
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@@ -73,6 +79,13 @@ export function tileFps(asset: TileAsset): number {
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return Number.isFinite(fps) && fps > 0 ? fps : 0;
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}
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/** The sort offset in whole rows, held to the range the field offers; anything unreadable is 0. */
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export function tileSortOffset(asset: TileAsset): number {
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const rows = Math.round(Number(asset.props[TILE_SORT_OFFSET_KEY] ?? 0));
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if (!Number.isFinite(rows)) return 0;
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return Math.min(TILE_SORT_OFFSET_LIMIT, Math.max(-TILE_SORT_OFFSET_LIMIT, rows));
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}
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/** A quarter tile inside the block, in quadrant units from its top-left corner. */
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export interface QuadPos {
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x: number;
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@@ -32,6 +32,8 @@ import {
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TILE_ONE_WAY_ANGLE_KEY,
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TILE_ONE_WAY_KEY,
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TILE_PLAYBACK_KEY,
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TILE_SORT_OFFSET_KEY,
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TILE_SORT_OFFSET_LIMIT,
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TILE_SOLID_KEY,
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} from '../model/tile';
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import { TILEMAP_COLUMNS_KEY, TILEMAP_MAX_CELLS, TILEMAP_ROWS_KEY, TILEMAP_TILE_KEY } from '../model/tilemap';
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@@ -401,6 +403,16 @@ const ASSET_SCHEMAS: Record<AssetType, PropertySchema> = {
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max: TILE_COLLISION_SCALE_MAX,
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step: 0.05,
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},
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{
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key: TILE_SORT_OFFSET_KEY,
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label: 'Sort offset',
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kind: 'number',
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default: 0,
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min: -TILE_SORT_OFFSET_LIMIT,
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max: TILE_SORT_OFFSET_LIMIT,
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step: 1,
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decimals: 0,
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},
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],
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// The layers and their cells are intrinsic data on the asset (see TilemapAsset); these three say
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// how far the grid reaches and how big one cell is drawn. A tile's own pictures are scaled onto
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@@ -643,6 +643,7 @@ function normalizeLayers(raw: unknown): TilemapLayer[] {
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const layer: TilemapLayer = { id: l.id, name: typeof l.name === 'string' ? l.name : 'Layer', cells };
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if (l.hidden === true) layer.hidden = true;
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if (typeof l.z === 'number' && Number.isFinite(l.z) && l.z !== 0) layer.z = l.z;
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if (l.sortByY === true) layer.sortByY = true;
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layers.push(layer);
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}
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return layers;
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@@ -101,6 +101,7 @@ export function sceneHooks({ state, editor }: HookContext) {
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name: layer.name,
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hidden: layer.hidden === true,
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z: layerZ(layer),
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sortByY: layer.sortByY === true,
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cells: Object.keys(layer.cells).length,
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})) ?? null,
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/** What the scene view drew: meshes (one draw call each), cells and visible layers. */
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@@ -164,6 +165,11 @@ export function sceneHooks({ state, editor }: HookContext) {
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const field = widgets && target && widgets.layers.valueField(paintedLayerId(state, target.asset));
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return field ? { ...centreOf(field), value: field.value } : null;
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},
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/** The Sort by Y box of the painted layer (#228), with whether it is ticked. */
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sortByYAt: () => {
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const box = currentTilemapWidgets()?.sortByY;
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return box ? { ...centreOf(box), checked: box.checked } : null;
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},
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/** The duplicate mark on the painted layer's row. */
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duplicateLayerAt: () => {
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const widgets = currentTilemapWidgets();
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@@ -14,6 +14,7 @@ import {
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RemoveTilemapLayerCommand,
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RenameTilemapLayerCommand,
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SetTilemapLayerHiddenCommand,
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SetTilemapLayerSortByYCommand,
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SetTilemapLayerZCommand,
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} from '../../core/commands/tilemapCommands';
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import type { TilemapAsset } from '../../core/model/Asset';
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@@ -23,6 +24,7 @@ import { findAssetOf } from '../../core/model/Project';
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import { findLayer, isLayerVisible, layerZ } from '../../core/model/tilemap';
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import {
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Button,
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Checkbox,
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Dropdown,
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HStack,
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Menu,
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@@ -139,6 +141,8 @@ export interface TilemapPanelWidgets {
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layers: SortableList;
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/** How the other layers are shown in the scene view (#138). */
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focus: Dropdown;
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/** Whether the painted layer is sorted by Y (#228). */
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sortByY: Checkbox;
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}
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let built: TilemapPanelWidgets | null = null;
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@@ -256,6 +260,8 @@ function buildPanelContent(host: InspectorHost, asset: TilemapAsset): void {
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const { state } = host;
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const paint = state.tilemapPaint;
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const painted = paintedLayerId(state, asset);
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const sortByY = new Checkbox(findLayer(asset, painted)?.sortByY === true);
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sortByY.onChange = (on) => state.execute(new SetTilemapLayerSortByYCommand(asset.id, painted, on));
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const focus: Dropdown = new Dropdown(FOCUS.find((f) => f.focus === paint.focus)?.label ?? '', {
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onClick: () =>
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new Menu(
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@@ -298,6 +304,7 @@ function buildPanelContent(host: InspectorHost, asset: TilemapAsset): void {
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},
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}),
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focus,
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sortByY,
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};
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built = widgets;
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@@ -340,6 +347,10 @@ function buildPanelContent(host: InspectorHost, asset: TilemapAsset): void {
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host.body.add(widgets.layers);
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addNote(host, 'Drag a row to reorder, double-click a name to rename.', 'small');
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addNote(host, 'The number is the layer’s Z, added to the map’s.', 'small');
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const sortRow = labelledRow('Sort by Y').row;
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sortRow.add(sortByY);
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host.body.add(sortRow);
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addNote(host, 'Sorts the active layer row by row with every object on its Z.', 'small');
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const showRow = labelledRow('Show').row;
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showRow.add(focus, 1);
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host.body.add(showRow);
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@@ -359,7 +370,7 @@ function tileIdsOf(state: EditorState): string[] {
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function tilemapSignature(state: EditorState, asset: TilemapAsset): string {
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const paint = state.tilemapPaint;
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const layers = asset.layers
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.map((l) => `${l.id}:${l.name}:${isLayerVisible(l) ? 1 : 0}:${layerZ(l)}`)
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.map((l) => `${l.id}:${l.name}:${isLayerVisible(l) ? 1 : 0}:${layerZ(l)}:${l.sortByY ? 1 : 0}`)
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.join(',');
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const tiles = tileIdsOf(state).join(',');
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return `${paint.tool}|${paint.tileId}|${paintedLayerId(state, asset)}|${paint.focus}|${layers}|${tiles}`;
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@@ -28,6 +28,7 @@ import { type EditorState, objectSelection } from '../state';
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import { paintedLayerId, paintedTilemap } from '../panels/TilemapPanel';
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import { activeDrag, drawBand, drawGrid, endDrag, onDragChange, Theme, textStyle } from '../../ui';
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import { collectHolderItems, type DrawItem, type TilemapSolids } from '../../viewport/items';
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import { sortRowOf } from '../../viewport/drawOrder';
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import { menuTargetOf, type PointerHit, pressOn, stackAt } from '../../viewport/pick';
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import { openObjectMenu } from '../objectMenu';
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import { type LayerFocus, layerAlpha } from '../../viewport/tilemap';
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@@ -467,11 +468,16 @@ export class SceneViewport extends FreeViewport {
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const inMap = applyPoint(invert(item.m), world);
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const cell = cellAtPoint(item.props, inMap.x, inMap.y);
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const focus = this.tilemapFocus(item);
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const layers = (item.tilemap?.layers ?? [])
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.filter((layer) => layerAlpha(layer.id, focus) > 0)
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.filter((layer) => layer.tiles.some((t) => t.x === cell.x && t.y === cell.y))
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.map((layer) => layer.id);
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hits.push({ id: item.id, layers });
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const layers: string[] = [];
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const rows = new Map<string, number>();
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for (const layer of item.tilemap?.layers ?? []) {
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if (layerAlpha(layer.id, focus) === 0) continue;
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const tile = layer.tiles.find((t) => t.x === cell.x && t.y === cell.y);
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if (!tile) continue;
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layers.push(layer.id);
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if (layer.sortByY) rows.set(layer.id, sortRowOf(item.tilemap!, tile));
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}
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hits.push({ id: item.id, layers, rows });
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}
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return hits;
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}
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@@ -358,9 +358,9 @@ export abstract class WorldViewport extends Widget {
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*/
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private syncDrawOrder(items: DrawItem[]): void {
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this.objects.removeChildren();
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for (const { id, layerId } of drawSlots(items)) {
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for (const { id, layerId, row } of drawSlots(items)) {
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if (layerId) {
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const layer = this.tilemaps.get(id)?.layerContainer(layerId);
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const layer = this.tilemaps.get(id)?.layerContainer(layerId, row);
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if (layer) this.objects.addChild(layer);
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continue;
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}
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@@ -1,30 +1,99 @@
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import { isSymbolType } from '../core/model/AssetTypes';
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import { sortByZ } from '../core/model/Properties';
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import type { DrawItem } from './items';
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import { cellOrigin, type TileDraw, tilemapTileSize } from '../core/model/tilemap';
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import { footprintExtent } from '../core/properties/bounds';
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import type { DrawItem, TilemapDraw, TilemapLayerDraw } from './items';
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/**
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* One thing sorted into the draw order: an object, or one layer of a placed tilemap (#174) –
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* `layerId` is empty for the object itself. A layer is sorted on its own, so a figure can walk
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* between the ground and the treetops of one map.
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* between the ground and the treetops of one map. A layer sorted by Y comes as one slot per row
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* (#228), `row` naming it.
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*/
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export interface DrawSlot {
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id: string;
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layerId: string;
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row: number | null;
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z: number;
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}
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/** What names a slot, for the viewport's containers and for picking. */
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export function slotKey(id: string, layerId: string, row: number | null): string {
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return `${id}#${layerId}#${row ?? ''}`;
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}
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/** The row a cell is sorted by on a layer sorted by Y: its own, moved down by its tile's offset. */
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export function sortRowOf(draw: TilemapDraw, tile: TileDraw): number {
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return tile.y + (draw.tiles.get(tile.tileId)?.sortOffset ?? 0);
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}
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/** The cells of a layer sorted by Y, grouped by the row they sort by, top row first. */
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export function layerRows(draw: TilemapDraw, layer: TilemapLayerDraw): Map<number, TileDraw[]> {
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const rows = new Map<number, TileDraw[]>();
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for (const tile of layer.tiles) {
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const row = sortRowOf(draw, tile);
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const held = rows.get(row);
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if (held) held.push(tile);
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else rows.set(row, [tile]);
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}
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return new Map([...rows].sort(([a], [b]) => a - b));
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}
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interface Candidate extends DrawSlot {
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item: DrawItem;
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}
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/**
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* Back to front: ascending `z`, ties in hierarchy order, and a map's layers right after the map in
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* their list order. With every layer at 0 that is exactly the order of before, where a map was one
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* piece. Symbols are left out, they are drawn above everything.
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*
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* Where a layer sorted by Y sits on a `z`, everything on that `z` is sorted by where it stands
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* (#228): an object by the bottom of its box, a row of the layer by the bottom of the row. Ties
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* keep the order above. A layer drawn as one piece and the map's own node stay behind them, in
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* that order, since neither has a single place to stand.
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*/
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export function drawSlots(items: readonly DrawItem[]): DrawSlot[] {
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const slots: DrawSlot[] = [];
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const slots: Candidate[] = [];
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for (const item of items) {
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if (isSymbolType(item.type)) continue;
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slots.push({ id: item.id, layerId: '', z: item.z });
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for (const layer of item.tilemap?.layers ?? [])
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slots.push({ id: item.id, layerId: layer.id, z: item.z + layer.z });
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slots.push({ id: item.id, layerId: '', row: null, z: item.z, item });
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for (const layer of item.tilemap?.layers ?? []) {
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const z = item.z + layer.z;
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if (!layer.sortByY) slots.push({ id: item.id, layerId: layer.id, row: null, z, item });
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else
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for (const row of layerRows(item.tilemap!, layer).keys())
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slots.push({ id: item.id, layerId: layer.id, row, z, item });
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}
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}
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return sortByZ(slots);
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const sorted = sortByZ(slots);
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const byY = new Set(sorted.filter((slot) => slot.row !== null).map((slot) => slot.z));
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const order: Candidate[] = [];
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for (let start = 0; start < sorted.length;) {
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const z = sorted[start]!.z;
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let end = start;
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while (end < sorted.length && sorted[end]!.z === z) end++;
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const group = sorted.slice(start, end);
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if (!byY.has(z)) order.push(...group);
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else {
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const standing = group.filter(standsOnY);
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order.push(...group.filter((slot) => !standsOnY(slot)));
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const feet = new Map(standing.map((slot) => [slot, feetOf(slot)]));
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order.push(...standing.sort((a, b) => feet.get(a)! - feet.get(b)!));
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}
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start = end;
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}
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return order.map(({ id, layerId, row, z }) => ({ id, layerId, row, z }));
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}
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/** A row of a layer sorted by Y, or an object other than a map. */
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function standsOnY(slot: Candidate): boolean {
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return slot.row !== null || (slot.layerId === '' && slot.item.type !== 'tilemap');
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}
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/** Where a slot stands, in world Y: the bottom of an object's box, or of a map's row. */
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function feetOf({ item, row }: Candidate): number {
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if (row === null) return footprintExtent(item.type, item.props, item.m, item.frame).bottom;
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const bottom = cellOrigin(item.props, 0, row).y + tilemapTileSize(item.props);
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return item.m.ty + bottom * item.m.d;
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}
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+15
-3
@@ -5,7 +5,14 @@ import { resolvedHolder } from '../core/model/instance';
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import type { Mat } from '../core/model/matrix';
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import type { PropertyBag } from '../core/model/Properties';
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import type { ParticlesAsset, TilemapAsset } from '../core/model/Asset';
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import { readTile, tileFps, type TileInfo, type TilePlayback, tilePlayback } from '../core/model/tile';
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import {
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readTile,
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tileFps,
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type TileInfo,
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type TilePlayback,
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tilePlayback,
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tileSortOffset,
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} from '../core/model/tile';
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import { isLayerVisible, layerTiles, layerZ, type TileDraw } from '../core/model/tilemap';
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import {
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type CellPolygon,
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@@ -66,15 +73,19 @@ export interface TilemapTile {
|
||||
info: TileInfo;
|
||||
playback: TilePlayback;
|
||||
fps: number;
|
||||
/** Rows further down its cells are sorted on a layer sorted by Y (#228). */
|
||||
sortOffset: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* One layer, already worked out: which quarters each cell shows and which tile draws it, and how
|
||||
* far above the map's own `z` it is sorted in among the other objects (#174).
|
||||
* far above the map's own `z` it is sorted in among the other objects (#174) – as one piece, or
|
||||
* row by row by Y (#228).
|
||||
*/
|
||||
export interface TilemapLayerDraw {
|
||||
id: string;
|
||||
z: number;
|
||||
sortByY: boolean;
|
||||
tiles: TileDraw[];
|
||||
}
|
||||
|
||||
@@ -133,7 +144,7 @@ function resolveTilemap(
|
||||
for (const layer of asset.layers) {
|
||||
if (!isLayerVisible(layer)) continue;
|
||||
const tiles = layerTiles(project, props, layer);
|
||||
layers.push({ id: layer.id, z: layerZ(layer), tiles });
|
||||
layers.push({ id: layer.id, z: layerZ(layer), sortByY: layer.sortByY === true, tiles });
|
||||
for (const tile of tiles) {
|
||||
if (used.has(tile.tileId)) continue;
|
||||
const source = findAssetOf(project, tile.tileId, 'tile');
|
||||
@@ -142,6 +153,7 @@ function resolveTilemap(
|
||||
info: readTile(project, source),
|
||||
playback: tilePlayback(source),
|
||||
fps: tileFps(source),
|
||||
sortOffset: tileSortOffset(source),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
+10
-4
@@ -1,11 +1,15 @@
|
||||
import { isSymbolType } from '../core/model/AssetTypes';
|
||||
import { drawSlots } from './drawOrder';
|
||||
import { drawSlots, slotKey } from './drawOrder';
|
||||
import type { DrawItem } from './items';
|
||||
|
||||
/** An object whose hit area is under the pointer; `layers` names a tilemap's layers with a tile there. */
|
||||
/**
|
||||
* An object whose hit area is under the pointer; `layers` names a tilemap's layers with a tile
|
||||
* there, and `rows` the row that tile sorts by on each of them sorted by Y (#228).
|
||||
*/
|
||||
export interface PointerHit {
|
||||
id: string;
|
||||
layers: readonly string[] | null;
|
||||
rows?: ReadonlyMap<string, number>;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -16,7 +20,7 @@ export interface PointerHit {
|
||||
*/
|
||||
export function stackAt(items: readonly DrawItem[], hits: readonly PointerHit[]): string[] {
|
||||
const rank = new Map<string, number>();
|
||||
drawSlots(items).forEach((slot, i) => rank.set(`${slot.id}#${slot.layerId}`, i));
|
||||
drawSlots(items).forEach((slot, i) => rank.set(slotKey(slot.id, slot.layerId, slot.row), i));
|
||||
const symbolsFrom = rank.size;
|
||||
const index = new Map(items.map((item, i) => [item.id, i]));
|
||||
const ranked: { id: string; rank: number }[] = [];
|
||||
@@ -25,7 +29,9 @@ export function stackAt(items: readonly DrawItem[], hits: readonly PointerHit[])
|
||||
if (at === undefined) continue;
|
||||
const ranks = isSymbolType(items[at]!.type)
|
||||
? [symbolsFrom + at]
|
||||
: (hit.layers ?? ['']).map((layerId) => rank.get(`${hit.id}#${layerId}`) ?? -1);
|
||||
: (hit.layers ?? ['']).map(
|
||||
(layerId) => rank.get(slotKey(hit.id, layerId, hit.rows?.get(layerId) ?? null)) ?? -1,
|
||||
);
|
||||
const best = Math.max(-1, ...ranks);
|
||||
if (best >= 0) ranked.push({ id: hit.id, rank: best });
|
||||
}
|
||||
|
||||
+45
-28
@@ -6,7 +6,8 @@
|
||||
*/
|
||||
import { Container, Mesh, MeshGeometry, type Texture } from 'pixi.js';
|
||||
import { pictureIndexAt, type TilePicture } from '../core/model/tile';
|
||||
import { cellOrigin, tilemapTileSize } from '../core/model/tilemap';
|
||||
import { cellOrigin, type TileDraw, tilemapTileSize } from '../core/model/tilemap';
|
||||
import { layerRows } from './drawOrder';
|
||||
import type { DrawItem, TilemapTile } from './items';
|
||||
import { placeNode } from './symbols';
|
||||
import type { TextureLibrary } from './TextureLibrary';
|
||||
@@ -30,6 +31,7 @@ export function layerAlpha(layerId: string, focus: LayerFocus | null): number {
|
||||
/**
|
||||
* One container per layer rather than one per map: each layer has a `z` of its own (#174) and is
|
||||
* sorted in among the other objects on its own – where is the viewport's call, not this one's.
|
||||
* A layer sorted by Y has one container per row instead (#228), keyed like its draw slot.
|
||||
*/
|
||||
export class TilemapField {
|
||||
private readonly layers = new Map<string, Container>();
|
||||
@@ -49,9 +51,9 @@ export class TilemapField {
|
||||
for (const layer of this.layers.values()) layer.visible = shown;
|
||||
}
|
||||
|
||||
/** The container a layer draws into; null for a layer the last sync did not draw. */
|
||||
layerContainer(layerId: string): Container | null {
|
||||
return this.layers.get(layerId) ?? null;
|
||||
/** The container a layer, or one row of it, draws into; null for one the last sync did not draw. */
|
||||
layerContainer(layerId: string, row: number | null = null): Container | null {
|
||||
return this.layers.get(rowKey(layerId, row)) ?? null;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -67,27 +69,37 @@ export class TilemapField {
|
||||
const alive = new Set<string>();
|
||||
const aliveLayers = new Set<string>();
|
||||
for (const layer of draw?.layers ?? []) {
|
||||
aliveLayers.add(layer.id);
|
||||
// Each layer sits under a node of its own carrying the map's transform, so that is applied
|
||||
// once per layer rather than baked into every vertex.
|
||||
const container = this.layerFor(item.id, layer.id);
|
||||
placeNode(container, item.m);
|
||||
const parts: [number | null, TileDraw[]][] =
|
||||
draw && layer.sortByY ? [...layerRows(draw, layer)] : [[null, layer.tiles]];
|
||||
const alpha = layerAlpha(layer.id, focus);
|
||||
if (alpha === 0) continue;
|
||||
for (const [tileId, tiles] of groupByTile(layer.tiles)) {
|
||||
const source = draw?.tiles.get(tileId);
|
||||
const picture = source && pictureNow(source, now);
|
||||
const texture = picture ? textures.get(picture.ref) : null;
|
||||
if (!source || !picture || !texture) continue;
|
||||
if (source.info.pictures.length > 1) this.animated = true;
|
||||
const key = `${layer.id}|${tileId}`;
|
||||
alive.add(key);
|
||||
const { positions, uvs, indices } = tileMesh(tiles, tile, origin, sheetOf(source, picture, texture));
|
||||
const mesh = this.meshFor(key, new MeshGeometry({ positions, uvs, indices }), texture);
|
||||
// Per mesh rather than per layer: the meshes of one layer never overlap, so fading each
|
||||
// one looks the same as fading the layer as a whole.
|
||||
mesh.alpha = alpha;
|
||||
drawn.push({ layer: container, mesh });
|
||||
for (const [row, cells] of parts) {
|
||||
const part = rowKey(layer.id, row);
|
||||
aliveLayers.add(part);
|
||||
// Each part sits under a node of its own carrying the map's transform, so that is applied
|
||||
// once per part rather than baked into every vertex.
|
||||
const container = this.layerFor(item.id, part);
|
||||
placeNode(container, item.m);
|
||||
if (alpha === 0) continue;
|
||||
for (const [tileId, tiles] of groupByTile(cells)) {
|
||||
const source = draw?.tiles.get(tileId);
|
||||
const picture = source && pictureNow(source, now);
|
||||
const texture = picture ? textures.get(picture.ref) : null;
|
||||
if (!source || !picture || !texture) continue;
|
||||
if (source.info.pictures.length > 1) this.animated = true;
|
||||
const key = `${part}|${tileId}`;
|
||||
alive.add(key);
|
||||
const { positions, uvs, indices } = tileMesh(
|
||||
tiles,
|
||||
tile,
|
||||
origin,
|
||||
sheetOf(source, picture, texture),
|
||||
);
|
||||
const mesh = this.meshFor(key, new MeshGeometry({ positions, uvs, indices }), texture);
|
||||
// Per mesh rather than per layer: the meshes of one layer never overlap, so fading each
|
||||
// one looks the same as fading the layer as a whole.
|
||||
mesh.alpha = alpha;
|
||||
drawn.push({ layer: container, mesh });
|
||||
}
|
||||
}
|
||||
}
|
||||
for (const [key, mesh] of this.meshes) {
|
||||
@@ -106,15 +118,15 @@ export class TilemapField {
|
||||
this.drawCalls = drawn.length;
|
||||
}
|
||||
|
||||
private layerFor(objectId: string, layerId: string): Container {
|
||||
let layer = this.layers.get(layerId);
|
||||
private layerFor(objectId: string, part: string): Container {
|
||||
let layer = this.layers.get(part);
|
||||
if (!layer) {
|
||||
layer = new Container();
|
||||
layer.eventMode = 'none';
|
||||
// The draw order reports it by this, next to the object's own id.
|
||||
layer.label = `${objectId}#${layerId}`;
|
||||
layer.label = `${objectId}#${part}`;
|
||||
layer.visible = this.shown;
|
||||
this.layers.set(layerId, layer);
|
||||
this.layers.set(part, layer);
|
||||
}
|
||||
return layer;
|
||||
}
|
||||
@@ -140,6 +152,11 @@ export class TilemapField {
|
||||
}
|
||||
}
|
||||
|
||||
/** A whole layer is keyed by its id, as before; a row of a layer sorted by Y by id and row. */
|
||||
function rowKey(layerId: string, row: number | null): string {
|
||||
return row === null ? layerId : `${layerId}#${row}`;
|
||||
}
|
||||
|
||||
/**
|
||||
* The block this tile shows right now. A quarter is cut from it by uvs rather than by the
|
||||
* texture library, so what is wanted here is the picture of the step and nothing finer.
|
||||
|
||||
Reference in new issue
Block a user