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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@@ -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 {
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info: TileInfo;
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playback: TilePlayback;
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fps: number;
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/** Rows further down its cells are sorted on a layer sorted by Y (#228). */
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sortOffset: number;
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}
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/**
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* One layer, already worked out: which quarters each cell shows and which tile draws it, and how
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* far above the map's own `z` it is sorted in among the other objects (#174).
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* far above the map's own `z` it is sorted in among the other objects (#174) – as one piece, or
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* row by row by Y (#228).
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*/
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export interface TilemapLayerDraw {
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id: string;
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z: number;
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sortByY: boolean;
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tiles: TileDraw[];
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}
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@@ -133,7 +144,7 @@ function resolveTilemap(
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for (const layer of asset.layers) {
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if (!isLayerVisible(layer)) continue;
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const tiles = layerTiles(project, props, layer);
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layers.push({ id: layer.id, z: layerZ(layer), tiles });
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layers.push({ id: layer.id, z: layerZ(layer), sortByY: layer.sortByY === true, tiles });
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for (const tile of tiles) {
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if (used.has(tile.tileId)) continue;
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const source = findAssetOf(project, tile.tileId, 'tile');
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@@ -142,6 +153,7 @@ function resolveTilemap(
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info: readTile(project, source),
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playback: tilePlayback(source),
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fps: tileFps(source),
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sortOffset: tileSortOffset(source),
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});
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}
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}
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+10
-4
@@ -1,11 +1,15 @@
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import { isSymbolType } from '../core/model/AssetTypes';
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import { drawSlots } from './drawOrder';
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import { drawSlots, slotKey } from './drawOrder';
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import type { DrawItem } from './items';
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/** An object whose hit area is under the pointer; `layers` names a tilemap's layers with a tile there. */
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/**
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* An object whose hit area is under the pointer; `layers` names a tilemap's layers with a tile
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* there, and `rows` the row that tile sorts by on each of them sorted by Y (#228).
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*/
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export interface PointerHit {
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id: string;
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layers: readonly string[] | null;
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rows?: ReadonlyMap<string, number>;
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}
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/**
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@@ -16,7 +20,7 @@ export interface PointerHit {
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*/
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export function stackAt(items: readonly DrawItem[], hits: readonly PointerHit[]): string[] {
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const rank = new Map<string, number>();
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drawSlots(items).forEach((slot, i) => rank.set(`${slot.id}#${slot.layerId}`, i));
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drawSlots(items).forEach((slot, i) => rank.set(slotKey(slot.id, slot.layerId, slot.row), i));
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const symbolsFrom = rank.size;
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const index = new Map(items.map((item, i) => [item.id, i]));
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const ranked: { id: string; rank: number }[] = [];
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@@ -25,7 +29,9 @@ export function stackAt(items: readonly DrawItem[], hits: readonly PointerHit[])
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if (at === undefined) continue;
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const ranks = isSymbolType(items[at]!.type)
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? [symbolsFrom + at]
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: (hit.layers ?? ['']).map((layerId) => rank.get(`${hit.id}#${layerId}`) ?? -1);
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: (hit.layers ?? ['']).map(
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(layerId) => rank.get(slotKey(hit.id, layerId, hit.rows?.get(layerId) ?? null)) ?? -1,
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);
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const best = Math.max(-1, ...ranks);
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if (best >= 0) ranked.push({ id: hit.id, rank: best });
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}
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+45
-28
@@ -6,7 +6,8 @@
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*/
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import { Container, Mesh, MeshGeometry, type Texture } from 'pixi.js';
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import { pictureIndexAt, type TilePicture } from '../core/model/tile';
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import { cellOrigin, tilemapTileSize } from '../core/model/tilemap';
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import { cellOrigin, type TileDraw, tilemapTileSize } from '../core/model/tilemap';
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import { layerRows } from './drawOrder';
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import type { DrawItem, TilemapTile } from './items';
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import { placeNode } from './symbols';
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import type { TextureLibrary } from './TextureLibrary';
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@@ -30,6 +31,7 @@ export function layerAlpha(layerId: string, focus: LayerFocus | null): number {
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/**
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* One container per layer rather than one per map: each layer has a `z` of its own (#174) and is
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* sorted in among the other objects on its own – where is the viewport's call, not this one's.
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* A layer sorted by Y has one container per row instead (#228), keyed like its draw slot.
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*/
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export class TilemapField {
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private readonly layers = new Map<string, Container>();
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@@ -49,9 +51,9 @@ export class TilemapField {
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for (const layer of this.layers.values()) layer.visible = shown;
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}
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/** The container a layer draws into; null for a layer the last sync did not draw. */
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layerContainer(layerId: string): Container | null {
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return this.layers.get(layerId) ?? null;
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/** The container a layer, or one row of it, draws into; null for one the last sync did not draw. */
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layerContainer(layerId: string, row: number | null = null): Container | null {
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return this.layers.get(rowKey(layerId, row)) ?? null;
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}
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/**
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@@ -67,27 +69,37 @@ export class TilemapField {
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const alive = new Set<string>();
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const aliveLayers = new Set<string>();
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for (const layer of draw?.layers ?? []) {
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aliveLayers.add(layer.id);
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// Each layer sits under a node of its own carrying the map's transform, so that is applied
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// once per layer rather than baked into every vertex.
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const container = this.layerFor(item.id, layer.id);
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placeNode(container, item.m);
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const parts: [number | null, TileDraw[]][] =
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draw && layer.sortByY ? [...layerRows(draw, layer)] : [[null, layer.tiles]];
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const alpha = layerAlpha(layer.id, focus);
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if (alpha === 0) continue;
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for (const [tileId, tiles] of groupByTile(layer.tiles)) {
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const source = draw?.tiles.get(tileId);
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const picture = source && pictureNow(source, now);
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const texture = picture ? textures.get(picture.ref) : null;
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if (!source || !picture || !texture) continue;
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if (source.info.pictures.length > 1) this.animated = true;
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const key = `${layer.id}|${tileId}`;
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alive.add(key);
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const { positions, uvs, indices } = tileMesh(tiles, tile, origin, sheetOf(source, picture, texture));
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const mesh = this.meshFor(key, new MeshGeometry({ positions, uvs, indices }), texture);
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// Per mesh rather than per layer: the meshes of one layer never overlap, so fading each
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// one looks the same as fading the layer as a whole.
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mesh.alpha = alpha;
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drawn.push({ layer: container, mesh });
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for (const [row, cells] of parts) {
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const part = rowKey(layer.id, row);
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aliveLayers.add(part);
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// Each part sits under a node of its own carrying the map's transform, so that is applied
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// once per part rather than baked into every vertex.
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const container = this.layerFor(item.id, part);
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placeNode(container, item.m);
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if (alpha === 0) continue;
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for (const [tileId, tiles] of groupByTile(cells)) {
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const source = draw?.tiles.get(tileId);
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const picture = source && pictureNow(source, now);
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const texture = picture ? textures.get(picture.ref) : null;
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if (!source || !picture || !texture) continue;
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if (source.info.pictures.length > 1) this.animated = true;
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const key = `${part}|${tileId}`;
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alive.add(key);
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const { positions, uvs, indices } = tileMesh(
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tiles,
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tile,
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origin,
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sheetOf(source, picture, texture),
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);
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const mesh = this.meshFor(key, new MeshGeometry({ positions, uvs, indices }), texture);
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// Per mesh rather than per layer: the meshes of one layer never overlap, so fading each
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// one looks the same as fading the layer as a whole.
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mesh.alpha = alpha;
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drawn.push({ layer: container, mesh });
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}
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}
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}
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for (const [key, mesh] of this.meshes) {
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@@ -106,15 +118,15 @@ export class TilemapField {
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this.drawCalls = drawn.length;
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}
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private layerFor(objectId: string, layerId: string): Container {
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let layer = this.layers.get(layerId);
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private layerFor(objectId: string, part: string): Container {
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let layer = this.layers.get(part);
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if (!layer) {
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layer = new Container();
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layer.eventMode = 'none';
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// The draw order reports it by this, next to the object's own id.
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layer.label = `${objectId}#${layerId}`;
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layer.label = `${objectId}#${part}`;
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layer.visible = this.shown;
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this.layers.set(layerId, layer);
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this.layers.set(part, layer);
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}
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return layer;
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}
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@@ -140,6 +152,11 @@ export class TilemapField {
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}
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}
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/** A whole layer is keyed by its id, as before; a row of a layer sorted by Y by id and row. */
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function rowKey(layerId: string, row: number | null): string {
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return row === null ? layerId : `${layerId}#${row}`;
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}
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/**
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* The block this tile shows right now. A quarter is cut from it by uvs rather than by the
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* texture library, so what is wanted here is the picture of the step and nothing finer.
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