The autotile asset is renamed to tile and gains a plain None (1 × 1) kind, which is now the default; older projects load their autotiles as floor tiles (#131)
game-maker / gate (push) Successful in 1m40s
game-maker / suite (push) Successful in 5m56s

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5 committed 2026-09-18 08:01:07 +02:00
1 parent a65132bb5a
commit 732f6518ae
35 files changed
+786 -617

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+1 -1
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@@ -38,7 +38,7 @@ npm run build # writes dist/ and regenerates index.html; the folder is wh
The browser suite and the three example games need a machine with a GPU:
```bash
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1009 checks (GM_STEPS=20 for one step)
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1013 checks (GM_STEPS=20 for one step)
node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
node tools/seed-actor.mjs && node tools/smoke-actor.mjs
+2 -2
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@@ -39,8 +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 'tile':
return { ...base, type: 'tile', pictures: [] };
// A tilemap without a layer could not be painted on, so it starts with one.
case 'tilemap':
return { ...base, type: 'tilemap', layers: [{ id: newId(), name: 'Layer 1', cells: {} }] };
+4 -4
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@@ -3,7 +3,7 @@ import { findNode, type Graph, type GraphEdge, type GraphNode } from '../graph/G
import { type NodeDef, nodeDef } from '../graph/NodeRegistry';
import type {
Asset,
AutotileAsset,
TileAsset,
BehaviorAsset,
StateMachineAsset,
TilemapAsset,
@@ -88,9 +88,9 @@ 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`);
export function requireTile(project: Project, assetId: string): TileAsset {
const asset = findAssetOf(project, assetId, 'tile');
if (!asset) throw new CommandError(`Tile ${assetId} not found`);
return asset;
}
@@ -1,16 +1,16 @@
/**
* The picture list of an autotile (#118): which blocks it is drawn from, and in which order – the
* The picture list of a tile (#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';
import { requireTile } 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';
export class AddTilePictureCommand implements Command {
readonly label = 'Add tile picture';
private index = -1;
constructor(
@@ -20,7 +20,7 @@ export class AddAutotilePictureCommand implements Command {
) {}
execute(project: Project): void {
const asset = requireAutotile(project, this.assetId);
const asset = requireTile(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))
@@ -30,12 +30,12 @@ export class AddAutotilePictureCommand implements Command {
}
undo(project: Project): void {
requireAutotile(project, this.assetId).pictures.splice(this.index, 1);
requireTile(project, this.assetId).pictures.splice(this.index, 1);
}
}
export class RemoveAutotilePictureCommand implements Command {
readonly label = 'Remove autotile picture';
export class RemoveTilePictureCommand implements Command {
readonly label = 'Remove tile picture';
private removed = '';
constructor(
@@ -44,7 +44,7 @@ export class RemoveAutotilePictureCommand implements Command {
) {}
execute(project: Project): void {
const asset = requireAutotile(project, this.assetId);
const asset = requireTile(project, this.assetId);
const picture = asset.pictures[this.index];
if (picture === undefined) throw new CommandError(`${asset.name} has no picture ${this.index + 1}`);
this.removed = picture;
@@ -52,13 +52,13 @@ export class RemoveAutotilePictureCommand implements Command {
}
undo(project: Project): void {
requireAutotile(project, this.assetId).pictures.splice(this.index, 0, this.removed);
requireTile(project, this.assetId).pictures.splice(this.index, 0, this.removed);
}
}
/** Moves one picture to another place in the list; the step in between is what changes the animation. */
export class MoveAutotilePictureCommand implements Command {
readonly label = 'Reorder autotile pictures';
export class MoveTilePictureCommand implements Command {
readonly label = 'Reorder tile pictures';
constructor(
private readonly assetId: string,
@@ -75,7 +75,7 @@ export class MoveAutotilePictureCommand implements Command {
}
private move(project: Project, from: number, to: number): void {
const asset = requireAutotile(project, this.assetId);
const asset = requireTile(project, this.assetId);
const picture = asset.pictures[from];
if (picture === undefined) throw new CommandError(`${asset.name} has no picture ${from + 1}`);
if (to < 0 || to >= asset.pictures.length)
+5 -5
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@@ -12,16 +12,16 @@ import { nextNumberedName } from './naming';
import { type Command, CommandError } from './Command';
import { requireTilemap, requireTilemapLayer } from './require';
/** One cell as a stroke wants it: `autotileId` empty erases. */
/** One cell as a stroke wants it: `tileId` empty erases. */
export interface CellEdit {
x: number;
y: number;
autotileId: string;
tileId: string;
}
/**
* Sets a run of cells at once. What each one held before is remembered per cell, so an undo puts
* a stroke over another autotile back exactly – not merely empty.
* a stroke over another tile back exactly – not merely empty.
*/
export class PaintTilesCommand implements Command {
readonly label: string;
@@ -38,7 +38,7 @@ export class PaintTilesCommand implements Command {
/** Nothing to do when every cell already holds what the stroke would write – no empty undo step. */
static changes(layer: TilemapLayer, edits: readonly CellEdit[]): boolean {
return edits.some((edit) => (layer.cells[cellKey(edit.x, edit.y)] ?? '') !== edit.autotileId);
return edits.some((edit) => (layer.cells[cellKey(edit.x, edit.y)] ?? '') !== edit.tileId);
}
execute(project: Project): void {
@@ -47,7 +47,7 @@ export class PaintTilesCommand implements Command {
for (const edit of this.edits) {
const key = cellKey(edit.x, edit.y);
if (!this.previous.has(key)) this.previous.set(key, layer.cells[key] ?? '');
if (edit.autotileId) layer.cells[key] = edit.autotileId;
if (edit.tileId) layer.cells[key] = edit.tileId;
else delete layer.cells[key];
}
}
+11 -10
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@@ -185,19 +185,20 @@ export interface SoundAsset extends AssetBase {
}
/**
* 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.
* A tile a tilemap paints with: `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 – a plain tile or one of the two autotile blocks that draw their own
* edges – how fast it runs and whether it loops or bounces. What a block is cut into is
* `model/tile.ts`, which quarter goes where `model/autotile.ts`; placing one is the tilemap of #128.
*/
export interface AutotileAsset extends AssetBase {
type: 'autotile';
export interface TileAsset extends AssetBase {
type: 'tile';
pictures: string[];
}
/**
* One drawing layer of a tilemap: `cells` maps `"x,y"` to the id of the autotile lying there, and
* a layer nobody switched off is drawn. Which tile of that autotile a cell shows is worked out
* One drawing layer of a tilemap: `cells` maps `"x,y"` to the id of the tile lying there, and a
* layer nobody switched off is drawn. Which of that tile's quarters a cell shows is worked out
* from its neighbours while drawing, never stored – see `model/tilemap.ts`.
*/
export interface TilemapLayer {
@@ -208,7 +209,7 @@ export interface TilemapLayer {
}
/**
* A grid painted with autotiles, placed in a scene as a sprite is. How wide the grid is and how
* A grid painted with tiles, placed in a scene as a sprite is. How wide the grid is and how
* big one cell is are properties, so the inspector edits them with undo like any other row; the
* layers are intrinsic data, as a texture's frames are (#128).
*/
@@ -238,7 +239,7 @@ export type Asset =
| ContainerAsset
| TextureAsset
| AnimationAsset
| AutotileAsset
| TileAsset
| TilemapAsset
| StateMachineAsset
| ShaderAsset
+7 -7
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@@ -9,7 +9,7 @@ export const ASSET_TYPES = [
'container',
'texture',
'animation',
'autotile',
'tile',
'tilemap',
'statemachine',
'shader',
@@ -31,7 +31,7 @@ export const ASSET_TYPE_LABELS: Record<AssetType, string> = {
container: 'Container',
texture: 'Texture',
animation: 'Animation',
autotile: 'Autotile',
tile: 'Tile',
tilemap: 'Tilemap',
statemachine: 'State machine',
shader: 'Shader',
@@ -44,20 +44,20 @@ 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. An autotile
* is a tile a tilemap draws with, so it is placed no more directly than a texture is – what is
* placed is the tilemap.
* sound is nowhere on screen at all – a graph plays it, so there is nothing to place. A tile is
* what a tilemap draws with, so it is placed no more directly than a texture is – what is placed
* is the tilemap.
*/
export type PlaceableAssetType = Exclude<
AssetType,
'scene' | 'texture' | 'animation' | 'autotile' | 'statemachine' | 'shader' | 'font' | 'sound' | 'variables'
'scene' | 'texture' | 'animation' | 'tile' | 'statemachine' | 'shader' | 'font' | 'sound' | 'variables'
>;
const NOT_PLACEABLE: ReadonlySet<AssetType> = new Set([
'scene',
'texture',
'animation',
'autotile',
'tile',
'statemachine',
'shader',
'font',
+31 -149
View File
@@ -1,50 +1,14 @@
import type { AutotileAsset } from './Asset';
import { textOf } from './Properties';
import type { Project } from './Project';
import { type FrameRect, resolvePicture, type TextureRef } from './texture';
import type { QuadPos, TileKind } from './tile';
/**
* 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.
* Which quarter goes into which corner of a drawn tile, given its neighbours – what makes a
* hand-drawn edge continue across tile borders (#118). `floor` and `wall` 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. A plain tile (`none`, #131) goes through the same code and simply takes the same
* four quarters whatever lies around it. Everything counts in quadrants, see `model/tile.ts`.
*/
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. */
/** Which of the eight neighbouring cells hold the same tile. */
export interface Neighbours {
n: boolean;
e: boolean;
@@ -56,12 +20,6 @@ export interface Neighbours {
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];
@@ -108,8 +66,23 @@ const WALL_CORNERS: readonly CornerSpec[] = [
{ fill: at(1, 1), h: at(1, 3), v: at(3, 1), corner: at(3, 3) },
];
function cornersOf(kind: AutotileKind): readonly CornerSpec[] {
return kind === 'wall' ? WALL_CORNERS : FLOOR_CORNERS;
/** A plain tile: every corner takes its own quarter of the one tile, so the neighbours change nothing. */
const plainCorner = (position: QuadPos): CornerSpec => ({
fill: position,
h: position,
v: position,
corner: position,
});
const PLAIN_CORNERS: readonly CornerSpec[] = [at(0, 0), at(1, 0), at(0, 1), at(1, 1)].map(plainCorner);
const CORNERS: Record<TileKind, readonly CornerSpec[]> = {
none: PLAIN_CORNERS,
floor: FLOOR_CORNERS,
wall: WALL_CORNERS,
};
function cornersOf(kind: TileKind): readonly CornerSpec[] {
return CORNERS[kind];
}
/**
@@ -124,7 +97,7 @@ function quadrantFor(spec: CornerSpec, sideH: boolean, sideV: boolean, diagonal:
}
/** The four quarters a tile with these neighbours is drawn from. */
export function tileQuadrants(kind: AutotileKind, around: Neighbours): TileQuadrants {
export function tileQuadrants(kind: TileKind, around: Neighbours): TileQuadrants {
const [tl, tr, bl, br] = cornersOf(kind) as [CornerSpec, CornerSpec, CornerSpec, CornerSpec];
return [
quadrantFor(tl, around.w, around.n, around.nw),
@@ -157,11 +130,12 @@ export interface AutotileCombination {
}
/**
* 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.
* Every tile the kind can produce, without repeats: 47 for a floor, 16 for a wall, 1 for a plain
* tile. 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[] {
export function autotileCombinations(kind: TileKind): AutotileCombination[] {
const combinations: AutotileCombination[] = [];
const seen = new Set<string>();
const keys = [...SIDES, ...DIAGONALS] as const;
@@ -177,7 +151,7 @@ export function autotileCombinations(kind: AutotileKind): AutotileCombination[]
return combinations;
}
function combinationLabel(around: Neighbours, quadrants: TileQuadrants, kind: AutotileKind): string {
function combinationLabel(around: Neighbours, quadrants: TileQuadrants, kind: TileKind): string {
const sides = SIDES.filter((side) => around[side])
.map((side) => side.toUpperCase())
.join('');
@@ -227,95 +201,3 @@ export function neighboursAt(pattern: readonly string[], row: number, column: nu
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;
}
+149
View File
@@ -0,0 +1,149 @@
import type { TileAsset } from './Asset';
import { textOf } from './Properties';
import type { Project } from './Project';
import { type FrameRect, resolvePicture, type TextureRef } from './texture';
/**
* A tile is one picture per animation step, and every picture is a *block* the editor cuts into
* quarter tiles. `none` is the plain case: the block is the tile itself and every cell shows it as
* it is (#131). `floor` and `wall` are the two autotile blocks of the classic RPG-Maker sheets,
* whose quarters are picked by the neighbours – that part is `model/autotile.ts`.
*
* Everything below counts in *quadrants* – quarter tiles – with (0, 0) at the block's top-left
* corner, so all three kinds are drawn the same way: four quarters per tile.
*/
export const TILE_KINDS = ['none', 'floor', 'wall'] as const;
export type TileKind = (typeof TILE_KINDS)[number];
export const TILE_KIND_KEY = 'kind';
export const TILE_FPS_KEY = 'fps';
export const TILE_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 TILE_PLAYBACKS = ['loop', 'pingpong'] as const;
export type TilePlayback = (typeof TILE_PLAYBACKS)[number];
/** Quadrant columns of a block: one tile for `none`, two for the autotile blocks. */
export const BLOCK_COLUMNS: Record<TileKind, number> = { none: 2, floor: 4, wall: 4 };
/** Quadrant rows of a block: `none` is one tile tall, `floor` three and `wall` two. */
export const BLOCK_ROWS: Record<TileKind, number> = { none: 2, floor: 6, wall: 4 };
export function tileKind(asset: TileAsset): TileKind {
const value = textOf(asset.props[TILE_KIND_KEY] ?? 'none');
return (TILE_KINDS as readonly string[]).includes(value) ? (value as TileKind) : 'none';
}
export function tilePlayback(asset: TileAsset): TilePlayback {
const value = textOf(asset.props[TILE_PLAYBACK_KEY] ?? 'loop');
return (TILE_PLAYBACKS as readonly string[]).includes(value) ? (value as TilePlayback) : 'loop';
}
export function tileFps(asset: TileAsset): number {
const fps = Number(asset.props[TILE_FPS_KEY]);
return Number.isFinite(fps) && fps > 0 ? fps : 0;
}
/** A quarter tile inside the block, in quadrant units from its top-left corner. */
export interface QuadPos {
x: number;
y: number;
}
/** One picture of a tile: the reference it was named by, and the block it covers. */
export interface TilePicture {
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 TileInfo {
kind: TileKind;
pictures: TilePicture[];
/** Side of one tile in image pixels, 0 while the tile 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 a tile 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 – the block's width
* is a known number of tiles, so a second number could only ever disagree with the picture.
*/
export function readTile(project: Project, asset: TileAsset): TileInfo {
const kind = tileKind(asset);
const columns = BLOCK_COLUMNS[kind];
const rows = BLOCK_ROWS[kind];
const pictures: TilePicture[] = [];
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 / columns : 0;
// A plain tile is only cut to be drawn like the others, never along a line in the picture, so
// an odd side is fine there; an autotile block is cut along its quarters and must split evenly.
const whole = kind === 'none' || Number.isInteger(quad);
const fits = (rect: FrameRect) => rect.w === quad * columns && rect.h === quad * rows && whole && 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)
: 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: TileKind, block: FrameRect | undefined): string {
const size = block ? `, this one is ${block.w} × ${block.h} px` : '';
if (kind === 'none') return `A plain tile is one square tile${size}.`;
const columns = BLOCK_COLUMNS[kind];
const rows = BLOCK_ROWS[kind];
const shape = `${columns / 2} × ${rows / 2} tiles`;
return `A ${kind} block is ${shape}, so its sides must divide by ${columns} and ${rows}${size}.`;
}
/** The rectangle one quarter tile is cut from, in image pixels. */
export function quadrantRect(picture: TilePicture, 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: TilePicture, 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: TilePlayback, 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;
}
+27 -32
View File
@@ -1,20 +1,15 @@
/**
* A tilemap is a grid of cells, and every cell names the autotile lying there. Which of that
* autotile's tiles a cell shows is *not* stored: it follows from the neighbours and is worked out
* A tilemap is a grid of cells, and every cell names the tile lying there. Which of that tile's
* quarters a cell shows is *not* stored: it follows from the neighbours and is worked out
* while drawing (#128), so painting one cell fixes the edges of the ones around it by itself.
*
* Cells are sparse – a map from `"x,y"` to an autotile id – rather than one entry per grid square.
* Cells are sparse – a map from `"x,y"` to a tile id – rather than one entry per grid square.
* A map is what painting, erasing and reading a neighbour all want, and changing the grid size then
* moves nothing: what falls outside is simply not drawn and comes back when the grid grows again.
*/
import type { AutotileAsset, TilemapLayer } from './Asset';
import {
type AutotileKind,
autotileKind,
type Neighbours,
type TileQuadrants,
tileQuadrants,
} from './autotile';
import type { TileAsset, TilemapLayer } from './Asset';
import { type Neighbours, type TileQuadrants, tileQuadrants } from './autotile';
import { type TileKind, tileKind } from './tile';
import type { PropertyBag } from './Properties';
import { findAssetOf, type Project } from './Project';
@@ -35,7 +30,7 @@ export function tilemapRows(props: PropertyBag): number {
return wholeAbove(props[TILEMAP_ROWS_KEY], 15);
}
/** Side of one cell in world units; the autotile's own pictures are scaled onto it. */
/** Side of one cell in world units; the tile's own pictures are scaled onto it. */
export function tilemapTileSize(props: PropertyBag): number {
const size = Number(props[TILEMAP_TILE_KEY]);
return Number.isFinite(size) && size > 0 ? size : 48;
@@ -77,7 +72,7 @@ export function inGrid(props: PropertyBag, x: number, y: number): boolean {
}
/**
* Which neighbours a cell is joined to. Only the *same* autotile joins: a different one counts as
* Which neighbours a cell is joined to. Only the *same* tile joins: a different one counts as
* empty, so every autotile draws its own border against everything else – what the RPG-Maker sheets
* are drawn for. Outside the grid counts as empty too, so a map ends with a proper edge.
*/
@@ -86,10 +81,10 @@ export function neighboursOf(
layer: TilemapLayer,
x: number,
y: number,
autotileId: string,
tileId: string,
): Neighbours {
const same = (dx: number, dy: number): boolean =>
inGrid(props, x + dx, y + dy) && cellAt(layer, x + dx, y + dy) === autotileId;
inGrid(props, x + dx, y + dy) && cellAt(layer, x + dx, y + dy) === tileId;
return {
n: same(0, -1),
e: same(1, 0),
@@ -102,48 +97,48 @@ export function neighboursOf(
};
}
/** One cell as it is drawn: where it sits, which autotile it is and which quarters build it. */
/** One cell as it is drawn: where it sits, which tile it is and which quarters build it. */
export interface TileDraw {
x: number;
y: number;
autotileId: string;
tileId: string;
quadrants: TileQuadrants;
}
/**
* Every cell of one layer that is inside the grid and names an autotile that exists, in reading
* order so the result is the same list twice. Cells naming a deleted autotile are skipped rather
* than dropped from the model: an undo brings the autotile, and with it the drawing, back.
* Every cell of one layer that is inside the grid and names a tile that exists, in reading order
* so the result is the same list twice. Cells naming a deleted tile are skipped rather than
* dropped from the model: an undo brings the tile, and with it the drawing, back.
*/
export function layerTiles(project: Project, props: PropertyBag, layer: TilemapLayer): TileDraw[] {
const kinds = new Map<string, AutotileKind>();
const kindOf = (id: string): AutotileKind | null => {
const kinds = new Map<string, TileKind>();
const kindOf = (id: string): TileKind | null => {
const known = kinds.get(id);
if (known) return known;
const autotile: AutotileAsset | undefined = findAssetOf(project, id, 'autotile');
if (!autotile) return null;
const kind = autotileKind(autotile);
const tile: TileAsset | undefined = findAssetOf(project, id, 'tile');
if (!tile) return null;
const kind = tileKind(tile);
kinds.set(id, kind);
return kind;
};
const tiles: TileDraw[] = [];
for (const [key, autotileId] of Object.entries(layer.cells)) {
for (const [key, tileId] of Object.entries(layer.cells)) {
const at = parseCellKey(key);
if (!at || !autotileId || !inGrid(props, at.x, at.y)) continue;
const kind = kindOf(autotileId);
if (!at || !tileId || !inGrid(props, at.x, at.y)) continue;
const kind = kindOf(tileId);
if (!kind) continue;
tiles.push({
x: at.x,
y: at.y,
autotileId,
quadrants: tileQuadrants(kind, neighboursOf(props, layer, at.x, at.y, autotileId)),
tileId,
quadrants: tileQuadrants(kind, neighboursOf(props, layer, at.x, at.y, tileId)),
});
}
return tiles.sort((a, b) => a.y - b.y || a.x - b.x);
}
/** The autotiles a tilemap paints with, in the order they first appear – its palette in use. */
export function tilemapAutotileIds(asset: { layers: TilemapLayer[] }): string[] {
/** The tiles a tilemap paints with, in the order they first appear – its palette in use. */
export function tilemapTileIds(asset: { layers: TilemapLayer[] }): string[] {
const ids: string[] = [];
for (const layer of asset.layers)
for (const id of Object.values(layer.cells)) if (id && !ids.includes(id)) ids.push(id);
+5 -5
View File
@@ -6,7 +6,7 @@
import { isKindWith } from '../properties/kinds';
import { schemaForAsset } from '../properties/PropertySchema';
import { referencesAny, trackDef } from './animation';
import type { AnimationAsset, Asset, AutotileAsset, TilemapAsset } from './Asset';
import type { AnimationAsset, Asset, TileAsset, TilemapAsset } from './Asset';
import { overrideSites } from './instance';
import { type ObjectHolder, objectHolders, type Project } from './Project';
import type { SceneObject } from './SceneObject';
@@ -63,15 +63,15 @@ 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[] {
/** The tiles drawn from any of these pictures – intrinsic data, like an animation's keys. */
export function tilesUsing(project: Project, ids: readonly string[]): TileAsset[] {
const wanted = new Set(ids);
return project.assets.filter(
(a): a is AutotileAsset => a.type === 'autotile' && a.pictures.some((id) => wanted.has(id)),
(a): a is TileAsset => a.type === 'tile' && a.pictures.some((id) => wanted.has(id)),
);
}
/** The tilemaps painted with any of these autotiles – intrinsic data, like an autotile's pictures. */
/** The tilemaps painted with any of these tiles – intrinsic data, like a tile's pictures. */
export function tilemapsUsing(project: Project, ids: readonly string[]): TilemapAsset[] {
const wanted = new Set(ids);
return project.assets.filter(
+13 -11
View File
@@ -20,7 +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 { TILE_FPS_KEY, TILE_KIND_KEY, TILE_PLAYBACK_KEY } from '../model/tile';
import { TILEMAP_COLUMNS_KEY, TILEMAP_ROWS_KEY, TILEMAP_TILE_KEY } from '../model/tilemap';
import { SLICE_SCALE_KEY } from '../model/texture';
import type { SceneObject } from '../model/SceneObject';
@@ -220,23 +220,25 @@ 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: [
// The pictures are intrinsic data on the asset (see TileAsset); these three say what the
// block holds and how its steps run. There is no tile size: the block's width in tiles is known
// from the kind, so the picture already says it (see `readTile`). A new tile is a plain one; the
// autotile blocks are chosen on purpose (#131).
tile: [
{
key: AUTOTILE_KIND_KEY,
key: TILE_KIND_KEY,
label: 'Kind',
kind: 'enum',
default: 'floor',
default: 'none',
options: [
{ value: 'none', label: 'None (1 × 1)' },
{ 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: TILE_FPS_KEY, label: 'Frames per second', kind: 'number', default: 4, min: 0.1, max: 120 },
{
key: AUTOTILE_PLAYBACK_KEY,
key: TILE_PLAYBACK_KEY,
label: 'Playback',
kind: 'enum',
default: 'loop',
@@ -247,8 +249,8 @@ const ASSET_SCHEMAS: Record<AssetType, PropertySchema> = {
},
],
// The layers and their cells are intrinsic data on the asset (see TilemapAsset); these three say
// how far the grid reaches and how big one cell is drawn. An autotile's own pictures are scaled
// onto that cell, so one tilemap can mix autotiles drawn at different resolutions.
// how far the grid reaches and how big one cell is drawn. A tile's own pictures are scaled onto
// that cell, so one tilemap can mix tiles drawn at different resolutions.
tilemap: [
{ key: TILEMAP_COLUMNS_KEY, label: 'Columns', kind: 'number', default: 20, min: 1, max: 1000, step: 1 },
{ key: TILEMAP_ROWS_KEY, label: 'Rows', kind: 'number', default: 15, min: 1, max: 1000, step: 1 },
+14 -3
View File
@@ -79,7 +79,7 @@ import { SHADER_KEY, shaderParamDefs } from '../properties/shaders';
*/
export function deserializeProject(raw: unknown, fallbackId = ''): Project {
const r = asRecord(raw);
const rawAssets = (Array.isArray(r.assets) ? r.assets : []).map(asRecord);
const rawAssets = (Array.isArray(r.assets) ? r.assets : []).map(asRecord).map(migrateAsset);
// Pass 1: asset ids and their effective schemas, needed to coerce overrides in pass 2.
const schemas = new Map<string, PropertySchema>();
@@ -176,7 +176,7 @@ 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') {
} else if (type === 'tile') {
// 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(
@@ -505,7 +505,7 @@ function normalizeTracks(raw: unknown): AnimationTrack[] {
/**
* The layers of a tilemap. A cell whose key is not a pair of whole numbers, or which names nothing,
* is dropped; one naming a deleted autotile is kept, like an animation's dangling row, so an undo
* is dropped; one naming a deleted tile is kept, like an animation's dangling row, so an undo
* brings the drawing back. A doubled layer id is dropped as a doubled node is.
*/
function normalizeLayers(raw: unknown): TilemapLayer[] {
@@ -537,6 +537,17 @@ function normalizeBag(raw: unknown, schema: PropertySchema, sparse: boolean): Pr
return bag;
}
/**
* A tile was called an autotile before it could be a plain one (#131). Such an asset had no kind
* but the autotile blocks, and one written without a kind meant a floor – which it has to stay now
* that a missing kind means a plain tile.
*/
function migrateAsset(a: Record<string, unknown>): Record<string, unknown> {
if (a.type !== 'autotile') return a;
const props = asRecord(a.props);
return { ...a, type: 'tile', props: { ...props, kind: props.kind ?? 'floor' } };
}
function asRecord(value: unknown): Record<string, unknown> {
return value && typeof value === 'object' ? (value as Record<string, unknown>) : {};
}
+10 -10
View File
@@ -30,7 +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 { TileEditor } from './tile/TileEditor';
import { AssetPanel } from './panels/AssetPanel';
import { HierarchyPanel } from './panels/HierarchyPanel';
import { Toolbar } from './panels/Toolbar';
@@ -56,7 +56,7 @@ export type CentreTab =
| 'game'
| 'texture'
| 'animation'
| 'autotile'
| 'tile'
| 'container'
| 'list'
| 'plugins';
@@ -74,7 +74,7 @@ const TAB_ORDER = [
'particles',
'texture',
'animation',
'autotile',
'tile',
'container',
'list',
'plugins',
@@ -89,7 +89,7 @@ const TAB_LABELS: Record<CentreTab, string> = {
particles: 'Particles',
texture: 'Texture',
animation: 'Animation',
autotile: 'Autotile',
tile: 'Tile',
container: 'Container',
list: 'List',
plugins: 'Plugins',
@@ -104,7 +104,7 @@ const TAB_OF_ASSET: Partial<Record<AssetType, CentreTab>> = {
particles: 'particles',
texture: 'texture',
animation: 'animation',
autotile: 'autotile',
tile: 'tile',
container: 'container',
};
@@ -134,7 +134,7 @@ export class Editor implements PlayHost {
readonly particlesEditor: ParticlesEditor;
readonly textureEditor: TextureEditor;
readonly animationEditor: AnimationEditor;
readonly autotileEditor: AutotileEditor;
readonly tileEditor: TileEditor;
readonly containerEditor: ContainerEditor;
readonly listEditor: ListEditor;
/** Plugins tab: the switch per file in `data/plugins/`. */
@@ -189,7 +189,7 @@ 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.tileEditor = new TileEditor(state);
this.containerEditor = new ContainerEditor(state);
this.listEditor = new ListEditor(state);
this.hierarchy = new HierarchyPanel(state);
@@ -259,7 +259,7 @@ export class Editor implements PlayHost {
particles: this.particlesEditor,
texture: this.textureEditor,
animation: this.animationEditor,
autotile: this.autotileEditor,
tile: this.tileEditor,
container: this.containerEditor,
list: this.listEditor,
plugins: this.pluginsPane,
@@ -433,7 +433,7 @@ 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);
if (this.tab === 'tile') this.tileEditor.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();
@@ -453,7 +453,7 @@ export class Editor implements PlayHost {
(this.gameView.visible && this.gameView.animates) ||
this.tab === 'particles' ||
(this.tab === 'animation' && this.animationEditor.isPlaying) ||
(this.tab === 'autotile' && this.autotileEditor.isPlaying)
(this.tab === 'tile' && this.tileEditor.isPlaying)
);
}
+6 -6
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, autotilesUsing, findPropertyUsages, findUsages } from '../core/model/usages';
import { animationsUsing, tilesUsing, findPropertyUsages, findUsages } from '../core/model/usages';
import { Dialog } from '../ui';
import { type EditorState, objectSelection } from './state';
@@ -97,12 +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 tiles = asset.type === 'texture' ? tilesUsing(state.project, ids).length : 0;
const detail =
asset.type === 'scene'
? `The scene and its ${asset.objects.length} object(s) are removed.`
: references > 0 || animations > 0 || autotiles > 0
? wornDetail(references, animations, autotiles, asset.type)
: references > 0 || animations > 0 || tiles > 0
? wornDetail(references, animations, tiles, asset.type)
: usages === 0
? 'This cannot be undone with Ctrl+Z after reload.'
: asset.type === 'container'
@@ -114,12 +114,12 @@ export function confirmDeleteAsset(state: EditorState, assetId: string): void {
]).openCentered();
}
function wornDetail(sprites: number, animations: number, autotiles: number, type: AssetType): string {
function wornDetail(sprites: number, animations: number, tiles: number, type: AssetType): string {
if (type === 'font') return `${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 ? `${autotiles} autotile(s)` : '',
tiles > 0 ? `${tiles} tile(s)` : '',
].filter(Boolean);
// "a, b and c" rather than "a and b and c", which three kinds of user made reachable.
const list =
+15 -15
View File
@@ -517,26 +517,26 @@ export function installDebugHook(app: Application, state: EditorState, editor: E
fitAt: () => centreOf(editor.animationEditor.fitButton),
},
},
autotile: {
current: () => editor.autotileEditor.currentAssetId,
info: () => editor.autotileEditor.shownInfo,
tile: {
current: () => editor.tileEditor.currentAssetId,
info: () => editor.tileEditor.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(),
board: () => editor.tileEditor.canvas.debugInfo(),
pictures: () => editor.tileEditor.strip.debugInfo(),
/** A tile of the board: its quarters and where each of them is drawn. */
tile: (index: number) => editor.autotileEditor.canvas.tileDrawn(index),
tile: (index: number) => editor.tileEditor.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),
sampleTile: (row: number, column: number) => editor.tileEditor.canvas.sampleTile(row, column),
kindPickerAt: () => centreOf(editor.tileEditor.kindPicker),
addPictureAt: () => centreOf(editor.tileEditor.strip.addButton),
removePictureAt: () => centreOf(editor.tileEditor.strip.removeButton),
pictureRowAt: (index: number) => editor.tileEditor.strip.list.rowGlobal(String(index)),
fitAt: () => centreOf(editor.tileEditor.fitButton),
},
tilemap: {
/** What the scene view painted a map with, and on which layer (#128). */
paint: () => ({ ...state.tilemapPaint }),
/** The cells of one layer as the model holds them: `"x,y"` to autotile id. */
/** The cells of one layer as the model holds them: `"x,y"` to tile id. */
cells: (assetId: string, layerId: string) => {
const asset = findAssetOf(state.project, assetId, 'tilemap');
const layer = asset && findLayer(asset, layerId);
@@ -557,8 +557,8 @@ export function installDebugHook(app: Application, state: EditorState, editor: E
const button = currentTilemapSection()?.tools.get(tool as TilemapTool);
return button ? centreOf(button) : null;
},
autotileAt: (assetId: string) => {
const button = currentTilemapSection()?.autotiles.get(assetId);
tileButtonAt: (assetId: string) => {
const button = currentTilemapSection()?.tiles.get(assetId);
return button ? centreOf(button) : null;
},
addLayerAt: () => {
+1 -1
View File
@@ -25,7 +25,7 @@ export interface GraphView {
/**
* 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
* `limits` are the graph's own unless a surface with other content says otherwise – the tile
* board shows 48 px tiles, which one wants to come closer to than a node graph.
*/
export function zoomedAbout(
+16 -16
View File
@@ -1,9 +1,9 @@
/**
* The painting side of a placed tilemap (#128): which layer is painted on, with which autotile and
* The painting side of a placed tilemap (#128): which layer is painted on, with which tile and
* with which tool. It hangs below the ordinary rows of the object, the way a container's content
* section does – the grid size and the cell size are plain properties and are shown above.
*
* Nothing here belongs to the model except the layers themselves: tool, autotile and layer are
* Nothing here belongs to the model except the layers themselves: tool, tile and layer are
* editor state (`state.tilemapPaint`), so opening a project does not decide what one paints with.
*/
import {
@@ -37,12 +37,12 @@ export function paintedLayerId(state: EditorState, asset: TilemapAsset): string
/**
* The widgets of the section as they were last built. Every one of them carries an icon or a name
* that is on screen elsewhere too – the autotile's row in the asset panel, the layer's name – so a
* that is on screen elsewhere too – the tile's row in the asset panel, the layer's name – so a
* check cannot find them by their text; this is what it clicks instead.
*/
export interface TilemapSectionWidgets {
tools: Map<TilemapTool, Button>;
autotiles: Map<string, Button>;
tiles: Map<string, Button>;
layers: { id: string; name: Button; visible: Checkbox; up: Button; down: Button; remove: Button }[];
addLayer: Button;
}
@@ -58,7 +58,7 @@ export function buildTilemapSection(host: InspectorHost, asset: TilemapAsset): v
const paint = state.tilemapPaint;
const widgets: TilemapSectionWidgets = {
tools: new Map(),
autotiles: new Map(),
tiles: new Map(),
layers: [],
addLayer: new Button('Add layer', {
onClick: () => state.execute(new AddTilemapLayerCommand(asset.id)),
@@ -78,25 +78,25 @@ export function buildTilemapSection(host: InspectorHost, asset: TilemapAsset): v
addNote(host, TOOLS.find((t) => t.tool === paint.tool)?.hint ?? '', 'small');
addNote(host, 'Shift-drag still pans the view.', 'small');
addTitle(host, 'AUTOTILES');
const autotiles = state.project.assets.filter((a) => a.type === 'autotile');
if (autotiles.length === 0) addNote(host, 'The project has no autotile yet.');
for (const autotile of autotiles) {
const button = new Button(autotile.name, {
addTitle(host, 'TILES');
const tiles = state.project.assets.filter((a) => a.type === 'tile');
if (tiles.length === 0) addNote(host, 'The project has no tile yet.');
for (const tile of tiles) {
const button = new Button(tile.name, {
align: 'left',
// Choosing a tile is how one starts painting, so it reaches for the brush by itself.
onClick: () =>
state.setTilemapPaint({
autotileId: autotile.id,
tileId: tile.id,
tool: paint.tool === 'select' || paint.tool === 'erase' ? 'brush' : paint.tool,
}),
});
button.toggled = paint.autotileId === autotile.id;
widgets.autotiles.set(autotile.id, button);
button.toggled = paint.tileId === tile.id;
widgets.tiles.set(tile.id, button);
host.body.add(button);
}
if (autotiles.length > 0 && !autotiles.some((a) => a.id === paint.autotileId))
addNote(host, 'Choose an autotile to paint with.', 'small');
if (tiles.length > 0 && !tiles.some((a) => a.id === paint.tileId))
addNote(host, 'Choose a tile to paint with.', 'small');
addTitle(host, 'LAYERS');
addNote(host, 'The last layer is drawn on top.', 'small');
@@ -148,5 +148,5 @@ export function buildTilemapSection(host: InspectorHost, asset: TilemapAsset): v
export function tilemapSignature(state: EditorState, asset: TilemapAsset): string {
const paint = state.tilemapPaint;
const layers = asset.layers.map((l) => `${l.id}:${l.name}:${isLayerVisible(l) ? 1 : 0}`).join(',');
return `${paint.tool}|${paint.autotileId}|${paintedLayerId(state, asset)}|${layers}`;
return `${paint.tool}|${paint.tileId}|${paintedLayerId(state, asset)}|${layers}`;
}
+7 -7
View File
@@ -141,14 +141,14 @@ function pickIds(input: readonly string[], primary?: string): { ids: string[]; p
/**
* Select leaves the scene view as it is – the map is picked up and moved like any other object.
* The other three paint: brush the chosen autotile cell by cell, erase clears, rect fills the box
* The other three paint: brush the chosen tile cell by cell, erase clears, rect fills the box
* a drag spans. Painting is a mode on purpose; a map one cannot move would be worse than a click.
*/
export type TilemapTool = 'select' | 'brush' | 'erase' | 'rect';
export interface TilemapPaint {
tool: TilemapTool;
autotileId: string;
tileId: string;
layerId: string;
}
@@ -198,11 +198,11 @@ export class EditorState {
/** Keys copied in the Animation tab (#102). Lives for the session, across animations and projects. */
keyClipboard: KeyClipboard | null = null;
/**
* What the scene view paints a tilemap with (#128): the tool, the autotile and the layer it goes
* What the scene view paints a tilemap with (#128): the tool, the tile and the layer it goes
* on. Editor state, not model state – like the picked tile of the Animation tab, it is a way of
* working rather than something the project remembers.
*/
tilemapPaint: TilemapPaint = { tool: 'select', autotileId: '', layerId: '' };
tilemapPaint: TilemapPaint = { tool: 'select', tileId: '', layerId: '' };
/** The real (saved) model and its undo stack while `project` is the play-mode copy. */
private edit: { project: Project; commands: CommandStack } | null = null;
@@ -542,11 +542,11 @@ 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 {
/** The tile the selection refers to; only the asset itself, it has nothing inside to pick. */
get selectedTileId(): string | null {
const s = this.selection;
if (s?.kind !== 'asset') return null;
return findAssetOf(this.project, s.assetId, 'autotile')?.id ?? null;
return findAssetOf(this.project, s.assetId, 'tile')?.id ?? null;
}
/** The timeline row the selection is about; undefined when it is about something else. */
@@ -1,10 +1,10 @@
import { Graphics } from 'pixi.js';
import {
AddAutotilePictureCommand,
MoveAutotilePictureCommand,
RemoveAutotilePictureCommand,
} from '../../core/commands/autotileCommands';
import type { AutotileAsset } from '../../core/model/Asset';
AddTilePictureCommand,
MoveTilePictureCommand,
RemoveTilePictureCommand,
} from '../../core/commands/tileCommands';
import type { TileAsset } from '../../core/model/Asset';
import { pictureChoices, textureRefLabel } from '../../core/properties/textureRef';
import {
Button,
@@ -95,9 +95,9 @@ export class PictureStrip extends VStack {
return { pictures: this.asset()?.pictures.map((id) => this.labelOf(id)) ?? [], selected: this.selected };
}
private asset(): AutotileAsset | undefined {
private asset(): TileAsset | undefined {
const asset = this.state.project.assets.find((a) => a.id === this.assetId);
return asset?.type === 'autotile' ? asset : undefined;
return asset?.type === 'tile' ? asset : undefined;
}
private labelOf(id: string): string {
@@ -130,16 +130,16 @@ export class PictureStrip extends VStack {
private removeSelected(): void {
const asset = this.asset();
if (!asset || this.selected < 0) return;
this.state.execute(new RemoveAutotilePictureCommand(asset.id, this.selected));
this.state.execute(new RemoveTilePictureCommand(asset.id, this.selected));
}
/** Every texture and every frame; an autotile block is one of them, whole or cut out. */
/** Every texture and every frame; a tile's 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)),
onSelect: () => this.state.execute(new AddTilePictureCommand(asset.id, choice.id)),
}));
if (items.length === 0) items.push({ label: 'No textures yet', onSelect: () => undefined });
new Menu(items, { searchable: true }).openBelow(this.addButton);
@@ -154,7 +154,7 @@ export class PictureStrip extends VStack {
{
label: 'Remove',
danger: true,
onSelect: () => this.state.execute(new RemoveAutotilePictureCommand(asset.id, index)),
onSelect: () => this.state.execute(new RemoveTilePictureCommand(asset.id, index)),
},
]);
menu.open(x, y);
@@ -167,7 +167,7 @@ export class PictureStrip extends VStack {
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);
if (this.state.execute(new MoveTilePictureCommand(asset.id, from, to))) this.select(to);
}
override redraw(): void {
@@ -6,23 +6,25 @@ import {
Sprite,
Text,
} from 'pixi.js';
import type { AutotileAsset } from '../../core/model/Asset';
import type { TileAsset } 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 {
pictureIndexAt,
type QuadPos,
quadrantRef,
readTile,
tileFps,
type TileInfo,
type TilePicture,
tilePlayback,
} from '../../core/model/tile';
import { findAssetOf } from '../../core/model/Project';
import { type Size, Theme, textStyle, Widget, zoomFactor } from '../../ui';
import { textureLibrary } from '../../viewport/TextureLibrary';
@@ -51,12 +53,12 @@ interface BoardTile {
}
/**
* The Autotile tab's picture (#118): every tile the block can produce, captioned with the
* The Tile 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 {
export class TileCanvas extends Widget {
private readonly bg = new Graphics();
private readonly content = new Container();
private readonly clip = new Graphics();
@@ -72,7 +74,7 @@ export class AutotileCanvas extends Widget {
private built = '';
private shownPicture = -1;
private board = { w: 0, h: 0 };
private info: AutotileInfo | null = null;
private info: TileInfo | null = null;
private needsFit = true;
constructor(private readonly state: EditorState) {
@@ -114,7 +116,7 @@ export class AutotileCanvas extends Widget {
return this.assetId;
}
/** Switching resets time and view: the next autotile is a new subject. */
/** Switching resets time and view: the next tile is a new subject. */
show(assetId: string): void {
if (this.assetId === assetId) return;
this.assetId = assetId;
@@ -197,13 +199,13 @@ export class AutotileCanvas extends Widget {
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 asset(): TileAsset | undefined {
return this.assetId ? findAssetOf(this.state.project, this.assetId, 'tile') : undefined;
}
private fps(): number {
const asset = this.asset();
return asset ? autotileFps(asset) : 0;
return asset ? tileFps(asset) : 0;
}
override layout(): void {
@@ -214,7 +216,7 @@ export class AutotileCanvas extends Widget {
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.info = asset ? readTile(this.state.project, asset) : null;
this.build(asset);
this.paint(asset);
this.syncHint(asset);
@@ -228,7 +230,7 @@ export class AutotileCanvas extends Widget {
}
/** Rebuilds the sprites when the board's shape changed – the kind, the tile size or the asset. */
private build(asset: AutotileAsset | undefined): void {
private build(asset: TileAsset | undefined): void {
const info = this.info;
const signature = asset && info && info.problem === '' ? `${asset.id}:${info.kind}:${info.tile}` : '';
if (signature === this.built) return;
@@ -245,7 +247,7 @@ export class AutotileCanvas extends Widget {
}
/** The combination grid, then the sample map below it – all in image pixels of the tile. */
private layoutBoard(info: AutotileInfo): void {
private layoutBoard(info: TileInfo): void {
const tile = info.tile;
const step = tile * (1 + GAP);
const row = tile * (1 + GAP + CAPTION);
@@ -302,15 +304,10 @@ export class AutotileCanvas extends Widget {
}
/** Puts the current picture's quarters into the sprites; a picture still loading leaves them blank. */
private paint(asset: AutotileAsset | undefined): void {
private paint(asset: TileAsset | 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 index = pictureIndexAt(info.pictures.length, tilePlayback(asset), tileFps(asset), this.time);
const picture = info.pictures[index];
if (!picture) return;
const half = info.tile / 2;
@@ -328,14 +325,12 @@ export class AutotileCanvas extends Widget {
this.shownPicture = index;
}
private quadrant(picture: AutotilePicture, info: AutotileInfo, position: QuadPos) {
private quadrant(picture: TilePicture, info: TileInfo, 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 ?? '');
private syncHint(asset: TileAsset | undefined): void {
const text = !asset ? 'No tile 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);
@@ -1,44 +1,38 @@
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 type { Asset, TileAsset } from '../../core/model/Asset';
import { autotileCombinations } from '../../core/model/autotile';
import { readTile, TILE_KIND_KEY, TILE_KINDS, tileFps, tileKind } from '../../core/model/tile';
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 { TileCanvas } from './TileCanvas';
import { PictureStrip } from './PictureStrip';
/** Room kept for the "Floor · 48 px · 3 pictures · 47 tiles" readout. */
/** Room kept for the "Floor (2 × 3) · 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
* The Tile tab (#118, #131): the header picks the tile 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
* produce plus a sample map composed from them – for a plain tile that is the one tile, repeated. 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> {
export class TileEditor extends AssetTabEditor<TileAsset, TileCanvas> {
/** Public for the check scripts. */
readonly kindPicker: Dropdown;
readonly strip: PictureStrip;
constructor(state: EditorState) {
super(state, { noun: 'Autotile', infoWidth: INFO_WIDTH });
super(state, { noun: 'Tile', 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]);
this.mount(new TileCanvas(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 {
protected override body(canvas: TileCanvas): Widget {
const row = new HStack();
row.add(canvas, 1);
row.add(this.strip);
@@ -50,31 +44,31 @@ export class AutotileEditor extends AssetTabEditor<AutotileAsset, AutotileCanvas
this.canvas.tick(dt);
}
/** Whether the board moves by itself – an animated autotile has no event to wake it. */
/** Whether the board moves by itself – an animated tile has no event to wake it. */
get isPlaying(): boolean {
return this.canvas.animates;
}
protected override selectedId(): string {
return this.state.selectedAutotileId ?? '';
return this.state.selectedTileId ?? '';
}
protected override isMine(asset: Asset): asset is AutotileAsset {
return asset.type === 'autotile';
protected override isMine(asset: Asset): asset is TileAsset {
return asset.type === 'tile';
}
protected override infoText(asset: AutotileAsset): string {
const info = readAutotile(this.state.project, asset);
protected override infoText(asset: TileAsset): string {
const info = readTile(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`;
const fps = pictures > 1 ? ` · ${formatNumber(tileFps(asset), 2)} fps` : '';
return `${kind} · ${info.tile} px · ${steps}${fps} · ${tiles} ${tiles === 1 ? 'tile' : 'tiles'}`;
}
protected override syncExtras(asset: AutotileAsset | null): void {
protected override syncExtras(asset: TileAsset | null): void {
this.strip.show(asset?.id ?? '');
this.kindPicker.setText(asset ? kindLabel(this.state, asset) : '—');
this.kindPicker.setEnabled(asset !== null);
@@ -84,22 +78,22 @@ export class AutotileEditor extends AssetTabEditor<AutotileAsset, AutotileCanvas
private openKindPicker(): void {
const asset = this.asset();
if (!asset) return;
const current = autotileKind(asset);
const items: MenuItem[] = AUTOTILE_KINDS.map((kind) => ({
const current = tileKind(asset);
const items: MenuItem[] = TILE_KINDS.map((kind) => ({
label: `${kind === current ? '● ' : ''}${optionLabel(this.state, asset, kind)}`,
onSelect: () => this.state.execute(new SetAssetPropertyCommand(asset.id, AUTOTILE_KIND_KEY, kind)),
onSelect: () => this.state.execute(new SetAssetPropertyCommand(asset.id, TILE_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);
function optionLabel(state: EditorState, asset: TileAsset, kind: string): string {
const def = propDef(state.project, asset, TILE_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));
function kindLabel(state: EditorState, asset: TileAsset): string {
return optionLabel(state, asset, tileKind(asset));
}
+9 -9
View File
@@ -78,7 +78,7 @@ interface PaintStroke {
assetId: string;
layerId: string;
tool: TilemapTool;
autotileId: string;
tileId: string;
edits: CellEdit[];
previous: Map<string, string>;
from: Vec2;
@@ -356,9 +356,9 @@ export class SceneViewport extends FreeViewport {
e: FederatedPointerEvent,
): boolean {
const paint = this.state.tilemapPaint;
const autotileId = paint.tool === 'erase' ? '' : paint.autotileId;
if (paint.tool !== 'erase' && !autotileId) {
this.state.setNotice('Choose an autotile to paint with.');
const tileId = paint.tool === 'erase' ? '' : paint.tileId;
if (paint.tool !== 'erase' && !tileId) {
this.state.setNotice('Choose a tile to paint with.');
return false;
}
const at = this.cellUnder(target.item, e);
@@ -368,7 +368,7 @@ export class SceneViewport extends FreeViewport {
assetId: target.asset.id,
layerId: target.layerId,
tool: paint.tool,
autotileId,
tileId,
edits: [],
previous: new Map(),
from: at,
@@ -396,9 +396,9 @@ export class SceneViewport extends FreeViewport {
if (!inGrid(item.props, at.x, at.y)) continue;
const key = cellKey(at.x, at.y);
if (!stroke.previous.has(key)) stroke.previous.set(key, layer.cells[key] ?? '');
if ((layer.cells[key] ?? '') === stroke.autotileId) continue;
stroke.edits.push({ x: at.x, y: at.y, autotileId: stroke.autotileId });
if (stroke.autotileId) layer.cells[key] = stroke.autotileId;
if ((layer.cells[key] ?? '') === stroke.tileId) continue;
stroke.edits.push({ x: at.x, y: at.y, tileId: stroke.tileId });
if (stroke.tileId) layer.cells[key] = stroke.tileId;
else delete layer.cells[key];
changed = true;
}
@@ -421,7 +421,7 @@ export class SceneViewport extends FreeViewport {
stroke.tool === 'rect' && item
? cellsInRect(item.props, stroke.from, stroke.to).map((at) => ({
...at,
autotileId: stroke.autotileId,
tileId: stroke.tileId,
}))
: stroke.edits;
if (edits.length > 0)
+1 -1
View File
@@ -334,7 +334,7 @@ export abstract class WorldViewport extends Widget {
/**
* A painted map, drawn from its own meshes. It keeps redrawing the view while an animated
* autotile is on it, the same way a Time shader does.
* tile is on it, the same way a Time shader does.
*/
private syncTilemap(item: DrawItem, onScreen: boolean): void {
let field = this.tilemaps.get(item.id);
+16 -22
View File
@@ -5,13 +5,7 @@ import { resolvedHolder } from '../core/model/instance';
import type { Mat } from '../core/model/matrix';
import type { PropertyBag } from '../core/model/Properties';
import type { ParticlesAsset } from '../core/model/Asset';
import {
type AutotileInfo,
autotileFps,
type AutotilePlayback,
autotilePlayback,
readAutotile,
} from '../core/model/autotile';
import { readTile, tileFps, type TileInfo, type TilePlayback, tilePlayback } from '../core/model/tile';
import { isLayerVisible, layerTiles, type TileDraw } from '../core/model/tilemap';
import { findAsset, findAssetOf, type ObjectHolder, type Project } from '../core/model/Project';
import { fontFileOf } from '../core/model/font';
@@ -55,14 +49,14 @@ interface DrawList {
background: number;
}
/** One autotile a tilemap paints with, as drawing needs it: the blocks and how they run. */
export interface TilemapAutotile {
info: AutotileInfo;
playback: AutotilePlayback;
/** One tile a tilemap paints with, as drawing needs it: the blocks and how they run. */
export interface TilemapTile {
info: TileInfo;
playback: TilePlayback;
fps: number;
}
/** One layer, already worked out: which tile each cell shows and which autotile draws it. */
/** One layer, already worked out: which quarters each cell shows and which tile draws it. */
export interface TilemapLayerDraw {
id: string;
tiles: TileDraw[];
@@ -70,7 +64,7 @@ export interface TilemapLayerDraw {
export interface TilemapDraw {
layers: TilemapLayerDraw[];
autotiles: Map<string, TilemapAutotile>;
tiles: Map<string, TilemapTile>;
}
/**
@@ -82,23 +76,23 @@ function resolveTilemap(project: Project, assetId: string, props: PropertyBag):
const asset = findAssetOf(project, assetId, 'tilemap');
if (!asset) return null;
const layers: TilemapLayerDraw[] = [];
const autotiles = new Map<string, TilemapAutotile>();
const used = new Map<string, TilemapTile>();
for (const layer of asset.layers) {
if (!isLayerVisible(layer)) continue;
const tiles = layerTiles(project, props, layer);
layers.push({ id: layer.id, tiles });
for (const tile of tiles) {
if (autotiles.has(tile.autotileId)) continue;
const autotile = findAssetOf(project, tile.autotileId, 'autotile');
if (!autotile) continue;
autotiles.set(tile.autotileId, {
info: readAutotile(project, autotile),
playback: autotilePlayback(autotile),
fps: autotileFps(autotile),
if (used.has(tile.tileId)) continue;
const source = findAssetOf(project, tile.tileId, 'tile');
if (!source) continue;
used.set(tile.tileId, {
info: readTile(project, source),
playback: tilePlayback(source),
fps: tileFps(source),
});
}
}
return { layers, autotiles };
return { layers, tiles: used };
}
/** Both kinds of object that name a picture in `texture`: the sprite that wears it and the source
+20 -25
View File
@@ -1,21 +1,21 @@
/**
* The drawn side of a placed tilemap (#128): one mesh per autotile and layer, so a whole map is a
* The drawn side of a placed tilemap (#128): one mesh per tile and layer, so a whole map is a
* handful of draw calls instead of one sprite per cell. The geometry itself is `tilemapMesh.ts`;
* what happens here is Pixi – which texture a mesh wears, which animation step it shows, and
* throwing away the meshes of a layer that is gone.
*/
import { Container, Mesh, MeshGeometry, type Texture } from 'pixi.js';
import { type AutotilePicture, pictureIndexAt } from '../core/model/autotile';
import { pictureIndexAt, type TilePicture } from '../core/model/tile';
import { cellOrigin, tilemapTileSize } from '../core/model/tilemap';
import type { DrawItem, TilemapAutotile } from './items';
import type { DrawItem, TilemapTile } from './items';
import { placeNode } from './symbols';
import type { TextureLibrary } from './TextureLibrary';
import { type TileSheet, tileMesh, tilesByAutotile } from './tilemapMesh';
import { groupByTile, type TileSheet, tileMesh } from './tilemapMesh';
export class TilemapField {
readonly container = new Container();
private readonly meshes = new Map<string, Mesh>();
/** True after a sync that drew an autotile with more than one picture. */
/** True after a sync that drew a tile with more than one picture. */
animated = false;
/** How many meshes the last sync drew – one draw call each (test hook). */
drawCalls = 0;
@@ -25,7 +25,7 @@ export class TilemapField {
}
/**
* `now` is the global clock, so every tilemap showing the same autotile is on the same step –
* `now` is the global clock, so every tilemap showing the same tile is on the same step –
* animated water does not run out of phase between two maps.
*/
sync(item: DrawItem, textures: TextureLibrary, now: number): void {
@@ -39,20 +39,15 @@ export class TilemapField {
const drawn: Mesh[] = [];
const alive = new Set<string>();
for (const layer of draw?.layers ?? []) {
for (const [autotileId, tiles] of tilesByAutotile(layer.tiles)) {
const autotile = draw?.autotiles.get(autotileId);
const picture = autotile && pictureNow(autotile, now);
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 (!autotile || !picture || !texture) continue;
if (autotile.info.pictures.length > 1) this.animated = true;
const key = `${layer.id}|${autotileId}`;
if (!source || !picture || !texture) continue;
if (source.info.pictures.length > 1) this.animated = true;
const key = `${layer.id}|${tileId}`;
alive.add(key);
const { positions, uvs, indices } = tileMesh(
tiles,
tile,
origin,
sheetOf(autotile, picture, texture),
);
const { positions, uvs, indices } = tileMesh(tiles, tile, origin, sheetOf(source, picture, texture));
drawn.push(this.meshFor(key, new MeshGeometry({ positions, uvs, indices }), texture));
}
}
@@ -62,7 +57,7 @@ export class TilemapField {
this.meshes.delete(key);
}
// Re-attached in order rather than sorted lazily: the layer order is the drawing order, and
// the list is at most one entry per autotile and layer.
// the list is at most one entry per tile and layer.
this.container.removeChildren();
for (const mesh of drawn) this.container.addChild(mesh);
this.drawCalls = drawn.length;
@@ -89,22 +84,22 @@ export class TilemapField {
}
/**
* The block this autotile shows right now. A quarter is cut from it by uvs rather than by the
* 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.
*/
function pictureNow(autotile: TilemapAutotile, now: number): AutotilePicture | undefined {
const { pictures, problem } = autotile.info;
function pictureNow(source: TilemapTile, now: number): TilePicture | undefined {
const { pictures, problem } = source.info;
if (problem) return undefined;
return pictures[pictureIndexAt(pictures.length, autotile.playback, autotile.fps, now)];
return pictures[pictureIndexAt(pictures.length, source.playback, source.fps, now)];
}
/**
* The library hands out the block as a texture of its own, so the quadrants count from its corner
* whether the picture was a whole sheet or one frame cut from one.
*/
function sheetOf(autotile: TilemapAutotile, picture: AutotilePicture, texture: Texture): TileSheet {
function sheetOf(source: TilemapTile, picture: TilePicture, texture: Texture): TileSheet {
return {
quad: autotile.info.quad,
quad: source.info.quad,
block: { x: 0, y: 0, w: texture.width, h: texture.height },
textureWidth: texture.width,
textureHeight: texture.height,
+6 -6
View File
@@ -1,6 +1,6 @@
/**
* The geometry a painted layer becomes: one mesh per autotile instead of one sprite per cell, so a
* map of a thousand tiles costs as many draw calls as it has autotiles on that layer (#128). Kept a
* The geometry a painted layer becomes: one mesh per tile instead of one sprite per cell, so a
* map of a thousand cells costs as many draw calls as it has tiles on that layer (#128). Kept a
* plain function of numbers – no Pixi, no project – so the quarter that lands in a corner can be
* checked without a browser.
*/
@@ -86,13 +86,13 @@ export function tileMesh(
return { positions, uvs, indices };
}
/** The cells of one layer grouped by autotile – one group is one mesh, because it is one texture. */
export function tilesByAutotile(tiles: readonly TileDraw[]): Map<string, TileDraw[]> {
/** The cells of one layer grouped by tile – one group is one mesh, because it is one texture. */
export function groupByTile(tiles: readonly TileDraw[]): Map<string, TileDraw[]> {
const groups = new Map<string, TileDraw[]>();
for (const drawn of tiles) {
const group = groups.get(drawn.autotileId);
const group = groups.get(drawn.tileId);
if (group) group.push(drawn);
else groups.set(drawn.autotileId, [drawn]);
else groups.set(drawn.tileId, [drawn]);
}
return groups;
}
@@ -5,50 +5,58 @@ import {
SetAssetPropertyCommand,
} from '../../src/core/commands/assetCommands';
import {
AddAutotilePictureCommand,
MoveAutotilePictureCommand,
RemoveAutotilePictureCommand,
} from '../../src/core/commands/autotileCommands';
AddTilePictureCommand,
MoveTilePictureCommand,
RemoveTilePictureCommand,
} from '../../src/core/commands/tileCommands';
import { AddFrameCommand } from '../../src/core/commands/frameCommands';
import type { AutotileAsset } from '../../src/core/model/Asset';
import type { TileAsset } from '../../src/core/model/Asset';
import { isPlaceableType } from '../../src/core/model/AssetTypes';
import {
AUTOTILE_KIND_KEY,
autotileCombinations,
autotileKind,
autotilePlayback,
type Neighbours,
neighboursAt,
pictureIndexAt,
quadrantRect,
readAutotile,
SAMPLE_PATTERN,
tileQuadrants,
} from '../../src/core/model/autotile';
import {
pictureIndexAt,
quadrantRect,
readTile,
TILE_KIND_KEY,
type TileKind,
tileKind,
tilePlayback,
} from '../../src/core/model/tile';
import { deserializeProject } from '../../src/core/store/serialize';
import { findAsset, type Project } from '../../src/core/model/Project';
import { autotilesUsing } from '../../src/core/model/usages';
import { tilesUsing } from '../../src/core/model/usages';
import { makeProject, roundTrip } from '../helpers';
const FILE = `${'a1b2c3d4'.repeat(8)}.png`;
/** A sheet the size of the RPG-Maker sheets the issue was written from: 48 px tiles, 8 × 4 blocks. */
function makeAutotile(width = 768, height = 576) {
/**
* A sheet the size of the RPG-Maker sheets #118 was written from: 48 px tiles, 8 × 4 blocks. The
* tile is switched to a floor block, which is what most of these tests are about.
*/
function makeTile(width = 768, height = 576, kind: TileKind = 'floor') {
const fixture = makeProject();
const texture = new CreateTextureCommand('Outside', { file: FILE, width, height });
fixture.stack.execute(texture);
const autotile = new CreateAssetCommand('autotile', 'Grass');
fixture.stack.execute(autotile);
const tile = new CreateAssetCommand('tile', 'Grass');
fixture.stack.execute(tile);
if (kind !== 'none') fixture.stack.execute(new SetAssetPropertyCommand(tile.asset.id, TILE_KIND_KEY, kind));
return {
...fixture,
texture: texture.asset,
autotileId: autotile.asset.id,
assetOf: () => findAsset(fixture.project, autotile.asset.id) as AutotileAsset,
tileId: tile.asset.id,
assetOf: () => findAsset(fixture.project, tile.asset.id) as TileAsset,
};
}
/** Cuts one block out of the sheet and returns the frame id. */
function cutBlock(
fixture: ReturnType<typeof makeAutotile>,
fixture: ReturnType<typeof makeTile>,
rect: { x: number; y: number; w: number; h: number },
): string {
const command = new AddFrameCommand(fixture.texture.id, rect);
@@ -142,7 +150,7 @@ function around(present: Partial<Neighbours>): Neighbours {
describe('autotile blocks', () => {
it('is a library asset like a texture: nothing places it, the tilemap of #128 does', () => {
expect(isPlaceableType('autotile')).toBe(false);
expect(isPlaceableType('tile')).toBe(false);
});
it('produces 47 tiles from a floor block and 16 from a wall, each of them different', () => {
@@ -243,11 +251,11 @@ describe('autotile blocks', () => {
});
});
describe('autotile asset', () => {
describe('tile asset', () => {
it('derives the tile size from the block and accepts a whole texture as one', () => {
const fixture = makeAutotile(96, 144);
fixture.stack.execute(new AddAutotilePictureCommand(fixture.autotileId, fixture.texture.id));
const info = readAutotile(fixture.project, fixture.assetOf());
const fixture = makeTile(96, 144);
fixture.stack.execute(new AddTilePictureCommand(fixture.tileId, fixture.texture.id));
const info = readTile(fixture.project, fixture.assetOf());
expect(info.problem).toBe('');
expect(info.tile).toBe(48);
expect(info.quad).toBe(24);
@@ -255,10 +263,10 @@ describe('autotile asset', () => {
});
it('cuts a quarter tile out of the frame the picture names', () => {
const fixture = makeAutotile();
const fixture = makeTile();
const frame = cutBlock(fixture, FLOOR_BLOCK);
fixture.stack.execute(new AddAutotilePictureCommand(fixture.autotileId, frame));
const info = readAutotile(fixture.project, fixture.assetOf());
fixture.stack.execute(new AddTilePictureCommand(fixture.tileId, frame));
const info = readTile(fixture.project, fixture.assetOf());
expect(info.tile).toBe(48);
// The block starts at x = 96, so its third quadrant column starts 48 px further right.
expect(quadrantRect(info.pictures[0]!, info.quad, { x: 2, y: 5 })).toEqual({
@@ -270,32 +278,32 @@ describe('autotile asset', () => {
});
it('complains about a block that does not fit the kind, without dropping it', () => {
const fixture = makeAutotile();
const fixture = makeTile();
const wall = cutBlock(fixture, WALL_BLOCK);
fixture.stack.execute(new AddAutotilePictureCommand(fixture.autotileId, wall));
const asFloor = readAutotile(fixture.project, fixture.assetOf());
fixture.stack.execute(new AddTilePictureCommand(fixture.tileId, wall));
const asFloor = readTile(fixture.project, fixture.assetOf());
expect(asFloor.problem).toContain('floor block');
expect(asFloor.tile).toBe(0);
expect(fixture.assetOf().pictures).toEqual([wall]);
// The same picture is a wall block, so switching the kind is all it takes.
fixture.stack.execute(new SetAssetPropertyCommand(fixture.autotileId, AUTOTILE_KIND_KEY, 'wall'));
const asWall = readAutotile(fixture.project, fixture.assetOf());
fixture.stack.execute(new SetAssetPropertyCommand(fixture.tileId, TILE_KIND_KEY, 'wall'));
const asWall = readTile(fixture.project, fixture.assetOf());
expect(asWall.problem).toBe('');
expect(asWall.tile).toBe(48);
});
it('rejects an animation whose steps are not the same size, and a picture that is gone', () => {
const fixture = makeAutotile();
const fixture = makeTile();
const big = cutBlock(fixture, FLOOR_BLOCK);
const small = cutBlock(fixture, { x: 0, y: 0, w: 32, h: 48 });
fixture.stack.execute(new AddAutotilePictureCommand(fixture.autotileId, big));
fixture.stack.execute(new AddAutotilePictureCommand(fixture.autotileId, small));
expect(readAutotile(fixture.project, fixture.assetOf()).problem).toContain('different sizes');
fixture.stack.execute(new AddTilePictureCommand(fixture.tileId, big));
fixture.stack.execute(new AddTilePictureCommand(fixture.tileId, small));
expect(readTile(fixture.project, fixture.assetOf()).problem).toContain('different sizes');
// A dangling id is named as missing rather than silently skipped.
fixture.assetOf().pictures = ['gone'];
expect(readAutotile(fixture.project, fixture.assetOf()).problem).toContain('no longer exist');
expect(readTile(fixture.project, fixture.assetOf()).problem).toContain('no longer exist');
fixture.assetOf().pictures = [];
expect(readAutotile(fixture.project, fixture.assetOf()).problem).toContain('No picture yet');
expect(readTile(fixture.project, fixture.assetOf()).problem).toContain('No picture yet');
});
it('steps through the pictures, loop and ping-pong, and holds still on a single one', () => {
@@ -310,84 +318,160 @@ describe('autotile asset', () => {
});
});
describe('autotile pictures', () => {
describe('tile pictures', () => {
it('adds, removes and reorders with undo', () => {
const fixture = makeAutotile();
const fixture = makeTile();
const a = cutBlock(fixture, FLOOR_BLOCK);
const b = cutBlock(fixture, { ...FLOOR_BLOCK, x: 192 });
const c = cutBlock(fixture, { ...FLOOR_BLOCK, x: 288 });
for (const id of [a, b, c]) fixture.stack.execute(new AddAutotilePictureCommand(fixture.autotileId, id));
for (const id of [a, b, c]) fixture.stack.execute(new AddTilePictureCommand(fixture.tileId, id));
expect(fixture.assetOf().pictures).toEqual([a, b, c]);
fixture.stack.execute(new MoveAutotilePictureCommand(fixture.autotileId, 2, 0));
fixture.stack.execute(new MoveTilePictureCommand(fixture.tileId, 2, 0));
expect(fixture.assetOf().pictures).toEqual([c, a, b]);
fixture.stack.undo();
expect(fixture.assetOf().pictures).toEqual([a, b, c]);
fixture.stack.execute(new RemoveAutotilePictureCommand(fixture.autotileId, 1));
fixture.stack.execute(new RemoveTilePictureCommand(fixture.tileId, 1));
expect(fixture.assetOf().pictures).toEqual([a, c]);
fixture.stack.undo();
expect(fixture.assetOf().pictures).toEqual([a, b, c]);
// Inserting somewhere other than the end, and taking it out again.
fixture.stack.execute(new AddAutotilePictureCommand(fixture.autotileId, c, 1));
fixture.stack.execute(new AddTilePictureCommand(fixture.tileId, c, 1));
expect(fixture.assetOf().pictures).toEqual([a, c, b, c]);
fixture.stack.undo();
expect(fixture.assetOf().pictures).toEqual([a, b, c]);
});
it('takes only textures and frames, and only places that exist', () => {
const fixture = makeAutotile();
const fixture = makeTile();
const sprite = new CreateAssetCommand('sprite', 'Box');
fixture.stack.execute(sprite);
expect(() =>
new AddAutotilePictureCommand(fixture.autotileId, sprite.asset.id).execute(fixture.project),
).toThrow(/not a texture or a frame/);
expect(() => new RemoveAutotilePictureCommand(fixture.autotileId, 0).execute(fixture.project)).toThrow(
expect(() => new AddTilePictureCommand(fixture.tileId, sprite.asset.id).execute(fixture.project)).toThrow(
/not a texture or a frame/,
);
expect(() => new RemoveTilePictureCommand(fixture.tileId, 0).execute(fixture.project)).toThrow(
/no picture 1/,
);
fixture.stack.execute(new AddAutotilePictureCommand(fixture.autotileId, fixture.texture.id));
expect(() => new MoveAutotilePictureCommand(fixture.autotileId, 0, 3).execute(fixture.project)).toThrow(
fixture.stack.execute(new AddTilePictureCommand(fixture.tileId, fixture.texture.id));
expect(() => new MoveTilePictureCommand(fixture.tileId, 0, 3).execute(fixture.project)).toThrow(
/no place 4/,
);
});
it('counts as a use of the texture, so deleting it is not silent', () => {
const fixture = makeAutotile();
const fixture = makeTile();
const frame = cutBlock(fixture, FLOOR_BLOCK);
fixture.stack.execute(new AddAutotilePictureCommand(fixture.autotileId, frame));
expect(autotilesUsing(fixture.project, [frame]).map((a) => a.name)).toEqual(['Grass']);
expect(autotilesUsing(fixture.project, ['somewhere else'])).toEqual([]);
fixture.stack.execute(new AddTilePictureCommand(fixture.tileId, frame));
expect(tilesUsing(fixture.project, [frame]).map((a) => a.name)).toEqual(['Grass']);
expect(tilesUsing(fixture.project, ['somewhere else'])).toEqual([]);
});
});
describe('autotile in the document', () => {
describe('tile in the document', () => {
it('survives a save and keeps only what it can read', () => {
const fixture = makeAutotile();
const fixture = makeTile();
const frame = cutBlock(fixture, FLOOR_BLOCK);
fixture.stack.execute(new AddAutotilePictureCommand(fixture.autotileId, frame));
fixture.stack.execute(new SetAssetPropertyCommand(fixture.autotileId, AUTOTILE_KIND_KEY, 'wall'));
const asset = autotileOf(roundTrip(fixture.project));
fixture.stack.execute(new AddTilePictureCommand(fixture.tileId, frame));
fixture.stack.execute(new SetAssetPropertyCommand(fixture.tileId, TILE_KIND_KEY, 'wall'));
const asset = tileOf(roundTrip(fixture.project));
expect(asset.pictures).toEqual([frame]);
expect(autotileKind(asset)).toBe('wall');
expect(tileKind(asset)).toBe('wall');
// Junk in the list is dropped, and an unreadable kind or playback falls back to the default.
// Junk in the list is dropped, and an unreadable kind or playback falls back to the default –
// for the kind that is the plain tile.
const raw = JSON.parse(JSON.stringify(fixture.project)) as {
assets: Record<string, unknown>[];
};
const stored = raw.assets.find((a) => a.type === 'autotile')!;
const stored = raw.assets.find((a) => a.type === 'tile')!;
stored.pictures = [frame, 7, '', null, 'gone'];
(stored.props as Record<string, unknown>).kind = 'diagonal';
(stored.props as Record<string, unknown>).playback = 'once';
const read = autotileOf(roundTrip(raw as unknown as Project));
const read = tileOf(roundTrip(raw as unknown as Project));
expect(read.pictures).toEqual([frame, 'gone']);
expect(autotileKind(read)).toBe('floor');
expect(autotilePlayback(read)).toBe('loop');
expect(tileKind(read)).toBe('none');
expect(tilePlayback(read)).toBe('loop');
});
/**
* #131 renamed the asset and made a plain tile the default. A project saved before that holds
* `autotile` assets, and one of them without a stored kind meant a floor block: it has to open as
* the same floor, not turn into a plain tile.
*/
it('reads an autotile of an older project as the tile it was', () => {
const raw = {
id: 'p',
assets: [
{ id: 's', type: 'scene', name: 'Main', props: {}, objects: [] },
{ id: 'a', type: 'autotile', name: 'Old grass', props: {}, pictures: ['x'] },
{ id: 'b', type: 'autotile', name: 'Old wall', props: { kind: 'wall', fps: 2 }, pictures: [] },
{ id: 'c', type: 'tile', name: 'New', props: {}, pictures: [] },
],
};
const project = deserializeProject(raw);
const byId = (id: string) => project.assets.find((a): a is TileAsset => a.id === id && a.type === 'tile');
expect(byId('a')?.pictures).toEqual(['x']);
expect(tileKind(byId('a')!)).toBe('floor');
expect(tileKind(byId('b')!)).toBe('wall');
expect(byId('b')?.props.fps).toBe(2);
expect(tileKind(byId('c')!)).toBe('none');
expect(project.assets.some((a) => (a.type as string) === 'autotile')).toBe(false);
});
});
function autotileOf(project: Project): AutotileAsset {
const asset = project.assets.find((a): a is AutotileAsset => a.type === 'autotile');
if (!asset) throw new Error('no autotile in the project');
describe('plain tile', () => {
it('is what a new tile is', () => {
const fixture = makeTile(96, 96, 'none');
expect(tileKind(fixture.assetOf())).toBe('none');
});
it('is one tile that ignores its neighbours', () => {
expect(autotileCombinations('none')).toHaveLength(1);
const lone = tileQuadrants('none', around({}));
const all = { n: true, e: true, s: true, w: true, ne: true, se: true, sw: true, nw: true };
// Every corner takes its own quarter of the picture – the picture drawn as it is.
expect(lone).toEqual([
{ x: 0, y: 0 },
{ x: 1, y: 0 },
{ x: 0, y: 1 },
{ x: 1, y: 1 },
]);
expect(tileQuadrants('none', all)).toEqual(lone);
expect(tileQuadrants('none', around({ n: true, w: true }))).toEqual(lone);
});
it('takes any square picture as the tile, an odd side too', () => {
const fixture = makeTile(768, 576, 'none');
const square = cutBlock(fixture, { x: 48, y: 0, w: 48, h: 48 });
fixture.stack.execute(new AddTilePictureCommand(fixture.tileId, square));
const info = readTile(fixture.project, fixture.assetOf());
expect(info.problem).toBe('');
expect(info.tile).toBe(48);
expect(quadrantRect(info.pictures[0]!, info.quad, { x: 1, y: 1 })).toEqual({
x: 72,
y: 24,
w: 24,
h: 24,
});
const odd = makeTile(25, 25, 'none');
odd.stack.execute(new AddTilePictureCommand(odd.tileId, odd.texture.id));
expect(readTile(odd.project, odd.assetOf()).tile).toBe(25);
});
it('complains about a picture that is not square', () => {
const fixture = makeTile(96, 144, 'none');
fixture.stack.execute(new AddTilePictureCommand(fixture.tileId, fixture.texture.id));
const info = readTile(fixture.project, fixture.assetOf());
expect(info.problem).toContain('one square tile');
expect(info.problem).toContain('96 × 144');
expect(info.tile).toBe(0);
});
});
function tileOf(project: Project): TileAsset {
const asset = project.assets.find((a): a is TileAsset => a.type === 'tile');
if (!asset) throw new Error('no tile in the project');
return asset;
}
+67 -49
View File
@@ -4,7 +4,7 @@ import {
CreateTextureCommand,
SetAssetPropertyCommand,
} from '../../src/core/commands/assetCommands';
import { AddAutotilePictureCommand } from '../../src/core/commands/autotileCommands';
import { AddTilePictureCommand } from '../../src/core/commands/tileCommands';
import {
AddTilemapLayerCommand,
MoveTilemapLayerCommand,
@@ -15,7 +15,7 @@ import {
} from '../../src/core/commands/tilemapCommands';
import type { TilemapAsset } from '../../src/core/model/Asset';
import { isPlaceableType } from '../../src/core/model/AssetTypes';
import { AUTOTILE_KIND_KEY } from '../../src/core/model/autotile';
import { TILE_KIND_KEY, type TileKind } from '../../src/core/model/tile';
import { findAsset, type Project } from '../../src/core/model/Project';
import {
cellAt,
@@ -30,17 +30,17 @@ import {
TILEMAP_COLUMNS_KEY,
TILEMAP_ROWS_KEY,
TILEMAP_TILE_KEY,
tilemapAutotileIds,
tilemapTileIds,
tilemapSize,
} from '../../src/core/model/tilemap';
import { tilemapsUsing } from '../../src/core/model/usages';
import { tileMesh, tilesByAutotile } from '../../src/viewport/tilemapMesh';
import { groupByTile, tileMesh } from '../../src/viewport/tilemapMesh';
import { makeProject, roundTrip } from '../helpers';
const FILE = `${'a1b2c3d4'.repeat(8)}.png`;
/** A tilemap with a floor autotile to paint with, both sized like the RPG-Maker sheets. */
function makeTilemap(kind: 'floor' | 'wall' = 'floor') {
function makeTilemap(kind: TileKind = 'floor') {
const fixture = makeProject();
const texture = new CreateTextureCommand('Outside', {
file: FILE,
@@ -48,25 +48,25 @@ function makeTilemap(kind: 'floor' | 'wall' = 'floor') {
height: kind === 'floor' ? 144 : 96,
});
fixture.stack.execute(texture);
const autotile = new CreateAssetCommand('autotile', 'Grass');
fixture.stack.execute(autotile);
fixture.stack.execute(new SetAssetPropertyCommand(autotile.asset.id, AUTOTILE_KIND_KEY, kind));
fixture.stack.execute(new AddAutotilePictureCommand(autotile.asset.id, texture.asset.id));
const tile = new CreateAssetCommand('tile', 'Grass');
fixture.stack.execute(tile);
fixture.stack.execute(new SetAssetPropertyCommand(tile.asset.id, TILE_KIND_KEY, kind));
fixture.stack.execute(new AddTilePictureCommand(tile.asset.id, texture.asset.id));
const tilemap = new CreateAssetCommand('tilemap', 'Ground');
fixture.stack.execute(tilemap);
const assetOf = () => findAsset(fixture.project, tilemap.asset.id) as TilemapAsset;
return {
...fixture,
autotileId: autotile.asset.id,
tileId: tile.asset.id,
tilemapId: tilemap.asset.id,
assetOf,
layerId: () => assetOf().layers[0]!.id,
paint: (cells: { x: number; y: number }[], autotileId = autotile.asset.id) =>
paint: (cells: { x: number; y: number }[], tileId = tile.asset.id) =>
fixture.stack.execute(
new PaintTilesCommand(
tilemap.asset.id,
assetOf().layers[0]!.id,
cells.map((at) => ({ ...at, autotileId })),
cells.map((at) => ({ ...at, tileId })),
),
),
};
@@ -78,9 +78,9 @@ function cellsOf(project: Project, assetId: string): Record<string, string> {
}
describe('the tilemap asset', () => {
it('is placed, unlike the autotiles it draws with', () => {
it('is placed, unlike the tiles it draws with', () => {
expect(isPlaceableType('tilemap')).toBe(true);
expect(isPlaceableType('autotile')).toBe(false);
expect(isPlaceableType('tile')).toBe(false);
});
it('starts with one layer and no cells', () => {
@@ -119,33 +119,33 @@ describe('painting a tilemap', () => {
{ x: 1, y: 1 },
{ x: 2, y: 1 },
]);
expect(cellsOf(f.project, f.tilemapId)).toEqual({ '1,1': f.autotileId, '2,1': f.autotileId });
f.stack.execute(new PaintTilesCommand(f.tilemapId, f.layerId(), [{ x: 1, y: 1, autotileId: '' }]));
expect(cellsOf(f.project, f.tilemapId)).toEqual({ '2,1': f.autotileId });
expect(cellsOf(f.project, f.tilemapId)).toEqual({ '1,1': f.tileId, '2,1': f.tileId });
f.stack.execute(new PaintTilesCommand(f.tilemapId, f.layerId(), [{ x: 1, y: 1, tileId: '' }]));
expect(cellsOf(f.project, f.tilemapId)).toEqual({ '2,1': f.tileId });
f.stack.undo();
expect(cellsOf(f.project, f.tilemapId)).toEqual({ '1,1': f.autotileId, '2,1': f.autotileId });
expect(cellsOf(f.project, f.tilemapId)).toEqual({ '1,1': f.tileId, '2,1': f.tileId });
f.stack.undo();
expect(cellsOf(f.project, f.tilemapId)).toEqual({});
});
it('puts back what a stroke painted over, not merely empty', () => {
const f = makeTilemap();
const other = new CreateAssetCommand('autotile', 'Sand');
const other = new CreateAssetCommand('tile', 'Sand');
f.stack.execute(other);
f.paint([{ x: 3, y: 3 }]);
f.paint([{ x: 3, y: 3 }], other.asset.id);
expect(cellAt(f.assetOf().layers[0]!, 3, 3)).toBe(other.asset.id);
f.stack.undo();
expect(cellAt(f.assetOf().layers[0]!, 3, 3)).toBe(f.autotileId);
expect(cellAt(f.assetOf().layers[0]!, 3, 3)).toBe(f.tileId);
});
it('knows when a stroke would change nothing', () => {
const f = makeTilemap();
f.paint([{ x: 0, y: 0 }]);
const layer = f.assetOf().layers[0]!;
expect(PaintTilesCommand.changes(layer, [{ x: 0, y: 0, autotileId: f.autotileId }])).toBe(false);
expect(PaintTilesCommand.changes(layer, [{ x: 0, y: 0, autotileId: '' }])).toBe(true);
expect(PaintTilesCommand.changes(layer, [{ x: 5, y: 5, autotileId: f.autotileId }])).toBe(true);
expect(PaintTilesCommand.changes(layer, [{ x: 0, y: 0, tileId: f.tileId }])).toBe(false);
expect(PaintTilesCommand.changes(layer, [{ x: 0, y: 0, tileId: '' }])).toBe(true);
expect(PaintTilesCommand.changes(layer, [{ x: 5, y: 5, tileId: f.tileId }])).toBe(true);
});
it('covers the cells between two pointer events', () => {
@@ -175,9 +175,9 @@ describe('painting a tilemap', () => {
});
describe('what a painted cell shows', () => {
it('joins only cells holding the same autotile', () => {
it('joins only cells holding the same tile', () => {
const f = makeTilemap();
const other = new CreateAssetCommand('autotile', 'Sand');
const other = new CreateAssetCommand('tile', 'Sand');
f.stack.execute(other);
f.paint([
{ x: 5, y: 5 },
@@ -186,9 +186,9 @@ describe('what a painted cell shows', () => {
f.paint([{ x: 5, y: 4 }], other.asset.id);
const layer = f.assetOf().layers[0]!;
const props = f.assetOf().props;
const around = neighboursOf(props, layer, 5, 5, f.autotileId);
const around = neighboursOf(props, layer, 5, 5, f.tileId);
expect(around.e).toBe(true);
// The cell above holds a *different* autotile, so this one closes against it.
// The cell above holds a *different* tile, so this one closes against it.
expect(around.n).toBe(false);
expect(around.w).toBe(false);
});
@@ -204,7 +204,7 @@ describe('what a painted cell shows', () => {
{ x: 1, y: 1 },
]);
const asset = f.assetOf();
const around = neighboursOf(asset.props, asset.layers[0]!, 1, 1, f.autotileId);
const around = neighboursOf(asset.props, asset.layers[0]!, 1, 1, f.tileId);
expect(around.n).toBe(true);
expect(around.w).toBe(true);
expect(around.e).toBe(false);
@@ -243,6 +243,26 @@ describe('what a painted cell shows', () => {
]);
});
it('draws a plain tile the same in every cell, whatever lies around it', () => {
const f = makeTilemap('none');
f.paint([
{ x: 1, y: 1 },
{ x: 2, y: 1 },
{ x: 1, y: 2 },
{ x: 5, y: 5 },
]);
const asset = f.assetOf();
const tiles = layerTiles(f.project, asset.props, asset.layers[0]!);
expect(tiles).toHaveLength(4);
for (const tile of tiles)
expect(tile.quadrants).toEqual([
{ x: 0, y: 0 },
{ x: 1, y: 0 },
{ x: 0, y: 1 },
{ x: 1, y: 1 },
]);
});
it('leaves out cells outside the grid and cells naming nothing', () => {
const f = makeTilemap();
f.stack.execute(new SetAssetPropertyCommand(f.tilemapId, TILEMAP_COLUMNS_KEY, 2));
@@ -251,11 +271,11 @@ describe('what a painted cell shows', () => {
{ x: 0, y: 0 },
{ x: 5, y: 0 },
]);
f.stack.execute(new PaintTilesCommand(f.tilemapId, f.layerId(), [{ x: 1, y: 1, autotileId: 'gone' }]));
f.stack.execute(new PaintTilesCommand(f.tilemapId, f.layerId(), [{ x: 1, y: 1, tileId: 'gone' }]));
const asset = f.assetOf();
const tiles = layerTiles(f.project, asset.props, asset.layers[0]!);
expect(tiles.map((t) => `${t.x},${t.y}`)).toEqual(['0,0']);
// The cell naming a deleted autotile is kept in the model – an undo may bring it back.
// The cell naming a deleted tile is kept in the model – an undo may bring it back.
expect(asset.layers[0]!.cells[cellKey(1, 1)]).toBe('gone');
});
@@ -310,13 +330,11 @@ describe('the layers of a tilemap', () => {
const f = makeTilemap();
const add = new AddTilemapLayerCommand(f.tilemapId);
f.stack.execute(add);
f.stack.execute(
new PaintTilesCommand(f.tilemapId, add.layerId, [{ x: 2, y: 2, autotileId: f.autotileId }]),
);
f.stack.execute(new PaintTilesCommand(f.tilemapId, add.layerId, [{ x: 2, y: 2, tileId: f.tileId }]));
f.stack.execute(new RemoveTilemapLayerCommand(f.tilemapId, add.layerId));
expect(f.assetOf().layers).toHaveLength(1);
f.stack.undo();
expect(f.assetOf().layers[1]!.cells).toEqual({ '2,2': f.autotileId });
expect(f.assetOf().layers[1]!.cells).toEqual({ '2,2': f.tileId });
});
});
@@ -330,37 +348,37 @@ describe('a tilemap in the document', () => {
const back = roundTrip(f.project);
const asset = findAsset(back, f.tilemapId) as TilemapAsset;
expect(asset.layers).toHaveLength(2);
expect(asset.layers[0]!.cells).toEqual({ '1,2': f.autotileId });
expect(asset.layers[0]!.cells).toEqual({ '1,2': f.tileId });
expect(asset.layers[1]!.hidden).toBe(true);
});
it('drops cells that are not a pair of whole numbers, and doubled layers', () => {
const f = makeTilemap();
const asset = f.assetOf();
asset.layers[0]!.cells['nonsense'] = f.autotileId;
asset.layers[0]!.cells['1.5,2'] = f.autotileId;
asset.layers[0]!.cells['3,3'] = f.autotileId;
asset.layers[0]!.cells['nonsense'] = f.tileId;
asset.layers[0]!.cells['1.5,2'] = f.tileId;
asset.layers[0]!.cells['3,3'] = f.tileId;
asset.layers.push({ ...asset.layers[0]!, name: 'Twin' });
const back = findAsset(roundTrip(f.project), f.tilemapId) as TilemapAsset;
expect(back.layers).toHaveLength(1);
expect(back.layers[0]!.cells).toEqual({ '3,3': f.autotileId });
expect(back.layers[0]!.cells).toEqual({ '3,3': f.tileId });
});
it('counts as a use of the autotiles painted on it', () => {
it('counts as a use of the tiles painted on it', () => {
const f = makeTilemap();
expect(tilemapsUsing(f.project, [f.autotileId])).toHaveLength(0);
expect(tilemapsUsing(f.project, [f.tileId])).toHaveLength(0);
f.paint([{ x: 0, y: 0 }]);
expect(tilemapsUsing(f.project, [f.autotileId]).map((a) => a.id)).toEqual([f.tilemapId]);
expect(tilemapAutotileIds(f.assetOf())).toEqual([f.autotileId]);
expect(tilemapsUsing(f.project, [f.tileId]).map((a) => a.id)).toEqual([f.tilemapId]);
expect(tilemapTileIds(f.assetOf())).toEqual([f.tileId]);
});
});
describe('the mesh a layer becomes', () => {
const sheet = { quad: 24, block: { x: 0, y: 0, w: 96, h: 144 }, textureWidth: 96, textureHeight: 144 };
it('is one mesh per autotile, not one per cell', () => {
it('is one mesh per tile, not one per cell', () => {
const f = makeTilemap();
const other = new CreateAssetCommand('autotile', 'Sand');
const other = new CreateAssetCommand('tile', 'Sand');
f.stack.execute(other);
f.paint([
{ x: 0, y: 0 },
@@ -369,9 +387,9 @@ describe('the mesh a layer becomes', () => {
]);
f.paint([{ x: 4, y: 0 }], other.asset.id);
const asset = f.assetOf();
const groups = tilesByAutotile(layerTiles(f.project, asset.props, asset.layers[0]!));
const groups = groupByTile(layerTiles(f.project, asset.props, asset.layers[0]!));
expect(groups.size).toBe(2);
expect(groups.get(f.autotileId)).toHaveLength(3);
expect(groups.get(f.tileId)).toHaveLength(3);
});
it('builds four quads per cell, at the cell it belongs to', () => {
@@ -379,7 +397,7 @@ describe('the mesh a layer becomes', () => {
{
x: 1,
y: 0,
autotileId: 'a',
tileId: 'a',
quadrants: [
{ x: 0, y: 0 },
{ x: 1, y: 0 },
@@ -409,7 +427,7 @@ describe('the mesh a layer becomes', () => {
{
x: 0,
y: 0,
autotileId: 'a',
tileId: 'a',
quadrants: [
{ x: 0, y: 0 },
{ x: 0, y: 0 },
@@ -1,8 +1,8 @@
import { describe, expect, it } from 'vitest';
import { dropIndex } from '../../src/editor/autotile/PictureStrip';
import { dropIndex } from '../../src/editor/tile/PictureStrip';
/**
* Reordering the pictures of an autotile by dragging a row (#118). The index the move command
* Reordering the pictures of a tile by dragging a row (#118). The index the move command
* takes counts in the list without the dragged row, which is where the off-by-ones live.
*/
describe('dropping a picture row', () => {
+2 -2
View File
@@ -163,7 +163,7 @@ export async function assets(t) {
{ id: 'tex-open', type: 'texture', name: 'Sheet', props: {}, file: '', width: 0, height: 0, frames: [] },
{ id: 'anim-open', type: 'animation', name: 'Walk', props: {}, root: '', tracks: [] },
{ id: 'box-open', type: 'container', name: 'Box', props: {}, objects: [] },
{ id: 'at-open', type: 'autotile', name: 'Grass', props: {}, pictures: [] },
{ id: 'at-open', type: 'tile', name: 'Grass', props: {}, pictures: [] },
)`);
const openable = [
['mover', 'graph', '__gm.graph.current()'],
@@ -172,7 +172,7 @@ export async function assets(t) {
['tex-open', 'texture', '__gm.texture.current()'],
['anim-open', 'animation', '__gm.animation.current()'],
['box-open', 'container', '__gm.container.current()'],
['at-open', 'autotile', '__gm.autotile.current()'],
['at-open', 'tile', '__gm.tile.current()'],
];
for (const [id, tab, shown] of openable) {
await showTab('scene');
@@ -2,7 +2,7 @@ import { colourDistance } from '../lib/harness.mjs';
import { openTab } from './lib/scaffold.mjs';
/**
* Autotiles (#118). The sheet is drawn here and pasted in like a real picture: two floor blocks
* Tiles (#118, #131). The sheet is drawn here and pasted in like a real picture: two floor blocks
* (the two steps of an animation) beside each other and a wall block below them, every quarter tile
* in a colour of its own. That is what lets the checks below read a pixel off the board and say
* which quarter the editor put into which corner of a tile – the rule the whole feature is, and one
@@ -51,14 +51,14 @@ export function quadColour(kind, qx, qy, step = 0) {
* one at a time, a running animation can step between them, and that is a flake, not a finding.
*/
async function tileReads(t, index, expected, kind) {
const tile = await t.json(`__gm.autotile.tile(${index})`);
const tile = await t.json(`__gm.tile.tile(${index})`);
if (!tile) return { ok: false, detail: 'no such tile on the board' };
const positions = tile.quadrants.map((q) => [q.x, q.y]);
if (JSON.stringify(positions) !== JSON.stringify(expected))
return { ok: false, detail: JSON.stringify({ positions, expected }) };
const points = tile.quadrants.map((q) => [Math.round(q.at.x), Math.round(q.at.y)]);
const shot = await t.json(
`(() => ({ step: __gm.autotile.board().picture, read: ${JSON.stringify(points)}` +
`(() => ({ step: __gm.tile.board().picture, read: ${JSON.stringify(points)}` +
`.map(([x, y]) => __gm.pixelAt(x, y)) }))()`,
);
const want = expected.map(([qx, qy]) => quadColour(kind, qx, qy, shot.step));
@@ -66,13 +66,13 @@ async function tileReads(t, index, expected, kind) {
return { ok: off.length === 0, step: shot.step, detail: JSON.stringify({ read: shot.read, want }) };
}
export async function autotile(t) {
export async function tile(t) {
const { check, sleep, json, evaluate, mutate, clickText, drag, wheel, press, shot, settle, undo } = t;
await press('Escape');
await evaluate('__gm.state.select(null)');
// 39z. The sheet, the three blocks cut out of it and the autotile drawn from the two floor ones.
// 39z. The sheet, the blocks cut out of it and the tile drawn from the two floor ones.
// Only the picture goes in the normal way (a paste, as in the nine-slice step); the frames
// and the asset are written into the model, which is what the unit tests cover.
await evaluate(PASTE_SHEET);
@@ -82,7 +82,7 @@ export async function autotile(t) {
' return a ? { id: a.id, w: a.width, h: a.height } : null; })()',
);
check(
'the autotile sheet is imported at its own size',
'the tile sheet is imported at its own size',
sheet?.w === 192 && sheet?.h === 240,
JSON.stringify(sheet),
);
@@ -94,22 +94,23 @@ export async function autotile(t) {
{ id: 'at-floor-1', name: 'Floor 1', x: 0, y: 0, w: 96, h: 144 },
{ id: 'at-floor-2', name: 'Floor 2', x: 96, y: 0, w: 96, h: 144 },
{ id: 'at-wall', name: 'Wall', x: 0, y: 144, w: 96, h: 96 },
{ id: 'at-plain', name: 'Plain', x: 0, y: 0, w: 48, h: 48 },
);
__gm.state.project.assets.push({
id: 'at-grass',
type: 'autotile',
type: 'tile',
name: 'Grass',
props: { kind: 'floor', fps: 4, playback: 'loop' },
pictures: ['at-floor-1', 'at-floor-2'],
});`);
// 39a. Opening the autotile asset opens its tab, with the board built for a floor block.
// 39a. Opening the tile asset opens its tab, with the board built for a floor block.
await evaluate("__gm.state.openAsset('at-grass')");
await settle();
let board = await json('__gm.autotile.board()');
let board = await json('__gm.tile.board()');
check(
'opening an autotile shows the Autotile tab with the asset in it',
(await json('__gm.tab()')) === 'autotile' && board.assetId === 'at-grass',
'opening a tile shows the Tile tab with the asset in it',
(await json('__gm.tab()')) === 'tile' && board.assetId === 'at-grass',
JSON.stringify({ tab: await json('__gm.tab()'), board }),
);
check(
@@ -119,12 +120,12 @@ export async function autotile(t) {
);
check(
'the readout and the picture list name the two steps',
(await json('__gm.autotile.info()')).includes('2 pictures') &&
JSON.stringify((await json('__gm.autotile.pictures()')).pictures) ===
(await json('__gm.tile.info()')).includes('2 pictures') &&
JSON.stringify((await json('__gm.tile.pictures()')).pictures) ===
JSON.stringify(['Autotiles / Floor 1', 'Autotiles / Floor 2']),
JSON.stringify({
info: await json('__gm.autotile.info()'),
strip: await json('__gm.autotile.pictures()'),
info: await json('__gm.tile.info()'),
strip: await json('__gm.tile.pictures()'),
}),
);
@@ -148,7 +149,7 @@ export async function autotile(t) {
// Row 3, column 2 of the sample map is surrounded on all eight sides, so all four quarters of
// that tile come from the block's inside – taken turned by half a tile, the way RPG Maker does
// it, which is what makes the joint to the next tile seamless.
const surrounded = await json('__gm.autotile.sampleTile(3, 2)');
const surrounded = await json('__gm.tile.sampleTile(3, 2)');
const inside = await tileReads(
t,
surrounded,
@@ -161,7 +162,7 @@ export async function autotile(t) {
'floor',
);
check('a surrounded tile of the sample map is drawn from its inside', inside.ok, inside.detail);
await shot('39-autotile');
await shot('39-tile');
// 39c. The animation: two pictures at 4 fps step through on their own, and the picture decides
// the colours on screen.
@@ -171,7 +172,7 @@ export async function autotile(t) {
await settle();
const seen = new Set();
for (let i = 0; i < 20 && seen.size < 2; i++) {
seen.add((await json('__gm.autotile.board()')).picture);
seen.add((await json('__gm.tile.board()')).picture);
await sleep(120);
}
check('the two pictures run as an animation', seen.has(0) && seen.has(1), JSON.stringify([...seen]));
@@ -189,13 +190,13 @@ export async function autotile(t) {
check('and the step it stands on is the one drawn', animated.ok, `${animated.step}: ${animated.detail}`);
// 39d. Fit, pan and zoom.
await t.click(...Object.values(await json('__gm.autotile.fitAt()')));
await t.click(...Object.values(await json('__gm.tile.fitAt()')));
await settle();
board = await json('__gm.autotile.board()');
board = await json('__gm.tile.board()');
const fitted = { zoom: board.zoom, pan: board.pan };
const centre = { x: board.rect.x + board.rect.w / 2, y: board.rect.y + board.rect.h - 40 };
await drag(centre.x, centre.y, centre.x + 60, centre.y - 40);
board = await json('__gm.autotile.board()');
board = await json('__gm.tile.board()');
check(
'dragging on the board pans it',
Math.round(board.pan.x - fitted.pan.x) === 60 && Math.round(board.pan.y - fitted.pan.y) === -40,
@@ -203,11 +204,11 @@ export async function autotile(t) {
);
await wheel(centre.x, centre.y, -300);
await settle();
board = await json('__gm.autotile.board()');
board = await json('__gm.tile.board()');
check('the wheel zooms it', board.zoom > fitted.zoom, JSON.stringify({ fitted, now: board.zoom }));
await t.click(...Object.values(await json('__gm.autotile.fitAt()')));
await t.click(...Object.values(await json('__gm.tile.fitAt()')));
await settle();
board = await json('__gm.autotile.board()');
board = await json('__gm.tile.board()');
check(
'Fit frames the board as before',
Math.abs(board.zoom - fitted.zoom) < 1e-6 && Math.abs(board.pan.x - fitted.pan.x) < 1e-6,
@@ -216,11 +217,11 @@ export async function autotile(t) {
// 39e. The kind: the same pictures are no wall block, and the tab says so instead of drawing
// something wrong.
const kindAt = await json('__gm.autotile.kindPickerAt()');
const kindAt = await json('__gm.tile.kindPickerAt()');
await t.click(kindAt.x, kindAt.y);
await clickText('Wall (2 × 2)');
await settle();
board = await json('__gm.autotile.board()');
board = await json('__gm.tile.board()');
check(
'switching the kind to Wall rejects the floor blocks with a reason',
board.kind === 'wall' && board.tiles === 0 && board.problem.includes('wall block'),
@@ -229,23 +230,23 @@ export async function autotile(t) {
// 39f. Its own block, though, is one: the two floor pictures out, the wall picture in.
for (let i = 0; i < 2; i++) {
const row = await json('__gm.autotile.pictureRowAt(0)');
const row = await json('__gm.tile.pictureRowAt(0)');
await t.click(row.x, row.y);
const remove = await json('__gm.autotile.removePictureAt()');
const remove = await json('__gm.tile.removePictureAt()');
await t.click(remove.x, remove.y);
await settle();
}
board = await json('__gm.autotile.board()');
board = await json('__gm.tile.board()');
check(
'an autotile without a picture says what it is missing',
'a tile without a picture says what it is missing',
board.pictures === 0 && board.problem.includes('No picture yet'),
JSON.stringify(board),
);
const addAt = await json('__gm.autotile.addPictureAt()');
const addAt = await json('__gm.tile.addPictureAt()');
await t.click(addAt.x, addAt.y);
await clickText('Autotiles / Wall');
await settle();
board = await json('__gm.autotile.board()');
board = await json('__gm.tile.board()');
check(
'a wall block gives the 16 tiles a wall has',
board.combinations === 16 && board.tile === 48 && board.problem === '',
@@ -264,10 +265,10 @@ export async function autotile(t) {
);
check('and its lone tile is drawn from its own four corners', wall.ok, wall.detail);
// 39g. Everything since the kind switch is one undo step each, and the floor autotile comes back.
// 39g. Everything since the kind switch is one undo step each, and the floor tile comes back.
for (let i = 0; i < 4; i++) await undo();
await settle();
board = await json('__gm.autotile.board()');
board = await json('__gm.tile.board()');
check(
'undo puts the pictures and the kind back',
board.kind === 'floor' && board.combinations === 47 && board.pictures === 2 && board.problem === '',
@@ -275,23 +276,71 @@ export async function autotile(t) {
);
// 39h. Dragging a row of the picture list reorders the animation.
const first = await json('__gm.autotile.pictureRowAt(0)');
const second = await json('__gm.autotile.pictureRowAt(1)');
const first = await json('__gm.tile.pictureRowAt(0)');
const second = await json('__gm.tile.pictureRowAt(1)');
await drag(first.x, first.y, second.x, second.y + 6);
await settle();
check(
'dragging a picture below the other reorders the steps',
JSON.stringify((await json('__gm.autotile.pictures()')).pictures) ===
JSON.stringify((await json('__gm.tile.pictures()')).pictures) ===
JSON.stringify(['Autotiles / Floor 2', 'Autotiles / Floor 1']),
JSON.stringify(await json('__gm.autotile.pictures()')),
JSON.stringify(await json('__gm.tile.pictures()')),
);
await undo();
await settle();
check(
'and undo puts the order back',
JSON.stringify((await json('__gm.autotile.pictures()')).pictures) ===
JSON.stringify((await json('__gm.tile.pictures()')).pictures) ===
JSON.stringify(['Autotiles / Floor 1', 'Autotiles / Floor 2']),
JSON.stringify(await json('__gm.autotile.pictures()')),
JSON.stringify(await json('__gm.tile.pictures()')),
);
// 39i. A plain tile (#131): the floor blocks are no single square tile, and one square frame is –
// drawn as it is, the same four quarters wherever it lies, whatever lies around it.
const plainAt = await json('__gm.tile.kindPickerAt()');
await t.click(plainAt.x, plainAt.y);
await clickText('None (1 × 1)');
await settle();
board = await json('__gm.tile.board()');
check(
'switching the kind to None rejects the floor blocks as not square',
board.kind === 'none' && board.tiles === 0 && board.problem.includes('one square tile'),
JSON.stringify(board),
);
await mutate("__gm.state.project.assets.find((a) => a.id === 'at-grass').pictures = ['at-plain']");
await settle();
board = await json('__gm.tile.board()');
check(
'a square frame is one plain tile of 48 px',
board.combinations === 1 &&
board.tile === 48 &&
board.problem === '' &&
(await json('__gm.tile.info()')).endsWith(' · 48 px · 1 picture · 1 tile'),
JSON.stringify({ board, info: await json('__gm.tile.info()') }),
);
const plainQuarters = [
[0, 0],
[1, 0],
[0, 1],
[1, 1],
];
const plainLone = await tileReads(t, 0, plainQuarters, 'floor');
const plainInside = await tileReads(t, await json('__gm.tile.sampleTile(3, 2)'), plainQuarters, 'floor');
check(
'and it is drawn as it is, alone and surrounded alike',
plainLone.ok && plainInside.ok,
`${plainLone.detail} | ${plainInside.detail}`,
);
await mutate(
"__gm.state.project.assets.find((a) => a.id === 'at-grass').pictures = ['at-floor-1', 'at-floor-2']",
);
await undo();
await settle();
board = await json('__gm.tile.board()');
check(
'undo makes it a floor block again',
board.kind === 'floor' && board.combinations === 47 && board.problem === '',
JSON.stringify(board),
);
// Leave the tab as the rest of the suite expects to find the editor.
+15 -15
View File
@@ -1,10 +1,10 @@
import { colourDistance } from '../lib/harness.mjs';
import { LANES, openTab, pickAssetType } from './lib/scaffold.mjs';
import { quadColour } from './39-autotile.mjs';
import { quadColour } from './39-tile.mjs';
/**
* Tilemaps (#128): a placed grid painted with the autotiles of step 39, which is where the sheet
* and the `at-grass` autotile come from – this step needs it and is run after it.
* Tilemaps (#128): a placed grid painted with the tiles of step 39, which is where the sheet
* and the `at-grass` tile come from – this step needs it and is run after it.
*
* The point of the checks below is that a painted cell really shows the quarters its neighbours
* call for: they read pixels off the scene view, because everything between the model and the
@@ -101,28 +101,28 @@ export async function tilemap(t) {
await select({ kind: 'object', holderId: 'scene1', objectIds: [MAP_OBJECT], objectId: MAP_OBJECT });
await settle();
// 40b. The inspector paints: a tool, the autotiles of the project, the layers.
// 40b. The inspector paints: a tool, the tiles of the project, the layers.
const section = await json(
'(() => ({ tools: __gm.tilemap.toolAt("brush") !== null, grass: __gm.tilemap.autotileAt("at-grass") !== null,' +
'(() => ({ tools: __gm.tilemap.toolAt("brush") !== null, grass: __gm.tilemap.tileButtonAt("at-grass") !== null,' +
' layers: (__gm.tilemap.layerRowAt(0) || {}).id }))()',
);
check(
'a selected tilemap offers tools, autotiles and layers in the inspector',
'a selected tilemap offers tools, tiles and layers in the inspector',
section.tools && section.grass && Boolean(section.layers),
JSON.stringify(section),
);
// Clicked through the hook rather than by its text: the autotile's own row in the asset panel
// reads "Grass" as well, and a click there would only select the autotile.
// Clicked through the hook rather than by its text: the tile's own row in the asset panel
// reads "Grass" as well, and a click there would only select the tile.
check(
'the autotile can be picked in the section',
await clickInInspector(t, '__gm.tilemap.autotileAt("at-grass")'),
'the tile can be picked in the section',
await clickInInspector(t, '__gm.tilemap.tileButtonAt("at-grass")'),
JSON.stringify(await json('__gm.inspectorRect()')),
);
await settle();
const paint = await json('__gm.tilemap.paint()');
check(
'picking an autotile reaches for the brush by itself',
paint.autotileId === 'at-grass' && paint.tool === 'brush',
'picking a tile reaches for the brush by itself',
paint.tileId === 'at-grass' && paint.tool === 'brush',
JSON.stringify(paint),
);
@@ -197,10 +197,10 @@ export async function tilemap(t) {
);
await settle();
// 40f. One mesh per autotile, not one per cell – the whole point of drawing it as a mesh.
// 40f. One mesh per tile, not one per cell – the whole point of drawing it as a mesh.
const drawn = await json(`__gm.tilemap.info(${JSON.stringify(MAP_OBJECT)})`);
check(
'nine cells of one autotile are one draw call',
'nine cells of one tile are one draw call',
drawn.tiles === 9 && drawn.drawCalls === 1 && drawn.layers === 1,
JSON.stringify(drawn),
);
@@ -229,7 +229,7 @@ export async function tilemap(t) {
layers.length === 2 && layers[1].cells === 0,
JSON.stringify(layers),
);
await clickInInspector(t, '__gm.tilemap.autotileAt("at-grass")');
await clickInInspector(t, '__gm.tilemap.tileButtonAt("at-grass")');
await settle();
const above = await json(`__gm.tilemap.cellAt(${JSON.stringify(MAP_OBJECT)}, 4, 0)`);
await click(above.x, above.y);
+2 -2
View File
@@ -41,7 +41,7 @@ import { loadScene } from './35-load-scene.mjs';
import { graphGroups } from './36-graph-groups.mjs';
import { nineSlice } from './37-nine-slice.mjs';
import { plugins } from './38-plugins.mjs';
import { autotile } from './39-autotile.mjs';
import { tile } from './39-tile.mjs';
import { tilemap } from './40-tilemap.mjs';
export const STEPS = [
@@ -83,6 +83,6 @@ export const STEPS = [
graphGroups,
nineSlice,
plugins,
autotile,
tile,
tilemap,
];
+2 -2
View File
@@ -110,7 +110,7 @@ export const TAB_LABELS = {
shader: 'Shader',
texture: 'Texture',
animation: 'Animation',
autotile: 'Autotile',
tile: 'Tile',
container: 'Container',
list: 'List',
particles: 'Particles',
@@ -134,7 +134,7 @@ export async function openTab(t, tab) {
}
// The label alone is not the tab: the toolbar labels its scene selector "Scene" too, and being
// drawn first that is what `clickText` had been hitting – so the tab stayed where it was
// (measured 2026-09-17: step 39 ended on the Autotile tab although it asks for the Scene tab).
// (measured 2026-09-17: step 39 ended on the Autotile tab – now Tile – although it asks for the Scene tab).
// The hit is therefore picked by the box the tab row reports for that tab.
const entry = row.shown.find((e) => e.tab === tab);
const hits = entry ? await t.json(`__gm.locateAll(${JSON.stringify(label)})`) : [];