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rpgedit/src/view/map.ts

73 lines
1.8 KiB
TypeScript

import { Renderer } from './renderer/renderer';
import { SpriteCoords, SpriteView, SpriteViewBuilder } from './sprite';
import { loadImage, mkTexture } from './util/image';
import { MapData } from '../model/data/map';
import { nextPowerOf2 } from '../util';
interface Tileset {
texture: WebGLTexture;
tiles: SpriteCoords[];
}
function loadTiles(tiles: string[]): Promise<HTMLImageElement[]> {
return Promise.all(tiles.map((t) => loadImage(`resources/sprite/tile/${t}.png`)));
}
function mkTileset(
r: Renderer,
tiles: HTMLImageElement[],
): Tileset {
const tileSize = 32;
const canvasDim = nextPowerOf2(Math.sqrt(tiles.length));
const canvasSize = canvasDim * tileSize;
const canvas = document.createElement('canvas');
canvas.width = canvas.height = canvasSize;
let x = 0, y = 0;
const tileCoords: SpriteCoords[] = [];
const ctx = canvas.getContext('2d') as CanvasRenderingContext2D;
for (const tile of tiles) {
ctx.drawImage(tile, x * tileSize, y * tileSize);
tileCoords.push([x / canvasDim, y / canvasDim, (x + 1) / canvasDim, (y + 1) / canvasDim]);
x++;
if (x === canvasDim) {
x = 0;
y++;
}
}
const [texture] = mkTexture(r, canvas);
return {
texture,
tiles: tileCoords,
};
}
function addSprite(builder: SpriteViewBuilder, tileset: Tileset, x: number, y: number, tile: number) {
if (tile === 0)
return;
const tilePos = tileset.tiles[tile - 1];
builder.addSprite([x, y, x + 1, y + 1], tilePos);
}
export async function loadMap(r: Renderer, map: MapData): Promise<SpriteView> {
const tiles = await loadTiles(map.tiles);
const tileset = mkTileset(r, tiles);
const builder = new SpriteViewBuilder(r, tileset.texture);
for (const layer of map.layers)
for (let x = 0; x < map.width; x++)
for (let y = 0; y < map.height; y++)
addSprite(builder, tileset, x, y, layer[y][x]);
return builder.build();
}