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sprites.js
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sprites.js
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/* sprites.js */
// Contains functions for finding, setting, and manipulating sprites
// Resets the main canvas and context
function resetCanvas() {
// The global canvas is one that fills the screen
window.canvas = getCanvas(innerWidth, innerHeight, true);
// window.canvas = createElement(
// "canvas",
// {width: innerWidth,
// height: innerHeight,
// style: {
// width: innerWidth + "px",
// height: innerHeight + "px"
// }});
// The context is saved for ease of access
window.context = canvas.getContext("2d");
body.appendChild(canvas);
}
/* Sprite Parsing */
// These functions deal turning library.rawsprites strings into library.sprites Uint8ClampedArrays
// * Normal sprites (see library.js::libraryParse):
// spriteUnravel -> spriteExpand -> spriteGetArray
// * Filtered sprites (see library.js::applyPaletteFilterRecursive)
// spriteUnravel -> applyPaletteFilter -> spriteExpand -> spriteGetArray
// Given a compressed raw sprite data string, this 'unravels' it (uncompresses)
// This is the first function called on strings in libraryParse
// This could output the Uint8ClampedArray immediately if given the area - deliberately does not, for ease of storage
function spriteUnravel(colors) {
var paletteref = getPaletteReferenceStarting(window.palette),
digitsize = window.digitsize,
clength = colors.length,
current, rep, nixloc, newp, i, len,
output = "", loc = 0;
while(loc < clength) {
switch(colors[loc]) {
// A loop, ordered as 'x char times ,'
case 'x':
// Get the location of the ending comma
nixloc = colors.indexOf(",", ++loc);
// Get the color
current = makeDigit(paletteref[colors.slice(loc, loc += digitsize)], window.digitsize);
// Get the rep times
rep = Number(colors.slice(loc, nixloc));
// Add that int to output, rep many times
while(rep--) output += current;
loc = nixloc + 1;
break;
// A palette changer, in the form 'p[X,Y,Z...]' (or 'p' for default)
case 'p':
// If the next character is a '[', customize.
if(colors[++loc] == '[') {
nixloc = colors.indexOf(']');
// Isolate and split the new palette's numbers
paletteref = getPaletteReference(colors.slice(loc + 1, nixloc).split(","));
loc = nixloc + 1;
digitsize = 1;
}
// Otherwise go back to default
else {
paletteref = getPaletteReference(window.palette);
digitsize = window.digitsize;
}
break;
// A typical number
default:
output += makeDigit(paletteref[colors.slice(loc, loc += digitsize)], window.digitsize);
break;
}
}
return output;
}
// Now that the sprite is unraveled, expand it to scale (repeat characters)
// Height isn't known, so it'll be created during drawtime
function spriteExpand(colors) {
var output = "",
clength = colors.length,
current, i = 0, j;
// For each number,
while(i < clength) {
current = colors.slice(i, i += digitsize);
// Put it into output as many times as needed
for(j = 0; j < scale; ++j)
output += current;
}
return output;
}
// Given the expanded version of colors, output the rgba array
// To do: not be so crappy
function spriteGetArray(colors) {
var clength = colors.length,
numcolors = clength / digitsize,
split = colors.match(new RegExp('.{1,' + digitsize + '}', 'g')),
olength = numcolors * 4,
output = new Uint8ClampedArray(olength),
reference, i, j, k;
// console.log("spriteGetArray",colors);
// For each color,
for(i = 0, j = 0; i < numcolors; ++i) {
// Grab its RGBA ints
reference = palette[Number(split[i])];
// Place each in output
for(k = 0; k < 4; ++k)
output[j + k] = reference[k];
j += 4;
}
return output;
}
/* Sprite Searching */
// These functions find a sprite in library.sprites, and parse it
// Goes through all the motions of finding and parsing a thing's sprite
// This is called when the sprite's appearance changes.
function setThingSprite(thing) {
if(thing.hidden || !thing.title) return;
// The cache is first chcked for previous references to the same className
var cache = library.cache,
width = thing.spritewidth,
height = thing.spriteheight,
title = thing.title,
className = thing.className,
classes = className.split(/\s+/g).slice(1).sort(), // first one will be thing type (character, solid...)
key = title + " " + classes, // ex: "Player player,running,small,two"
cached = cache[key],
sprite;
// If one isn't found, search for it manually
sprite = getSpriteFromLibrary(thing);
if(!sprite) {
log("Could not get sprite from library on " + thing.title);
return;
}
if(sprite.multiple) {
expandObtainedSpriteMultiple(sprite, thing, width, height);
thing.sprite_type = sprite.type;
}
else {
expandObtainedSprite(sprite, thing, width, height);
thing.sprite_type = "normal";
}
}
// Given a thing, it will determine which sprite in library.sprites it should use
// This is based off a key which uses the setting, title, and classes
function getSpriteFromLibrary(thing) {
var cache = library.cache,
title = thing.title,
libtype = thing.libtype,
className = thing.className,
classes = className.split(/\s+/g).slice(1).sort(),
setting = (window.setting || window.defaultsetting).split(' '),
key, cached, sprite,
i;
// So it knows to do these conditionally, add them to the front
for(i in setting) classes.unshift(setting[i]);
key = title + " " + classes; // ex: "Player player,running,small,two"
cached = cache[key],
sprite;
// Since one isn't found, search for it manually
if(!cached) {
sprite = library.sprites[libtype][title];
if(!sprite || !sprite.constructor) {
console.warn("Error in checking for sprite of " + title + ".");
console.log("Title " + title, "\nLibtype " + libtype, "\nclassName " + thing.className, "\n", thing, "\n");
return;
}
// If it's more complicated, search for it
if(sprite.constructor != Uint8ClampedArray) {
sprite = findSpriteInLibrary(thing, sprite, classes);
}
// The plain data has been found, so that shall be saved
cached = cache[key] = { raw: sprite };
}
else sprite = cached.raw;
// The raw cache has been found or set: now to adjust for flipping
// To do: use .flip-horiz, .flip-vert
switch(String(Number(classes.indexOf("flipped") >= 0)) + String(Number(classes.indexOf("flip-vert") >= 0))) {
case "11":
if(!cached["flipboth"]) sprite = cached["flipboth"] = flipSpriteArrayBoth(sprite);
else sprite = cached["flipboth"];
break;
case "10":
if(!cached["fliphoriz"]) sprite = cached["fliphoriz"] = flipSpriteArrayHoriz(sprite, thing);
else sprite = cached["fliphoriz"];
break;
case "01":
if(!cached["flipvert"]) sprite = cached["flipvert"] = flipSpriteArrayVert(sprite, thing);
else sprite = cached["flipvert"];
break;
default: sprite = cached.raw;
}
return sprite;
}
// The typical use case: given a sprite and thing+dimensions, expand it based on scale and write it to the sprite
function expandObtainedSprite(sprite, thing, width, height, norefill) {
// With the rows set, repeat them by unitsize to create the final, parsed product
var parsed = new Uint8ClampedArray(sprite.length * scale),
rowsize = width * unitsizet4,
heightscale = height * scale,
readloc = 0,
writeloc = 0,
si, sj;
// For each row:
for(si = 0; si < heightscale; ++si) {
// Add it to parsed x scale
for(sj = 0; sj < scale; ++sj) {
memcpyU8(sprite, parsed, readloc, writeloc, rowsize/*, thing*/);
writeloc += rowsize;
}
readloc += rowsize;
}
// If this isn't part of a multiple sprite, record the sprite into the thing's canvas
if(!norefill) {
thing.num_sprites = 1;
thing.sprite = parsed;
refillThingCanvas(thing);
}
return parsed;
}
// A set of multiple sprites must each be manipulated individually
function expandObtainedSpriteMultiple(sprites, thing, width, height) {
// The middle (repeated) sprite is used as normal
var parsed = {}, sprite, part;
thing.num_sprites = 0;
// Expand each array from the multiple sprites to parsed
for(part in sprites) {
// If it's an actual sprite array, parse it
if((sprite = sprites[part]).constructor == Uint8ClampedArray) {
++thing.num_sprites;
parsed[part] = expandObtainedSprite(sprite, thing, width, height, true);
}
// If it's a number, multiply it by the scale
else if(typeof(sprite) == "number") parsed[part] = sprite * scale;
// Otherwise just add it
else parsed[part] = sprite;
}
// Set the thing canvas (parsed.middle)
thing.sprite = parsed.middle;
thing.sprites = parsed;
refillThingCanvases(thing, parsed);
}
// Called when getSpriteFromLibrary has determined the cache doesn't contain the thing
function findSpriteInLibrary(thing, current, classes) {
var nogood, check, i, prev = current;
// If it's a sprite multiple, return that
if(current.multiple) return current;
// TO DO: GET RID OF THIS IN RELEASE
var loop_num = 0;
// Otherwise, keep searching deeper until a string or SpriteMultiple is found
while(nogood = true) {
// TO DO: GET RID OF THIS IN RELEASE
if(++loop_num > 49) {
alert(thing.title);
console.log(thing.title, classes, current);
}
// If one of the classes is a child of current, go there and remove the class
for(i in classes) {
if(check = current[classes[i]]) {
current = check;
classes.splice(i, 1);
nogood = false;
break;
}
}
// If none match, try the default ('normal')
if(nogood) {
if(check = current.normal) {
nogood = false;
switch(check.constructor) {
// If it's a sprite array, you've found it.
case Uint8ClampedArray:
case SpriteMultiple:
return check;
// If it's an object, recurse normally
case Object:
current = check;
break;
default:
current = current[check];
break;
}
} else nogood = true;
}
// Check the type to see what to do next
if(!nogood && current) {
switch(current.constructor) {
// You did it!
case Uint8ClampedArray:
case SpriteMultiple:
return current;
// Keep going
case "Object":
continue;
}
} else {
console.log("\nSprite not found! Title: " + thing.title);
console.log("Classname:", thing.className);
console.log("Remaining", classes);
console.log("Current", current);
console.log("Prev", prev);
return new Uint8ClampedArray(thing.spritewidth * thing.spriteheight);
}
}
}
/* Pixel drawing */
// With sprites set, they must be drawn
// Draws a thing's sprite to its canvas
// Called when a new sprite is found from the library
// To do: memcpyU8 improvements?
function refillThingCanvas(thing) {
var canvas = thing.canvas,
context = thing.context,
imageData = context.getImageData(0, 0, canvas.width, canvas.height);
memcpyU8(thing.sprite, imageData.data);
context.putImageData(imageData, 0, 0);
}
// Like refillThingCanvas, but for multiple sprites
function refillThingCanvases(thing, parsed) {
var canvases = thing.canvases = {},
width = thing.spritewidthpixels,
height = thing.spriteheightpixels,
part, imageData, canvas, context, i;
thing.num_sprites = 1;
for(i in parsed) {
// If it's a Uint8ClampedArray, parse it into a canvas and add it
if((part = parsed[i]) instanceof Uint8ClampedArray) {
++thing.num_sprites;
// Each canvas has a .canvas and a .context
canvases[i] = canvas = { canvas: getCanvas(width, height) };
canvas.context = context = canvas.canvas.getContext("2d");
imageData = context.getImageData(0, 0, width, height);
memcpyU8(part, imageData.data);
context.putImageData(imageData, 0, 0);
}
// Otherwise just add it normally
else {
canvases[i] = part;
}
}
// Treat the middle canvas as the normal
canvas = canvases.middle;
thing.canvas = canvas.canvas;
thing.context = canvas.context;
}
// This is called every upkeep to refill the main canvas
function refillCanvas() {
var canvas = window.canvas,
context = window.context,
things, thing, left, top, i;
// context.clearRect(0, 0, canvas.width, canvas.height);
context.fillStyle = window.fillStyle;
context.fillRect(0, 0, canvas.width, canvas.height);
for(i = scenery.length - 1; i >= 0; --i) drawThingOnCanvas(context, scenery[i]);
for(i = solids.length - 1; i >= 0; --i) drawThingOnCanvas(context, solids[i]);
for(i = characters.length - 1; i >= 0; --i) drawThingOnCanvas(context, characters[i]);
}
// General function to draw a thing to a context
// Calls drawThingOnCanvas[Single/Multiple] with more arguments
function drawThingOnCanvas(context, me) {
if(me.hidden) return;
var leftc = me.left,
topc = me.top;
if(leftc > innerWidth) return;
// If there's just one sprite, it's pretty simple
// drawThingOnCanvasSingle(context, me.canvas, me, leftc, topc);
if(me.num_sprites == 1) drawThingOnCanvasSingle(context, me.canvas, me, leftc, topc);
// Otherwise some calculations will be needed
else drawThingOnCanvasMultiple(context, me.canvases, me.canvas, me, leftc, topc);
}
// Used for the vast majority of sprites, where only one sprite is drawn
function drawThingOnCanvasSingle(context, canvas, me, leftc, topc) {
if(me.repeat) drawPatternOnCanvas(context, canvas, leftc, topc, me.unitwidth, me.unitheight);
// else context.putImageData(me.context.getImageData(0, 0, me.spritewidthpixels, me.spriteheightpixels), leftc, topc);
else context.drawImage(canvas, leftc, topc);
}
// Slower than single; used when things have multiple sprites.
function drawThingOnCanvasMultiple(context, canvases, canvas, me, leftc, topc) {
var topreal = topc,
leftreal = leftc,
rightreal = me.right,
bottomreal = me.bottom,
widthreal = me.unitwidth,
heightreal = me.unitheight,
spritewidthpixels = me.spritewidthpixels,
spriteheightpixels = me.spriteheightpixels,
sdiff, canvasref;
// Vertical sprites may have 'top', 'bottom', 'middle'
if(me.sprite_type[0] == 'v') {
// If there's a bottom, draw that and push up bottomreal
if(canvasref = canvases.bottom) {
sdiff = canvases.bottomheight || me.spriteheightpixels;
// drawPatternOnCanvas(context, canvasref.canvas, leftreal, bottomreal - sdiff, spritewidthpixels, min(heightreal, spriteheightpixels));
drawPatternOnCanvas(context, canvasref.canvas, leftreal, bottomreal - sdiff, widthreal, min(heightreal, spriteheightpixels));
bottomreal -= sdiff;
heightreal -= sdiff;
}
// If there's a top, draw that and push down topreal
if(canvasref = canvases.top) {
sdiff = canvases.topheight || me.spriteheightpixels;
// drawPatternOnCanvas(context, canvasref.canvas, leftreal, topreal, spritewidthpixels, min(heightreal, spriteheightpixels));
drawPatternOnCanvas(context, canvasref.canvas, leftreal, topreal, widthreal, min(heightreal, spriteheightpixels));
topreal += sdiff;
heightreal -= sdiff;
}
}
// Horizontal sprites may have 'left', 'right', 'middle'
else if(me.sprite_type[0] == 'h'){
// If there's a left, draw that and push up leftreal
if(canvasref = canvases.left) {
sdiff = canvases.leftwidth || me.spritewidthpixels;
// drawPatternOnCanvas(context, canvasref.canvas, leftreal, topreal, min(widthreal, spritewidthpixels), spriteheightpixels);
drawPatternOnCanvas(context, canvasref.canvas, leftreal, topreal, min(widthreal, spritewidthpixels), heightreal);
leftreal += sdiff;
widthreal -= sdiff;
}
// If there's a right, draw that and push back rightreal
if(canvasref = canvases.right) {
sdiff = canvases.rightwidth || me.spritewidthpixels;
// drawPatternOnCanvas(context, canvasref.canvas, rightreal - sdiff, topreal, min(widthreal, spritewidthpixels), spriteheightpixels);
drawPatternOnCanvas(context, canvasref.canvas, rightreal - sdiff, topreal, min(widthreal, spritewidthpixels), heightreal);
rightreal -= sdiff;
widthreal -= sdiff;
}
}
// If there's still room, draw the actual canvas
if(topreal < bottomreal && leftreal < rightreal) {
drawPatternOnCanvas(context, canvas, leftreal, topreal, widthreal, heightreal);
}
}
/* Helpers */
// Given a string of a palette, this returns the actual palette object
function getPaletteReferenceStarting(palette) {
var output = {};
for(var i = 0; i < palette.length; ++i)
output[makeDigit(i, digitsize)] = makeDigit(i, digitsize);
return output;
}
// Given a new palette string, makes a new palette object? Not sure.
function getPaletteReference(palette) {
var output = {},
digitsize = getDigitSize(palette);
for(var i = 0; i < palette.length; ++i)
output[makeDigit(i, digitsize)] = makeDigit(palette[i], digitsize);
return output;
}
// Flipping horizontally is reversing pixels within each row
function flipSpriteArrayHoriz(sprite, thing) {
var length = sprite.length,
width = thing.spritewidth,
height = thing.spriteheight,
newsprite = new Uint8ClampedArray(length),
rowsize = width * unitsizet4,
newloc, oldloc,
i, j, k;
// For each row
for(i = 0; i < length; i += rowsize) {
newloc = i;
oldloc = i + rowsize - 4;
// For each pixel
for(j = 0; j < rowsize; j += 4) {
for(k = 0; k < 4; ++k)
newsprite[newloc + k] = sprite[oldloc + k];
newloc += 4;
oldloc -= 4;
}
}
return newsprite;
}
// Flipping vertically is reversing the order of rows
function flipSpriteArrayVert(sprite, thing) {
var length = sprite.length,
width = thing.spritewidth,
height = thing.spriteheight,
newsprite = new Uint8ClampedArray(length),
rowsize = width * unitsizet4,
newloc = 0,
oldloc = length - rowsize,
i, j, k;
// For each row
while(newloc < length) {
// For each pixel in the rows
for(i = 0; i < rowsize; i += 4) {
// For each rgba value
for(j = 0; j < 4; ++j) {
newsprite[newloc + i + j] = sprite[oldloc + i + j];
}
}
newloc += rowsize;
oldloc -= rowsize;
}
return newsprite;
}
// Flipping both horizontally and vertically is actually just reversing the order of pixels
function flipSpriteArrayBoth(sprite) {
var length = sprite.length,
newsprite = new Uint8ClampedArray(length),
oldloc = sprite.length - 4,
newloc = 0,
i;
while(newloc < length) {
for(i = 0; i < 4; ++i)
newsprite[newloc + i] = sprite[oldloc + i];
newloc += 4;
oldloc -= 4;
}
return newsprite;
}
// Because of how often it's used by the regular draw functions
// Not a fan of this lack of control over pattern source coordinates...
function drawPatternOnCanvas(context, source, leftc, topc, unitwidth, unitheight) {
context.translate(leftc, topc);
context.fillStyle = context.createPattern(source, "repeat");
context.fillRect(0, 0, unitwidth, unitheight);
context.translate(-leftc, -topc);
}
// Forces each thing to redraw itself
function clearAllSprites(clearcache) {
var arrs = [window.solids, window.characters, window.scenery],
arr, i;
for(arr in arrs)
for(i in (arr = arrs[arr]))
setThingSprite(arr[i]);
if(clearcache) library.cache = {};
}
// http://www.html5rocks.com/en/tutorials/webgl/typed_arrays/
// http://www.javascripture.com/Uint8ClampedArray
// function memcpyU8(source, destination, readloc, writeloc, length) {
// if(readloc == null) readloc = 0;
// if(length == null) length = source.length - readloc;
// destination.set(source.subarray(readloc || 0, length), writeloc || 0);
// }
function memcpyU8(source, destination, readloc, writeloc, writelength/*, thing*/) {
if(!source || !destination || readloc < 0 || writeloc < 0 || writelength <= 0) return;
if(readloc >= source.length || writeloc >= destination.length) {
// console.log("Alert: memcpyU8 requested out of bounds!");
// console.log("source, destination, readloc, writeloc, writelength, thing");
// console.log(arguments);
return;
}
if(readloc == null) readloc = 0;
if(writeloc == null) writeloc = 0;
if(writelength == null) writelength = max(0, min(source.length, destination.length));
var lwritelength = writelength + 0; // Allow JIT integer optimization (Firefox needs this)
var lwriteloc = writeloc + 0;
var lreadloc = readloc + 0;
while(lwritelength--)
// while(--lwritelength)
destination[lwriteloc++] = source[lreadloc++];
}
// Somewhat cross-platform way to make a canvas' 2d context not smooth pixels
function canvasDisableSmoothing(canvas, context) {
context = context || canvas.getContext("2d");
context.webkitImageSmoothingEnabled = false;
context.mozImageSmoothingEnabled = false;
context.imageSmoothingEnabled = false;
}