pixsy/includes/script.js

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JavaScript
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$(document).ready(function() {
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// todo define things like 16x16, 128x128 etc. as constants?
// also script debounce/throttle times
const animationTime = 400; // defined in bitsy.js
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var bitsyData = {};
var palette = {
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id: 0,
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background: {
red: 62,
green: 43,
blue: 32,
},
tile: {
red: 208,
green: 112,
blue: 56,
},
sprite: {
red: 229,
green: 92,
blue: 68,
}
};
var room = [];
var tiles = [];
var tileMatchThreshold = 0;
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var croptions = {
url: 'https://i.imgur.com/ThQZ94v.jpg',
viewport: {width: 128, height: 128, type: 'square'},
boundary: {width: 256, height: 256},
zoom: 0
}
var $croppie = $('#croppie');
var croppie = $croppie.croppie(croptions);
function colourDifference(colour1, colour2) {
difference = {};
_.each(['red', 'green', 'blue'], function(key) {
difference[key] = Math.abs(colour1[key] - colour2[key]);
});
// sum rgb differences
return _.reduce(difference, function(sum, n) {
return sum + n;
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}, 0);
}
function zeroPad(input, desiredLength) {
while (input.length < desiredLength) {
input = "0" + input;
}
return input;
}
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function colourToHex(colour) {
return '#' + zeroPad(Number(colour.red ).toString(16), 2)
+ zeroPad(Number(colour.green).toString(16), 2)
+ zeroPad(Number(colour.blue ).toString(16), 2);
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}
function hexToColour(hex) {
var rgb = hex.match(/[\da-f]{2}/gi);
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return {
red: parseInt(rgb[0], 16),
green: parseInt(rgb[1], 16),
blue: parseInt(rgb[2], 16),
};
}
function getClosestColour(initialColour, colourOptions) {
// ditch sprite colour as we're not using it atm
delete colourOptions.sprite;
_.each(palette, function(colour, name) {
colourOptions[name].name = name;
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colourOptions[name].difference = colourDifference(initialColour, colour);
});
// lowest difference (closest) wins
return _.first(_.sortBy(colourOptions, 'difference'));
}
function newTileName() {
var tileNames = _.map(bitsyData.tiles, 'name');
var i = 1; // start with 1 as 0 is an implicit tile
while (tileNames.indexOf(i.toString(36)) > -1) {
i++;
}
// base 36 = 0-9a-z
return i.toString(36);
}
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function handleBitsyGameData() {
bitsyData = {};
var input = $('#bitsy-data').val();
// get palettes
var palettes = input.match(/PAL (.*)\s(NAME (.*)\s)?([0-9,]*[\s]){3}/g);
bitsyData.palettes = {};
// do palettes always go 0..n?
// will this cause problems if not?
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_.each(palettes, function(palette, n) {
var thisPalette = {};
var name = "";
if (palette.match(/NAME (.+)\n/)) {
name = palette.match(/NAME (.+)\n/)[0].replace('NAME ', '');
} else if (palette.match(/PAL (\d+)\n/)) {
name = palette.match(/PAL (\d+)\n/)[0].replace("PAL", "palette");
}
var colours = palette.match(/\d+,\d+,\d+/g);
colours = _.map(colours, function(colour) {
var rgb = colour.split(',');
return {red: rgb[0], green: rgb[1], blue: rgb[2]};
});
bitsyData.palettes[name] = {
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id: n,
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background: colours[0],
tile: colours[1],
sprite: colours[2],
}
});
// get tiles
bitsyData.tiles = [];
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// tile 0 (background colour only) is implicit in bitsy rather than being stored in the game data
// so, make our own version
bitsyData.tiles.push({
name: "0",
bitmap: _.chunk(_.times(64, _.constant(0)), 8),
new: false // this could also be used to stop it from being added to the game data, wooo
});
// todo: handle animated tiles properly instead of discarding the second animation frame
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var tiles = input.match(/TIL (.*)\n([01]{8}\n){8}(>\n([01]{8}\n){8})?/g); // everything after > is an optional second animation frame
_.each(tiles, function(tile, i) {
var name = tile.match(/TIL .*/)[0].replace('TIL ', '');
tile = tile.replace(/TIL .*\n/, '');
var bitmap = _.map(tile.match(/[01]/g), _.toInteger);
var newTile = {
name: name,
new: false
};
// todo make this agnostic? i.e. tile.frames = _.chunk(bitmap, 64)
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if (bitmap.length === 64) { // normal tile
newTile.bitmap = _.chunk(bitmap, 8);
} else if (bitmap.length === 128) { // animated tile
newTile.bitmap = _.chunk(_.take( bitmap, 64), 8);
newTile.secondAnimationFrame = _.chunk(_.takeRight(bitmap, 64), 8);
}
bitsyData.tiles.push(newTile);
});
if (_.find(bitsyData.palettes, {'id': palette.id})) {
// user has already selected a palette, leave it be
// in case this is the first run:
palette = _.find(bitsyData.palettes, {'id': palette.id})
// if we just set the palette to the newly imported palette with the same ID,
// we will lose any changes the user has made to the palettes
// is this a big issue considering that the palettes cannot be currently saved anyway?
} else {
// set palette to first imported palette and redraw
palette = _.first(_.sortBy(bitsyData.palettes, 'id'));
}
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renderDebounced();
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// update palette picker
$('tr.palette').remove();
_.each(bitsyData.palettes, function(palette, name) {
$('#palette tbody').append(
'<tr class="palette">'
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+ '<td>'
+ '<input type="radio" name="palette" id="palette-' + name + '">'
+ '<input type="hidden" name="id" value="' + palette.id + '">'
+ '</td>'
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+ '<td><label for="palette-' + name + '">' + name + '</label></td>'
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+ '<td><input type="color" name="background" value="' + colourToHex(palette.background) + '"></td>'
+ '<td><input type="color" name="tile" value="' + colourToHex(palette.tile) + '"></td>'
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+ '<td><input type="color" name="sprite" value="' + colourToHex(palette.sprite) + '" disabled></td>'
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+ '</tr>'
);
});
$('input[name="id"][value="' + palette.id + '"]').siblings(':radio').trigger('click');
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}
function readFile(input) {
if (input.files && input.files[0]) {
var reader = new FileReader();
reader.onload = function (e) {
$croppie.croppie('bind', {
url: e.target.result,
zoom: 0
});
}
reader.readAsDataURL(input.files[0]);
}
}
function render() {
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$croppie.croppie('result', {
type: 'rawcanvas',
size: 'viewport'
}).then(function (result) {
var imageData = result.getContext('2d').getImageData(0, 0, 128, 128);
var rawData = imageData.data;
var monochrome = [];
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var brightnessAdjustment = parseFloat($('#brightness').val());
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// for each pixel
for (var i = 0; i < rawData.length; i += 4) {
// this brightness adjustment is pretty crude but whatever
var pixel = {
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red: _.clamp(rawData[i ] + brightnessAdjustment, 0, 255),
green: _.clamp(rawData[i + 1] + brightnessAdjustment, 0, 255),
blue: _.clamp(rawData[i + 2] + brightnessAdjustment, 0, 255),
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};
var targetColour = getClosestColour(pixel, palette);
if (targetColour.name === "background") {
monochrome.push(0);
} else { // tile
monochrome.push(1)
}
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rawData[i ] = targetColour.red;
rawData[i + 1] = targetColour.green;
rawData[i + 2] = targetColour.blue;
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rawData[i + 3] = 255; // alpha
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}
// split monochrome bitmap into equal chunks for easier x:y access
monochrome = _.chunk(monochrome, 128);
document.getElementById('preview').getContext('2d').putImageData(imageData, 0, 0);
// tiled output
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room = [];
_.times(16, function(tileY) {
_.times(16, function(tileX) {
// make pseudo-tile from monochrome bitmap
var pseudoTile = [];
_.times(8, function(y) {
pseudoTile.push(
_.slice(monochrome[(tileY * 8) + y], (tileX * 8), (tileX * 8) + 8)
);
});
var tilesForMatch = bitsyData.tiles;
// if we want to always create new tiles, don't bother trying to check matches
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if (tileMatchThreshold === 64) {
// even if we want to "always create new tiles" we still don't want to create duplicates
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// THIS SEEMS TO NOT BE WORKING
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var bestMatch = _.find(bitsyData.tiles, function(tile) {
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return _.isEqual(tile.bitmap, pseudoTile);
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});
if (bestMatch) {
bestMatch.match = 64;
}
} else {
_.each(tilesForMatch, function(tile) {
tile.match = 0;
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_.each(tile.bitmap, function(row, y) {
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_.each(row, function(pixel, x) {
if (parseInt(pixel) === parseInt(pseudoTile[y][x])) {
tile.match++;
}
});
});
if (tile.secondAnimationFrame) {
_.each(tile.secondAnimationFrame, function(row, y) {
_.each(row, function(pixel, x) {
if (parseInt(pixel) === parseInt(pseudoTile[y][x])) {
tile.match++;
}
});
});
tile.match /= 2;
}
});
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// what if there are several equally good matches?
// find highest match amount and find all of them
var bestMatchAmount = _.last(_.sortBy(tilesForMatch, ['match'])).match;
var bestMatches = _.filter(tilesForMatch, {'match': bestMatchAmount});
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// sort by name in ascending order
// earlier names are preferable
var bestMatch = _.first(_.sortBy(bestMatches, 'name'));
}
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if ( ! bestMatch || bestMatch.match < tileMatchThreshold) {
// turn pseudo-tile into a real tile and add it to the tile data
var name = newTileName();
bitsyData.tiles.push({
name: name,
bitmap: pseudoTile,
new: true
});
room.push(name);
// issue with this approach:
// what if a tile we add late in the loop is a better match for an earlier "good enough" match?
// this would also cause different results if the user were to add the same room several times
// we could keep iterating until the room no longer changes
} else {
room.push(bestMatch.name);
}
});
});
room = _.chunk(room, 16);
// write room to output
imageData = document.getElementById("room-output").getContext('2d').getImageData(0, 0, 128, 128);
rawData = imageData.data;
_.each(room, function(row, tileY) {
_.each(row, function(tileName, tileX) {
var tile = _.find(bitsyData.tiles, {'name' : tileName});
_.each(tile.bitmap, function(row, y) {
_.each(row, function(pixel, x) {
var position = (((tileY * 8) + y) * 128) + ((tileX * 8) + x);
position *= 4; // 4 values (rgba) per pixel
var pixelColour = {};
switch(parseInt(pixel)) {
case 0: pixelColour = palette.background; break;
case 1: pixelColour = palette.tile; break;
default: console.log("error");
}
rawData[position ] = pixelColour.red;
rawData[position + 1] = pixelColour.green;
rawData[position + 2] = pixelColour.blue;
rawData[position + 3] = 255;
});
});
});
});
document.getElementById('room-output').getContext('2d').putImageData(imageData, 0, 0);
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});
}
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var renderDebounced = _.debounce(render, 30);
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var renderThrottled = _.throttle(render, 30);
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$croppie.on('update', renderDebounced);
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$('#brightness').on('change', renderThrottled);
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$('#brightness').on('dblclick', function() {
$(this).val(0);
renderDebounced();
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});
$('label[for="brightness"]').on('click touchdown', function() {
$('#brightness').trigger('dblclick');
});
$('#bitsy-data').on('change blur keyup', handleBitsyGameData);
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handleBitsyGameData();
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$('#imageUpload').on('change', function () {
readFile(this);
});
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// these inputs get added and removed from the DOM so the event handler needs to be on the document
$(document).on('change', '#palette input', function() {
var id = parseInt($(this).closest('.palette').find('input[name="id"]').val());
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// if this is a colour input, update the palette
if ($(this).attr('type') === 'color') {
if (id === palette.id) {
palette[$(this).attr('name')] = hexToColour($(this).val());
}
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}
// if this is a radio button, pick this palette
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if ($(this).attr('type') === 'radio') {
palette.id = id;
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palette.background = hexToColour($(this).closest('.palette').find('input[name="background"]').val());
palette.tile = hexToColour($(this).closest('.palette').find('input[name="tile"]' ).val());
// sprite colour is not currently used
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}
renderDebounced();
});
$(document).on('change', '#threshold', function() {
var newValue = parseInt($(this).val());
if (newValue < tileMatchThreshold) {
// set tiles back to default
bitsyData.tiles = _.filter(bitsyData.tiles, ['new', false]);
}
tileMatchThreshold = newValue;
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renderThrottled();
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});
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$('#save').on('click touchend', function() {
var newGameData = $('textarea').val();
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// handle rooms
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// need to import IDs so we don't give the new room a conflicting ID
var roomNames = newGameData.match(/ROOM \d+/g);
var newRoomId = parseInt(_.last(roomNames).replace(/[^\d]+/g, "")) + 1;
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var newRoomName = $('#roomName').val();
// remove invalid chars? what's invalid? newlines? are those possible?
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var newRoom = "ROOM " + newRoomId + "\n";
_.each(room, function(row) {
newRoom += _.toString(row) + "\n";
});
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if (newRoomName) {
newRoom += "NAME " + newRoomName + "\n";
}
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newRoom += "PAL " + palette.id + "\n";
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newGameData = newGameData.replace(/(ROOM .*\n(.*\n)*PAL .*)/g, '$1\n\n' + newRoom);
// handle tiles
var newTiles = _.filter(bitsyData.tiles, 'new');
var tileText = "";
_.each(newTiles, function(tile) {
tileText += "TIL " + tile.name + "\n"; //again, rename tile name to id...
_.each(tile.bitmap, function(row) {
tileText += row.join('') + "\n";
});
// don't need to worry about animation right now
tileText += "\n";
});
newGameData = newGameData.replace(/(TIL.*(.*\n)*)SPR/g, '$1\n\n' + tileText + '\nSPR');
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// write
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$('textarea').val(newGameData);
// todo: give the user some nice "yay! it worked!" kinda feedback?
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});
});