allow for creating new tiles

(does not yet add to game data)
This commit is contained in:
synth-ruiner
2017-12-29 15:49:18 +00:00
parent e2d5d33ac7
commit 948fccb5a3
6 changed files with 152 additions and 68 deletions

View File

@@ -1,6 +1,7 @@
$(document).ready(function() {
// todo define things like 16x16, 128x128 etc. as constants?
// also script debounce/throttle times
const animationTime = 400; // defined in bitsy.js
var bitsyData = {};
@@ -27,6 +28,8 @@ $(document).ready(function() {
var tiles = [];
var tileMatchThreshold = 0;
var croptions = {
url: 'https://i.imgur.com/ThQZ94v.jpg',
viewport: {width: 128, height: 128, type: 'square'},
@@ -87,6 +90,19 @@ $(document).ready(function() {
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);
}
function handleBitsyGameData() {
bitsyData = {};
@@ -127,15 +143,16 @@ $(document).ready(function() {
// get tiles
bitsyData.tiles = {};
bitsyData.tiles = [];
// tile 0 (background colour only) is implicit in bitsy rather than being stored in the game data
// so, make our own version
bitsyData.tiles[0] = {
name: 0,
bitmap: _.chunk(_.split(_.repeat(0, 64), ''), 8)
};
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
var tiles = input.match(/TIL (.*)\n([01]{8}\n){8}(>\n([01]{8}\n){8})?/g); // everything after > is an optional second animation frame
@@ -144,9 +161,14 @@ $(document).ready(function() {
tile = tile.replace(/TIL .*\n/, '');
var bitmap = tile.match(/[01]/g);
var bitmap = _.map(tile.match(/[01]/g), _.toInteger);
var newTile = {name: name};
var newTile = {
name: name,
new: false
};
// todo make this agnostic? i.e. tile.frames = _.chunk(bitmap, 64)
if (bitmap.length === 64) { // normal tile
newTile.bitmap = _.chunk(bitmap, 8);
@@ -155,7 +177,7 @@ $(document).ready(function() {
newTile.secondAnimationFrame = _.chunk(_.takeRight(bitmap, 64), 8);
}
bitsyData.tiles[name] = newTile;
bitsyData.tiles.push(newTile);
});
if (_.find(bitsyData.palettes, {'id': palette.id})) {
@@ -172,7 +194,7 @@ $(document).ready(function() {
palette = _.first(_.sortBy(bitsyData.palettes, 'id'));
}
renderResult();
renderDebounced();
// update palette picker
$('tr.palette').remove();
@@ -210,7 +232,7 @@ $(document).ready(function() {
}
}
var renderResult = _.debounce(function() {
function render() {
$croppie.croppie('result', {
type: 'rawcanvas',
size: 'viewport'
@@ -232,10 +254,10 @@ $(document).ready(function() {
var targetColour = getClosestColour(pixel, palette);
if (targetColour.name === "background") { // ?! why is this reversed?
monochrome.push(1);
if (targetColour.name === "background") {
monochrome.push(0);
} else { // tile
monochrome.push(0)
monochrome.push(1)
}
rawData[i ] = targetColour.red;
@@ -262,23 +284,16 @@ $(document).ready(function() {
pseudoTile.push(
_.slice(monochrome[(tileY * 8) + y], (tileX * 8), (tileX * 8) + 8)
);
})
});
var tilesForMatch = bitsyData.tiles;
_.each(tilesForMatch, function(tile) {
tile.match = 0;
// if we want to always create new tiles, don't bother trying to check matches
if (tileMatchThreshold < 64) {
_.each(tilesForMatch, function(tile) {
tile.match = 0;
_.each(tile.bitmap, function(row, y) {
_.each(row, function(pixel, x) {
if (parseInt(pixel) === parseInt(pseudoTile[y][x])) {
tile.match++;
}
});
});
if (tile.secondAnimationFrame) {
_.each(tile.secondAnimationFrame, function(row, y) {
_.each(tile.bitmap, function(row, y) {
_.each(row, function(pixel, x) {
if (parseInt(pixel) === parseInt(pseudoTile[y][x])) {
tile.match++;
@@ -286,62 +301,100 @@ $(document).ready(function() {
});
});
tile.match /= 2;
}
});
if (tile.secondAnimationFrame) {
_.each(tile.secondAnimationFrame, function(row, y) {
_.each(row, function(pixel, x) {
if (parseInt(pixel) === parseInt(pseudoTile[y][x])) {
tile.match++;
}
});
});
var bestMatch = _.first(_.sortBy(tilesForMatch, 'match'));
tile.match /= 2;
}
});
}
// if best match is under threshold
// 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});
// sort by name in ascending order
// earlier names are preferable
var bestMatch = _.first(_.sortBy(bestMatches, 'name'));
if (tileMatchThreshold === 64 || bestMatch.match <= tileMatchThreshold) {
// turn pseudo-tile into a real tile and add it to the tile data
room.push(bestMatch.name);
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) {
if (_.get(bitsyData, 'tiles.' + tileName + '.bitmap')) {
_.each(bitsyData.tiles[tileName].bitmap, function(row, y) {
_.each(row, function(pixel, x) {
var position = (((tileY * 8) + y) * 128) + ((tileX * 8) + x);
var tile = _.find(bitsyData.tiles, {'name' : tileName});
position *= 4; // 4 values (rgba) per pixel
_.each(tile.bitmap, function(row, y) {
_.each(row, function(pixel, x) {
var position = (((tileY * 8) + y) * 128) + ((tileX * 8) + x);
if (parseInt(pixel) === 0) {
var pixelColour = palette.background;
} else {
var pixelColour = palette.tile;
}
position *= 4; // 4 values (rgba) per pixel
rawData[position ] = pixelColour.red;
rawData[position + 1] = pixelColour.green;
rawData[position + 2] = pixelColour.blue;
rawData[position + 3] = 255;
});
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);
});
}, 30);
}
$croppie.on('update', renderResult);
var renderDebounced = _.debounce(render, 30);
// make this not debounced but called every n milliseconds
$('#brightness').on('change', renderResult);
$croppie.on('update', renderDebounced);
$('#brightness').on('change', renderDebounced);
$('#brightness').on('dblclick', function() {
$(this).val(0);
renderResult();
renderDebounced();
});
$('label[for="brightness"]').on('click touchdown', function() {
@@ -375,7 +428,20 @@ $(document).ready(function() {
// sprite colour is not currently used
}
renderResult();
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;
renderDebounced();
});
$('#save').on('click touchend', function() {

View File

@@ -74,10 +74,12 @@ input {
background-color: #d3cbd0;
color: #594a54;
}
#brightness,
#threshold {
#brightness {
width: 256px;
}
#threshold {
width: 150px;
}
#brightness + label,
#threshold + label {
margin: 0 auto;

View File

@@ -95,13 +95,20 @@ textarea, input {
color: @dark;
}
#brightness {
width: 256px;
}
#threshold {
width: 150px;
}
#brightness, #threshold {
+ label{
.centre;
}
// todo make this match the croppie slider or vice versa
width: 256px;
}
#imageUpload {