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