@solidrt/2d 0.0.56 → 0.0.57
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/AGENTS.md +248 -85
- package/README.md +3 -3
- package/examples/README.md +38 -13
- package/examples/anim.tsx +6 -8
- package/examples/camera-probe.tsx +16 -14
- package/examples/camera.tsx +21 -15
- package/examples/parity.tsx +11 -9
- package/examples/pick.tsx +43 -7
- package/examples/split-screen.tsx +111 -0
- package/examples/springs.tsx +6 -9
- package/examples/sprites.tsx +9 -12
- package/examples/tiles.tsx +24 -9
- package/examples/views.tsx +177 -0
- package/package.json +2 -2
- package/src/atlas.ts +35 -33
- package/src/camera.ts +26 -1
- package/src/camera2d.ts +692 -119
- package/src/components/auto-oversample.ts +27 -0
- package/src/components/camera2d.tsx +82 -0
- package/src/components/context.ts +48 -0
- package/src/components/group.tsx +68 -0
- package/src/components/index.ts +28 -0
- package/src/components/sprite-layer.tsx +312 -0
- package/src/components/sprite.tsx +72 -0
- package/src/components/tile-layer.tsx +160 -0
- package/src/components/view2d.tsx +151 -0
- package/src/dispatch.ts +7 -7
- package/src/frames.ts +63 -14
- package/src/index.ts +27 -11
- package/src/input.ts +50 -0
- package/src/layer.ts +384 -245
- package/src/oversample-math.ts +1 -1
- package/src/records.ts +33 -138
- package/src/shaders.ts +65 -3
- package/src/tiles.ts +195 -42
- package/src/views.ts +294 -0
- package/src/camera-motion.ts +0 -532
- package/src/components.tsx +0 -611
package/examples/camera.tsx
CHANGED
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@@ -17,8 +17,8 @@
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// { follow, spin } or runs { fit: true }, `selected` returns the selected
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// sprite's world position (null when none), `first` the first sprite's -
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// the one to aim synthetic taps and drags at.
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-
import { createEffect, displayScale, onFrame, render, windowSize } from "@solidrt/core"
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import { addSprite, createAtlas, createCamera2d, createSpriteLayer, fitOversample, grid, setSprite } from "@solidrt/2d"
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import { createEffect, createInputMap, createPointerFeed, decodeImage, displayScale, gamepad, onFrame, render, windowSize } from "@solidrt/core"
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import { addSprite, camera2dActions, camera2dBindings, createAtlas, createCamera2d, createSpriteLayer, feedPointer, fitOversample, grid, setSprite } from "@solidrt/2d"
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import type { Camera2dHandle, SpriteHandle } from "@solidrt/2d"
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import { registerDebug } from "srt:dev"
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import logoBytes from "./logo.png" with { type: "binary" }
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@@ -55,15 +55,14 @@ let first: SpriteHandle | null = null
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let dragging: SpriteHandle | null = null
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function App() {
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-
let atlas = createAtlas(logoBytes, { label: "logo-atlas" })
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let frames = grid(
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let atlas = createAtlas(decodeImage(logoBytes), { label: "logo-atlas" })
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let frames = grid(atlas, 2, 2)
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// The window's logical size, mirrored for the layer and the camera.
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let win = { width: 1, height: 1 }
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let layer = createSpriteLayer(
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-
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})
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let layer = createSpriteLayer(atlas.texture, { capacity: COUNT + 1, label: "camera" })
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// The layer's one view here: the window. The camera drives it and
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// listens at its root.
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let view = layer.createView({ width: win.width, height: win.height, clearColor: [0.05, 0.05, 0.09, 1] })
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let select = (sprite: SpriteHandle | null) => {
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if (selected) setSprite(selected, { tint: TINT })
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selected = sprite
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@@ -94,16 +93,23 @@ function App() {
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}
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let roamer = addSprite(layer, { x: WORLD.width / 2, y: WORLD.height / 2, w: ROAMER, h: ROAMER, frame: frames[0], tint: [1, 0.8, 0.3, 1] })
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-
cam = createCamera2d(
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cam = createCamera2d(view, {
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viewport: () => win,
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world: WORLD,
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maxZoom: MAX_ZOOM,
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deadZone: DEAD_ZONE,
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})
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-
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// The camera's input: the view's pointer feed (fed from the view's root,
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// after the sprites' claims) and any pad, bound to the control's actions
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// (ARCHITECTURE.md: the app wires devices, the control takes the map).
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let pointer = createPointerFeed()
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feedPointer(view, pointer)
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let input = createInputMap(camera2dActions)
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input.bind(camera2dBindings({ pointer, gamepad: gamepad() }))
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input.drive(cam.axes)
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// A tap that reached the root landed on empty space (a sprite's tap
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// still bubbles here with e.sprite set, so the miss is the null case).
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-
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view.listen({
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onTap: e => {
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if (e.sprite) return
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select(null)
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@@ -117,8 +123,8 @@ function App() {
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({ size, scale }) => {
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win.width = Math.max(1, size.width)
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win.height = Math.max(1, size.height)
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-
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-
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view.setSize(win.width, win.height)
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view.setOversample(fitOversample(scale, win.width, win.height, win.width * win.height * scale * scale))
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},
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)
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@@ -152,7 +158,7 @@ function App() {
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}
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}}
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>
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-
<texture src={
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<texture src={view.texture} position="absolute" left={0} top={0} width={windowSize().width} height={windowSize().height} {...view.handlers} />
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<view pointerEvents="none" gap={6} padding={20}>
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<text color="#eef4ff" fontSize={24} fontWeight={700}>
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Camera
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package/examples/parity.tsx
CHANGED
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@@ -7,7 +7,7 @@
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7
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// picking at random points, exercises pickRect, groups and slot recycling,
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// and benches addSprite plus a move-everything frame on both layers. Watch
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// the logs for PARITY/BENCH lines ending in PARITY-OK.
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import { onFrame, render } from "@solidrt/core"
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import { decodeImage, onFrame, render } from "@solidrt/core"
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import { readTexture } from "@solidrt/core/gpu"
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import {
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addGroup,
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@@ -42,10 +42,12 @@ function rng(seed: number): () => number {
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}
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function App() {
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let atlas = createAtlas(logoBytes, { label: "logo-atlas" })
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let frames = grid(
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let nodes = createSpriteLayer(
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let records = createRecordLayer(
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let atlas = createAtlas(decodeImage(logoBytes), { label: "logo-atlas" })
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let frames = grid(atlas, 2, 2)
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let nodes = createSpriteLayer(atlas.texture, { capacity: 64, label: "nodes" })
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let records = createRecordLayer(atlas.texture, { capacity: 64, label: "records" })
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let nodeView = nodes.createView({ width: W, height: H, clearColor: [0.05, 0.05, 0.09, 1], label: "nodes" })
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let recordView = records.createView({ width: W, height: H, clearColor: [0.05, 0.05, 0.09, 1], label: "records" })
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let fields = (r: () => number) => ({
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x: 20 + r() * (W - 40),
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@@ -89,8 +91,8 @@ function App() {
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}
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let pixelParity = () => {
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-
let a = readTexture(
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let b = readTexture(
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let a = readTexture(nodeView.texture)
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let b = readTexture(recordView.texture)
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if (a.width !== b.width || a.height !== b.height) {
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check(false, `sizes differ: ${a.width}x${a.height} vs ${b.width}x${b.height}`)
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return
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@@ -195,8 +197,8 @@ function App() {
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return (
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<window flexDirection="row" alignItems="center" justifyContent="center" gap={8}>
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-
<texture src={
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<texture src={
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<texture src={nodeView.texture} width={W} height={H} />
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<texture src={recordView.texture} width={W} height={H} />
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</window>
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)
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}
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package/examples/pick.tsx
CHANGED
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@@ -10,10 +10,16 @@
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// and waits for the next add); structure lives in a signal, so <For>
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// unmounts the removed <Sprite>. A tap on empty space reaches the layer
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// with e.sprite null. The layer FILLS the window (no width/height): layer
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// pixels are the leaf's own coordinates.
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//
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-
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-
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// pixels are the leaf's own coordinates. A corner <View2d> renders the
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// same sprites again under a <Camera2d> of its own: drag or wheel there
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// moves only the inset's camera, while a sprite tapped or dragged in the
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// inset responds exactly as in the main view (the same handlers, the
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// view's camera undone). The `state` debug command returns both camera
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// poses and every sprite's world position; `maxZoom` sets the main
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// <Camera2d maxZoom> prop live (a tighter range re-clamps the pose at
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// once - the props are live, only the pose props are initial values).
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import { createInputMap, createPointerFeed, createSignal, decodeImage, render, For } from "@solidrt/core"
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import { Camera2d, camera2dActions, camera2dBindings, createAtlas, grid, setSprite, Sprite, SpriteLayer, View2d } from "@solidrt/2d"
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import type { Camera2dHandle, Frame, SpriteHandle } from "@solidrt/2d"
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import { registerDebug } from "srt:dev"
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import logoBytes from "./logo.png" with { type: "binary" }
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@@ -25,21 +31,37 @@ const TINTS: [number, number, number, number][] = [
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[0.55, 0.7, 1, 1],
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]
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const MAX_ZOOM = 4
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// The inset: view pixels, its margin from the window's corner, and the
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// zoom that shows the four authored sprites whole inside it.
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const INSET_WIDTH = 240
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const INSET_HEIGHT = 160
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const INSET_MARGIN = 16
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const INSET_ZOOM = 0.25
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type Item = { id: number; x: number; y: number; frame: Frame }
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let cam: Camera2dHandle | undefined
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let insetCam: Camera2dHandle | undefined
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let handles = new Map<number, SpriteHandle>()
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let [maxZoom, setMaxZoom] = createSignal(MAX_ZOOM)
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function App() {
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let atlas = createAtlas(logoBytes, { label: "logo-atlas" })
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let frames = grid(
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let atlas = createAtlas(decodeImage(logoBytes), { label: "logo-atlas" })
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let frames = grid(atlas, 2, 2)
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let [items, setItems] = createSignal<Item[]>([
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{ id: 0, x: 200, y: 240, frame: frames[0]! },
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{ id: 1, x: 420, y: 300, frame: frames[1]! },
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{ id: 2, x: 300, y: 470, frame: frames[2]! },
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{ id: 3, x: 520, y: 500, frame: frames[3]! },
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])
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// One pointer feed and map per view: the layer's own view and the inset
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// each drive their <Camera2d> from their own gestures and no other's.
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let pointer = createPointerFeed()
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let input = createInputMap(camera2dActions)
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input.bind(camera2dBindings({ pointer }))
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let insetPointer = createPointerFeed()
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let insetInput = createInputMap(camera2dActions)
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insetInput.bind(camera2dBindings({ pointer: insetPointer }))
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return (
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<window>
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@@ -47,13 +69,14 @@ function App() {
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atlas={atlas.texture}
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capacity={64}
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clearColor={[0.05, 0.05, 0.09, 1]}
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pointer={pointer}
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onTap={e => {
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if (e.sprite === null) console.log(`tap on empty space at ${e.x.toFixed(0)}, ${e.y.toFixed(0)} (x${e.tapCount})`)
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}}
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>
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{/* A top-left pivot keeps world (0,0) at the leaf's corner, so the
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authored positions read as window coordinates until panned. */}
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<Camera2d maxZoom={
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<Camera2d input={input} maxZoom={maxZoom()} pivot={{ x: 0, y: 0 }} ref={c => (cam = c)} />
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<For each={items()}>
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{item => {
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let tintIndex = 0
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@@ -94,6 +117,13 @@ function App() {
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)
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}}
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</For>
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{/* A laid-out element among the layer's children renders where it
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sits; the <View2d> inside stays a layer child through context. */}
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<view position="absolute" right={INSET_MARGIN} bottom={INSET_MARGIN}>
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<View2d width={INSET_WIDTH} height={INSET_HEIGHT} clearColor={[0.12, 0.1, 0.16, 1]} label="inset" pointer={insetPointer}>
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<Camera2d input={insetInput} zoom={INSET_ZOOM} maxZoom={MAX_ZOOM} pivot={{ x: 0, y: 0 }} ref={c => (insetCam = c)} />
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</View2d>
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</view>
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</SpriteLayer>
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</window>
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)
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render(() => <App />)
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registerDebug("maxZoom", (args?: { value?: number }) => {
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if (typeof args?.value === "number") setMaxZoom(args.value)
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return maxZoom()
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})
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registerDebug("state", () => ({
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camera: cam?.camera() ?? null,
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inset: insetCam?.camera() ?? null,
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items: [...handles].filter(([, s]) => s.layer !== null).map(([id, s]) => ({ id, x: s._x, y: s._y })),
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}))
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// Split-screen: ONE layer of sprites shown through two views side by
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// side, each a full viewport with a camera of its own - the layer has no
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// output but its views (a Unity scene renders only through Cameras, a
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// Godot World2D only through Viewports). The <SpriteLayer output={false}>
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// owns the sprites and no leaf; its two <View2d> children fill the window
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// half each and follow one roaming sprite apiece through a <Camera2d>
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// with a dead zone, so the two poses differ every frame. Wheel inside a
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// pane zooms that pane alone (the follow keeps tracking under the zoom),
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// and so does the pad that joined it (press any button on it first);
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// a tap on a sprite in either pane tints it in both, since there is only
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// one sprite. The `cameras` debug command reads both poses back.
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import { createInputMap, createPointerFeed, decodeImage, gamepad, onFrame, render, windowSize, For } from "@solidrt/core"
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import { Camera2d, camera2dActions, camera2dBindings, createAtlas, grid, setSprite, Sprite, SpriteLayer, View2d } from "@solidrt/2d"
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import type { Camera2dHandle, Frame, SpriteHandle } from "@solidrt/2d"
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import { registerDebug } from "srt:dev"
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import logoBytes from "./logo.png" with { type: "binary" }
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const WORLD = { width: 2400, height: 1600 }
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const COUNT = 200
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const SPRITE = 48
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const ROAMER = 72
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// Roaming paths: angular rates (rad/s) and the fraction of the world
|
|
23
|
+
// each roamer sweeps.
|
|
24
|
+
const ROAM_RATE = [0.23, 0.31, 0.17, 0.29]
|
|
25
|
+
const ROAM_SPAN = 0.4
|
|
26
|
+
// The follow dead zone, as viewport fractions.
|
|
27
|
+
const DEAD_ZONE = { width: 0.2, height: 0.25 }
|
|
28
|
+
const PANE_ZOOM = 1.5
|
|
29
|
+
const MAX_ZOOM = 4
|
|
30
|
+
const TINT: [number, number, number, number] = [0.8, 0.85, 0.95, 1]
|
|
31
|
+
const HIT: [number, number, number, number] = [1, 0.5, 0.5, 1]
|
|
32
|
+
|
|
33
|
+
type Item = { id: number; x: number; y: number; frame: Frame }
|
|
34
|
+
|
|
35
|
+
let cams: (Camera2dHandle | undefined)[] = [undefined, undefined]
|
|
36
|
+
let roamers: (SpriteHandle | undefined)[] = [undefined, undefined]
|
|
37
|
+
|
|
38
|
+
function App() {
|
|
39
|
+
let atlas = createAtlas(decodeImage(logoBytes), { label: "logo-atlas" })
|
|
40
|
+
let frames = grid(atlas, 2, 2)
|
|
41
|
+
let items: Item[] = []
|
|
42
|
+
for (let i = 0; i < COUNT; i++) {
|
|
43
|
+
items.push({ id: i, x: Math.random() * WORLD.width, y: Math.random() * WORLD.height, frame: frames[i % 4]! })
|
|
44
|
+
}
|
|
45
|
+
// The window halves, live through windowSize (its first read is 0x0,
|
|
46
|
+
// hence the floor of 1): the views resize with the window.
|
|
47
|
+
let pane = () => ({ width: Math.max(1, Math.floor(windowSize().width / 2)), height: Math.max(1, windowSize().height) })
|
|
48
|
+
// The roamers move at frame rate; each <Camera2d> follows its own and
|
|
49
|
+
// runs its frames itself while the follow is settling.
|
|
50
|
+
onFrame(tick => {
|
|
51
|
+
let t = tick / 1000
|
|
52
|
+
for (let i = 0; i < 2; i++) {
|
|
53
|
+
let x = WORLD.width / 2 + Math.sin(t * ROAM_RATE[i * 2]!) * WORLD.width * ROAM_SPAN
|
|
54
|
+
let y = WORLD.height / 2 + Math.cos(t * ROAM_RATE[i * 2 + 1]!) * WORLD.height * ROAM_SPAN
|
|
55
|
+
let roamer = roamers[i]
|
|
56
|
+
if (roamer) setSprite(roamer, { x, y, rotation: t })
|
|
57
|
+
cams[i]?.follow(x, y)
|
|
58
|
+
}
|
|
59
|
+
})
|
|
60
|
+
// Two players, two maps: each pane's <Camera2d> takes its own pane's
|
|
61
|
+
// gestures and its own pad, and nothing crosses over. The pads seat in
|
|
62
|
+
// pick-up order: the first pad to press any button joins pane 0, the
|
|
63
|
+
// next joins pane 1 (gamepad.next(); gamepad(i) would pin the slots).
|
|
64
|
+
let paneView = (i: number) => {
|
|
65
|
+
let pointer = createPointerFeed()
|
|
66
|
+
let input = createInputMap(camera2dActions)
|
|
67
|
+
input.bind(camera2dBindings({ pointer, gamepad: gamepad.next() }))
|
|
68
|
+
return (
|
|
69
|
+
<View2d width={pane().width} height={pane().height} clearColor={i === 0 ? [0.05, 0.05, 0.09, 1] : [0.09, 0.05, 0.05, 1]} label={`pane-${i}`} pointer={pointer}>
|
|
70
|
+
<Camera2d input={input} world={WORLD} zoom={PANE_ZOOM} maxZoom={MAX_ZOOM} deadZone={DEAD_ZONE} ref={c => (cams[i] = c)} />
|
|
71
|
+
</View2d>
|
|
72
|
+
)
|
|
73
|
+
}
|
|
74
|
+
return (
|
|
75
|
+
<window>
|
|
76
|
+
<SpriteLayer atlas={atlas.texture} capacity={COUNT + 2} output={false}>
|
|
77
|
+
<view flexDirection="row" width="100%" height="100%">
|
|
78
|
+
{paneView(0)}
|
|
79
|
+
{paneView(1)}
|
|
80
|
+
</view>
|
|
81
|
+
<For each={items}>
|
|
82
|
+
{item => {
|
|
83
|
+
let handle: SpriteHandle | undefined
|
|
84
|
+
let hit = false
|
|
85
|
+
return (
|
|
86
|
+
<Sprite
|
|
87
|
+
ref={s => (handle = s)}
|
|
88
|
+
x={item.x}
|
|
89
|
+
y={item.y}
|
|
90
|
+
w={SPRITE}
|
|
91
|
+
h={SPRITE}
|
|
92
|
+
frame={item.frame}
|
|
93
|
+
tint={TINT}
|
|
94
|
+
onTap={() => {
|
|
95
|
+
hit = !hit
|
|
96
|
+
if (handle) setSprite(handle, { tint: hit ? HIT : TINT })
|
|
97
|
+
}}
|
|
98
|
+
/>
|
|
99
|
+
)
|
|
100
|
+
}}
|
|
101
|
+
</For>
|
|
102
|
+
<Sprite ref={s => (roamers[0] = s)} x={WORLD.width / 2} y={WORLD.height / 2} w={ROAMER} h={ROAMER} frame={frames[0]!} tint={[1, 0.8, 0.3, 1]} />
|
|
103
|
+
<Sprite ref={s => (roamers[1] = s)} x={WORLD.width / 2} y={WORLD.height / 2} w={ROAMER} h={ROAMER} frame={frames[3]!} tint={[0.4, 0.9, 1, 1]} />
|
|
104
|
+
</SpriteLayer>
|
|
105
|
+
</window>
|
|
106
|
+
)
|
|
107
|
+
}
|
|
108
|
+
|
|
109
|
+
render(() => <App />)
|
|
110
|
+
|
|
111
|
+
registerDebug("cameras", () => cams.map(c => c?.camera() ?? null))
|
package/examples/springs.tsx
CHANGED
|
@@ -13,7 +13,7 @@
|
|
|
13
13
|
// random angle always takes the short arc, and the position spring keeps
|
|
14
14
|
// its velocity when a shuffle lands mid-flight - retarget as fast as you
|
|
15
15
|
// like, the motion stays continuous.
|
|
16
|
-
import { render } from "@solidrt/core"
|
|
16
|
+
import { decodeImage, render } from "@solidrt/core"
|
|
17
17
|
import { addSprite, createAtlas, createSpriteLayer, grid, setSprite, setSpriteTransition } from "@solidrt/2d"
|
|
18
18
|
import logoBytes from "./logo.png" with { type: "binary" }
|
|
19
19
|
|
|
@@ -25,13 +25,10 @@ const H = 720
|
|
|
25
25
|
const SPRITE = 30
|
|
26
26
|
|
|
27
27
|
function App() {
|
|
28
|
-
let atlas = createAtlas(logoBytes, { label: "logo-atlas" })
|
|
29
|
-
let frames = grid(
|
|
30
|
-
let layer = createSpriteLayer(
|
|
31
|
-
|
|
32
|
-
clearColor: [0.05, 0.05, 0.09, 1],
|
|
33
|
-
label: "springs",
|
|
34
|
-
})
|
|
28
|
+
let atlas = createAtlas(decodeImage(logoBytes), { label: "logo-atlas" })
|
|
29
|
+
let frames = grid(atlas, 2, 2)
|
|
30
|
+
let layer = createSpriteLayer(atlas.texture, { capacity: COUNT, label: "springs" })
|
|
31
|
+
let view = layer.createView({ width: W, height: H, clearColor: [0.05, 0.05, 0.09, 1] })
|
|
35
32
|
|
|
36
33
|
let slotX = (slot: number) => ((slot % COLS) + 0.5) * (W / COLS)
|
|
37
34
|
let slotY = (slot: number) => (Math.floor(slot / COLS) + 0.5) * (H / ROWS)
|
|
@@ -61,7 +58,7 @@ function App() {
|
|
|
61
58
|
|
|
62
59
|
return (
|
|
63
60
|
<window alignItems="center" justifyContent="center">
|
|
64
|
-
<texture src={
|
|
61
|
+
<texture src={view.texture} width={W} height={H} />
|
|
65
62
|
</window>
|
|
66
63
|
)
|
|
67
64
|
}
|
package/examples/sprites.tsx
CHANGED
|
@@ -8,10 +8,10 @@
|
|
|
8
8
|
// instance-buffer write per frame.
|
|
9
9
|
//
|
|
10
10
|
// The atlas is a real image (core's logo) sliced 2x2 by grid(): four frames,
|
|
11
|
-
// each sprite drawing one quarter.
|
|
12
|
-
//
|
|
13
|
-
//
|
|
14
|
-
import { onFrame, render } from "@solidrt/core"
|
|
11
|
+
// each sprite drawing one quarter. Pixels built in code go to createAtlas as
|
|
12
|
+
// they are; this path decodes PNG bytes imported with { type: "binary" }
|
|
13
|
+
// first.
|
|
14
|
+
import { decodeImage, onFrame, render } from "@solidrt/core"
|
|
15
15
|
import { addSprite, createAtlas, createSpriteLayer, grid, setSprite } from "@solidrt/2d"
|
|
16
16
|
import logoBytes from "./logo.png" with { type: "binary" }
|
|
17
17
|
|
|
@@ -21,13 +21,10 @@ const H = 720
|
|
|
21
21
|
const SPRITE = 48
|
|
22
22
|
|
|
23
23
|
function App() {
|
|
24
|
-
let atlas = createAtlas(logoBytes, { label: "logo-atlas" })
|
|
25
|
-
let frames = grid(
|
|
26
|
-
let layer = createSpriteLayer(
|
|
27
|
-
|
|
28
|
-
clearColor: [0.05, 0.05, 0.09, 1],
|
|
29
|
-
label: "bounce",
|
|
30
|
-
})
|
|
24
|
+
let atlas = createAtlas(decodeImage(logoBytes), { label: "logo-atlas" })
|
|
25
|
+
let frames = grid(atlas, 2, 2)
|
|
26
|
+
let layer = createSpriteLayer(atlas.texture, { capacity: COUNT, label: "bounce" })
|
|
27
|
+
let view = layer.createView({ width: W, height: H, clearColor: [0.05, 0.05, 0.09, 1] })
|
|
31
28
|
|
|
32
29
|
// Simulation state lives in plain arrays; the layer holds the published
|
|
33
30
|
// snapshot of it.
|
|
@@ -73,7 +70,7 @@ function App() {
|
|
|
73
70
|
|
|
74
71
|
return (
|
|
75
72
|
<window alignItems="center" justifyContent="center">
|
|
76
|
-
<texture src={
|
|
73
|
+
<texture src={view.texture} width={W} height={H} />
|
|
77
74
|
</window>
|
|
78
75
|
)
|
|
79
76
|
}
|
package/examples/tiles.tsx
CHANGED
|
@@ -7,15 +7,23 @@
|
|
|
7
7
|
// The camera flies a ship-style path: a fixed screen pivot near the bottom
|
|
8
8
|
// of the viewport, the world panning and ROTATING under it so the flight
|
|
9
9
|
// heading always points up - the <TileLayer> camera prop with rotation and
|
|
10
|
-
// pivot (a leaf transform, never a re-bake).
|
|
11
|
-
//
|
|
12
|
-
//
|
|
10
|
+
// pivot (a leaf transform, never a re-bake). The world is seeded by ONE
|
|
11
|
+
// setTiles rect write over a Uint16Array of frame indices (-1 where the
|
|
12
|
+
// world is empty), the shape a generator or a worker produces; a timer
|
|
13
|
+
// edits tiles while it runs: beacon markers along the road's center line
|
|
14
|
+
// blink, and each blink's batch of setTile calls re-bakes only the chunks
|
|
15
|
+
// the beacons land in.
|
|
13
16
|
//
|
|
14
17
|
// The atlas is the core logo sliced 2x2 by grid(); a real game would slice
|
|
15
|
-
// a tileset sheet the same way
|
|
16
|
-
|
|
18
|
+
// a tileset sheet the same way, and the array is the layer's `frames`
|
|
19
|
+
// table the indices name.
|
|
20
|
+
//
|
|
21
|
+
// Debug commands: `state` (resident chunk count) and `cell` ({ col, row }:
|
|
22
|
+
// the frame at a cell, null when empty).
|
|
23
|
+
import { createSignal, decodeImage, onFrame, pct, render, windowSize } from "@solidrt/core"
|
|
17
24
|
import { createAtlas, grid, TileLayer } from "@solidrt/2d"
|
|
18
25
|
import type { TileCamera, TileLayerHandle } from "@solidrt/2d"
|
|
26
|
+
import { registerDebug } from "srt:dev"
|
|
19
27
|
import logoBytes from "./logo.png" with { type: "binary" }
|
|
20
28
|
|
|
21
29
|
const COLS = 128
|
|
@@ -29,23 +37,29 @@ const WORLD = COLS * TILE
|
|
|
29
37
|
const HITCH_FACTOR = 1.5
|
|
30
38
|
|
|
31
39
|
function App() {
|
|
32
|
-
let atlas = createAtlas(logoBytes, { label: "logo-atlas" })
|
|
33
|
-
let frames = grid(
|
|
40
|
+
let atlas = createAtlas(decodeImage(logoBytes), { label: "logo-atlas" })
|
|
41
|
+
let frames = grid(atlas, 2, 2)
|
|
34
42
|
|
|
35
43
|
let layer!: TileLayerHandle
|
|
36
44
|
let seed = (l: TileLayerHandle) => {
|
|
37
45
|
layer = l
|
|
38
46
|
// A solid ring "road" around the world center: continuous under the
|
|
39
47
|
// flight path, empty everywhere else - the empty regions are the point,
|
|
40
|
-
// their chunks never allocate
|
|
48
|
+
// their chunks never allocate, since a rect write allocates a chunk
|
|
49
|
+
// only for the first frame it carries there. -1 is the clear (a
|
|
50
|
+
// Uint16Array holds it as 0xffff, the same bits).
|
|
41
51
|
let c = COLS / 2
|
|
52
|
+
let cells = new Uint16Array(COLS * ROWS).fill(-1)
|
|
42
53
|
for (let row = 0; row < ROWS; row++) {
|
|
43
54
|
for (let col = 0; col < COLS; col++) {
|
|
44
55
|
let d = Math.hypot(col - c, row - c)
|
|
45
|
-
if (d > 40 && d < 52)
|
|
56
|
+
if (d > 40 && d < 52) cells[row * COLS + col] = (col ^ row) % 4
|
|
46
57
|
}
|
|
47
58
|
}
|
|
59
|
+
l.setTiles(0, 0, COLS, ROWS, cells)
|
|
48
60
|
}
|
|
61
|
+
registerDebug("state", () => ({ chunks: layer.chunks.length }))
|
|
62
|
+
registerDebug("cell", (args?: { col?: number; row?: number }) => layer.getTile(args?.col ?? 0, args?.row ?? 0))
|
|
49
63
|
|
|
50
64
|
// Beacon cells on the road's center line every 7.5 degrees; the interval
|
|
51
65
|
// below blinks them between a marker frame and the road pattern.
|
|
@@ -99,6 +113,7 @@ function App() {
|
|
|
99
113
|
tileW={TILE}
|
|
100
114
|
tileH={TILE}
|
|
101
115
|
atlas={atlas.texture}
|
|
116
|
+
frames={frames}
|
|
102
117
|
camera={camera()}
|
|
103
118
|
label="tile-world"
|
|
104
119
|
ref={seed}
|