littlejsengine 1.18.21 → 1.18.23
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/README.md +6 -0
- package/dist/littlejs.d.ts +135 -1
- package/dist/littlejs.esm.js +489 -9
- package/dist/littlejs.esm.min.js +1 -1
- package/dist/littlejs.js +475 -8
- package/dist/littlejs.min.js +1 -1
- package/dist/littlejs.release.js +475 -8
- package/package.json +1 -1
- package/plugins/pluginExport.js +13 -1
- package/plugins/textureSheet.js +450 -0
- package/src/engine.js +1 -1
- package/src/engineBuild.mjs +1 -0
- package/src/engineDraw.js +25 -7
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/**
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* LittleJS Texture Sheet Plugin
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* - Packs images into texture sheets as they are loaded
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* - Sprites are placed automatically, callers get a TileInfo
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* - Sheets are created and filled as needed
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* - Sheets fill in call order, images decode in parallel
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* - Animation frames keep layout and wrap across rows as needed
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* - WebGL textures upload once per batch of loads
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* - loadAtlas imports pre-packed atlases (TexturePacker and Aseprite json)
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* @namespace TextureSheets
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*/
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'use strict';
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/** Width and height in pixels of texture sheets created by loadSprite
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* @type {number}
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* @default
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* @memberof Settings */
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let textureSheetSize = 2048;
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/** Default padding pixels around each frame packed by loadSprite
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* @type {number}
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* @default
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* @memberof Settings */
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let textureSheetPadding = 1;
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/** Array of texture sheets created by loadSprite
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* @type {Array<TextureSheet>}
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* @memberof TextureSheets */
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let textureSheets = [];
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// pending loads pack through a queue so sheets fill in call order
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let textureSheetQueue = Promise.resolve();
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let textureSheetPendingCount = 0;
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/**
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* Texture Sheet - A texture that images are packed into as they load
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* Uses shelf packing, images are placed left to right then wrap to a new row
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* @memberof TextureSheets
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*/
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class TextureSheet
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{
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/** Create a texture sheet, called automatically by loadSprite
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* @param {number} [size] - Width and height of the sheet in pixels */
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constructor(size=textureSheetSize)
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{
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ASSERT(size > 0, 'texture sheet size must be positive');
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/** @property {number} - Width and height of the sheet in pixels */
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this.size = size;
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/** @property {OffscreenCanvas} - Canvas holding the packed images */
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this.canvas = headlessMode ? undefined : new OffscreenCanvas(size, size);
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/** @property {OffscreenCanvasRenderingContext2D} - 2d context for the canvas */
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this.context = this.canvas?.getContext('2d');
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/** @property {TextureInfo} - The texture info for this sheet */
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this.textureInfo = new TextureInfo(this.canvas);
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/** @property {Vector2} - Where the next image will be packed */
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this.cursor = vec2();
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/** @property {number} - Height of the row being packed */
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this.rowHeight = 0;
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/** @property {boolean} - Has the canvas changed since the last webgl upload? */
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this.glDirty = false;
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if (headlessMode)
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{
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// tiles still need bounds when there is no canvas to measure
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this.textureInfo.size = vec2(size);
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this.textureInfo.sizeInverse = vec2(1/size);
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}
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}
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/** Find a spot for an image on this sheet without drawing it
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* @param {Vector2} imageSize - Size of the source image in pixels
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* @param {Vector2} [frameSize] - Size of each frame, or the whole image if not passed
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* @param {number} [padding] - How many pixels padding around each frame
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* @param {number} [sourcePadding] - How many pixels padding around each frame in the source image
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* @return {TileInfo} Tile for the packed image, or undefined if the sheet is full */
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tryAdd(imageSize, frameSize=imageSize, padding=textureSheetPadding, sourcePadding=0)
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{
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ASSERT(isVector2(imageSize) && isVector2(frameSize), 'sizes must be vec2');
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ASSERT(frameSize.x > 0 && frameSize.y > 0, 'frame size must be positive');
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ASSERT(isNumber(sourcePadding) && sourcePadding >= 0, 'sourcePadding must be a number >= 0');
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// the source may have its own padding baked in around each frame
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const sourceCellWidth = frameSize.x + sourcePadding*2;
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const sourceCellHeight = frameSize.y + sourcePadding*2;
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ASSERT(imageSize.x % sourceCellWidth === 0 && imageSize.y % sourceCellHeight === 0,
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'image size must be a multiple of the padded frame size');
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const cellWidth = frameSize.x + padding*2;
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const cellHeight = frameSize.y + padding*2;
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const maxColumns = this.size / cellWidth | 0;
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ASSERT(maxColumns > 0, 'frame is too wide to fit on a texture sheet');
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// keep the layout of the source image, but narrow it if a row is too wide
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// frames wrap down to the next row, which TileInfo.frame handles via columns
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const sourceColumns = imageSize.x / sourceCellWidth;
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const frameCount = sourceColumns * (imageSize.y / sourceCellHeight);
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const columns = min(sourceColumns, maxColumns);
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const blockWidth = columns * cellWidth;
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const blockHeight = ceil(frameCount / columns) * cellHeight;
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// probe the placement using locals so a failed try leaves the sheet unchanged
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let x = this.cursor.x, y = this.cursor.y, rowHeight = this.rowHeight;
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if (x + blockWidth > this.size)
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{
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// start a new row if this one does not have enough space left
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x = 0;
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y += rowHeight;
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rowHeight = 0;
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}
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// out of space, the caller needs to use a different sheet
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if (y + blockHeight > this.size)
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return undefined;
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// commit the placement, tile pos points inside the padding to match how tile() works
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this.cursor.x = x + blockWidth;
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this.cursor.y = y;
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this.rowHeight = max(rowHeight, blockHeight);
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return new TileInfo(vec2(x + padding, y + padding), frameSize, this.textureInfo, padding, 0, columns);
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}
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/** Draw an image into this sheet at a tile returned by tryAdd
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* @param {HTMLImageElement} image - Source image to copy from
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* @param {TileInfo} tileInfo - Where to put it, from tryAdd
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* @param {boolean} [update] - Upload to webgl now, pass false when batching
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* @param {number} [sourcePadding] - How many pixels padding around each frame in the source image */
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drawImage(image, tileInfo, update=true, sourcePadding=0)
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{
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ASSERT(!!this.context, 'texture sheet has no canvas');
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// copy frames in order, reading the source left to right, top to bottom
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// the destination wraps at tileInfo.columns which may be narrower than the source
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const frameSize = tileInfo.size;
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const sourceCellWidth = frameSize.x + sourcePadding*2;
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const sourceCellHeight = frameSize.y + sourcePadding*2;
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const sourceColumns = image.width / sourceCellWidth;
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const frameCount = sourceColumns * (image.height / sourceCellHeight);
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const columns = tileInfo.columns || frameCount;
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const cellWidth = frameSize.x + tileInfo.padding*2;
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const cellHeight = frameSize.y + tileInfo.padding*2;
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for (let i = frameCount; i--;)
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{
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const sourceX = (i % sourceColumns) * sourceCellWidth + sourcePadding;
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const sourceY = (i / sourceColumns | 0) * sourceCellHeight + sourcePadding;
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this.context.drawImage(image,
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sourceX, sourceY, frameSize.x, frameSize.y,
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tileInfo.pos.x + (i % columns) * cellWidth,
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tileInfo.pos.y + (i / columns | 0) * cellHeight,
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frameSize.x, frameSize.y);
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}
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// upload now unless the caller is batching more images
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this.glDirty = true;
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update && this.updateTexture();
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}
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/** Upload the canvas to webgl if it has changed since the last upload
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* Only needed after batching, drawImage uploads automatically by default */
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updateTexture()
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{
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if (!this.glDirty) return;
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this.glDirty = false;
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this.textureInfo.createWebGLTexture();
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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/** Load an image and pack it into a texture sheet
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* - Returns a TileInfo immediately which is filled in when the image loads
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* - Nothing is visible until it loads, use spritesReady to wait for it
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* - Pass frameSize for animations, then step through them with TileInfo.frame
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* - Grid images keep their layout and frames wrap down to the next row
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* - Pass sourcePadding if the source image has padding baked in around frames
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* @param {string} src - Image source path
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* @param {Vector2|number} [frameSize] - Size of each animation frame in pixels
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* @param {number} [padding] - How many pixels padding around each frame
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* @param {number} [sourcePadding] - How many pixels padding around each frame in the source image
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* @return {TileInfo}
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* @example
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* const playerTile = loadSprite('player.png'); // a single sprite
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* const runTile = loadSprite('run.png', vec2(16)); // a 16x16 frame animation
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* @memberof TextureSheets */
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function loadSprite(src, frameSize, padding=textureSheetPadding, sourcePadding=0)
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{
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ASSERT(isStringLike(src), 'image src must be a string');
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ASSERT(!frameSize || isVector2(frameSize) || isNumber(frameSize), 'frameSize must be a vec2 or number');
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ASSERT(isNumber(padding), 'padding must be a number');
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if (isNumber(frameSize))
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frameSize = vec2(frameSize);
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// start with an empty tile that gets filled in when the image loads
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const tileInfo = new TileInfo(vec2(), vec2(), undefined, padding, 0);
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if (headlessMode) return tileInfo;
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// point at a sheet right away so drawing before it loads picks up empty pixels
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tileInfo.textureInfo = (textureSheets[0] || textureSheetCreate()).textureInfo;
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// start decoding right away, images decode in parallel
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const image = new Image;
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const imagePromise = new Promise(resolve =>
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{
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image.onerror = image.onload = resolve;
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image.crossOrigin = 'anonymous';
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image.src = src;
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});
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// pack through a queue so sheets fill in call order, not decode order
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++textureSheetPendingCount;
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textureSheetQueue = textureSheetQueue.then(async ()=>
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{
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await imagePromise;
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if (image.width)
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{
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// pack onto a sheet, then fill in the tile that was already handed out,
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// copying every field so nothing is missed if TileInfo gains more of them
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const imageSize = vec2(image.width, image.height);
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const {sheet, tile} = textureSheetAdd(imageSize, frameSize, padding, sourcePadding);
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Object.assign(tileInfo, tile);
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sheet.drawImage(image, tileInfo, false, sourcePadding); // upload once per batch below
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}
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else
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{
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// leave the tile empty if the image failed to load
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LOG('loadSprite failed to load image:', src);
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}
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// upload to webgl once per batch, when the last pending load finishes
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if (!--textureSheetPendingCount)
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textureSheets.forEach(s=> s.updateTexture());
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});
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return tileInfo;
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}
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/** Load a pre-packed texture atlas and repack it onto texture sheets
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* - Supports TexturePacker json (hash and array) and Aseprite json
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* - Returns an empty object which is filled with TileInfos when loaded
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* - Frames are named by the json, animations are grouped automatically
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* - Aseprite frame tags become animations, so do names like run_0, run_1
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* - Trimmed frames are restored to their full source size when packed
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* - Rotated frames are rotated back upright when packed
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* @param {string} imageSrc - Atlas image path
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* @param {string|Object} jsonSrc - Atlas json path, or already parsed json data
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* @param {number} [padding] - How many pixels padding around each frame
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* @return {Object} Object mapping frame and animation names to TileInfos
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* @example
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* const atlas = loadAtlas('sprites.png', 'sprites.json');
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* await spritesReady();
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* drawTile(pos, size, atlas.player); // a single frame
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* drawTile(pos, size, atlas.run.frame(2)); // frame 2 of the run animation
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* @memberof TextureSheets */
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function loadAtlas(imageSrc, jsonSrc, padding=textureSheetPadding)
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{
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ASSERT(isStringLike(imageSrc), 'atlas image src must be a string');
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ASSERT(isStringLike(jsonSrc) || typeof jsonSrc === 'object', 'atlas json must be a path or object');
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ASSERT(isNumber(padding), 'padding must be a number');
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const atlas = {};
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if (headlessMode) return atlas;
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// start fetching the json and decoding the image right away, in parallel
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const jsonPromise = typeof jsonSrc === 'object' ? Promise.resolve(jsonSrc) :
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fetch(jsonSrc).then(r=> r.ok && r.json()).catch(()=> undefined);
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const image = new Image;
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const imagePromise = new Promise(resolve =>
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{
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image.onerror = image.onload = resolve;
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image.crossOrigin = 'anonymous';
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image.src = imageSrc;
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});
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// pack through a queue so sheets fill in call order, not decode order
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++textureSheetPendingCount;
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textureSheetQueue = textureSheetQueue.then(async ()=>
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{
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const data = await jsonPromise;
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await imagePromise;
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if (image.width && data)
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{
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for (const group of parseAtlas(data))
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{
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// reserve a block of full size cells, one per frame
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const sourceSize = group.frames[0].sourceSize;
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const blockSize = vec2(sourceSize.x*group.frames.length, sourceSize.y);
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const {sheet, tile} = textureSheetAdd(blockSize, sourceSize, padding);
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// draw each frame untrimmed into its cell
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const context = sheet.context;
|
|
293
|
+
const cellWidth = sourceSize.x + padding*2;
|
|
294
|
+
const cellHeight = sourceSize.y + padding*2;
|
|
295
|
+
group.frames.forEach((f, i)=>
|
|
296
|
+
{
|
|
297
|
+
const x = tile.pos.x + (i % tile.columns)*cellWidth + f.offset.x;
|
|
298
|
+
const y = tile.pos.y + (i / tile.columns |0)*cellHeight + f.offset.y;
|
|
299
|
+
if (f.rotated)
|
|
300
|
+
{
|
|
301
|
+
// stored rotated 90 degrees clockwise, draw it back upright
|
|
302
|
+
context.save();
|
|
303
|
+
context.translate(x, y);
|
|
304
|
+
context.rotate(-PI/2);
|
|
305
|
+
context.drawImage(image, f.pos.x, f.pos.y, f.size.y, f.size.x,
|
|
306
|
+
-f.size.y, 0, f.size.y, f.size.x);
|
|
307
|
+
context.restore();
|
|
308
|
+
}
|
|
309
|
+
else
|
|
310
|
+
context.drawImage(image, f.pos.x, f.pos.y, f.size.x, f.size.y,
|
|
311
|
+
x, y, f.size.x, f.size.y);
|
|
312
|
+
});
|
|
313
|
+
sheet.glDirty = true;
|
|
314
|
+
atlas[group.name] = tile;
|
|
315
|
+
}
|
|
316
|
+
}
|
|
317
|
+
else
|
|
318
|
+
{
|
|
319
|
+
// leave the atlas empty if either file failed to load
|
|
320
|
+
LOG('loadAtlas failed to load:', imageSrc, jsonSrc);
|
|
321
|
+
}
|
|
322
|
+
|
|
323
|
+
// upload to webgl once per batch, when the last pending load finishes
|
|
324
|
+
if (!--textureSheetPendingCount)
|
|
325
|
+
textureSheets.forEach(s=> s.updateTexture());
|
|
326
|
+
});
|
|
327
|
+
|
|
328
|
+
return atlas;
|
|
329
|
+
}
|
|
330
|
+
|
|
331
|
+
/** Parse atlas json into a list of named frame groups, used by loadAtlas
|
|
332
|
+
* - Accepts TexturePacker json (hash and array) and Aseprite json
|
|
333
|
+
* - Frames tagged in Aseprite or named like run_0, run_1 group into animations
|
|
334
|
+
* @param {Object} data - Parsed atlas json data
|
|
335
|
+
* @return {Array<Object>} List of {name, frames} groups in atlas order
|
|
336
|
+
* @memberof TextureSheets */
|
|
337
|
+
function parseAtlas(data)
|
|
338
|
+
{
|
|
339
|
+
ASSERT(!!data?.frames, 'unrecognized atlas format, expected TexturePacker or Aseprite json');
|
|
340
|
+
|
|
341
|
+
// normalize both hash and array frame layouts into a single list
|
|
342
|
+
const frames = (isArray(data.frames) ?
|
|
343
|
+
data.frames.map(f=> [f.filename, f]) : Object.entries(data.frames))
|
|
344
|
+
.map(([name, f])=> ({
|
|
345
|
+
name: name.replace(/\.[^.\\/]+$/, ''), // strip file extension
|
|
346
|
+
pos: vec2(f.frame.x, f.frame.y),
|
|
347
|
+
size: vec2(f.frame.w, f.frame.h),
|
|
348
|
+
offset: vec2(f.spriteSourceSize?.x ?? 0, f.spriteSourceSize?.y ?? 0),
|
|
349
|
+
sourceSize: vec2(f.sourceSize?.w ?? f.frame.w, f.sourceSize?.h ?? f.frame.h),
|
|
350
|
+
rotated: !!f.rotated,
|
|
351
|
+
}));
|
|
352
|
+
|
|
353
|
+
const groups = [];
|
|
354
|
+
const tags = data.meta?.frameTags;
|
|
355
|
+
if (tags?.length)
|
|
356
|
+
{
|
|
357
|
+
// aseprite tags are authoritative, untagged frames stay individual
|
|
358
|
+
const tagged = new Set;
|
|
359
|
+
for (const tag of tags)
|
|
360
|
+
{
|
|
361
|
+
groups.push({name: tag.name, frames: frames.slice(tag.from, tag.to + 1)});
|
|
362
|
+
for (let i = tag.from; i <= tag.to; ++i)
|
|
363
|
+
tagged.add(i);
|
|
364
|
+
}
|
|
365
|
+
frames.forEach((f, i)=> tagged.has(i) || groups.push({name: f.name, frames: [f]}));
|
|
366
|
+
return groups;
|
|
367
|
+
}
|
|
368
|
+
|
|
369
|
+
// group frames that share a name stem with contiguous trailing numbers
|
|
370
|
+
// run_0.png and run_1.png become a 2 frame animation named run
|
|
371
|
+
const stems = new Map;
|
|
372
|
+
for (const f of frames)
|
|
373
|
+
{
|
|
374
|
+
let match = f.name.match(/^(.+?)([-_ ])?(\d+)$/);
|
|
375
|
+
if (match && !match[2] && /\d$/.test(match[1]))
|
|
376
|
+
match = undefined; // all digit tails like 10 are a name, not frame 0 of 1
|
|
377
|
+
const stem = match ? match[1] : f.name;
|
|
378
|
+
f.groupIndex = match ? Number(match[3]) : undefined;
|
|
379
|
+
stems.has(stem) || stems.set(stem, []);
|
|
380
|
+
stems.get(stem).push(f);
|
|
381
|
+
}
|
|
382
|
+
for (const [stem, list] of stems)
|
|
383
|
+
{
|
|
384
|
+
// only group 2 or more frames with contiguous indices and matching sizes
|
|
385
|
+
list.sort((a, b)=> a.groupIndex - b.groupIndex);
|
|
386
|
+
const grouped = list.length > 1 &&
|
|
387
|
+
list.every((f, i)=> f.groupIndex === list[0].groupIndex + i) &&
|
|
388
|
+
list.every(f=> f.sourceSize.x === list[0].sourceSize.x &&
|
|
389
|
+
f.sourceSize.y === list[0].sourceSize.y);
|
|
390
|
+
if (grouped)
|
|
391
|
+
groups.push({name: stem, frames: list});
|
|
392
|
+
else
|
|
393
|
+
list.forEach(f=> groups.push({name: f.name, frames: [f]}));
|
|
394
|
+
}
|
|
395
|
+
return groups;
|
|
396
|
+
}
|
|
397
|
+
|
|
398
|
+
/** Wait for everything started by loadSprite and loadAtlas to finish packing
|
|
399
|
+
* @return {Promise}
|
|
400
|
+
* @example
|
|
401
|
+
* async function gameInit()
|
|
402
|
+
* {
|
|
403
|
+
* playerTile = loadSprite('player.png');
|
|
404
|
+
* runTile = loadSprite('run.png', vec2(16));
|
|
405
|
+
* await spritesReady();
|
|
406
|
+
* }
|
|
407
|
+
* @memberof TextureSheets */
|
|
408
|
+
async function spritesReady()
|
|
409
|
+
{
|
|
410
|
+
// keep waiting until the queue drains, more sprites may load while waiting
|
|
411
|
+
while (textureSheetPendingCount)
|
|
412
|
+
await textureSheetQueue;
|
|
413
|
+
}
|
|
414
|
+
|
|
415
|
+
// create a new texture sheet and add it to the list
|
|
416
|
+
function textureSheetCreate()
|
|
417
|
+
{
|
|
418
|
+
const sheet = new TextureSheet;
|
|
419
|
+
textureSheets.push(sheet);
|
|
420
|
+
return sheet;
|
|
421
|
+
}
|
|
422
|
+
|
|
423
|
+
// use the first sheet with enough space, or make a new one
|
|
424
|
+
function textureSheetAdd(imageSize, frameSize, padding, sourcePadding)
|
|
425
|
+
{
|
|
426
|
+
let sheet, tile;
|
|
427
|
+
for (sheet of textureSheets)
|
|
428
|
+
if (tile = sheet.tryAdd(imageSize, frameSize, padding, sourcePadding))
|
|
429
|
+
break;
|
|
430
|
+
if (!tile)
|
|
431
|
+
{
|
|
432
|
+
sheet = textureSheetCreate();
|
|
433
|
+
tile = sheet.tryAdd(imageSize, frameSize, padding, sourcePadding);
|
|
434
|
+
ASSERT(!!tile, 'image is too large to fit on a texture sheet');
|
|
435
|
+
}
|
|
436
|
+
return {sheet, tile};
|
|
437
|
+
}
|
|
438
|
+
|
|
439
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
440
|
+
// Texture sheet setting setters
|
|
441
|
+
|
|
442
|
+
/** Set width and height in pixels of texture sheets created by loadSprite
|
|
443
|
+
* @param {number} size
|
|
444
|
+
* @memberof Settings */
|
|
445
|
+
function setTextureSheetSize(size) { textureSheetSize = size; }
|
|
446
|
+
|
|
447
|
+
/** Set default padding pixels around each frame packed by loadSprite
|
|
448
|
+
* @param {number} padding
|
|
449
|
+
* @memberof Settings */
|
|
450
|
+
function setTextureSheetPadding(padding) { textureSheetPadding = padding; }
|
package/src/engine.js
CHANGED
package/src/engineBuild.mjs
CHANGED
|
@@ -46,6 +46,7 @@ const enginePluginFiles =
|
|
|
46
46
|
`${PLUGIN_FOLDER}/uiSystem.js`,
|
|
47
47
|
`${PLUGIN_FOLDER}/box2d.js`,
|
|
48
48
|
`${PLUGIN_FOLDER}/drawUtilities.js`,
|
|
49
|
+
`${PLUGIN_FOLDER}/textureSheet.js`,
|
|
49
50
|
`${PLUGIN_FOLDER}/tweenSystem.js`,
|
|
50
51
|
`${PLUGIN_FOLDER}/pathFinder.js`,
|
|
51
52
|
`${PLUGIN_FOLDER}/threejs.js`,
|
package/src/engineDraw.js
CHANGED
|
@@ -155,8 +155,9 @@ class TileInfo
|
|
|
155
155
|
* @param {TextureInfo} [textureInfo] - Texture info to use
|
|
156
156
|
* @param {number} [padding] - How many pixels padding around all sides of each tile (increases grid size, does not affect tile size)
|
|
157
157
|
* @param {number} [bleed] - How many pixels smaller to shrink UVS of tiles (does not affect grid size, only UVs)
|
|
158
|
+
* @param {number} [columns] - How many frames per row for frame(), 0 to keep frames on a single row
|
|
158
159
|
*/
|
|
159
|
-
constructor(pos=vec2(), size=tileDefaultSize, textureInfo=textureInfos[0], padding=tileDefaultPadding, bleed=tileDefaultBleed)
|
|
160
|
+
constructor(pos=vec2(), size=tileDefaultSize, textureInfo=textureInfos[0], padding=tileDefaultPadding, bleed=tileDefaultBleed, columns=0)
|
|
160
161
|
{
|
|
161
162
|
/** @property {Vector2} - Top left corner of tile in pixels */
|
|
162
163
|
this.pos = pos.copy();
|
|
@@ -168,6 +169,8 @@ class TileInfo
|
|
|
168
169
|
this.textureInfo = textureInfo;
|
|
169
170
|
/** @property {number} - Shrinks tile by this many pixels to prevent neighbors bleeding */
|
|
170
171
|
this.bleed = bleed;
|
|
172
|
+
/** @property {number} - How many frames per row for frame(), 0 to keep frames on a single row */
|
|
173
|
+
this.columns = columns;
|
|
171
174
|
}
|
|
172
175
|
|
|
173
176
|
/** Returns a copy of this tile offset by a vector
|
|
@@ -175,9 +178,10 @@ class TileInfo
|
|
|
175
178
|
* @return {TileInfo}
|
|
176
179
|
*/
|
|
177
180
|
offset(offset)
|
|
178
|
-
{ return new TileInfo(this.pos.add(offset), this.size, this.textureInfo, this.padding, this.bleed); }
|
|
181
|
+
{ return new TileInfo(this.pos.add(offset), this.size, this.textureInfo, this.padding, this.bleed, this.columns); }
|
|
179
182
|
|
|
180
183
|
/** Returns a copy of this tile offset by a number of animation frames
|
|
184
|
+
* Frames wrap down to the next row if columns is set
|
|
181
185
|
* @param {number} frame - Offset to apply in animation frames
|
|
182
186
|
* @return {TileInfo}
|
|
183
187
|
*/
|
|
@@ -185,9 +189,23 @@ class TileInfo
|
|
|
185
189
|
{
|
|
186
190
|
ASSERT(typeof frame === 'number');
|
|
187
191
|
const w = this.size.x + this.padding*2;
|
|
188
|
-
const
|
|
189
|
-
|
|
190
|
-
|
|
192
|
+
const h = this.size.y + this.padding*2;
|
|
193
|
+
const x = (this.columns ? frame % this.columns : frame) * w;
|
|
194
|
+
const y = (this.columns ? frame / this.columns | 0 : 0) * h;
|
|
195
|
+
ASSERT(this.pos.x + x + this.size.x <= this.textureInfo.size.x, 'frame extends beyond texture width!');
|
|
196
|
+
ASSERT(this.pos.y + y + this.size.y <= this.textureInfo.size.y, 'frame extends beyond texture height!');
|
|
197
|
+
return this.offset(new Vector2(x, y));
|
|
198
|
+
}
|
|
199
|
+
|
|
200
|
+
/** Set how many frames per row this tile uses, so frame() can wrap
|
|
201
|
+
* @param {number} [columns] - Frames per row, 0 to keep frames on a single row
|
|
202
|
+
* @return {TileInfo}
|
|
203
|
+
*/
|
|
204
|
+
setColumns(columns=0)
|
|
205
|
+
{
|
|
206
|
+
ASSERT(isNumber(columns) && columns >= 0, 'columns must be a number >= 0');
|
|
207
|
+
this.columns = columns;
|
|
208
|
+
return this;
|
|
191
209
|
}
|
|
192
210
|
|
|
193
211
|
/**
|
|
@@ -196,7 +214,7 @@ class TileInfo
|
|
|
196
214
|
* @return {TileInfo}
|
|
197
215
|
*/
|
|
198
216
|
index(index)
|
|
199
|
-
{ return tile(index, this.size, this.textureInfo, this.padding, this.bleed); }
|
|
217
|
+
{ return tile(index, this.size, this.textureInfo, this.padding, this.bleed).setColumns(this.columns); }
|
|
200
218
|
|
|
201
219
|
/**
|
|
202
220
|
* Set this tile to use a full image in a texture info
|
|
@@ -208,7 +226,7 @@ class TileInfo
|
|
|
208
226
|
this.textureInfo = textureInfo;
|
|
209
227
|
this.pos = new Vector2;
|
|
210
228
|
this.size = textureInfo.size.copy();
|
|
211
|
-
this.bleed = this.padding = 0;
|
|
229
|
+
this.bleed = this.padding = this.columns = 0;
|
|
212
230
|
return this;
|
|
213
231
|
}
|
|
214
232
|
}
|