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5 Commits
90bac08e0b
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f6bb3f19df
| Author | SHA1 | Date |
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f6bb3f19df | |
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e951317ddd | |
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b1bceb9ffc | |
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4a5f0b3757 | |
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32927d5623 |
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@ -1,7 +1,6 @@
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import { render } from "preact";
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import type { ReactElement } from "preact/compat";
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import { clamp, range } from "@common/utils";
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import clsx from "clsx";
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import { render, type ComponentChildren } from "preact";
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import styles from './assets/brick.module.css';
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import "./assets/lcd.font.css";
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@ -12,10 +11,16 @@ const FIELD_HEIGHT = 20;
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const MINI_FIELD_WIDTH = 4;
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const MINI_FIELD_HEIGHT = 4;
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export interface BrickDisplayImage {
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image: boolean[];
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width: number;
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height: number;
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export class BrickDisplayImage {
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public image: boolean[];
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public width: number;
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public height: number;
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constructor(image: boolean[] = [], width: number = 0, height: number = 0) {
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this.image = image;
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this.width = width;
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this.height = height;
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}
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}
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export class BrickDisplay {
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@ -26,7 +31,7 @@ export class BrickDisplay {
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#level: number = 1;
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public pause: boolean = false;
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public gameOver: boolean = false;
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public helpText: string | ReactElement = '';
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public helpText: ComponentChildren = '';
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init() {
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this.update();
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@ -37,7 +42,7 @@ export class BrickDisplay {
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}
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set score(value) {
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this.#score = Math.max(0, (value | 0) % 1000000000);
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this.#score = Math.max(0, (value | 0) % 1_000_000_000);
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}
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get speed() {
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@ -243,11 +248,7 @@ export class BrickDisplay {
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}
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static convertImage(image: HTMLImageElement): BrickDisplayImage {
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const result: BrickDisplayImage = {
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image: [],
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width: 0,
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height: 0,
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}
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const result = new BrickDisplayImage();
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const canvas = document.createElement('canvas');
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result.width = canvas.width = image.naturalWidth;
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@ -267,7 +268,7 @@ export class BrickDisplay {
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static extractSprite(image: BrickDisplayImage, x: number, y: number, w: number, h: number): BrickDisplayImage {
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if (w <= 0 || h <= 0 || x >= image.width || y >= image.height) {
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return { image: [], width: 0, height: 0 };
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return new BrickDisplayImage();
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}
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x = clamp(x | 0, 0, image.width);
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@ -276,11 +277,7 @@ export class BrickDisplay {
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w = clamp(w | 0, 1, image.width - x);
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h = clamp(h | 0, 1, image.height - y);
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const result: BrickDisplayImage = {
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image: new Array(w * h),
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width: w,
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height: h,
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}
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const result = new BrickDisplayImage(new Array(w * h), w, h);
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for (let j = 0; j < h; j++) {
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for (let i = 0; i < w; i++) {
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@ -320,11 +317,11 @@ export class BrickDisplay {
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static rotateSprite(image: BrickDisplayImage, angle: 0 | 90 | 180 | 270): BrickDisplayImage {
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if (angle === 0) return this.copySprite(image);
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const newImage: BrickDisplayImage = {
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image: new Array(image.width * image.height),
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width: angle === 180 ? image.width : image.height,
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height: angle === 180 ? image.height : image.width,
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}
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const newImage = new BrickDisplayImage(
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new Array(image.width * image.height),
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angle === 180 ? image.width : image.height,
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angle === 180 ? image.height : image.width,
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);
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for (let j = 0; j < image.height; j++) {
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for (let i = 0; i < image.width; i++) {
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@ -351,4 +348,4 @@ export class BrickDisplay {
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return newImage;
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}
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}
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}
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@ -0,0 +1,322 @@
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/**
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* SeededRandom — deterministic PRNG for games and procedural generation.
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*
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* Algorithm: xoshiro128** (Blackman & Vigna, 2018)
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* Period: 2^128 − 1
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* Quality: passes PractRand, BigCrush; excellent for game use
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* State: 4 × uint32 — compact, fast, fully serialisable
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*
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* Seeding: SplitMix32 is used to expand any integer or string seed into
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* the four-word initial state, avoiding the all-zero trap.
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*
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* Usage:
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* const rng = new SeededRandom('world-seed');
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* const roomRng = rng.clone(); // independent sub-stream
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* const x = roomRng.randInt(0, 100);
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* const saved = rng.getState(); // snapshot
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* rng.setState(saved); // restore
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*/
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import { stringHash } from "./utils";
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// ---------------------------------------------------------------------------
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// Types
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// ---------------------------------------------------------------------------
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/** Four-word xoshiro128** state. Serialisable to / from JSON. */
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export type RNGState = [number, number, number, number];
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// ---------------------------------------------------------------------------
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// Helpers (module-private)
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// ---------------------------------------------------------------------------
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/** Left-rotate a uint32. */
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function rotl(x: number, k: number): number {
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return ((x << k) | (x >>> (32 - k))) >>> 0;
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}
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/**
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* SplitMix32 — used only during seeding to expand a single uint32 into the
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* four independent state words required by xoshiro128**.
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*/
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function splitMix32Step(h: number): [number, number] {
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h = (h + 0x9e3779b9) >>> 0;
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let v = Math.imul(h ^ (h >>> 16), 0x85ebca6b) >>> 0;
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v = Math.imul(v ^ (v >>> 13), 0xc2b2ae35) >>> 0;
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return [(v ^ (v >>> 16)) >>> 0, h];
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}
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/** Expand a single integer (or hashed string) into a valid xoshiro128 state. */
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function buildState(seed: number | string): RNGState {
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let h = typeof seed === 'string' ? stringHash(seed) : seed >>> 0;
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let s0: number, s1: number, s2: number, s3: number;
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[s0, h] = splitMix32Step(h);
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[s1, h] = splitMix32Step(h);
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[s2, h] = splitMix32Step(h);
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[s3] = splitMix32Step(h);
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// Guard: xoshiro128** must never start in the all-zero state.
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if ((s0 | s1 | s2 | s3) === 0) s0 = 1;
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return [s0, s1, s2, s3];
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}
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// ---------------------------------------------------------------------------
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// Main class
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// ---------------------------------------------------------------------------
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export class SeededRandom {
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private s: RNGState;
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/**
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* @param seed A number, string, or a previously saved RNGState array.
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* Strings are hashed deterministically (same string → same sequence).
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*/
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constructor(seed: number | string | RNGState = Date.now()) {
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this.s = Array.isArray(seed)
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? ([...seed] as RNGState)
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: buildState(seed);
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}
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// -------------------------------------------------------------------------
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// Core generator
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// -------------------------------------------------------------------------
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/** xoshiro128** — advances state, returns a raw uint32. */
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private next(): number {
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const [s0, s1, s2, s3] = this.s;
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const result = Math.imul(rotl(Math.imul(s1, 5) >>> 0, 7), 9) >>> 0;
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const t = (s1 << 9) >>> 0;
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this.s[2] = (s2 ^ s0) >>> 0;
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this.s[3] = (s3 ^ s1) >>> 0;
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this.s[1] = (s1 ^ this.s[2]) >>> 0;
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this.s[0] = (s0 ^ this.s[3]) >>> 0;
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this.s[2] = (this.s[2] ^ t) >>> 0;
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this.s[3] = rotl(this.s[3], 11);
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return result;
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}
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// -------------------------------------------------------------------------
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// Public API
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// -------------------------------------------------------------------------
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/**
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* Uniform float in [0, 1).
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* Uses 32 bits of randomness → 2^32 distinct values spaced by ~2.3 × 10^−10.
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*/
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random(): number {
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return this.next() / 0x1_0000_0000;
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}
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/**
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* Uniform integer in [min, max).
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* Uses rejection sampling to eliminate modulo bias.
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*
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* @param min Inclusive lower bound (default 0).
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* @param max Exclusive upper bound (required).
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*/
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randInt(min: number, max: number): number;
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randInt(max: number): number;
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randInt(minOrMax: number, max?: number): number {
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const [min, hi] = max === undefined ? [0, minOrMax] : [minOrMax, max];
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if (!Number.isInteger(min) || !Number.isInteger(hi)) {
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throw new RangeError(`randInt: bounds must be integers, got (${min}, ${hi})`);
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}
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if (min >= hi) {
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throw new RangeError(`randInt: min (${min}) must be strictly less than max (${hi})`);
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}
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const range = hi - min;
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// Rejection threshold that makes every output equally likely.
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// threshold = (2^32 mod range), computed without overflow as:
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const threshold = (0x1_0000_0000 - range) % range >>> 0;
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let v: number;
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do { v = this.next(); } while (v < threshold);
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return min + (v % range);
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}
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/** Uniform boolean — exactly 50 % probability. */
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randBool(): boolean {
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return (this.next() & 1) === 1;
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}
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/**
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* Uniform random element from any iterable.
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* Arrays are read in O(1); other iterables are materialised first.
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*
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* @param iterable Source collection.
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* @param k When provided, returns k distinct elements sampled
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* **without replacement** using a partial Fisher-Yates
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* sweep — O(k) time, O(n) space for the working copy.
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*
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* @throws RangeError if the collection is empty, k < 1, or k > collection size.
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*/
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choice<T>(iterable: Iterable<T>): T;
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choice<T>(iterable: Iterable<T>, k: number): T[];
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choice<T>(iterable: Iterable<T>, k?: number): T | T[] {
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const arr = [...iterable];
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if (arr.length === 0) return [];
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if (k === undefined) {
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return arr[this.randInt(0, arr.length)];
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}
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if (k === 0) {
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return [];
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}
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if (!Number.isInteger(k) || k < 0) {
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throw new RangeError(`choice: k must be a positive integer, got ${k}`);
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}
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if (k > arr.length) {
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throw new RangeError(`choice: k (${k}) exceeds collection size (${arr.length})`);
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}
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// Partial Fisher-Yates — only iterate the first k swaps.
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// The selected items accumulate at the front of the working copy.
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for (let i = 0; i < k; i++) {
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const j = this.randInt(i, arr.length);
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const tmp = arr[i]; arr[i] = arr[j]; arr[j] = tmp;
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}
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return arr.slice(0, k);
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}
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/**
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* Weighted random choice — weights need not be normalised.
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*
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* Runs in O(n) per draw. For hot paths with a large, static item list
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* consider building an alias table (Vose's method) instead.
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*
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* @param items Source array.
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* @param weights Parallel weight array; must be non-negative with total > 0.
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* @param k When provided, returns k elements sampled independently
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* **with replacement** — each draw is an independent weighted
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* roll, so the same item can appear multiple times.
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*
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* @throws RangeError if arrays have different lengths, contain negative
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* weights, the total weight is zero, or k < 1.
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*/
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weightedChoice<T>(items: readonly T[], weights: readonly number[]): T;
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weightedChoice<T>(items: readonly T[], weights: readonly number[], k: number): T[];
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weightedChoice<T>(items: readonly T[], weights: readonly number[], k?: number): T | T[] {
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if (items.length === 0) {
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throw new RangeError('weightedChoice: items is empty');
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}
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if (items.length !== weights.length) {
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throw new RangeError(
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`weightedChoice: items.length (${items.length}) !== weights.length (${weights.length})`,
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);
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}
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if (k === 0) {
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return [];
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}
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if (k !== undefined && (!Number.isInteger(k) || k < 1)) {
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throw new RangeError(`weightedChoice: k must be a positive integer, got ${k}`);
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}
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let total = 0;
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for (let i = 0; i < weights.length; i++) {
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if (weights[i] < 0) throw new RangeError(`weightedChoice: negative weight at index ${i}`);
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total += weights[i];
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}
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if (total <= 0) throw new RangeError('weightedChoice: total weight must be > 0');
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const drawOne = (): T => {
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let r = this.random() * total;
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for (let i = 0; i < items.length; i++) {
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r -= weights[i];
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if (r < 0) return items[i];
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}
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// Float rounding safety net — return last item with non-zero weight.
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for (let i = items.length - 1; i >= 0; i--) {
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if (weights[i] > 0) return items[i];
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}
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return items[items.length - 1];
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};
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if (k === undefined) return drawOne();
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const result: T[] = new Array(k);
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for (let i = 0; i < k; i++) result[i] = drawOne();
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return result;
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}
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/**
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* Fisher-Yates shuffle — mutates the array in place.
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* Returns the same array for chaining.
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*/
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shuffle<T>(arr: T[]): T[] {
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for (let i = arr.length - 1; i > 0; i--) {
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const j = this.randInt(0, i + 1);
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const tmp = arr[i];
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arr[i] = arr[j];
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arr[j] = tmp;
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}
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return arr;
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}
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/**
|
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* Returns a new shuffled copy of the input.
|
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* The original is not modified.
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*/
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toShuffled<T>(arr: readonly T[]): T[] {
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return this.shuffle([...arr]);
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}
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// -------------------------------------------------------------------------
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// State management
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// -------------------------------------------------------------------------
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/**
|
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* Snapshot the current generator state.
|
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* The returned value is a plain array — safe to JSON.stringify / store.
|
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*/
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getState(): RNGState {
|
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return [...this.s] as RNGState;
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}
|
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|
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/**
|
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* Restore the generator to a previously snapshotted state.
|
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* After this call, the sequence is identical to what it was at the snapshot.
|
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*/
|
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setState(state: RNGState): void {
|
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if (!Array.isArray(state) || state.length !== 4) {
|
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throw new TypeError('setState: expected an array of 4 uint32s');
|
||||
}
|
||||
this.s = [...state] as RNGState;
|
||||
}
|
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|
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/**
|
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* Create an independent child RNG for a sub-resource (room, NPC, particle
|
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* system, …).
|
||||
*
|
||||
* The child starts from the *current* state. The parent then advances by
|
||||
* one step so parent and child immediately diverge — neither will reproduce
|
||||
* the other's sequence.
|
||||
*
|
||||
* Typical pattern:
|
||||
* const worldRng = new SeededRandom('seed-42');
|
||||
* const dungeonRng = worldRng.clone(); // independent dungeon stream
|
||||
* const npcRng = worldRng.clone(); // independent NPC stream
|
||||
*/
|
||||
clone(): SeededRandom {
|
||||
const child = new SeededRandom(this.getState());
|
||||
this.next(); // diverge parent so the two streams never overlap
|
||||
return child;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Serialisation
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
toJSON(): { state: RNGState } {
|
||||
return { state: this.getState() };
|
||||
}
|
||||
|
||||
static fromJSON(json: { state: RNGState }): SeededRandom {
|
||||
return new SeededRandom(json.state);
|
||||
}
|
||||
}
|
||||
|
|
@ -8,9 +8,3 @@ the attacker/source that CombatSystem folds into the final damage value.
|
|||
|
||||
### Crit / variance
|
||||
RNG layer on top of damage calculation (crit chance, crit multiplier, random range).
|
||||
|
||||
### Rendering
|
||||
- Different display systems
|
||||
- [x] TextDisplay
|
||||
- [ ] BrickDisplay
|
||||
- [ ] Canvas
|
||||
|
|
|
|||
|
|
@ -6,6 +6,25 @@ export class Position extends Component<{ x: number, y: number, z: number }> {
|
|||
constructor(x = 0, y = 0, z = 0) {
|
||||
super({ x, y, z });
|
||||
}
|
||||
|
||||
get x() {
|
||||
return this.state.x;
|
||||
}
|
||||
get y() {
|
||||
return this.state.y;
|
||||
}
|
||||
get z() {
|
||||
return this.state.z;
|
||||
}
|
||||
set x(x: number) {
|
||||
this.state.x = x;
|
||||
}
|
||||
set y(y: number) {
|
||||
this.state.y = y;
|
||||
}
|
||||
set z(z: number) {
|
||||
this.state.z = z;
|
||||
}
|
||||
}
|
||||
|
||||
export const getPosition = (entity?: Entity, key?: string) => entity?.get(Position, key)?.state;
|
||||
|
|
|
|||
|
|
@ -0,0 +1,9 @@
|
|||
import { Component } from "@common/rpg/core/world";
|
||||
import { component } from "@common/rpg/utils/decorators";
|
||||
|
||||
@component
|
||||
export class BrickSprite extends Component<{ xor: boolean, miniDisplay: boolean }> {
|
||||
constructor(miniDisplay: boolean, xor: boolean) {
|
||||
super({ xor, miniDisplay });
|
||||
}
|
||||
}
|
||||
|
|
@ -27,6 +27,10 @@ export class Sprite extends Component<{
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
get image(): string {
|
||||
return this.state.frames[this.state.currentFrame];
|
||||
}
|
||||
}
|
||||
|
||||
@component export class Hidden extends Component<{}> {
|
||||
|
|
|
|||
|
|
@ -0,0 +1,32 @@
|
|||
import { BrickDisplay, BrickDisplayImage } from "@common/display/brick";
|
||||
import { Position } from "@common/rpg/components/position";
|
||||
import { BrickSprite } from "@common/rpg/components/render/brick";
|
||||
import { Hidden, Sprite } from "@common/rpg/components/sprite";
|
||||
import { System, World } from "@common/rpg/core/world";
|
||||
import { Resources } from "@common/rpg/utils/resources";
|
||||
|
||||
export class BrickDisplaySystem extends System {
|
||||
public readonly display: BrickDisplay;
|
||||
|
||||
constructor(display?: BrickDisplay) {
|
||||
super();
|
||||
this.display = display ?? new BrickDisplay();
|
||||
}
|
||||
|
||||
override update(world: World) {
|
||||
const sprites = Array.from(world.query(Sprite, Position)).sort((a, b) => a[2].state.z - b[2].state.z);
|
||||
for (const [e, sprite, pos] of sprites) {
|
||||
if (e.has(Hidden)) continue;
|
||||
|
||||
const { xor = false, miniDisplay = false } = e.get(BrickSprite)?.state ?? {};
|
||||
|
||||
const { x, y } = pos.state;
|
||||
|
||||
const data = Resources.get(BrickDisplayImage, sprite.image);
|
||||
if (!data) {
|
||||
throw new Error('No image data found for sprite');
|
||||
}
|
||||
this.display.drawImage(data, x, y, miniDisplay, xor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,61 @@
|
|||
import { BrickDisplay, BrickDisplayImage } from "@common/display/brick";
|
||||
import { createCanvas } from "@common/display/canvas";
|
||||
import { Position } from "@common/rpg/components/position";
|
||||
import { BrickSprite } from "@common/rpg/components/render/brick";
|
||||
import { Hidden, Sprite } from "@common/rpg/components/sprite";
|
||||
import { System, World } from "@common/rpg/core/world";
|
||||
import { Resources } from "@common/rpg/utils/resources";
|
||||
|
||||
export class CanvasDisplaySystem extends System {
|
||||
public readonly canvas: HTMLCanvasElement;
|
||||
public readonly ctx: CanvasRenderingContext2D;
|
||||
|
||||
constructor();
|
||||
constructor(canvas: HTMLCanvasElement);
|
||||
constructor(width: number, height: number);
|
||||
constructor(canvasOrWidth?: HTMLCanvasElement | number, height?: number) {
|
||||
super();
|
||||
const width = typeof canvasOrWidth === 'number' ? canvasOrWidth : undefined;
|
||||
let canvas = canvasOrWidth instanceof HTMLCanvasElement ? canvasOrWidth : undefined;
|
||||
if (canvas == null) {
|
||||
if (width == null || height == null) {
|
||||
throw new Error('Canvas or width/height must be provided');
|
||||
}
|
||||
canvas = createCanvas(width, height);
|
||||
}
|
||||
this.canvas = canvas;
|
||||
const ctx = canvas.getContext('2d');
|
||||
if (ctx == null) {
|
||||
throw new Error('Could not create canvas context');
|
||||
}
|
||||
this.ctx = ctx;
|
||||
}
|
||||
|
||||
override update(world: World) {
|
||||
const sprites = Array.from(world.query(Sprite, Position)).sort((a, b) => a[2].state.z - b[2].state.z);
|
||||
for (const [e, sprite, pos] of sprites) {
|
||||
if (e.has(Hidden)) continue;
|
||||
|
||||
const { x, y } = pos.state;
|
||||
const imageId = sprite.image;
|
||||
|
||||
const image: CanvasImageSource | undefined =
|
||||
Resources.get(HTMLImageElement, imageId)
|
||||
?? Resources.get(HTMLVideoElement, imageId)
|
||||
?? Resources.get(HTMLCanvasElement, imageId)
|
||||
?? Resources.get(SVGImageElement, imageId)
|
||||
?? Resources.get(ImageBitmap, imageId)
|
||||
?? Resources.get(OffscreenCanvas, imageId)
|
||||
?? Resources.get(VideoFrame, imageId)
|
||||
|
||||
const data = Resources.get(ImageData, imageId);
|
||||
if (image) {
|
||||
this.ctx.drawImage(image, x, y);
|
||||
} else if (data) {
|
||||
this.ctx.putImageData(data, x, y);
|
||||
} else {
|
||||
throw new Error(`No image data found for id ${imageId}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -5,7 +5,7 @@ import { System, World } from "@common/rpg/core/world";
|
|||
import { Resources } from "@common/rpg/utils/resources";
|
||||
|
||||
export class TextDisplaySystem extends System {
|
||||
private readonly display: TextDisplay;
|
||||
public readonly display: TextDisplay;
|
||||
|
||||
constructor(display?: TextDisplay) {
|
||||
super();
|
||||
|
|
@ -16,11 +16,16 @@ export class TextDisplaySystem extends System {
|
|||
const sprites = Array.from(world.query(Sprite, Position)).sort((a, b) => a[2].state.z - b[2].state.z);
|
||||
for (const [e, sprite, pos] of sprites) {
|
||||
if (e.has(Hidden)) continue;
|
||||
const { frames, currentFrame } = sprite.state;
|
||||
const image = sprite.image;
|
||||
const { x, y } = pos.state;
|
||||
|
||||
const data = Resources.get(TextRegion, frames[currentFrame]) ?? new TextRegion(frames[currentFrame]);
|
||||
this.display.setRegion(x, y, data);
|
||||
const data =
|
||||
Resources.get(TextRegion, image)
|
||||
?? Resources.get(String, image)
|
||||
?? image;
|
||||
|
||||
const region = data instanceof TextRegion ? data : new TextRegion(data);
|
||||
this.display.setRegion(x, y, region);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -4,6 +4,9 @@ export namespace Resources {
|
|||
const resources = new Map<Function, Map<string, any>>();
|
||||
|
||||
export function get<T>(id: string): T | undefined;
|
||||
export function get(ctor: StringConstructor, id: string): string | undefined;
|
||||
export function get(ctor: NumberConstructor, id: string): number | undefined;
|
||||
export function get(ctor: BooleanConstructor, id: string): boolean | undefined;
|
||||
export function get<T>(ctor: Class<T>, id: string): T | undefined;
|
||||
export function get<T>(ctorOrId: Class<T> | string, id?: string): T | undefined {
|
||||
const ctor = typeof ctorOrId === 'string' ? undefined : ctorOrId;
|
||||
|
|
|
|||
|
|
@ -76,6 +76,14 @@ export const intHash = (seed: number, ...parts: number[]) => {
|
|||
return h1;
|
||||
};
|
||||
export const sinHash = (...data: number[]) => data.reduce((hash, n) => Math.sin((hash * 123.12 + n) * 756.12), 0) / 2 + 0.5;
|
||||
/** FNV-1a 32-bit hash — turns a string into a uint32 seed. */
|
||||
export const stringHash = (s: string): number => {
|
||||
let h = 0x811c9dc5;
|
||||
for (let i = 0; i < s.length; i++) {
|
||||
h = Math.imul(h ^ s.charCodeAt(i), 0x01000193) >>> 0;
|
||||
}
|
||||
return h;
|
||||
}
|
||||
|
||||
type F<T, A extends unknown[], R> = (this: T, ...args: A) => R;
|
||||
export const throttle = function <T, A extends unknown[], R>(func: F<T, A, R>, ms: number, trailing = false): F<T, A, R> {
|
||||
|
|
|
|||
|
|
@ -10,6 +10,8 @@ import './assets/style.css';
|
|||
import { Direction, getOppositeDirection, MAP_HEIGHT, MAP_WIDTH, MAP_X, MAP_Y, ROOM_AREA_HEIGHT, ROOM_AREA_WIDTH, ROOM_AREA_X, ROOM_AREA_Y } from './const';
|
||||
import { getPossibleRoomsCount, getRoom, getRoomsCount, getRoomsForLayer, getMapRoomChar, Room, Door } from './room';
|
||||
import { createPlayer, Player } from './player';
|
||||
import { resolveActions, resolveVariables } from '@common/rpg/utils/variables';
|
||||
import { createItems } from './item';
|
||||
|
||||
|
||||
export default async function main() {
|
||||
|
|
@ -168,6 +170,8 @@ export default async function main() {
|
|||
}
|
||||
}
|
||||
|
||||
createItems(world);
|
||||
|
||||
while (true) {
|
||||
const dt = await nextFrame();
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue