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import { genMap, compressMap, decompressMap } from "./map.js"
import { startGraphicsUpdater } from "./renderer.js"
import { GameState, Vec2, Tile } from "./types.js"
const mapgen = document.getElementById("mapgen")
const sidebar = document.getElementById("sidebar")
mapgen.onsubmit = async (event) => {
event.preventDefault()
const width_str = (<HTMLInputElement>document.getElementById("width")).value
const height_str = (<HTMLInputElement>document.getElementById("height")).value
const width = parseInt(width_str)
const height = parseInt(height_str)
if (!width || width < 3 || !height || height < 3) {
alert('Invalid numbers or dimensions too small')
return
}
mapgen.style.display = "none"
runMapEditor(width, height)
}
const startKeyListener = () => {
let keys = {}
window.addEventListener("keydown", ev => {
if(ev.repeat) {
return;
}
if (ev.code == "KeyQ") {
if (sidebar.style.display === "none") {
sidebar.style.display = ""
} else {
sidebar.style.display = "none"
}
}
keys[ev.code] = true
});
window.addEventListener("keyup", ev => {
if (ev.repeat) {
return
}
keys[ev.code] = false
})
return () => {
return keys
}
}
const trackMouseMovement = () => {
let pos: Vec2 = {x : 0, y: 0}
window.addEventListener("mousemove", ev => {
pos = {x: ev.x, y: ev.y}
})
return () => {
return pos
}
}
const getTilePos = (width: number, height: number, mousePos: Vec2): Vec2 => {
const canvas = document.getElementById("canvas") as HTMLCanvasElement
const canvasRect = canvas.getBoundingClientRect()
let posX = mousePos.x - canvasRect.x
let posY = mousePos.y - canvasRect.y
let percentX = posX / canvasRect.width
let percentY = posY / canvasRect.height
return {
x: Math.floor(percentX * width),
y: Math.floor(percentY * height)
}
}
const checkInputs = (pressed: {[key: string]: boolean}): [Tile, boolean] => {
if (pressed["KeyW"]) {
return [Tile.WALL, false]
} else if (pressed["KeyG"]) {
return [Tile.GHOST_WALL, false]
} else if (pressed["KeyH"]) {
return [Tile.GHOST_SPAWN, true]
} else if (pressed["KeyF"]) {
return [Tile.FOOD, false]
} else if (pressed["Digit1"]) {
return [Tile.PLAYER_SPAWN_1, true]
} else if (pressed["Digit2"]) {
return [Tile.PLAYER_SPAWN_2, true]
} else if (pressed["Digit3"]) {
return [Tile.PLAYER_SPAWN_3, true]
} else if (pressed["Digit4"]) {
return [Tile.PLAYER_SPAWN_4, true]
} else if (pressed["KeyT"]) {
return [Tile.THICC_DOT, false]
} else if (pressed["KeyI"]) {
return [Tile.INITIAL_DOT, false]
} else if (pressed["KeyC"]) {
return [Tile.EMPTY, false]
}
return [undefined, undefined]
}
const checkBounds = (tilePos: Vec2, width: number, height: number) => {
if (tilePos.x < 0 || tilePos.x >= width || tilePos.y < 0 || tilePos.y >= height) return false
return true
}
const runMapEditor = (width: number, height: number) => {
sidebar.style.display = ""
let data: number[] = new Array(width * height).fill(0)
let map = genMap(width, height, data, Tile.EMPTY)
let state: GameState = {
started: true,
input: {},
players: {},
items: {},
mapId: 0
}
let frame = 0
const updateGraphics = startGraphicsUpdater()
const getInput = startKeyListener()
const getMousePos = trackMouseMovement()
const loop = () => {
const mousePos = getMousePos()
const tilePos = getTilePos(width, height, mousePos)
const pressed = getInput()
const [tile, unique] = checkInputs(pressed)
if (tile !== undefined && checkBounds(tilePos, width, height)) {
let current = data[tilePos.y * width + tilePos.x];
if (current != tile && (current == Tile.EMPTY || tile == Tile.EMPTY)) {
if (unique) {
data = data.map(t => {
if (t == tile) return Tile.EMPTY
else return t
})
}
data[tilePos.y * width + tilePos.x] = tile
map = genMap(width, height, data, 0)
}
}
updateGraphics(state, frame, true)
requestAnimationFrame(loop)
}
requestAnimationFrame(loop)
document.getElementById("export").onclick = () => {
let encoded = compressMap(map)
document.getElementById("textarea").textContent = encoded
document.getElementById("popup").style.display = 'flex'
console.log(decompressMap(encoded))
}
document.getElementById("copy").onclick = () => {
navigator.clipboard.writeText(document.getElementById("textarea").textContent)
}
}
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