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path: root/client/src/editor.ts
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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)
    }

}