treehouse/content/programming/blog/tairu.tree

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%% title = "tairu - an interactive exploration of 2D autotiling techniques"
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scripts = [
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"components/literate-programming.js",
"vendor/codejar.js",
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]
styles = ["tairu.css"]
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% id = "01HPD4XQPWM8ECT2QM6AT9YRWB"
- I remember since my early days doing programming, I've been interested in how games like Terraria handle automatically tiling their terrain.
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% id = "01HPD4XQPWPDBH6QQAZER7A05G"
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- in Terraria, you can fully modify the terrain however you want, and the tiles will connect to each other seamlessly.
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% id = "01HPD4XQPW8HE7681P7H686X4N"
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- TODO: short videos demoing this here
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% id = "01HPD4XQPWJBTJ4DWAQE3J87C9"
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- once upon a time I stumbled upon a technique called...
- ### bitwise autotiling
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% id = "01HPD4XQPW6VK3FDW5QRCE6HSS"
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+ I learned about it way back when I was just a kid building 2D Minecraft clones using [Construct 2](https://www.construct.net/en/construct-2/manuals/construct-2), and I wanted my terrain to look nice as it does in Terraria
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% id = "01HPD4XQPWJ1CE9ZVRW98X7HE6"
- Construct 2 was one of my first programming experiences and the first game engine I truly actually liked :smile:
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- so to help us learn, I made a little tile editor so that we can experiment with rendering tiles! have a look:
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```javascript tairu
import { Tilemap } from "tairu/tilemap.js";
import { TileEditor } from "tairu/editor.js";
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export const tilemapSquare = Tilemap.parse(" x", [
" ",
" xxx ",
" xxx ",
" xxx ",
" ",
]);
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new TileEditor({
tilemap: tilemapSquare,
tileSize: 40,
});
```
```output tairu
```
- `Tilemap` is a class wrapping a flat [`Uint8Array`] with a `width` and a `height`, so that we can index it using (x, y) coordinates.
```javascript tairu
console.log(tilemapSquare.at(0, 0));
console.log(tilemapSquare.at(3, 1));
```
```output tairu
```
[`Uint8Array`]: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Uint8Array
- `at` has a `setAt` counterpart which sets tiles instead of getting them.
- `TileEditor` provides a graphical editor for a `Tilemap` based on a `<canvas>`.
- this editor is _Certified Battery Efficient™_, so it won't redraw unless it needs to!\
we'll need to keep this in mind for later when we try to draw images, which may not be loaded during the initial draw.
- to kick this off, let's set off a goal. I would like the tiles in our little renderer to connect together, like this:
![red rectangle with a black outline, made out of 3x3 tiles][pic:01HPYW5SNTY0Z0ENDE5K3XWMTH]
- let's break this down into smaller steps. drawing a border around the rectangle will involve:
- determining *on which tiles* to draw it,
- determining *where in these tiles* to draw it,
- and actually drawing it!
- so let's zoom in a bit and look at the tiles one by one. in particular, let's focus on *these* two tiles:
![the same red rectangle, now with a focus on the northern tile at its center][pic:01HPYWPJB1P0GK53BSJFJFRAGR]
- notice how the two highlighted tiles are *different.* therefore, we can infer we should probably connect together any tiles that are *the same*.
- knowing that, we can extract the logic to a function:
```javascript tairu
export function shouldConnect(a, b) {
return a == b;
}
```
+ now, also note that the border around this particular tile is only drawn on its *northern* edge -
therefore we can infer that borders should only be drawn on edges for whom `shouldConnect(thisTile, adjacentTile)` is **`false`** (not `true`!).
a tile generally has four edges - east, south, west, north - so we need to perform this check for all of them, and draw our border accordingly.
- you might be wondering why I'm using this particular order for cardinal directions - why not [north, south, east, west]? or [north, east, south, west]?
- the reason comes from math - `[cos(0) sin(0)]` is a vector pointing rightwards, not upwards!
and I chose clockwise order, because that's how the vector rotates as we increase the angle, in a coordinate space where +Y points downward - such as the `<canvas>` coordinate space.
- this choice yields some nice orderliness in the code that handles fetching tiles for connections - first you check `+X`, then `+Y`, then `-X`, and then `-Y` -
which my pedantic mind really appreciates :ahyes:\
as `X` is first alphabetically, so checking `Y` first would feel wrong.
- to do that, I'm gonna override the tile editor's `drawTilemap` function - as this is where the actual tilemap rendering happens!
```javascript tairu
import { TileEditor } from "tairu/editor.js";
export class TileEditorWithBorders extends TileEditor {
constructor({ borderWidth, ...options }) {
super(options);
this.borderWidth = borderWidth;
this.colorScheme.borderColor = "#000000";
}
drawTilemap() {
// Let the base class render out the infill, we'll just handle the borders.
super.drawTilemap();
this.ctx.fillStyle = this.colorScheme.borderColor;
for (let y = 0; y < this.tilemap.height; ++y) {
for (let x = 0; x < this.tilemap.width; ++x) {
let tile = this.tilemap.at(x, y);
// We only want to draw non-empty tiles, so skip tile 0.
if (tile == 0) {
continue;
}
// Check which of this tile's neighbors should *not* connect to it.
let disjointWithEast = !shouldConnect(tile, this.tilemap.at(x + 1, y));
let disjointWithSouth = !shouldConnect(tile, this.tilemap.at(x, y + 1));
let disjointWithWest = !shouldConnect(tile, this.tilemap.at(x - 1, y));
let disjointWithNorth = !shouldConnect(tile, this.tilemap.at(x, y - 1));
let { borderWidth, tileSize } = this;
let tx = x * tileSize;
let ty = y * tileSize;
// For each disjoint neighbor, we want to draw a border between us and them.
if (disjointWithEast) {
this.ctx.fillRect(tx + tileSize - borderWidth, ty, borderWidth, tileSize);
}
if (disjointWithSouth) {
this.ctx.fillRect(tx, ty + tileSize - borderWidth, tileSize, borderWidth);
}
if (disjointWithWest) {
this.ctx.fillRect(tx, ty, borderWidth, tileSize);
}
if (disjointWithNorth) {
this.ctx.fillRect(tx, ty, tileSize, borderWidth);
}
}
}
}
}
```
and here's the result:
```javascript tairu
new TileEditorWithBorders({
tilemap: tilemapSquare,
tileSize: 40,
borderWidth: 4,
});
```
```output tairu
```
- this looks pretty perfect - maybe sans corners, which I'll conveniently skip for now - because most games don't actually render graphics in a vectorial way like this!
instead, the more common way is to use a tileset - a big texture with a bunch of sprites to use for rendering each tile.
- not only does this have the advantage of allowing for richer graphics, but it is also a lot easier to modify by artists, because you no longer need knowledge of graphics APIs to draw tiles.
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% template = true
classes.branch = "tileset-cardinal-directions-demo"
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- for example, here's a tileset I drew for the 3rd iteration of my game [Planet Overgamma] - though tweaked a bit because I had never used it before writing this post :hueh:
![heavy metal sheet tileset from Planet Overgamma, made out of 16 tiles. it looks like heavy embossed sheets of metal, resembling steel in its heavyness][pic:01HPHVDRV0F0251MD0A2EG66C4]
[Planet Overgamma]: https://github.com/liquidev/planet-overgamma
% classes.branch = "tileset-cardinal-directions-demo"
- we can split this tileset up into 16 individual tiles, each one 8 × 8 pixels; people choose various resolutions, I chose a fairly low one to hide my lack of artistic skill.
<div class="horizontal-tile-strip">
<span class="metal x-0 y-0"></span>
<span class="metal x-1 y-0"></span>
<span class="metal x-2 y-0"></span>
<span class="metal x-3 y-0"></span>
<span class="metal x-0 y-1"></span>
<span class="metal x-1 y-1"></span>
<span class="metal x-2 y-1"></span>
<span class="metal x-3 y-1"></span>
<span class="metal x-0 y-2"></span>
<span class="metal x-1 y-2"></span>
<span class="metal x-2 y-2"></span>
<span class="metal x-3 y-2"></span>
<span class="metal x-0 y-3"></span>
<span class="metal x-1 y-3"></span>
<span class="metal x-2 y-3"></span>
<span class="metal x-3 y-3"></span>
</div>
% classes.branch = "tileset-cardinal-directions-demo"
- the keen eyed among you have probably noticed that this is very similar to the case we had before with drawing procedural borders -
except that instead of determining which borders to draw based on a tile's neighbors, this time we'll determine which *whole tile* to draw based on its neighbors!
<div class="horizontal-tile-strip">
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<span class="metal x-0 y-0"><span class="east">E</span><span class="south">S</span></span>
<span class="metal x-1 y-0"><span class="east">E</span><span class="south">S</span><span class="west">W</span></span>
<span class="metal x-2 y-0"><span class="south">S</span><span class="west">W</span></span>
<span class="metal x-3 y-0"><span class="south">S</span></span>
<span class="metal x-0 y-1"><span class="east">E</span><span class="south">S</span><span class="north">N</span></span>
<span class="metal x-1 y-1"><span class="east">E</span><span class="south">S</span><span class="west">W</span><span class="north">N</span></span>
<span class="metal x-2 y-1"><span class="south">S</span><span class="west">W</span><span class="north">N</span></span>
<span class="metal x-3 y-1"><span class="south">S</span><span class="north">N</span></span>
<span class="metal x-0 y-2"><span class="east">E</span><span class="north">N</span></span>
<span class="metal x-1 y-2"><span class="east">E</span><span class="west">W</span><span class="north">N</span></span>
<span class="metal x-2 y-2"><span class="west">W</span><span class="north">N</span></span>
<span class="metal x-3 y-2"><span class="north">N</span></span>
<span class="metal x-0 y-3"><span class="east">E</span></span>
<span class="metal x-1 y-3"><span class="east">E</span><span class="west">W</span></span>
<span class="metal x-2 y-3"><span class="west">W</span></span>
<span class="metal x-3 y-3"></span>
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</div>
- previously we represented which single border to draw with a single boolean.
now we will represent which single tile to draw with *four* booleans, because each tile can connect to four different directions.
- four booleans like this can easily be packed into a single integer using some bitwise operations, hence we get ***bitwise autotiling*** - autotiling using bitwise operations!
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- now the clever part of bitwise autotiling is that we can use this packed integer *as an array index* - therefore selecting which tile to draw can be determined using just a single lookup table! neat, huh?
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- but because I'm lazy, and CPU time is valuable, instead of using an array I'll just rearrange the tileset texture a bit to be able to slice it in place using this index.
- say we arrange our bits like this:
```javascript tairu
export const E = 0b0001;
export const S = 0b0010;
export const W = 0b0100;
export const N = 0b1000;
```
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% classes.branch = "tileset-cardinal-directions-demo"
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- that means we'll need to arrange our tiles like so, where the leftmost tile is at index 0 (`0b0000`) and the rightmost tile is at index 15 (`0b1111`):
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<div class="horizontal-tile-strip">
<span class="metal x-3 y-3"></span>
<span class="metal x-0 y-3"><span class="east">E</span></span>
<span class="metal x-3 y-0"><span class="south">S</span></span>
<span class="metal x-0 y-0"><span class="east">E</span><span class="south">S</span></span>
<span class="metal x-2 y-3"><span class="west">W</span></span>
<span class="metal x-1 y-3"><span class="east">E</span><span class="west">W</span></span>
<span class="metal x-2 y-0"><span class="south">S</span><span class="west">W</span></span>
<span class="metal x-1 y-0"><span class="east">E</span><span class="south">S</span><span class="west">W</span></span>
<span class="metal x-3 y-2"><span class="north">N</span></span>
<span class="metal x-0 y-2"><span class="east">E</span><span class="north">N</span></span>
<span class="metal x-3 y-1"><span class="south">S</span><span class="north">N</span></span>
<span class="metal x-0 y-1"><span class="east">E</span><span class="south">S</span><span class="north">N</span></span>
<span class="metal x-2 y-2"><span class="west">W</span><span class="north">N</span></span>
<span class="metal x-1 y-2"><span class="east">E</span><span class="west">W</span><span class="north">N</span></span>
<span class="metal x-2 y-1"><span class="south">S</span><span class="west">W</span><span class="north">N</span></span>
<span class="metal x-1 y-1"><span class="east">E</span><span class="south">S</span><span class="west">W</span><span class="north">N</span></span>
</div>
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- packing that into a single tileset, or rather this time, a *tile strip*, we get this image:
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![horizontal tile strip of 16 8x8 pixel metal tiles][pic:01HPMMR6DGKYTPZ9CK0WQWKNX5]
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- now it's time to actually implement it as code! I'll start by defining a *tile index* function as a general way of looking up tiles in a tileset.
- I want to make the tile renderer a bit more general, so being able to attach a different tile lookup function to each tileset sounds like a great feature.
- just imagine some game where glass connects to metal, but metal doesn't connect to glass - I bet that would look pretty great!
- …but anyways, here's the basic bitwise magic function:
```javascript tairu
export function tileIndexInBitwiseTileset(tilemap, x, y) {
let tile = tilemap.at(x, y);
let tileIndex = 0;
tileIndex |= shouldConnect(tile, tilemap.at(x + 1, y)) ? E : 0;
tileIndex |= shouldConnect(tile, tilemap.at(x, y + 1)) ? S : 0;
tileIndex |= shouldConnect(tile, tilemap.at(x - 1, y)) ? W : 0;
tileIndex |= shouldConnect(tile, tilemap.at(x, y - 1)) ? N : 0;
return tileIndex;
}
```
% template = true
- we'll define our tilesets by their texture, tile size, and a tile indexing function. so let's create an object that will hold our tileset data:
```javascript tairu
// You'll probably want to host the assets on your own website rather than
// hotlinking to others. It helps longevity!
const tilesetImage = new Image();
tilesetImage.src = "{% pic 01HPMMR6DGKYTPZ9CK0WQWKNX5 %}";
export const heavyMetalTileset = {
image: tilesetImage,
tileSize: 8,
tileIndex: tileIndexInBitwiseTileset,
};
```
- with all that, we should now be able to write a tile renderer which can handle textures! so let's try it:
```javascript tairu
import { TileEditor } from "tairu/editor.js";
export class TilesetTileEditor extends TileEditor {
constructor({ tilesets, ...options }) {
super(options);
this.tilesets = tilesets;
// The image may not be loaded once the editor is first drawn, so we need to request a
// redraw for each image that gets loaded in.
for (let tileset of this.tilesets) {
tileset.image.addEventListener("load", () => this.draw());
}
}
drawTilemap() {
// We're dealing with pixel tiles so we want our images to be pixelated,
// not interpolated.
this.ctx.imageSmoothingEnabled = false;
for (let y = 0; y < this.tilemap.height; ++y) {
for (let x = 0; x < this.tilemap.width; ++x) {
let tile = this.tilemap.at(x, y);
if (tile == 0) {
continue;
}
// Subtract one from the tile because tile 0 is always empty.
// Having to specify a null entry at array index 0 would be pretty annoying.
let tileset = this.tilesets[tile - 1];
if (tileset != null) {
let { tileSize } = this;
let tileIndex = tileset.tileIndex(this.tilemap, x, y);
this.ctx.drawImage(
tileset.image,
tileIndex * tileset.tileSize, 0, tileset.tileSize, tileset.tileSize,
x * tileSize, y * tileSize, tileSize, tileSize,
);
}
}
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}
}
}
```
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- drum roll please...
```javascript tairu
new TilesetTileEditor({
tilemap: tilemapSquare,
tileSize: 40,
tilesets: [heavyMetalTileset],
});
```
```output tairu
```
- it works! buuuut if you play around with it you'll quickly start noticing some problems:
```javascript tairu
import { Tilemap } from "tairu/tilemap.js";
export const tilemapEdgeCase = Tilemap.parse(" x", [
" ",
" xxx ",
" x x ",
" xxx ",
" ",
]);
new TilesetTileEditor({
tilemap: tilemapEdgeCase,
tileSize: 40,
tilesets: [heavyMetalTileset],
});
```
```output tairu
```
- where did our nice seamless connections go!?
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% template = true
id = "01HPMVT9BM9CS9375MX4H9WKW8"
- and that gives us this result:
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<canvas
is="tairu-editor"
data-tilemap-id="bitwiseAutotiling"
data-tile-size="40"
>
Your browser does not support &lt;canvas&gt;.
<img class="resource" src="{% pic 01HPMMR6DGKYTPZ9CK0WQWKNX5 %}" data-tairu-tileset="1">
</canvas>
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% id = "01HPMVT9BM3WR0BNZFHP2BPZ8A"
- but if you play around with it (or have *already* played around with it, and are therefore left with a non-default tilemap)
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...something seems awful about it doesn't it?
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% template = true
id = "01HPMVT9BMPA89037VPWPPWX8V"
- something's off about the corners. let me give you a fresh example to illustrate what I mean:
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<canvas
is="tairu-editor"
data-tilemap-id="bitwiseAutotilingChapter2"
data-tile-size="40"
>
Your browser does not support &lt;canvas&gt;.
<img class="resource" src="{% pic 01HPMMR6DGKYTPZ9CK0WQWKNX5 %}" data-tairu-tileset="1">
</canvas>
% id = "01HPMVT9BM16EF3TV5J1K19JAM"
+ see that tile in the bottom left corner of the `L` shape? it's missing a corner.
the top-right corner, to be exact, which makes it visually disjoint from the tiles to the north and the east.
% id = "01HPMVT9BM5VWJSMDNPK2SRNZV"
- (I'm totally not trying to say this implementation is an L so far)
% id = "01HPMVT9BMWG6QHQ125Z884W8Z"
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+ i'll cut right to the chase here and say it outright - the issue is that we simply don't have enough tiles to represent *corner* cases like this!
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% id = "01HPMVT9BMQK8N1H68YV3J4CFQ"
- see what I did there?
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% id = "01HPMVT9BMJTG3KD3K5EJ3BC93"
- the solution to that is to introduce more tiles to handle these edge cases.
% classes.branch = "tileset-four-to-eight-demo"
id = "01HPQCCV4R5N97FJ1GS36HZJZ7"
- to represent the corners, we'll turn our four cardinal directions...
<ul class="directions-square">
<li class="east">E</li>
<li class="south">S</li>
<li class="west">W</li>
<li class="north">N</li>
</ul>
into eight *ordinal* directions:
<ul class="directions-square">
<li class="east">E</li>
<li class="south-east">SE</li>
<li class="south">S</li>
<li class="south-west">SW</li>
<li class="west">W</li>
<li class="north-west">NW</li>
<li class="north">N</li>
<li class="north-east"><a href="https://github.com/NoiseStudio/NoiseEngine/" title="NoiseEngine????">NE</a></li>
</ul>
% id = "01HPQCCV4R3GNEWZQFWGWH4Z6R"
- you might think that at this point we'll need 8 bits to represent our tiles, and that would make...
***256 tiles!?***
nobody in their right mind would actually draw 256 separate tiles, right? ***RIGHT???***
% template = true
id = "01HPQCCV4RX13VR4DJAP2F9PFA"
- ...right! if you experiment with the bit combinations, you'll quickly find out that there is no difference if, relative to a single center tile, we have tiles on the corners:
<canvas
is="tairu-editor"
data-tilemap-id="bitwiseAutotilingCorners"
data-tile-size="40"
>
Your browser does not support &lt;canvas&gt;.
<img class="resource" src="{% pic 01HPMMR6DGKYTPZ9CK0WQWKNX5 %}" data-tairu-tileset="1">
</canvas>
these should all render the same way, despite technically having some [new neighbors](https://en.wikipedia.org/wiki/Moore_neighborhood).
% classes.branch = "tileset-four-to-eight-demo"
id = "01HPQCCV4RHZ8A7VMT2KM7T27P"
- what we can do about this is to ignore corners whenever zero or one of the tiles at their cardinal directions is connected -
for example, in the case of `E | SE | S`:
<ul class="directions-square e-s">
<li class="east">E</li>
<li class="south-east">SE</li>
<li class="south">S</li>
</ul>
we can completely ignore what happens in the northeast, northwest, and southwest, because the tile's cardinal directions do not fully contain any of these direction pairs.
% id = "01HPQCCV4R557T2SN7ES7Z4EJ7"
- we can verify this logic with a bit of code; with a bit of luck, we should be able to narrow down our tileset into something a lot more manageable.
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% id = "01HPSY4Y19NQ6DZN10BP1KQEZN"
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+ we'll start off by defining a bunch of variables to represent our ordinal directions:
```javascript ordinal-directions
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export const E = 0b0000_0001;
export const SE = 0b0000_0010;
export const S = 0b0000_0100;
export const SW = 0b0000_1000;
export const W = 0b0001_0000;
export const NW = 0b0010_0000;
export const N = 0b0100_0000;
export const NE = 0b1000_0000;
export const ALL = E | SE | S | SW | W | NW | N | NE;
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```
as I've already said, we represent each direction using a single bit.
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% id = "01HPSY4Y19AW70YX8PPA7AS4DH"
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- I'm using JavaScript by the way, because it's the native programming language of your web browser. read on to see why.
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% id = "01HPSY4Y19HPNXC54VP6TFFHXN"
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- now I don't know about you, but I find the usual C-style way of checking whether a bit is set extremely hard to read, so let's take care of that:
```javascript ordinal-directions
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export function isSet(integer, bit) {
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return (integer & bit) == bit;
}
```
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% id = "01HPSY4Y1984H2FX6QY6K2KHKF"
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- now we can write a function that will remove the aforementioned redundancies.
the logic is quite simple - for southeast, we only allow it to be set if both south and east are also set, and so on and so forth.
```javascript ordinal-directions
// t is a tile index; variable name is short for brevity
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export function removeRedundancies(t) {
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if (isSet(t, SE) && (!isSet(t, S) || !isSet(t, E))) {
t &= ~SE;
}
if (isSet(t, SW) && (!isSet(t, S) || !isSet(t, W))) {
t &= ~SW;
}
if (isSet(t, NW) && (!isSet(t, N) || !isSet(t, W))) {
t &= ~NW;
}
if (isSet(t, NE) && (!isSet(t, N) || !isSet(t, E))) {
t &= ~NE;
}
return t;
}
```
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% id = "01HPSY4Y19HWQQ9XBW1DDGW68T"
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- with that, we can find a set of all unique non-redundant combinations:
```javascript ordinal-directions
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export function ordinalDirections() {
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let unique = new Set();
for (let i = 0; i <= ALL; ++i) {
unique.add(removeRedundancies(i));
}
return Array.from(unique).sort((a, b) => a - b);
}
```
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% id = "01HPSY4Y19KG8DC4SYXR1DJJ5F"
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- by the way, I find it quite funny how JavaScript's [`Array.prototype.sort`] defaults to ASCII ordering *for all types.*
even numbers! ain't that silly?
[`Array.prototype.sort`]: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/sort
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% id = "01HPSY4Y19V62YKTGK3TTKEB38"
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- and now it's time to _Let It Cook™_:
```javascript ordinal-directions
let dirs = ordinalDirections();
console.log(dirs.length);
```
```output ordinal-directions
47
```
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% id = "01HPSY4Y194DYYDGSAT83MPQFR"
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- forty seven! that's how many unique tiles we actually need.
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% id = "01HPSY4Y19C303Z595KNVXYYVS"
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- you may find pixel art tutorials saying you need forty *eight* and not forty *seven*, but that is not quite correct -
the forty eighth tile is actually just the empty tile! saying it's part of the tileset is quite misleading IMO.
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% id = "01HPSY4Y19TM2K2WN06HHEM3D0"
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- phew... the nesting's getting quite unwieldy, let's wrap up this tangent and return back to doing some bitwise autotiling!
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% id = "01HPSY4Y192FZ37K3KXZM90K9J"
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- so in reality we actually only need 47 tiles and not 256 - that's a whole lot less, that's 81.640625% less tiles we have to draw!
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% id = "01HPSY4Y19HEBWBTNMDMM0AZSC"
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- and it's even possible to autogenerate most of them given just a few smaller 4x4 pieces - but for now, let's not go down that path.\
maybe another time.
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% id = "01HPWJB4Y047YGYAP6XQXJ3576"
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- so we only need to draw 47 tiles, but to actually display them in a game we still need to pack them into an image.
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% id = "01HPWJB4Y0QX6YR6TQKZ7T1C2E"
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- we *could* use a similar approach to the 16 tile version, but that would leave us with lots of wasted space!
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% id = "01HPWJB4Y0HKGSDABB56CNFP9H"
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- think that with this redundancy elimination approach most of the tiles will never even be looked up by the renderer, because the bit combinations will be collapsed into a more canonical form before the lookup.
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% id = "01HPWJB4Y0705RWPFB89V23M1P"
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- we could also use the approach I mentioned briefly [here][branch:01HPQCCV4RB65D5Q4RANJKGC0D], which involves introducing a lookup table - which sounds reasonable, so let's do it!
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% id = "01HPWJB4Y0F9JGXQDAAVC3ERG1"
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- I don't want to write the lookup table by hand, so let's generate it! I'll reuse the redundancy elimination code from before to make this easier.
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% id = "01HPWJB4Y0HTV32T4WMKCKWTVA"
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- we'll start by obtaining our ordinal directions array again:
```javascript ordinal-directions
export let xToConnectionBitSet = ordinalDirections();
```
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% id = "01HPWJB4Y03WYYZ3VTW27GP7Z3"
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- then we'll turn that array upside down... in other words, invert the index-value relationship, so that we can look up which X position in the tile strip to use for a specific connection combination.
remember that our array has only 256 values, so it should be pretty cheap to represent using a `Uint8Array`:
```javascript ordinal-directions
export let connectionBitSetToX = new Uint8Array(256);
for (let i = 0; i < xToConnectionBitSet.length; ++i) {
connectionBitSetToX[xToConnectionBitSet[i]] = i;
}
```
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% id = "01HPWJB4Y0CWQB9EZG6C91A0H0"
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- and there we go! we now have a mapping from our bitset to positions within the tile strip. try to play around with the code example to see which bitsets correspond to which position!
```javascript ordinal-directions
console.log(connectionBitSetToX[E | SE | S]);
```
```output ordinal-directions
4
```
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% id = "01HPWJB4Y09P9Q3NGN59XWX2X9"
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+ for my own (and your) convenience, here's a complete list of *all* the possible combinations in order.
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% id = "01HPWJB4Y01VJFMHYEC1WZ353W"
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- ```javascript ordinal-directions
function toString(bitset) {
if (bitset == 0) return "0";
let directions = [];
if (isSet(bitset, E)) directions.push("E");
if (isSet(bitset, SE)) directions.push("SE");
if (isSet(bitset, S)) directions.push("S");
if (isSet(bitset, SW)) directions.push("SW");
if (isSet(bitset, W)) directions.push("W");
if (isSet(bitset, NW)) directions.push("NW");
if (isSet(bitset, N)) directions.push("N");
if (isSet(bitset, NE)) directions.push("NE");
return directions.join(" | ");
}
for (let x in xToConnectionBitSet) {
console.log(`${x} => ${toString(xToConnectionBitSet[x])}`);
}
```
```output ordinal-directions
0 => 0
1 => E
2 => S
3 => E | S
4 => E | SE | S
5 => W
6 => E | W
7 => S | W
8 => E | S | W
9 => E | SE | S | W
10 => S | SW | W
11 => E | S | SW | W
12 => E | SE | S | SW | W
13 => N
14 => E | N
15 => S | N
16 => E | S | N
17 => E | SE | S | N
18 => W | N
19 => E | W | N
20 => S | W | N
21 => E | S | W | N
22 => E | SE | S | W | N
23 => S | SW | W | N
24 => E | S | SW | W | N
25 => E | SE | S | SW | W | N
26 => W | NW | N
27 => E | W | NW | N
28 => S | W | NW | N
29 => E | S | W | NW | N
30 => E | SE | S | W | NW | N
31 => S | SW | W | NW | N
32 => E | S | SW | W | NW | N
33 => E | SE | S | SW | W | NW | N
34 => E | N | NE
35 => E | S | N | NE
36 => E | SE | S | N | NE
37 => E | W | N | NE
38 => E | S | W | N | NE
39 => E | SE | S | W | N | NE
40 => E | S | SW | W | N | NE
41 => E | SE | S | SW | W | N | NE
42 => E | W | NW | N | NE
43 => E | S | W | NW | N | NE
44 => E | SE | S | W | NW | N | NE
45 => E | S | SW | W | NW | N | NE
46 => E | SE | S | SW | W | NW | N | NE
```
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% id = "01HPWJB4Y0NMP35M9138DV3P8W"
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- with the lookup table generated, we are now able to prepare a tile strip like before - except now it's even more tedious work arranging the pieces together :ralsei_dead:
anyways I spent like 20 minutes doing that by hand, and now we have a neat tile strip just like before, except way longer:
![horizontal tile strip of 47 8x8 pixel metal tiles][pic:01HPW47SHMSVAH7C0JR9HWXWCM]
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% id = "01HPWJB4Y0J3DHQV5F9GD3VNQ8"
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- now let's hook it up to our tileset renderer! TODO literate program.
% template = true
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id = "01HPWJB4Y00ARHBGDF2HTQQ4SD"
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- with the capability to render with 47-tile tilesets, our examples suddenly look a whole lot better!
<canvas
is="tairu-editor"
data-tilemap-id="bitwiseAutotiling47"
data-tile-size="40"
>
Your browser does not support &lt;canvas&gt;.
<img class="resource" src="{% pic 01HPW47SHMSVAH7C0JR9HWXWCM %}" data-tairu-tileset-47="1">
</canvas>
2024-02-12 19:56:06 +01:00
% id = "01HPD4XQPWT9N8X9BD9GKWD78F"
2024-02-16 22:01:19 +01:00
- bitwise autotiling is a really cool technique that I've used in plenty of games in the past.
2024-02-11 23:05:08 +01:00
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% id = "01HPD4XQPW5FQY8M04S6JEBDHQ"
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- as I mentioned before, [I've known it since my Construct 2 days][branch:01HPD4XQPW6VK3FDW5QRCE6HSS], but when it comes to any released games [Planet Overgamma] would probably be the first to utilize it properly.
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TODO video of some Planet Overgamma gameplay showing the autotiling in action
[Planet Overgamma]: https://liquidev.itch.io/planet-overgamma-classic
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% id = "01HPJ8GHDEN4XRPT1AJ1BTNTFJ"
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- this accursed game has been haunting me for years since; there have been many iterations.
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the autotiling source code of the one in the video can be found [here][autotiling source code].
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[autotiling source code]: https://github.com/liquidev/planet-overgamma/blob/classic/jam/map.lua#L209
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% id = "01HPD4XQPWPN6HNA6M6EH507C6"
+ but one day I found a really cool project called [Tilekit](https://rxi.itch.io/tilekit)
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% id = "01HPD4XQPW11EQTBDQSGXW3S52"
2024-02-16 22:01:19 +01:00
+ (of course it's really cool, after all [rxi](https://github.com/rxi) made it)
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% id = "01HPD4XQPWYHS327BV586SB085"
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- for context rxi is the genius behind the Lua-powered, simple, and modular text editor [lite](https://github.com/rxi/lite) that I was using for quite a while
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% id = "01HPD4XQPWJ9QAQ5MF2J5JBB8M"
2024-02-16 22:01:19 +01:00
- after a while I switched to a fork - [Lite XL](https://github.com/lite-xl/lite-xl), which had better font rendering and more features
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% id = "01HPD4XQPWB11TZSX5VAAJ6TCD"
2024-02-11 23:05:08 +01:00
- I stopped using it because VS Code was just more feature packed and usable; no need to reinvent the wheel, rust-analyzer *just works.*
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% id = "01HPD4XQPW3G7BXTBBTD05MB8V"
2024-02-16 22:01:19 +01:00
- the LSP plugin for Lite XL had some issues around autocompletions not filling in properly :pensive:
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it's likely a lot better now, but back then I decided this is too much for my nerves.
while tinkering with your editor is something really cool, in my experience it's only cool up to a point.
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% id = "01HPD4XQPWV1BAPA27SNDFR93B"
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- the cool thing with Tilekit is that it's *more* than just your average bitwise autotiling - of course it *can* do basic autotiling, but it can also do so much more
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% id = "01HPD4XQPWM1JSAPXVT6NBHKYY"
classes.branch_children = "branch-quote"
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- if I had to describe it, it's basically something of a *shader langauge for tilesets.* this makes it really powerful, as you can do little programs like
2024-02-12 19:56:06 +01:00
% id = "01HPD4XQPWE7ZVR0SS67DHTGHQ"
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- autotile using this base tileset
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% id = "01HPD4XQPW2BFZYQQ920SYHM9M"
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- if the tile above is empty AND with a 50% chance
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% id = "01HPD4XQPWJB7V67TS1M3HFCYE"
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- then grass
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% id = "01HPD4XQPWF7K85Z0CEK4WDDBZ"
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- if the tile above is solid AND with a 10% chance
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% id = "01HPD4XQPW5J3N6MVT9Z2W00S9"
2024-02-11 23:05:08 +01:00
- then vines
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% id = "01HPD4XQPWGCMCEAR5Z9EETSGP"
2024-02-11 23:05:08 +01:00
- if the tile above is vines AND with a 50% chance
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% id = "01HPD4XQPWP847T0EAM0FJ88T4"
2024-02-11 23:05:08 +01:00
- then vines
2024-02-17 14:56:17 +01:00
% id = "01HPSY4Y19FA2HGYE4F3Y9NJ57"
2024-02-16 22:01:19 +01:00
- well... it's even simpler than that in terms of graphical presentation, but we'll get to that.
2024-02-12 19:56:06 +01:00
% id = "01HPD4XQPWK58Z63X6962STADR"
- I mean, after all - bitwise autotiling is basically a clever solution to an `if` complexity problem, so why not extend that with more logic and rules and stuff to let you build more complex maps?
2024-02-11 23:05:08 +01:00
2024-02-14 23:31:39 +01:00
% id = "01HPJ8GHDFRA2SPNHKJYD0SYPP"
- of course Tilekit's solution is a lot more simple, streamlined, and user-friendly, but you get the gist.