conclusion of tairu
|
@ -1,3 +1,5 @@
|
|||
%% title = "Graphical Indicators of Emotion, more commonly known as \"emoticons\" or under the brand name \"Emoji\""
|
||||
|
||||
% id = "01H8W7VEVNQ0XR4RDYRGMKS0E9"
|
||||
- the emojis here are grouped by game, topic, or other thing for easier navigation
|
||||
|
||||
|
@ -67,13 +69,36 @@
|
|||
% id = "01H8W7VEVPSHDWDH58HFKBMGD6"
|
||||
- but I don't wanna replace it because it's just too good
|
||||
|
||||
% id = "emoji/nap"
|
||||
- :nap: - <sub>z</sub>zZ
|
||||
|
||||
% id = "01HQ162WWF60BD1F4K26E7ZZEV"
|
||||
- ### random places
|
||||
|
||||
% id = "emoji/ahyes"
|
||||
- :ahyes: - ah, yes
|
||||
|
||||
% id = "01HQ162WWFYWW92J0DKRWNZYDY"
|
||||
- smuggest expression for the smuggest of moments, and some tea with it.
|
||||
|
||||
% id = "emoji/kamien"
|
||||
- :kamien: - stone cold
|
||||
|
||||
% id = "01HQ1K39AYJ2KEFFDAM6A8M8ET"
|
||||
- Polish for _rock_ (stone, not the music genre)
|
||||
|
||||
% id = "01HQ1K39AY808NPR08YPBAR1ZF"
|
||||
+ an expression of magnificence in primitivity
|
||||
|
||||
% id = "01HQ1K39AYKA86GRF12PFDN96N"
|
||||
+ or magnificence in stupidity
|
||||
|
||||
% id = "01HQ1K39AYPE9FCD1FR93H60RR"
|
||||
+ or being dead fucking serious about not liking something that's either of the two above (non-exclusive OR)
|
||||
|
||||
% id = "01HQ1K39AYM2FS3R4Y9175V7XS"
|
||||
- all credit goes to Apple for designing this beauty
|
||||
|
||||
% id = "01HA4HJKQ7FKV8JJ70Q2CY9R86"
|
||||
- ### [Noto Color Emoji](https://github.com/googlefonts/noto-emoji/)
|
||||
|
||||
|
|
|
@ -15,8 +15,9 @@ styles = ["tairu.css"]
|
|||
- TODO: short videos demoing this here
|
||||
|
||||
% id = "01HPD4XQPWJBTJ4DWAQE3J87C9"
|
||||
- once upon a time I stumbled upon a technique called...
|
||||
- once upon a time I stumbled upon a technique called…
|
||||
|
||||
% id = "01HQ162WWA1KXZPBDWJXSCQA1D"
|
||||
- ### bitwise autotiling
|
||||
|
||||
% id = "01HPD4XQPW6VK3FDW5QRCE6HSS"
|
||||
|
@ -25,6 +26,7 @@ styles = ["tairu.css"]
|
|||
% id = "01HPD4XQPWJ1CE9ZVRW98X7HE6"
|
||||
- Construct 2 was one of my first programming experiences and the first game engine I truly actually liked :smile:
|
||||
|
||||
% id = "01HQ162WWAMCPC5M88QAXHX4BT"
|
||||
- so to help us learn, I made a little tile editor so that we can experiment with rendering tiles! have a look:
|
||||
|
||||
```javascript tairu
|
||||
|
@ -48,6 +50,7 @@ styles = ["tairu.css"]
|
|||
```output tairu
|
||||
```
|
||||
|
||||
% id = "01HQ162WWAC3FN565QE3JAB87D"
|
||||
- `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
|
||||
|
@ -59,31 +62,42 @@ styles = ["tairu.css"]
|
|||
|
||||
[`Uint8Array`]: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Uint8Array
|
||||
|
||||
% id = "01HQ162WWA090YW5BR1XW68XJN"
|
||||
- `at` has a `setAt` counterpart which sets tiles instead of getting them.
|
||||
|
||||
% id = "01HQ162WWAMD68SY56P7TVT2DJ"
|
||||
- `TileEditor` provides a graphical editor for a `Tilemap` based on a `<canvas>`.
|
||||
|
||||
% id = "01HQ162WWABTFQ0J83C4VZYZB5"
|
||||
- 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.
|
||||
|
||||
% id = "01HQ162WWA8Y1AD22MSN71V2E4"
|
||||
- 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]
|
||||
|
||||
% id = "01HQ162WWAZV559ABQD1NVXPMA"
|
||||
- let's break this down into smaller steps. drawing a border around the rectangle will involve:
|
||||
|
||||
% id = "01HQ162WWATV30HXGBQVWERP2M"
|
||||
- determining *on which tiles* to draw it,
|
||||
|
||||
% id = "01HQ162WWAA0V0SS0D1Y38BDS1"
|
||||
- determining *where in these tiles* to draw it,
|
||||
|
||||
% id = "01HQ162WWAGBCBDYF4VH26MX1B"
|
||||
- and actually drawing it!
|
||||
|
||||
% id = "01HQ162WWA2PNGVV075HR3WMER"
|
||||
- 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]
|
||||
|
||||
% id = "01HQ162WWAYDS6CSD3T102NA9X"
|
||||
- notice how the two highlighted tiles are *different.* therefore, we can infer we should probably connect together any tiles that are *the same*.
|
||||
|
||||
% id = "01HQ162WWATDD86D4GY7RMT0BZ"
|
||||
- knowing that, we can extract the logic to a function:
|
||||
|
||||
```javascript tairu
|
||||
|
@ -92,19 +106,24 @@ styles = ["tairu.css"]
|
|||
}
|
||||
```
|
||||
|
||||
% id = "01HQ162WWA9M6801Q0RNRSF09H"
|
||||
+ 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.
|
||||
|
||||
% id = "01HQ162WWAM5YYQCEXH791T0E9"
|
||||
- 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]?
|
||||
|
||||
% id = "01HQ162WWABJ696HCJ09WDC0NX"
|
||||
- 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.
|
||||
|
||||
% id = "01HQ162WWABNXV4N2AHZBQC5B7"
|
||||
- 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.
|
||||
|
||||
% id = "01HQ162WWA5W8NXSXVZY3BBQ0H"
|
||||
- to do that, I'm gonna override the tile editor's `drawTilemap` function - as this is where the actual tilemap rendering happens!
|
||||
|
||||
```javascript tairu
|
||||
|
@ -173,13 +192,16 @@ styles = ["tairu.css"]
|
|||
```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!
|
||||
% id = "01HQ162WWAAEKW1ECV5G3ZEY47"
|
||||
- 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.
|
||||
|
||||
% id = "01HQ162WWACD5CD7GCZE53ZPD7"
|
||||
- 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.
|
||||
|
||||
% template = true
|
||||
classes.branch = "tileset-cardinal-directions-demo"
|
||||
id = "01HQ162WWAADKPDQE69W3QZG0M"
|
||||
- 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]
|
||||
|
@ -187,6 +209,7 @@ styles = ["tairu.css"]
|
|||
[Planet Overgamma]: https://github.com/liquidev/planet-overgamma
|
||||
|
||||
% classes.branch = "tileset-cardinal-directions-demo"
|
||||
id = "01HQ162WWAS502000K8QZWVBDW"
|
||||
- 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">
|
||||
|
@ -209,6 +232,7 @@ styles = ["tairu.css"]
|
|||
</div>
|
||||
|
||||
% classes.branch = "tileset-cardinal-directions-demo"
|
||||
id = "01HQ162WWANBTYH1JJWCTZYYVN"
|
||||
- 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!
|
||||
|
||||
|
@ -231,15 +255,20 @@ styles = ["tairu.css"]
|
|||
<span class="metal x-3 y-3"></span>
|
||||
</div>
|
||||
|
||||
% id = "01HQ162WWA4Z6KKWFV59BR4WD3"
|
||||
- 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.
|
||||
|
||||
% id = "01HQ162WWAQ9GZ6JD8KESW4N53"
|
||||
- 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!
|
||||
|
||||
% id = "01HQ162WWAMBM8RXKQTN3D0XR2"
|
||||
- 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?
|
||||
|
||||
% id = "01HQ162WWA0ZGZ97JZZBFS41TF"
|
||||
- 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.
|
||||
|
||||
% id = "01HQ162WWAQQ99TRBDY5DCSW3Z"
|
||||
- say we arrange our bits like this:
|
||||
|
||||
```javascript tairu
|
||||
|
@ -250,6 +279,7 @@ styles = ["tairu.css"]
|
|||
```
|
||||
|
||||
% classes.branch = "tileset-cardinal-directions-demo"
|
||||
id = "01HQ162WWABANND0WGT933TBMV"
|
||||
- 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`):
|
||||
|
||||
<div class="horizontal-tile-strip">
|
||||
|
@ -271,16 +301,21 @@ styles = ["tairu.css"]
|
|||
<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>
|
||||
|
||||
% id = "01HQ162WWAJPW00XA25N0K6KS7"
|
||||
- packing that into a single tileset, or rather this time, a *tile strip*, we get this image:
|
||||
|
||||
![horizontal tile strip of 16 8x8 pixel metal tiles][pic:01HPMMR6DGKYTPZ9CK0WQWKNX5]
|
||||
|
||||
% id = "01HQ162WWAT2ZC7T2P9ATD6WG2"
|
||||
- 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.
|
||||
|
||||
% id = "01HQ162WWA0NRHBB6HP2RERNBK"
|
||||
- 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.
|
||||
|
||||
% id = "01HQ162WWA9PGSHH5E97RVE1PB"
|
||||
- just imagine some game where glass connects to metal, but metal doesn't connect to glass - I bet that would look pretty great!
|
||||
|
||||
% id = "01HQ162WWAYJ4JCG3Z24SJR8S9"
|
||||
- …but anyways, here's the basic bitwise magic function:
|
||||
|
||||
```javascript tairu
|
||||
|
@ -298,12 +333,13 @@ styles = ["tairu.css"]
|
|||
```
|
||||
|
||||
% template = true
|
||||
id = "01HQ162WWAS813ANMBG1PWDZHC"
|
||||
- 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();
|
||||
let tilesetImage = new Image();
|
||||
tilesetImage.src = "{% pic 01HPMMR6DGKYTPZ9CK0WQWKNX5 %}";
|
||||
|
||||
export const heavyMetalTileset = {
|
||||
|
@ -313,6 +349,7 @@ styles = ["tairu.css"]
|
|||
};
|
||||
```
|
||||
|
||||
% id = "01HQ162WWA0SC2GA7Y3KJE0W5F"
|
||||
- with all that, we should now be able to write a tile renderer which can handle textures! so let's try it:
|
||||
|
||||
```javascript tairu
|
||||
|
@ -360,7 +397,8 @@ styles = ["tairu.css"]
|
|||
}
|
||||
```
|
||||
|
||||
- drum roll please...
|
||||
% id = "01HQ162WWAS2HYF41MZNJ18BXC"
|
||||
- drum roll please…
|
||||
|
||||
```javascript tairu
|
||||
new TilesetTileEditor({
|
||||
|
@ -372,6 +410,7 @@ styles = ["tairu.css"]
|
|||
```output tairu
|
||||
```
|
||||
|
||||
% id = "01HQ162WWA03JAGJYCT0DRZP24"
|
||||
- it works! buuuut if you play around with it you'll quickly start noticing some problems:
|
||||
|
||||
```javascript tairu
|
||||
|
@ -393,58 +432,75 @@ styles = ["tairu.css"]
|
|||
```output tairu
|
||||
```
|
||||
|
||||
% id = "01HQ162WWAB0AYSPGB4AEVT03Z"
|
||||
- where did our nice seamless connections go!?
|
||||
|
||||
% template = true
|
||||
id = "01HPMVT9BM9CS9375MX4H9WKW8"
|
||||
- and that gives us this result:
|
||||
% id = "01HQ162WWA3Q095ZGXDFZ1V2Q1"
|
||||
- ### thing is, it was never good in the first place
|
||||
|
||||
<canvas
|
||||
is="tairu-editor"
|
||||
data-tilemap-id="bitwiseAutotiling"
|
||||
data-tile-size="40"
|
||||
>
|
||||
Your browser does not support <canvas>.
|
||||
<img class="resource" src="{% pic 01HPMMR6DGKYTPZ9CK0WQWKNX5 %}" data-tairu-tileset="1">
|
||||
</canvas>
|
||||
% id = "01HQ162WWARSVDRNHZE13ZF6W6"
|
||||
- I'll be blunt: we don't have enough tiles to represent *corners*! like in this case:
|
||||
|
||||
% 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)
|
||||
```javacript tairu
|
||||
import { Tilemap } from "tairu/tilemap.js";
|
||||
|
||||
...something seems awful about it doesn't it?
|
||||
new TilesetTileEditor({
|
||||
tilemap: Tilemap.parse(" x", [
|
||||
" ",
|
||||
" xx ",
|
||||
" x ",
|
||||
" ",
|
||||
]),
|
||||
tileSize: 40,
|
||||
tilesets: [heavyMetalTileset],
|
||||
});
|
||||
```
|
||||
```output tairu
|
||||
```
|
||||
|
||||
% template = true
|
||||
id = "01HPMVT9BMPA89037VPWPPWX8V"
|
||||
- something's off about the corners. let me give you a fresh example to illustrate what I mean:
|
||||
% id = "01HQ1K39AS4VDW7DVTAGQ03WFM"
|
||||
- have a closer look at the top-left tile:
|
||||
|
||||
<canvas
|
||||
is="tairu-editor"
|
||||
data-tilemap-id="bitwiseAutotilingChapter2"
|
||||
data-tile-size="40"
|
||||
>
|
||||
Your browser does not support <canvas>.
|
||||
<img class="resource" src="{% pic 01HPMMR6DGKYTPZ9CK0WQWKNX5 %}" data-tairu-tileset="1">
|
||||
</canvas>
|
||||
![the above example, showing an L shape rotated 180°, with the top left corner highlighted][pic:01HQ167GJEPTKHAKAVNW3WN1SZ]
|
||||
|
||||
% 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 = "01HQ1K39AS6Y9XMJTMMQYTWRMC"
|
||||
- it should kind of _"bend"_ to fit in with the tiles to the north and the south, but it doesn't :kamien:
|
||||
|
||||
% id = "01HPMVT9BM5VWJSMDNPK2SRNZV"
|
||||
- (I'm totally not trying to say this implementation is an L so far)
|
||||
% id = "01HQ1K39ASQQNF7B881SYJWRC7"
|
||||
- so what if we made the tile look like *this* instead:
|
||||
|
||||
% id = "01HPMVT9BMWG6QHQ125Z884W8Z"
|
||||
+ 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!
|
||||
![mockup showing that previous L-shape but with a real corner][pic:01HQ17GYEZSZCVRBFHP4HXAJV8]
|
||||
|
||||
% id = "01HPMVT9BMQK8N1H68YV3J4CFQ"
|
||||
- see what I did there?
|
||||
% id = "01HQ1K39ASMKRMTXFV93FRHZTG"
|
||||
- that sure as heck looks a lot nicer! but there's a problem: that tile, let's zoom in on it…
|
||||
|
||||
% id = "01HPMVT9BMJTG3KD3K5EJ3BC93"
|
||||
- the solution to that is to introduce more tiles to handle these edge cases.
|
||||
![that bent tile, and just *it* alone][pic:01HQ183RANGH4S7VZSG1ZGH0S5]
|
||||
|
||||
% classes.branch = "tileset-four-to-eight-demo"
|
||||
id = "01HQ1K39ASR81NWMW8Q0MF8QMP"
|
||||
- enhance!
|
||||
|
||||
<ul class="directions-square bend">
|
||||
<li class="east">E</li>
|
||||
<li class="south">S</li>
|
||||
</ul>
|
||||
|
||||
% classes.branch = "tileset-four-to-eight-demo"
|
||||
id = "01HQ1K39ASC5WTR2A2AJN85JK2"
|
||||
- huh. interesting. it connects to the east and the south. so what about this tile -
|
||||
<ul class="directions-square e-s">
|
||||
<li class="east">E</li>
|
||||
<li class="south">S</li>
|
||||
</ul>
|
||||
% id = "01HQ1K39ASXYBH9QJH5Q0C45JZ"
|
||||
- because it *also* connects to the east and the south :thinking:
|
||||
|
||||
% id = "01HQ1K39ASW5PWS52NGA2X3M0P"
|
||||
- seems like we'll need something to disambiguate the two cases - and what better thing to disambiguate with than *more bits*!
|
||||
|
||||
% classes.branch = "tileset-four-to-eight-demo"
|
||||
id = "01HPQCCV4R5N97FJ1GS36HZJZ7"
|
||||
- to represent the corners, we'll turn our four cardinal directions...
|
||||
- to represent the corners, we'll turn our four cardinal directions…
|
||||
|
||||
<ul class="directions-square">
|
||||
<li class="east">E</li>
|
||||
|
@ -466,32 +522,43 @@ styles = ["tairu.css"]
|
|||
<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...
|
||||
% id = "01HQ1K39ASFN94YDY1RWQYS12K"
|
||||
- at this point with the four extra corners 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:
|
||||
id = "01HQ1K39AS11M1M4GQQ60NXTY6"
|
||||
- …right! let's stick with the 16 tile version for a moment.
|
||||
if we arrange the tiles in a diagnonal cross like this, notice how the tile in the center would have the bits `SE | SW | NW | NE` set, which upon first glance would suggest us needing a different tile -
|
||||
but it looks correct!
|
||||
|
||||
<canvas
|
||||
is="tairu-editor"
|
||||
data-tilemap-id="bitwiseAutotilingCorners"
|
||||
data-tile-size="40"
|
||||
>
|
||||
Your browser does not support <canvas>.
|
||||
<img class="resource" src="{% pic 01HPMMR6DGKYTPZ9CK0WQWKNX5 %}" data-tairu-tileset="1">
|
||||
</canvas>
|
||||
```javascript tairu
|
||||
import { Tilemap } from "tairu/tilemap.js";
|
||||
|
||||
these should all render the same way, despite technically having some [new neighbors](https://en.wikipedia.org/wiki/Moore_neighborhood).
|
||||
new TilesetTileEditor({
|
||||
tilemap: Tilemap.parse(" x", [
|
||||
" ",
|
||||
" x x ",
|
||||
" x ",
|
||||
" x x ",
|
||||
" ",
|
||||
]),
|
||||
tileSize: 40,
|
||||
tilesets: [heavyMetalTileset],
|
||||
});
|
||||
```
|
||||
```output tairu
|
||||
```
|
||||
|
||||
% id = "01HQ1K39AS7CRBZ67N1VVHCVME"
|
||||
- therefore there must be *some* bit combinations that are redundant to others. let's find them!
|
||||
|
||||
% 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`:
|
||||
id = "01HQ1K39ASZPJ4E23EZ1XJ5J7K"
|
||||
- let's pick one corner first, then generalize to all the other ones. I pick southeast!
|
||||
|
||||
<ul class="directions-square e-s">
|
||||
<li class="east">E</li>
|
||||
|
@ -499,15 +566,44 @@ styles = ["tairu.css"]
|
|||
<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 = "01HQ1K39ASQTR054W0VWEAV2FS"
|
||||
- in this case, if we remove the tile to the southeast, we get that bent tile from before:
|
||||
|
||||
<ul class="directions-square bend">
|
||||
<li class="east">E</li>
|
||||
<li class="south">S</li>
|
||||
</ul>
|
||||
|
||||
% id = "01HQ1K39AS6RGE6Z83T8MH1R0M"
|
||||
- what we can learn from this is that for `E | S`, `ES` affects the result!
|
||||
|
||||
% id = "01HQ1K39ASVSAQ6F8ANEZE1WQ4"
|
||||
- but if we add any other corner, nothing changes. heck, let's add all of them:
|
||||
|
||||
<ul class="directions-square e-s">
|
||||
<li class="east">E</li>
|
||||
<li class="south-east">SE</li>
|
||||
<li class="south">S</li>
|
||||
<li class="south-west">SW</li>
|
||||
<li class="north-west">NW</li>
|
||||
<li class="north-east">NE</li>
|
||||
</ul>
|
||||
|
||||
% id = "01HQ1K39AST8RQTVSCDV7FSH62"
|
||||
- this combination is definitely redundant!
|
||||
|
||||
% id = "01HQ1K39AS8VHKHANJFKA4PQJ5"
|
||||
- so it seems like for any two cardinal directions such as `E` and `S`, the ordinal direction that's a combination of the two -
|
||||
in this case `ES` - only matters if both the cardinal direction bits are set!
|
||||
|
||||
% 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.
|
||||
|
||||
% id = "01HPSY4Y19NQ6DZN10BP1KQEZN"
|
||||
+ we'll start off by defining a bunch of variables to represent our ordinal directions:
|
||||
+ we'll start off by redefining our bits to be ordinal directions instead. I still want to keep the [nice orderliness][branch:01HQ162WWAM5YYQCEXH791T0E9] that comes with
|
||||
arranging the bits clockwise starting from east, so if we want that we can't just extend the indices with an extra four bits at the top.
|
||||
|
||||
```javascript ordinal-directions
|
||||
```javascript tairu
|
||||
export const E = 0b0000_0001;
|
||||
export const SE = 0b0000_0010;
|
||||
export const S = 0b0000_0100;
|
||||
|
@ -516,18 +612,12 @@ styles = ["tairu.css"]
|
|||
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;
|
||||
```
|
||||
|
||||
as I've already said, we represent each direction using a single bit.
|
||||
|
||||
% id = "01HPSY4Y19AW70YX8PPA7AS4DH"
|
||||
- I'm using JavaScript by the way, because it's the native programming language of your web browser. read on to see why.
|
||||
|
||||
% id = "01HPSY4Y19HPNXC54VP6TFFHXN"
|
||||
- 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:
|
||||
- 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
|
||||
```javascript tairu
|
||||
export function isSet(integer, bit) {
|
||||
return (integer & bit) == bit;
|
||||
}
|
||||
|
@ -537,8 +627,8 @@ styles = ["tairu.css"]
|
|||
- 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
|
||||
```javascript tairu
|
||||
// t is an existing tile index; variable name is short for brevity
|
||||
export function removeRedundancies(t) {
|
||||
if (isSet(t, SE) && (!isSet(t, S) || !isSet(t, E))) {
|
||||
t &= ~SE;
|
||||
|
@ -559,10 +649,10 @@ styles = ["tairu.css"]
|
|||
% id = "01HPSY4Y19HWQQ9XBW1DDGW68T"
|
||||
- with that, we can find a set of all unique non-redundant combinations:
|
||||
|
||||
```javascript ordinal-directions
|
||||
```javascript tairu
|
||||
export function ordinalDirections() {
|
||||
let unique = new Set();
|
||||
for (let i = 0; i <= ALL; ++i) {
|
||||
for (let i = 0; i <= 0b1111_1111; ++i) {
|
||||
unique.add(removeRedundancies(i));
|
||||
}
|
||||
return Array.from(unique).sort((a, b) => a - b);
|
||||
|
@ -576,14 +666,14 @@ styles = ["tairu.css"]
|
|||
[`Array.prototype.sort`]: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/sort
|
||||
|
||||
% id = "01HPSY4Y19V62YKTGK3TTKEB38"
|
||||
- and now it's time to _Let It Cook™_:
|
||||
- and with all the ingredients in the pot, we now _Let It Cook™_:
|
||||
|
||||
```javascript ordinal-directions
|
||||
```javascript tairu
|
||||
let dirs = ordinalDirections();
|
||||
console.log(dirs.length);
|
||||
```
|
||||
|
||||
```output ordinal-directions
|
||||
```output tairu
|
||||
47
|
||||
```
|
||||
|
||||
|
@ -595,7 +685,7 @@ styles = ["tairu.css"]
|
|||
the forty eighth tile is actually just the empty tile! saying it's part of the tileset is quite misleading IMO.
|
||||
|
||||
% id = "01HPSY4Y19TM2K2WN06HHEM3D0"
|
||||
- phew... the nesting's getting quite unwieldy, let's wrap up this tangent and return back to doing some bitwise autotiling!
|
||||
- phew… the nesting's getting quite unwieldy, let's wrap up this tangent and return back to doing some bitwise autotiling!
|
||||
|
||||
% id = "01HPSY4Y192FZ37K3KXZM90K9J"
|
||||
- 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!
|
||||
|
@ -613,38 +703,40 @@ styles = ["tairu.css"]
|
|||
% id = "01HPWJB4Y0HKGSDABB56CNFP9H"
|
||||
- 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.
|
||||
|
||||
% id = "01HPWJB4Y0705RWPFB89V23M1P"
|
||||
- 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!
|
||||
% id = "01HQ1K39ASM53P1E74HKRZ1T24"
|
||||
- so instead of wasting space, we can compress the tiles into a compact strip, and use a lookup table from sparse tile indices to dense tile *positions* within the strip.
|
||||
|
||||
% id = "01HPWJB4Y0F9JGXQDAAVC3ERG1"
|
||||
- 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.
|
||||
- I don't want to write the lookup table by hand, so let's generate it!
|
||||
|
||||
% id = "01HPWJB4Y0HTV32T4WMKCKWTVA"
|
||||
- we'll start by obtaining our ordinal directions array again:
|
||||
|
||||
```javascript ordinal-directions
|
||||
```javascript tairu
|
||||
export let xToConnectionBitSet = ordinalDirections();
|
||||
```
|
||||
|
||||
% id = "01HPWJB4Y03WYYZ3VTW27GP7Z3"
|
||||
- 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.
|
||||
- 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`:
|
||||
remember that our array has only 256 values, so it should be pretty cheap to represent using a [`Uint8Array`]:
|
||||
|
||||
```javascript ordinal-directions
|
||||
```javascript tairu
|
||||
export let connectionBitSetToX = new Uint8Array(256);
|
||||
for (let i = 0; i < xToConnectionBitSet.length; ++i) {
|
||||
connectionBitSetToX[xToConnectionBitSet[i]] = i;
|
||||
}
|
||||
```
|
||||
|
||||
[`Uint8Array`]: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Uint8Array
|
||||
|
||||
% id = "01HPWJB4Y0CWQB9EZG6C91A0H0"
|
||||
- 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
|
||||
```javascript tairu
|
||||
console.log(connectionBitSetToX[E | SE | S]);
|
||||
```
|
||||
```output ordinal-directions
|
||||
```output tairu
|
||||
4
|
||||
```
|
||||
|
||||
|
@ -652,7 +744,7 @@ styles = ["tairu.css"]
|
|||
+ for my own (and your) convenience, here's a complete list of *all* the possible combinations in order.
|
||||
|
||||
% id = "01HPWJB4Y01VJFMHYEC1WZ353W"
|
||||
- ```javascript ordinal-directions
|
||||
- ```javascript tairu
|
||||
function toString(bitset) {
|
||||
if (bitset == 0) return "0";
|
||||
|
||||
|
@ -672,7 +764,7 @@ styles = ["tairu.css"]
|
|||
console.log(`${x} => ${toString(xToConnectionBitSet[x])}`);
|
||||
}
|
||||
```
|
||||
```output ordinal-directions
|
||||
```output tairu
|
||||
0 => 0
|
||||
1 => E
|
||||
2 => S
|
||||
|
@ -730,36 +822,108 @@ styles = ["tairu.css"]
|
|||
![horizontal tile strip of 47 8x8 pixel metal tiles][pic:01HPW47SHMSVAH7C0JR9HWXWCM]
|
||||
|
||||
% id = "01HPWJB4Y0J3DHQV5F9GD3VNQ8"
|
||||
- now let's hook it up to our tileset renderer! TODO literate program.
|
||||
- now let's hook it up to our tileset renderer!
|
||||
|
||||
% id = "01HQ1M84GS09M7PMXFYHDPRTMT"
|
||||
- since we already prepared the bulk of the framework before, it should be as simple as writing a new `tileIndex` function:
|
||||
|
||||
```javascript tairu
|
||||
export function tileIndexInBitwiseTileset47(tilemap, x, y) {
|
||||
let tile = tilemap.at(x, y);
|
||||
|
||||
let tileBitset = 0;
|
||||
tileBitset |= shouldConnect(tile, tilemap.at(x + 1, y)) ? E : 0;
|
||||
tileBitset |= shouldConnect(tile, tilemap.at(x + 1, y + 1)) ? SE : 0;
|
||||
tileBitset |= shouldConnect(tile, tilemap.at(x, y + 1)) ? S : 0;
|
||||
tileBitset |= shouldConnect(tile, tilemap.at(x - 1, y + 1)) ? SW : 0;
|
||||
tileBitset |= shouldConnect(tile, tilemap.at(x - 1, y)) ? W : 0;
|
||||
tileBitset |= shouldConnect(tile, tilemap.at(x - 1, y - 1)) ? NW : 0;
|
||||
tileBitset |= shouldConnect(tile, tilemap.at(x, y - 1)) ? N : 0;
|
||||
tileBitset |= shouldConnect(tile, tilemap.at(x + 1, y - 1)) ? NE : 0;
|
||||
|
||||
return connectionBitSetToX[removeRedundancies(tileBitset)];
|
||||
}
|
||||
```
|
||||
|
||||
% template = true
|
||||
id = "01HPWJB4Y00ARHBGDF2HTQQ4SD"
|
||||
- with the capability to render with 47-tile tilesets, our examples suddenly look a whole lot better!
|
||||
id = "01HQ1M84GS4C99VQZC4150CMDS"
|
||||
- now we can write a new tileset descriptor that uses this indexing function and the larger tile strip:
|
||||
|
||||
```javascript tairu
|
||||
// Once again, use your own link here!
|
||||
let tilesetImage = new Image();
|
||||
tilesetImage.src = "{% pic 01HPW47SHMSVAH7C0JR9HWXWCM %}";
|
||||
|
||||
export const heavyMetalTileset47 = {
|
||||
image: tilesetImage,
|
||||
tileSize: 8,
|
||||
tileIndex: tileIndexInBitwiseTileset47,
|
||||
};
|
||||
```
|
||||
|
||||
% id = "01HQ1M84GS9CC8VR1BVDC15W50"
|
||||
- and Drum Roll 2: Return of the Snare please…
|
||||
|
||||
```javascript tairu
|
||||
import { Tilemap } from "tairu/tilemap.js";
|
||||
|
||||
new TilesetTileEditor({
|
||||
tilemap: Tilemap.parse(" x", [
|
||||
" x ",
|
||||
" x x ",
|
||||
" xxx ",
|
||||
" xx ",
|
||||
" x ",
|
||||
]),
|
||||
tileSize: 40,
|
||||
tilesets: [heavyMetalTileset47],
|
||||
});
|
||||
```
|
||||
```output tairu
|
||||
```
|
||||
|
||||
% id = "01HQ1M84GSCXTPGVPXY840WCQ6"
|
||||
- it works perfectly!
|
||||
|
||||
% id = "01HQ1M84GSVBG9T94ZN9XTXX58"
|
||||
- but honestly, this is a bit *boring* if we're gonna build a game with procedural worlds.
|
||||
|
||||
% id = "01HQ1M84GSH0KTFFZET6GZZ4V2"
|
||||
- heck, it's even boring for a level designer to have to lay out all the tiles manually -
|
||||
introducing variations and what not, such that the world doesn't look too bland… there has to be a better way!
|
||||
|
||||
% id = "01HQ1M84GSE1N5WG88DGJZH0F8"
|
||||
- and a better way… there is! but I'll get to that once my nap is over. <!--
|
||||
|
||||
% id = "01HQ1M84GS0KJ9NA6GPS62RC95"
|
||||
- for now, have a big editor to play around with. it's a lot of fun arranging the tiles in various shapes!
|
||||
|
||||
```javascript tairu
|
||||
import { Tilemap } from "tairu/tilemap.js";
|
||||
|
||||
new TilesetTileEditor({
|
||||
tilemap: new Tilemap(25, 16),
|
||||
tileSize: 40,
|
||||
tilesets: [heavyMetalTileset47],
|
||||
});
|
||||
```
|
||||
```output tairu
|
||||
```
|
||||
|
||||
:nap:
|
||||
|
||||
% disabled = true
|
||||
id = "01HQ1M84GS3WKE2X6QV2SNQX46"
|
||||
- TODO: next chapter! if you're reading this, you're in on it soon. that's quite sad, but YOU CAN STILL TURN BACK! I advise you to do that immediately.
|
||||
|
||||
You have been warned.
|
||||
|
||||
<canvas
|
||||
is="tairu-editor"
|
||||
data-tilemap-id="bitwiseAutotiling47"
|
||||
data-tile-size="40"
|
||||
>
|
||||
Your browser does not support <canvas>.
|
||||
<img class="resource" src="{% pic 01HPW47SHMSVAH7C0JR9HWXWCM %}" data-tairu-tileset-47="1">
|
||||
</canvas>
|
||||
|
||||
% id = "01HPD4XQPWT9N8X9BD9GKWD78F"
|
||||
- bitwise autotiling is a really cool technique that I've used in plenty of games in the past.
|
||||
|
||||
% id = "01HPD4XQPW5FQY8M04S6JEBDHQ"
|
||||
- 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.
|
||||
|
||||
TODO video of some Planet Overgamma gameplay showing the autotiling in action
|
||||
|
||||
[Planet Overgamma]: https://liquidev.itch.io/planet-overgamma-classic
|
||||
|
||||
% id = "01HPJ8GHDEN4XRPT1AJ1BTNTFJ"
|
||||
- this accursed game has been haunting me for years since; there have been many iterations.
|
||||
the autotiling source code of the one in the video can be found [here][autotiling source code].
|
||||
|
||||
[autotiling source code]: https://github.com/liquidev/planet-overgamma/blob/classic/jam/map.lua#L209
|
||||
|
||||
% id = "01HPD4XQPWPN6HNA6M6EH507C6"
|
||||
+ but one day I found a really cool project called [Tilekit](https://rxi.itch.io/tilekit)
|
||||
|
@ -811,7 +975,7 @@ styles = ["tairu.css"]
|
|||
- then vines
|
||||
|
||||
% id = "01HPSY4Y19FA2HGYE4F3Y9NJ57"
|
||||
- well... it's even simpler than that in terms of graphical presentation, but we'll get to that.
|
||||
- well… it's even simpler than that in terms of graphical presentation, but we'll get to that.
|
||||
|
||||
% 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?
|
||||
|
|
|
@ -303,6 +303,11 @@ img {
|
|||
|
||||
/* TODO: These could be autogenerated! */
|
||||
|
||||
&[src*='+width72'] {
|
||||
width: 72px;
|
||||
height: auto;
|
||||
}
|
||||
|
||||
&[src*='+width160'] {
|
||||
width: 160px;
|
||||
height: auto;
|
||||
|
@ -556,6 +561,7 @@ th-literate-program[data-mode="output"] {
|
|||
padding: 0;
|
||||
background: none;
|
||||
border: none;
|
||||
border-radius: 0;
|
||||
|
||||
& iframe {
|
||||
border-style: none;
|
||||
|
@ -635,7 +641,7 @@ th-literate-program[data-mode="output"] {
|
|||
--syntax-comment: #aca8a4;
|
||||
--syntax-identifier: var(--text-color);
|
||||
--syntax-keyword1: #ffb06a;
|
||||
--syntax-keyword2: #9acfe3;
|
||||
--syntax-keyword2: #8ad4f9;
|
||||
--syntax-operator: #ec9f8d;
|
||||
--syntax-function: #fbd283;
|
||||
--syntax-literal: #e9b9f0;
|
||||
|
|
|
@ -135,6 +135,20 @@
|
|||
|
||||
position: relative;
|
||||
|
||||
&.bend {
|
||||
background-image: url('../pic/01HQ183RANGH4S7VZSG1ZGH0S5-the-tile+width72+pixel.png');
|
||||
background-size: 100%;
|
||||
background-position: 0 0;
|
||||
background-repeat: no-repeat;
|
||||
}
|
||||
|
||||
&.notabend {
|
||||
background-image: url('../pic/01HQ18E39K5F9Q5P41XAEVSEWK-the-also-tile.png');
|
||||
background-size: 100%;
|
||||
background-position: 0 0;
|
||||
background-repeat: no-repeat;
|
||||
}
|
||||
|
||||
li {
|
||||
padding: 2px 4px;
|
||||
position: absolute;
|
||||
|
|
BIN
static/emoji/kamien.png
Normal file
After Width: | Height: | Size: 26 KiB |
BIN
static/emoji/nap.png
Normal file
After Width: | Height: | Size: 24 KiB |
Before Width: | Height: | Size: 554 B After Width: | Height: | Size: 572 B |
Before Width: | Height: | Size: 455 B After Width: | Height: | Size: 449 B |
BIN
static/pic/01HQ167GJEPTKHAKAVNW3WN1SZ-lack-of-corners.png
Normal file
After Width: | Height: | Size: 838 B |
BIN
static/pic/01HQ17GYEZSZCVRBFHP4HXAJV8-corner-mockup.png
Normal file
After Width: | Height: | Size: 853 B |
BIN
static/pic/01HQ183RANGH4S7VZSG1ZGH0S5-the-tile+width72+pixel.png
Normal file
After Width: | Height: | Size: 130 B |