wip
This commit is contained in:
parent
81018eeafe
commit
f2e9a5f66e
|
@ -20,7 +20,9 @@
|
||||||
id = "programming/opinions"
|
id = "programming/opinions"
|
||||||
+ ### opinions
|
+ ### opinions
|
||||||
|
|
||||||
|
% id = "01HPD4XQQ5GPQ20C6BPA8G670F"
|
||||||
- ### blog
|
- ### blog
|
||||||
|
|
||||||
% content.link = "programming/blog/tairu"
|
% content.link = "programming/blog/tairu"
|
||||||
|
id = "01HPD4XQQ5WM0APCAX014HM43V"
|
||||||
+ tairu - an interactive exploration of 2D autotiling techniques
|
+ tairu - an interactive exploration of 2D autotiling techniques
|
||||||
|
|
|
@ -1,86 +1,131 @@
|
||||||
%% title = "tairu - an interactive exploration of 2D autotiling techniques"
|
%% title = "tairu - an interactive exploration of 2D autotiling techniques"
|
||||||
scripts = ["tairu/tairu.js"]
|
scripts = ["tairu/tiling-demo.js", "tairu/tairu.js"]
|
||||||
|
|
||||||
+ I remember since my early days doing programming, I've been interested in how games like Terraria handle automatically tiling their terrain.
|
% id = "01HPD4XQPWM8ECT2QM6AT9YRWB"
|
||||||
|
- I remember since my early days doing programming, I've been interested in how games like Terraria handle automatically tiling their terrain.
|
||||||
|
|
||||||
|
% id = "01HPD4XQPWPDBH6QQAZER7A05G"
|
||||||
- in Terraria, you can fully modify the terrain however you want, and the tiles will connect to each other seamlessly.
|
- in Terraria, you can fully modify the terrain however you want, and the tiles will connect to each other seamlessly.
|
||||||
|
|
||||||
|
% id = "01HPD4XQPW8HE7681P7H686X4N"
|
||||||
- TODO: short videos demoing this here
|
- TODO: short videos demoing this here
|
||||||
|
|
||||||
|
% id = "01HPD4XQPWJBTJ4DWAQE3J87C9"
|
||||||
- once upon a time I heard of a technique called *bitwise autotiling*
|
- once upon a time I heard of a technique called *bitwise autotiling*
|
||||||
|
|
||||||
+ this technique involves assigning the cardinal directions (north, south, east, west) to a bitset.
|
% id = "01HPD4XQPW6VK3FDW5QRCE6HSS"
|
||||||
|
+ I learned about it back when I was 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
|
||||||
|
|
||||||
|
% id = "01HPD4XQPWJ1CE9ZVRW98X7HE6"
|
||||||
|
- Construct 2 was one of my first programming experiences and the first game engine I truly actually liked :smile:
|
||||||
|
|
||||||
|
% id = "01HPD4XQPWHNFQPRHX13MYW8GT"
|
||||||
|
- this technique involves assigning the cardinal directions (north, south, east, west) to a bitset.
|
||||||
then for each tile you look at which adjacent tiles should be connected to
|
then for each tile you look at which adjacent tiles should be connected to
|
||||||
|
|
||||||
|
% id = "01HPD4XQPWS2JS8RJH2P5TKPAB"
|
||||||
- this connection condition can be whatever you want - in most cases it's just "is the adjacent tile of the same type as the current tile?"
|
- this connection condition can be whatever you want - in most cases it's just "is the adjacent tile of the same type as the current tile?"
|
||||||
|
|
||||||
|
% id = "01HPD4XQPWAANYFBYX681787D1"
|
||||||
- for example, "is the tile to the left a dirt tile?"
|
- for example, "is the tile to the left a dirt tile?"
|
||||||
|
|
||||||
|
% id = "01HPD4XQPWES5K2V2AKB7H0EHK"
|
||||||
- and then you use this bitset to index into a lookup table of tiles
|
- and then you use this bitset to index into a lookup table of tiles
|
||||||
|
|
||||||
|
% id = "01HPD4XQPWD00GDZ0N5H1DRH2P"
|
||||||
- for example, say we have the following grid of tiles:\
|
- for example, say we have the following grid of tiles:\
|
||||||
TODO editable grid on javascript
|
TODO editable grid on javascript
|
||||||
|
|
||||||
for each tile, we can assign a bitset of cardinal directions like so:\
|
for each tile, we can assign a bitset of cardinal directions like so:\
|
||||||
TODO grid linked with the other grid to show which adjacent tiles each tile connects to
|
TODO grid linked with the other grid to show which adjacent tiles each tile connects to
|
||||||
|
|
||||||
|
% id = "01HPD4XQPWM0AAE6F162EZTFQY"
|
||||||
- in JavaScript it would look something like this:
|
- in JavaScript it would look something like this:
|
||||||
```javascript
|
```javascript
|
||||||
// TODO code example
|
// TODO code example
|
||||||
```
|
```
|
||||||
|
|
||||||
|
% id = "01HPD4XQPWT9N8X9BD9GKWD78F"
|
||||||
- bitwise autotiling is a really cool technique that I've used in plenty of games in the past
|
- bitwise autotiling is a really cool technique that I've used in plenty of games in the past
|
||||||
|
|
||||||
- my (very messy) LÖVE-based game engine `lovejam`, powering my game jam games from 2018, had an autotiling feature in its level editor based on this
|
% id = "01HPD4XQPW5FQY8M04S6JEBDHQ"
|
||||||
|
- as I mentioned before, [I've known it since my Construct 2 days][branch:01HPD4XQPW6VK3FDW5QRCE6HSS], but when it comes to my released games [Planet Overgamma] would probably be the first to utilize it properly
|
||||||
|
|
||||||
- TODO video of Planet Overgamma editor doing the magic after issuing the `at` command (or whatever it was called, i forgor :skull:)
|
TODO video of some Planet Overgamma gameplay showing the autotiling in action
|
||||||
|
|
||||||
- every iteration of Planet Overgamma since then has been using this exact technique for procedurally generated, editable terrain
|
[Planet Overgamma]: https://liquidev.itch.io/planet-overgamma-classic
|
||||||
|
|
||||||
+ but one day I found a really cool project called Tilekit (TODO link)
|
- this accursed game has been haunting me for years since; there have been many iterations.
|
||||||
|
he 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)
|
||||||
|
|
||||||
|
% id = "01HPD4XQPW11EQTBDQSGXW3S52"
|
||||||
+ (of course it's really cool, after all rxi made it)
|
+ (of course it's really cool, after all rxi made it)
|
||||||
|
|
||||||
|
% id = "01HPD4XQPWYHS327BV586SB085"
|
||||||
- for context rxi is the genius behind the Lua-powered, simple, and modular text editor `lite` that I was using for quite a while
|
- for context rxi is the genius behind the Lua-powered, simple, and modular text editor `lite` that I was using for quite a while
|
||||||
|
|
||||||
|
% id = "01HPD4XQPWJ9QAQ5MF2J5JBB8M"
|
||||||
- after a while I switched to a fork - Lite XL, which had better font rendering and more features
|
- after a while I switched to a fork - Lite XL, which had better font rendering and more features
|
||||||
|
|
||||||
|
% id = "01HPD4XQPWB11TZSX5VAAJ6TCD"
|
||||||
- I stopped using it because VS Code was just more feature packed and usable; no need to reinvent the wheel, rust-analyzer *just works.*
|
- I stopped using it because VS Code was just more feature packed and usable; no need to reinvent the wheel, rust-analyzer *just works.*
|
||||||
|
|
||||||
|
% id = "01HPD4XQPW3G7BXTBBTD05MB8V"
|
||||||
- the LSP plugin for Lite XL had some issues around autocompletions not filling in properly :pensive:\
|
- the LSP plugin for Lite XL had some issues around autocompletions not filling in properly :pensive:\
|
||||||
it's likely a lot better now, but back then I decided this is too much for my nerves.
|
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.
|
while tinkering with your editor is something really cool, in my experience it's only cool up to a point.
|
||||||
|
|
||||||
|
% id = "01HPD4XQPWV1BAPA27SNDFR93B"
|
||||||
- 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
|
- 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
|
||||||
|
|
||||||
|
% id = "01HPD4XQPWM1JSAPXVT6NBHKYY"
|
||||||
|
classes.branch_children = "branch-quote"
|
||||||
- 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
|
- 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
|
||||||
|
|
||||||
|
% id = "01HPD4XQPWE7ZVR0SS67DHTGHQ"
|
||||||
- autotile using this base tileset
|
- autotile using this base tileset
|
||||||
|
|
||||||
|
% id = "01HPD4XQPW2BFZYQQ920SYHM9M"
|
||||||
- if the tile above is empty AND with a 50% chance
|
- if the tile above is empty AND with a 50% chance
|
||||||
|
|
||||||
|
% id = "01HPD4XQPWJB7V67TS1M3HFCYE"
|
||||||
- then grass
|
- then grass
|
||||||
|
|
||||||
|
% id = "01HPD4XQPWF7K85Z0CEK4WDDBZ"
|
||||||
- if the tile above is solid AND with a 10% chance
|
- if the tile above is solid AND with a 10% chance
|
||||||
|
|
||||||
|
% id = "01HPD4XQPW5J3N6MVT9Z2W00S9"
|
||||||
- then vines
|
- then vines
|
||||||
|
|
||||||
|
% id = "01HPD4XQPWGCMCEAR5Z9EETSGP"
|
||||||
- if the tile above is vines AND with a 50% chance
|
- if the tile above is vines AND with a 50% chance
|
||||||
|
|
||||||
|
% id = "01HPD4XQPWP847T0EAM0FJ88T4"
|
||||||
- then vines
|
- then vines
|
||||||
|
|
||||||
- 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
|
% 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?
|
||||||
|
|
||||||
|
% id = "01HPD4XQPW4Y075XWJCT6AATB2"
|
||||||
- ever since then I've been wanting to build something just like Tilekit, but in the form of an educational, interactive blog post to demonstrate the ideas in a fun way
|
- ever since then I've been wanting to build something just like Tilekit, but in the form of an educational, interactive blog post to demonstrate the ideas in a fun way
|
||||||
|
|
||||||
|
% id = "01HPD4XQPWR8J9WCNBNCTJERZS"
|
||||||
- and what you're reading is the result of that.
|
- and what you're reading is the result of that.
|
||||||
|
|
||||||
+ so let's get going! first, we'll build a basic tile editor using JavaScript.
|
% id = "01HPD4XQPW1EP8YHACRJVMA0GM"
|
||||||
<script type="module" src="{{ config.site }}/static/js/tairu/tairu.js"></script>
|
- so let's get going! first, we'll build a basic tile editor using JavaScript.
|
||||||
|
|
||||||
|
% id = "01HPD4XQPWPNRTVJFNFGNHJMG1"
|
||||||
+ not my favorite language, but we're on the Web so it's not like we have much more of a choice.
|
+ not my favorite language, but we're on the Web so it's not like we have much more of a choice.
|
||||||
|
|
||||||
|
% id = "01HPD4XQPWGK7M4XJYC99XE4T6"
|
||||||
- I could use TypeScript, but this page follows a philosophy of not introducing complexity where I can deal without it.
|
- I could use TypeScript, but this page follows a philosophy of not introducing complexity where I can deal without it.
|
||||||
TypeScript is totally cool, but not necessary.
|
TypeScript is totally cool, but not necessary.
|
||||||
|
|
||||||
|
% id = "01HPD4XQPWAE0ZH46WME6WJSVP"
|
||||||
- I'll be using Web Components (in particular, custom elements) combined with canvas to add stuff onto the page.
|
- I'll be using Web Components (in particular, custom elements) combined with canvas to add stuff onto the page.
|
||||||
|
|
|
@ -203,6 +203,7 @@ impl Generator {
|
||||||
pub title: String,
|
pub title: String,
|
||||||
pub thumbnail: Option<Thumbnail>,
|
pub thumbnail: Option<Thumbnail>,
|
||||||
pub scripts: Vec<String>,
|
pub scripts: Vec<String>,
|
||||||
|
pub styles: Vec<String>,
|
||||||
pub breadcrumbs: String,
|
pub breadcrumbs: String,
|
||||||
pub tree_path: Option<String>,
|
pub tree_path: Option<String>,
|
||||||
pub tree: String,
|
pub tree: String,
|
||||||
|
@ -240,6 +241,7 @@ impl Generator {
|
||||||
alt: thumbnail.alt.clone(),
|
alt: thumbnail.alt.clone(),
|
||||||
}),
|
}),
|
||||||
scripts: roots.attributes.scripts.clone(),
|
scripts: roots.attributes.scripts.clone(),
|
||||||
|
styles: roots.attributes.styles.clone(),
|
||||||
breadcrumbs,
|
breadcrumbs,
|
||||||
tree_path: treehouse
|
tree_path: treehouse
|
||||||
.tree_path(parsed_tree.file_id)
|
.tree_path(parsed_tree.file_id)
|
||||||
|
|
|
@ -158,7 +158,16 @@ pub fn branch_to_html(
|
||||||
if has_children {
|
if has_children {
|
||||||
s.push_str("</summary>");
|
s.push_str("</summary>");
|
||||||
{
|
{
|
||||||
s.push_str("<ul>");
|
s.push_str("<ul");
|
||||||
|
if !branch.attributes.classes.branch_children.is_empty() {
|
||||||
|
write!(
|
||||||
|
s,
|
||||||
|
" class=\"{}\"",
|
||||||
|
EscapeAttribute(&branch.attributes.classes.branch_children)
|
||||||
|
)
|
||||||
|
.unwrap();
|
||||||
|
}
|
||||||
|
s.push('>');
|
||||||
let num_children = branch.children.len();
|
let num_children = branch.children.len();
|
||||||
for i in 0..num_children {
|
for i in 0..num_children {
|
||||||
let child_id = treehouse.tree.branch(branch_id).children[i];
|
let child_id = treehouse.tree.branch(branch_id).children[i];
|
||||||
|
|
|
@ -21,6 +21,11 @@ pub struct RootAttributes {
|
||||||
/// These are relative to the /static/js directory.
|
/// These are relative to the /static/js directory.
|
||||||
#[serde(default)]
|
#[serde(default)]
|
||||||
pub scripts: Vec<String>,
|
pub scripts: Vec<String>,
|
||||||
|
|
||||||
|
/// Additional styles to load into to the page.
|
||||||
|
/// These are relative to the /static/css directory.
|
||||||
|
#[serde(default)]
|
||||||
|
pub styles: Vec<String>,
|
||||||
}
|
}
|
||||||
|
|
||||||
/// A picture reference.
|
/// A picture reference.
|
||||||
|
@ -51,6 +56,10 @@ pub struct Attributes {
|
||||||
/// Do not persist the branch in localStorage.
|
/// Do not persist the branch in localStorage.
|
||||||
#[serde(default)]
|
#[serde(default)]
|
||||||
pub do_not_persist: bool,
|
pub do_not_persist: bool,
|
||||||
|
|
||||||
|
/// Strings of extra CSS class names to include in the generated HTML.
|
||||||
|
#[serde(default)]
|
||||||
|
pub classes: Classes,
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Controls for block content presentation.
|
/// Controls for block content presentation.
|
||||||
|
@ -76,3 +85,10 @@ pub enum Content {
|
||||||
/// children, an `attribute`-type error is raised.
|
/// children, an `attribute`-type error is raised.
|
||||||
Link(String),
|
Link(String),
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#[derive(Debug, Default, Clone, PartialEq, Eq, Deserialize)]
|
||||||
|
pub struct Classes {
|
||||||
|
/// Classes to append to the branch's <ul> element containing its children.
|
||||||
|
#[serde(default)]
|
||||||
|
pub branch_children: String,
|
||||||
|
}
|
||||||
|
|
1
static/css/tairu.css
Normal file
1
static/css/tairu.css
Normal file
|
@ -0,0 +1 @@
|
||||||
|
|
|
@ -346,4 +346,12 @@ th-bb .branch-date {
|
||||||
background-repeat: no-repeat;
|
background-repeat: no-repeat;
|
||||||
background-position: 0% 50%;
|
background-position: 0% 50%;
|
||||||
opacity: 80%;
|
opacity: 80%;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/* branch-quote class for "air quote branches"; used to separate a subtree from a parent tree
|
||||||
|
stylistically such that it's interpretable as a form of block quote. */
|
||||||
|
ul.branch-quote {
|
||||||
|
padding: 8px;
|
||||||
|
border: 1px solid var(--border-1);
|
||||||
|
border-radius: 8px;
|
||||||
|
}
|
||||||
|
|
13
static/js/tairu/framework.js
Normal file
13
static/js/tairu/framework.js
Normal file
|
@ -0,0 +1,13 @@
|
||||||
|
// A frameworking class assigning some CSS classes to the canvas to make it integrate nicer with CSS.
|
||||||
|
class Frame extends HTMLCanvasElement {
|
||||||
|
constructor() {
|
||||||
|
super();
|
||||||
|
|
||||||
|
this.style.cssText = `
|
||||||
|
|
||||||
|
`;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Override this!
|
||||||
|
draw() { }
|
||||||
|
}
|
0
static/js/tairu/tiling-demo.js
Normal file
0
static/js/tairu/tiling-demo.js
Normal file
|
@ -109,6 +109,11 @@ class LinkedBranch extends Branch {
|
||||||
let linkedDocument = parser.parseFromString(text, "text/html");
|
let linkedDocument = parser.parseFromString(text, "text/html");
|
||||||
let main = linkedDocument.getElementsByTagName("main")[0];
|
let main = linkedDocument.getElementsByTagName("main")[0];
|
||||||
let ul = main.getElementsByTagName("ul")[0];
|
let ul = main.getElementsByTagName("ul")[0];
|
||||||
|
let styles = main.getElementsByTagName("link");
|
||||||
|
let scripts = main.getElementsByTagName("script");
|
||||||
|
|
||||||
|
this.append(...styles);
|
||||||
|
this.append(...scripts);
|
||||||
|
|
||||||
this.loadingText.remove();
|
this.loadingText.remove();
|
||||||
this.innerUL.innerHTML = ul.innerHTML;
|
this.innerUL.innerHTML = ul.innerHTML;
|
||||||
|
|
|
@ -26,6 +26,7 @@
|
||||||
<link rel="stylesheet" href="{{ config.site }}/static/css/main.css">
|
<link rel="stylesheet" href="{{ config.site }}/static/css/main.css">
|
||||||
<link rel="stylesheet" href="{{ config.site }}/static/css/tree.css">
|
<link rel="stylesheet" href="{{ config.site }}/static/css/tree.css">
|
||||||
|
|
||||||
|
|
||||||
<script>const TREEHOUSE_SITE = `{{ config.site }}`;</script>
|
<script>const TREEHOUSE_SITE = `{{ config.site }}`;</script>
|
||||||
<script type="module" src="{{ config.site }}/navmap.js"></script>
|
<script type="module" src="{{ config.site }}/navmap.js"></script>
|
||||||
<script type="module" src="{{ config.site }}/static/js/ulid.js"></script>
|
<script type="module" src="{{ config.site }}/static/js/ulid.js"></script>
|
||||||
|
@ -33,10 +34,6 @@
|
||||||
<script type="module" src="{{ config.site }}/static/js/tree.js"></script>
|
<script type="module" src="{{ config.site }}/static/js/tree.js"></script>
|
||||||
<script type="module" src="{{ config.site }}/static/js/emoji.js"></script>
|
<script type="module" src="{{ config.site }}/static/js/emoji.js"></script>
|
||||||
<script type="module" src="{{ config.site }}/static/js/thanks-webkit.js"></script>
|
<script type="module" src="{{ config.site }}/static/js/thanks-webkit.js"></script>
|
||||||
|
|
||||||
{{#each page.scripts}}
|
|
||||||
<script type="module" src="{{ ../config.site }}/static/js/{{ this }}"></script>
|
|
||||||
{{/each}}
|
|
||||||
</head>
|
</head>
|
||||||
|
|
||||||
<body>
|
<body>
|
||||||
|
@ -92,6 +89,18 @@
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<main class="tree">
|
<main class="tree">
|
||||||
|
{{!-- Append page styles and scripts into the main content, such that they can be inlined
|
||||||
|
into linked branches when those are loaded in. Putting them in the page's head would make
|
||||||
|
extracting them way more painful than it needs to be. --}}
|
||||||
|
|
||||||
|
{{#each page.styles}}
|
||||||
|
<link rel="stylesheet" src="{{ ../config.site }}/static/css/{{ this }}">
|
||||||
|
{{/each}}
|
||||||
|
|
||||||
|
{{#each page.scripts}}
|
||||||
|
<script type="module" src="{{ ../config.site }}/static/js/{{ this }}" defer></script>
|
||||||
|
{{/each}}
|
||||||
|
|
||||||
{{{ page.tree }}}
|
{{{ page.tree }}}
|
||||||
</main>
|
</main>
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue