-
Notifications
You must be signed in to change notification settings - Fork 2
/
Copy pathTools.html
671 lines (579 loc) · 10.2 KB
/
Tools.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
<html>
<head>
<style>
</style>
</head>
<body>
<script type="module">
function EncodeCubeVertexes()
{
let Positions = [];
function vec3(a,b,c)
{
return [a,b,c];
}
//#define TRIANGLE(a,b,c) vec3[3](a,b,c)
function TRIANGLE(a,b,c)
{
return [a,b,c];
}
// array of 0/1s into 32bit
function Pack30(Bits)
{
let Bits32 = 0;
for ( let i=0; i<Bits.length; i++ )
{
let Value = Bits[i] ? 1 : 0;
let Value32 = (Value << i) >>> 0; // >>>0 to force switching to unsigned
Bits32 = (Bits32|Value32) >>> 0;
}
return Bits32;
}
// cube is 3positions * 2triangles * 6 faces
// *3 positions (0..1)
// 108 1 or 0 = 3.375 32bits
// generate 1010101010101010 array which we can pack and &
for ( let i=0; i<3*2*6; i++ )
{
let CubeVertexIndex = i;
let TriangleIndex = Math.floor(CubeVertexIndex /3);
let VertexIndex = Math.floor(CubeVertexIndex % 3);
let tln = vec3(0,0,0);
let trn = vec3(1,0,0);
let brn = vec3(1,1,0);
let bln = vec3(0,1,0);
let tlf = vec3(0,0,1);
let trf = vec3(1,0,1);
let brf = vec3(1,1,1);
let blf = vec3(0,1,1);
let Triangle;
if ( TriangleIndex==0 ) Triangle = TRIANGLE( brn, trn, tln );
if ( TriangleIndex==1 ) Triangle = TRIANGLE( tln, bln, brn );
if ( TriangleIndex==2 ) Triangle = TRIANGLE( trf, tlf, blf );
if ( TriangleIndex==3 ) Triangle = TRIANGLE( blf, brf, trf );
if ( TriangleIndex==4 ) Triangle = TRIANGLE( tln, tlf, trf );
if ( TriangleIndex==5 ) Triangle = TRIANGLE( trf, trn, tln );
if ( TriangleIndex==6 ) Triangle = TRIANGLE( brf, blf, bln );
if ( TriangleIndex==7 ) Triangle = TRIANGLE( bln, brn, brf );
if ( TriangleIndex==8 ) Triangle = TRIANGLE( tlf, tln, bln );
if ( TriangleIndex==9 ) Triangle = TRIANGLE( bln, blf, tlf );
if ( TriangleIndex==10 ) Triangle = TRIANGLE( trn, trf, brf );
if ( TriangleIndex==11 ) Triangle = TRIANGLE( brf, brn, trn );
//return Triangle[VertexIndex];
let VertexPos = Triangle[VertexIndex];
Positions.push(...VertexPos);
}
console.log(`All positions`,Positions);
console.log(JSON.stringify(Positions));
// pack into 32bits
// gr: pack into 30's so data is in sets of 3 to smaller reading
let Position30s = [];
for ( let i=0; i<Positions.length; i+=30 )
{
let Ps = Positions.slice(i,i+30);
let P30 = Pack30( Ps );
Position30s.push(P30);
}
function Read30(Index)
{
let ChunkIndex = Math.floor( Index / 30 );
let BitIndex = Index % 30;
let Value30 = Position30s[ChunkIndex];
let Value = (Value30 >> BitIndex) & 1;
return Value;
}
// print as 32bit hex
let Position30Hexs = Position30s.map( p30 => '0x'+p30.toString(16) );
console.log(`Position30s`,Position30Hexs);
// validate
for ( let i=0; i<Positions.length; i++ )
{
let PositionDecoded = Read30(i);
let PositionExpected = Positions[i];
if ( PositionDecoded != PositionExpected )
throw `Encoded/Decoded position mismatch`;
}
console.log(`All values matched`);
}
EncodeCubeVertexes();
// for readability _ is turned into a(0)
const Ghost =`Ghost
__bbbbbbb__
_bbbbbbbbb_
bb__bbb__bb
bb___bb___b
bb___bb___b
bbbbbbbbbbb
_bbbb_b_bbb
_bbbbbbbbbb
_bbbbbbbbbb
__b_b_b_b_b
__b_b_b_b_b
`;
const Cross =`Cross
____bbb____
____bbb____
bbbbbbbbbbb
bbbbbbbbbbb
____bbb____
____bbb____
____bbb____
____bbb____
____bbb____
____bbb____
`;
const Grave =`Grave
___bbbbb___
__bbbbbbb__
_bbbbbbbbb_
bb___bb__bb
bbbbbbbbbbb
b___bb____b
bbbbbbbbbbb
b_b__bb__bb
bbbbbbbbbbb
b____b____b
bbbbbbbbbbb
`;
const Grass =`Grass
___________
_____b_____
__b__b__bb_
__b__b_b___
___b_bb_bb_
_bb_b_bb___
____bbb____
_____b_____
`;
const Fence =`Fence
___________
_b___b___b_
bbb_bbb_bbb
_b___b___b_
_bbbbbbbbb_
_b___b___b_
_b___b___b_
_b___b___b_
_b___b___b_
_b___b___b_
bbbbbbbbbbb
_b___b___b_
`;
const Num0 =`Num0
_bbbb_
bb__bb
bb__bb
bb__bb
_bbbb_
`;
const Num1 =`Num1
__bb__
bbbb__
__bb__
__bb__
bbbbbb
`;
const Num2 =`Num2
_bbbb_
____bb
___bb_
_bb___
_bbbbb
`;
const Num3 =`Num3
_bbbb_
____bb
__bbb_
____bb
_bbbb_
`;
const Num4 =`Num4
___bb_
__b_b_
_b__b_
bbbbbb
____b_
`;
const Num5 =`Num5
_bbbbb
_b____
_bbbb_
____bb
_bbbb_
`;
const Num6 =`Num6
__bbb_
_bb___
bbbbb_
bb__bb
_bbbb_
`;
const Num7 =`Num7
bbbbbb
____bb
___bb_
__bb__
_bb___
`;
const Num8 =`Num8
_bbbb_
bb__bb
_bbbb_
bb__bb
_bbbb_
`;
const Num9 =`Num9
_bbbb_
bb__bb
_bbbbb
___bb_
_bbb__
`;
const Heart =`@
_bb_bb_
bbbbbbb
_bbbbb_
__bbb__
___b___
`;
const Space =`_
_
`;
const Exclamation =`!
___bb__
__bb___
__bb___
_______
__b____
`;
const Dot =`.
_______
_______
_______
__bb___
__bb___
`;
const DeadEnemy =`~
b_b_b_b
_b___b_
b_b_b_b
_______
_bbbbb_
`;
const CharS =`S
_bbbb
bb___
_bbb_
___bb
bbbb_
`;
const CharT =`T
bbbbbb
__bb__
__bb__
__bb__
__bb__
`;
const CharA =`A
_bbb_
bb__b
bb__b
bbbbb
bb__b
`;
const CharR =`R
bbbb_
bb__b
bb__b
bbbb_
bb__b
`;
const CharP =`P
bbbb_
bb__b
bb__b
bbbb_
bb___
`;
const CharE =`E
_bbbb
bb___
bbbb_
bb___
bbbbb
`;
const CharN =`N
bb__b
bb__b
bbb_b
bb_bb
bb__b
`;
const CharY =`Y
bb__b
_bb_b
__bb_
_bb__
bb___
`;
const CharK =`K
bb__b
bb_b_
bbb__
bb_b_
bb__b
`;
const CharG =`G
_bbbb
bb___
bb_bb
bb__b
_bbbb
`;
const CharM =`M
bbbbb_
bb_b_b
bb_b_b
bb_b_b
bb___b
`;
const CharO =`O
_bbb_
bb__b
bb__b
bb__b
_bbb_
`;
const CharV =`V
bb__b
bb__b
_bb_b
_bb_b
__bb_
`;
const CharB =`B
_bbb_
bb__b
bbbb_
bb__b
bbbb_
`;
const CharU =`U
bb__b
bb__b
bb__b
bb__b
_bbb_
`;
const CharQ =`Q
_bbb_
bb__b
bb__b
bb__b
_bbb_
___bb_
`;
const CharGhostTopLeft =`&
_____bbb
____bbbb
___bb__b
___bb__b
___bb__b
`;
const CharGhostTopRight =`$
bb______
bbb_____
b__b____
b__b____
b__b____
`;
const CharGhostBottomLeft =`*
___bbbbb
____bbbb
____bbbb
_____b_b
_____b_b
________
________
________
`;
const CharGhostBottomRight =`>
bbbb____
bbbb____
bbbb____
_b_b____
_b_b____
________
________
________
`;
// RLE data. but decoded into 4 component(RGBA) data for textures (then .flat(2))
// https://levelup.gitconnected.com/having-fun-with-run-length-encoded-sprites-662d6a8147c8
function DecodeRle(rle,w=11)
{
rle = rle.replace(/(\w)(\d+)/g, (_, char, count) =>char.repeat(count));
return rle.split``.map((v,i)=>[i%w,i/w>>0,parseInt(v,36)-10,0]).filter(x=>!!x[2]);
}
function PadArray(a,Length,Fill)
{
while(a.length<Length) a.push(Fill);
return a;
}
function EncodeSpriteToRle(SpriteString)
{
let Rows = SpriteString.split('\n');
let Name = Rows.shift();
if ( Name == "_" )
Name = " ";
let rle = ``;
let Width = Rows[0].length;
console.log(`Sprite ${Name} Width ${Width}`);
Rows = Rows.map( str => str.split('')).map( Row=>PadArray(Row,11,'_') .map(c => c=='_'?'a':c).join('') );
Rows.reverse(); // flip so we dont have to invert y in shader
let CharString = Rows.join('');
console.log(`CharString=${CharString}`);
let CurrentChar = null;
let CurrentCount = 0;
function EndCurrent()
{
if ( CurrentChar != null )
{
rle += `${CurrentChar}${CurrentCount}`;
}
CurrentChar = null;
CurrentCount = 0;
}
for ( let i=0; i<CharString.length; i++ )
{
let Char = CharString[i];
if ( Char != CurrentChar )
EndCurrent();
CurrentChar = Char;
CurrentCount++;
}
EndCurrent();
// todo: strip aN from the end, as we drop that in the decoder anyway, save 2 bytes each!
const Output = {};
Output.Name = Name;
Output.Rle = rle;
let Decoded = DecodeRle(rle);
console.log(`${Name} RLE:${rle} PixelCount: ${Decoded.length}`);
if ( Decoded.length > 128 )
throw `Sprite too big!`;
// verify output
console.log( DecodeRle(rle) );
return Output;
}
function EncodeSpritesToCode(Sprites)
{
Sprites = Array.from(arguments);
const SpriteDatas = Sprites.map(EncodeSpriteToRle);
function DataToCode(NameAndRle)
{
const Rle = NameAndRle.Rle;
const Name = NameAndRle.Name;
return ` "${Rle}", // ${Name}`;
}
function DataToMapCode(NameAndRle,Index)
{
const Rle = NameAndRle.Rle;
const Name = NameAndRle.Name;
if ( Name.length>1 )
return null;
return ` "${Name}":${Index}`;
}
const SpriteCode = SpriteDatas.map(DataToCode).join('\n');
let Code = `const Sprites = [\n${SpriteCode}\n];`;
// extra map for individual chars
const SpriteMapCode = SpriteDatas.map(DataToMapCode).filter(x=>x!=null).join(',');
let MapCode = `const SpriteMap={${SpriteMapCode}};`;
console.log(`${Code}\n${MapCode}`);
}
const Wave0 =`
__________
__________
____c_____
______h___
b__g_j___d
______i___
___f_____e
__________
__________
a_________
`;
const Wave1 =`
_k_i_g_e_c
____p_____
l_j_h_f_d_
__________
__________
_________b
__________
__________
__________
_________a
`;
const Alphabet=`_abcdefghijklmnopqrstuvwzyz0123456789ABCDEFGHIJKLKMNOPQRSTUVWXYZ!@£$%^&*()-=+#~?`;
function CharToInt(c){return Alphabet.indexOf(c)}
function IntToChar(i){return Alphabet.charAt(i)}
function DecodeCoord(c)
{
return c.split``.map(CharToInt);
}
function EncodeCoord(xyt)
{
const [x,y,Time] = xyt;
const Enc = `${IntToChar(Time)}${IntToChar(x)}${IntToChar(y)}`;
const Dec = DecodeCoord(Enc);
if ( Dec[0]!=Time || Dec[1]!=x || Dec[2]!=y )
throw `Coord decode failed (${Time},${x},${y} -> ${Dec}`;
return Enc;
}
function EncodeWave(Wave,Width=10,Height=10)
{
// extract ordered coords
let Cells = Wave.split(``).map(x=>x.trim()).filter(r=>r.length>0);
if ( Cells.length != Width*Height )
throw `Wave expected to be ${Width}x${Height} but is ${Cells.length}`;
function CellToCoord(TimeChar,Index)
{
const Time = CharToInt(TimeChar)-1;
if ( Time < 0 )
return null;
const x = Index % Width;
const y = Math.floor( Index/Width );
return [x,y,Time];
}
function CompareCell(a,b)
{
if ( a[2] < b[2] ) return -1;
if ( a[2] > b[2] ) return 1;
return 0;
}
Cells = Cells.map(CellToCoord).filter( c=> c!=null );
Cells.sort(CompareCell);
Cells = Cells.map(EncodeCoord);
const CellData = Cells.join('');
return CellData;
}
function EncodeWavesToCode(Wave0)
{
let Waves = Array.from(arguments);
function WaveToCode(Wave)
{
return `"${Wave}"`;
}
const WaveCodes = Waves.map(w=>EncodeWave(w)).map(WaveToCode).join(',\n');
let Code = `let Waves = [\n${WaveCodes}\n].map(DecodeWave);`;
console.log(Code);
}
EncodeSpritesToCode(
Ghost,Cross,Grave,Grass,Fence,
Num0,Num1,Num2,Num3,Num4,Num5,Num6,Num7,Num8,Num9,
Space,Exclamation,Heart,Dot,DeadEnemy,
CharGhostTopLeft,CharGhostTopRight,CharGhostBottomLeft,CharGhostBottomRight,
CharS,CharT,CharA,CharR,CharP,CharE,CharN,CharY,CharK,CharG,CharM,CharO,CharV,CharB,CharU,CharQ,
);
EncodeWavesToCode(Wave0,Wave1);
</script>
</html>