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Using real textures of belts from spritesheet instead of icons
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1a434b0537
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@@ -6,6 +6,8 @@
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// rules for how entities are drawn (sizes, offset etc)
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import {entityDrawRules} from "./lib/entityDrawRules.js";
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import {getParameterByName} from "./lib/utility.js";
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import spritesheetJson from "./pictures/spritesheet.js";
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var global = {};
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const remoteMapConfig = {
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mapSize : 64,
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@@ -19,7 +21,11 @@ socket.on('hello', function (data) {
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setInterval(()=>{
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socket.emit("heartbeat"); // send our heartbeat to prevent being assumed dead
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},10000);
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requestMapDraw();
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global.spritesheet = new Image();
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global.spritesheet.onload = function(){
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requestMapDraw();
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}
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global.spritesheet.src = "/pictures/spritesheet.png";
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});
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socket.on("displayChunk", function(chunk){
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@@ -56,12 +62,18 @@ function requestMapDraw(){
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}
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}
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}
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function drawImageWithRotation(ctx, image, x, y, w, h, degrees){
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// ctx, entityImages[name].img, xPos, yPos, size.x, size.y, rotation, sprWidth, sprHeight, offLeft, offTop
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function drawImageWithRotation(ctx, image, x, y, w, h, degrees, sprWidth, sprHeight, offLeft, offTop){
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ctx.save();
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ctx.translate(x+w/2, y+h/2);
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ctx.rotate(degrees*Math.PI/180.0);
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ctx.translate(-x-w/2, -y-h/2);
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ctx.drawImage(image, x, y, w, h);
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if(sprWidth != undefined && sprHeight != undefined && offLeft != undefined && offTop != undefined){
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console.log(sprWidth+" "+sprHeight+" "+offLeft+" "+offTop+" "+w+" "+h)
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ctx.drawImage(image, offLeft, offTop, sprWidth, sprHeight, x, y, w, h);
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} else {
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ctx.drawImage(image, x, y, w, h);
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}
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ctx.restore();
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}
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@@ -152,6 +164,7 @@ function drawFromCache(){
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});
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}
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var entityImages = {}; // cache to store images and details about entities, populated by drawEntity();
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function drawEntity(entity, dontCache){
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if(entity.x && entity.y){
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if(!dontCache){
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@@ -187,14 +200,24 @@ function drawEntity(entity, dontCache){
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entityImages[name].draw = function(entity){
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if(this.loaded){
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let name = entity.entity.name;
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let image, sprWidth, sprHeight, offLeft, offTop
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// check hardcoded entity draw rules for specifics (otherwise draw icon as 1x1 entity with rotation if specified)
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if(entityDrawRules[name]){
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let rules = entityDrawRules[name]
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// console.log(entityDrawRules[name])
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var offsetX = entityDrawRules[name].positionOffset.x;
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var offsetY = entityDrawRules[name].positionOffset.y;
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var size = {
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x: remoteMapConfig.tileSize * entityDrawRules[name].sizeInTiles.x,
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y: remoteMapConfig.tileSize * entityDrawRules[name].sizeInTiles.y,
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};
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if(rules.spritesheet){
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sprWidth = rules.spritesheet.frame.w;
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sprHeight = rules.spritesheet.frame.h;
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offLeft = rules.spritesheet.frame.x;
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offTop = rules.spritesheet.frame.y;
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image = global.spritesheet
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}
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} else {
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var offsetX = 0, offsetY = 0;
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var size = {
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@@ -205,10 +228,14 @@ function drawEntity(entity, dontCache){
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let yPos = ((entity.y + offsetY) * 16) - playerPosition.y;
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let rotation = 0;
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if(entity.entity.rot && !isNaN(Number(entity.entity.rot))){
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rotation = entity.entity.rot * 45;
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if(entityDrawRules[name] && entityDrawRules[name].rotOffset){
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rotation = ((entity.entity.rot * 45) + entityDrawRules[name].rotOffset);
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} else {
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rotation = entity.entity.rot * 45;
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}
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}
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drawImageWithRotation(ctx, entityImages[name].img, xPos, yPos, size.x, size.y, rotation);
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if(!image) image = entityImages[name].img;
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drawImageWithRotation(ctx, image, xPos, yPos, size.x, size.y, rotation, sprWidth, sprHeight, offLeft, offTop);
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//console.log("Drawing "+name+" at X: "+xPos+", Y: "+yPos+" with with rotation "+rotation);
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} else {
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// we are waiting for the image to load, push the task to our queue. It will be processed once the image loads.
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