3D game
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@@ -1,23 +1,11 @@
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import { get_sprite_region } from "$/common/utils.ts";
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import { Dimension } from "$/client/components/dimension.ts";
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import { TEXTURE_SIZE, TILE_SIZE } from "$/common/constants.ts";
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import { Camera, world_to_screen } from "$/client/components/camera.ts";
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import { canvas, draw_texture_region } from "$/client/renderer/mod.ts";
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import { TEXTURE_SIZE } from "$/common/constants.ts";
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import { EverythingRegistry, TileRegistry } from "$/common/everything_registry.ts";
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import { push_cube } from "$/client/renderer/mod.ts";
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export function render_dimension(dimension: Dimension, camera: Camera) {
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export function render_dimension(dimension: Dimension /*, camera: Camera*/) {
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for (const tile of dimension.tiles) {
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const x = tile.x * TILE_SIZE;
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const y = tile.y * TILE_SIZE;
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const screen_position = world_to_screen(x, y, camera, canvas.width, canvas.height);
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if (
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screen_position.x + TILE_SIZE < 0 || screen_position.x > canvas.width ||
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screen_position.y + TILE_SIZE < 0 || screen_position.y > canvas.height
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) {
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continue;
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}
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let texture_id = tile.id;
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const tile_info = EverythingRegistry.get<TileRegistry>("tiles", tile.id);
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if (tile_info?.texture_id) {
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@@ -30,16 +18,18 @@ export function render_dimension(dimension: Dimension, camera: Camera) {
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const region = get_sprite_region(texture_id);
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draw_texture_region(
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push_cube(
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dimension.image,
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tile.x,
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tile.y,
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tile.z,
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1,
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1,
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1,
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region.x * TEXTURE_SIZE,
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region.y * TEXTURE_SIZE,
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TEXTURE_SIZE,
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TEXTURE_SIZE,
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x,
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y,
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TILE_SIZE,
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TILE_SIZE,
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);
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}
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}
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@@ -1,12 +1,8 @@
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import { Position } from "$/common/components/position.ts";
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import { AnimatedSprite, Sprite } from "$/client/components/sprite.ts";
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import { draw_texture_region } from "$/client/renderer/mod.ts";
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import { Camera } from "$/client/components/camera.ts";
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// TODO: camera scale
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// TODO: only render if inside screen
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export function render_sprite(sprite: Sprite, position: Position, _camera: Camera) {
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export function render_sprite(sprite: Sprite, position: Position) {
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draw_texture_region(
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sprite.image,
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sprite.source_x,
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@@ -25,7 +21,6 @@ export function render_sprite(sprite: Sprite, position: Position, _camera: Camer
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export function render_animated_sprite(
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animated_sprite: AnimatedSprite,
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position: Position,
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_camera: Camera,
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) {
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const current_animation = animated_sprite.states[animated_sprite.current_state];
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if (!current_animation) {
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