Change tilemap to dimension and simple generation
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@@ -0,0 +1,37 @@
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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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export function render_dimension(ctx: CanvasRenderingContext2D, tilemap: Dimension, camera: Camera) {
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ctx.save();
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for (const tile of tilemap.tiles) {
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const region = get_sprite_region(tile.id);
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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, ctx.canvas.width, ctx.canvas.height);
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if (
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screen_position.x + TILE_SIZE < 0 || screen_position.x > ctx.canvas.width ||
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screen_position.y + TILE_SIZE < 0 || screen_position.y > ctx.canvas.height
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) {
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continue;
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}
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ctx.drawImage(
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tilemap.image,
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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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ctx.restore();
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}
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@@ -1,30 +0,0 @@
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import { Tilemap } from "$/client/components/tilemap.ts";
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export function render_tilemap(ctx: CanvasRenderingContext2D, tilemap: Tilemap) {
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ctx.save();
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ctx.translate(
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-Math.floor(ctx.canvas.width / 2),
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-Math.floor(ctx.canvas.height / 2),
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);
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for (const tile of tilemap.tiles) {
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const tx = tile.index % tilemap.columns;
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const ty = Math.floor(tile.index / tilemap.columns);
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const sx = tx * tilemap.tile_size + (tx * tilemap.margin);
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const sy = ty * tilemap.tile_size + (ty * tilemap.margin);
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ctx.drawImage(
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tilemap.image,
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sx,
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sy,
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tilemap.tile_size,
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tilemap.tile_size,
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tile.x * tilemap.tile_size * tilemap.scale,
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tile.y * tilemap.tile_size * tilemap.scale,
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tilemap.tile_size * tilemap.scale,
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tilemap.tile_size * tilemap.scale,
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);
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}
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ctx.restore();
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}
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