Initial commit

This commit is contained in:
2026-02-24 15:36:10 -03:00
commit fe885a9e24
42 changed files with 2383 additions and 0 deletions
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import { SLOT_SIZE } from "$/common/constants.ts";
import { AssetManager } from "$/client/assets.ts";
import { PlayerInventory } from "$/client/components/inventory.ts";
import { InputManager } from "$/client/input_manager.ts";
import { draw_item, draw_nine_slice } from "./render_utils.ts";
export function render_player_inventory(ctx: CanvasRenderingContext2D, player_inventory: PlayerInventory) {
const PADDING = 10;
const ui = AssetManager.instance.get<HTMLImageElement>("bworld:ui");
const layout = player_inventory.layout.slots;
draw_nine_slice(
ctx,
ui,
160,
0,
16,
16,
4,
4,
4,
4,
0,
0,
PADDING * 2 + SLOT_SIZE * 9,
PADDING * 2 + SLOT_SIZE * 4,
);
for (const [index, slot] of layout.entries()) {
const x = slot.x + PADDING;
const y = slot.y + PADDING;
draw_nine_slice(
ctx,
ui,
player_inventory.hovering_slot === index ? 19 * 16 : 160 + 32,
player_inventory.hovering_slot === index ? 16 : 0,
16,
16,
4,
4,
4,
4,
x,
y,
SLOT_SIZE,
SLOT_SIZE,
);
}
for (const [index, slot] of layout.entries()) {
const x = slot.x + PADDING;
const y = slot.y + PADDING;
const item = player_inventory.container.get_item(index);
if (item) {
draw_item(ctx, item, x, y);
}
}
if (player_inventory.holding_item) {
const mouse = InputManager.get_mouse_position();
draw_item(ctx, player_inventory.holding_item, mouse.x, mouse.y);
}
}
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import { SLOT_SIZE } from "$/common/constants.ts";
import { get_sprite_region } from "$/common/utils.ts";
import { AssetManager } from "$/client/assets.ts";
import { ItemStack } from "$/client/components/inventory.ts";
import { draw_text } from "$/client/text_rendering.ts";
export function draw_nine_slice(
ctx: CanvasRenderingContext2D,
image: HTMLImageElement,
source_x: number,
source_y: number,
source_width: number,
source_height: number,
left: number,
right: number,
top: number,
bottom: number,
x: number,
y: number,
width: number,
height: number,
) {
const center_width = source_width - left - right;
const center_height = source_height - top - bottom;
const dest_center_width = width - left - right;
const dest_center_height = height - top - bottom;
// top left
ctx.drawImage(image, source_x, source_y, left, top, x, y, left, top);
// top right
ctx.drawImage(image, source_x + source_width - right, source_y, right, top, x + width - right, y, right, top);
// bottom left
ctx.drawImage(
image,
source_x,
source_y + source_height - bottom,
left,
bottom,
x,
y + height - bottom,
left,
bottom,
);
// bottom right
ctx.drawImage(
image,
source_x + source_width - right,
source_y + source_height - bottom,
right,
bottom,
x + width - right,
y + height - bottom,
right,
bottom,
);
// top
ctx.drawImage(image, source_x + left, source_y, center_width, top, x + left, y, dest_center_width, top);
// bottom
ctx.drawImage(
image,
source_x + left,
source_y + source_height - bottom,
center_width,
bottom,
x + left,
y + height - bottom,
dest_center_width,
bottom,
);
// left
ctx.drawImage(image, source_x, source_y + top, left, center_height, x, y + top, left, dest_center_height);
// right
ctx.drawImage(
image,
source_x + source_width - right,
source_y + top,
right,
center_height,
x + width - right,
y + top,
right,
dest_center_height,
);
// center !
ctx.drawImage(
image,
source_x + left,
source_y + top,
center_width,
center_height,
x + left,
y + top,
dest_center_width,
dest_center_height,
);
}
export function draw_item(ctx: CanvasRenderingContext2D, item: ItemStack, x: number, y: number) {
const sprite_region = get_sprite_region(item.type_id);
ctx.drawImage(
AssetManager.instance.get("bworld:tiny_town"),
sprite_region.x * 16,
sprite_region.y * 16,
16,
16,
x + 3,
y + 3,
SLOT_SIZE - 6,
SLOT_SIZE - 6,
);
if (item.max_amount !== 1) {
draw_text(
ctx,
String(item.amount),
x + SLOT_SIZE + 2 - 4,
y + SLOT_SIZE + 2 - 4,
2,
"#3f3f3f",
"bottom",
"right",
);
draw_text(
ctx,
String(item.amount),
x + SLOT_SIZE - 4,
y + SLOT_SIZE - 4,
2,
"white",
"bottom",
"right",
);
}
}
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import { Position } from "$/common/components/position.ts";
import { AnimatedSprite, Sprite } from "$/client/components/sprite.ts";
export function render_sprite(ctx: CanvasRenderingContext2D, sprite: Sprite, position: Position) {
ctx.save();
ctx.translate(
Math.floor(sprite.flip_x ? position.x + sprite.width : position.x),
Math.floor(sprite.flip_y ? position.y + sprite.height : position.y),
);
ctx.scale(
sprite.flip_x ? -1 : 1,
sprite.flip_y ? -1 : 1,
);
ctx.drawImage(
sprite.image,
sprite.source_x,
sprite.source_y,
sprite.source_width,
sprite.source_height,
0,
0,
sprite.width,
sprite.height,
);
ctx.restore();
}
export function render_animated_sprite(
ctx: CanvasRenderingContext2D,
animated_sprite: AnimatedSprite,
position: Position,
) {
ctx.save();
const current_animation = animated_sprite.states[animated_sprite.current_state];
if (!current_animation) {
console.error(`Missing animation for state ${animated_sprite.current_state}`);
return;
}
ctx.translate(
Math.floor(animated_sprite.flip_x ? position.x + animated_sprite.width : position.x),
Math.floor(animated_sprite.flip_y ? position.y + animated_sprite.height : position.y),
);
ctx.scale(
animated_sprite.flip_x ? -1 : 1,
animated_sprite.flip_y ? -1 : 1,
);
ctx.drawImage(
animated_sprite.image,
current_animation.source_x[animated_sprite.animation_frame],
current_animation.source_y[animated_sprite.animation_frame],
current_animation.source_width,
current_animation.source_height,
0,
0,
animated_sprite.width,
animated_sprite.height,
);
animated_sprite.timer += 1;
if (animated_sprite.timer >= current_animation.duration) {
animated_sprite.timer = 0;
animated_sprite.animation_frame += 1;
if (animated_sprite.animation_frame >= current_animation.source_x.length) {
animated_sprite.animation_frame = 0;
}
}
ctx.restore();
}
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import { Tilemap } from "$/client/components/tilemap.ts";
export function render_tilemap(ctx: CanvasRenderingContext2D, tilemap: Tilemap) {
ctx.save();
ctx.translate(
-Math.floor(ctx.canvas.width / 2),
-Math.floor(ctx.canvas.height / 2),
);
for (const tile of tilemap.tiles) {
const tx = tile.index % tilemap.columns;
const ty = Math.floor(tile.index / tilemap.columns);
const sx = tx * tilemap.tile_size + (tx * tilemap.margin);
const sy = ty * tilemap.tile_size + (ty * tilemap.margin);
ctx.drawImage(
tilemap.image,
sx,
sy,
tilemap.tile_size,
tilemap.tile_size,
tile.x * tilemap.tile_size * tilemap.scale,
tile.y * tilemap.tile_size * tilemap.scale,
tilemap.tile_size * tilemap.scale,
tilemap.tile_size * tilemap.scale,
);
}
ctx.restore();
}