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https://github.com/lscharen/iigs-game-engine.git
synced 2024-11-25 15:32:59 +00:00
Create and pass options to png2iigs subroutines
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6c5b283ae9
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@ -31,14 +31,14 @@ async function readTileSet(workdir, tileset) {
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const pngfile = path.resolve(path.join(workdir, tileset.image.source));
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console.log(`Reading PNG file from ${pngfile}`);
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const png = await png2iigs.readPNG(pngfile);
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// Find the index of the transparent color (if defined)
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console.log(`Looking for transparency...`);
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let transparentIndex = -1;
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if (tileset.image.trans) {
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const color = hexToRbg(tileset.image.trans);
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console.log(`Found color ${color} as transparent marker`);
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transparentIndex = png2iigs.findColorIndex(png, color);
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transparentIndex = png2iigs.findColorIndex(GLOBALS.options, png, color);
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if (typeof transparentIndex !== 'number') {
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console.log('Could not find color in palette');
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console.log(png.palette);
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@ -49,10 +49,10 @@ async function readTileSet(workdir, tileset) {
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}
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console.log(`Converting PNG to IIgs bitmap format...`);
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const buff = png2iigs.pngToIIgsBuff(png);
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const buff = png2iigs.pngToIIgsBuff(GLOBALS.options, png);
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console.log(`Building tiles...`);
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const tiles = png2iigs.buildTiles(buff, png.width / 2, transparentIndex);
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const tiles = png2iigs.buildTiles(GLOBALS.options, buff, png.width / 2, transparentIndex);
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// Return the tiles
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return tiles;
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@ -155,7 +155,7 @@ function writeTileAnimations(filename, animations) {
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}
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function writeTiles(filename, tiles) {
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const tileSource = png2iigs.buildMerlinCodeForTiles(tiles);
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const tileSource = png2iigs.buildMerlinCodeForTiles(GLOBALS.options, tiles);
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fs.writeFileSync(filename, tileSource);
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}
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@ -198,7 +198,15 @@ function findAnimatedTiles(tileset) {
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}
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// Global reference object
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let GLOBALS = {};
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let GLOBALS = {
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options: {
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startIndex: 0,
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asTileData: true,
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maxTiles: 360,
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transparentColor: 'FF00FF',
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backgroundColor: '6B8CFF'
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}
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};
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/**
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* Command line arguments
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@ -251,6 +259,7 @@ async function main(argv) {
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// Create a global reference object
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GLOBALS = {
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...GLOBALS,
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outdir,
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tileSets,
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tileLayers
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@ -364,15 +373,26 @@ function emitLayerData(sb, layer, tileset) {
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//
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// Merlin32 errors out with errno 3221226505 is the line is too long (>1047 characters)
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const N = 64;
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const chunks = [];
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const rows = [];
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const tileIDs = layer.data;
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for (let i = 0; i < tileIDs.length; i += N) {
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chunks.push(tileIDs.slice(i, i + N).map(tID => convertTileID(tID, tileset)))
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// Create cunks of chunks so we can put a break between logical rows
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for (let j = 0; j < tileIDs.length; j += layer.width) {
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const row = tileIDs.slice(j, j + layer.width);
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const chunks = [];
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for (let i = 0; i < row.length; i += N) {
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chunks.push(row.slice(i, i + N).map(tID => convertTileID(tID, tileset)))
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}
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rows.push(chunks);
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}
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// Tiled starts numbering its tiles at 1. This is OK since Tile 0 is reserved in
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// GTE, also
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for (const chunk of chunks) {
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sb.appendLine(' dw ' + chunk.map(id => '$' + toHex(id, 4)).join(','));
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for (const row of rows) {
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for (const chunk of row) {
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sb.appendLine(' dw ' + chunk.map(id => '$' + toHex(id, 4)).join(','));
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}
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sb.appendLine('');
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}
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return sb;
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