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<script setup lang="ts">
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import { ref, computed, onMounted } from 'vue'
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import Help from './screens/help.vue'
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import Inventory from './screens/inventory.vue'
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import { BLOCK_SIZE, STAGE_WIDTH, STAGE_HEIGHT, type Block, blockTypes } from './level/def'
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import createLevel from './level'
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import useTime from './util/useTime'
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import useInput from './util/useInput'
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import usePlayer from './util/usePlayer'
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import useLightMap from './util/useLightMap'
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const { updateTime, time, timeOfDay, clock } = useTime()
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const { player, direction, dx, dy } = usePlayer()
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const { inputX, inputY, running, paused, help, inventory } = useInput()
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const level = createLevel(STAGE_WIDTH + 2, STAGE_HEIGHT + 2)
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const lightMapEl = ref<HTMLCanvasElement | undefined>(undefined)
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let updateLightMap: ReturnType<typeof useLightMap>
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player.inventory.push(
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{ name: 'Shovel', type: 'tool', icon: 'shovel', quality: 'bronze', amount: 1 },
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{ name: 'Sword', type: 'weapon', icon: 'sword', quality: 'bronze', amount: 2 },
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{ name: 'Pick Axe', type: 'tool', icon: 'pick', quality: 'bronze', amount: 1 },
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)
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let animationFrame = 0
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let lastTick = 0
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const x = ref(0)
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const y = ref(0)
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const floorX = computed(() => Math.floor(x.value))
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const floorY = computed(() => Math.floor(y.value))
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const tx = computed(() => (x.value - floorX.value) * -BLOCK_SIZE)
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const ty = computed(() => (y.value - floorY.value) * -BLOCK_SIZE)
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const rows = computed(() => level.grid(floorX.value, floorY.value))
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const lightBarrier = computed(() => level.sunLight(floorX.value))
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const arriving = ref(true)
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const walking = ref(false)
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const inventorySelection = ref<InventoryItem>(player.inventory[0])
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type Surroundings = {
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at: Block,
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left: Block,
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right: Block,
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up: Block,
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down: Block,
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}
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const surroundings = computed<Surroundings>(() => {
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const px = player.x
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const py = player.y
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const row = rows.value
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return {
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at: row[py][px],
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left: row[py][px - 1],
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right: row[py][px + 1],
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up: row[py - 1][px],
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down: row[py + 1][px],
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}
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})
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const blocked = computed(() => {
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const { left, right, up, down } = surroundings.value
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return {
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left: !left.walkable,
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right: !right.walkable,
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up: !up.walkable,
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down: !down.walkable,
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}
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})
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// TODO
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const damagedBlocks = ref([])
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function dig(blockX: number, blockY: number, oldBlockType: BlockType) {
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// § 4 ArbZG
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if (paused.value) return
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// TODO: temporary filter
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if (oldBlockType === 'air' || oldBlockType === 'cave') return
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// when we finally dig that block
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level.change({ type: 'exchange', x: floorX.value + blockX, y: floorY.value + blockY, newType: 'air' })
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// This feels like cheating, but it makes Vue recalculate floorX
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// which then recalculates the blocks, so that the changes are
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// applied. Otherwise, they wouldn't be visible before moving
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x.value = x.value + 0.01
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x.value = x.value - 0.01
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}
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let lastTimeUpdate = 0
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const move = (thisTick: number): void => {
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animationFrame = requestAnimationFrame(move)
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// do nothing when paused
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if (paused.value) {
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lastTick = thisTick // reset tick, to avoid huge tickDelta
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return
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}
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const tickDelta = thisTick - lastTick
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lastTimeUpdate += tickDelta
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// update in-game time every 60ms by 0.1
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// then a day needs 10000 updates, and it takes about 10 minutes
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if (lastTimeUpdate > 60) {
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updateTime()
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lastTimeUpdate = 0
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}
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player.vx = inputX.value
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player.vy = inputY.value
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if (inputX.value) player.lastDir = inputX.value
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let dx_ = dx.value
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let dy_ = dy.value
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if (running.value) dx_ *= 2
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if (dx_ > 0 && blocked.value.right) dx_ = 0
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else if (dx_ < 0 && blocked.value.left) dx_ = 0
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if (dy_ > 0 && blocked.value.down) dy_ = 0
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else if (dy_ < 0 && blocked.value.up) dy_ = 0
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const optimal = 16 // 16ms per tick => 60 FPS
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const movementMultiplier = (tickDelta / optimal) * 2
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const fallMultiplier = movementMultiplier * 2 // TODO: accelerated fall?
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if (arriving.value && dy_ === 0) {
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arriving.value = false
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}
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walking.value = !!dx_
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if (dy_ <= 0) x.value += dx_ * movementMultiplier
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if (dy_ < 0 || arriving.value) {
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y.value += dy_ * movementMultiplier
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} else {
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y.value += dy_ * fallMultiplier
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}
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updateLightMap()
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lastTick = thisTick
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}
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function calcBrightness(level: number, row: number) {
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const barrier = lightBarrier.value[row]
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const barrierLeft = lightBarrier.value[row - 1]
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const barrierRight = lightBarrier.value[row + 1]
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let delta = barrier - level - (floorY.value - 3)
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const deltaL = Math.min(3, barrierLeft - level - (floorY.value - 3))
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const deltaR = Math.min(3, barrierRight - level - (floorY.value - 3))
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if (delta > 3) delta = 3
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else if (delta < 0) delta = 0
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if (deltaR > delta || deltaL > delta) delta = Math.max(deltaL, deltaR) - 1
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return `sun-${delta}`
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}
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onMounted(() => {
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const canvas = lightMapEl.value!
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canvas.height = (BLOCK_SIZE + 2) * STAGE_HEIGHT
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canvas.width = (BLOCK_SIZE + 2) * STAGE_WIDTH
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const ctx = canvas.getContext('2d')!
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updateLightMap = useLightMap(ctx, floorX, floorY, tx, ty, time, lightBarrier)
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lastTick = performance.now()
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move(lastTick)
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})
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</script>
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<template>
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<div id="field" :class="timeOfDay">
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<div id="blocks" :style="{transform: `translate(${tx}px, ${ty}px)`}">
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<template v-for="(row, y) in rows">
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<div v-for="(block, x) in row"
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:class="['block', block.type]"
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@click="dig(x, y, block.type)"
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/>
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</template>
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</div>
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<div id="player" :class="[direction, { walking }]" @click="inventory = !inventory">
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<div class="head"></div>
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<div class="body"></div>
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<div class="legs">
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<div class="left"></div>
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<div class="right"></div>
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</div>
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<div class="arms">
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<div v-if="inventorySelection"
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:class="['item', `${inventorySelection.type}-${inventorySelection.icon}-${inventorySelection.quality}`]"
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></div>
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</div>
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</div>
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<canvas id="light-mask" ref="lightMapEl" :style="{transform: `translate(${tx}px, ${ty}px)`}" />
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<div id="beam" v-if="arriving"></div>
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<div id="level-indicator">
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x:{{ floorX }}, y:{{ floorY }}
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<template v-if="paused">(PAUSED)</template>
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<template v-else>({{ clock }})</template>
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</div>
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<Inventory :shown="inventory"
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:items="player.inventory"
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@selection="inventorySelection = $event"
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/>
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<Help v-show="help" />
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</div>
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</template>
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