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main.ts
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main.ts
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//% block="Split Screen"
//% icon="\uf030"
//% color="#bd7844"
namespace splitScreen {
export enum Camera {
//% block="one"
Camera1,
//% block="two"
Camera2,
//% block="three"
Camera3,
//% block="four"
Camera4
}
export enum CameraRegion {
//% block="left half"
VerticalLeftHalf,
//% block="right half"
VerticalRightHalf,
//% block="top half"
HorizontalTopHalf,
//% block="bottom half"
HorizontalBottomHalf,
//% block="top left"
TopLeft,
//% block="top right"
TopRight,
//% block="bottom left"
BottomLeft,
//% block="bottom right"
BottomRight,
//% block="left third"
VerticalLeftThird,
//% block="vertical middle third"
VerticalMiddleThird,
//% block="right third"
VerticalRightThird,
//% block="top third"
HorizontalTopThird,
//% block="horizontal middle third"
HorizontalMiddleThird,
//% block="bottom third"
HorizontalBottomThird,
//% block="vertical quarter 1"
VerticalQuarter1,
//% block="vertical quarter 2"
VerticalQuarter2,
//% block="vertical quarter 3"
VerticalQuarter3,
//% block="vertical quarter 4"
VerticalQuarter4,
//% block="horizontal quarter 1"
HorizontalQuarter1,
//% block="horizontal quarter 2"
HorizontalQuarter2,
//% block="horizontal quarter 3"
HorizontalQuarter3,
//% block="horizontal quarter 4"
HorizontalQuarter4,
}
class CameraState {
camera: scene.Camera;
enabled: boolean;
region: CameraRegion;
renderWidth: number;
renderHeight: number;
constructor() {
this.camera = new scene.Camera();
this.enabled = false;
this.renderWidth = 0;
this.renderHeight = 0;
}
}
class SplitScreenState {
cameras: CameraState[];
fakeScreen: ScreenImage;
renderable: scene.Renderable;
isRendering: boolean;
realScreen: ScreenImage;
realCamera: scene.Camera;
enabled: boolean;
borderColor: number;
currentRenderIndex: number;
constructor() {
this.cameras = [
new CameraState(),
new CameraState(),
new CameraState(),
new CameraState()
];
this.borderColor = 1;
this.fakeScreen = image.create(screen.width, screen.height) as ScreenImage;
this.isRendering = false;
this.enabled = true;
this.currentRenderIndex = 0;
game.currentScene().eventContext.registerFrameHandler(scene.PRE_RENDER_UPDATE_PRIORITY, () => {
for (const camera of this.cameras) {
if (camera.enabled) {
camera.camera.update();
}
}
});
this.renderable = scene.createRenderable(99, () => {
this.render();
});
}
getCameraProperty(camera: Camera, property: CameraProperty) {
const state = this.cameras[camera];
if (!state.enabled) return 0;
if (!state.renderHeight) this.render(true);
const x = state.camera.sprite ? state.camera.sprite.x : state.camera.x;
const y = state.camera.sprite ? state.camera.sprite.y : state.camera.y;
const left = state.camera.left + Math.min(Math.max(x - state.camera.left - (state.renderWidth >> 1), 0), screen.width - state.renderWidth) | 0;
const top = state.camera.top + Math.min(Math.max(y - state.camera.top - (state.renderHeight >> 1), 0), screen.height - state.renderHeight) | 0;
switch (property) {
case CameraProperty.X:
return left + (state.renderWidth >> 1);
case CameraProperty.Y:
return top + (state.renderHeight >> 1);
case CameraProperty.Left:
return left;
case CameraProperty.Right:
return left + state.renderWidth;
case CameraProperty.Top:
return top;
case CameraProperty.Bottom:
return top + state.renderHeight;
}
}
protected render(skipDraw = false) {
if (this.isRendering) {
throw "cancelled";
}
if (!this.enabled) return;
const toRender = this.cameras.filter(c => c.enabled);
if (toRender.length === 1) {
if (!skipDraw) shiftScreen(screen, screen.width >> 2);
this.renderCameraRegion(toRender[0], CameraRegion.VerticalRightHalf, skipDraw);
}
if (toRender.length === 2) {
this.renderCameraRegion(toRender[0], CameraRegion.VerticalLeftHalf, skipDraw);
this.renderCameraRegion(toRender[1], CameraRegion.VerticalRightHalf, skipDraw);
}
else if (toRender.length === 3) {
this.renderCameraRegion(toRender[0], CameraRegion.VerticalLeftThird, skipDraw);
this.renderCameraRegion(toRender[1], CameraRegion.VerticalMiddleThird, skipDraw);
this.renderCameraRegion(toRender[2], CameraRegion.VerticalRightThird, skipDraw);
}
else if (toRender.length === 4) {
this.renderCameraRegion(toRender[0], CameraRegion.TopLeft, skipDraw);
this.renderCameraRegion(toRender[1], CameraRegion.TopRight, skipDraw);
this.renderCameraRegion(toRender[2], CameraRegion.BottomLeft, skipDraw);
this.renderCameraRegion(toRender[3], CameraRegion.BottomRight, skipDraw);
}
}
protected renderCameraRegion(camera: CameraState, defaultRegion: CameraRegion, skipDraw: boolean) {
switch (camera.region == undefined ? defaultRegion : camera.region) {
case CameraRegion.TopLeft:
this.renderCamera(camera, 0, 0, screen.width >> 1, screen.height >> 1, skipDraw)
break;
case CameraRegion.TopRight:
this.renderCamera(camera, (screen.width - (screen.width >> 1)), 0, screen.width >> 1, screen.height >> 1, skipDraw)
break;
case CameraRegion.BottomLeft:
this.renderCamera(camera, 0, screen.height - (screen.height >> 1), screen.width >> 1, screen.height >> 1, skipDraw)
break;
case CameraRegion.BottomRight:
this.renderCamera(camera, (screen.width - (screen.width >> 1)), screen.height - (screen.height >> 1), screen.width >> 1, screen.height >> 1, skipDraw)
break;
case CameraRegion.VerticalLeftHalf:
this.renderCamera(camera, 0, 0, screen.width >> 1, screen.height, skipDraw);
break;
case CameraRegion.VerticalRightHalf:
this.renderCamera(camera, screen.width - (screen.width >> 1), 0, screen.width >> 1, screen.height, skipDraw);
break;
case CameraRegion.VerticalLeftThird:
this.renderCamera(camera, 0, 0, Math.idiv(screen.width, 3), screen.height, skipDraw);
break;
case CameraRegion.VerticalMiddleThird:
this.renderCamera(camera, Math.idiv(screen.width, 3), 0, screen.width - (Math.idiv(screen.width, 3) << 1), screen.height, skipDraw);
break;
case CameraRegion.VerticalRightThird:
this.renderCamera(camera, screen.width - Math.idiv(screen.width, 3), 0, Math.idiv(screen.width, 3), screen.height, skipDraw);
break;
case CameraRegion.VerticalQuarter1:
this.renderCamera(camera, 0, 0, screen.width >> 2, screen.height, skipDraw);
break;
case CameraRegion.VerticalQuarter2:
this.renderCamera(camera, screen.width >> 2, 0, screen.width >> 2, screen.height, skipDraw);
break;
case CameraRegion.VerticalQuarter3:
this.renderCamera(camera, screen.width >> 1, 0, screen.width >> 2, screen.height, skipDraw);
break;
case CameraRegion.VerticalQuarter4:
this.renderCamera(camera, 3 * (screen.width >> 2), 0, screen.width - 3 * (screen.width >> 2), screen.height, skipDraw);
break;
case CameraRegion.HorizontalTopHalf:
this.renderCamera(camera, 0, 0, screen.width, screen.height >> 1, skipDraw);
break;
case CameraRegion.HorizontalBottomHalf:
this.renderCamera(camera, 0, screen.height >> 1, screen.width, screen.height - (screen.height >> 1), skipDraw);
break;
case CameraRegion.HorizontalTopThird:
this.renderCamera(camera, 0, 0, screen.width, Math.idiv(screen.height, 3), skipDraw);
break;
case CameraRegion.HorizontalMiddleThird:
this.renderCamera(camera, 0, Math.idiv(screen.height, 3), screen.width, Math.idiv(screen.height, 3), skipDraw);
break;
case CameraRegion.HorizontalBottomThird:
this.renderCamera(camera, 0, Math.idiv(screen.height, 3) << 1, screen.width, screen.height - (Math.idiv(screen.height, 3) << 1), skipDraw);
break;
case CameraRegion.HorizontalQuarter1:
this.renderCamera(camera, 0, 0, screen.width, screen.height >> 2, skipDraw);
break;
case CameraRegion.HorizontalQuarter2:
this.renderCamera(camera, 0, screen.height >> 2, screen.width, screen.height >> 2, skipDraw);
break;
case CameraRegion.HorizontalQuarter3:
this.renderCamera(camera, 0, screen.height >> 1, screen.width, screen.height >> 2, skipDraw);
break;
case CameraRegion.HorizontalQuarter4:
this.renderCamera(camera, 0, 3 * (screen.height >> 2), screen.width, screen.height - 3 * (screen.height >> 2), skipDraw);
break;
}
}
protected renderCamera(camera: CameraState, left: number, top: number, width: number, height: number, skipDraw: boolean) {
camera.renderWidth = width;
camera.renderHeight = height;
if (skipDraw) return;
this.realScreen = screen;
this.realCamera = game.currentScene().camera
screen = this.fakeScreen
game.currentScene().camera = camera.camera
this.isRendering = true;
// black magic
game.currentScene().flags &= ~(scene.Flag.IsRendering)
try {
game.currentScene().render();
}
catch {
}
this.isRendering = false;
screen = this.realScreen;
game.currentScene().camera = this.realCamera;
this.realScreen.fillRect(left, top, width, height, 15);
const x = camera.camera.sprite ? camera.camera.sprite.x : camera.camera.x;
const y = camera.camera.sprite ? camera.camera.sprite.y : camera.camera.y;
const fakeLeft = Math.min(Math.max(x - camera.camera.left - (width >> 1), 0), screen.width - width) | 0;
const fakeTop = Math.min(Math.max(y - camera.camera.top - (height >> 1), 0), screen.height - height) | 0;
this.realScreen.blit(left, top, width, height, this.fakeScreen, fakeLeft, fakeTop, width, height, false, false);
if (this.borderColor) {
screen.drawRect(left - 1, top - 1, width + 2, height + 2, this.borderColor)
}
}
}
let stateStack: SplitScreenState[];
/**
* Adds a splitscreen camera to a game
*/
//% blockId="splitscreencamerafollowsprite"
//% block="split screen camera follow $sprite"
//% deprecated=1
export function splitScreenCameraFollow(sprite: Sprite) {
cameraFollowSprite(Camera.Camera1, sprite);
}
/**
* Anchors a splitscreen camera on a sprite
*/
//% blockId=splitscreensetcanerasprite
//% block="camera $camera follow $sprite"
//% camera.shadow=splitscreen_camerashadow
//% sprite.shadow=variables_get
//% sprite.defl=mySprite
//% weight=100
export function cameraFollowSprite(camera: number, sprite: Sprite) {
state().cameras[camera].camera.sprite = sprite;
state().cameras[camera].enabled = true;
}
/**
* Sets a splitscreen camera's position
*/
//% blockId=splitscreencentercameraat
//% block="center camera $camera at x $x y $y"
//% camera.shadow=splitscreen_camerashadow
//% weight=90
export function centerCameraAt(camera: number, x: number, y: number) {
const cameraState = state().cameras[camera];
cameraState.camera.sprite = undefined;
cameraState.camera.offsetX = x - (screen.width >> 1);
cameraState.camera.offsetY = y - (screen.height >> 1);
cameraState.enabled = true;
}
/**
* Applies screenshake to a splitscreen camera
*/
//% blockId=splitscreencamerashake
//% block="camera $camera shake by $amplitude pixels for $duration ms"
//% amplitude.min=1
//% amplitude.max=8
//% amplitude.defl=4
//% duration.shadow=timePicker
//% duration.defl=500
//% camera.shadow=splitscreen_camerashadow
//% weight=80
export function cameraShake(camera: number, amplitude: number = 4, duration: number = 500) {
const cameraState = state().cameras[camera];
cameraState.camera.shake(amplitude, duration);
cameraState.enabled = true;
}
/**
* Sets the region of the screen this camera should be drawn to
*/
//% blockId=splitscreensetcameraregion
//% block="set camera $camera region to $region"
//% camera.shadow=splitscreen_camerashadow
//% region.shadow=splitscreen_cameraregionshadow
//% weight=70
export function setCameraRegion(camera: number, region: number) {
state().cameras[camera].region = region;
}
/**
* Turns the splitscreen camera rendering on and off
*/
//% blockId=splitscreencamerasetenabled
//% block="set split screen enabled $enabled"
//% weight=60
export function setSplitScreenEnabled(enabled: boolean) {
state().enabled = enabled;
}
/**
* Sets the border color that is drawn around each camera. If set to
* transparency, no border will be rendered.
*/
//% blockId=splitscreensetBorderColor
//% block="set border color $color"
//% color.shadow=colorindexpicker
//% weight=50
export function setBorderColor(color: number) {
state().borderColor = color;
}
//% blockId=splitscreen_camerashadow
//% block="$camera"
//% shim=TD_ID
//% weight=10
export function _cameraShadow(camera: Camera) {
return camera;
}
//% blockId=splitscreen_cameraregionshadow
//% block="$region"
//% shim=TD_ID
//% weight=5
export function _cameraRegionShadow(region: CameraRegion) {
return region;
}
function init() {
if (stateStack) return;
stateStack = [new SplitScreenState()];
game.addScenePushHandler(() => {
stateStack.push(new SplitScreenState());
});
game.addScenePopHandler(() => {
stateStack.pop();
if (stateStack.length === 0) stateStack.push(new SplitScreenState());
});
}
function state() {
init();
return stateStack[stateStack.length - 1];
}
let rowBuff: Buffer;
function shiftScreen(target: Image, numPixels: number) {
if (!rowBuff) rowBuff = control.createBuffer(screen.height);
for (let x = 0; x < target.width - numPixels; x++) {
target.getRows(x + numPixels, rowBuff);
target.setRows(x, rowBuff);
}
}
}