Abstracted tile definition
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/**
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* Contains tile definition for classic (original game) tile sets
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*
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* Copyright (C) 2012 Mike Gerwitz
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Affero General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Affero General Public License for more details.
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*
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* You should have received a copy of the GNU Affero General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/**
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* Definition for classic tile sets found in the original game
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*/
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ltjs.ClassicTileDfn = Class( 'ClassicTileDfn' )
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.implement( ltjs.TileDfn )
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.extend(
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{
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/**
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* Retrieve the tile definition
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*
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* The definition should be an array of arrays, with the first index
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* representing the tile id and the second index representing whether or not
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* a mask should be applied (0 or 1). A list of standard tile ids are
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* provided at the top of this file.
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*
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* The tiles are expected to be parsed per row, beginning at the upper-left
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* corner. Specifying the tiles in this manner is both concise and helps to
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* eliminate human error and maintenance concerns that may arise from the
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* manual specification of tile coordinates.
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*
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* @return {Array.<Array.<string,number>>} tile definition
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*/
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'public getTileDefinition': function()
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{
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return [
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[ 'dirt', 0 ], /* dirt */
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[ 'tup', 1 ], /* tank up */
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[ 'tright', 1 ], /* tank right */
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[ 'tdown', 1 ], /* tank down */
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[ 'tleft', 1 ], /* tank left */
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[ 'base', 0 ], /* base */
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[ 'basealt', 0 ], /* base alt */
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[ 'basealt2', 0 ], /* base alt 2 */
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[ 'water', 0 ], /* water */
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[ 'wateralt', 0 ], /* water alt */
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[ 'wateralt2', 0 ], /* water alt 2 */
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[ 'atdownb', 1 ], /* anti-tank, blown up, down */
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[ 'block', 0 ], /* non-movable block */
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[ 'mblock', 0 ], /* movable block */
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[ 'brick', 0 ], /* brick */
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[ 'atup', 1 ], /* anti-tank up */
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[ 'atupalt', 1 ], /* anti-tank up alt */
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[ 'atupalt2', 1 ], /* anti-tank up alt 2 */
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[ 'mblockw', 0 ], /* movable block in water */
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[ 'mirrorul', 1 ], /* mirror up-left */
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[ 'mirrorur', 1 ], /* mirror up-right */
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[ 'mirrordr', 1 ], /* mirror down-right */
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[ 'mirrordl', 1 ], /* mirror down-left */
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[ 'owup', 0 ], /* one-way up */
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[ 'owupalt', 0 ], /* one-way up alt */
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[ 'owupalt2', 0 ], /* one-way up alt 2 */
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[ 'owright', 0 ], /* one-way right */
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[ 'owrightalt', 0 ], /* one-way right alt */
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[ 'owrightalt2', 0 ], /* one-way right alt 2 */
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[ 'owdown', 0 ], /* one-way down */
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[ 'owdownalt', 0 ], /* one-way down alt */
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[ 'owdownalt2', 0 ], /* one-way down alt 2 */
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[ 'owleft', 0 ], /* one-way left */
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[ 'owleftalt', 0 ], /* one-way left alt */
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[ 'owleftalt2', 0 ], /* one-way left alt 3 */
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[ 'atright', 1 ], /* anti-tank right */
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[ 'atrightalt', 1 ], /* anti-tank right alt */
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[ 'atrightalt2', 1 ], /* anti-tank right alt 2 */
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[ 'atdown', 1 ], /* anti-tank down */
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[ 'atdownalt', 1 ], /* anti-tank down alt */
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[ 'atdownalt2', 1 ], /* anti-tank down alt 2 */
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[ 'atleft', 1 ], /* anti-tank left */
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[ 'atleftalt', 1 ], /* anti-tank left alt */
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[ 'atleftalt2', 1 ], /* anti-tank left alt 2 */
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[ 'cblock', 0 ], /* crystal block */
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[ 'cblockht', 0 ], /* crystal block hit by tank */
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[ 'rmirrorul', 0 ], /* roto-mirror up-left */
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[ 'rmirrorur', 0 ], /* roto-mirror up-right */
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[ 'rmirrordr', 0 ], /* roto-mirror down-right */
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[ 'rmirrordl', 0 ], /* roto-mirror down-left */
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[ 'cblockhat', 0 ], /* crystal block hit by anti-tank */
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[ 'atrightb', 1 ], /* anti-tank, blown up, right */
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[ 'atleftb', 1 ], /* anti-tank, blown up, left */
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[ 'atupb', 1 ], /* anti-tank, blown up, up */
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[ 'tunnel', 1 ], /* wormhole/tunnel */
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[ 'ice', 0 ], /* ice */
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[ 'thinice', 0 ] /* thin ice */
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];
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},
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/**
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* Retrieve tile dimensions
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*
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* This method should return an array containing three values: the width and
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* height of the individual tiles and the number of tiles per row. From this
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* data, any individual tile can be extracted from the tile set.
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*
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* @return {Array.<number>} tile width, tile height, tiles per row
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*/
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'public getTileDimensions': function()
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{
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return [ 32, 32, 10 ];
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}
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} );
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/**
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* Contains tile definition interface
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*
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* Copyright (C) 2012 Mike Gerwitz
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Affero General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Affero General Public License for more details.
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*
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* You should have received a copy of the GNU Affero General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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* This interface provides a definition for the processing of tile sets.
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* Specifically, it includes the width and height of each individual tile, the
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* number of tiles per row, the ids to map each tile to and a flag indicating
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* whether or not the tile should have a mask applied to it.
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*
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* The true benefit of this interface is that it abstracts the tile
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* interpretation logic in such a way that *any* tile set is supported. That is,
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* should someone decide to support entirely separate tile sets (perhaps to
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* add additional features to the game, or even to simply restructure the tile
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* positions of the current one), we have them covered.
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*
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* Below is a list of standard ids that must be mapped for classic game play.
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* The *alt tiles are used in animation (the terminology comes from the original
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* game sources).
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*
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* dirt - dirt
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* tup - tank up
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* tright - tank right
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* tdown - tank down
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* tleft - tank left
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* base - base
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* basealt - base alt
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* basealt2 - base alt 2
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* water - water
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* wateralt - water alt
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*
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* wateralt2 - water alt 2
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* atdownb - anti-tank down
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* block - block
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* mblock - movable block
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* brick - brick
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* atup - anti-tank up
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* atupalt - anti-tank up alt
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* atupalt2 - anti-tank up alt 2
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* mblockw - movable block in water
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* mirrorul - mirror up-left
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*
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* mirrorur - mirror up-right
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* mirrordr - mirror down-right
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* mirrordl - mirror down-left
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* owup - one-way up
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* owupalt - one-way up alt
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* owupalt2 - one-way up alt 2
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* owright - one-way right
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* owrightalt - one-way right alt
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* owrightalt2 - one-way right alt 2
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* owdown - one-way down
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*
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* owdownalt - one-way down alt
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* owdownalt2 - one-way down alt 2
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* owleft - one-way left
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* owleftalt - one-way left alt
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* owleftalt2 - one-way left alt 3
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* atright - anti-tank right
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* atrightalt - anti-tank right alt
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* atrightalt2 - anti-tank right alt 2
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* atdown - anti-tank down
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* atdownalt - anti-tank down alt
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*
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* atdownalt2 - anti-tank down alt 2
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* atleft - anti-tank left
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* atleftalt - anti-tank left alt
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* atleftalt2 - anti-tank left alt 2
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* cblock - crystal block
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* cblockht - crystal block hit by tank
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* rmirrorul - roto-mirror up-left
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* rmirrorur - roto-mirror up-right
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* rmirrordr - roto-mirror down-right
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* rmirrordl - roto-mirror down-left
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*
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* cblockhat - crystal block hit by anti-tank
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* atrightb - anti-tank, blown up, right
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* atleftb - anti-tank, blown up, left
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* atupb - anti-tank, blown up, up
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* tunnel - wormhole/tunnel
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* ice - ice
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* thinice - thin ice
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*/
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/**
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* Defines the contents of a tile set
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*
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* The tile set is expected to be an image of any width (W) and height (H)
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* containing individual tiles (of width w and height h) such that W % w === 0
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* and H % h === 0. All tiles are expected to share the same dimensions.
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*/
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ltjs.TileDfn = Interface( 'TileDfn',
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{
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/**
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* Retrieve the tile definition
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*
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* The definition should be an array of arrays, with the first index
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* representing the tile id and the second index representing whether or not
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* a mask should be applied (0 or 1). A list of standard tile ids are
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* provided at the top of this file.
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*
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* The tiles are expected to be parsed per row, beginning at the upper-left
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* corner. Specifying the tiles in this manner is both concise and helps to
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* eliminate human error and maintenance concerns that may arise from the
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* manual specification of tile coordinates.
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*
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* @return {Array.<Array.<string,number>>} tile definition
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*/
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'public getTileDefinition': [],
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/**
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* Retrieve tile dimensions
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*
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* This method should return an array containing three values: the width and
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* height of the individual tiles and the number of tiles per row. From this
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* data, any individual tile can be extracted from the tile set.
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*
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* @return {Array.<number>} tile width, tile height, tiles per row
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*/
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'public getTileDimensions': []
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} );
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@ -68,102 +68,113 @@
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*/
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ltjs.TileMasker = Class( 'TileMasker',
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{
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'private const _TDATA': [
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[ 'dirt', 0 ], /* dirt */
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[ 'tup', 1 ], /* tank up */
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[ 'tright', 1 ], /* tank right */
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[ 'tdown', 1 ], /* tank down */
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[ 'tleft', 1 ], /* tank left */
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[ 'base', 0 ], /* base */
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[ 'basealt', 0 ], /* base alt */
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[ 'basealt2', 0 ], /* base alt 2 */
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[ 'water', 0 ], /* water */
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[ 'wateralt', 0 ], /* water alt */
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[ 'wateralt2', 0 ], /* water alt 2 */
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[ 'atdownb', 1 ], /* anti-tank, blown up, down */
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[ 'block', 0 ], /* non-movable block */
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[ 'mblock', 0 ], /* movable block */
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[ 'brick', 0 ], /* brick */
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[ 'atup', 1 ], /* anti-tank up */
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[ 'atupalt', 1 ], /* anti-tank up alt */
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[ 'atupalt2', 1 ], /* anti-tank up alt 2 */
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[ 'mblockw', 0 ], /* movable block in water */
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[ 'mirrorul', 1 ], /* mirror up-left */
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[ 'mirrorur', 1 ], /* mirror up-right */
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[ 'mirrordr', 1 ], /* mirror down-right */
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[ 'mirrordl', 1 ], /* mirror down-left */
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[ 'owup', 0 ], /* one-way up */
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[ 'owupalt', 0 ], /* one-way up alt */
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[ 'owupalt2', 0 ], /* one-way up alt 2 */
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[ 'owright', 0 ], /* one-way right */
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[ 'owrightalt', 0 ], /* one-way right alt */
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[ 'owrightalt2', 0 ], /* one-way right alt 2 */
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[ 'owdown', 0 ], /* one-way down */
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[ 'owdownalt', 0 ], /* one-way down alt */
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[ 'owdownalt2', 0 ], /* one-way down alt 2 */
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[ 'owleft', 0 ], /* one-way left */
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[ 'owleftalt', 0 ], /* one-way left alt */
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[ 'owleftalt2', 0 ], /* one-way left alt 2 */
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[ 'atright', 1 ], /* anti-tank right */
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[ 'atrightalt', 1 ], /* anti-tank right alt */
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[ 'atrightalt2', 1 ], /* anti-tank right alt 2 */
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[ 'atdown', 1 ], /* anti-tank down */
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[ 'atdownalt', 1 ], /* anti-tank down alt */
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[ 'atdownalt2', 1 ], /* anti-tank down alt 2 */
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[ 'atleft', 1 ], /* anti-tank left */
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[ 'atleftalt', 1 ], /* anti-tank left alt */
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[ 'atleftalt2', 1 ], /* anti-tank left alt 2 */
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[ 'cblock', 0 ], /* crystal block */
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[ 'cblockht', 0 ], /* crystal block hit by tank */
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[ 'rmirrorul', 0 ], /* roto-mirror up-left */
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[ 'rmirrorur', 0 ], /* roto-mirror up-right */
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[ 'rmirrordr', 0 ], /* roto-mirror down-right */
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[ 'rmirrordl', 0 ], /* roto-mirror down-left */
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[ 'cblockhat', 0 ], /* crystal block hit by anti-tank */
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[ 'atrightb', 1 ], /* anti-tank, blown up, right */
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[ 'atleftb', 1 ], /* anti-tank, blown up, left */
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[ 'atupb', 1 ], /* anti-tank, blown up, up */
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[ 'tunnel', 1 ], /* wormhole/tunnel */
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[ 'ice', 0 ], /* ice */
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[ 'thinice', 0 ] /* thin ice */
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],
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'private const _TSIZE': [ 32, 32, 320, 192 ],
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/**
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* Canvas 2D context (used for masking and tile slicing)
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* @type {CanvasRenderingContext2d}
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*/
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'private _context': null,
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/**
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* Tile definition to use for all operations
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* @type {Array.<Array.<string,number>>}
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*/
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'private _tileDfn': null,
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/**
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* Initialize loader with a 2D canvas context
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*
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* The context will be used for masking the game bitmap and slicing the
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* tiles.
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* Width of each individual tile
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* @type {number}
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*/
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__construct: function()
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'private _tileWidth': 0,
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/**
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* Height of each individual tile
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* @type {number}
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*/
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'private _tileHeight': 0,
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/**
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* Number of tiles per row
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* @type {number}
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*/
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'private _tilesPerRow': 0,
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/**
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* Calculated width of tile set provided a tile definition
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* @type {number}
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*/
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'private _setWidth': 0,
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/**
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* Calculated height of tile set provided a tile definition
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* @type {number}
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*/
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'private _setHeight': 0,
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/**
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* Initialize loader with a tile definition
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*
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* The tile definition defines how a tile set should be interpreted. This
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* allows us to support *any* type of tile set -- not just those that are
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* defined by the original game.
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*
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* @param {ltjs.TileDfn} tile_dfn tile definition object
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*/
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__construct: function( tile_dfn )
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{
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if ( !( Class.isA( ltjs.TileDfn, tile_dfn ) ) )
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{
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throw TypeError( "Invalid tile definition provided." );
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}
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// pre-calculate our tile information
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this._tileDfn = tile_dfn.getTileDefinition();
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this._calcSetDimensions( tile_dfn );
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// rather than accepting a context, we will create our own canvas in
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// memory to perform our operations (it will not be added to the DOM, so
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// these operations will not be visible to the user)
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var context = document.createElement( 'canvas' ).getContext( '2d' ),
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sizes = this.__self.$( '_TSIZE' );
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var context = document.createElement( 'canvas' ).getContext( '2d' );
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// size the canvas so that it can fit the entire tileset
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context.canvas.width = sizes[ 2 ];
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context.canvas.height = sizes[ 3 ];
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context.canvas.width = this._setWidth;
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context.canvas.height = this._setHeight;
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this._context = context;
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},
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/**
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* Calculate tile set dimensions from the given tile definition object
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*
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* These dimensions are cached, as these are frequently used and it is
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* unwise to continuously invoke methods unnecessarily (who knows what the
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* developer of the given tile definition did!).
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*
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* @param {ltjs.TileDfn} tile_dfn tile definition object
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*
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* @return {undefined}
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*/
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'private _calcSetDimensions': function( tile_dfn )
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{
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// these vars are for clarity
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var sizes = tile_dfn.getTileDimensions(),
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n = this._tileDfn.length;
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// store values so that we do not have to make additional calls to our
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// TileDfn instance
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this._tileWidth = sizes[ 0 ];
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this._tileHeight = sizes[ 1 ];
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this._tilesPerRow = sizes[ 2 ];
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// calculate full width and height of tile set
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this._setWidth = ( this._tileWidth * this._tilesPerRow );
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this._setHeight = (
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Math.ceil( n / this._tilesPerRow ) * this._tileHeight
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);
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},
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/**
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* Retrieve image data for each individual tile (pre-masked)
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*
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||||
|
@ -221,17 +232,15 @@ ltjs.TileMasker = Class( 'TileMasker',
|
|||
*/
|
||||
'virtual protected getMaskedTileSet': function( data_mask, callback )
|
||||
{
|
||||
var tdata = this.__self.$( '_TDATA' ),
|
||||
var tdata = this._tileDfn,
|
||||
tiles = {},
|
||||
i = -1,
|
||||
len = tdata.length,
|
||||
|
||||
// get tile width and height in pixels, and the number of tiles in
|
||||
// each row (xn)
|
||||
sizes = this.__self.$( '_TSIZE' ),
|
||||
tw = sizes[ 0 ],
|
||||
th = sizes[ 1 ],
|
||||
xn = ( sizes[ 2 ] / tw );
|
||||
// shorten the names
|
||||
tw = this._tileWidth,
|
||||
th = this._tileHeight,
|
||||
xn = this._tilesPerRow;
|
||||
|
||||
// create each tile (preserving order, thus no decrementing)
|
||||
while ( ++i < len )
|
||||
|
@ -248,7 +257,7 @@ ltjs.TileMasker = Class( 'TileMasker',
|
|||
// to the tile
|
||||
tiles[ name ] = ( mask === 1 )
|
||||
? this.getMaskedTileData( data_mask, x, y )
|
||||
: this.getTileData( x, y);
|
||||
: this.getTileData( x, y );
|
||||
}
|
||||
|
||||
callback( tiles );
|
||||
|
@ -330,8 +339,9 @@ ltjs.TileMasker = Class( 'TileMasker',
|
|||
**/
|
||||
'protected getTileData': function( x, y )
|
||||
{
|
||||
var sizes = this.__self.$( '_TSIZE' );
|
||||
return this._context.getImageData( x, y, sizes[ 0 ], sizes[ 1 ] );
|
||||
return this._context.getImageData(
|
||||
x, y, this._tileWidth, this._tileHeight
|
||||
);
|
||||
},
|
||||
|
||||
|
||||
|
@ -377,10 +387,12 @@ ltjs.TileMasker = Class( 'TileMasker',
|
|||
|
||||
this._renderImage( bmp, function()
|
||||
{
|
||||
var size = _self.__self.$( '_TSIZE' ),
|
||||
data = _self._context.getImageData( 0, 0, size[ 2 ], size[ 3 ] );
|
||||
callback(
|
||||
_self._context.getImageData(
|
||||
0, 0, _self._setWidth, _self._setHeight
|
||||
)
|
||||
);
|
||||
|
||||
callback( data );
|
||||
} );
|
||||
}
|
||||
} );
|
||||
|
|
|
@ -52,7 +52,8 @@
|
|||
<script src="../scripts/ease.min.js"></script>
|
||||
<script>
|
||||
window.ltjs = {};
|
||||
window.Class = easejs.Class;
|
||||
window.Class = easejs.Class;
|
||||
window.Interface = easejs.Interface;
|
||||
|
||||
var ctx = document.getElementById( 'canvas' ).getContext( '2d' ),
|
||||
ltg = document.getElementById( 'ltg' );
|
||||
|
@ -70,8 +71,8 @@
|
|||
|
||||
reader.onload = function( event )
|
||||
{
|
||||
var loader = ltjs.LtgLoader( ctx ),
|
||||
masker = ltjs.TileMasker( ctx ),
|
||||
var loader = ltjs.LtgLoader(),
|
||||
masker = ltjs.TileMasker( ltjs.ClassicTileDfn() ),
|
||||
meta = loader.fromString( event.target.result ),
|
||||
|
||||
bmp_game = document.getElementById( 'bmp_game' ),
|
||||
|
@ -124,6 +125,8 @@
|
|||
// invoke immediately, as we may have a filename prefilled from a refresh
|
||||
fileChange();
|
||||
</script>
|
||||
<script src="../lib/TileDfn.js"></script>
|
||||
<script src="../lib/ClassicTileDfn.js"></script>
|
||||
<script src="../lib/LtgLoader.js"></script>
|
||||
<script src="../lib/TileMasker.js"></script>
|
||||
</body>
|
||||
|
|
Loading…
Reference in New Issue