/** * Handles the masking of tile sets * * Copyright (C) 2012 Mike Gerwitz * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU Affero General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Affero General Public License for more details. * * You should have received a copy of the GNU Affero General Public License * along with this program. If not, see . * * * This handles the masking and slicing of tiles found in LTG files (see * LtgLoader for more information). * * We must think back to the good ol' days - before transparency was represented * in the image format itself and before alphatransparency even existed. Bitmaps * have no alpha channel like PNG, nor can they designate any color as * transparent like GIFs. That is what the mask bitmap is for. In the case of * the LT mask, black is used to denote opacity whereas white denotes * transparency. Furthermore, not all tiles have masks associated with them * (e.g. blocks and walls). Rather than those mask tiles being represented as * solid black boxes, some tileset masks are solid *white*. This, as we will * see, complicates our masking algorithm. * * When rendering the tiles, we obviously need to support transparency. In the * browser, this must be done either with a GIF or an alpha channel. In other * words --- we need to apply the mask to the tiles to result in a tile set with * an alpha channel which can be directly drawn to the screen. Applying this * mask when the LTG file is initially loaded will also improve performance by * eliminating the need to re-apply the mask each and every time a particular * tile is drawn. * * To apply this mask, since CSS masking is (at this time) in its infancy, we * must use the canvas element. Canvas XOR masks, however, do not help us --- * they apply the mask using the alpha channel, whereas we want to apply based * on the brightness of a particular pixel. Therefore, our solution will be to * grab the image data and manipulate each pixel individually, adjusting the * alpha channel to either 255 for opaque or 0 for transparent. Since the mask * is either black or white, we needn't calculate the brightness --- we can * simply check the color value of a single channel (e.g. R) and make the pixel * entirely transparent if the value is !== 0. * * Remember that certain tiles contain no mask. Since they are not filled with * black, we must be able to recognize when we should *not* apply a mask; * otherwise, the tile will be entire transparent! Coupling this unfortunate * detail with the fact that putImageData() does not support slicing like * drawImage() does, it makes more sense to store each tile individually in * memory rather than as a single image. Otherwise, we would be forced to use * drawImage() and re-apply the mask each time a tile is drawn, which is not * worth the little extra memory that will be consumed by separate tile images. * Given this implementation, we may then let the LtgLoader know specifically * what tiles should have masks applied. * * With that, we should have an easy-to-use set of tile graphics ready for * rendering. */ /** * Slices tiles and applies masks */ ltjs.TileMasker = Class( 'TileMasker', { /** * Canvas 2D context (used for masking and tile slicing) * @type {CanvasRenderingContext2d} */ 'private _context': null, /** * Tile definition to use for all operations * @type {Array.>} */ 'private _tileDfn': null, /** * Width of each individual tile * @type {number} */ 'private _tileWidth': 0, /** * Height of each individual tile * @type {number} */ 'private _tileHeight': 0, /** * Number of tiles per row * @type {number} */ 'private _tilesPerRow': 0, /** * Calculated width of tile set provided a tile definition * @type {number} */ 'private _setWidth': 0, /** * Calculated height of tile set provided a tile definition * @type {number} */ 'private _setHeight': 0, /** * Initialize loader with a tile definition * * The tile definition defines how a tile set should be interpreted. This * allows us to support *any* type of tile set -- not just those that are * defined by the original game. * * @param {ltjs.TileDfn} tile_dfn tile definition object */ __construct: function( tile_dfn ) { if ( !( Class.isA( ltjs.TileDfn, tile_dfn ) ) ) { throw TypeError( "Invalid tile definition provided." ); } // pre-calculate our tile information this._tileDfn = tile_dfn.getTileDefinition(); this._calcSetDimensions( tile_dfn ); // rather than accepting a context, we will create our own canvas in // memory to perform our operations (it will not be added to the DOM, so // these operations will not be visible to the user) var context = document.createElement( 'canvas' ).getContext( '2d' ); // size the canvas so that it can fit the entire tileset context.canvas.width = this._setWidth; context.canvas.height = this._setHeight; this._context = context; }, /** * Calculate tile set dimensions from the given tile definition object * * These dimensions are cached, as these are frequently used and it is * unwise to continuously invoke methods unnecessarily (who knows what the * developer of the given tile definition did!). * * @param {ltjs.TileDfn} tile_dfn tile definition object * * @return {undefined} */ 'private _calcSetDimensions': function( tile_dfn ) { // these vars are for clarity var sizes = tile_dfn.getTileDimensions(), n = this._tileDfn.length; // store values so that we do not have to make additional calls to our // TileDfn instance this._tileWidth = sizes[ 0 ]; this._tileHeight = sizes[ 1 ]; this._tilesPerRow = sizes[ 2 ]; // calculate full width and height of tile set this._setWidth = ( this._tileWidth * this._tilesPerRow ); this._setHeight = ( Math.ceil( n / this._tilesPerRow ) * this._tileHeight ); }, /** * Retrieve image data for each individual tile (pre-masked) * * Each tile will have the mask applied before being returned. This allows * the tile to be rendered without any additional processing, but at the * cost of additional overhead for the tile loading (which is well worth it, * since we will be spending the majority of our time rendering tiles, not * loading them). * * This operation is asynchronous, but the masking algorithm is not. If * performance is a concern during the masking process (for example, if one * were to create an extension to support very large tilesets), one can * extend this class to make the operation asynchronous. * * @param {string} bmp_game game tileset bitmap (URL or data URL) * @param {string} bmp_mask game tileset mask bitmap (URL or data URL) * * @param {function(Object)} callback function to call with tiles * * @return {ltjs.TileMasker} self */ 'public getMaskedTiles': function( bmp_game, bmp_mask, callback ) { var _self = this; this._getImageData( bmp_mask, function( data_mask ) { // we will render the game image after the mask so that it does not // need to be re-rendered in order to pull out the image data _self._renderImage( bmp_game, function() { _self.getMaskedTileSet( data_mask, callback ); } ); } ); return this; }, /** * Apply mask to each tile and return individual tiles * * This method requires that the tileset has already been rendered to the * canvas. * * Note that, although this method accepts a callback, it is not * asynchronous. It does, however, allow subtypes to make this algorithm * asynchronous should the need arise. See getMaskedTiles() for more * information. * * @param {Object} data_mask image data for mask bitmap * @param {function(Object)} callback function to call with tiles * * @return {undefined} */ 'virtual protected getMaskedTileSet': function( data_mask, callback ) { var tdata = this._tileDfn, tiles = {}, i = -1, len = tdata.length, // shorten the names tw = this._tileWidth, th = this._tileHeight, xn = this._tilesPerRow; // create each tile (preserving order, thus no decrementing) while ( ++i < len ) { var name = tdata[ i ][ 0 ], mask = tdata[ i ][ 1 ], // calculate the X and Y position of this tile based on the tile // and bitmap dimensions x = ( ( i % xn ) * th ), y = ( ( Math.floor( i / xn ) ) * tw ); // the third index indicates whether or not a mask should be applied // to the tile tiles[ name ] = ( mask === 1 ) ? this.getMaskedTileData( data_mask, x, y ) : this.getTileData( x, y ); } callback( tiles ); }, /** * Retrieve a tile with the mask applied * * This algorithm uses the image rendered to the canvas along with the given * mask image data to alter the alpha channel of the tile, producing a tile * with the appropriate transparency. * * The LaserTank mask considered black to be opaque and white to be * transparent. Since those are the only two colors permitted, we can * improve performance by checking only a single channel rather than * calculating brightness. If not black, the respective pixel in the tile * will be considered transparent. * * Only the image data for the requested tile will be returned. That is, the * image data will represent a single tile and it can be rendered directly * to the canvas. * * WARNING: Not all tiles have masks. This method should not be used unless * the tile has a mask. The result is otherwise LTG-dependent, since some * LTG files do not have fully opaque masks for those tiles. * * @param {Object} data_mask image data for the mask bitmap * @param {number} x tile X position in game/mask bitmap * @param {number} y tile Y position in game/mask bitmap * * @return {Object} image data for the requested tile */ 'virtual protected getMaskedTileData': function( data_mask, x, y ) { var raw = this.getTileData( x, y ), w = raw.width, h = raw.height, mw = data_mask.width, yi = h; // apply the mask to the raw tile data (simple and easy-to-understand // algorithm; we can refine it later if need be), looping through each // pixel while ( yi-- ) { xi = w; while ( xi-- ) { // get the R value for the associated pixel in the mask bitmap // (remember that, although we are dealing with applying the // mask to a single tile, the mask image contains all tiles, so // we must calculate its position accordingly) var mi = ( ( ( yi + y ) * ( mw * 4 ) ) + ( ( xi + x ) * 4 ) ), mr = data_mask.data[ mi ]; // manipulate the alpha channel of our tile; if the R value for // the mask is not 0, then this pixel in our tile should be // transparent (we need only check the R pixel since the mask // consists of only black and white, so there is no need to // calculate brightness) raw.data[ ( ( yi * w * 4 ) + ( xi * 4 ) ) + 3 ] = ( mr === 0 ) ? 255 : 0; } } return raw; }, /** * Retrieve image data for the tile at the given position * * @param {number} x tile X position in bitmap * @param {number} y tile Y position in bitmap * * @return {Object} image data for tile **/ 'protected getTileData': function( x, y ) { return this._context.getImageData( x, y, this._tileWidth, this._tileHeight ); }, /** * Render an image to the canvas * * This operation is asynchronous and supports loading of external * resources. Note that an external resource that violates the browser's * cross-site security policies will taint the canvas, preventing the * masking operation. Using data URLs will avoid this issue entirely. * * @param {string} bmp image URL or data URL * @param {function(Image)} callback function to call when complete * * @return {undefined} */ 'private _renderImage': function( bmp, callback ) { var _self = this, img = new Image(); img.onload = function() { _self._context.drawImage( img, 0, 0 ); callback( img ); }; img.src = bmp; }, /** * Retrieve the canvas image data of the given bitmap * * @param {string} bmp image URL or data URL * @param {function(Image)} callback function to call when complete * * @return {undefined} */ 'private _getImageData': function( bmp, callback ) { var _self = this; this._renderImage( bmp, function() { callback( _self._context.getImageData( 0, 0, _self._setWidth, _self._setHeight ) ); } ); } } );