unloading, debug grid
This commit is contained in:
parent
143a93f9f4
commit
395d69d2c1
76
src/debug.js
76
src/debug.js
@ -1,20 +1,25 @@
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import { ctx } from './canvas'
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class Debugging {
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constructor () {
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this.overlay = document.createElement('div')
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this.overlay.style = 'color:#fff;position:absolute;top:15px;right:15px;background-color:hsla(0,0%,47%,0.5);padding:10px;display:flex;flex-direction:column;'
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document.body.appendChild(this.overlay)
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this.drawGrid = false
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}
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draw (vp, world, fps) {
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let p = vp.chunkIn(world.chunkSize * world.tileSize)
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ctx.fillStyle = '#fff'
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ctx.fillText(fps + ' fps', 4, 16)
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ctx.fillText('cam-in-chunk (x: ' + p.x + '; y: ' + p.y + ')', 4, 32)
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ctx.fillText('loaded ' + world.chunks.length, 4, 48)
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ctx.fillText('drawn ' + world._lastDrawCount, 4, 64)
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ctx.fillText('updates ' + world._lastUpdateCount, 4, 80)
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ctx.fillText('cam (x: ' + vp.x + '; y: ' + vp.y + ')', 4, 16 * 2)
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ctx.fillText('cam-in-chunk (x: ' + p.x + '; y: ' + p.y + ')', 4, 16 * 3)
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ctx.fillText('loaded ' + world.chunks.length, 4, 16 * 4)
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ctx.fillText('drawn ' + world._lastDrawCount, 4, 16 * 5)
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ctx.fillText('updates ' + world._lastUpdateCount, 4, 16 * 6)
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}
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createSliders (obj, args, fn) {
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let overlay = document.createElement('div')
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overlay.style = 'color:#fff;position:absolute;top:15px;right:15px;background-color:hsla(0,0%,47%,0.5);padding:10px;display:flex;flex-direction:column;'
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for (let a in args) {
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let min = args[a][0]
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let max = args[a][1]
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@ -40,9 +45,62 @@ class Debugging {
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div.appendChild(name)
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div.appendChild(slider)
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div.appendChild(value)
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overlay.appendChild(div)
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this.overlay.appendChild(div)
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}
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document.body.appendChild(overlay)
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}
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addCheckbox (obj, arg, fn) {
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let div = document.createElement('div')
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div.style = 'display:flex;flex-direction:row;'
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let name = document.createElement('span')
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let checkbox = document.createElement('input')
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name.style = 'flex-grow:1;'
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name.innerHTML = arg
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checkbox.type = 'checkbox'
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checkbox.checked = obj[arg] === true
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checkbox.addEventListener('change', function (e) {
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obj[arg] = checkbox.checked
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fn(arg, obj[arg])
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})
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div.appendChild(checkbox)
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div.appendChild(name)
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this.overlay.appendChild(div)
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}
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chunkGrid (ctx, chunk, view) {
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if (!this.drawGrid) return
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// Inner grid
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ctx.lineWidth = 0.15
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ctx.strokeStyle = '#041fff'
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for (let x = 0; x <= chunk.fullSize; x += chunk.tile) {
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ctx.beginPath()
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// Vertical lines
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ctx.moveTo(0 + x, 0)
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ctx.lineTo(0 + x, chunk.fullSize)
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// Horizontal lines
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ctx.moveTo(0, 0 + x)
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ctx.lineTo(chunk.fullSize, 0 + x)
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// Close
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ctx.closePath()
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ctx.stroke()
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}
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// Chunk border
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ctx.lineWidth = 1
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ctx.strokeStyle = '#040404'
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ctx.beginPath()
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ctx.moveTo(0.5, 0)
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ctx.lineTo(0.5, chunk.fullSize)
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ctx.moveTo(0.5, chunk.fullSize)
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ctx.lineTo(chunk.fullSize, chunk.fullSize)
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ctx.closePath()
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ctx.stroke()
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// Chunk index
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ctx.fillStyle = '#fff'
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ctx.fillText(chunk.x + ';' + chunk.y, 5, 16)
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}
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}
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@ -83,7 +83,7 @@ class HeightMap {
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}
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getHeight (x) {
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return this.getNoise(x) * this.amplitude
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return this.getNoise(x) * this.amplitude + this.iy
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}
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}
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36
src/index.js
36
src/index.js
@ -14,7 +14,7 @@ let fps = 0
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let vp = new Viewport(0, 0)
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let height = new HeightMap(0, 0, 16, 0)
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let height = new HeightMap(0, 32, 16, 0)
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let map = new TileMap('assets/ground.png', 32)
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const chunkSize = 32
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@ -59,26 +59,39 @@ map.define({
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'STONE': 10
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})
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let test = new World(height, { GROUND: map }, chunkSize, tileSize)
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let world = new World(height, { GROUND: map }, chunkSize, tileSize, 32, 64)
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function update (dt) {
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test.update(dt, vp)
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world.update(dt, vp)
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if (Input.isDown('w')) {
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vp.y -= 5
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vp.y -= 15
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} else if (Input.isDown('s')) {
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vp.y += 5
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vp.y += 15
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}
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if (Input.isDown('a')) {
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vp.x -= 5
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vp.x -= 15
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} else if (Input.isDown('d')) {
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vp.x += 5
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vp.x += 15
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}
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let full = world.chunkSize * world.tileSize
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if (vp.x < 0) {
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vp.x = 0
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} else if (vp.x + vp.width > world.width * full) {
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vp.x = (full * world.width) - vp.width
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}
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if (vp.y < 0) {
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vp.y = 0
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} else if (vp.y + vp.height > world.height * full) {
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vp.y = (full * world.height) - vp.height
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}
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}
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function draw () {
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test.draw(vp)
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Debug.draw(vp, test, fps)
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world.draw(vp)
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Debug.draw(vp, world, fps)
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}
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function step () {
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@ -115,7 +128,10 @@ function start () {
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period: [1, 100, 1],
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lacunarity: [1, 5, 1]
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}, function (key, val) {
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test.chunks = []
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world.chunks = []
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})
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Debug.addCheckbox(Debug, 'drawGrid', function (argument) {
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world.chunks = []
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})
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playing = true
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gameLoop()
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157
src/tiles.js
157
src/tiles.js
@ -1,7 +1,10 @@
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import { ctx, ResourceCacheFactory } from './canvas'
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import { distanceTo } from './utils'
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import Resource from './resource'
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import Debug from './debug'
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const cacheFactory = new ResourceCacheFactory()
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const UPDATE_RADIUS = 6
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class TileMap {
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constructor (image, rows) {
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@ -47,37 +50,13 @@ class TileMap {
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}
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}
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class TileChunk {
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constructor (ix, iy, size = 16, tileSize = 16) {
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this.x = ix
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this.y = iy
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class TileLayer {
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constructor (name, collider = false, size = 16, tileSize = 16) {
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this.name = name
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this.collide = collider
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this.size = size
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this.tile = tileSize
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this.tiles = []
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this.dirty = true
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this.img = null
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this._updated = false
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}
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generateMap (tileMap, heightMap) {
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for (let i = 0; i < this.size * this.size; i++) {
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let tileCoords = this.toXY(i)
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let tileAbs = this.toAbs(tileCoords)
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let y = Math.ceil(heightMap.getHeight(tileAbs.x) * 5 / 2) - 4
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if (tileAbs.y < y) {
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this.tiles.push(-1)
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continue
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}
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if (tileAbs.y === y) {
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this.tiles.push(tileMap.indexOf('GRASS_TOP'))
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continue
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}
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if (tileAbs.y < y + 10) {
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this.tiles.push(tileMap.indexOf('DIRT'))
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continue
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}
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this.tiles.push(tileMap.indexOf('STONE'))
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}
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}
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tileAt (i) {
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@ -92,6 +71,63 @@ class TileChunk {
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return { x: i % this.size, y: Math.floor(i / this.size) }
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}
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draw (ctx, view, map) {
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for (let i in this.tiles) {
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let tilei = this.tiles[i]
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if (tilei === -1) continue
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let coords = this.toXY(parseInt(i))
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let tileCoords = map.tileAt(tilei)
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ctx.drawImage(map.image, tileCoords.x, tileCoords.y, map.tile, map.tile,
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coords.x * this.tile, coords.y * this.tile, this.tile, this.tile)
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}
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}
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update (dt) {
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}
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}
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class Chunk {
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constructor (ix, iy, size = 16, tileSize = 16) {
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this.x = ix
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this.y = iy
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this.size = size
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this.tile = tileSize
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this.layers = []
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this.dirty = true
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this.img = null
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this._updated = false
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}
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generateMap (tileMap, heightMap) {
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this.layers = []
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let fgLayer = new TileLayer('fg', true, this.size, this.tile)
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for (let i = 0; i < this.size * this.size; i++) {
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let tileCoords = fgLayer.toXY(i)
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let tileAbs = this.toAbs(tileCoords)
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let y = Math.ceil(heightMap.getHeight(tileAbs.x) * 5 / 2) - 4
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if (tileAbs.y < y) {
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fgLayer.tiles.push(-1)
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continue
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}
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if (tileAbs.y === y) {
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fgLayer.tiles.push(tileMap.indexOf('GRASS_TOP'))
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continue
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}
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if (tileAbs.y < y + 10) {
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fgLayer.tiles.push(tileMap.indexOf('DIRT'))
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continue
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}
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if (tileAbs.y > heightMap.falloff - y + 64) {
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fgLayer.tiles.push(-1)
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continue
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}
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fgLayer.tiles.push(tileMap.indexOf('STONE'))
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}
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this.layers.push(fgLayer)
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this.dirty = true
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}
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toAbs (x, y) {
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if (typeof x === 'object') {
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y = x.y
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@ -101,22 +137,30 @@ class TileChunk {
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}
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get absPos () {
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return { x: this.x * this.size * this.tile, y: this.y * this.size * this.tile }
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return { x: this.x * this.fullSize, y: this.y * this.fullSize }
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}
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get fullSize () {
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return this.size * this.tile
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}
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draw (view, map) {
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// Create a cached image of the chunk
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if (this.dirty || !this.img) {
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cacheFactory.prepare(this.size * this.tile, this.size * this.tile)
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for (let i in this.tiles) {
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let tilei = this.tiles[i]
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if (tilei === -1) continue
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let coords = this.toXY(parseInt(i))
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let tileCoords = map.tileAt(tilei)
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cacheFactory.ctx.drawImage(map.image, tileCoords.x, tileCoords.y, map.tile, map.tile,
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coords.x * this.tile, coords.y * this.tile, this.tile, this.tile)
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// Draw all layers
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for (let i in this.layers) {
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let layer = this.layers[i]
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layer.draw(cacheFactory.ctx, view, map)
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}
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// Draw a debug grid when enabled
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Debug.chunkGrid(cacheFactory.ctx, this, view)
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// Create cached image
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this.img = cacheFactory.capture()
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// Don't update again next tick
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this.dirty = false
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this._updated = true
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return
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@ -127,19 +171,27 @@ class TileChunk {
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}
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update (dt) {
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for (let i in this.layers) {
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this.layers[i].update(dt)
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}
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}
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}
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class World {
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constructor (heightMap, tileMaps, chunkSize = 16, tileSize = 16) {
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constructor (heightMap, tileMaps, chunkSize = 16, tileSize = 16, height = 64, width = 128) {
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this.heightMap = heightMap
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this.chunkSize = chunkSize
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this.tileSize = tileSize
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this.tileMaps = tileMaps
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this.chunks = []
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this.height = height
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this.width = width
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// Indicate to the height map where the base of the world is
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this.heightMap.falloff = height * this.chunkSize
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// Debug info
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this._unloadTick = 0
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this._lastDrawCount = 0
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this._lastUpdateCount = 0
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}
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@ -156,10 +208,10 @@ class World {
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let posPoint = vp.chunkIn(this.chunkSize * this.tileSize)
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for (let x = posPoint.x - 4; x < posPoint.x + 5; x++) {
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for (let y = posPoint.y - 4; y < posPoint.y + 5; y++) {
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if (x < 0 || y < 0) continue
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if (x < 0 || y < 0 || x >= this.width || y >= this.height) continue
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let exists = this.getChunk(x, y)
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if (!exists) {
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let n = new TileChunk(x, y, this.chunkSize, this.tileSize)
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let n = new Chunk(x, y, this.chunkSize, this.tileSize)
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n.generateMap(this.tileMaps.GROUND, this.heightMap)
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this.chunks.push(n)
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break
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@ -170,17 +222,34 @@ class World {
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for (let i in this.chunks) {
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this.chunks[i].update(dt)
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}
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// Remove far away chunks from memory
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this._unloadTick++
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if (this._unloadTick === 60) {
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this._unloadTick = 0
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let keep = []
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for (let i in this.chunks) {
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let chunk = this.chunks[i]
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let pos = chunk.absPos
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let distance = distanceTo(vp.adjustCentered, pos)
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if (distance <= chunk.fullSize * UPDATE_RADIUS) {
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// Keep chunk
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keep.push(chunk)
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}
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}
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this.chunks = keep
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}
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}
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draw (vp) {
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this._lastDrawCount = 0
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this._lastUpdateCount = 0
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const adj = this.tileSize
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for (let i in this.chunks) {
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let chunk = this.chunks[i]
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let absPos = chunk.absPos
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let chunkSize = chunk.size * this.tileSize
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if (absPos.x > vp.x + vp.width || absPos.x + chunkSize < vp.x ||
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absPos.y > vp.y + vp.height || absPos.y + chunkSize < vp.y) continue
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if (absPos.x > vp.x + vp.width + adj || absPos.x + chunk.fullSize < vp.x - adj ||
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absPos.y > vp.y + vp.height + adj || absPos.y + chunk.fullSize < vp.y - adj) continue
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chunk._updated = false
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chunk.draw(vp, this.tileMaps.GROUND)
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if (chunk._updated) this._lastUpdateCount++
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@ -189,4 +258,4 @@ class World {
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}
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}
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export { TileMap, TileChunk, World }
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export { TileMap, Chunk, World }
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@ -15,8 +15,13 @@ class Viewport {
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return canvas.height
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}
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get adjustCentered () {
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return { x: Math.floor(this.x + this.width / 2), y: Math.floor(this.y + this.height / 2) }
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}
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chunkIn (size) {
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return { x: Math.floor((this.x + this.width / 2) / size), y: Math.floor((this.y + this.height / 2) / size) }
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let adj = this.adjustCentered
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return { x: Math.floor(adj.x / size), y: Math.floor(adj.y / size) }
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}
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}
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