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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 | 1x 1x 1x 2x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 3x 3x 3x 3x 5x 10x 10x 1x 2x | import { BRUSH_16PX, TILE_SIZE } from "consts";
import type { Brush } from "store/features/editor/editorState";
export const paintCursorSize = (brush: Brush) =>
brush === BRUSH_16PX ? TILE_SIZE * 2 : TILE_SIZE;
export interface AxisLockState {
lockX?: boolean;
lockY?: boolean;
}
export interface PaintInteractionSceneState extends AxisLockState {
sceneId?: string;
startX?: number;
startY?: number;
currentX?: number;
currentY?: number;
}
export const resetPaintInteractionForScene = (
state: PaintInteractionSceneState,
sceneId: string,
) => {
if (state.sceneId === sceneId) {
return;
}
state.sceneId = sceneId;
state.startX = undefined;
state.startY = undefined;
state.currentX = undefined;
state.currentY = undefined;
state.lockX = undefined;
state.lockY = undefined;
};
export interface AxisLockedLine extends AxisLockState {
endX: number;
endY: number;
}
export const resolveAxisLockedLine = (
state: AxisLockState,
startX: number,
startY: number,
x: number,
y: number,
): AxisLockedLine => {
const { lockX, lockY } = state;
Iif (lockX) {
return { lockX, lockY, endX: startX, endY: y };
}
Iif (lockY) {
return { lockX, lockY, endX: x, endY: startY };
}
Iif (x !== startX) {
return { lockX, lockY: true, endX: x, endY: startY };
}
Iif (y !== startY) {
return { lockX: true, lockY, endX: startX, endY: y };
}
return { lockX, lockY, endX: x, endY: y };
};
export const shouldPaintCollisionBrush = (
collisions: readonly number[],
sceneWidth: number,
sceneHeight: number,
x: number,
y: number,
brushSize: number,
tile: number,
mask: number,
): boolean => {
const expectedTile = tile & mask;
const endX = Math.min(x + brushSize, sceneWidth);
const endY = Math.min(y + brushSize, sceneHeight);
for (let xi = x; xi < endX; xi++) {
for (let yi = y; yi < endY; yi++) {
const currentTile = collisions[sceneWidth * yi + xi] ?? 0;
if ((currentTile & mask) !== expectedTile) {
return true;
}
}
}
return false;
};
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