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main.ts
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namespace SpriteKind {
export const Shader = SpriteKind.create();
}
//% color="#9e6eb8" icon="\uf0eb"
namespace shader {
const shade_1 = hex`0F0D0A0B0E0408060C060B0C0F0B0C0F`
const shade_2 = hex`0F0B0F0C0C0E0C080F080C0F0F0C0F0F`
const shade_3 = hex`0F0C0F0F0F0C0F0C0F0C0F0F0F0F0F0F`
const shade_4 = hex`00000000000000000000000000000000`
let screenRowsBuffer: Buffer;
let maskRowsBuffer: Buffer;
export enum ShadeLevel {
//% block="one"
One = 1,
//% block="two"
Two = 2,
//% block="three"
Three = 3,
//% block="four"
Four = 4
}
class ShaderSprite extends Sprite {
protected shadePalette: Buffer;
shadeRectangle: boolean;
constructor(image: Image, shadePalette: Buffer) {
super(image);
this.shadePalette = shadePalette;
this.shadeRectangle = true;
}
__drawCore(camera: scene.Camera) {
if (this.isOutOfScreen(camera)) return;
const ox = (this.flags & sprites.Flag.RelativeToCamera) ? 0 : camera.drawOffsetX;
const oy = (this.flags & sprites.Flag.RelativeToCamera) ? 0 : camera.drawOffsetY;
const l = this.left - ox;
const t = this.top - oy;
if (this.shadeRectangle) {
screen.mapRect(l, t, this.image.width, this.image.height, this.shadePalette);
}
else {
shadeImage(screen, l, t, this.image, this.shadePalette);
}
if (this.flags & SpriteFlag.ShowPhysics) {
const font = image.font5;
const margin = 2;
let tx = l;
let ty = t + this.height + margin;
screen.print(`${this.x >> 0},${this.y >> 0}`, tx, ty, 1, font);
tx -= font.charWidth;
if (this.vx || this.vy) {
ty += font.charHeight + margin;
screen.print(`v${this.vx >> 0},${this.vy >> 0}`, tx, ty, 1, font);
}
if (this.ax || this.ay) {
ty += font.charHeight + margin;
screen.print(`a${this.ax >> 0},${this.ay >> 0}`, tx, ty, 1, font);
}
}
// debug info
if (game.debug) {
screen.drawRect(
Fx.toInt(this._hitbox.left) - ox,
Fx.toInt(this._hitbox.top) - oy,
Fx.toInt(this._hitbox.width),
Fx.toInt(this._hitbox.height),
1
);
}
}
}
function shadeImage(target: Image, left: number, top: number, mask: Image, palette: Buffer) {
if (!screenRowsBuffer || screenRowsBuffer.length < target.height) {
screenRowsBuffer = pins.createBuffer(target.height);
}
if (!maskRowsBuffer || maskRowsBuffer.length < target.height) {
maskRowsBuffer = pins.createBuffer(mask.height);
}
let targetX = left | 0;
let targetY = top | 0;
let y: number;
let x: number;
for (x = 0; x < mask.width; x++, targetX++) {
if (targetX >= target.width) break;
else if (targetX < 0) continue;
mask.getRows(x, maskRowsBuffer);
target.getRows(targetX, screenRowsBuffer);
for (y = 0, targetY = top | 0; y < mask.height; y++, targetY++) {
if (targetY >= target.height) break;
else if (targetY < 0) continue;
if (maskRowsBuffer[y]) screenRowsBuffer[targetY] = palette[screenRowsBuffer[targetY]];
}
target.setRows(targetX, screenRowsBuffer)
}
}
//% blockId=shader_createRectangularShaderSprite
//% block="create rectangular shader with width $width height $height shade $shadeLevel"
//% shadeLevel.shadow=shader_shadelevel
//% width.defl=16
//% height.defl=16
//% weight=90
export function createRectangularShaderSprite(width: number, height: number, shadeLevel: number): Sprite {
const scene = game.currentScene();
let palette: Buffer;
switch (shadeLevel) {
case 1: palette = shade_1; break;
case 2: palette = shade_2; break;
case 3: palette = shade_3; break;
case 4:
default: palette = shade_4; break;
}
const i = image.create(width, height);
i.fill(3);
const sprite = new ShaderSprite(i, palette)
sprite.setKind(SpriteKind.Shader);
scene.physicsEngine.addSprite(sprite);
return sprite
}
//% blockId=shader_createImageShaderSprite
//% block="create image shader with $image shade $shadeLevel"
//% image.shadow=screen_image_picker
//% shadeLevel.shadow=shader_shadelevel
//% weight=100
export function createImageShaderSprite(image: Image, shadeLevel: number): Sprite {
const scene = game.currentScene();
let palette: Buffer;
switch (shadeLevel) {
case 1: palette = shade_1; break;
case 2: palette = shade_2; break;
case 3: palette = shade_3; break;
case 4:
default: palette = shade_4; break;
}
const sprite = new ShaderSprite(image, palette)
sprite.setKind(SpriteKind.Shader);
scene.physicsEngine.addSprite(sprite);
sprite.shadeRectangle = false;
return sprite
}
//% blockId=shader_shadelevel
//% block="$level"
//% shim=TD_ID
//% weight=80
export function _shadeLevel(level: ShadeLevel): number {
return level;
}
}