From 73c9a94ec53aa173b1d38ce535eb861b373a7bcb Mon Sep 17 00:00:00 2001 From: Fabien Benetou Date: Sat, 14 Jan 2023 22:50:33 +0100 Subject: [PATCH] being able to dyanmically change asset kits and sequentially load and use multiples --- index.html | 46 +++++++++++++++++++++++++++++++++------------- 1 file changed, 33 insertions(+), 13 deletions(-) diff --git a/index.html b/index.html index 2cdd95d..0465112 100644 --- a/index.html +++ b/index.html @@ -1886,15 +1886,26 @@ function loadFromMastodon(statusesURL="https://mastodon.pirateparty.be/api/v1/ac } ) ) } -const tile_URL = "../content/KenneyHexTiles/" const tile_extension = ".glb" -const tiles = ["building_cabin", "building_castle", "building_dock", "building_farm", "building_house", "building_market", "building_mill", "building_mine", "building_sheep", "building_smelter", "building_tower", "building_village", "building_wall", "building_water", "dirt", "dirt_lumber", "grass", "grass_forest", "grass_hill", "path_corner", "path_cornerSharp", "path_crossing", "path_end", "path_intersectionA", "path_intersectionB", "path_intersectionC", "path_intersectionD", "path_intersectionE", "path_intersectionF", "path_intersectionG", "path_intersectionH", "path_start", "path_straight", "river_corner", "river_cornerSharp", "river_crossing", "river_end", "river_intersectionA", "river_intersectionB", "river_intersectionC", "river_intersectionD", "river_intersectionE", "river_intersectionF", "river_intersectionG", "river_intersectionH", "river_start", "river_straight", "sand", "sand_rocks", "stone", "stone_hill", "stone_mountain", "stone_rocks", "unit_boat", "unit_house", "unit_houseLarge", "unit_mill", "unit_tower", "unit_tree", "unit_wallTower", "water", "water_island", "water_rocks",] -const tiles_types_full = [ "building_", "river_", "sand", "stone", "water"] -const tiles_types_parts = [ "unit_", "path_" ] -const tiles_types = [ ...tiles_types_full, ...tiles_types_parts] -const tiles_full = tiles.filter( t => { let present = false; tiles_types_full.map(m => { if (t.indexOf(m)>-1) present = true; }); return present} ) -// could become a dedicated asset set, e.g asset-metadata.json in that directory +// could become a dedicated asset sets, e.g asset-metadata.json in that directory +const available_asset_kits = [ + { + tile_URL : "../content/asset_kits/KenneyHexTiles/", + tiles : ["building_cabin", "building_castle", "building_dock", "building_farm", "building_house", "building_market", "building_mill", "building_mine", "building_sheep", "building_smelter", "building_tower", "building_village", "building_wall", "building_water", "dirt", "dirt_lumber", "grass", "grass_forest", "grass_hill", "path_corner", "path_cornerSharp", "path_crossing", "path_end", "path_intersectionA", "path_intersectionB", "path_intersectionC", "path_intersectionD", "path_intersectionE", "path_intersectionF", "path_intersectionG", "path_intersectionH", "path_start", "path_straight", "river_corner", "river_cornerSharp", "river_crossing", "river_end", "river_intersectionA", "river_intersectionB", "river_intersectionC", "river_intersectionD", "river_intersectionE", "river_intersectionF", "river_intersectionG", "river_intersectionH", "river_start", "river_straight", "sand", "sand_rocks", "stone", "stone_hill", "stone_mountain", "stone_rocks", "unit_boat", "unit_house", "unit_houseLarge", "unit_mill", "unit_tower", "unit_tree", "unit_wallTower", "water", "water_island", "water_rocks",], + tiles_types_full : [ "building_", "river_", "sand", "stone", "water"], + tiles_types_parts : [ "unit_", "path_" ], + hex_type : true, + },{ + tile_URL : "../content/asset_kits/KenneyRetroMedieval/", + tiles_types_full : ["floor", "column", "tower", "wall"], + tiles_types_parts : ["battlement"], + tiles : [ "battlement", "battlement_cornerInner", "battlement_cornerOuter", "battlement_half", "column", "columnPaint", "columnPaint_damaged", "column_damaged", "detail_barrel", "detail_crate", "detail_crateSmall", "fence", "floor", "floor_flat", "floor_stairs", "floor_stairsCornerInner", "floor_stairsCornerOuter", "floor_steps", "floor_stepsCornerInner", "floor_stepsCornerOuter", "overhang", "overhang_fence", "overhang_round", "roof", "roof_corner", "roof_edge", "structure", "structure_poles", "structure_wall", "tower", "towerPaint", "towerPaint_base", "tower_base", "tower_edge", "tower_top", "wall", "wallFortified", "wallFortifiedPaint", "wallFortifiedPaint_gate", "wallFortifiedPaint_half", "wallFortified_gate", "wallFortified_gateHalf", "wallFortified_half", "wallPaint", "wallPaint_detail", "wallPaint_flat", "wallPaint_gate", "wallPaint_half", "wall_detail", "wall_flat", "wall_flatGate", "wall_gate", "wall_gateHalf", "wall_half", "wall_low" ], + hex_type : false, + } +] + +var selected_asset_kit = 1 // consider also a set of assets, e.g this one but also another kit from the same artist // consider the other direction, i.e how a single glTF could become a set of tiles @@ -1902,9 +1913,10 @@ const tiles_full = tiles.filter( t => { let present = false; tiles_types_full.ma function displayAllTiles(){ const scale = 1/10 let last_type = null - tiles.map( (t) => { + available_asset_kits[selected_asset_kit].tiles.map( (t) => { let x = -1*scale if (!last_type) n = 0 + const tiles_types = [ ...available_asset_kits[selected_asset_kit].tiles_types_full, ...available_asset_kits[selected_asset_kit].tiles_types_parts] tiles_types.map( (tile_type,ttn) => { if (t.indexOf(tile_type) > -1) { x = ttn/10 @@ -1912,7 +1924,9 @@ function displayAllTiles(){ last_type = tile_type } } ) - let el = addGltfFromURLAsTarget( tile_URL+t+tile_extension, .09, ""+x+" 0.7 -"+n*scale ) + let el = addGltfFromURLAsTarget( available_asset_kits[selected_asset_kit].tile_URL+t+tile_extension, + .09, + ""+x+" 0.7 -"+n*scale ) // fine tuning should also be per asset set // el.class = ... n++ @@ -1925,6 +1939,7 @@ function displayAllTiles(){ // cf similar commands to move a class, consequently could add class after addGltfFromURLAsTarget function randomTileFull(){ + const tiles_full = available_asset_kits[selected_asset_kit].tiles.filter( t => { let present = false; available_asset_kits[selected_asset_kit].tiles_types_full.map(m => { if (t.indexOf(m)>-1) present = true; }); return present} ) return tiles_full[Math.floor(Math.random()*tiles_full.length)] } @@ -1959,9 +1974,14 @@ function generateRandomPlace(max_i=10, max_j=10, scale=1/10, y=1.4){ // dollhouse, y : 1.4, scale 1/10 for (let i=0;i - +