Repository files navigation

Tile Experiment

A simple javascript experiment with both static and scrolling tiles.

The Game Object

Everything is accessible through the game object, which you mess around with from the Web Console in your browser.

Explore the game object below!

game
bin
nest1

a
b
c

nest2

a
b
c

f1
f2
f3

boot

x
y
z

dev

p
q
r

etc

e
t
c

home

me
you
everyone

lib

lib
er
ate

Json Tile maps

The Game Maps are stored in JSON format, for simplicity. The default map is fetched when the page is loaded, but they can be loaded interactively through the Browser Console with game.FetchMap(URL), where URL is the location of the .json file.

Example

{
"Map": {
"Width": 4,
"Height": 4,
"Data":
[
[
[1,2,3,4],
[1,2,3,4],
[1,2,3,4],
[1,2,3,4]
],
[
[0,0,0,5],
[0,0,0,5],
[0,0,0,5],
[0,0,0,5]
]
]
},
"Atlas": {
"ImagePath": "https://example.com/tiles.png",
"ImageCols": 5,
"TileWidth": 64,
"TileHeight": 64,
},
}

Field Definitions

Map Definitions

fielddefinitions
Widthnumber of tiles in x direction.
Heightnumber of tiles in y direction.
Dataarray of layers, which each contain a matrix of data.

Atlas Field Definitions

The Atlas field contains information about the image file that is used by the logical map. It gives meaning the numbers in the Data field. The "Atlas image" can also be referred to as the "source image".

fielddefinitions
ImagePathURL to the image used to reference the tiles.
ImageColsnumber of columns of tiles in the source image.
TileWidthimage width of each tile in pixels.
TileHeightimage height of each tile in pixels.

Notes

Notes about Data Field

If the data field were written using array[index] notation, then it would look like: data[layer][row][column]. Note that this implies data[layer][y][x], which will probably cause confusion at some point, but makes much more sense than the alternative looking at the map data.

Each Layer is an array of "Rows": each "Row" is an array of numbers. Each number corresponds to the type of Tile. 0 always means empty. The order of the layers in the json is the order that they will be drawn onto the Canvas. Each layer will be drawn on top of the previous layer.

Note about ImageCols

The ImageCols (image columns) field is used to convert the MapData numbers into their corresponding image in the Atlas. For example, if ImageCols = 3, then MapData number 4 would reference the 1st column of the 2nd row in the source image.

Source Image Example with ImageCols = 3, and their corresponding MapData numbers.

123
456
789

Just so the pattern is obvious, here are the first few conversions:

n	y	x
1	0	0
2	0	1
3	0	2
4	1	0
5	1	1
6	1	2
7	2	0
8	2	1
9	2	2

Python code:

y, x=divmod(DataNum-1, ImageCols)

Javascript code for the conversion (assumes positive numbers):

functionDataNumberToLocation(DataNum,ImageCols){return{"y": ~~((DataNum-1)/ImageCols)"x": (DataNum-1)%ImageCols}}

See json/example.json for a current working json example.

Credits

Thank you Mozilla Developer Network for the web documentation and tutorials!

Specifically:

About

experiments with tiling systems for web games.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Repository files navigation

Tile Experiment

A simple javascript experiment with both static and scrolling tiles.

The Game Object

Everything is accessible through the game object, which you mess around with from the Web Console in your browser.

Explore the game object below!

game
bin
nest1

a
b
c

nest2

a
b
c

f1
f2
f3

boot

x
y
z

dev

p
q
r

etc

e
t
c

home

me
you
everyone

lib

lib
er
ate

Json Tile maps

The Game Maps are stored in JSON format, for simplicity. The default map is fetched when the page is loaded, but they can be loaded interactively through the Browser Console with game.FetchMap(URL), where URL is the location of the .json file.

Example

{
"Map": {
"Width": 4,
"Height": 4,
"Data":
[
[
[1,2,3,4],
[1,2,3,4],
[1,2,3,4],
[1,2,3,4]
],
[
[0,0,0,5],
[0,0,0,5],
[0,0,0,5],
[0,0,0,5]
]
]
},
"Atlas": {
"ImagePath": "https://example.com/tiles.png",
"ImageCols": 5,
"TileWidth": 64,
"TileHeight": 64,
},
}

Field Definitions

Map Definitions

fielddefinitions
Widthnumber of tiles in x direction.
Heightnumber of tiles in y direction.
Dataarray of layers, which each contain a matrix of data.

Atlas Field Definitions

The Atlas field contains information about the image file that is used by the logical map. It gives meaning the numbers in the Data field. The "Atlas image" can also be referred to as the "source image".

fielddefinitions
ImagePathURL to the image used to reference the tiles.
ImageColsnumber of columns of tiles in the source image.
TileWidthimage width of each tile in pixels.
TileHeightimage height of each tile in pixels.

Notes

Notes about Data Field

If the data field were written using array[index] notation, then it would look like: data[layer][row][column]. Note that this implies data[layer][y][x], which will probably cause confusion at some point, but makes much more sense than the alternative looking at the map data.

Each Layer is an array of "Rows": each "Row" is an array of numbers. Each number corresponds to the type of Tile. 0 always means empty. The order of the layers in the json is the order that they will be drawn onto the Canvas. Each layer will be drawn on top of the previous layer.

Note about ImageCols

The ImageCols (image columns) field is used to convert the MapData numbers into their corresponding image in the Atlas. For example, if ImageCols = 3, then MapData number 4 would reference the 1st column of the 2nd row in the source image.

Source Image Example with ImageCols = 3, and their corresponding MapData numbers.

123
456
789

Just so the pattern is obvious, here are the first few conversions:

n	y	x
1	0	0
2	0	1
3	0	2
4	1	0
5	1	1
6	1	2
7	2	0
8	2	1
9	2	2

Python code:

y, x=divmod(DataNum-1, ImageCols)

Javascript code for the conversion (assumes positive numbers):

functionDataNumberToLocation(DataNum,ImageCols){return{"y": ~~((DataNum-1)/ImageCols)"x": (DataNum-1)%ImageCols}}

See json/example.json for a current working json example.

Credits

Thank you Mozilla Developer Network for the web documentation and tutorials!

Specifically:

About

experiments with tiling systems for web games.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Tile Experiment

A simple javascript experiment with both static and scrolling tiles.

The Game Object

Everything is accessible through the game object, which you mess around with from the Web Console in your browser.

Explore the game object below!

game
bin
nest1

a
b
c

nest2

a
b
c

f1
f2
f3

boot

x
y
z

dev

p
q
r

etc

e
t
c

home

me
you
everyone

lib

lib
er
ate

Json Tile maps

The Game Maps are stored in JSON format, for simplicity. The default map is fetched when the page is loaded, but they can be loaded interactively through the Browser Console with game.FetchMap(URL), where URL is the location of the .json file.

Example

{
"Map": {
"Width": 4,
"Height": 4,
"Data":
[
[
[1,2,3,4],
[1,2,3,4],
[1,2,3,4],
[1,2,3,4]
],
[
[0,0,0,5],
[0,0,0,5],
[0,0,0,5],
[0,0,0,5]
]
]
},
"Atlas": {
"ImagePath": "https://example.com/tiles.png",
"ImageCols": 5,
"TileWidth": 64,
"TileHeight": 64,
},
}

Field Definitions

Map Definitions

fielddefinitions
Widthnumber of tiles in x direction.
Heightnumber of tiles in y direction.
Dataarray of layers, which each contain a matrix of data.

Atlas Field Definitions

The Atlas field contains information about the image file that is used by the logical map. It gives meaning the numbers in the Data field. The "Atlas image" can also be referred to as the "source image".

fielddefinitions
ImagePathURL to the image used to reference the tiles.
ImageColsnumber of columns of tiles in the source image.
TileWidthimage width of each tile in pixels.
TileHeightimage height of each tile in pixels.

Notes

Notes about Data Field

If the data field were written using array[index] notation, then it would look like: data[layer][row][column]. Note that this implies data[layer][y][x], which will probably cause confusion at some point, but makes much more sense than the alternative looking at the map data.

Each Layer is an array of "Rows": each "Row" is an array of numbers. Each number corresponds to the type of Tile. 0 always means empty. The order of the layers in the json is the order that they will be drawn onto the Canvas. Each layer will be drawn on top of the previous layer.

Note about ImageCols

The ImageCols (image columns) field is used to convert the MapData numbers into their corresponding image in the Atlas. For example, if ImageCols = 3, then MapData number 4 would reference the 1st column of the 2nd row in the source image.

Source Image Example with ImageCols = 3, and their corresponding MapData numbers.

123
456
789

Just so the pattern is obvious, here are the first few conversions:

n	y	x
1	0	0
2	0	1
3	0	2
4	1	0
5	1	1
6	1	2
7	2	0
8	2	1
9	2	2

Python code:

y, x=divmod(DataNum-1, ImageCols)

Javascript code for the conversion (assumes positive numbers):

functionDataNumberToLocation(DataNum,ImageCols){return{"y": ~~((DataNum-1)/ImageCols)"x": (DataNum-1)%ImageCols}}

See json/example.json for a current working json example.

Credits

Thank you Mozilla Developer Network for the web documentation and tutorials!

Specifically:

About

experiments with tiling systems for web games.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Tile Experiment

A simple javascript experiment with both static and scrolling tiles.

The Game Object

Everything is accessible through the game object, which you mess around with from the Web Console in your browser.

Explore the game object below!

game
bin
nest1

a
b
c

nest2

a
b
c

f1
f2
f3

boot

x
y
z

dev

p
q
r

etc

e
t
c

home

me
you
everyone

lib

lib
er
ate

Json Tile maps

The Game Maps are stored in JSON format, for simplicity. The default map is fetched when the page is loaded, but they can be loaded interactively through the Browser Console with game.FetchMap(URL), where URL is the location of the .json file.

Example

{
"Map": {
"Width": 4,
"Height": 4,
"Data":
[
[
[1,2,3,4],
[1,2,3,4],
[1,2,3,4],
[1,2,3,4]
],
[
[0,0,0,5],
[0,0,0,5],
[0,0,0,5],
[0,0,0,5]
]
]
},
"Atlas": {
"ImagePath": "https://example.com/tiles.png",
"ImageCols": 5,
"TileWidth": 64,
"TileHeight": 64,
},
}

Field Definitions

Map Definitions

fielddefinitions
Widthnumber of tiles in x direction.
Heightnumber of tiles in y direction.
Dataarray of layers, which each contain a matrix of data.

Atlas Field Definitions

The Atlas field contains information about the image file that is used by the logical map. It gives meaning the numbers in the Data field. The "Atlas image" can also be referred to as the "source image".

fielddefinitions
ImagePathURL to the image used to reference the tiles.
ImageColsnumber of columns of tiles in the source image.
TileWidthimage width of each tile in pixels.
TileHeightimage height of each tile in pixels.

Notes

Notes about Data Field

If the data field were written using array[index] notation, then it would look like: data[layer][row][column]. Note that this implies data[layer][y][x], which will probably cause confusion at some point, but makes much more sense than the alternative looking at the map data.

Each Layer is an array of "Rows": each "Row" is an array of numbers. Each number corresponds to the type of Tile. 0 always means empty. The order of the layers in the json is the order that they will be drawn onto the Canvas. Each layer will be drawn on top of the previous layer.

Note about ImageCols

The ImageCols (image columns) field is used to convert the MapData numbers into their corresponding image in the Atlas. For example, if ImageCols = 3, then MapData number 4 would reference the 1st column of the 2nd row in the source image.

Source Image Example with ImageCols = 3, and their corresponding MapData numbers.

123
456
789

Just so the pattern is obvious, here are the first few conversions:

n	y	x
1	0	0
2	0	1
3	0	2
4	1	0
5	1	1
6	1	2
7	2	0
8	2	1
9	2	2

Python code:

y, x=divmod(DataNum-1, ImageCols)

Javascript code for the conversion (assumes positive numbers):

functionDataNumberToLocation(DataNum,ImageCols){return{"y": ~~((DataNum-1)/ImageCols)"x": (DataNum-1)%ImageCols}}

See json/example.json for a current working json example.

Credits

Thank you Mozilla Developer Network for the web documentation and tutorials!

Specifically:

About

experiments with tiling systems for web games.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Repository files navigation

Tile Experiment

A simple javascript experiment with both static and scrolling tiles.

The Game Object

Everything is accessible through the game object, which you mess around with from the Web Console in your browser.

Explore the game object below!

game
bin
nest1

a
b
c

nest2

a
b
c

f1
f2
f3

boot

x
y
z

dev

p
q
r

etc

e
t
c

home

me
you
everyone

lib

lib
er
ate

Json Tile maps

The Game Maps are stored in JSON format, for simplicity. The default map is fetched when the page is loaded, but they can be loaded interactively through the Browser Console with game.FetchMap(URL), where URL is the location of the .json file.

Example

{
"Map": {
"Width": 4,
"Height": 4,
"Data":
[
[
[1,2,3,4],
[1,2,3,4],
[1,2,3,4],
[1,2,3,4]
],
[
[0,0,0,5],
[0,0,0,5],
[0,0,0,5],
[0,0,0,5]
]
]
},
"Atlas": {
"ImagePath": "https://example.com/tiles.png",
"ImageCols": 5,
"TileWidth": 64,
"TileHeight": 64,
},
}

Field Definitions

Map Definitions

fielddefinitions
Widthnumber of tiles in x direction.
Heightnumber of tiles in y direction.
Dataarray of layers, which each contain a matrix of data.

Atlas Field Definitions

The Atlas field contains information about the image file that is used by the logical map. It gives meaning the numbers in the Data field. The "Atlas image" can also be referred to as the "source image".

fielddefinitions
ImagePathURL to the image used to reference the tiles.
ImageColsnumber of columns of tiles in the source image.
TileWidthimage width of each tile in pixels.
TileHeightimage height of each tile in pixels.

Notes

Notes about Data Field

If the data field were written using array[index] notation, then it would look like: data[layer][row][column]. Note that this implies data[layer][y][x], which will probably cause confusion at some point, but makes much more sense than the alternative looking at the map data.

Each Layer is an array of "Rows": each "Row" is an array of numbers. Each number corresponds to the type of Tile. 0 always means empty. The order of the layers in the json is the order that they will be drawn onto the Canvas. Each layer will be drawn on top of the previous layer.

Note about ImageCols

The ImageCols (image columns) field is used to convert the MapData numbers into their corresponding image in the Atlas. For example, if ImageCols = 3, then MapData number 4 would reference the 1st column of the 2nd row in the source image.

Source Image Example with ImageCols = 3, and their corresponding MapData numbers.

123
456
789

Just so the pattern is obvious, here are the first few conversions:

n	y	x
1	0	0
2	0	1
3	0	2
4	1	0
5	1	1
6	1	2
7	2	0
8	2	1
9	2	2

Python code:

y, x=divmod(DataNum-1, ImageCols)

Javascript code for the conversion (assumes positive numbers):

functionDataNumberToLocation(DataNum,ImageCols){return{"y": ~~((DataNum-1)/ImageCols)"x": (DataNum-1)%ImageCols}}

See json/example.json for a current working json example.

Credits

Thank you Mozilla Developer Network for the web documentation and tutorials!

Specifically:

About

experiments with tiling systems for web games.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Tile Experiment

A simple javascript experiment with both static and scrolling tiles.

The Game Object

Everything is accessible through the game object, which you mess around with from the Web Console in your browser.

Explore the game object below!

game
bin
nest1

a
b
c

nest2

a
b
c

f1
f2
f3

boot

x
y
z

dev

p
q
r

etc

e
t
c

home

me
you
everyone

lib

lib
er
ate

Json Tile maps

The Game Maps are stored in JSON format, for simplicity. The default map is fetched when the page is loaded, but they can be loaded interactively through the Browser Console with game.FetchMap(URL), where URL is the location of the .json file.

Example

{
"Map": {
"Width": 4,
"Height": 4,
"Data":
[
[
[1,2,3,4],
[1,2,3,4],
[1,2,3,4],
[1,2,3,4]
],
[
[0,0,0,5],
[0,0,0,5],
[0,0,0,5],
[0,0,0,5]
]
]
},
"Atlas": {
"ImagePath": "https://example.com/tiles.png",
"ImageCols": 5,
"TileWidth": 64,
"TileHeight": 64,
},
}

Field Definitions

Map Definitions

fielddefinitions
Widthnumber of tiles in x direction.
Heightnumber of tiles in y direction.
Dataarray of layers, which each contain a matrix of data.

Atlas Field Definitions

The Atlas field contains information about the image file that is used by the logical map. It gives meaning the numbers in the Data field. The "Atlas image" can also be referred to as the "source image".

fielddefinitions
ImagePathURL to the image used to reference the tiles.
ImageColsnumber of columns of tiles in the source image.
TileWidthimage width of each tile in pixels.
TileHeightimage height of each tile in pixels.

Notes

Notes about Data Field

If the data field were written using array[index] notation, then it would look like: data[layer][row][column]. Note that this implies data[layer][y][x], which will probably cause confusion at some point, but makes much more sense than the alternative looking at the map data.

Each Layer is an array of "Rows": each "Row" is an array of numbers. Each number corresponds to the type of Tile. 0 always means empty. The order of the layers in the json is the order that they will be drawn onto the Canvas. Each layer will be drawn on top of the previous layer.

Note about ImageCols

The ImageCols (image columns) field is used to convert the MapData numbers into their corresponding image in the Atlas. For example, if ImageCols = 3, then MapData number 4 would reference the 1st column of the 2nd row in the source image.

Source Image Example with ImageCols = 3, and their corresponding MapData numbers.

123
456
789

Just so the pattern is obvious, here are the first few conversions:

n	y	x
1	0	0
2	0	1
3	0	2
4	1	0
5	1	1
6	1	2
7	2	0
8	2	1
9	2	2

Python code:

y, x=divmod(DataNum-1, ImageCols)

Javascript code for the conversion (assumes positive numbers):

functionDataNumberToLocation(DataNum,ImageCols){return{"y": ~~((DataNum-1)/ImageCols)"x": (DataNum-1)%ImageCols}}

See json/example.json for a current working json example.

Credits

Thank you Mozilla Developer Network for the web documentation and tutorials!

Specifically:

About

experiments with tiling systems for web games.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Tile Experiment

A simple javascript experiment with both static and scrolling tiles.

The Game Object

Everything is accessible through the game object, which you mess around with from the Web Console in your browser.

Explore the game object below!

game
bin
nest1

a
b
c

nest2

a
b
c

f1
f2
f3

boot

x
y
z

dev

p
q
r

etc

e
t
c

home

me
you
everyone

lib

lib
er
ate

Json Tile maps

The Game Maps are stored in JSON format, for simplicity. The default map is fetched when the page is loaded, but they can be loaded interactively through the Browser Console with game.FetchMap(URL), where URL is the location of the .json file.

Example

{
"Map": {
"Width": 4,
"Height": 4,
"Data":
[
[
[1,2,3,4],
[1,2,3,4],
[1,2,3,4],
[1,2,3,4]
],
[
[0,0,0,5],
[0,0,0,5],
[0,0,0,5],
[0,0,0,5]
]
]
},
"Atlas": {
"ImagePath": "https://example.com/tiles.png",
"ImageCols": 5,
"TileWidth": 64,
"TileHeight": 64,
},
}

Field Definitions

Map Definitions

fielddefinitions
Widthnumber of tiles in x direction.
Heightnumber of tiles in y direction.
Dataarray of layers, which each contain a matrix of data.

Atlas Field Definitions

The Atlas field contains information about the image file that is used by the logical map. It gives meaning the numbers in the Data field. The "Atlas image" can also be referred to as the "source image".

fielddefinitions
ImagePathURL to the image used to reference the tiles.
ImageColsnumber of columns of tiles in the source image.
TileWidthimage width of each tile in pixels.
TileHeightimage height of each tile in pixels.

Notes

Notes about Data Field

If the data field were written using array[index] notation, then it would look like: data[layer][row][column]. Note that this implies data[layer][y][x], which will probably cause confusion at some point, but makes much more sense than the alternative looking at the map data.

Each Layer is an array of "Rows": each "Row" is an array of numbers. Each number corresponds to the type of Tile. 0 always means empty. The order of the layers in the json is the order that they will be drawn onto the Canvas. Each layer will be drawn on top of the previous layer.

Note about ImageCols

The ImageCols (image columns) field is used to convert the MapData numbers into their corresponding image in the Atlas. For example, if ImageCols = 3, then MapData number 4 would reference the 1st column of the 2nd row in the source image.

Source Image Example with ImageCols = 3, and their corresponding MapData numbers.

123
456
789

Just so the pattern is obvious, here are the first few conversions:

n	y	x
1	0	0
2	0	1
3	0	2
4	1	0
5	1	1
6	1	2
7	2	0
8	2	1
9	2	2

Python code:

y, x=divmod(DataNum-1, ImageCols)

Javascript code for the conversion (assumes positive numbers):

functionDataNumberToLocation(DataNum,ImageCols){return{"y": ~~((DataNum-1)/ImageCols)"x": (DataNum-1)%ImageCols}}

See json/example.json for a current working json example.

Credits

Thank you Mozilla Developer Network for the web documentation and tutorials!

Specifically:

About

experiments with tiling systems for web games.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Repository files navigation

Tile Experiment

A simple javascript experiment with both static and scrolling tiles.

The Game Object

Everything is accessible through the game object, which you mess around with from the Web Console in your browser.

Explore the game object below!

game
bin
nest1

a
b
c

nest2

a
b
c

f1
f2
f3

boot

x
y
z

dev

p
q
r

etc

e
t
c

home

me
you
everyone

lib

lib
er
ate

Json Tile maps

The Game Maps are stored in JSON format, for simplicity. The default map is fetched when the page is loaded, but they can be loaded interactively through the Browser Console with game.FetchMap(URL), where URL is the location of the .json file.

Example

{
"Map": {
"Width": 4,
"Height": 4,
"Data":
[
[
[1,2,3,4],
[1,2,3,4],
[1,2,3,4],
[1,2,3,4]
],
[
[0,0,0,5],
[0,0,0,5],
[0,0,0,5],
[0,0,0,5]
]
]
},
"Atlas": {
"ImagePath": "https://example.com/tiles.png",
"ImageCols": 5,
"TileWidth": 64,
"TileHeight": 64,
},
}

Field Definitions

Map Definitions

fielddefinitions
Widthnumber of tiles in x direction.
Heightnumber of tiles in y direction.
Dataarray of layers, which each contain a matrix of data.

Atlas Field Definitions

The Atlas field contains information about the image file that is used by the logical map. It gives meaning the numbers in the Data field. The "Atlas image" can also be referred to as the "source image".

fielddefinitions
ImagePathURL to the image used to reference the tiles.
ImageColsnumber of columns of tiles in the source image.
TileWidthimage width of each tile in pixels.
TileHeightimage height of each tile in pixels.

Notes

Notes about Data Field

If the data field were written using array[index] notation, then it would look like: data[layer][row][column]. Note that this implies data[layer][y][x], which will probably cause confusion at some point, but makes much more sense than the alternative looking at the map data.

Each Layer is an array of "Rows": each "Row" is an array of numbers. Each number corresponds to the type of Tile. 0 always means empty. The order of the layers in the json is the order that they will be drawn onto the Canvas. Each layer will be drawn on top of the previous layer.

Note about ImageCols

The ImageCols (image columns) field is used to convert the MapData numbers into their corresponding image in the Atlas. For example, if ImageCols = 3, then MapData number 4 would reference the 1st column of the 2nd row in the source image.

Source Image Example with ImageCols = 3, and their corresponding MapData numbers.

123
456
789

Just so the pattern is obvious, here are the first few conversions:

n	y	x
1	0	0
2	0	1
3	0	2
4	1	0
5	1	1
6	1	2
7	2	0
8	2	1
9	2	2

Python code:

y, x=divmod(DataNum-1, ImageCols)

Javascript code for the conversion (assumes positive numbers):

functionDataNumberToLocation(DataNum,ImageCols){return{"y": ~~((DataNum-1)/ImageCols)"x": (DataNum-1)%ImageCols}}

See json/example.json for a current working json example.

Credits

Thank you Mozilla Developer Network for the web documentation and tutorials!

Specifically:

About

experiments with tiling systems for web games.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages