refactor: centralize system names, component types, entity types, and animation states into a new Constants module.
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20 changed files with 385 additions and 313 deletions
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@ -1,3 +1,5 @@
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import { EntityType, AnimationState } from './Constants.js';
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/**
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* Sprite Library defining pixel art grids as 2D arrays.
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* 0: Transparent
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@ -7,8 +9,8 @@
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*/
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export const SpriteLibrary = {
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// 8x8 Slime - Bottom-heavy blob
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slime: {
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idle: [
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[EntityType.SLIME]: {
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[AnimationState.IDLE]: [
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[
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[0, 0, 0, 0, 0, 0, 0, 0],
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[0, 0, 1, 1, 1, 1, 0, 0], // Top
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@ -30,7 +32,7 @@ export const SpriteLibrary = {
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[1, 1, 1, 1, 1, 1, 1, 1] // Squashed base
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]
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],
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walk: [
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[AnimationState.WALK]: [
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[
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[0, 0, 1, 1, 1, 1, 0, 0],
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[0, 1, 1, 1, 1, 1, 1, 0],
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@ -55,8 +57,8 @@ export const SpriteLibrary = {
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},
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// 8x8 Humanoid - Simple Walk Cycle
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humanoid: {
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idle: [
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[EntityType.HUMANOID]: {
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[AnimationState.IDLE]: [
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[
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[0, 0, 0, 1, 1, 0, 0, 0],
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[0, 0, 2, 1, 1, 2, 0, 0],
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@ -68,7 +70,7 @@ export const SpriteLibrary = {
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[0, 0, 1, 0, 0, 1, 0, 0]
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]
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],
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walk: [
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[AnimationState.WALK]: [
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[
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[0, 0, 0, 1, 1, 0, 0, 0],
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[0, 0, 2, 1, 1, 2, 0, 0],
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@ -93,8 +95,8 @@ export const SpriteLibrary = {
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},
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// 8x8 Beast - Bounding Cycle
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beast: {
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idle: [
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[EntityType.BEAST]: {
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[AnimationState.IDLE]: [
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[
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[0, 0, 0, 0, 0, 0, 0, 0],
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[1, 0, 0, 0, 0, 0, 0, 1],
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@ -106,7 +108,7 @@ export const SpriteLibrary = {
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[0, 1, 0, 0, 0, 0, 1, 0]
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]
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],
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walk: [
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[AnimationState.WALK]: [
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[
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[1, 0, 0, 0, 0, 0, 0, 1],
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[0, 1, 1, 1, 1, 1, 1, 0],
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@ -131,8 +133,8 @@ export const SpriteLibrary = {
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},
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// 8x8 Elemental - Floating Pulse
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elemental: {
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idle: [
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[EntityType.ELEMENTAL]: {
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[AnimationState.IDLE]: [
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[
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[0, 0, 2, 1, 1, 2, 0, 0],
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[0, 1, 1, 2, 2, 1, 1, 0],
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@ -156,8 +158,8 @@ export const SpriteLibrary = {
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]
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},
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projectile: {
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idle: [
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[EntityType.PROJECTILE]: {
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[AnimationState.IDLE]: [
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[
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[1, 1],
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[1, 1]
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