feat: Implement pixel-art rendering with new level loading, tile maps, palettes, and pixel fonts, alongside a game over screen.
This commit is contained in:
parent
5b15e63ac3
commit
cf04677511
41 changed files with 793 additions and 331 deletions
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@ -12,3 +12,4 @@ export class Component {
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}
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}
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@ -1,6 +1,7 @@
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import { System } from './System.js';
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import { Entity } from './Entity.js';
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import { EventBus } from './EventBus.js';
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import { LevelLoader } from './LevelLoader.js';
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/**
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* Main game engine - manages ECS, game loop, and systems
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@ -15,17 +16,27 @@ export class Engine {
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this.running = false;
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this.lastTime = 0;
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// Set canvas size
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this.canvas.width = 1024;
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this.canvas.height = 768;
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// Set internal resolution (low-res for pixel art)
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this.canvas.width = 320;
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this.canvas.height = 240;
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// Apply CSS for sharp pixel scaling
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this.canvas.style.imageRendering = 'pixelated'; // Standard
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// Fallbacks for other browsers if needed (mostly covered by modern standards, but good to be safe)
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this.canvas.style.imageRendering = '-moz-crisp-edges';
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this.canvas.style.imageRendering = 'crisp-edges';
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this.ctx.imageSmoothingEnabled = false;
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// Game state
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this.deltaTime = 0;
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// Initialize standard map (320x240 / 16px tiles = 20x15)
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this.tileMap = LevelLoader.loadSimpleLevel(20, 15, 16);
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}
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/**
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* Add a system to the engine
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*/
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* Add a system to the engine
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*/
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addSystem(system) {
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if (system instanceof System) {
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system.init(this);
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@ -37,22 +48,22 @@ export class Engine {
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}
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/**
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* Emit an event locally
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*/
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* Emit an event locally
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*/
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emit(event, data) {
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this.events.emit(event, data);
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}
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/**
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* Subscribe to an event
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*/
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* Subscribe to an event
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*/
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on(event, callback) {
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return this.events.on(event, callback);
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}
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/**
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* Create and add an entity
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*/
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* Create and add an entity
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*/
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createEntity() {
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const entity = new Entity();
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this.entities.push(entity);
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@ -60,8 +71,8 @@ export class Engine {
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}
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/**
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* Remove an entity
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*/
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* Remove an entity
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*/
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removeEntity(entity) {
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const index = this.entities.indexOf(entity);
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if (index > -1) {
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@ -70,15 +81,15 @@ export class Engine {
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}
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/**
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* Get all entities
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*/
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* Get all entities
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*/
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getEntities() {
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return this.entities.filter(e => e.active);
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}
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/**
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* Main game loop
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*/
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* Main game loop
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*/
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start() {
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if (this.running) return;
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this.running = true;
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@ -87,15 +98,15 @@ export class Engine {
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}
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/**
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* Stop the game loop
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*/
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* Stop the game loop
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*/
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stop() {
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this.running = false;
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}
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/**
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* Game loop using requestAnimationFrame
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*/
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* Game loop using requestAnimationFrame
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*/
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gameLoop = (currentTime = 0) => {
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if (!this.running) return;
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@ -109,7 +120,7 @@ export class Engine {
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// Update all systems
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const menuSystem = this.systems.find(s => s.name === 'MenuSystem');
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const gameState = menuSystem ? menuSystem.getGameState() : 'playing';
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const isPaused = gameState === 'paused' || gameState === 'start';
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const isPaused = gameState === 'paused' || gameState === 'start' || gameState === 'gameOver';
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this.systems.forEach(system => {
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// Skip game systems if paused/start menu (but allow MenuSystem, UISystem, and RenderSystem)
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@ -130,8 +141,8 @@ export class Engine {
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}
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/**
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* Clear the canvas
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*/
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* Clear the canvas
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*/
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clear() {
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this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
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}
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@ -56,3 +56,4 @@ export class Entity {
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}
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}
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22
src/core/LevelLoader.js
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22
src/core/LevelLoader.js
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@ -0,0 +1,22 @@
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import { TileMap } from './TileMap.js';
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export class LevelLoader {
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static loadSimpleLevel(cols, rows, tileSize) {
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const map = new TileMap(cols, rows, tileSize);
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// Create a box arena for testing
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for (let r = 0; r < rows; r++) {
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for (let c = 0; c < cols; c++) {
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if (r === 0 || r === rows - 1 || c === 0 || c === cols - 1) {
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map.setTile(c, r, 1); // Wall
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} else {
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// Random obstacles
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if (Math.random() < 0.1) {
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map.setTile(c, r, 1);
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}
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}
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}
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}
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return map;
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}
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}
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27
src/core/Palette.js
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27
src/core/Palette.js
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@ -0,0 +1,27 @@
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/**
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* Limited 7-color palette for the game
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*/
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export const Palette = {
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WHITE: '#ffffff', // Highlights, UI Text
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CYAN: '#0ce6f2', // Energy, Slime core
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SKY_BLUE: '#0098db', // Water, Friendly elements
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ROYAL_BLUE: '#1e579c', // Shadows, Depth
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DARK_BLUE: '#203562', // Walls, Obstacles
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DARKER_BLUE: '#252446', // Background details
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VOID: '#201533', // Void, Deep Background
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/**
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* Get all colors as an array
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*/
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getAll() {
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return [
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this.WHITE,
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this.CYAN,
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this.SKY_BLUE,
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this.ROYAL_BLUE,
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this.DARK_BLUE,
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this.DARKER_BLUE,
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this.VOID
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];
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}
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};
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80
src/core/PixelFont.js
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80
src/core/PixelFont.js
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@ -0,0 +1,80 @@
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/**
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* Simple 5x7 Matrix Pixel Font
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* Each character is a 5x7 bitmask
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*/
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const FONT_DATA = {
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'A': [0x0E, 0x11, 0x11, 0x1F, 0x11, 0x11, 0x11],
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'B': [0x1E, 0x11, 0x11, 0x1E, 0x11, 0x11, 0x1E],
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'C': [0x0E, 0x11, 0x11, 0x10, 0x11, 0x11, 0x0E],
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'D': [0x1E, 0x11, 0x11, 0x11, 0x11, 0x11, 0x1E],
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'E': [0x1F, 0x10, 0x10, 0x1E, 0x10, 0x10, 0x1F],
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'F': [0x1F, 0x10, 0x10, 0x1E, 0x10, 0x10, 0x10],
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'G': [0x0F, 0x10, 0x10, 0x17, 0x11, 0x11, 0x0F],
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'H': [0x11, 0x11, 0x11, 0x1F, 0x11, 0x11, 0x11],
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'I': [0x0E, 0x04, 0x04, 0x04, 0x04, 0x04, 0x0E],
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'J': [0x07, 0x02, 0x02, 0x02, 0x02, 0x12, 0x0C],
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'K': [0x11, 0x12, 0x14, 0x18, 0x14, 0x12, 0x11],
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'L': [0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x1F],
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'M': [0x11, 0x1B, 0x15, 0x15, 0x11, 0x11, 0x11],
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'N': [0x11, 0x11, 0x19, 0x15, 0x13, 0x11, 0x11],
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'O': [0x0E, 0x11, 0x11, 0x11, 0x11, 0x11, 0x0E],
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'P': [0x1E, 0x11, 0x11, 0x1E, 0x10, 0x10, 0x10],
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'Q': [0x0E, 0x11, 0x11, 0x11, 0x15, 0x12, 0x0D],
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'R': [0x1E, 0x11, 0x11, 0x1E, 0x14, 0x12, 0x11],
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'S': [0x0E, 0x11, 0x10, 0x0E, 0x01, 0x11, 0x0E],
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'T': [0x1F, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04],
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'U': [0x11, 0x11, 0x11, 0x11, 0x11, 0x11, 0x0E],
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'V': [0x11, 0x11, 0x11, 0x11, 0x11, 0x0A, 0x04],
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'W': [0x11, 0x11, 0x11, 0x15, 0x15, 0x1B, 0x11],
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'X': [0x11, 0x11, 0x0A, 0x04, 0x0A, 0x11, 0x11],
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'Y': [0x11, 0x11, 0x0A, 0x04, 0x04, 0x04, 0x04],
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'Z': [0x1F, 0x01, 0x02, 0x04, 0x08, 0x10, 0x1F],
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'0': [0x0E, 0x11, 0x13, 0x15, 0x19, 0x11, 0x0E],
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'1': [0x04, 0x0C, 0x04, 0x04, 0x04, 0x04, 0x0E],
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'2': [0x0E, 0x11, 0x01, 0x02, 0x04, 0x08, 0x1F],
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'3': [0x1F, 0x02, 0x04, 0x02, 0x01, 0x11, 0x0E],
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'4': [0x02, 0x06, 0x0A, 0x12, 0x1F, 0x02, 0x02],
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'5': [0x1F, 0x10, 0x1E, 0x01, 0x01, 0x11, 0x0E],
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'6': [0x06, 0x08, 0x10, 0x1E, 0x11, 0x11, 0x0E],
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'7': [0x1F, 0x01, 0x02, 0x04, 0x08, 0x08, 0x08],
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'8': [0x0E, 0x11, 0x11, 0x0E, 0x11, 0x11, 0x0E],
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'9': [0x0E, 0x11, 0x11, 0x0F, 0x01, 0x02, 0x0C],
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':': [0x00, 0x04, 0x00, 0x00, 0x00, 0x04, 0x00],
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'.': [0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00],
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',': [0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x08],
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'!': [0x04, 0x04, 0x04, 0x04, 0x04, 0x00, 0x04],
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'?': [0x0E, 0x11, 0x01, 0x02, 0x04, 0x00, 0x04],
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'+': [0x00, 0x04, 0x04, 0x1F, 0x04, 0x04, 0x00],
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'-': [0x00, 0x00, 0x00, 0x1F, 0x00, 0x00, 0x00],
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'/': [0x01, 0x02, 0x04, 0x08, 0x10, 0x10, 0x10],
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'(': [0x02, 0x04, 0x04, 0x04, 0x04, 0x04, 0x02],
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')': [0x08, 0x04, 0x04, 0x04, 0x04, 0x04, 0x08],
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' ': [0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00],
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'|': [0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04]
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};
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export const PixelFont = {
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drawText(ctx, text, x, y, color = '#ffffff', scale = 1) {
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ctx.save();
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ctx.fillStyle = color;
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let cursorX = x;
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const chars = text.toUpperCase().split('');
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chars.forEach(char => {
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const glyph = FONT_DATA[char] || FONT_DATA['?'];
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for (let row = 0; row < 7; row++) {
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for (let col = 0; col < 5; col++) {
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if ((glyph[row] >> (4 - col)) & 1) {
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ctx.fillRect(cursorX + col * scale, y + row * scale, scale, scale);
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}
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}
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}
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cursorX += 6 * scale; // 5 width + 1 spacing
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});
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ctx.restore();
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},
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getTextWidth(text, scale = 1) {
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return text.length * 6 * scale;
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}
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};
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167
src/core/SpriteLibrary.js
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167
src/core/SpriteLibrary.js
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@ -0,0 +1,167 @@
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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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* 1: Primary Color (Entity Color)
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* 2: Highlight (White / Shine)
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* 3: Detail/Shade (Darker Blue / Eyes)
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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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[
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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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[0, 1, 1, 1, 1, 1, 1, 0],
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[1, 1, 2, 1, 1, 2, 1, 1], // Highlights
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[1, 1, 3, 1, 1, 3, 1, 1], // Eyes
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[1, 1, 1, 1, 1, 1, 1, 1],
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[1, 1, 1, 1, 1, 1, 1, 1],
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[0, 1, 1, 1, 1, 1, 1, 0] // Flat-ish base
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],
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[
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[0, 0, 0, 0, 0, 0, 0, 0],
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[0, 0, 0, 0, 0, 0, 0, 0],
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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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[1, 1, 2, 1, 1, 2, 1, 1],
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[1, 1, 3, 1, 1, 3, 1, 1],
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[1, 1, 1, 1, 1, 1, 1, 1],
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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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[
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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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[1, 1, 2, 1, 1, 2, 1, 1],
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[1, 1, 3, 1, 1, 3, 1, 1],
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[1, 1, 1, 1, 1, 1, 1, 1],
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[1, 1, 1, 1, 1, 1, 1, 1],
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[1, 3, 1, 1, 1, 1, 3, 1],
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[0, 1, 1, 1, 1, 1, 1, 0]
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],
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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],
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[0, 1, 1, 1, 1, 1, 1, 0],
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[1, 1, 2, 1, 1, 2, 1, 1],
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[1, 1, 3, 1, 1, 3, 1, 1],
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[1, 1, 1, 1, 1, 1, 1, 1],
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[1, 1, 1, 1, 1, 1, 1, 1],
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[1, 1, 1, 1, 1, 1, 1, 1]
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]
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]
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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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[
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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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[0, 0, 0, 1, 1, 0, 0, 0],
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[0, 1, 1, 1, 1, 1, 1, 0],
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[1, 0, 2, 1, 1, 2, 0, 1],
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[1, 0, 1, 1, 1, 1, 0, 1],
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[0, 0, 1, 0, 0, 1, 0, 0],
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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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[
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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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[0, 0, 0, 1, 1, 0, 0, 0],
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[0, 1, 1, 1, 1, 1, 1, 0],
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[0, 0, 2, 1, 1, 2, 0, 1],
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[0, 0, 1, 1, 1, 1, 0, 1],
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[0, 0, 1, 0, 0, 0, 0, 0],
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[0, 1, 1, 0, 0, 0, 0, 0]
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],
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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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[0, 0, 0, 1, 1, 0, 0, 0],
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[0, 1, 1, 1, 1, 1, 1, 0],
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[1, 0, 2, 1, 1, 2, 0, 0],
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[1, 0, 1, 1, 1, 1, 0, 0],
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[0, 0, 0, 0, 0, 1, 0, 0],
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[0, 0, 0, 0, 0, 1, 1, 0]
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]
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]
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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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[
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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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[0, 1, 1, 1, 1, 1, 1, 0],
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[1, 3, 1, 1, 1, 1, 3, 1],
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[1, 1, 1, 1, 1, 1, 1, 1],
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[0, 1, 1, 2, 2, 1, 1, 0],
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[0, 1, 0, 0, 0, 0, 1, 0],
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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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[
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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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[1, 3, 1, 1, 1, 1, 3, 1],
|
||||
[1, 1, 1, 1, 1, 1, 1, 1],
|
||||
[0, 1, 1, 2, 2, 1, 1, 0],
|
||||
[0, 1, 0, 0, 0, 0, 1, 0],
|
||||
[1, 1, 0, 0, 0, 0, 1, 1],
|
||||
[0, 0, 0, 0, 0, 0, 0, 0]
|
||||
],
|
||||
[
|
||||
[0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[1, 0, 0, 0, 0, 0, 0, 1],
|
||||
[0, 1, 1, 1, 1, 1, 1, 0],
|
||||
[1, 3, 1, 1, 1, 1, 3, 1],
|
||||
[1, 1, 1, 1, 1, 1, 1, 1],
|
||||
[0, 1, 1, 2, 2, 1, 1, 0],
|
||||
[0, 0, 1, 0, 0, 1, 0, 0],
|
||||
[0, 0, 1, 0, 0, 1, 0, 0]
|
||||
]
|
||||
]
|
||||
},
|
||||
|
||||
// 8x8 Elemental - Floating Pulse
|
||||
elemental: {
|
||||
idle: [
|
||||
[
|
||||
[0, 0, 2, 1, 1, 2, 0, 0],
|
||||
[0, 1, 1, 2, 2, 1, 1, 0],
|
||||
[1, 2, 1, 1, 1, 1, 2, 1],
|
||||
[1, 1, 3, 3, 3, 3, 1, 1],
|
||||
[1, 1, 1, 3, 3, 1, 1, 1],
|
||||
[0, 1, 1, 1, 1, 1, 1, 0],
|
||||
[0, 0, 1, 1, 1, 1, 0, 0],
|
||||
[0, 0, 0, 1, 1, 0, 0, 0]
|
||||
],
|
||||
[
|
||||
[0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[0, 0, 2, 1, 1, 2, 0, 0],
|
||||
[0, 1, 1, 2, 2, 1, 1, 0],
|
||||
[1, 2, 3, 3, 3, 3, 2, 1],
|
||||
[1, 1, 1, 3, 3, 1, 1, 1],
|
||||
[0, 1, 1, 1, 1, 1, 1, 0],
|
||||
[0, 0, 1, 1, 1, 1, 0, 0],
|
||||
[0, 0, 0, 1, 1, 0, 0, 0]
|
||||
]
|
||||
]
|
||||
},
|
||||
|
||||
projectile: {
|
||||
idle: [
|
||||
[
|
||||
[1, 1],
|
||||
[1, 1]
|
||||
]
|
||||
]
|
||||
}
|
||||
};
|
||||
|
|
@ -43,3 +43,4 @@ export class System {
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
|||
34
src/core/TileMap.js
Normal file
34
src/core/TileMap.js
Normal file
|
|
@ -0,0 +1,34 @@
|
|||
export class TileMap {
|
||||
constructor(cols, rows, tileSize) {
|
||||
this.cols = cols;
|
||||
this.rows = rows;
|
||||
this.tileSize = tileSize;
|
||||
this.tiles = new Array(cols * rows).fill(0);
|
||||
}
|
||||
|
||||
setTile(col, row, value) {
|
||||
if (this.isValid(col, row)) {
|
||||
this.tiles[row * this.cols + col] = value;
|
||||
}
|
||||
}
|
||||
|
||||
getTile(col, row) {
|
||||
if (this.isValid(col, row)) {
|
||||
return this.tiles[row * this.cols + col];
|
||||
}
|
||||
return 1; // Treat out of bounds as solid wall
|
||||
}
|
||||
|
||||
isValid(col, row) {
|
||||
return col >= 0 && col < this.cols && row >= 0 && row < this.rows;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if a world position collides with a solid tile
|
||||
*/
|
||||
isSolid(x, y) {
|
||||
const col = Math.floor(x / this.tileSize);
|
||||
const row = Math.floor(y / this.tileSize);
|
||||
return this.getTile(col, row) !== 0;
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue