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esengine/packages/editor/plugins/tilemap-editor/src/tools/FillTool.ts

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/**
* Fill Tool - Flood fill tiles on the tilemap
*/
import type { ITilemapTool, ToolContext } from './ITilemapTool';
export class FillTool implements ITilemapTool {
readonly id = 'fill';
readonly name = 'Fill';
readonly icon = 'PaintBucket';
readonly cursor = 'crosshair';
onMouseDown(tileX: number, tileY: number, ctx: ToolContext): void {
if (ctx.layerLocked && !ctx.editingCollision) return;
this.floodFill(tileX, tileY, ctx);
}
onMouseMove(_tileX: number, _tileY: number, _ctx: ToolContext): void {
// No action on move
}
onMouseUp(_tileX: number, _tileY: number, _ctx: ToolContext): void {
// No action on up
}
feat: 添加跨平台运行时、资产系统和UI适配功能 (#256) * feat(platform-common): 添加WASM加载器和环境检测API * feat(rapier2d): 新增Rapier2D WASM绑定包 * feat(physics-rapier2d): 添加跨平台WASM加载器 * feat(asset-system): 添加运行时资产目录和bundle格式 * feat(asset-system-editor): 新增编辑器资产管理包 * feat(editor-core): 添加构建系统和模块管理 * feat(editor-app): 重构浏览器预览使用import maps * feat(platform-web): 添加BrowserRuntime和资产读取 * feat(engine): 添加材质系统和着色器管理 * feat(material): 新增材质系统和着色器编辑器 * feat(tilemap): 增强tilemap编辑器和动画系统 * feat(modules): 添加module.json配置 * feat(core): 添加module.json和类型定义更新 * chore: 更新依赖和构建配置 * refactor(plugins): 更新插件模板使用ModuleManifest * chore: 添加第三方依赖库 * chore: 移除BehaviourTree-ai和ecs-astar子模块 * docs: 更新README和文档主题样式 * fix: 修复Rust文档测试和添加rapier2d WASM绑定 * fix(tilemap-editor): 修复画布高DPI屏幕分辨率适配问题 * feat(ui): 添加UI屏幕适配系统(CanvasScaler/SafeArea) * fix(ecs-engine-bindgen): 添加缺失的ecs-framework-math依赖 * fix: 添加缺失的包依赖修复CI构建 * fix: 修复CodeQL检测到的代码问题 * fix: 修复构建错误和缺失依赖 * fix: 修复类型检查错误 * fix(material-system): 修复tsconfig配置支持TypeScript项目引用 * fix(editor-core): 修复Rollup构建配置添加tauri external * fix: 修复CodeQL检测到的代码问题 * fix: 修复CodeQL检测到的代码问题
2025-12-03 22:15:22 +08:00
getPreviewTiles(tileX: number, tileY: number, ctx: ToolContext): { x: number; y: number }[] {
const { tilemap, editingCollision, currentLayer } = ctx;
if (tileX < 0 || tileX >= tilemap.width || tileY < 0 || tileY >= tilemap.height) {
return [];
}
const tiles: { x: number; y: number }[] = [];
const maxPreviewTiles = 500;
if (editingCollision) {
const targetCollision = tilemap.hasCollision(tileX, tileY);
const stack: [number, number][] = [[tileX, tileY]];
const visited = new Set<string>();
while (stack.length > 0 && tiles.length < maxPreviewTiles) {
const [x, y] = stack.pop()!;
const key = `${x},${y}`;
if (visited.has(key)) continue;
if (x < 0 || x >= tilemap.width || y < 0 || y >= tilemap.height) continue;
if (tilemap.hasCollision(x, y) !== targetCollision) continue;
visited.add(key);
tiles.push({ x, y });
stack.push([x + 1, y], [x - 1, y], [x, y + 1], [x, y - 1]);
}
} else {
const targetTile = tilemap.getTile(currentLayer, tileX, tileY);
const stack: [number, number][] = [[tileX, tileY]];
const visited = new Set<string>();
while (stack.length > 0 && tiles.length < maxPreviewTiles) {
const [x, y] = stack.pop()!;
const key = `${x},${y}`;
if (visited.has(key)) continue;
if (x < 0 || x >= tilemap.width || y < 0 || y >= tilemap.height) continue;
if (tilemap.getTile(currentLayer, x, y) !== targetTile) continue;
visited.add(key);
tiles.push({ x, y });
stack.push([x + 1, y], [x - 1, y], [x, y + 1], [x, y - 1]);
}
}
return tiles;
}
private floodFill(startX: number, startY: number, ctx: ToolContext): void {
const { tilemap, selectedTiles, editingCollision, currentLayer } = ctx;
if (startX < 0 || startX >= tilemap.width || startY < 0 || startY >= tilemap.height) {
return;
}
if (editingCollision) {
// Flood fill collision
const targetCollision = tilemap.hasCollision(startX, startY);
const newCollision = targetCollision ? 0 : 1;
const stack: [number, number][] = [[startX, startY]];
const visited = new Set<string>();
while (stack.length > 0) {
const [x, y] = stack.pop()!;
const key = `${x},${y}`;
if (visited.has(key)) continue;
if (x < 0 || x >= tilemap.width || y < 0 || y >= tilemap.height) continue;
if (tilemap.hasCollision(x, y) !== targetCollision) continue;
visited.add(key);
tilemap.setCollision(x, y, newCollision);
stack.push([x + 1, y], [x - 1, y], [x, y + 1], [x, y - 1]);
}
} else {
// Flood fill tiles
const targetTile = tilemap.getTile(currentLayer, startX, startY);
const newTile = selectedTiles ? (selectedTiles.tiles[0] ?? 1) : 1;
if (targetTile === newTile) return;
const stack: [number, number][] = [[startX, startY]];
const visited = new Set<string>();
while (stack.length > 0) {
const [x, y] = stack.pop()!;
const key = `${x},${y}`;
if (visited.has(key)) continue;
if (x < 0 || x >= tilemap.width || y < 0 || y >= tilemap.height) continue;
if (tilemap.getTile(currentLayer, x, y) !== targetTile) continue;
visited.add(key);
tilemap.setTile(currentLayer, x, y, newTile);
stack.push([x + 1, y], [x - 1, y], [x, y + 1], [x, y - 1]);
}
}
}
}