move terrain color computation to GPU compute shader

This commit is contained in:
scamiv
2026-01-16 21:55:50 +01:00
parent 57931d2060
commit 256dac36fc
8 changed files with 559 additions and 4 deletions
@@ -62,6 +62,7 @@ export class TerritoryLayer implements Layer {
const currentTheme = this.game.config().theme();
if (currentTheme !== this.theme) {
this.theme = currentTheme;
this.territoryRenderer?.refreshTerrain();
this.redraw();
}
@@ -116,6 +117,14 @@ export class TerritoryLayer implements Layer {
return;
}
// Check for theme changes in renderLayer too (for when game is paused)
const currentTheme = this.game.config().theme();
if (currentTheme !== this.theme) {
this.theme = currentTheme;
this.territoryRenderer.refreshTerrain();
this.redraw();
}
this.ensureTerritoryCanvasAttached(context.canvas);
this.updateHoverHighlight();
@@ -6,6 +6,7 @@ import { ComputePass } from "./compute/ComputePass";
import { DefendedClearPass } from "./compute/DefendedClearPass";
import { DefendedUpdatePass } from "./compute/DefendedUpdatePass";
import { StateUpdatePass } from "./compute/StateUpdatePass";
import { TerrainComputePass } from "./compute/TerrainComputePass";
import { GroundTruthData } from "./core/GroundTruthData";
import { WebGPUDevice } from "./core/WebGPUDevice";
import { RenderPass } from "./render/RenderPass";
@@ -37,6 +38,7 @@ export class TerritoryRenderer {
private renderPassOrder: RenderPass[] = [];
// Pass instances
private terrainComputePass: TerrainComputePass | null = null;
private stateUpdatePass: StateUpdatePass | null = null;
private defendedClearPass: DefendedClearPass | null = null;
private defendedUpdatePass: DefendedUpdatePass | null = null;
@@ -99,15 +101,18 @@ export class TerritoryRenderer {
state,
);
// Upload initial terrain texture
this.resources.uploadTerrain();
// Upload terrain data and params (terrain colors will be computed on GPU)
this.resources.uploadTerrainData();
this.resources.uploadTerrainParams();
// Create compute passes
// Create compute passes (terrain compute should run first)
this.terrainComputePass = new TerrainComputePass();
this.stateUpdatePass = new StateUpdatePass();
this.defendedClearPass = new DefendedClearPass();
this.defendedUpdatePass = new DefendedUpdatePass();
this.computePasses = [
this.terrainComputePass,
this.stateUpdatePass,
this.defendedClearPass,
this.defendedUpdatePass,
@@ -255,6 +260,50 @@ export class TerritoryRenderer {
}
}
refreshTerrain(): void {
if (!this.resources || !this.device) {
return;
}
this.resources.markTerrainParamsDirty();
if (this.terrainComputePass) {
this.terrainComputePass.markDirty();
// Immediately compute terrain to avoid blank rendering
this.computeTerrainImmediate();
}
}
/**
* Immediately execute terrain compute pass (for theme changes).
* This ensures terrain is recomputed before the next render.
*/
private computeTerrainImmediate(): void {
if (
!this.ready ||
!this.device ||
!this.resources ||
!this.terrainComputePass
) {
return;
}
// Upload terrain params if needed
this.resources.uploadTerrainParams();
if (!this.terrainComputePass.needsUpdate()) {
return;
}
const encoder = this.device.device.createCommandEncoder();
this.terrainComputePass.execute(encoder, this.resources);
this.device.device.queue.submit([encoder.finish()]);
// Rebuild render pass bind group to ensure it uses the updated terrain texture
// This will be called again in render(), but doing it here ensures it's ready
if (this.territoryRenderPass) {
(this.territoryRenderPass as any).rebuildBindGroup?.();
}
}
/**
* Perform one simulation tick.
* Runs compute passes to update ground truth data.
@@ -267,6 +316,9 @@ export class TerritoryRenderer {
// Upload palette if needed
this.resources.uploadPalette();
// Upload terrain params if needed (theme changed)
this.resources.uploadTerrainParams();
// Upload defense posts if needed (tracks if it was dirty before upload)
const wasDefensePostsDirty = (this.resources as any)
.needsDefensePostsUpload;
@@ -279,6 +331,9 @@ export class TerritoryRenderer {
const numUpdates = this.stateUpdatePass
? ((this.stateUpdatePass as any).pendingTiles?.size ?? 0)
: 0;
const needsTerrainCompute = this.terrainComputePass
? this.terrainComputePass.needsUpdate()
: false;
const range = this.game.config().defensePostRange();
const rangeChanged = range !== this.resources.getLastDefenseRange();
const countChanged =
@@ -295,6 +350,7 @@ export class TerritoryRenderer {
(hasPosts && numUpdates > 0);
const needsCompute =
needsTerrainCompute === true ||
numUpdates > 0 ||
shouldRebuildDefended === true ||
this.needsDefendedHardClear === true;
@@ -369,6 +425,33 @@ export class TerritoryRenderer {
return;
}
// Check if terrain needs recomputation (e.g., theme changed)
// If so, compute it in the same command buffer before rendering
if (this.terrainComputePass?.needsUpdate()) {
this.resources.uploadTerrainParams();
// Use a single encoder to ensure compute completes before render
const encoder = this.device.device.createCommandEncoder();
// Execute terrain compute first
this.terrainComputePass.execute(encoder, this.resources);
// Then execute render passes in the same command buffer
// The render pass will rebuild its bind group, which will now use the updated terrain texture
const textureView = this.device.context.getCurrentTexture().createView();
for (const pass of this.renderPassOrder) {
if (!pass.needsUpdate()) {
continue;
}
pass.execute(encoder, this.resources, textureView);
}
// Submit single command buffer with both compute and render
// This ensures compute completes before render reads the terrain texture
this.device.device.queue.submit([encoder.finish()]);
return;
}
const encoder = this.device.device.createCommandEncoder();
const textureView = this.device.context.getCurrentTexture().createView();
@@ -0,0 +1,127 @@
import { GroundTruthData } from "../core/GroundTruthData";
import { loadShader } from "../core/ShaderLoader";
import { ComputePass } from "./ComputePass";
/**
* Compute pass that generates terrain colors from terrain data.
* Runs once at initialization or when theme changes.
*/
export class TerrainComputePass implements ComputePass {
name = "terrain-compute";
dependencies: string[] = [];
private pipeline: GPUComputePipeline | null = null;
private bindGroupLayout: GPUBindGroupLayout | null = null;
private bindGroup: GPUBindGroup | null = null;
private device: GPUDevice | null = null;
private resources: GroundTruthData | null = null;
private needsCompute = true;
async init(device: GPUDevice, resources: GroundTruthData): Promise<void> {
this.device = device;
this.resources = resources;
const shaderCode = await loadShader("compute/terrain-compute.wgsl");
const shaderModule = device.createShaderModule({ code: shaderCode });
this.bindGroupLayout = device.createBindGroupLayout({
entries: [
{
binding: 0,
visibility: 4 /* COMPUTE */,
buffer: { type: "uniform" },
},
{
binding: 1,
visibility: 4 /* COMPUTE */,
texture: { sampleType: "uint" },
},
{
binding: 2,
visibility: 4 /* COMPUTE */,
storageTexture: { format: "rgba8unorm" },
},
],
});
this.pipeline = device.createComputePipeline({
layout: device.createPipelineLayout({
bindGroupLayouts: [this.bindGroupLayout],
}),
compute: {
module: shaderModule,
entryPoint: "main",
},
});
this.rebuildBindGroup();
}
needsUpdate(): boolean {
return this.needsCompute;
}
execute(encoder: GPUCommandEncoder, resources: GroundTruthData): void {
if (!this.device || !this.pipeline || !this.bindGroup) {
return;
}
const mapWidth = resources.getMapWidth();
const mapHeight = resources.getMapHeight();
const workgroupCountX = Math.ceil(mapWidth / 8);
const workgroupCountY = Math.ceil(mapHeight / 8);
const pass = encoder.beginComputePass();
pass.setPipeline(this.pipeline);
pass.setBindGroup(0, this.bindGroup);
pass.dispatchWorkgroups(workgroupCountX, workgroupCountY);
pass.end();
this.needsCompute = false;
}
private rebuildBindGroup(): void {
if (
!this.device ||
!this.bindGroupLayout ||
!this.resources ||
!this.resources.terrainParamsBuffer ||
!this.resources.terrainDataTexture ||
!this.resources.terrainTexture
) {
return;
}
this.bindGroup = this.device.createBindGroup({
layout: this.bindGroupLayout,
entries: [
{
binding: 0,
resource: { buffer: this.resources.terrainParamsBuffer },
},
{
binding: 1,
resource: this.resources.terrainDataTexture.createView(),
},
{
binding: 2,
resource: this.resources.terrainTexture.createView(),
},
],
});
}
markDirty(): void {
this.needsCompute = true;
// Rebuild bind group in case terrain params buffer was recreated
this.rebuildBindGroup();
}
dispose(): void {
this.pipeline = null;
this.bindGroupLayout = null;
this.bindGroup = null;
this.device = null;
this.resources = null;
}
}
@@ -20,12 +20,14 @@ export class GroundTruthData {
// Textures
public readonly stateTexture: GPUTexture;
public readonly terrainTexture: GPUTexture;
public readonly terrainDataTexture: GPUTexture;
public readonly paletteTexture: GPUTexture;
public readonly defendedTexture: GPUTexture;
// Buffers
public readonly uniformBuffer: GPUBuffer;
public readonly defenseParamsBuffer: GPUBuffer;
public readonly terrainParamsBuffer: GPUBuffer;
public updatesBuffer: GPUBuffer | null = null;
public defensePostsBuffer: GPUBuffer | null = null;
@@ -41,8 +43,11 @@ export class GroundTruthData {
private readonly mapWidth: number;
private readonly mapHeight: number;
private readonly state: Uint16Array;
private readonly terrainData: Uint8Array;
private needsStateUpload = true;
private needsPaletteUpload = true;
private needsTerrainDataUpload = true;
private needsTerrainParamsUpload = true;
private paletteWidth = 1;
private defensePostsCount = 0;
private needsDefensePostsUpload = true;
@@ -50,6 +55,7 @@ export class GroundTruthData {
// Uniform data arrays
private readonly uniformData = new Float32Array(12);
private readonly defenseParamsData = new Uint32Array(4);
private readonly terrainParamsData = new Float32Array(24); // 6 vec4f: shore, water, shorelineWater, plainsBase, highlandBase, mountainBase
// View state (updated by renderer)
private viewWidth = 1;
@@ -70,10 +76,12 @@ export class GroundTruthData {
private readonly game: GameView,
private readonly theme: Theme,
state: Uint16Array,
terrainData: Uint8Array,
mapWidth: number,
mapHeight: number,
) {
this.state = state;
this.terrainData = terrainData;
this.mapWidth = mapWidth;
this.mapHeight = mapHeight;
@@ -97,6 +105,12 @@ export class GroundTruthData {
usage: UNIFORM | COPY_DST_BUF,
});
// Terrain params: 6x vec4f = 96 bytes (shore, water, shorelineWater, plainsBase, highlandBase, mountainBase)
this.terrainParamsBuffer = device.createBuffer({
size: 96,
usage: UNIFORM | COPY_DST_BUF,
});
// State texture (r32uint)
this.stateTexture = device.createTexture({
size: { width: mapWidth, height: mapHeight },
@@ -118,10 +132,17 @@ export class GroundTruthData {
usage: COPY_DST_TEX | TEXTURE_BINDING,
});
// Terrain texture (rgba8unorm)
// Terrain texture (rgba8unorm) - output of terrain compute shader
this.terrainTexture = device.createTexture({
size: { width: mapWidth, height: mapHeight },
format: "rgba8unorm",
usage: COPY_DST_TEX | TEXTURE_BINDING | STORAGE_BINDING,
});
// Terrain data texture (r8uint) - input terrain data (read-only in compute shader)
this.terrainDataTexture = device.createTexture({
size: { width: mapWidth, height: mapHeight },
format: "r8uint",
usage: COPY_DST_TEX | TEXTURE_BINDING,
});
}
@@ -137,6 +158,7 @@ export class GroundTruthData {
game,
theme,
state,
game.terrainDataView(),
game.width(),
game.height(),
);
@@ -212,6 +234,9 @@ export class GroundTruthData {
}
}
/**
* @deprecated Use terrain compute shader instead. This method is kept for fallback.
*/
uploadTerrain(): void {
const bytesPerRow = this.mapWidth * 4;
const paddedBytesPerRow = align(bytesPerRow, 256);
@@ -241,6 +266,204 @@ export class GroundTruthData {
}
}
uploadTerrainData(): void {
if (!this.needsTerrainDataUpload) {
return;
}
this.needsTerrainDataUpload = false;
const bytesPerRow = this.mapWidth;
const paddedBytesPerRow = align(bytesPerRow, 256);
if (paddedBytesPerRow === bytesPerRow) {
// Direct upload if already aligned
this.device.queue.writeTexture(
{ texture: this.terrainDataTexture },
this.terrainData,
{ bytesPerRow, rowsPerImage: this.mapHeight },
{
width: this.mapWidth,
height: this.mapHeight,
depthOrArrayLayers: 1,
},
);
} else {
// Row-by-row upload with padding
const row = new Uint8Array(paddedBytesPerRow);
for (let y = 0; y < this.mapHeight; y++) {
row.fill(0);
const start = y * this.mapWidth;
row.set(this.terrainData.subarray(start, start + this.mapWidth), 0);
this.device.queue.writeTexture(
{ texture: this.terrainDataTexture, origin: { x: 0, y } },
row,
{ bytesPerRow: paddedBytesPerRow, rowsPerImage: 1 },
{ width: this.mapWidth, height: 1, depthOrArrayLayers: 1 },
);
}
}
}
uploadTerrainParams(): void {
if (!this.needsTerrainParamsUpload) {
return;
}
this.needsTerrainParamsUpload = false;
// Sample theme colors by finding representative tiles
// We'll search for a shore tile, water tile, and compute base terrain colors
let shoreColor = { r: 204, g: 203, b: 158, a: 255 }; // Default pastel
let waterColor = { r: 70, g: 132, b: 180, a: 255 }; // Default pastel
let shorelineWaterColor = { r: 100, g: 143, b: 255, a: 255 }; // Default pastel
// Find a shore tile (land adjacent to water)
for (let i = 0; i < Math.min(1000, this.mapWidth * this.mapHeight); i++) {
if (this.game.isShore(i)) {
const color = this.theme.terrainColor(this.game, i);
shoreColor = color.rgba;
break;
}
}
// Find a deep water tile (magnitude > 5) and shoreline water
for (let i = 0; i < Math.min(1000, this.mapWidth * this.mapHeight); i++) {
if (this.game.isWater(i)) {
if (this.game.isShoreline(i)) {
const color = this.theme.terrainColor(this.game, i);
shorelineWaterColor = color.rgba;
} else if (this.game.magnitude(i) > 5) {
const color = this.theme.terrainColor(this.game, i);
waterColor = color.rgba;
}
if (waterColor.r !== 70 || shorelineWaterColor.r !== 100) {
// Found both, can break
if (this.game.isShoreline(i) && this.game.magnitude(i) > 5) {
break;
}
}
}
}
// Compute terrain base colors by sampling at magnitude 0, 10, 20
// Find a plains tile (magnitude < 10, land, not shore)
let plainsColor = { r: 190, g: 220, b: 138, a: 255 };
for (let i = 0; i < Math.min(1000, this.mapWidth * this.mapHeight); i++) {
if (
this.game.isLand(i) &&
!this.game.isShore(i) &&
this.game.magnitude(i) < 10
) {
const color = this.theme.terrainColor(this.game, i);
plainsColor = color.rgba;
break;
}
}
// Find a highland tile at magnitude 10 (for accurate formula computation)
let highlandColor = { r: 200, g: 183, b: 138, a: 255 };
for (let i = 0; i < Math.min(1000, this.mapWidth * this.mapHeight); i++) {
if (
this.game.isLand(i) &&
!this.game.isShore(i) &&
this.game.magnitude(i) === 10
) {
const color = this.theme.terrainColor(this.game, i);
highlandColor = color.rgba;
break;
}
}
// If no mag 10 found, try any highland tile
if (highlandColor.r === 200 && highlandColor.g === 183) {
for (let i = 0; i < Math.min(1000, this.mapWidth * this.mapHeight); i++) {
if (
this.game.isLand(i) &&
!this.game.isShore(i) &&
this.game.magnitude(i) >= 10 &&
this.game.magnitude(i) < 20
) {
const color = this.theme.terrainColor(this.game, i);
highlandColor = color.rgba;
break;
}
}
}
// Store colors as vec4f (RGBA normalized to 0-1)
// Index 0-3: shore color
this.terrainParamsData[0] = shoreColor.r / 255;
this.terrainParamsData[1] = shoreColor.g / 255;
this.terrainParamsData[2] = shoreColor.b / 255;
this.terrainParamsData[3] = 1.0;
// Index 4-7: water base color
this.terrainParamsData[4] = waterColor.r / 255;
this.terrainParamsData[5] = waterColor.g / 255;
this.terrainParamsData[6] = waterColor.b / 255;
this.terrainParamsData[7] = 1.0;
// Index 8-11: shoreline water color
this.terrainParamsData[8] = shorelineWaterColor.r / 255;
this.terrainParamsData[9] = shorelineWaterColor.g / 255;
this.terrainParamsData[10] = shorelineWaterColor.b / 255;
this.terrainParamsData[11] = 1.0;
// Find a mountain tile at magnitude 20 (for accurate formula computation)
let mountainColor = { r: 230, g: 230, b: 230, a: 255 };
for (let i = 0; i < Math.min(1000, this.mapWidth * this.mapHeight); i++) {
if (
this.game.isLand(i) &&
!this.game.isShore(i) &&
this.game.magnitude(i) === 20
) {
const color = this.theme.terrainColor(this.game, i);
mountainColor = color.rgba;
break;
}
}
// If no mag 20 found, try any mountain tile
if (mountainColor.r === 230 && mountainColor.g === 230) {
for (let i = 0; i < Math.min(1000, this.mapWidth * this.mapHeight); i++) {
if (
this.game.isLand(i) &&
!this.game.isShore(i) &&
this.game.magnitude(i) >= 20
) {
const color = this.theme.terrainColor(this.game, i);
mountainColor = color.rgba;
break;
}
}
}
// Index 12-15: plains base color (magnitude 0)
this.terrainParamsData[12] = plainsColor.r / 255;
this.terrainParamsData[13] = plainsColor.g / 255;
this.terrainParamsData[14] = plainsColor.b / 255;
this.terrainParamsData[15] = 1.0;
// Index 16-19: highland base color (magnitude 10)
this.terrainParamsData[16] = highlandColor.r / 255;
this.terrainParamsData[17] = highlandColor.g / 255;
this.terrainParamsData[18] = highlandColor.b / 255;
this.terrainParamsData[19] = 1.0;
// Index 20-23: mountain base color (magnitude 20)
this.terrainParamsData[20] = mountainColor.r / 255;
this.terrainParamsData[21] = mountainColor.g / 255;
this.terrainParamsData[22] = mountainColor.b / 255;
this.terrainParamsData[23] = 1.0;
this.device.queue.writeBuffer(
this.terrainParamsBuffer,
0,
this.terrainParamsData,
);
}
markTerrainParamsDirty(): void {
this.needsTerrainParamsUpload = true;
}
uploadPalette(): boolean {
if (!this.needsPaletteUpload) {
return false;
@@ -0,0 +1,102 @@
struct TerrainParams {
shoreColor: vec4f, // Shore (land adjacent to water)
waterColor: vec4f, // Deep water base color
shorelineWaterColor: vec4f, // Water near shore
plainsBaseColor: vec4f, // Plains base RGB (magnitude 0)
highlandBaseColor: vec4f, // Highland base RGB (magnitude 10)
mountainBaseColor: vec4f, // Mountain base RGB (magnitude 20)
};
@group(0) @binding(0) var<uniform> params: TerrainParams;
@group(0) @binding(1) var terrainDataTex: texture_2d<u32>;
@group(0) @binding(2) var terrainTex: texture_storage_2d<rgba8unorm, write>;
// Terrain bit constants (matching GameMapImpl)
const IS_LAND_BIT: u32 = 7u;
const SHORELINE_BIT: u32 = 6u;
const OCEAN_BIT: u32 = 5u;
const MAGNITUDE_MASK: u32 = 0x1fu;
@compute @workgroup_size(8, 8)
fn main(@builtin(global_invocation_id) globalId: vec3<u32>) {
let x = i32(globalId.x);
let y = i32(globalId.y);
let dims = textureDimensions(terrainDataTex);
if (x < 0 || y < 0 || u32(x) >= dims.x || u32(y) >= dims.y) {
return;
}
let texCoord = vec2i(x, y);
let terrainData = textureLoad(terrainDataTex, texCoord, 0).x;
// Extract terrain bits
let isLand = (terrainData & (1u << IS_LAND_BIT)) != 0u;
let isShoreline = (terrainData & (1u << SHORELINE_BIT)) != 0u;
let isOcean = (terrainData & (1u << OCEAN_BIT)) != 0u;
let magnitude = terrainData & MAGNITUDE_MASK;
let mag = f32(magnitude);
var color: vec4f;
// Check if shore (land adjacent to water)
if (isLand && isShoreline) {
color = params.shoreColor;
} else if (!isLand) {
// Water tile
if (isShoreline) {
color = params.shorelineWaterColor;
} else {
// Deep water - color varies by magnitude
// CPU formula: waterColor - 10 + (11 - min(mag, 10))
// In normalized space: waterColor + (-10 + (11 - min(mag, 10))) / 255.0
// Simplified: waterColor + (1 - min(mag, 10)) / 255.0
let magClamped = min(mag, 10.0);
let adjustment = (1.0 - magClamped) / 255.0;
color = vec4f(
max(params.waterColor.r + adjustment, 0.0),
max(params.waterColor.g + adjustment, 0.0),
max(params.waterColor.b + adjustment, 0.0),
1.0
);
}
} else {
// Land tile - determine terrain type from magnitude
// CPU formulas:
// Plains: rgb(190, 220 - 2*mag, 138) for mag 0-9
// Highland: rgb(200 + 2*mag, 183 + 2*mag, 138 + 2*mag) for mag 10-19
// Mountain: rgb(230 + mag/2, 230 + mag/2, 230 + mag/2) for mag >= 20
//
// We sampled plains at mag 0, so plainsBaseColor = rgb(190, 220, 138) / 255
// We sampled highland at some mag 10-19, need to compute from mag 10
if (magnitude < 10u) {
// Plains: rgb(190, 220 - 2*mag, 138)
color = vec4f(
params.plainsBaseColor.r, // 190/255
max(params.plainsBaseColor.g - (2.0 * mag) / 255.0, 0.0), // (220 - 2*mag)/255
params.plainsBaseColor.b, // 138/255
1.0
);
} else if (magnitude < 20u) {
// Highland: CPU formula is rgb(200 + 2*mag, 183 + 2*mag, 138 + 2*mag)
// We sampled highlandBaseColor at mag 10, so it's rgb(220, 203, 158) / 255
// For any mag 10-19: highlandBaseColor + 2*(mag - 10) / 255
let highlandMag = mag - 10.0;
color = vec4f(
min(params.highlandBaseColor.r + (2.0 * highlandMag) / 255.0, 1.0),
min(params.highlandBaseColor.g + (2.0 * highlandMag) / 255.0, 1.0),
min(params.highlandBaseColor.b + (2.0 * highlandMag) / 255.0, 1.0),
1.0
);
} else {
// Mountain: CPU formula is rgb(230 + mag/2, 230 + mag/2, 230 + mag/2)
// We sampled mountainBaseColor at mag 20, so it's rgb(240, 240, 240) / 255 for pastel
// For any mag >= 20: mountainBaseColor + (mag - 20) / 2 / 255
let mountainMag = mag - 20.0;
let gray = min(params.mountainBaseColor.r + (mountainMag / 2.0) / 255.0, 1.0);
color = vec4f(gray, gray, gray, 1.0);
}
}
textureStore(terrainTex, texCoord, color);
}
+3
View File
@@ -995,6 +995,9 @@ export class GameImpl implements Game {
tileStateView(): Uint16Array {
return this._map.tileStateView();
}
terrainDataView(): Uint8Array {
return this._map.terrainDataView();
}
numTilesWithFallout(): number {
return this._map.numTilesWithFallout();
}
+5
View File
@@ -30,6 +30,7 @@ export interface GameMap {
isDefended(ref: TileRef): boolean;
setDefended(ref: TileRef, value: boolean): void;
tileStateView(): Uint16Array;
terrainDataView(): Uint8Array;
isOnEdgeOfMap(ref: TileRef): boolean;
isBorder(ref: TileRef): boolean;
neighbors(ref: TileRef): TileRef[];
@@ -231,6 +232,10 @@ export class GameMapImpl implements GameMap {
return this.state;
}
terrainDataView(): Uint8Array {
return this.terrain;
}
isOnEdgeOfMap(ref: TileRef): boolean {
const x = this.x(ref);
const y = this.y(ref);
+3
View File
@@ -889,6 +889,9 @@ export class GameView implements GameMap {
tileStateView(): Uint16Array {
return this._map.tileStateView();
}
terrainDataView(): Uint8Array {
return this._map.terrainDataView();
}
isBorder(ref: TileRef): boolean {
return this._map.isBorder(ref);
}