refactor: move selection rendering to dedicated UILayer

This commit is contained in:
Bruno Jurković
2025-03-01 00:13:52 +01:00
parent 1d7b03dde7
commit 3d4ea515de
5 changed files with 249 additions and 254 deletions
+12
View File
@@ -1,5 +1,7 @@
import { EventBus, GameEvent } from "../core/EventBus";
import { UserSettings } from "../core/game/UserSettings";
import { Game } from "../core/game/Game";
import { UnitView } from "../core/game/GameView";
export class MouseUpEvent implements GameEvent {
constructor(
@@ -8,6 +10,16 @@ export class MouseUpEvent implements GameEvent {
) {}
}
/**
* Event emitted when a unit is selected or deselected
*/
export class UnitSelectionEvent implements GameEvent {
constructor(
public readonly unit: UnitView | null,
public readonly isSelected: boolean,
) {}
}
export class MouseDownEvent implements GameEvent {
constructor(
public readonly x: number,
+2
View File
@@ -14,6 +14,7 @@ import { ControlPanel } from "./layers/ControlPanel";
import { UIState } from "./UIState";
import { BuildMenu } from "./layers/BuildMenu";
import { UnitLayer } from "./layers/UnitLayer";
import { UILayer } from "./layers/UILayer";
import { StructureLayer } from "./layers/StructureLayer";
import { PlayerInfoOverlay } from "./layers/PlayerInfoOverlay";
import { consolex } from "../../core/Consolex";
@@ -118,6 +119,7 @@ export function createRenderer(
new TerritoryLayer(game, eventBus),
new StructureLayer(game, eventBus),
new UnitLayer(game, eventBus, clientID, transformHandler),
new UILayer(game, eventBus, clientID, transformHandler),
new NameLayer(game, transformHandler, clientID),
eventsDisplay,
buildMenu,
-94
View File
@@ -1,94 +0,0 @@
import { EventBus, GameEvent } from "../../core/EventBus";
import { UnitType } from "../../core/game/Game";
import { UnitView } from "../../core/game/GameView";
/**
* Event emitted when a unit is selected or deselected
*/
export class UnitSelectionEvent implements GameEvent {
constructor(
public readonly unit: UnitView | null,
public readonly isSelected: boolean,
) {}
}
/**
* Manages the currently selected units in the game
*/
export class SelectedUnits {
private selectedUnit: UnitView | null = null;
constructor(private eventBus: EventBus) {}
/**
* Select a unit. Deselects any previously selected unit.
* @param unit The unit to select
* @returns true if the selection changed, false otherwise
*/
selectUnit(unit: UnitView): boolean {
if (this.selectedUnit === unit) {
return false;
}
if (this.selectedUnit) {
this.deselectCurrentUnit();
}
this.selectedUnit = unit;
this.eventBus.emit(new UnitSelectionEvent(unit, true));
return true;
}
/**
* Deselect the currently selected unit, if any
* @returns true if a unit was deselected, false otherwise
*/
deselectCurrentUnit(): boolean {
if (!this.selectedUnit) {
return false;
}
const unit = this.selectedUnit;
this.selectedUnit = null;
this.eventBus.emit(new UnitSelectionEvent(unit, false));
return true;
}
/**
* Toggle selection for the given unit
* @param unit The unit to toggle selection for
* @returns true if the unit is now selected, false if it was deselected
*/
toggleUnitSelection(unit: UnitView): boolean {
if (this.selectedUnit === unit) {
this.deselectCurrentUnit();
return false;
} else {
this.selectUnit(unit);
return true;
}
}
/**
* Get the currently selected unit, if any
*/
getSelectedUnit(): UnitView | null {
return this.selectedUnit;
}
/**
* Check if the given unit is currently selected
* @param unit The unit to check
*/
isSelected(unit: UnitView): boolean {
return this.selectedUnit === unit;
}
/**
* Check if a unit of the specified type is currently selected
* @param type The unit type to check for
*/
hasSelectedUnitOfType(type: UnitType): boolean {
return this.selectedUnit !== null && this.selectedUnit.type() === type;
}
}
+207
View File
@@ -0,0 +1,207 @@
import { Colord } from "colord";
import { Theme } from "../../../core/configuration/Config";
import { UnitType } from "../../../core/game/Game";
import { Layer } from "./Layer";
import { EventBus } from "../../../core/EventBus";
import { ClientID } from "../../../core/Schemas";
import { GameView, UnitView } from "../../../core/game/GameView";
import { UnitSelectionEvent } from "../../InputHandler";
import { TransformHandler } from "../TransformHandler";
/**
* Layer responsible for drawing UI elements that overlay the game
* such as selection boxes, health bars, etc.
*/
export class UILayer implements Layer {
private canvas: HTMLCanvasElement;
private context: CanvasRenderingContext2D;
private theme: Theme = null;
private selectionAnimTime = 0;
// Keep track of currently selected unit
private selectedUnit: UnitView | null = null;
// Keep track of previous selection box position for cleanup
private lastSelectionBoxCenter: {
x: number;
y: number;
size: number;
} | null = null;
// Visual settings for selection
private readonly SELECTION_BOX_SIZE = 6; // Size of the selection box (should be larger than the warship)
constructor(
private game: GameView,
private eventBus: EventBus,
private clientID: ClientID,
private transformHandler: TransformHandler,
) {
this.theme = game.config().theme();
}
shouldTransform(): boolean {
return true;
}
tick() {
// Update the selection animation time
this.selectionAnimTime = (this.selectionAnimTime + 1) % 60;
// If there's a selected warship, redraw to update the selection box animation
if (this.selectedUnit && this.selectedUnit.type() === UnitType.Warship) {
this.drawSelectionBox(this.selectedUnit);
}
}
init() {
this.eventBus.on(UnitSelectionEvent, (e) => this.onUnitSelection(e));
this.redraw();
}
renderLayer(context: CanvasRenderingContext2D) {
context.drawImage(
this.canvas,
-this.game.width() / 2,
-this.game.height() / 2,
this.game.width(),
this.game.height(),
);
}
redraw() {
this.canvas = document.createElement("canvas");
this.context = this.canvas.getContext("2d");
this.canvas.width = this.game.width();
this.canvas.height = this.game.height();
}
/**
* Handle the unit selection event
*/
private onUnitSelection(event: UnitSelectionEvent) {
if (event.isSelected) {
this.selectedUnit = event.unit;
if (event.unit && event.unit.type() === UnitType.Warship) {
this.drawSelectionBox(event.unit);
}
} else {
if (this.selectedUnit === event.unit) {
// Clear the selection box
if (this.lastSelectionBoxCenter) {
const { x, y, size } = this.lastSelectionBoxCenter;
this.clearSelectionBox(x, y, size);
this.lastSelectionBoxCenter = null;
}
this.selectedUnit = null;
}
}
}
/**
* Clear the selection box at a specific position
*/
private clearSelectionBox(x: number, y: number, size: number) {
for (let px = x - size; px <= x + size; px++) {
for (let py = y - size; py <= y + size; py++) {
if (
px === x - size ||
px === x + size ||
py === y - size ||
py === y + size
) {
this.clearCell(px, py);
}
}
}
}
/**
* Draw a selection box around the given unit
*/
public drawSelectionBox(unit: UnitView) {
if (!unit || !unit.isActive()) {
return;
}
// Use the configured selection box size
const selectionSize = this.SELECTION_BOX_SIZE;
// Calculate pulsating effect based on animation time (25% variation in opacity)
const baseOpacity = 200;
const pulseAmount = 55;
const opacity =
baseOpacity + Math.sin(this.selectionAnimTime * 0.1) * pulseAmount;
// Get the unit's owner color for the box
const ownerColor = this.theme.territoryColor(unit.owner().info());
// Create a brighter version of the owner color for the selection
const selectionColor = ownerColor.lighten(0.2);
// Get current center position
const center = unit.tile();
const centerX = this.game.x(center);
const centerY = this.game.y(center);
// Clear previous selection box if it exists and is different from current position
if (
this.lastSelectionBoxCenter &&
(this.lastSelectionBoxCenter.x !== centerX ||
this.lastSelectionBoxCenter.y !== centerY)
) {
const lastSize = this.lastSelectionBoxCenter.size;
const lastX = this.lastSelectionBoxCenter.x;
const lastY = this.lastSelectionBoxCenter.y;
// Clear the previous selection box
this.clearSelectionBox(lastX, lastY, lastSize);
}
// Draw the selection box
for (let x = centerX - selectionSize; x <= centerX + selectionSize; x++) {
for (let y = centerY - selectionSize; y <= centerY + selectionSize; y++) {
// Only draw if it's on the border (not inside or outside the box)
if (
x === centerX - selectionSize ||
x === centerX + selectionSize ||
y === centerY - selectionSize ||
y === centerY + selectionSize
) {
// Create a dashed effect by only drawing some pixels
const dashPattern = (x + y) % 2 === 0;
if (dashPattern) {
this.paintCell(x, y, selectionColor, opacity);
}
}
}
}
// Store current selection box position for next cleanup
this.lastSelectionBoxCenter = {
x: centerX,
y: centerY,
size: selectionSize,
};
}
/**
* Draw health bar for a unit (placeholder for future implementation)
*/
public drawHealthBar(unit: UnitView) {
// This is a placeholder for future health bar implementation
// It would draw a health bar above units that have health
}
paintCell(x: number, y: number, color: Colord, alpha: number) {
this.clearCell(x, y);
this.context.fillStyle = color.alpha(alpha / 255).toRgbString();
this.context.fillRect(x, y, 1, 1);
}
clearCell(x: number, y: number) {
this.context.clearRect(x, y, 1, 1);
}
}
+28 -160
View File
@@ -3,7 +3,11 @@ import { Theme } from "../../../core/configuration/Config";
import { Unit, UnitType, Player } from "../../../core/game/Game";
import { Layer } from "./Layer";
import { EventBus } from "../../../core/EventBus";
import { AlternateViewEvent, MouseUpEvent } from "../../InputHandler";
import {
AlternateViewEvent,
MouseUpEvent,
UnitSelectionEvent,
} from "../../InputHandler";
import { ClientID } from "../../../core/Schemas";
import { GameView, PlayerView, UnitView } from "../../../core/game/GameView";
import {
@@ -12,7 +16,6 @@ import {
TileRef,
} from "../../../core/game/GameMap";
import { GameUpdateType } from "../../../core/game/GameUpdates";
import { SelectedUnits, UnitSelectionEvent } from "../SelectedUnits";
import { TransformHandler } from "../TransformHandler";
enum Relationship {
@@ -35,10 +38,11 @@ export class UnitLayer implements Layer {
private oldShellTile = new Map<UnitView, TileRef>();
private selectedUnits: SelectedUnits;
private selectionAnimTime = 0;
private transformHandler: TransformHandler;
// Selected unit property as suggested in the review comment
private selectedUnit: UnitView | null = null;
// Configuration for unit selection
private readonly WARSHIP_SELECTION_RADIUS = 3; // Radius in game cells for warship selection hit zone
@@ -49,7 +53,6 @@ export class UnitLayer implements Layer {
transformHandler: TransformHandler,
) {
this.theme = game.config().theme();
this.selectedUnits = new SelectedUnits(eventBus);
this.transformHandler = transformHandler;
}
@@ -64,20 +67,12 @@ export class UnitLayer implements Layer {
this.game.updatesSinceLastTick()?.[GameUpdateType.Unit]?.forEach((unit) => {
this.onUnitEvent(this.game.unit(unit.id));
});
// Update the selection animation time
this.selectionAnimTime = (this.selectionAnimTime + 1) % 60;
// If there's a selected warship, redraw to update the selection box animation
if (this.selectedUnits.hasSelectedUnitOfType(UnitType.Warship)) {
this.redrawSelectedUnit(this.selectedUnits.getSelectedUnit());
}
}
init() {
this.eventBus.on(AlternateViewEvent, (e) => this.onAlternativeViewEvent(e));
this.eventBus.on(MouseUpEvent, (e) => this.onMouseUp(e));
this.eventBus.on(UnitSelectionEvent, (e) => this.onUnitSelection(e));
this.eventBus.on(UnitSelectionEvent, (e) => this.onUnitSelectionChange(e));
this.redraw();
}
@@ -116,48 +111,29 @@ export class UnitLayer implements Layer {
const nearbyWarships = this.findWarshipsNearCell(cell);
if (nearbyWarships.length > 0) {
// Select/deselect the closest warship
this.selectedUnits.toggleUnitSelection(nearbyWarships[0]);
} else if (this.selectedUnits.getSelectedUnit()) {
// Toggle selection of the closest warship
const clickedUnit = nearbyWarships[0];
if (this.selectedUnit === clickedUnit) {
// Deselect if already selected
this.eventBus.emit(new UnitSelectionEvent(clickedUnit, false));
} else {
// Select the new unit
this.eventBus.emit(new UnitSelectionEvent(clickedUnit, true));
}
} else if (this.selectedUnit) {
// If clicked elsewhere and there's a selection, deselect it
this.selectedUnits.deselectCurrentUnit();
this.eventBus.emit(new UnitSelectionEvent(this.selectedUnit, false));
}
}
/**
* Clear the selection box at a specific position
* Handle unit selection changes
*/
private clearSelectionBox(x: number, y: number, size: number) {
for (let px = x - size; px <= x + size; px++) {
for (let py = y - size; py <= y + size; py++) {
if (
px === x - size ||
px === x + size ||
py === y - size ||
py === y + size
) {
this.clearCell(px, py);
}
}
}
}
private onUnitSelection(event: UnitSelectionEvent) {
if (event.unit && event.unit.type() === UnitType.Warship) {
if (event.isSelected) {
// Highlight the selected warship
this.redrawSelectedUnit(event.unit);
} else {
// Remove the highlight
this.onUnitEvent(event.unit);
// Also clear any lingering selection box
if (this.lastSelectionBoxCenter) {
const { x, y, size } = this.lastSelectionBoxCenter;
this.clearSelectionBox(x, y, size);
this.lastSelectionBoxCenter = null;
}
}
private onUnitSelectionChange(event: UnitSelectionEvent) {
if (event.isSelected) {
this.selectedUnit = event.unit;
} else if (this.selectedUnit === event.unit) {
this.selectedUnit = null;
}
}
@@ -166,24 +142,8 @@ export class UnitLayer implements Layer {
* If the selected unit is removed from the game, deselect it
*/
private handleUnitDeactivation(unit: UnitView) {
if (this.selectedUnits.isSelected(unit) && !unit.isActive()) {
// Clear the selection box before deselecting
if (
this.lastSelectionBoxCenter &&
this.lastSelectionBoxCenter.unit === unit
) {
const { x, y, size } = this.lastSelectionBoxCenter;
this.clearSelectionBox(x, y, size);
this.lastSelectionBoxCenter = null;
}
this.selectedUnits.deselectCurrentUnit();
}
}
private redrawSelectedUnit(unit: UnitView) {
if (unit && unit.type() === UnitType.Warship && unit.isActive()) {
this.onUnitEvent(unit);
if (this.selectedUnit === unit && !unit.isActive()) {
this.eventBus.emit(new UnitSelectionEvent(unit, false));
}
}
@@ -308,98 +268,6 @@ export class UnitLayer implements Layer {
255,
);
}
// If this is a selected warship, draw the selection box
if (this.selectedUnits.isSelected(unit)) {
this.drawSelectionBox(unit);
}
}
// Keep track of previous selection box positions for cleanup
private lastSelectionBoxCenter: {
unit: UnitView;
x: number;
y: number;
size: number;
} | null = null;
// Visual settings for selection
private readonly SELECTION_BOX_SIZE = 6; // Size of the selection box (should be larger than the warship)
/**
* Draw a selection box around the warship
*/
private drawSelectionBox(unit: UnitView) {
// Use the configured selection box size
const selectionSize = this.SELECTION_BOX_SIZE;
// Calculate pulsating effect based on animation time (25% variation in opacity)
const baseOpacity = 200;
const pulseAmount = 55;
const opacity =
baseOpacity + Math.sin(this.selectionAnimTime * 0.1) * pulseAmount;
// Get the warship's owner color for the box
const ownerColor = this.theme.territoryColor(unit.owner().info());
// Create a brighter version of the owner color for the selection
const selectionColor = ownerColor.lighten(0.2);
// Get current center position
const center = unit.tile();
const centerX = this.game.x(center);
const centerY = this.game.y(center);
// Clear previous selection box if it exists and is different from current position
if (
this.lastSelectionBoxCenter &&
(this.lastSelectionBoxCenter.x !== centerX ||
this.lastSelectionBoxCenter.y !== centerY ||
this.lastSelectionBoxCenter.unit !== unit)
) {
const lastSize = this.lastSelectionBoxCenter.size;
const lastX = this.lastSelectionBoxCenter.x;
const lastY = this.lastSelectionBoxCenter.y;
// Clear the previous selection box
this.clearSelectionBox(lastX, lastY, lastSize);
// We don't need to redraw the territory since the unit layer sits on top of the territory layer
// and clearing just the selection box pixels won't affect the territory underneath
}
// Draw the selection box
for (let x = centerX - selectionSize; x <= centerX + selectionSize; x++) {
for (let y = centerY - selectionSize; y <= centerY + selectionSize; y++) {
// Only draw if it's on the border (not inside or outside the box)
if (
x === centerX - selectionSize ||
x === centerX + selectionSize ||
y === centerY - selectionSize ||
y === centerY + selectionSize
) {
// Create a dashed effect by only drawing some pixels
const dashPattern = (x + y) % 2 === 0;
if (dashPattern) {
this.paintCell(
x,
y,
this.relationship(unit),
selectionColor,
opacity,
);
}
}
}
}
// Store current selection box position for next cleanup
this.lastSelectionBoxCenter = {
unit,
x: centerX,
y: centerY,
size: selectionSize,
};
}
private handleShellEvent(unit: UnitView) {