Create StructureLayer

This commit is contained in:
Evan
2024-11-13 20:56:06 -08:00
parent 71be40a2cd
commit 5456988709
4 changed files with 145 additions and 51 deletions
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Width:  |  Height:  |  Size: 143 B

After

Width:  |  Height:  |  Size: 136 B

+2
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@@ -16,6 +16,7 @@ import { UIState } from "./UIState";
import { BuildMenu } from "./layers/radial/BuildMenu";
import { UnitLayer } from "./layers/UnitLayer";
import { BuildValidator } from "../../core/game/BuildValidator";
import { StructureLayer } from "./layers/StructureLayer";
export function createRenderer(canvas: HTMLCanvasElement, game: Game, eventBus: EventBus, clientID: ClientID): GameRenderer {
@@ -63,6 +64,7 @@ export function createRenderer(canvas: HTMLCanvasElement, game: Game, eventBus:
const layers: Layer[] = [
new TerrainLayer(game),
new TerritoryLayer(game, eventBus),
new StructureLayer(game, eventBus),
new UnitLayer(game, eventBus),
new NameLayer(game, game.config().theme(), transformHandler, clientID),
new UILayer(eventBus, game, clientID, transformHandler),
@@ -0,0 +1,143 @@
import { Colord } from "colord";
import { Theme } from "../../../core/configuration/Config";
import { Unit, UnitEvent, Cell, Game, Tile, UnitType } from "../../../core/game/Game";
import { bfs, dist, euclDist } from "../../../core/Util";
import { Layer } from "./Layer";
import { EventBus } from "../../../core/EventBus";
import anchorIcon from '../../../../resources/images/AnchorIcon.png';
export class StructureLayer implements Layer {
private canvas: HTMLCanvasElement;
private context: CanvasRenderingContext2D;
private imageData: ImageData;
private anchorImage: HTMLImageElement;
private anchorImageLoaded: boolean = false;
private theme: Theme = null;
constructor(private game: Game, private eventBus: EventBus) {
this.theme = game.config().theme();
this.loadAnchorImage();
}
private loadAnchorImage() {
this.anchorImage = new Image();
this.anchorImage.onload = () => {
this.anchorImageLoaded = true;
};
this.anchorImage.src = anchorIcon;
}
shouldTransform(): boolean {
return true;
}
tick() {
}
init(game: Game) {
this.canvas = document.createElement('canvas');
this.context = this.canvas.getContext("2d");
this.imageData = this.context.getImageData(0, 0, this.game.width(), this.game.height());
this.canvas.width = this.game.width();
this.canvas.height = this.game.height();
this.context.putImageData(this.imageData, 0, 0);
this.initImageData();
this.eventBus.on(UnitEvent, e => this.onUnitEvent(e));
}
initImageData() {
this.game.forEachTile((tile) => {
const index = (tile.cell().y * this.game.width()) + tile.cell().x;
const offset = index * 4;
this.imageData.data[offset + 3] = 0;
});
}
renderLayer(context: CanvasRenderingContext2D) {
this.context.putImageData(this.imageData, 0, 0);
context.drawImage(
this.canvas,
-this.game.width() / 2,
-this.game.height() / 2,
this.game.width(),
this.game.height()
);
}
private handlePortEvent(event: UnitEvent) {
if (!this.anchorImageLoaded) return;
// Create a temporary canvas to process the anchor icon
const tempCanvas = document.createElement('canvas');
const tempContext = tempCanvas.getContext('2d');
tempCanvas.width = this.anchorImage.width;
tempCanvas.height = this.anchorImage.height;
// Draw the anchor icon to the temporary canvas
tempContext.drawImage(this.anchorImage, 0, 0);
const iconData = tempContext.getImageData(0, 0, tempCanvas.width, tempCanvas.height);
// Calculate position to center the icon on the port
const cell = event.unit.tile().cell();
const startX = cell.x - Math.floor(tempCanvas.width / 2);
const startY = cell.y - Math.floor(tempCanvas.height / 2);
bfs(event.unit.tile(), euclDist(event.unit.tile(), 8))
.forEach(t => this.paintCell(t.cell(), this.theme.borderColor(event.unit.owner().info()), 255));
bfs(event.unit.tile(), euclDist(event.unit.tile(), 6))
.forEach(t => this.paintCell(t.cell(), this.theme.territoryColor(event.unit.owner().info()), 255));
// Process each pixel of the icon
for (let y = 0; y < tempCanvas.height; y++) {
for (let x = 0; x < tempCanvas.width; x++) {
const iconIndex = (y * tempCanvas.width + x) * 4;
const alpha = iconData.data[iconIndex + 3];
if (alpha > 0) { // Only process non-transparent pixels
const targetX = startX + x;
const targetY = startY + y;
// Check if the target pixel is within the game bounds
if (targetX >= 0 && targetX < this.game.width() &&
targetY >= 0 && targetY < this.game.height()) {
// Color the pixel using the unit owner's colors
this.paintCell(
new Cell(targetX, targetY),
this.theme.borderColor(event.unit.owner().info()),
alpha
);
}
}
}
}
}
onUnitEvent(event: UnitEvent) {
switch (event.unit.type()) {
case UnitType.Port:
this.handlePortEvent(event);
break;
}
}
paintCell(cell: Cell, color: Colord, alpha: number) {
const index = (cell.y * this.game.width()) + cell.x;
const offset = index * 4;
this.imageData.data[offset] = color.rgba.r;
this.imageData.data[offset + 1] = color.rgba.g;
this.imageData.data[offset + 2] = color.rgba.b;
this.imageData.data[offset + 3] = alpha;
}
clearCell(cell: Cell) {
const index = (cell.y * this.game.width()) + cell.x;
const offset = index * 4;
this.imageData.data[offset + 3] = 0; // Set alpha to 0 (fully transparent)
}
}
-51
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@@ -70,52 +70,6 @@ export class UnitLayer implements Layer {
);
}
private handlePortEvent(event: UnitEvent) {
if (!this.anchorImageLoaded) return;
// Create a temporary canvas to process the anchor icon
const tempCanvas = document.createElement('canvas');
const tempContext = tempCanvas.getContext('2d');
tempCanvas.width = this.anchorImage.width;
tempCanvas.height = this.anchorImage.height;
// Draw the anchor icon to the temporary canvas
tempContext.drawImage(this.anchorImage, 0, 0);
const iconData = tempContext.getImageData(0, 0, tempCanvas.width, tempCanvas.height);
// Calculate position to center the icon on the port
const cell = event.unit.tile().cell();
const startX = cell.x - Math.floor(tempCanvas.width / 2);
const startY = cell.y - Math.floor(tempCanvas.height / 2);
bfs(event.unit.tile(), euclDist(event.unit.tile(), 8))
.forEach(t => this.paintCell(t.cell(), this.theme.territoryColor(event.unit.owner().info()), 255));
// Process each pixel of the icon
for (let y = 0; y < tempCanvas.height; y++) {
for (let x = 0; x < tempCanvas.width; x++) {
const iconIndex = (y * tempCanvas.width + x) * 4;
const alpha = iconData.data[iconIndex + 3];
if (alpha > 0) { // Only process non-transparent pixels
const targetX = startX + x;
const targetY = startY + y;
// Check if the target pixel is within the game bounds
if (targetX >= 0 && targetX < this.game.width() &&
targetY >= 0 && targetY < this.game.height()) {
// Color the pixel using the unit owner's colors
this.paintCell(
new Cell(targetX, targetY),
this.theme.borderColor(event.unit.owner().info()),
alpha
);
}
}
}
}
}
onUnitEvent(event: UnitEvent) {
switch (event.unit.type()) {
case UnitType.TransportShip:
@@ -124,11 +78,6 @@ export class UnitLayer implements Layer {
case UnitType.Destroyer:
this.handleDestroyerEvent(event);
break;
case UnitType.Port:
this.handlePortEvent(event);
break;
default:
throw Error(`event for unit ${event.unit.type()} not supported`);
}
}