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https://github.com/openfrontio/OpenFrontIO.git
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Create StructureLayer
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Before Width: | Height: | Size: 143 B After Width: | Height: | Size: 136 B |
@@ -16,6 +16,7 @@ import { UIState } from "./UIState";
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import { BuildMenu } from "./layers/radial/BuildMenu";
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import { UnitLayer } from "./layers/UnitLayer";
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import { BuildValidator } from "../../core/game/BuildValidator";
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import { StructureLayer } from "./layers/StructureLayer";
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export function createRenderer(canvas: HTMLCanvasElement, game: Game, eventBus: EventBus, clientID: ClientID): GameRenderer {
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@@ -63,6 +64,7 @@ export function createRenderer(canvas: HTMLCanvasElement, game: Game, eventBus:
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const layers: Layer[] = [
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new TerrainLayer(game),
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new TerritoryLayer(game, eventBus),
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new StructureLayer(game, eventBus),
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new UnitLayer(game, eventBus),
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new NameLayer(game, game.config().theme(), transformHandler, clientID),
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new UILayer(eventBus, game, clientID, transformHandler),
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@@ -0,0 +1,143 @@
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import { Colord } from "colord";
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import { Theme } from "../../../core/configuration/Config";
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import { Unit, UnitEvent, Cell, Game, Tile, UnitType } from "../../../core/game/Game";
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import { bfs, dist, euclDist } from "../../../core/Util";
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import { Layer } from "./Layer";
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import { EventBus } from "../../../core/EventBus";
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import anchorIcon from '../../../../resources/images/AnchorIcon.png';
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export class StructureLayer implements Layer {
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private canvas: HTMLCanvasElement;
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private context: CanvasRenderingContext2D;
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private imageData: ImageData;
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private anchorImage: HTMLImageElement;
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private anchorImageLoaded: boolean = false;
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private theme: Theme = null;
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constructor(private game: Game, private eventBus: EventBus) {
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this.theme = game.config().theme();
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this.loadAnchorImage();
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}
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private loadAnchorImage() {
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this.anchorImage = new Image();
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this.anchorImage.onload = () => {
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this.anchorImageLoaded = true;
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};
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this.anchorImage.src = anchorIcon;
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}
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shouldTransform(): boolean {
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return true;
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}
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tick() {
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}
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init(game: Game) {
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this.canvas = document.createElement('canvas');
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this.context = this.canvas.getContext("2d");
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this.imageData = this.context.getImageData(0, 0, this.game.width(), this.game.height());
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this.canvas.width = this.game.width();
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this.canvas.height = this.game.height();
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this.context.putImageData(this.imageData, 0, 0);
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this.initImageData();
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this.eventBus.on(UnitEvent, e => this.onUnitEvent(e));
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}
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initImageData() {
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this.game.forEachTile((tile) => {
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const index = (tile.cell().y * this.game.width()) + tile.cell().x;
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const offset = index * 4;
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this.imageData.data[offset + 3] = 0;
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});
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}
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renderLayer(context: CanvasRenderingContext2D) {
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this.context.putImageData(this.imageData, 0, 0);
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context.drawImage(
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this.canvas,
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-this.game.width() / 2,
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-this.game.height() / 2,
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this.game.width(),
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this.game.height()
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);
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}
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private handlePortEvent(event: UnitEvent) {
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if (!this.anchorImageLoaded) return;
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// Create a temporary canvas to process the anchor icon
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const tempCanvas = document.createElement('canvas');
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const tempContext = tempCanvas.getContext('2d');
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tempCanvas.width = this.anchorImage.width;
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tempCanvas.height = this.anchorImage.height;
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// Draw the anchor icon to the temporary canvas
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tempContext.drawImage(this.anchorImage, 0, 0);
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const iconData = tempContext.getImageData(0, 0, tempCanvas.width, tempCanvas.height);
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// Calculate position to center the icon on the port
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const cell = event.unit.tile().cell();
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const startX = cell.x - Math.floor(tempCanvas.width / 2);
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const startY = cell.y - Math.floor(tempCanvas.height / 2);
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bfs(event.unit.tile(), euclDist(event.unit.tile(), 8))
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.forEach(t => this.paintCell(t.cell(), this.theme.borderColor(event.unit.owner().info()), 255));
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bfs(event.unit.tile(), euclDist(event.unit.tile(), 6))
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.forEach(t => this.paintCell(t.cell(), this.theme.territoryColor(event.unit.owner().info()), 255));
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// Process each pixel of the icon
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for (let y = 0; y < tempCanvas.height; y++) {
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for (let x = 0; x < tempCanvas.width; x++) {
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const iconIndex = (y * tempCanvas.width + x) * 4;
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const alpha = iconData.data[iconIndex + 3];
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if (alpha > 0) { // Only process non-transparent pixels
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const targetX = startX + x;
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const targetY = startY + y;
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// Check if the target pixel is within the game bounds
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if (targetX >= 0 && targetX < this.game.width() &&
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targetY >= 0 && targetY < this.game.height()) {
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// Color the pixel using the unit owner's colors
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this.paintCell(
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new Cell(targetX, targetY),
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this.theme.borderColor(event.unit.owner().info()),
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alpha
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);
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}
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}
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}
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}
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}
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onUnitEvent(event: UnitEvent) {
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switch (event.unit.type()) {
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case UnitType.Port:
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this.handlePortEvent(event);
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break;
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}
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}
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paintCell(cell: Cell, color: Colord, alpha: number) {
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const index = (cell.y * this.game.width()) + cell.x;
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const offset = index * 4;
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this.imageData.data[offset] = color.rgba.r;
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this.imageData.data[offset + 1] = color.rgba.g;
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this.imageData.data[offset + 2] = color.rgba.b;
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this.imageData.data[offset + 3] = alpha;
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}
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clearCell(cell: Cell) {
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const index = (cell.y * this.game.width()) + cell.x;
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const offset = index * 4;
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this.imageData.data[offset + 3] = 0; // Set alpha to 0 (fully transparent)
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}
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}
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@@ -70,52 +70,6 @@ export class UnitLayer implements Layer {
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);
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}
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private handlePortEvent(event: UnitEvent) {
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if (!this.anchorImageLoaded) return;
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// Create a temporary canvas to process the anchor icon
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const tempCanvas = document.createElement('canvas');
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const tempContext = tempCanvas.getContext('2d');
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tempCanvas.width = this.anchorImage.width;
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tempCanvas.height = this.anchorImage.height;
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// Draw the anchor icon to the temporary canvas
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tempContext.drawImage(this.anchorImage, 0, 0);
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const iconData = tempContext.getImageData(0, 0, tempCanvas.width, tempCanvas.height);
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// Calculate position to center the icon on the port
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const cell = event.unit.tile().cell();
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const startX = cell.x - Math.floor(tempCanvas.width / 2);
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const startY = cell.y - Math.floor(tempCanvas.height / 2);
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bfs(event.unit.tile(), euclDist(event.unit.tile(), 8))
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.forEach(t => this.paintCell(t.cell(), this.theme.territoryColor(event.unit.owner().info()), 255));
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// Process each pixel of the icon
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for (let y = 0; y < tempCanvas.height; y++) {
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for (let x = 0; x < tempCanvas.width; x++) {
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const iconIndex = (y * tempCanvas.width + x) * 4;
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const alpha = iconData.data[iconIndex + 3];
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if (alpha > 0) { // Only process non-transparent pixels
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const targetX = startX + x;
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const targetY = startY + y;
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// Check if the target pixel is within the game bounds
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if (targetX >= 0 && targetX < this.game.width() &&
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targetY >= 0 && targetY < this.game.height()) {
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// Color the pixel using the unit owner's colors
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this.paintCell(
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new Cell(targetX, targetY),
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this.theme.borderColor(event.unit.owner().info()),
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alpha
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);
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}
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}
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}
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}
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}
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onUnitEvent(event: UnitEvent) {
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switch (event.unit.type()) {
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case UnitType.TransportShip:
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@@ -124,11 +78,6 @@ export class UnitLayer implements Layer {
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case UnitType.Destroyer:
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this.handleDestroyerEvent(event);
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break;
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case UnitType.Port:
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this.handlePortEvent(event);
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break;
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default:
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throw Error(`event for unit ${event.unit.type()} not supported`);
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}
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}
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