mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-21 06:20:44 +00:00
261 lines
8.0 KiB
TypeScript
261 lines
8.0 KiB
TypeScript
import {Colord} from "colord";
|
|
import {Cell, MutableGame, Game, PlayerEvent, Tile, TileEvent, Player, Execution, BoatEvent} from "../core/Game";
|
|
import {Theme} from "../core/Settings";
|
|
import {DragEvent, ZoomEvent} from "./InputHandler";
|
|
import {calculateBoundingBox, placeName} from "./NameBoxCalculator";
|
|
import {PseudoRandom} from "../core/PseudoRandom";
|
|
import {BoatAttackExecution} from "../core/execution/BoatAttackExecution";
|
|
|
|
class NameRender {
|
|
constructor(public lastRendered: number, public location: Cell, public fontSize: number) { }
|
|
}
|
|
|
|
export class GameRenderer {
|
|
|
|
private scale: number = .8
|
|
private offsetX: number = 0
|
|
private offsetY: number = 100
|
|
|
|
private context: CanvasRenderingContext2D
|
|
|
|
private imageData: ImageData
|
|
|
|
private nameRenders: Map<Player, NameRender> = new Map()
|
|
|
|
private rand = new PseudoRandom(10)
|
|
|
|
constructor(private gs: Game, private theme: Theme, private canvas: HTMLCanvasElement) {
|
|
this.context = canvas.getContext("2d")
|
|
}
|
|
|
|
initialize() {
|
|
this.canvas = document.createElement('canvas');
|
|
this.context = this.canvas.getContext('2d');
|
|
|
|
// Set canvas style to fill the screen
|
|
this.canvas.style.position = 'fixed';
|
|
this.canvas.style.left = '0';
|
|
this.canvas.style.top = '0';
|
|
this.canvas.style.width = '100%';
|
|
this.canvas.style.height = '100%';
|
|
|
|
this.imageData = this.context.getImageData(0, 0, this.gs.width(), this.gs.height())
|
|
this.initImageData()
|
|
|
|
|
|
document.body.appendChild(this.canvas);
|
|
window.addEventListener('resize', () => this.resizeCanvas());
|
|
this.resizeCanvas();
|
|
|
|
requestAnimationFrame(() => this.renderGame());
|
|
}
|
|
|
|
initImageData() {
|
|
this.gs.forEachTile((tile) => {
|
|
//const color = this.theme.terrainColor(tile.terrain())
|
|
this.paintTile(tile)
|
|
})
|
|
}
|
|
|
|
resizeCanvas() {
|
|
this.canvas.width = window.innerWidth;
|
|
this.canvas.height = window.innerHeight;
|
|
//this.redraw()
|
|
}
|
|
|
|
renderGame() {
|
|
// Clear the canvas
|
|
this.context.setTransform(1, 0, 0, 1, 0, 0);
|
|
this.context.clearRect(0, 0, this.gs.width(), this.gs.height());
|
|
|
|
// Set background
|
|
this.context.fillStyle = this.theme.backgroundColor().toHex();
|
|
this.context.fillRect(0, 0, this.gs.width(), this.gs.height());
|
|
|
|
// Create a temporary canvas for the game content
|
|
const tempCanvas = document.createElement('canvas');
|
|
const tempCtx = tempCanvas.getContext('2d');
|
|
tempCanvas.width = this.gs.width();
|
|
tempCanvas.height = this.gs.height();
|
|
|
|
// Put the ImageData on the temp canvas
|
|
tempCtx.putImageData(this.imageData, 0, 0);
|
|
|
|
// Disable image smoothing for pixelated effect
|
|
if (this.scale > 3) {
|
|
this.context.imageSmoothingEnabled = false;
|
|
} else {
|
|
this.context.imageSmoothingEnabled = true;
|
|
}
|
|
|
|
// Apply zoom and pan
|
|
this.context.setTransform(
|
|
this.scale,
|
|
0,
|
|
0,
|
|
this.scale,
|
|
this.gs.width() / 2 - this.offsetX * this.scale,
|
|
this.gs.height() / 2 - this.offsetY * this.scale
|
|
);
|
|
|
|
// Draw the game content from the temp canvas
|
|
this.context.drawImage(
|
|
tempCanvas,
|
|
-this.gs.width() / 2,
|
|
-this.gs.height() / 2,
|
|
this.gs.width(),
|
|
this.gs.height()
|
|
);
|
|
|
|
let numCalcs = 0
|
|
for (const player of this.gs.players()) {
|
|
if (numCalcs < 50 && this.maybeRecalculatePlayerInfo(player)) {
|
|
numCalcs++
|
|
}
|
|
this.renderPlayerInfo(player)
|
|
}
|
|
|
|
// const paths = this.gs.executions().map(e => e as Execution).filter(e => e instanceof BoatAttackExecution).map(e => e as BoatAttackExecution).filter(e => e.path != null).map(e => e.path)
|
|
// paths.forEach(p => {
|
|
// p.forEach(t => {
|
|
// this.paintCell(t.cell(), new Colord({r: 255, g: 255, b: 255}))
|
|
// })
|
|
// })
|
|
|
|
requestAnimationFrame(() => this.renderGame());
|
|
}
|
|
|
|
maybeRecalculatePlayerInfo(player: Player): boolean {
|
|
if (!this.nameRenders.has(player)) {
|
|
this.nameRenders.set(player, new NameRender(0, null, null))
|
|
}
|
|
|
|
const render = this.nameRenders.get(player)
|
|
|
|
let wasUpdated = false
|
|
|
|
if (Date.now() - render.lastRendered > 1000) {
|
|
render.lastRendered = Date.now() + this.rand.nextInt(0, 100)
|
|
wasUpdated = true
|
|
|
|
const box = calculateBoundingBox(player)
|
|
const centerX = box.min.x + ((box.max.x - box.min.x) / 2)
|
|
const centerY = box.min.y + ((box.max.y - box.min.y) / 2)
|
|
render.location = new Cell(centerX, centerY)
|
|
render.fontSize = Math.max(Math.min(box.max.x - box.min.x, box.max.y - box.min.y) / player.info().name.length / 2, 1)
|
|
}
|
|
return wasUpdated
|
|
}
|
|
|
|
renderPlayerInfo(player: Player) {
|
|
if (!player.isAlive()) {
|
|
return
|
|
}
|
|
if (!this.nameRenders.has(player)) {
|
|
return
|
|
}
|
|
|
|
const render = this.nameRenders.get(player)
|
|
|
|
this.context.font = `${render.fontSize}px Arial`;
|
|
this.context.fillStyle = this.theme.playerInfoColor(player.id()).toHex();
|
|
this.context.textAlign = 'center';
|
|
this.context.textBaseline = 'middle';
|
|
|
|
const nameCenterX = render.location.x - this.gs.width() / 2
|
|
const nameCenterY = render.location.y - this.gs.height() / 2
|
|
this.context.fillText(player.info().name, nameCenterX, nameCenterY - render.fontSize / 2);
|
|
this.context.fillText(String(Math.floor(player.troops())), nameCenterX, nameCenterY + render.fontSize);
|
|
}
|
|
|
|
tileUpdate(event: TileEvent) {
|
|
this.paintTile(event.tile)
|
|
this.gs.neighbors(event.tile.cell()).forEach(c => this.paintTile(this.gs.tile(c)))
|
|
}
|
|
|
|
playerEvent(event: PlayerEvent) {
|
|
}
|
|
|
|
boatEvent(event: BoatEvent) {
|
|
this.paintCell(event.boat.cell(), new Colord({r: 255, g: 255, b: 255}))
|
|
this.gs.neighbors(event.boat.cell()).map(c => this.gs.tile(c)).forEach(t => this.paintTile(t))
|
|
}
|
|
|
|
resize(width: number, height: number): void {
|
|
this.canvas.width = Math.ceil(width / window.devicePixelRatio);
|
|
this.canvas.height = Math.ceil(height / window.devicePixelRatio);
|
|
}
|
|
|
|
paintTile(tile: Tile) {
|
|
// const index = (tile.cell().y * this.gs.width()) + tile.cell().x
|
|
// color.toRGB().writeToBuffer(this.imageData.data, index * 4)
|
|
let terrainColor = this.theme.terrainColor(tile.terrain())
|
|
this.paintCell(tile.cell(), terrainColor)
|
|
const owner = tile.owner()
|
|
if (owner.isPlayer()) {
|
|
if (tile.isBorder()) {
|
|
this.paintCell(tile.cell(), this.theme.borderColor(owner.id()))
|
|
} else {
|
|
this.paintCell(tile.cell(), this.theme.territoryColor(owner.id()))
|
|
}
|
|
}
|
|
}
|
|
|
|
paintCell(cell: Cell, color: Colord) {
|
|
const index = (cell.y * this.gs.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] = color.rgba.a * 255 | 0
|
|
}
|
|
|
|
onZoom(event: ZoomEvent) {
|
|
const oldScale = this.scale;
|
|
const zoomFactor = 1 + event.delta / 600;
|
|
this.scale *= zoomFactor;
|
|
|
|
// Clamp the scale to prevent extreme zooming
|
|
this.scale = Math.max(0.1, Math.min(10, this.scale));
|
|
|
|
const canvasRect = this.canvas.getBoundingClientRect();
|
|
const canvasX = event.x - canvasRect.left;
|
|
const canvasY = event.y - canvasRect.top;
|
|
|
|
// Calculate the world point we want to zoom towards
|
|
const zoomPointX = (canvasX - this.gs.width() / 2) / oldScale + this.offsetX;
|
|
const zoomPointY = (canvasY - this.gs.height() / 2) / oldScale + this.offsetY;
|
|
|
|
// Adjust the offset
|
|
this.offsetX = zoomPointX - (canvasX - this.gs.width() / 2) / this.scale;
|
|
this.offsetY = zoomPointY - (canvasY - this.gs.height() / 2) / this.scale;
|
|
}
|
|
|
|
onMove(event: DragEvent) {
|
|
this.offsetX -= event.deltaX / this.scale;
|
|
this.offsetY -= event.deltaY / this.scale;
|
|
}
|
|
|
|
|
|
screenToWorldCoordinates(screenX: number, screenY: number): Cell {
|
|
|
|
const canvasRect = this.canvas.getBoundingClientRect();
|
|
const canvasX = screenX - canvasRect.left;
|
|
const canvasY = screenY - canvasRect.top;
|
|
|
|
// Calculate the world point we want to zoom towards
|
|
const centerX = (canvasX - this.gs.width() / 2) / this.scale + this.offsetX;
|
|
const centerY = (canvasY - this.gs.height() / 2) / this.scale + this.offsetY;
|
|
|
|
const gameX = centerX + this.gs.width() / 2
|
|
const gameY = centerY + this.gs.height() / 2
|
|
|
|
|
|
console.log(`zoom point ${centerX} ${centerY}`)
|
|
console.log(`Current scale: ${this.scale}`);
|
|
console.log(`Current offset: ${this.offsetX}, ${this.offsetY}`);
|
|
|
|
return new Cell(Math.floor(gameX), Math.floor(gameY));
|
|
}
|
|
|
|
} |