Files
OpenFrontIO/src/client/graphics/AnimatedSpriteLoader.ts
T
DevelopingTom 43397779fa Add trains (#1159)
## Description:

Add a rail network to handle train stations/railroad between structures.

Changes:
- `RailNetwork` is responsible for the train station graph. Use it to
connect new `TrainStations`
- A `RailRoad` connects two `TrainStation`
- No loop possible in the rail network
- Train stations handles its railroads
- Added a layer to draw the railroads under the structures

#### Clusters
- To speed up computations, each `TrainStation` references its own
cluster
- A cluster is a list of `TrainStation` connected with each other,
created by the `RailNetwork` when connecting the station
- Train stations spawn trains randomly depending on its current cluster
size
- A `TrainStation` decides randomly of the train destination by picking
one from the cluster

#### Production building:
- Added a factory which has no gameplay impact currently. _To be
discussed._

#### Train stops:
- When a train reaches a factory, it's filled with a "cargo". The loaded
trains has no impact currently. _To be discussed._
- When a train reaches a city, the player earn 10k gold
- When a train reaches a port, it sends a new tradeship if possible
- If a destination/source is destroyed, the train & railroad are deleted
too


https://github.com/user-attachments/assets/42375c17-9e04-4a42-98d0-708c81ffd609


https://github.com/user-attachments/assets/fbecdb53-a516-4df8-87fb-1f9a62c4efa0



## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

## Please put your Discord username so you can be contacted if a bug or
regression is found:

IngloriousTom

---------

Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
2025-06-22 08:14:08 -07:00

232 lines
6.0 KiB
TypeScript

import miniBigSmoke from "../../../resources/sprites/bigsmoke.png";
import dust from "../../../resources/sprites/dust.png";
import miniExplosion from "../../../resources/sprites/miniExplosion.png";
import miniFire from "../../../resources/sprites/minifire.png";
import nuke from "../../../resources/sprites/nukeExplosion.png";
import SAMExplosion from "../../../resources/sprites/samExplosion.png";
import sinkingShip from "../../../resources/sprites/sinkingShip.png";
import miniSmoke from "../../../resources/sprites/smoke.png";
import miniSmokeAndFire from "../../../resources/sprites/smokeAndFire.png";
import unitExplosion from "../../../resources/sprites/unitExplosion.png";
import { Theme } from "../../core/configuration/Config";
import { PlayerView } from "../../core/game/GameView";
import { AnimatedSprite } from "./AnimatedSprite";
import { FxType } from "./fx/Fx";
import { colorizeCanvas } from "./SpriteLoader";
type AnimatedSpriteConfig = {
url: string;
frameWidth: number;
frameCount: number;
frameDuration: number; // ms per frame
looping?: boolean;
originX: number;
originY: number;
};
const ANIMATED_SPRITE_CONFIG: Partial<Record<FxType, AnimatedSpriteConfig>> = {
[FxType.MiniFire]: {
url: miniFire,
frameWidth: 7,
frameCount: 6,
frameDuration: 100,
looping: true,
originX: 3,
originY: 11,
},
[FxType.MiniSmoke]: {
url: miniSmoke,
frameWidth: 11,
frameCount: 4,
frameDuration: 120,
looping: true,
originX: 2,
originY: 10,
},
[FxType.MiniBigSmoke]: {
url: miniBigSmoke,
frameWidth: 24,
frameCount: 5,
frameDuration: 120,
looping: true,
originX: 9,
originY: 14,
},
[FxType.MiniSmokeAndFire]: {
url: miniSmokeAndFire,
frameWidth: 24,
frameCount: 5,
frameDuration: 120,
looping: true,
originX: 9,
originY: 14,
},
[FxType.MiniExplosion]: {
url: miniExplosion,
frameWidth: 13,
frameCount: 4,
frameDuration: 70,
looping: false,
originX: 6,
originY: 6,
},
[FxType.Dust]: {
url: dust,
frameWidth: 9,
frameCount: 3,
frameDuration: 100,
looping: false,
originX: 4,
originY: 5,
},
[FxType.UnitExplosion]: {
url: unitExplosion,
frameWidth: 19,
frameCount: 4,
frameDuration: 70,
looping: false,
originX: 9,
originY: 9,
},
[FxType.SinkingShip]: {
url: sinkingShip,
frameWidth: 16,
frameCount: 14,
frameDuration: 90,
looping: false,
originX: 7,
originY: 7,
},
[FxType.Nuke]: {
url: nuke,
frameWidth: 60,
frameCount: 9,
frameDuration: 70,
looping: false,
originX: 30,
originY: 30,
},
[FxType.SAMExplosion]: {
url: SAMExplosion,
frameWidth: 48,
frameCount: 9,
frameDuration: 70,
looping: false,
originX: 23,
originY: 19,
},
};
export class AnimatedSpriteLoader {
private animatedSpriteImageMap: Map<FxType, HTMLCanvasElement> = new Map();
// Do not color the same sprite twice
private coloredAnimatedSpriteCache: Map<string, HTMLCanvasElement> =
new Map();
public async loadAllAnimatedSpriteImages(): Promise<void> {
const entries = Object.entries(ANIMATED_SPRITE_CONFIG);
await Promise.all(
entries.map(async ([fxType, config]) => {
const typedFxType = fxType as FxType;
if (!config?.url) return;
try {
const img = new Image();
img.crossOrigin = "anonymous";
img.src = config.url;
await new Promise<void>((resolve, reject) => {
img.onload = () => resolve();
img.onerror = (e) => reject(e);
});
const canvas = document.createElement("canvas");
canvas.width = img.width;
canvas.height = img.height;
canvas.getContext("2d")!.drawImage(img, 0, 0);
this.animatedSpriteImageMap.set(typedFxType, canvas);
} catch (err) {
console.error(`Failed to load sprite for ${typedFxType}:`, err);
}
}),
);
}
private createRegularAnimatedSprite(fxType: FxType): AnimatedSprite | null {
const config = ANIMATED_SPRITE_CONFIG[fxType];
const image = this.animatedSpriteImageMap.get(fxType);
if (!config || !image) return null;
return new AnimatedSprite(
image,
config.frameWidth,
config.frameCount,
config.frameDuration,
config.looping ?? true,
config.originX,
config.originY,
);
}
private getColoredAnimatedSprite(
owner: PlayerView,
fxType: FxType,
theme: Theme,
): HTMLCanvasElement | null {
const baseImage = this.animatedSpriteImageMap.get(fxType);
const config = ANIMATED_SPRITE_CONFIG[fxType];
if (!baseImage || !config) return null;
const territoryColor = theme.territoryColor(owner);
const borderColor = theme.borderColor(owner);
const spawnHighlightColor = theme.spawnHighlightColor();
const key = `${fxType}-${owner.id()}`;
let coloredCanvas: HTMLCanvasElement;
if (this.coloredAnimatedSpriteCache.has(key)) {
coloredCanvas = this.coloredAnimatedSpriteCache.get(key)!;
} else {
coloredCanvas = colorizeCanvas(
baseImage,
territoryColor,
borderColor,
spawnHighlightColor,
);
this.coloredAnimatedSpriteCache.set(key, coloredCanvas);
}
return coloredCanvas;
}
private createColoredAnimatedSpriteForUnit(
fxType: FxType,
owner: PlayerView,
theme: Theme,
): AnimatedSprite | null {
const config = ANIMATED_SPRITE_CONFIG[fxType];
const image = this.getColoredAnimatedSprite(owner, fxType, theme);
if (!config || !image) return null;
return new AnimatedSprite(
image,
config.frameWidth,
config.frameCount,
config.frameDuration,
config.looping ?? true,
config.originX,
config.originY,
);
}
public createAnimatedSprite(
fxType: FxType,
owner?: PlayerView,
theme?: Theme,
): AnimatedSprite | null {
if (owner && theme) {
return this.createColoredAnimatedSpriteForUnit(fxType, owner, theme);
}
return this.createRegularAnimatedSprite(fxType);
}
}