Files
OpenFrontIO/src/client/graphics/layers/TerritoryLayer.ts
T
VariableVince 341f344ce5 Perf/Refactor(UserSettings): caching makes it 10-20x faster (#3481)
## Description:

Skip slow and blocking LocalStorage reads, replace by a Map. Also some
refactoring.

### Contains

- No out-of-sync issue between main and worker thread: Earlier PRs got a
comment from evan about main & worker.worker thread having their own
version of usersettings and possibly getting out-of-sync (see
https://github.com/openfrontio/OpenFrontIO/pull/760#pullrequestreview-2845155737,
https://github.com/openfrontio/OpenFrontIO/pull/896#pullrequestreview-2871836979
and https://github.com/openfrontio/OpenFrontIO/pull/1266.
But userSettings is not used in files ran by worker.worker, not even 10
months after evan's first comment about it. In GameRunner,
createGameRunner sends NULL to getConfig as argument for userSettings.
And DefaultConfig guards against userSettings being null by throwing an
error, but it has never been thrown which points to worker.worker thread
not using userSettings. So we do not need to worry about syncing between
the threads currently.
(If needed in the future after all, we could quite easily sync it, by
loading the userSettings cache on worker.worker and listening to the
"user-settings-changed" event @scamiv to keep it synced (changes in
WorkerMessages and WorkerClient etc would be needed to handle this).

- Went with cache in UserSettings, not with listening to
"user-settings-changed" event: "user-settings-changed" was added by
@scamiv and is used in PerformanceOverlay. Which is great for single
files that need the very best performance. But having to add that same
system to any file reading settings, scales poorly and would lead to
messy code. Also, a developer could make the mistake of not listening to
the event and it would end up just reading LocalStorage again just like
now. Also a developer might forget removing the listener or so etc. The
cache is a central solution and fast, without changes to other files
needed and future-proof.

- Make sure each setting is cached: UserSettingsModal was using
LocalStorage directly by itself for some things. Made it use the central
UserSettings methods instead so we avoid LocalStorage reads as much as
possible. For this, changed get() and set() in UserSettings to getBool()
and setBool(), to introduce a getString() and setString() for use in
UserSettingsModal while keeping getCached() and setCached() private
within UserSettings.

- Remove unused 'focusLocked' and 'toggleFocusLocked' from UserSettings:
was last changed 11 months ago to just return false. Since then we've
moved to different ways of highlighting and this setting isn't used
anymore. No existing references or callers are left.

- Other files:
-- Have callers call the renamed functions (see point above)
-- Remove userSettings from UILayer and Territorylayer: the variable is
unused in those files. Also remove from GameRenderer when it calls
TerritoryLayer.
-- Cache calls to defaultconfig Theme (which in turn calls dark mode
setting)/Config better in: GameView and Terrainlayer.

### Update on Contents later on
It wasn't really in scope of this PR but further consolidation was
called for. These changes could also pave the way for UserSettingsModal
(main menu) perhaps being partly mergable with SettingsModal (in-game)
one day as it begins to look more like it. Even though UserSettingsModal
still does things its own way, and does console.log where SettingsModal
doesn't, etc. They both have partially different content and settings
but also have a large overlap.

- UserSettings: Removed localStorage call from clearFlag() and setFlag()
which were added after creation of this PR, and were neatly merged in
silence without merge conflicts so i wasn't aware of them yet until now.

- UserSettings: added key constants, exported to use both inside
UserSettings and in files that listen to its events.

- UserSettings 'emitChange': now done from setCached, removed from
setBool, setFlag etc. Also removed from the new setFlag. And from
setPattern even though it emitted "pattern" instead of key name
"territoryPattern"; now it emits the default "territoryPattern" from
PATTERN_KEY which is re-used in Store, TerritoryPatternsModal and
PatternInput.

- UserSettingsModal: made UserSettingsModal call existing toggle
functions in UserSettings, or new or existing getter or setter. We do
not need CustomEvent: checked anymore. In UserSettingsModal, its toggle
functions did not all actually toggle, some like
toggleLeftClickOpensMenu actually just set a value. Based on the
'checked' value of the CustomEvent. But we don't need that 'checked'
value anymore and none of the checks for it inside the toggle functions
in UserSettingsModal, now that we just directly call
toggleLeftClickOpensMenu and others in UserSettings.

- SettingToggle: continuing about not needing CustomEvent anymore: the
old way actually fired two events. The native change event from <input>
and our own CustomEvent from handleChange in SettingToggle. It prevented
handling both events by checking e.detail?.checked === undefined. But
now, the native <input> event is all we need to show the visual toggle
change and trigger @changed in UserSettingsModal which calls the toggle
function.

- Use the toggle functions too from CopyButton and
PerformanceOverlay.ts. In PerformanceOverlay, change in
onUserSettingsChanged was needed because of how setBool works.

- UserSettingsModal 'toggleDarkMode': in UserSettingsModal, removed the
event from toggleDarkMode in UserSettingsModal; nothing is listening to
this event anymore after DarkModeButton.ts was removed some time ago.
Also both UserSettingsModal an UserSettings added/removed "dark" from
the document element. Now that UserSettingsModal calls toggleDarkMode in
UserSettings, we could centralize that. But UserSettings is in core, not
in client like UserSettingsModal. But now that we emit
"user-settings-changed", we could handle it even more centralized and
not have UserSettingsModal or UserSettings touch the element directly.
Instead have Main.ts listen to the event and change it dark mode from
there.

- UserSettings: added claryfing comment to attackRatioIncrement and the
new attackRatio setters/getters, to explain their difference. Noticed a
small omitment in its description and fixed that right away in en.json:
you can change attack ratio increment by shift+mouse wheel scroll or by
hotkey. So made "How much the attack ratio keybinds change per press"
also mention "/scroll."



**BEFORE** (with getDisplayName added back to NameLayer as a fix i will
do soon)
get > getItem in UserSettings
![BEFORE get
getItem](https://github.com/user-attachments/assets/5d2bf8b2-9e68-4c58-9b1f-d5636ee5d7e9)

renderLayer in NameLayer (with getDisplayName added back to NameLayer as
a fix i will do soon)
![BEFORE renderLayer NameLayer
ea](https://github.com/user-attachments/assets/ea12d9a4-2ff3-421b-844c-dbc39e5c3193)

**AFTER** (with getDisplayName added back to NameLayer as a fix i will
do soon)
getCached in UserSettings
![AFTER
getCached](https://github.com/user-attachments/assets/7fb1151f-d289-4420-a257-9fe1f9fbcb8f)

renderLayer in NameLayer (with getDisplayName added back to NameLayer as
a fix i will do soon)
![AFTER renderLayer NameLayer
ea](https://github.com/user-attachments/assets/f844e3d4-d6e5-4774-ba18-ba541f066c76)

## 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

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

tryout33
2026-04-06 20:41:57 -07:00

707 lines
21 KiB
TypeScript

import { PriorityQueue } from "@datastructures-js/priority-queue";
import { Colord } from "colord";
import { Theme } from "../../../core/configuration/Config";
import { EventBus } from "../../../core/EventBus";
import {
Cell,
ColoredTeams,
PlayerType,
Team,
UnitType,
} from "../../../core/game/Game";
import { euclDistFN, TileRef } from "../../../core/game/GameMap";
import { GameUpdateType } from "../../../core/game/GameUpdates";
import { GameView, PlayerView } from "../../../core/game/GameView";
import { PseudoRandom } from "../../../core/PseudoRandom";
import {
AlternateViewEvent,
DragEvent,
MouseOverEvent,
} from "../../InputHandler";
import { FrameProfiler } from "../FrameProfiler";
import { TransformHandler } from "../TransformHandler";
import { Layer } from "./Layer";
export class TerritoryLayer implements Layer {
private canvas: HTMLCanvasElement;
private context: CanvasRenderingContext2D;
private imageData: ImageData;
private alternativeImageData: ImageData;
private borderAnimTime = 0;
private cachedTerritoryPatternsEnabled: boolean | undefined;
private tileToRenderQueue: PriorityQueue<{
tile: TileRef;
lastUpdate: number;
}> = new PriorityQueue((a, b) => {
return a.lastUpdate - b.lastUpdate;
});
private random = new PseudoRandom(123);
private theme: Theme;
// Used for spawn highlighting
private highlightCanvas: HTMLCanvasElement;
private highlightContext: CanvasRenderingContext2D;
private highlightedTerritory: PlayerView | null = null;
private alternativeView = false;
private lastDragTime = 0;
private nodrawDragDuration = 200;
private lastMousePosition: { x: number; y: number } | null = null;
private refreshRate = 10; //refresh every 10ms
private lastRefresh = 0;
private lastFocusedPlayer: PlayerView | null = null;
constructor(
private game: GameView,
private eventBus: EventBus,
private transformHandler: TransformHandler,
) {
this.theme = game.config().theme();
this.cachedTerritoryPatternsEnabled = undefined;
}
shouldTransform(): boolean {
return true;
}
async paintPlayerBorder(player: PlayerView) {
const tiles = await player.borderTiles();
tiles.borderTiles.forEach((tile: TileRef) => {
this.paintTerritory(tile, true); // Immediately paint the tile instead of enqueueing
});
}
tick() {
if (this.game.inSpawnPhase()) {
this.spawnHighlight();
}
this.game.recentlyUpdatedTiles().forEach((t) => this.enqueueTile(t));
const updates = this.game.updatesSinceLastTick();
const unitUpdates = updates !== null ? updates[GameUpdateType.Unit] : [];
unitUpdates.forEach((update) => {
if (update.unitType === UnitType.DefensePost) {
// Only update borders if the defense post is not under construction
if (update.underConstruction) {
return; // Skip barrier creation while under construction
}
const tile = update.pos;
this.game
.bfs(tile, euclDistFN(tile, this.game.config().defensePostRange()))
.forEach((t) => {
if (
this.game.isBorder(t) &&
(this.game.ownerID(t) === update.ownerID ||
this.game.ownerID(t) === update.lastOwnerID)
) {
this.enqueueTile(t);
}
});
}
});
// Detect alliance mutations
const myPlayer = this.game.myPlayer();
if (myPlayer) {
updates?.[GameUpdateType.BrokeAlliance]?.forEach((update) => {
const territory = this.game.playerBySmallID(update.betrayedID);
if (territory && territory instanceof PlayerView) {
this.redrawBorder(territory);
}
});
updates?.[GameUpdateType.AllianceRequestReply]?.forEach((update) => {
if (
update.accepted &&
(update.request.requestorID === myPlayer.smallID() ||
update.request.recipientID === myPlayer.smallID())
) {
const territoryId =
update.request.requestorID === myPlayer.smallID()
? update.request.recipientID
: update.request.requestorID;
const territory = this.game.playerBySmallID(territoryId);
if (territory && territory instanceof PlayerView) {
this.redrawBorder(territory);
}
}
});
updates?.[GameUpdateType.EmbargoEvent]?.forEach((update) => {
const player = this.game.playerBySmallID(update.playerID) as PlayerView;
const embargoed = this.game.playerBySmallID(
update.embargoedID,
) as PlayerView;
if (
player.id() === myPlayer?.id() ||
embargoed.id() === myPlayer?.id()
) {
this.redrawBorder(player, embargoed);
}
});
}
const focusedPlayer = this.game.focusedPlayer();
if (focusedPlayer !== this.lastFocusedPlayer) {
if (this.lastFocusedPlayer) {
this.paintPlayerBorder(this.lastFocusedPlayer);
}
if (focusedPlayer) {
this.paintPlayerBorder(focusedPlayer);
}
this.lastFocusedPlayer = focusedPlayer;
}
}
private spawnHighlight() {
if (this.game.ticks() % 5 === 0) {
return;
}
this.highlightContext.clearRect(
0,
0,
this.game.width(),
this.game.height(),
);
this.drawFocusedPlayerHighlight();
const humans = this.game
.playerViews()
.filter((p) => p.type() === PlayerType.Human);
const focusedPlayer = this.game.focusedPlayer();
const teamColors = Object.values(ColoredTeams);
for (const human of humans) {
if (human === focusedPlayer) {
continue;
}
const center = human.nameLocation();
if (!center) {
continue;
}
const centerTile = this.game.ref(center.x, center.y);
if (!centerTile) {
continue;
}
let color = this.theme.spawnHighlightColor();
const myPlayer = this.game.myPlayer();
if (myPlayer !== null && myPlayer !== human && myPlayer.team() === null) {
// In FFA games (when team === null), use default yellow spawn highlight color
color = this.theme.spawnHighlightColor();
} else if (myPlayer !== null && myPlayer !== human) {
// In Team games, the spawn highlight color becomes that player's team color
// Optionally, this could be broken down to teammate or enemy and simplified to green and red, respectively
const team = human.team();
if (team !== null && teamColors.includes(team)) {
color = this.theme.teamColor(team);
} else {
if (myPlayer.isFriendly(human)) {
color = this.theme.spawnHighlightTeamColor();
} else {
color = this.theme.spawnHighlightColor();
}
}
}
for (const tile of this.game.bfs(
centerTile,
euclDistFN(centerTile, 9, true),
)) {
if (!this.game.hasOwner(tile)) {
this.paintHighlightTile(tile, color, 255);
}
}
}
}
private drawFocusedPlayerHighlight() {
const focusedPlayer = this.game.focusedPlayer();
if (!focusedPlayer) {
return;
}
const center = focusedPlayer.nameLocation();
if (!center) {
return;
}
// Breathing border animation
this.borderAnimTime += 0.5;
const minRad = 8;
const maxRad = 24;
// Range: [minPadding..maxPadding]
const radius =
minRad + (maxRad - minRad) * (0.5 + 0.5 * Math.sin(this.borderAnimTime));
const baseColor = this.theme.spawnHighlightSelfColor(); //white
let teamColor: Colord | null = null;
const team: Team | null = focusedPlayer.team();
if (team !== null && Object.values(ColoredTeams).includes(team)) {
teamColor = this.theme.teamColor(team).alpha(0.5);
} else {
teamColor = baseColor;
}
this.drawBreathingRing(
center.x,
center.y,
minRad,
maxRad,
radius,
baseColor, // Always draw white static semi-transparent ring
teamColor, // Pass the breathing ring color. White for FFA, Duos, Trios, Quads. Transparent team color for TEAM games.
);
// Draw breathing rings for teammates in team games (helps colorblind players identify teammates)
this.drawTeammateHighlights(minRad, maxRad, radius);
}
private drawTeammateHighlights(
minRad: number,
maxRad: number,
radius: number,
) {
const myPlayer = this.game.myPlayer();
if (myPlayer === null || myPlayer.team() === null) {
return;
}
const teammates = this.game
.playerViews()
.filter((p) => p !== myPlayer && myPlayer.isOnSameTeam(p));
// Smaller radius for teammates (more subtle than self highlight)
const teammateMinRad = 5;
const teammateMaxRad = 14;
const teammateRadius =
teammateMinRad +
(teammateMaxRad - teammateMinRad) *
((radius - minRad) / (maxRad - minRad));
const teamColors = Object.values(ColoredTeams);
for (const teammate of teammates) {
const center = teammate.nameLocation();
if (!center) {
continue;
}
const team = teammate.team();
let baseColor: Colord;
let breathingColor: Colord;
if (team !== null && teamColors.includes(team)) {
baseColor = this.theme.teamColor(team).alpha(0.5);
breathingColor = this.theme.teamColor(team).alpha(0.5);
} else {
baseColor = this.theme.spawnHighlightTeamColor();
breathingColor = this.theme.spawnHighlightTeamColor();
}
this.drawBreathingRing(
center.x,
center.y,
teammateMinRad,
teammateMaxRad,
teammateRadius,
baseColor,
breathingColor,
);
}
}
init() {
this.eventBus.on(MouseOverEvent, (e) => this.onMouseOver(e));
this.eventBus.on(AlternateViewEvent, (e) => {
this.alternativeView = e.alternateView;
});
this.eventBus.on(DragEvent, (e) => {
// TODO: consider re-enabling this on mobile or low end devices for smoother dragging.
// this.lastDragTime = Date.now();
});
this.redraw();
}
onMouseOver(event: MouseOverEvent) {
this.lastMousePosition = { x: event.x, y: event.y };
this.updateHighlightedTerritory();
}
private updateHighlightedTerritory() {
if (!this.alternativeView) {
return;
}
if (!this.lastMousePosition) {
return;
}
const cell = this.transformHandler.screenToWorldCoordinates(
this.lastMousePosition.x,
this.lastMousePosition.y,
);
if (!this.game.isValidCoord(cell.x, cell.y)) {
return;
}
const previousTerritory = this.highlightedTerritory;
const territory = this.getTerritoryAtCell(cell);
if (territory) {
this.highlightedTerritory = territory;
} else {
this.highlightedTerritory = null;
}
if (previousTerritory?.id() !== this.highlightedTerritory?.id()) {
const territories: PlayerView[] = [];
if (previousTerritory) {
territories.push(previousTerritory);
}
if (this.highlightedTerritory) {
territories.push(this.highlightedTerritory);
}
this.redrawBorder(...territories);
}
}
private getTerritoryAtCell(cell: { x: number; y: number }) {
const tile = this.game.ref(cell.x, cell.y);
if (!tile) {
return null;
}
// If the tile has no owner, it is either a fallout tile or a terra nullius tile.
if (!this.game.hasOwner(tile)) {
return null;
}
const owner = this.game.owner(tile);
return owner instanceof PlayerView ? owner : null;
}
redraw() {
console.log("redrew territory layer");
this.canvas = document.createElement("canvas");
const context = this.canvas.getContext("2d");
if (context === null) throw new Error("2d context not supported");
this.context = context;
this.canvas.width = this.game.width();
this.canvas.height = this.game.height();
this.imageData = this.context.getImageData(
0,
0,
this.canvas.width,
this.canvas.height,
);
this.alternativeImageData = this.context.getImageData(
0,
0,
this.canvas.width,
this.canvas.height,
);
this.initImageData();
this.context.putImageData(
this.alternativeView ? this.alternativeImageData : this.imageData,
0,
0,
);
// Add a second canvas for highlights
this.highlightCanvas = document.createElement("canvas");
const highlightContext = this.highlightCanvas.getContext("2d", {
alpha: true,
});
if (highlightContext === null) throw new Error("2d context not supported");
this.highlightContext = highlightContext;
this.highlightCanvas.width = this.game.width();
this.highlightCanvas.height = this.game.height();
this.game.forEachTile((t) => {
this.paintTerritory(t);
});
}
redrawBorder(...players: PlayerView[]) {
return Promise.all(
players.map(async (player) => {
const tiles = await player.borderTiles();
tiles.borderTiles.forEach((tile: TileRef) => {
this.paintTerritory(tile, true);
});
}),
);
}
initImageData() {
this.game.forEachTile((tile) => {
const cell = new Cell(this.game.x(tile), this.game.y(tile));
const index = cell.y * this.game.width() + cell.x;
const offset = index * 4;
this.imageData.data[offset + 3] = 0;
this.alternativeImageData.data[offset + 3] = 0;
});
}
renderLayer(context: CanvasRenderingContext2D) {
const now = Date.now();
if (
now > this.lastDragTime + this.nodrawDragDuration &&
now > this.lastRefresh + this.refreshRate
) {
this.lastRefresh = now;
const renderTerritoryStart = FrameProfiler.start();
this.renderTerritory();
FrameProfiler.end("TerritoryLayer:renderTerritory", renderTerritoryStart);
const [topLeft, bottomRight] = this.transformHandler.screenBoundingRect();
const vx0 = Math.max(0, topLeft.x);
const vy0 = Math.max(0, topLeft.y);
const vx1 = Math.min(this.game.width() - 1, bottomRight.x);
const vy1 = Math.min(this.game.height() - 1, bottomRight.y);
const w = vx1 - vx0 + 1;
const h = vy1 - vy0 + 1;
if (w > 0 && h > 0) {
const putImageStart = FrameProfiler.start();
this.context.putImageData(
this.alternativeView ? this.alternativeImageData : this.imageData,
0,
0,
vx0,
vy0,
w,
h,
);
FrameProfiler.end("TerritoryLayer:putImageData", putImageStart);
}
}
const drawCanvasStart = FrameProfiler.start();
context.drawImage(
this.canvas,
-this.game.width() / 2,
-this.game.height() / 2,
this.game.width(),
this.game.height(),
);
FrameProfiler.end("TerritoryLayer:drawCanvas", drawCanvasStart);
if (this.game.inSpawnPhase()) {
const highlightDrawStart = FrameProfiler.start();
context.drawImage(
this.highlightCanvas,
-this.game.width() / 2,
-this.game.height() / 2,
this.game.width(),
this.game.height(),
);
FrameProfiler.end(
"TerritoryLayer:drawHighlightCanvas",
highlightDrawStart,
);
}
}
renderTerritory() {
let numToRender = Math.floor(this.tileToRenderQueue.size() / 10);
if (numToRender === 0 || this.game.inSpawnPhase()) {
numToRender = this.tileToRenderQueue.size();
}
while (numToRender > 0) {
numToRender--;
const entry = this.tileToRenderQueue.pop();
if (!entry) {
break;
}
const tile = entry.tile;
this.paintTerritory(tile);
for (const neighbor of this.game.neighbors(tile)) {
this.paintTerritory(neighbor, true);
}
}
}
paintTerritory(tile: TileRef, isBorder: boolean = false) {
if (isBorder && !this.game.hasOwner(tile)) {
return;
}
if (!this.game.hasOwner(tile)) {
if (this.game.hasFallout(tile)) {
this.paintTile(this.imageData, tile, this.theme.falloutColor(), 150);
this.paintTile(
this.alternativeImageData,
tile,
this.theme.falloutColor(),
150,
);
return;
}
this.clearTile(tile);
return;
}
const owner = this.game.owner(tile) as PlayerView;
// eslint-disable-next-line @typescript-eslint/no-unused-vars
const isHighlighted =
this.highlightedTerritory &&
this.highlightedTerritory.id() === owner.id();
const myPlayer = this.game.myPlayer();
if (this.game.isBorder(tile)) {
// eslint-disable-next-line @typescript-eslint/no-unused-vars
const playerIsFocused = owner && this.game.focusedPlayer() === owner;
if (myPlayer) {
const alternativeColor = this.alternateViewColor(owner);
this.paintTile(this.alternativeImageData, tile, alternativeColor, 255);
}
const isDefended = this.game.hasUnitNearby(
tile,
this.game.config().defensePostRange(),
UnitType.DefensePost,
owner.id(),
);
this.paintTile(
this.imageData,
tile,
owner.borderColor(tile, isDefended),
255,
);
} else {
// Alternative view only shows borders.
this.clearAlternativeTile(tile);
this.paintTile(this.imageData, tile, owner.territoryColor(tile), 150);
}
}
alternateViewColor(other: PlayerView): Colord {
const myPlayer = this.game.myPlayer();
if (!myPlayer) {
return this.theme.neutralColor();
}
if (other.smallID() === myPlayer.smallID()) {
return this.theme.selfColor();
}
if (other.isFriendly(myPlayer)) {
return this.theme.allyColor();
}
if (!other.hasEmbargo(myPlayer)) {
return this.theme.neutralColor();
}
return this.theme.enemyColor();
}
paintAlternateViewTile(tile: TileRef, other: PlayerView) {
const color = this.alternateViewColor(other);
this.paintTile(this.alternativeImageData, tile, color, 255);
}
paintTile(imageData: ImageData, tile: TileRef, color: Colord, alpha: number) {
const offset = tile * 4;
imageData.data[offset] = color.rgba.r;
imageData.data[offset + 1] = color.rgba.g;
imageData.data[offset + 2] = color.rgba.b;
imageData.data[offset + 3] = alpha;
}
clearTile(tile: TileRef) {
const offset = tile * 4;
this.imageData.data[offset + 3] = 0; // Set alpha to 0 (fully transparent)
this.alternativeImageData.data[offset + 3] = 0; // Set alpha to 0 (fully transparent)
}
clearAlternativeTile(tile: TileRef) {
const offset = tile * 4;
this.alternativeImageData.data[offset + 3] = 0; // Set alpha to 0 (fully transparent)
}
enqueueTile(tile: TileRef) {
this.tileToRenderQueue.push({
tile: tile,
lastUpdate: this.game.ticks() + this.random.nextFloat(0, 0.5),
});
}
async enqueuePlayerBorder(player: PlayerView) {
const playerBorderTiles = await player.borderTiles();
playerBorderTiles.borderTiles.forEach((tile: TileRef) => {
this.enqueueTile(tile);
});
}
paintHighlightTile(tile: TileRef, color: Colord, alpha: number) {
this.clearTile(tile);
const x = this.game.x(tile);
const y = this.game.y(tile);
this.highlightContext.fillStyle = color.alpha(alpha / 255).toRgbString();
this.highlightContext.fillRect(x, y, 1, 1);
}
clearHighlightTile(tile: TileRef) {
const x = this.game.x(tile);
const y = this.game.y(tile);
this.highlightContext.clearRect(x, y, 1, 1);
}
private drawBreathingRing(
cx: number,
cy: number,
minRad: number,
maxRad: number,
radius: number,
transparentColor: Colord,
breathingColor: Colord,
) {
const ctx = this.highlightContext;
if (!ctx) return;
// Draw a semi-transparent ring around the starting location
ctx.beginPath();
// Transparency matches the highlight color provided
const transparent = transparentColor.alpha(0);
const radGrad = ctx.createRadialGradient(cx, cy, minRad, cx, cy, maxRad);
// Pixels with radius < minRad are transparent
radGrad.addColorStop(0, transparent.toRgbString());
// The ring then starts with solid highlight color
radGrad.addColorStop(0.01, transparentColor.toRgbString());
radGrad.addColorStop(0.1, transparentColor.toRgbString());
// The outer edge of the ring is transparent
radGrad.addColorStop(1, transparent.toRgbString());
// Draw an arc at the max radius and fill with the created radial gradient
ctx.arc(cx, cy, maxRad, 0, Math.PI * 2);
ctx.fillStyle = radGrad;
ctx.closePath();
ctx.fill();
const breatheInner = breathingColor.alpha(0);
// Draw a solid ring around the starting location with outer radius = the breathing radius
ctx.beginPath();
const radGrad2 = ctx.createRadialGradient(cx, cy, minRad, cx, cy, radius);
// Pixels with radius < minRad are transparent
radGrad2.addColorStop(0, breatheInner.toRgbString());
// The ring then starts with solid highlight color
radGrad2.addColorStop(0.01, breathingColor.toRgbString());
// The ring is solid throughout
radGrad2.addColorStop(1, breathingColor.toRgbString());
// Draw an arc at the current breathing radius and fill with the created "gradient"
ctx.arc(cx, cy, radius, 0, Math.PI * 2);
ctx.fillStyle = radGrad2;
ctx.fill();
}
}