mirror of
https://github.com/openfrontio/OpenFrontIO.git
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234 lines
6.7 KiB
TypeScript
234 lines
6.7 KiB
TypeScript
import { Game, PlayerInfo } from "../../core/game/Game";
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import { NameLayer } from "./layers/NameLayer";
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import { TerrainLayer } from "./layers/TerrainLayer";
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import { TerritoryLayer } from "./layers/TerritoryLayer";
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import { ClientID } from "../../core/Schemas";
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import { EventBus } from "../../core/EventBus";
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import { TransformHandler } from "./TransformHandler";
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import { Layer } from "./layers/Layer";
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import { EventsDisplay } from "./layers/EventsDisplay";
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import { RadialMenu } from "./layers/radial/RadialMenu";
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import { EmojiTable } from "./layers/radial/EmojiTable";
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import { Leaderboard } from "./layers/Leaderboard";
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import { ControlPanel } from "./layers/ControlPanel";
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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 { StructureLayer } from "./layers/StructureLayer";
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import { PlayerInfoOverlay } from "./layers/PlayerInfoOverlay";
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import { consolex } from "../../core/Consolex";
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import { RefreshGraphicsEvent as RedrawGraphicsEvent } from "../InputHandler";
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import { GameView } from "../../core/game/GameView";
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import { WinModal } from "./layers/WinModal";
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import { SpawnTimer } from "./layers/SpawnTimer";
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import { OptionsMenu } from "./layers/OptionsMenu";
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import { TopBar } from "./layers/TopBar";
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export function createRenderer(
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canvas: HTMLCanvasElement,
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game: GameView,
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eventBus: EventBus,
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clientID: ClientID
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): GameRenderer {
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const transformHandler = new TransformHandler(game, eventBus, canvas);
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const uiState = { attackRatio: 20 };
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// TODO maybe append this to dcoument instead of querying for them?
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const emojiTable = document.querySelector("emoji-table") as EmojiTable;
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if (!emojiTable || !(emojiTable instanceof EmojiTable)) {
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consolex.error("EmojiTable element not found in the DOM");
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}
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const buildMenu = document.querySelector("build-menu") as BuildMenu;
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if (!buildMenu || !(buildMenu instanceof BuildMenu)) {
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consolex.error("BuildMenu element not found in the DOM");
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}
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buildMenu.game = game;
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buildMenu.eventBus = eventBus;
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const leaderboard = document.querySelector("leader-board") as Leaderboard;
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if (!emojiTable || !(leaderboard instanceof Leaderboard)) {
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consolex.error("EmojiTable element not found in the DOM");
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}
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leaderboard.clientID = clientID;
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leaderboard.eventBus = eventBus;
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leaderboard.game = game;
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const controlPanel = document.querySelector("control-panel") as ControlPanel;
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if (!(controlPanel instanceof ControlPanel)) {
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consolex.error("ControlPanel element not found in the DOM");
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}
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controlPanel.clientID = clientID;
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controlPanel.eventBus = eventBus;
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controlPanel.uiState = uiState;
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controlPanel.game = game;
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const eventsDisplay = document.querySelector(
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"events-display"
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) as EventsDisplay;
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if (!(eventsDisplay instanceof EventsDisplay)) {
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consolex.error("events display not found");
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}
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eventsDisplay.eventBus = eventBus;
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eventsDisplay.game = game;
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eventsDisplay.clientID = clientID;
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const playerInfo = document.querySelector(
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"player-info-overlay"
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) as PlayerInfoOverlay;
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if (!(playerInfo instanceof PlayerInfoOverlay)) {
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consolex.error("player info overlay not found");
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}
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playerInfo.eventBus = eventBus;
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playerInfo.clientID = clientID;
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playerInfo.transform = transformHandler;
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playerInfo.game = game;
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const winModel = document.querySelector("win-modal") as WinModal;
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if (!(winModel instanceof WinModal)) {
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console.error("win modal not found");
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}
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winModel.eventBus = eventBus;
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winModel.game = game;
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const optionsMenu = document.querySelector("options-menu") as OptionsMenu;
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if (!(optionsMenu instanceof OptionsMenu)) {
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console.error("options menu not found");
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}
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optionsMenu.eventBus = eventBus;
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optionsMenu.game = game;
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const topBar = document.querySelector("top-bar") as TopBar;
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if (!(topBar instanceof TopBar)) {
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console.error("top bar not found");
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}
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topBar.game = game;
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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, clientID),
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new NameLayer(game, game.config().theme(), transformHandler, clientID),
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eventsDisplay,
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new RadialMenu(
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eventBus,
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game,
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transformHandler,
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clientID,
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emojiTable as EmojiTable,
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buildMenu,
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uiState
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),
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new SpawnTimer(game, transformHandler),
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leaderboard,
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controlPanel,
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playerInfo,
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winModel,
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optionsMenu,
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topBar,
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];
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return new GameRenderer(
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game,
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eventBus,
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canvas,
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transformHandler,
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uiState,
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layers
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);
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}
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export class GameRenderer {
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private context: CanvasRenderingContext2D;
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constructor(
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private game: GameView,
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private eventBus: EventBus,
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private canvas: HTMLCanvasElement,
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public transformHandler: TransformHandler,
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public uiState: UIState,
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private layers: Layer[]
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) {
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this.context = canvas.getContext("2d");
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}
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initialize() {
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this.eventBus.on(RedrawGraphicsEvent, (e) => {
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this.layers.forEach((l) => {
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if (l.redraw) {
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l.redraw();
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}
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});
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});
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this.layers.forEach((l) => l.init());
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document.body.appendChild(this.canvas);
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window.addEventListener("resize", () => this.resizeCanvas());
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this.resizeCanvas();
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this.transformHandler = new TransformHandler(
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this.game,
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this.eventBus,
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this.canvas
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);
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requestAnimationFrame(() => this.renderGame());
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}
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resizeCanvas() {
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this.canvas.width = window.innerWidth;
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this.canvas.height = window.innerHeight;
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//this.redraw()
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}
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renderGame() {
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const start = performance.now();
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// Set background
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this.context.fillStyle = this.game
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.config()
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.theme()
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.backgroundColor()
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.toHex();
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this.context.fillRect(0, 0, this.canvas.width, this.canvas.height);
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// Save the current context state
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this.context.save();
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this.transformHandler.handleTransform(this.context);
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this.layers.forEach((l) => {
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if (l.shouldTransform?.()) {
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l.renderLayer?.(this.context);
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}
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});
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this.context.restore();
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this.layers.forEach((l) => {
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if (!l.shouldTransform?.()) {
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l.renderLayer?.(this.context);
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}
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});
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requestAnimationFrame(() => this.renderGame());
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const duration = performance.now() - start;
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if (duration > 50) {
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console.warn(
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`tick ${this.game.ticks()} took ${duration}ms to render frame`
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);
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}
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}
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tick() {
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this.layers.forEach((l) => l.tick?.());
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}
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resize(width: number, height: number): void {
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this.canvas.width = Math.ceil(width / window.devicePixelRatio);
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this.canvas.height = Math.ceil(height / window.devicePixelRatio);
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}
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}
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