mirror of
https://github.com/openfrontio/OpenFrontIO.git
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198 lines
7.2 KiB
TypeScript
198 lines
7.2 KiB
TypeScript
import { colord } from "colord";
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import { EventBus } from "../../core/EventBus"
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import { Cell, Game, Player } from "../../core/game/Game";
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import { calculateBoundingBox, calculateBoundingBoxCenter } from "../../core/Util";
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import { ZoomEvent, DragEvent } from "../InputHandler";
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import { GoToPlayerEvent } from "./layers/Leaderboard";
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import { placeName } from "./NameBoxCalculator";
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import { GameView } from "../../core/game/GameView";
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export class TransformHandler {
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public scale: number = 1.8
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private offsetX: number = -350
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private offsetY: number = -200
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private target: Cell
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private intervalID = null
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private changed = false
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constructor(private game: GameView, private eventBus: EventBus, private canvas: HTMLCanvasElement) {
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this.eventBus.on(ZoomEvent, (e) => this.onZoom(e))
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this.eventBus.on(DragEvent, (e) => this.onMove(e))
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this.eventBus.on(GoToPlayerEvent, (e) => this.onGoToPlayer(e))
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}
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boundingRect(): DOMRect {
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return this.canvas.getBoundingClientRect()
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}
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width(): number {
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return this.boundingRect().width
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}
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hasChanged(): boolean {
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return this.changed
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}
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handleTransform(context: CanvasRenderingContext2D) {
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// Disable image smoothing for pixelated effect
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context.imageSmoothingEnabled = false;
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// Apply zoom and pan
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context.setTransform(
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this.scale,
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0,
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0,
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this.scale,
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this.game.width() / 2 - this.offsetX * this.scale,
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this.game.height() / 2 - this.offsetY * this.scale
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);
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this.changed = false
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}
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worldToScreenCoordinates(cell: Cell): { x: number, y: number } {
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// Step 1: Convert from Cell coordinates to game coordinates
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// (reverse of Math.floor operation - we'll use the exact values)
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const gameX = cell.x;
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const gameY = cell.y;
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// Step 2: Reverse the game center offset calculation
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// Original: gameX = centerX + this.game.width() / 2
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// Therefore: centerX = gameX - this.game.width() / 2
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const centerX = gameX - this.game.width() / 2;
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const centerY = gameY - this.game.height() / 2;
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// Step 3: Reverse the world point calculation
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// Original: centerX = (canvasX - this.game.width() / 2) / this.scale + this.offsetX
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// Therefore: canvasX = (centerX - this.offsetX) * this.scale + this.game.width() / 2
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const canvasX = (centerX - this.offsetX) * this.scale + this.game.width() / 2;
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const canvasY = (centerY - this.offsetY) * this.scale + this.game.height() / 2;
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// Step 4: Convert canvas coordinates back to screen coordinates
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const canvasRect = this.boundingRect();
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const screenX = canvasX + canvasRect.left;
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const screenY = canvasY + canvasRect.top;
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return { x: screenX, y: screenY }
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}
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screenToWorldCoordinates(screenX: number, screenY: number): Cell {
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const canvasRect = this.boundingRect();
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const canvasX = screenX - canvasRect.left;
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const canvasY = screenY - canvasRect.top;
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// Calculate the world point we want to zoom towards
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const centerX = (canvasX - this.game.width() / 2) / this.scale + this.offsetX;
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const centerY = (canvasY - this.game.height() / 2) / this.scale + this.offsetY;
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const gameX = centerX + this.game.width() / 2
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const gameY = centerY + this.game.height() / 2
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return new Cell(Math.floor(gameX), Math.floor(gameY));
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}
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screenBoundingRect(): [Cell, Cell] {
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const LeftX = (- this.game.width() / 2) / this.scale + this.offsetX;
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const TopY = (- this.game.height() / 2) / this.scale + this.offsetY;
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const gameLeftX = LeftX + this.game.width() / 2
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const gameTopY = TopY + this.game.height() / 2
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const rightX = (screen.width - this.game.width() / 2) / this.scale + this.offsetX;
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const rightY = (screen.height - this.game.height() / 2) / this.scale + this.offsetY;
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const gameRightX = rightX + this.game.width() / 2
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const gameBottomY = rightY + this.game.height() / 2
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return [new Cell(Math.floor(gameLeftX), Math.floor(gameTopY)), new Cell(Math.floor(gameRightX), Math.floor(gameBottomY))]
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}
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isOnScreen(cell: Cell): boolean {
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const [topLeft, bottomRight] = this.screenBoundingRect()
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return cell.x > topLeft.x && cell.x < bottomRight.x && cell.y > topLeft.y && cell.y < bottomRight.y
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}
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screenCenter(): { screenX: number, screenY: number } {
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const [upperLeft, bottomRight] = this.screenBoundingRect()
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return {
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screenX: upperLeft.x + Math.floor((bottomRight.x - upperLeft.x) / 2),
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screenY: upperLeft.y + Math.floor((bottomRight.y - upperLeft.y) / 2)
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}
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}
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onGoToPlayer(event: GoToPlayerEvent) {
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this.clearTarget();
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this.target = new Cell(event.player.nameLocation().x, event.player.nameLocation().y)
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this.intervalID = setInterval(() => this.goTo(), 1)
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}
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private goTo() {
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const { screenX, screenY } = this.screenCenter()
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const screenMapCenter = new Cell(screenX, screenY)
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if (this.game.manhattanDist(this.game.ref(screenX, screenY), this.game.ref(this.target.x, this.target.y)) < 2) {
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this.clearTarget()
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return
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}
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const dX = Math.abs(screenMapCenter.x - this.target.x)
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if (dX > 2) {
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const offsetDx = Math.max(1, Math.floor(dX / 25))
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if (screenMapCenter.x > this.target.x) {
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this.offsetX -= offsetDx
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} else {
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this.offsetX += offsetDx
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}
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}
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const dY = Math.abs(screenMapCenter.y - this.target.y)
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if (dY > 2) {
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const offsetDy = Math.max(1, Math.floor(dY / 25))
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if (screenMapCenter.y > this.target.y) {
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this.offsetY -= offsetDy
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} else {
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this.offsetY += offsetDy
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}
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}
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this.changed = true
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}
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onZoom(event: ZoomEvent) {
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this.clearTarget()
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const oldScale = this.scale;
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const zoomFactor = 1 + event.delta / 600;
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this.scale /= zoomFactor;
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// Clamp the scale to prevent extreme zooming
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this.scale = Math.max(0.5, Math.min(20, this.scale));
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const canvasRect = this.boundingRect()
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const canvasX = event.x - canvasRect.left;
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const canvasY = event.y - canvasRect.top;
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// Calculate the world point we want to zoom towards
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const zoomPointX = (canvasX - this.game.width() / 2) / oldScale + this.offsetX;
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const zoomPointY = (canvasY - this.game.height() / 2) / oldScale + this.offsetY;
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// Adjust the offset
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this.offsetX = zoomPointX - (canvasX - this.game.width() / 2) / this.scale;
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this.offsetY = zoomPointY - (canvasY - this.game.height() / 2) / this.scale;
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this.changed = true
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}
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onMove(event: DragEvent) {
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this.clearTarget()
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this.offsetX -= event.deltaX / this.scale;
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this.offsetY -= event.deltaY / this.scale;
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this.changed = true
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}
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private clearTarget() {
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if (this.intervalID != null) {
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clearInterval(this.intervalID)
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this.intervalID = null
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}
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this.target = null
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}
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} |