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222 lines
6.1 KiB
TypeScript
222 lines
6.1 KiB
TypeScript
import { colord, Colord } from "colord";
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import { Theme } from "../../../core/configuration/Config";
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import { Layer } from "./Layer";
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import { EventBus } from "../../../core/EventBus";
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import anchorIcon from "../../../../resources/images/AnchorIcon.png";
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import missileSiloIcon from "../../../../resources/images/MissileSiloUnit.png";
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import shieldIcon from "../../../../resources/images/ShieldIcon.png";
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import cityIcon from "../../../../resources/images/CityIcon.png";
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import { GameView, UnitView } from "../../../core/game/GameView";
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import { Cell, UnitType } from "../../../core/game/Game";
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import { GameUpdateType } from "../../../core/game/GameUpdates";
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import { euclDistFN } from "../../../core/game/GameMap";
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const underConstructionColor = colord({ r: 150, g: 150, b: 150 });
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interface UnitRenderConfig {
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icon: string;
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borderRadius: number;
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territoryRadius: number;
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}
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export class StructureLayer implements Layer {
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private canvas: HTMLCanvasElement;
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private context: CanvasRenderingContext2D;
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private unitIcons: Map<string, ImageData> = new Map();
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private theme: Theme = null;
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// Configuration for supported unit types only
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private readonly unitConfigs: Partial<Record<UnitType, UnitRenderConfig>> = {
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[UnitType.Port]: {
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icon: anchorIcon,
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borderRadius: 8,
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territoryRadius: 6,
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},
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[UnitType.MissileSilo]: {
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icon: missileSiloIcon,
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borderRadius: 8,
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territoryRadius: 6,
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},
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[UnitType.DefensePost]: {
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icon: shieldIcon,
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borderRadius: 8,
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territoryRadius: 6,
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},
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[UnitType.City]: {
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icon: cityIcon,
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borderRadius: 8,
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territoryRadius: 6,
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},
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};
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constructor(private game: GameView, private eventBus: EventBus) {
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this.theme = game.config().theme();
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this.loadIconData();
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}
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private loadIconData() {
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Object.entries(this.unitConfigs).forEach(([unitType, config]) => {
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const image = new Image();
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image.src = config.icon;
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image.onload = () => {
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// Create temporary canvas for icon processing
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const tempCanvas = document.createElement("canvas");
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const tempContext = tempCanvas.getContext("2d");
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tempCanvas.width = image.width;
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tempCanvas.height = image.height;
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// Draw the unit icon
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tempContext.drawImage(image, 0, 0);
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const iconData = tempContext.getImageData(
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0,
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0,
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tempCanvas.width,
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tempCanvas.height
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);
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this.unitIcons.set(unitType, iconData);
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console.log(
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`icond data width height: ${iconData.width}, ${iconData.height}`
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);
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};
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});
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}
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shouldTransform(): boolean {
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return true;
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}
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tick() {
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this.game
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.updatesSinceLastTick()
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[GameUpdateType.Unit].forEach((u) =>
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this.handleUnitRendering(this.game.unit(u.id))
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);
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}
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init() {
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this.redraw();
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}
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redraw() {
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console.log("structure layer redrawing");
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this.canvas = document.createElement("canvas");
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this.context = this.canvas.getContext("2d", { alpha: true });
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this.canvas.width = this.game.width();
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this.canvas.height = this.game.height();
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this.game.units().forEach((u) => this.handleUnitRendering(u));
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}
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renderLayer(context: CanvasRenderingContext2D) {
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context.drawImage(
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this.canvas,
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-this.game.width() / 2,
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-this.game.height() / 2,
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this.game.width(),
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this.game.height()
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);
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}
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private isUnitTypeSupported(unitType: UnitType): boolean {
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return unitType in this.unitConfigs;
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}
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private handleUnitRendering(unit: UnitView) {
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const unitType = unit.constructionType() ?? unit.type();
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if (!this.isUnitTypeSupported(unitType)) return;
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const config = this.unitConfigs[unitType];
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const icon = this.unitIcons.get(unitType);
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if (!config || !icon) return;
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// Clear previous rendering
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for (const tile of this.game.bfs(
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unit.tile(),
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euclDistFN(unit.tile(), config.borderRadius)
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)) {
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this.clearCell(new Cell(this.game.x(tile), this.game.y(tile)));
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}
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if (!unit.isActive()) {
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return;
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}
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// Draw border and territory
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for (const tile of this.game.bfs(
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unit.tile(),
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euclDistFN(unit.tile(), config.borderRadius)
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)) {
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this.paintCell(
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new Cell(this.game.x(tile), this.game.y(tile)),
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unit.type() == UnitType.Construction
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? underConstructionColor
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: this.theme.borderColor(unit.owner().info()),
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255
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);
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}
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for (const tile of this.game.bfs(
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unit.tile(),
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euclDistFN(unit.tile(), config.territoryRadius)
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)) {
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this.paintCell(
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new Cell(this.game.x(tile), this.game.y(tile)),
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unit.type() == UnitType.Construction
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? underConstructionColor
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: this.theme.territoryColor(unit.owner().info()),
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130
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);
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}
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const startX = this.game.x(unit.tile()) - Math.floor(icon.width / 2);
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const startY = this.game.y(unit.tile()) - Math.floor(icon.height / 2);
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// Draw the icon
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this.renderIcon(icon, startX, startY, icon.width, icon.height, unit);
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}
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private renderIcon(
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iconData: ImageData,
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startX: number,
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startY: number,
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width: number,
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height: number,
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unit: UnitView
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) {
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let color = this.theme.borderColor(unit.owner().info());
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if (unit.type() == UnitType.Construction) {
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color = underConstructionColor;
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}
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for (let y = 0; y < height; y++) {
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for (let x = 0; x < width; x++) {
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const iconIndex = (y * width + x) * 4;
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const alpha = iconData.data[iconIndex + 3];
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if (alpha > 0) {
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const targetX = startX + x;
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const targetY = startY + y;
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if (
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targetX >= 0 &&
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targetX < this.game.width() &&
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targetY >= 0 &&
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targetY < this.game.height()
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) {
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this.paintCell(new Cell(targetX, targetY), color, alpha);
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}
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}
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}
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}
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}
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paintCell(cell: Cell, color: Colord, alpha: number) {
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this.clearCell(cell);
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this.context.fillStyle = color.alpha(alpha / 255).toRgbString();
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this.context.fillRect(cell.x, cell.y, 1, 1);
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}
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clearCell(cell: Cell) {
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this.context.clearRect(cell.x, cell.y, 1, 1);
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}
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}
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