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## Description: On team games the bar was about 80 pixels below the top of the screen ## 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: evan
92 lines
2.3 KiB
TypeScript
92 lines
2.3 KiB
TypeScript
import { GameMode, Team } from "../../../core/game/Game";
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import { GameView } from "../../../core/game/GameView";
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import { TransformHandler } from "../TransformHandler";
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import { Layer } from "./Layer";
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export class SpawnTimer implements Layer {
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private ratios = [0];
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private colors = ["rgba(0, 128, 255, 0.7)", "rgba(0, 0, 0, 0.5)"];
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constructor(
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private game: GameView,
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private transformHandler: TransformHandler,
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) {}
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init() {}
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tick() {
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if (this.game.inSpawnPhase()) {
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// During spawn phase, only one segment filling full width
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this.ratios = [
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this.game.ticks() / this.game.config().numSpawnPhaseTurns(),
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];
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this.colors = ["rgba(0, 128, 255, 0.7)"];
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return;
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}
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this.ratios = [];
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this.colors = [];
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if (this.game.config().gameConfig().gameMode !== GameMode.Team) {
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return;
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}
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const teamTiles: Map<Team, number> = new Map();
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for (const player of this.game.players()) {
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const team = player.team();
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if (team === null) throw new Error("Team is null");
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const tiles = teamTiles.get(team) ?? 0;
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teamTiles.set(team, tiles + player.numTilesOwned());
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}
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const theme = this.game.config().theme();
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const total = sumIterator(teamTiles.values());
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if (total === 0) return;
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for (const [team, count] of teamTiles) {
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const ratio = count / total;
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this.ratios.push(ratio);
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this.colors.push(theme.teamColor(team).toRgbString());
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}
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}
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shouldTransform(): boolean {
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return false;
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}
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renderLayer(context: CanvasRenderingContext2D) {
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if (this.ratios.length === 0 || this.colors.length === 0) return;
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const barHeight = 10;
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const barWidth = this.transformHandler.width();
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if (
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!this.game.inSpawnPhase() &&
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this.game.config().gameConfig().gameMode !== GameMode.Team
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) {
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return;
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}
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let x = 0;
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let filledRatio = 0;
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for (let i = 0; i < this.ratios.length && i < this.colors.length; i++) {
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const ratio = this.ratios[i] ?? 1 - filledRatio;
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const segmentWidth = barWidth * ratio;
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context.fillStyle = this.colors[i];
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context.fillRect(x, 0, segmentWidth, barHeight);
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x += segmentWidth;
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filledRatio += ratio;
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}
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}
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}
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function sumIterator(values: MapIterator<number>) {
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let total = 0;
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for (const value of values) {
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total += value;
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}
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return total;
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}
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