Files
OpenFrontIO/src/client/graphics/layers/NameLayer.ts
T
Hauke12345 dcf5d1b103 Fading handshake (#2474)
## Description:
Add dynamic alliance icon with time-based fill and extension request
indicator

- Implement bottom-up green fill on alliance icon proportional to
remaining time
- Use AllianceIconFaded.svg as base layer with green overlay clipped
from top
- Add 20-82.40% clip range to account for icon vertical offset 

## 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


<img width="1132" height="631" alt="Screenshot 2025-11-18 205205"
src="https://github.com/user-attachments/assets/4af71ddc-f847-4460-9046-167275efc773"
/>
<img width="1387" height="792" alt="Screenshot 2025-11-18 205532"
src="https://github.com/user-attachments/assets/9dd0e018-323f-4de1-bae8-2633c09fe867"
/>

## Please put your Discord username so you can be contacted if a bug or
regression is found:
hauke4707

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-19 12:32:01 -08:00

542 lines
18 KiB
TypeScript

import shieldIcon from "../../../../resources/images/ShieldIconBlack.svg";
import { renderPlayerFlag } from "../../../core/CustomFlag";
import { EventBus } from "../../../core/EventBus";
import { PseudoRandom } from "../../../core/PseudoRandom";
import { Theme } from "../../../core/configuration/Config";
import { Cell } from "../../../core/game/Game";
import { GameView, PlayerView } from "../../../core/game/GameView";
import { UserSettings } from "../../../core/game/UserSettings";
import { AlternateViewEvent } from "../../InputHandler";
import { createCanvas, renderNumber, renderTroops } from "../../Utils";
import {
computeAllianceClipPath,
createAllianceProgressIcon,
getFirstPlacePlayer,
getPlayerIcons,
PlayerIconId,
} from "../PlayerIcons";
import { TransformHandler } from "../TransformHandler";
import { Layer } from "./Layer";
class RenderInfo {
public icons: Map<PlayerIconId, HTMLElement> = new Map(); // Track icon elements
constructor(
public player: PlayerView,
public lastRenderCalc: number,
public location: Cell | null,
public fontSize: number,
public fontColor: string,
public element: HTMLElement,
) {}
}
export class NameLayer implements Layer {
private canvas: HTMLCanvasElement;
private lastChecked = 0;
private renderCheckRate = 100;
private renderRefreshRate = 500;
private rand = new PseudoRandom(10);
private renders: RenderInfo[] = [];
private seenPlayers: Set<PlayerView> = new Set();
private shieldIconImage: HTMLImageElement;
private container: HTMLDivElement;
private theme: Theme = this.game.config().theme();
private userSettings: UserSettings = new UserSettings();
private isVisible: boolean = true;
private firstPlace: PlayerView | null = null;
constructor(
private game: GameView,
private transformHandler: TransformHandler,
private eventBus: EventBus,
) {
this.shieldIconImage = new Image();
this.shieldIconImage.src = shieldIcon;
this.shieldIconImage = new Image();
this.shieldIconImage.src = shieldIcon;
}
resizeCanvas() {
this.canvas.width = window.innerWidth;
this.canvas.height = window.innerHeight;
}
shouldTransform(): boolean {
return false;
}
redraw() {
this.theme = this.game.config().theme();
}
public init() {
this.canvas = createCanvas();
window.addEventListener("resize", () => this.resizeCanvas());
this.resizeCanvas();
this.container = document.createElement("div");
this.container.style.position = "fixed";
this.container.style.left = "50%";
this.container.style.top = "50%";
this.container.style.pointerEvents = "none";
this.container.style.zIndex = "2";
document.body.appendChild(this.container);
// Add CSS keyframes for traitor icon flashing animation
// Append to container instead of document.head to keep styles scoped to this component
const style = document.createElement("style");
style.textContent = `
@keyframes traitorFlash {
0%, 100% {
opacity: 1;
}
50% {
opacity: 0.3;
}
}
`;
this.container.appendChild(style);
this.eventBus.on(AlternateViewEvent, (e) => this.onAlternateViewChange(e));
}
private onAlternateViewChange(event: AlternateViewEvent) {
this.isVisible = !event.alternateView;
// Update visibility of all name elements immediately
for (const render of this.renders) {
this.updateElementVisibility(render);
}
}
private updateElementVisibility(render: RenderInfo) {
if (!render.player.nameLocation() || !render.player.isAlive()) {
return;
}
const baseSize = Math.max(1, Math.floor(render.player.nameLocation().size));
const size = this.transformHandler.scale * baseSize;
const isOnScreen = render.location
? this.transformHandler.isOnScreen(render.location)
: false;
const maxZoomScale = 17;
if (
!this.isVisible ||
size < 7 ||
(this.transformHandler.scale > maxZoomScale && size > 100) ||
!isOnScreen
) {
render.element.style.display = "none";
} else {
render.element.style.display = "flex";
}
}
public tick() {
if (this.game.ticks() % 10 !== 0) {
return;
}
// Precompute the first-place player for performance
this.firstPlace = getFirstPlacePlayer(this.game);
for (const player of this.game.playerViews()) {
if (player.isAlive()) {
if (!this.seenPlayers.has(player)) {
this.seenPlayers.add(player);
this.renders.push(
new RenderInfo(
player,
0,
null,
0,
"",
this.createPlayerElement(player),
),
);
}
}
}
}
public renderLayer(mainContex: CanvasRenderingContext2D) {
const screenPosOld = this.transformHandler.worldToScreenCoordinates(
new Cell(0, 0),
);
const screenPos = new Cell(
screenPosOld.x - window.innerWidth / 2,
screenPosOld.y - window.innerHeight / 2,
);
this.container.style.transform = `translate(${screenPos.x}px, ${screenPos.y}px) scale(${this.transformHandler.scale})`;
const now = Date.now();
if (now > this.lastChecked + this.renderCheckRate) {
this.lastChecked = now;
for (const render of this.renders) {
this.renderPlayerInfo(render);
}
}
mainContex.drawImage(
this.canvas,
0,
0,
mainContex.canvas.width,
mainContex.canvas.height,
);
}
private createPlayerElement(player: PlayerView): HTMLDivElement {
const element = document.createElement("div");
element.style.position = "absolute";
element.style.display = "flex";
element.style.flexDirection = "column";
element.style.alignItems = "center";
element.style.gap = "0px";
const iconsDiv = document.createElement("div");
iconsDiv.classList.add("player-icons");
iconsDiv.style.display = "flex";
iconsDiv.style.gap = "4px";
iconsDiv.style.justifyContent = "center";
iconsDiv.style.alignItems = "center";
iconsDiv.style.zIndex = "2";
iconsDiv.style.opacity = "0.8";
element.appendChild(iconsDiv);
const nameDiv = document.createElement("div");
const applyFlagStyles = (element: HTMLElement): void => {
element.classList.add("player-flag");
element.style.opacity = "0.8";
element.style.zIndex = "1";
element.style.aspectRatio = "3/4";
};
if (player.cosmetics.flag) {
const flag = player.cosmetics.flag;
if (flag !== undefined && flag !== null && flag.startsWith("!")) {
const flagWrapper = document.createElement("div");
applyFlagStyles(flagWrapper);
renderPlayerFlag(flag, flagWrapper);
nameDiv.appendChild(flagWrapper);
} else if (flag !== undefined && flag !== null) {
const flagImg = document.createElement("img");
applyFlagStyles(flagImg);
flagImg.src = "/flags/" + flag + ".svg";
nameDiv.appendChild(flagImg);
}
}
nameDiv.classList.add("player-name");
nameDiv.style.color = this.theme.textColor(player);
nameDiv.style.fontFamily = this.theme.font();
nameDiv.style.whiteSpace = "nowrap";
nameDiv.style.textOverflow = "ellipsis";
nameDiv.style.zIndex = "3";
nameDiv.style.display = "flex";
nameDiv.style.justifyContent = "flex-end";
nameDiv.style.alignItems = "center";
const nameSpan = document.createElement("span");
nameSpan.className = "player-name-span";
nameSpan.innerHTML = player.name();
nameDiv.appendChild(nameSpan);
element.appendChild(nameDiv);
const troopsDiv = document.createElement("div");
troopsDiv.classList.add("player-troops");
troopsDiv.setAttribute("translate", "no");
troopsDiv.textContent = renderTroops(player.troops());
troopsDiv.style.color = this.theme.textColor(player);
troopsDiv.style.fontFamily = this.theme.font();
troopsDiv.style.zIndex = "3";
troopsDiv.style.marginTop = "-5%";
element.appendChild(troopsDiv);
// TODO: Remove the shield icon.
/* eslint-disable no-constant-condition */
if (false) {
const shieldDiv = document.createElement("div");
shieldDiv.classList.add("player-shield");
shieldDiv.style.zIndex = "3";
shieldDiv.style.marginTop = "-5%";
shieldDiv.style.display = "flex";
shieldDiv.style.alignItems = "center";
shieldDiv.style.gap = "0px";
const shieldImg = document.createElement("img");
shieldImg.src = this.shieldIconImage.src;
shieldImg.style.width = "16px";
shieldImg.style.height = "16px";
const shieldSpan = document.createElement("span");
shieldSpan.textContent = "0";
shieldSpan.style.color = "black";
shieldSpan.style.fontSize = "10px";
shieldSpan.style.marginTop = "-2px";
shieldDiv.appendChild(shieldImg);
shieldDiv.appendChild(shieldSpan);
element.appendChild(shieldDiv);
}
/* eslint-enable no-constant-condition */
// Start off invisible so it doesn't flash at 0,0
element.style.display = "none";
this.container.appendChild(element);
return element;
}
renderPlayerInfo(render: RenderInfo) {
if (!render.player.nameLocation() || !render.player.isAlive()) {
this.renders = this.renders.filter((r) => r !== render);
render.element.remove();
return;
}
const oldLocation = render.location;
render.location = new Cell(
render.player.nameLocation().x,
render.player.nameLocation().y,
);
// Calculate base size and scale
const baseSize = Math.max(1, Math.floor(render.player.nameLocation().size));
render.fontSize = Math.max(4, Math.floor(baseSize * 0.4));
render.fontColor = this.theme.textColor(render.player);
// Update element visibility (handles Ctrl key, size, and screen position)
this.updateElementVisibility(render);
// If element is hidden, don't continue with rendering
if (render.element.style.display === "none") {
return;
}
// Throttle updates
const now = Date.now();
if (now - render.lastRenderCalc <= this.renderRefreshRate) {
return;
}
render.lastRenderCalc = now + this.rand.nextInt(0, 100);
// Update text sizes
const nameDiv = render.element.querySelector(
".player-name",
) as HTMLDivElement;
const flagDiv = render.element.querySelector(
".player-flag",
) as HTMLDivElement;
const troopsDiv = render.element.querySelector(
".player-troops",
) as HTMLDivElement;
nameDiv.style.fontSize = `${render.fontSize}px`;
nameDiv.style.lineHeight = `${render.fontSize}px`;
nameDiv.style.color = render.fontColor;
const span = nameDiv.querySelector(".player-name-span");
if (span) {
span.innerHTML = render.player.name();
}
if (flagDiv) {
flagDiv.style.height = `${render.fontSize}px`;
}
troopsDiv.style.fontSize = `${render.fontSize}px`;
troopsDiv.style.color = render.fontColor;
troopsDiv.textContent = renderTroops(render.player.troops());
const density = renderNumber(
render.player.troops() / render.player.numTilesOwned(),
);
const shieldDiv: HTMLDivElement | null =
render.element.querySelector(".player-shield");
const shieldImg = shieldDiv?.querySelector("img");
const shieldNumber = shieldDiv?.querySelector("span");
if (shieldImg) {
shieldImg.style.width = `${render.fontSize * 0.8}px`;
shieldImg.style.height = `${render.fontSize * 0.8}px`;
}
if (shieldNumber) {
shieldNumber.style.fontSize = `${render.fontSize * 0.6}px`;
shieldNumber.style.marginTop = `${-render.fontSize * 0.1}px`;
shieldNumber.textContent = density;
}
// Handle icons
const iconsDiv = render.element.querySelector(
".player-icons",
) as HTMLDivElement;
const iconSize = Math.min(render.fontSize * 1.5, 48);
// Compute which icons should be shown for this player using shared logic
const icons = getPlayerIcons({
game: this.game,
player: render.player,
includeAllianceIcon: true,
firstPlace: this.firstPlace,
});
// Build a set of desired icon IDs
const desiredIconIds = new Set(icons.map((icon) => icon.id));
// Remove any icons that are no longer needed
for (const [id, element] of render.icons) {
if (!desiredIconIds.has(id)) {
element.remove();
render.icons.delete(id);
}
}
// Add or update icons that should be shown
for (const icon of icons) {
if (icon.kind === "emoji" && icon.text) {
let emojiDiv = render.icons.get(icon.id) as HTMLDivElement | undefined;
if (!emojiDiv) {
emojiDiv = document.createElement("div");
emojiDiv.style.position = "absolute";
emojiDiv.style.top = "50%";
emojiDiv.style.transform = "translateY(-50%)";
iconsDiv.appendChild(emojiDiv);
render.icons.set(icon.id, emojiDiv);
}
emojiDiv.textContent = icon.text;
emojiDiv.style.fontSize = `${iconSize}px`;
} else if (icon.kind === "image" && icon.src) {
// Special handling for alliance icon with progress indicator
if (icon.id === "alliance") {
let allianceWrapper = render.icons.get(icon.id) as
| HTMLDivElement
| undefined;
const myPlayer = this.game.myPlayer();
const allianceView = myPlayer
?.alliances()
.find((a) => a.other === render.player.id());
let fraction = 0;
let hasExtensionRequest = false;
if (allianceView) {
const remaining = Math.max(
0,
allianceView.expiresAt - this.game.ticks(),
);
const duration = Math.max(1, this.game.config().allianceDuration());
fraction = Math.max(0, Math.min(1, remaining / duration));
hasExtensionRequest = allianceView.hasExtensionRequest;
}
if (!allianceWrapper) {
allianceWrapper = createAllianceProgressIcon(
iconSize,
fraction,
hasExtensionRequest,
this.userSettings.darkMode(),
);
iconsDiv.appendChild(allianceWrapper);
render.icons.set(icon.id, allianceWrapper);
} else {
// Update existing alliance icon
allianceWrapper.style.width = `${iconSize}px`;
allianceWrapper.style.height = `${iconSize}px`;
const overlay = allianceWrapper.querySelector(
".alliance-progress-overlay",
) as HTMLDivElement | null;
if (overlay) {
overlay.style.clipPath = computeAllianceClipPath(fraction);
}
const questionMark = allianceWrapper.querySelector(
".alliance-question-mark",
) as HTMLImageElement | null;
if (questionMark) {
questionMark.style.display = hasExtensionRequest
? "block"
: "none";
}
// Update inner image sizes
const imgs = allianceWrapper.getElementsByTagName("img");
for (const img of imgs) {
img.style.width = `${iconSize}px`;
img.style.height = `${iconSize}px`;
}
}
continue; // Skip regular image handling
}
let imgElement = render.icons.get(icon.id) as
| HTMLImageElement
| undefined;
if (!imgElement) {
imgElement = this.createIconElement(icon.src, iconSize, icon.center);
iconsDiv.appendChild(imgElement);
render.icons.set(icon.id, imgElement);
}
// Update src if it changed (e.g., nuke red/white or dark-mode icons)
if (imgElement.src !== icon.src) {
imgElement.src = icon.src;
}
imgElement.style.width = `${iconSize}px`;
imgElement.style.height = `${iconSize}px`;
// Traitor flashing - smooth speed increase starting at 15s
if (icon.id === "traitor") {
const remainingTicks = render.player.getTraitorRemainingTicks();
// Use precise seconds (not rounded) for smoother transitions, rounded to 0.5s intervals
const remainingSeconds = Math.round((remainingTicks / 10) * 2) / 2;
if (remainingSeconds <= 15) {
// Smooth transition: starts at 1s at 15 seconds, decreases to 0.2s at 0 seconds
// Using cubic ease-out for slower, more gradual acceleration
const clampedSeconds = Math.max(0, Math.min(15, remainingSeconds));
const normalizedTime = clampedSeconds / 15; // 0 to 1 (1 = 15s remaining, 0 = 0s remaining)
// Cubic ease-out: slower acceleration, smoother transition
const easedProgress = 1 - Math.pow(1 - normalizedTime, 3);
const maxDuration = 1.0; // Slow flash at 15 seconds
const minDuration = 0.2; // Fast flash at 0 seconds
const duration =
minDuration + (maxDuration - minDuration) * easedProgress;
const animationDuration = `${duration.toFixed(2)}s`;
imgElement.style.animation = `traitorFlash ${animationDuration} infinite`;
imgElement.style.animationTimingFunction = "ease-in-out";
} else {
// Don't flash if more than 15 seconds remaining
imgElement.style.animation = "none";
}
}
}
}
// Position element with scale
if (render.location && render.location !== oldLocation) {
const scale = Math.min(baseSize * 0.25, 3);
render.element.style.transform = `translate(${render.location.x}px, ${render.location.y}px) translate(-50%, -50%) scale(${scale})`;
}
}
private createIconElement(
src: string,
size: number,
center: boolean = false,
): HTMLImageElement {
const icon = document.createElement("img");
icon.src = src;
icon.style.width = `${size}px`;
icon.style.height = `${size}px`;
icon.setAttribute("dark-mode", this.userSettings.darkMode().toString());
if (center) {
icon.style.position = "absolute";
icon.style.top = "50%";
icon.style.transform = "translateY(-50%)";
}
return icon;
}
}