Files
OpenFrontIO/src/client/graphics/fx/SpriteFx.ts
T
Tiago Santos Da Silva fa7b7fceb3 Enable the @typescript-eslint/no-unused-vars eslint rule (#2130)
## Description:

###  Summary of Changes

This PR enables the ESLint rule **`@typescript-eslint/no-unused-vars`**
as requested in the issue and applies the necessary code adjustments
across the project.

#### 🔧 What was done:
- Activated the rule `@typescript-eslint/no-unused-vars` in the ESLint
config.
- Updated ~70 files to comply with the rule:
  - Replaced unused variables with a `_` prefix where appropriate.
- Added inline ESLint disable comments (`eslint-disable-next-line`) for
specific cases where the variable or code block seemed important for
context, readability, or future use.
- Ensured no linting errors remain related to this rule.

---

###  Clarification

Some cases were handled with inline disable comments instead of removing
the variable entirely, to avoid accidental breaking changes or loss of
intent.
If a different approach is preferred (e.g., stricter removal or
alternative handling), I’m happy to adjust the implementation
accordingly — just let me know!

---

### 🙌 Next Steps

Please review and let me know if:
- Any file should be handled differently.
- You prefer removal instead of disabling in certain areas.
- Additional rules should be enforced or reverted.

I’m available to make any follow-up improvements needed.

---

### 🎃 Hacktoberfest Note

I'm participating in **Hacktoberfest**, so if this PR is accepted,
please add the label:

`hacktoberfest-accepted`

Thank you!

#1784 

## 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

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

DISCORD_USERNAME
2025-10-06 13:26:43 -07:00

93 lines
2.4 KiB
TypeScript

import { Theme } from "../../../core/configuration/Config";
import { PlayerView } from "../../../core/game/GameView";
import { AnimatedSprite } from "../AnimatedSprite";
import { AnimatedSpriteLoader } from "../AnimatedSpriteLoader";
import { Fx, FxType } from "./Fx";
function fadeInOut(
t: number,
fadeIn: number = 0.3,
fadeOut: number = 0.7,
): number {
if (t < fadeIn) {
const f = t / fadeIn; // Map to [0, 1]
return f * f;
} else if (t < fadeOut) {
return 1;
} else {
const f = (t - fadeOut) / (1 - fadeOut); // Map to [0, 1]
return 1 - f * f;
}
}
/**
* Fade in/out another FX
*/
export class FadeFx implements Fx {
constructor(
private fxToFade: SpriteFx,
private fadeIn: number,
private fadeOut: number,
) {}
renderTick(duration: number, ctx: CanvasRenderingContext2D): boolean {
const t = this.fxToFade.getElapsedTime() / this.fxToFade.getDuration();
ctx.save();
ctx.globalAlpha = fadeInOut(t, this.fadeIn, this.fadeOut);
const result = this.fxToFade.renderTick(duration, ctx);
ctx.restore();
return result;
}
}
/**
* Animated sprite. Can be colored if provided an owner/theme
*/
export class SpriteFx implements Fx {
protected animatedSprite: AnimatedSprite | null;
protected elapsedTime = 0;
protected duration: number;
protected waitToTheEnd = false;
constructor(
animatedSpriteLoader: AnimatedSpriteLoader,
protected x: number,
protected y: number,
fxType: FxType,
duration?: number,
owner?: PlayerView,
theme?: Theme,
) {
this.animatedSprite = animatedSpriteLoader.createAnimatedSprite(
fxType,
owner,
theme,
);
if (!this.animatedSprite) {
console.error("Could not load animated sprite", fxType);
} else {
this.waitToTheEnd = duration ? true : false;
this.duration = duration ?? this.animatedSprite.lifeTime() ?? 1000;
}
}
renderTick(frameTime: number, ctx: CanvasRenderingContext2D): boolean {
if (!this.animatedSprite) return false;
this.elapsedTime += frameTime;
if (this.elapsedTime >= this.duration) return false;
if (!this.animatedSprite.isActive() && !this.waitToTheEnd) return false;
this.animatedSprite.update(frameTime);
this.animatedSprite.draw(ctx, this.x, this.y);
return true;
}
getElapsedTime(): number {
return this.elapsedTime;
}
getDuration(): number {
return this.duration;
}
}