fix graphic errors

This commit is contained in:
Zutatensuppe 2020-12-24 20:17:01 +01:00
parent 6cb688b4d0
commit 24cb7f45a5
2 changed files with 117 additions and 73 deletions

View file

@ -1,84 +1,129 @@
export default class Camera {
constructor(canvas) {
this.x = 0
this.y = 0
constructor(canvas) {
this.x = 0
this.y = 0
// TODO: when canvas resizes, this should
// syncronize with the cam
this.width = canvas.width
this.height = canvas.height
// TODO: when canvas resizes, this should
// syncronize with the cam
this.width = canvas.width
this.height = canvas.height
this.zoom = 1
this.minZoom = .1
this.maxZoom = 6
this.zoomStep = .05
this.zoom = 1
this.minZoom = .1
this.maxZoom = 6
this.zoomStep = .05
}
rect() {
return {
x: -this.x,
y: -this.y,
w: this.width / this.zoom,
h: this.height / this.zoom,
}
}
move(x, y) {
this.x += x / this.zoom
this.y += y / this.zoom
}
setZoom(newzoom) {
const zoom = Math.min(Math.max(newzoom, this.minZoom), this.maxZoom)
if (zoom == this.zoom) {
return false
}
rect() {
return {
x: -this.x,
y: -this.y,
w: this.width / this.zoom,
h: this.height / this.zoom,
}
// centered zoom
// TODO: mouse-centered-zoom
this.x -= Math.round(((this.width / this.zoom) - (this.width / zoom)) / 2)
this.y -= Math.round(((this.height / this.zoom) - (this.height / zoom)) / 2)
this.zoom = zoom
return true
}
zoomOut() {
return this.setZoom(this.zoom - this.zoomStep * this.zoom)
}
zoomIn() {
return this.setZoom(this.zoom + this.zoomStep * this.zoom)
}
/**
* Translate a coordinate in the viewport to a
* coordinate in the world, rounded
* @param {x, y} coord
*/
viewportToWorld(coord) {
const worldCoord = this.viewportToWorldRaw(coord)
return {
x: Math.round(worldCoord.x),
y: Math.round(worldCoord.y),
}
}
move(x, y) {
this.x += x / this.zoom
this.y += y / this.zoom
/**
* Translate a coordinate in the viewport to a
* coordinate in the world, not rounded
* @param {x, y} coord
*/
viewportToWorldRaw(coord) {
return {
x: (coord.x / this.zoom) - this.x,
y: (coord.y / this.zoom) - this.y,
}
}
setZoom(newzoom) {
const zoom = Math.min(Math.max(newzoom, this.minZoom), this.maxZoom)
if (zoom == this.zoom) {
return false
}
// centered zoom
// TODO: mouse-centered-zoom
this.x -= Math.round(((this.width / this.zoom) - (this.width / zoom)) / 2)
this.y -= Math.round(((this.height / this.zoom) - (this.height / zoom)) / 2)
this.zoom = zoom
return true
/**
* Translate a coordinate in the world to a
* coordinate in the viewport, rounded
* @param {x, y} coord
*/
worldToViewport(coord) {
const viewportCoord = this.worldToViewportRaw(coord)
return {
x: Math.round(viewportCoord.x),
y: Math.round(viewportCoord.y),
}
}
zoomOut() {
return this.setZoom(this.zoom - this.zoomStep * this.zoom)
/**
* Translate a coordinate in the world to a
* coordinate in the viewport, not rounded
* @param {x, y} coord
*/
worldToViewportRaw(coord) {
return {
x: (coord.x + this.x) * this.zoom,
y: (coord.y + this.y) * this.zoom,
}
}
zoomIn() {
return this.setZoom(this.zoom + this.zoomStep * this.zoom)
/**
* Translate a 2d dimension (width/height) in the world to
* one in the viewport, rounded
* @param {x, y} coord
*/
worldDimToViewport(dim) {
const viewportDim = this.worldDimToViewportRaw(dim)
return {
w: Math.round(viewportDim.w),
h: Math.round(viewportDim.h),
}
}
/**
* Translate a coordinate in the viewport to a
* coordinate in the world
* @param {x, y} coord
*/
viewportToWorld(coord) {
return {
x: Math.round((coord.x / this.zoom) - this.x),
y: Math.round((coord.y / this.zoom) - this.y),
}
}
/**
* Translate a coordinate in the world to a
* coordinate in the viewport
* @param {x, y} coord
*/
worldToViewport(coord) {
return {
x: Math.round((coord.x + this.x) * this.zoom),
y: Math.round((coord.y + this.y) * this.zoom),
}
}
worldDimToViewport(dim) {
return {
w: Math.round(dim.w * this.zoom),
h: Math.round(dim.h * this.zoom),
}
/**
* Translate a 2d dimension (width/height) in the world to
* one in the viewport, not rounded
* @param {x, y} coord
*/
worldDimToViewportRaw(dim) {
return {
w: dim.w * this.zoom,
h: dim.h * this.zoom,
}
}
}

View file

@ -8,7 +8,6 @@ import Util from './../common/Util.js'
import PuzzleGraphics from './PuzzleGraphics.js'
import Game from './Game.js'
import fireworksController from './Fireworks.js'
import { Rng } from '../common/Rng.js'
import Protocol from '../common/Protocol.js'
if (typeof GAME_ID === 'undefined') throw '[ GAME_ID not set ]'
@ -645,15 +644,15 @@ async function main() {
// DRAW BOARD
// ---------------------------------------------------------------
pos = viewport.worldToViewport({
pos = viewport.worldToViewportRaw({
x: (Game.getTableWidth(gameId) - Game.getPuzzleWidth(gameId)) / 2,
y: (Game.getTableHeight(gameId) - Game.getPuzzleHeight(gameId)) / 2
})
dim = viewport.worldDimToViewport({
dim = viewport.worldDimToViewportRaw({
w: Game.getPuzzleWidth(gameId),
h: Game.getPuzzleHeight(gameId),
})
ctx.fillStyle = 'rgba(255, 255, 255, .5)'
ctx.fillStyle = 'rgba(255, 255, 255, .3)'
ctx.fillRect(pos.x, pos.y, dim.w, dim.h)
if (DEBUG) Debug.checkpoint('board done')
// ---------------------------------------------------------------
@ -663,11 +662,11 @@ async function main() {
// ---------------------------------------------------------------
for (let tile of Game.getTilesSortedByZIndex(gameId)) {
const bmp = bitmaps[tile.idx]
pos = viewport.worldToViewport({
pos = viewport.worldToViewportRaw({
x: Game.getTileDrawOffset(gameId) + tile.pos.x,
y: Game.getTileDrawOffset(gameId) + tile.pos.y,
})
dim = viewport.worldDimToViewport({
dim = viewport.worldDimToViewportRaw({
w: Game.getTileDrawSize(gameId),
h: Game.getTileDrawSize(gameId),
})
@ -685,7 +684,7 @@ async function main() {
const ts = TIME()
for (let player of Game.getActivePlayers(gameId, ts)) {
const cursor = await getPlayerCursor(player)
const pos = viewport.worldToViewport(player)
const pos = viewport.worldToViewportRaw(player)
ctx.drawImage(cursor,
Math.round(pos.x - cursor.width/2),
Math.round(pos.y - cursor.height/2)