simplification

This commit is contained in:
Zutatensuppe 2020-11-10 18:48:16 +01:00
parent 1605fdfc99
commit 905946da06
8 changed files with 138 additions and 608 deletions

View file

@ -1,78 +0,0 @@
import BoundingRectangle from './BoundingRectangle.js'
export default class Bitmap {
constructor(width, height, rgba = null) {
this._w = width
this._h = height
this._com = 4 // number of components per pixel (RGBA)
this._boundingRect = new BoundingRectangle(0, this._w - 1, 0, this._h - 1)
const len = this._w * this._h * this._com
this._data = new Uint8ClampedArray(len)
if (rgba) {
for (let i = 0; i < len; i += 4) {
this._data[i] = rgba[0]
this._data[i + 1] = rgba[1]
this._data[i + 2] = rgba[2]
this._data[i + 3] = rgba[3]
}
}
// public
this.width = this._w
this.height = this._h
}
toImage() {
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d');
canvas.width = this._w;
canvas.height = this._h;
const imgData = ctx.createImageData(canvas.width, canvas.height);
imgData.data.set(this._data);
ctx.putImageData(imgData, 0, 0);
return new Promise((resolve) => {
const img = document.createElement('img')
img.onload = () => {
resolve(img)
}
img.src = canvas.toDataURL()
return img
})
}
getPix(x, y, out) {
if (x < 0 || y < 0 || x >= this._w || y >= this._h) {
return false
}
x = Math.round(x)
y = Math.round(y)
const idx = (y * 4 * this._w) + (x * 4)
out[0] = this._data[idx]
out[1] = this._data[idx + 1]
out[2] = this._data[idx + 2]
out[3] = this._data[idx + 3]
return true
}
putPix(x, y, rgba) {
if (x < 0 || y < 0 || x >= this._w || y >= this._h) {
return
}
x = Math.round(x)
y = Math.round(y)
const idx = (y * this._com * this._w) + (x * this._com)
this._data[idx] = rgba[0]
this._data[idx + 1] = rgba[1]
this._data[idx + 2] = rgba[2]
this._data[idx + 3] = rgba[3]
}
getBoundingRect() {
return this._boundingRect
}
}

View file

@ -1,46 +0,0 @@
import Point from './Point.js'
export default class BoundingRectangle {
constructor(x0, x1, y0, y1) {
this.x0 = x0
this.x1 = x1
this.y0 = y0
this.y1 = y1
this.width = (x1 - x0) + 1
this.height = (y1 - y0) + 1
}
div(d) {
this.x0 /= d
this.x1 /= d
this.y0 /= d
this.y1 /= d
}
move(x, y) {
this.x0 += x
this.x1 += x
this.y0 += y
this.y1 += y
}
moved(x, y) {
return new BoundingRectangle(
this.x0 + x,
this.x1 + x,
this.y0 + y,
this.y1 + y
)
}
center() {
return new Point(
this.x0 + this.width / 2,
this.y0 + this.height / 2,
)
}
centerDistance(other) {
return this.center().distance(other.center())
}
}

View file

@ -1,5 +1,3 @@
import BoundingRectangle from "./BoundingRectangle.js"
export default class Camera {
constructor(canvas) {
this.x = 0
@ -17,12 +15,12 @@ export default class Camera {
}
rect() {
return new BoundingRectangle(
- this.x,
- this.x + (this.width / this.zoom),
- this.y,
- this.y + (this.height / this.zoom),
)
return {
x: -this.x,
y: -this.y,
w: this.width / this.zoom,
h: this.height / this.zoom,
}
}
move(x, y) {
@ -79,4 +77,11 @@ export default class Camera {
y: (coord.y + this.y) * this.zoom,
}
}
worldDimToViewport(dim) {
return {
w: dim.w * this.zoom,
h: dim.h * this.zoom,
}
}
}

View file

@ -1,99 +0,0 @@
import BoundingRectangle from './BoundingRectangle.js'
export default class CanvasAdapter {
constructor(canvas) {
this._canvas = canvas
/** @type {CanvasRenderingContext2D} */
this._ctx = this._canvas.getContext('2d')
this._w = this._canvas.width
this._h = this._canvas.height
this._boundingRect = new BoundingRectangle(0, this._w - 1, 0, this._h - 1)
this._imageData = this._ctx.createImageData(this._w, this._h)
this._data = this._imageData.data
this._dirty = false
this._dirtyRect = {x0: 0, x1: 0, y0: 0, y1: 0}
this.width = this._w
this.height = this._h
}
clear() {
this._imageData = this._ctx.createImageData(this._w, this._h)
this._data = this._imageData.data
this._dirty = false
}
clearRect(rects) {
for (let rect of rects) {
for (let x = rect.x0; x< rect.x1; x++) {
for (let y = rect.y0; y< rect.y1; y++) {
this.putPix(x, y, [0,0,0,0])
}
}
}
}
getPix(x, y, out) {
if (x < 0 || y < 0 || x >= this._w || y >= this._h) {
return false;
}
x = Math.round(x)
y = Math.round(y)
const idx = (y * 4 * this._w) + (x * 4)
out[0] = this._data[idx]
out[1] = this._data[idx + 1]
out[2] = this._data[idx + 2]
out[3] = this._data[idx + 3]
return true
}
putPix(x, y, rgba) {
if (x < 0 || y < 0 || x >= this._w || y >= this._h) {
return null;
}
x = Math.round(x)
y = Math.round(y)
const idx = (y * 4 * this._w) + (x * 4)
this._data[idx] = rgba[0]
this._data[idx + 1] = rgba[1]
this._data[idx + 2] = rgba[2]
this._data[idx + 3] = rgba[3]
if (this._dirty) {
// merge
this._dirtyRect.x0 = Math.min(this._dirtyRect.x0, x)
this._dirtyRect.x1 = Math.max(this._dirtyRect.x1, x)
this._dirtyRect.y0 = Math.min(this._dirtyRect.y0, y)
this._dirtyRect.y1 = Math.max(this._dirtyRect.y1, y)
} else {
// set
this._dirty = true
this._dirtyRect.x0 = x
this._dirtyRect.x1 = x
this._dirtyRect.y0 = y
this._dirtyRect.y1 = y
}
}
getBoundingRect() {
return this._boundingRect
}
apply() {
if (this._dirty) {
this._ctx.putImageData(
this._imageData,
0,
0,
this._dirtyRect.x0,
this._dirtyRect.y0,
this._dirtyRect.x1 - this._dirtyRect.x0,
this._dirtyRect.y1 - this._dirtyRect.y0
)
this._dirty = null
} else {
this._ctx.putImageData(this._imageData, 0, 0)
}
}
}

View file

@ -1,22 +0,0 @@
export function tint(c, f) {
return [
Math.max(0, Math.min(255, Math.round((255 - c[0]) * f))),
Math.max(0, Math.min(255, Math.round((255 - c[1]) * f))),
Math.max(0, Math.min(255, Math.round((255 - c[2]) * f))),
c[3]
]
}
export function shade(c, f) {
return [
Math.max(0, Math.min(255, Math.round(c[0] * f))),
Math.max(0, Math.min(255, Math.round(c[1] * f))),
Math.max(0, Math.min(255, Math.round(c[2] * f))),
c[3]
]
}
export default {
tint,
shade
}

View file

@ -1,10 +1,4 @@
import Bitmap from './Bitmap.js'
function copyUint8ClampedArray(src) {
const arr = new Uint8ClampedArray(src.length)
arr.set(new Uint8ClampedArray(src));
return arr
}
// import Bitmap from './Bitmap.js'
function createCanvas(width = 0, height = 0) {
const c = document.createElement('canvas')
@ -13,227 +7,33 @@ function createCanvas(width = 0, height = 0) {
return c
}
function dataToBitmap(w, h, data) {
const bitmap = new Bitmap(w, h)
bitmap._data = copyUint8ClampedArray(data)
return bitmap
}
function canvasToBitmap(
/** @type {HTMLCanvasElement} */ c,
/** @type {CanvasRenderingContext2D} */ ctx
) {
const data = ctx.getImageData(0, 0, c.width, c.height).data
return dataToBitmap(c.width, c.height, data)
}
function imageToBitmap(img) {
const c = createCanvas(img.width, img.height)
const ctx = c.getContext('2d')
ctx.drawImage(img, 0, 0)
return canvasToBitmap(c, ctx)
}
async function loadImageToBitmap(imagePath) {
const img = new Image()
await new Promise((resolve) => {
img.onload = resolve
img.src = imagePath
});
return imageToBitmap(img)
return await createImageBitmap(img, 0, 0, img.width, img.height)
}
function resizeBitmap (bitmap, width, height) {
const tmp = new Bitmap(width, height)
mapBitmapToBitmap(
bitmap,
bitmap.getBoundingRect(),
tmp,
tmp.getBoundingRect()
)
return tmp
async function resizeBitmap (bitmap, width, height) {
const c = createCanvas(width, height)
const ctx = c.getContext('2d')
ctx.drawImage(bitmap, 0, 0, bitmap.width, bitmap.height, 0, 0, width, height)
return await createImageBitmap(c)
}
function mapBitmapToBitmap(
/** @type {Bitmap} */src,
/** @type {BoundingRectangle} */ rect_src,
/** @type {Bitmap} */ dst,
/** @type {BoundingRectangle} */ rect_dst
) {
const tmp = new Uint8ClampedArray(4)
const w_f = rect_src.width / rect_dst.width
const h_f = rect_src.height / rect_dst.height
const startX = Math.max(rect_dst.x0, Math.floor((-rect_src.x0 / w_f) + rect_dst.x0))
const startY = Math.max(rect_dst.y0, Math.floor((-rect_src.y0 / h_f) + rect_dst.y0))
const endX = Math.min(rect_dst.x1, Math.ceil(((src.width - rect_src.x0) / w_f) + rect_dst.x0))
const endY = Math.min(rect_dst.y1, Math.ceil(((src.height - rect_src.y0) / h_f) + rect_dst.y0))
for (let x = startX; x < endX; x++) {
for (let y = startY; y < endY; y++) {
const src_x = rect_src.x0 + Math.floor((x - rect_dst.x0) * w_f)
const src_y = rect_src.y0 + Math.floor((y - rect_dst.y0) * h_f)
if (src.getPix(src_x, src_y, tmp)) {
if (tmp[3] === 255) {
dst.putPix(x, y, tmp)
}
}
}
}
}
function mapBitmapToBitmapCapped(
/** @type {Bitmap} */ src,
/** @type {BoundingRectangle} */ rect_src,
/** @type {Bitmap} */ dst,
/** @type {BoundingRectangle} */ rect_dst,
rects_cap
) {
if (!rects_cap) {
return mapBitmapToBitmap(src, rect_src, dst, rect_dst)
}
const tmp = new Uint8ClampedArray(4)
const w_f = rect_src.width / rect_dst.width
const h_f = rect_src.height / rect_dst.height
for (let rect_cap of rects_cap) {
const startX = Math.floor(Math.max(rect_cap.x0, rect_dst.x0, (-rect_src.x0 / w_f) + rect_dst.x0))
const startY = Math.floor(Math.max(rect_cap.y0, rect_dst.y0, (-rect_src.y0 / h_f) + rect_dst.y0))
const endX = Math.ceil(Math.min(rect_cap.x1, rect_dst.x1, ((src.width - rect_src.x0) / w_f) + rect_dst.x0))
const endY = Math.ceil(Math.min(rect_cap.y1, rect_dst.y1, ((src.height - rect_src.y0) / h_f) + rect_dst.y0))
for (let x = startX; x < endX; x++) {
for (let y = startY; y < endY; y++) {
const src_x = rect_src.x0 + Math.floor((x - rect_dst.x0) * w_f)
const src_y = rect_src.y0 + Math.floor((y - rect_dst.y0) * h_f)
if (src.getPix(src_x, src_y, tmp)) {
if (tmp[3] === 255) {
dst.putPix(x, y, tmp)
}
}
}
}
}
}
function fillBitmap (bitmap, rgba) {
const len = bitmap.width * bitmap.height * 4
bitmap._data = new Uint8ClampedArray(len)
for (let i = 0; i < len; i+=4) {
bitmap._data[i] = rgba[0]
bitmap._data[i + 1] = rgba[1]
bitmap._data[i + 2] = rgba[2]
bitmap._data[i + 3] = rgba[3]
}
}
function fillBitmapCapped(bitmap, rgba, rects_cap) {
if (!rects_cap) {
return fillBitmap(bitmap, rgba)
}
for (let rect_cap of rects_cap) {
let startX = Math.floor(rect_cap.x0)
let startY = Math.floor(rect_cap.y0)
let endX = Math.ceil(rect_cap.x1)
let endY = Math.ceil(rect_cap.y1)
for (let x = startX; x < endX; x++) {
for (let y = startY; y < endY; y++) {
bitmap.putPix(x, y, rgba)
}
}
}
}
function mapBitmapToAdapterCapped (
/** @type {Bitmap} */ src,
/** @type {BoundingRectangle} */ rect_src,
/** @type {CanvasAdapter} */ dst,
/** @type {BoundingRectangle} */ rect_dst,
rects_cap
) {
if (!rects_cap) {
return mapBitmapToAdapter(src, rect_src, dst, rect_dst)
}
const tmp = new Uint8ClampedArray(4)
const w_f = rect_src.width / rect_dst.width
const h_f = rect_src.height / rect_dst.height
for (let rect_cap of rects_cap) {
let startX = Math.floor(Math.max(rect_cap.x0, rect_dst.x0, (-rect_src.x0 / w_f) + rect_dst.x0))
let startY = Math.floor(Math.max(rect_cap.y0, rect_dst.y0, (-rect_src.y0 / h_f) + rect_dst.y0))
let endX = Math.ceil(Math.min(rect_cap.x1, rect_dst.x1, ((src.width - rect_src.x0) / w_f) + rect_dst.x0))
let endY = Math.ceil(Math.min(rect_cap.y1, rect_dst.y1, ((src.height - rect_src.y0) / h_f) + rect_dst.y0))
for (let x = startX; x < endX; x++) {
for (let y = startY; y < endY; y++) {
const src_x = rect_src.x0 + Math.floor((x - rect_dst.x0) * w_f)
const src_y = rect_src.y0 + Math.floor((y - rect_dst.y0) * h_f)
if (src.getPix(src_x, src_y, tmp)) {
if (tmp[3] === 255) {
dst.putPix(x, y, tmp)
}
}
}
}
}
}
function mapBitmapToAdapter(
/** @type {Bitmap} */ src,
/** @type {BoundingRectangle} */ rect_src,
/** @type {CanvasAdapter} */ dst,
/** @type {BoundingRectangle} */ rect_dst
) {
const tmp = new Uint8ClampedArray(4)
const w_f = rect_src.width / rect_dst.width
const h_f = rect_src.height / rect_dst.height
let startX = Math.max(rect_dst.x0, Math.floor((-rect_src.x0 / w_f) + rect_dst.x0))
let startY = Math.max(rect_dst.y0, Math.floor((-rect_src.y0 / h_f) + rect_dst.y0))
let endX = Math.min(rect_dst.x1, Math.ceil(((src.width - rect_src.x0) / w_f) + rect_dst.x0))
let endY = Math.min(rect_dst.y1, Math.ceil(((src.height - rect_src.y0) / h_f) + rect_dst.y0))
for (let x = startX; x < endX; x++) {
for (let y = startY; y < endY; y++) {
const src_x = rect_src.x0 + Math.floor((x - rect_dst.x0) * w_f)
const src_y = rect_src.y0 + Math.floor((y - rect_dst.y0) * h_f)
if (src.getPix(src_x, src_y, tmp)) {
if (tmp[3] === 255) {
dst.putPix(x, y, tmp)
}
}
}
}
}
function drawBitmap(adapter, bitmap, pos) {
const rect = bitmap.getBoundingRect()
mapBitmapToAdapter(
bitmap,
rect,
adapter,
rect.moved(pos.x, pos.y)
)
async function createBitmap(width, height, color) {
const c = createCanvas(width, height)
const ctx = c.getContext('2d')
ctx.fillStyle = color
ctx.fillRect(0, 0, width, height)
return await createImageBitmap(c)
}
export default {
createBitmap,
createCanvas,
dataToBitmap,
canvasToBitmap,
imageToBitmap,
loadImageToBitmap,
resizeBitmap,
mapBitmapToBitmap,
mapBitmapToBitmapCapped,
fillBitmap,
fillBitmapCapped,
mapBitmapToAdapter,
mapBitmapToAdapterCapped,
drawBitmap,
}

View file

@ -19,9 +19,4 @@ export default class Point {
this.y - other.y
)
}
distance(other) {
const diffX = this.x - other.x
const diffY = this.y - other.y
return Math.sqrt(diffX * diffX + diffY * diffY)
}
}

View file

@ -1,7 +1,4 @@
"use strict"
import CanvasAdapter from './CanvasAdapter.js'
import BoundingRectangle from './BoundingRectangle.js'
import Bitmap from './Bitmap.js'
import {run} from './gameloop.js'
import Camera from './Camera.js'
import EventAdapter from './EventAdapter.js'
@ -12,18 +9,44 @@ import Communication from './Communication.js'
if (typeof GAME_ID === 'undefined') throw '[ GAME_ID not set ]'
if (typeof WS_ADDRESS === 'undefined') throw '[ WS_ADDRESS not set ]'
if (typeof DEBUG === 'undefined') window.DEBUG = false
if (typeof DEBUG === 'undefined') window.DEBUG = true
function addCanvasToDom(canvas) {
document.body.append(canvas)
return canvas
}
function pointDistance(a, b) {
const diffX = a.x - b.x
const diffY = a.y - b.y
return Math.sqrt(diffX * diffX + diffY * diffY)
}
function rectMoved(rect, x, y) {
return {
x: rect.x + x,
y: rect.y + y,
w: rect.w,
h: rect.h,
}
}
const rectCenter = (rect) => {
return {
x: rect.x + (rect.w / 2),
y: rect.y + (rect.h / 2),
}
}
function rectCenterDistance(a, b) {
return pointDistance(rectCenter(a), rectCenter(b))
}
function pointInBounds(pt, rect) {
return pt.x >= rect.x0
&& pt.x <= rect.x1
&& pt.y >= rect.y0
&& pt.y <= rect.y1
return pt.x >= rect.x
&& pt.x <= rect.x + rect.w
&& pt.y >= rect.y
&& pt.y <= rect.y + rect.h
}
function getSurroundingTilesByIdx(puzzle, idx) {
@ -42,8 +65,7 @@ function getSurroundingTilesByIdx(puzzle, idx) {
]
}
async function createPuzzleTileBitmaps(bitmap, tiles, info) {
let img = await bitmap.toImage()
async function createPuzzleTileBitmaps(img, tiles, info) {
var tileSize = info.tileSize
var tileMarginWidth = info.tileMarginWidth
var tileDrawSize = info.tileDrawSize
@ -105,7 +127,6 @@ async function createPuzzleTileBitmaps(bitmap, tiles, info) {
const srcRect = srcRectByIdx(info, tile.idx)
const path = pathForShape(info.shapes[tile.idx])
const c = Graphics.createCanvas(tileDrawSize, tileDrawSize)
const ctx = c.getContext('2d')
// -----------------------------------------------------------
@ -118,8 +139,8 @@ async function createPuzzleTileBitmaps(bitmap, tiles, info) {
ctx.clip(path)
ctx.drawImage(
img,
srcRect.x0 - tileMarginWidth,
srcRect.y0 - tileMarginWidth,
srcRect.x - tileMarginWidth,
srcRect.y - tileMarginWidth,
tileDrawSize,
tileDrawSize,
0,
@ -130,9 +151,7 @@ async function createPuzzleTileBitmaps(bitmap, tiles, info) {
ctx.stroke(path)
ctx.restore();
const bitmap = Graphics.canvasToBitmap(c, ctx)
bitmaps[tile.idx] = bitmap
bitmaps[tile.idx] = await createImageBitmap(c)
}
return bitmaps
@ -142,12 +161,12 @@ function srcRectByIdx(puzzleInfo, idx) {
let c = puzzleInfo.coords[idx]
let cx = c.x * puzzleInfo.tileSize
let cy = c.y * puzzleInfo.tileSize
return new BoundingRectangle(
cx,
cx + puzzleInfo.tileSize,
cy,
cy + puzzleInfo.tileSize
)
return {
x: cx,
y: cy,
w: puzzleInfo.tileSize,
h: puzzleInfo.tileSize,
}
}
const pointSub = (a, b) => ({ x: a.x - b.x, y: a.y - b.y })
@ -165,12 +184,12 @@ const unfinishedTileByPos = (puzzle, pos) => {
continue
}
const collisionRect = new BoundingRectangle(
tile.pos.x,
tile.pos.x + puzzle.info.tileSize - 1,
tile.pos.y,
tile.pos.y + puzzle.info.tileSize - 1,
)
const collisionRect = {
x: tile.pos.x,
y: tile.pos.y,
w: puzzle.info.tileSize,
h: puzzle.info.tileSize,
}
if (pointInBounds(pos, collisionRect)) {
if (maxZ === -1 || tile.z > maxZ) {
maxZ = tile.z
@ -215,7 +234,7 @@ async function loadPuzzleBitmaps(puzzle) {
// creation of tile bitmaps
// then create the final puzzle bitmap
// NOTE: this can decrease OR increase in size!
const bmpResized = Graphics.resizeBitmap(bmp, puzzle.info.width, puzzle.info.height)
const bmpResized = await Graphics.resizeBitmap(bmp, puzzle.info.width, puzzle.info.height)
return await createPuzzleTileBitmaps(bmpResized, puzzle.tiles, puzzle.info)
}
@ -274,7 +293,7 @@ async function main () {
// Create a dom and attach adapters to it so we can work with it
const canvas = addCanvasToDom(Graphics.createCanvas())
const adapter = new CanvasAdapter(canvas)
const ctx = canvas.getContext('2d')
const evts = new EventAdapter(canvas)
// initialize some view data
@ -314,8 +333,8 @@ async function main () {
// The actual place for the puzzle. The tiles may
// not be moved around infinitely, just on the (invisible)
// puzzle table. however, the camera may move away from the table
const puzzleTableColor = [40, 40, 40, 0]
const puzzleTable = new Bitmap(
const puzzleTableColor = '#222'
const puzzleTable = await Graphics.createBitmap(
puzzle.info.table.width,
puzzle.info.table.height,
puzzleTableColor
@ -323,8 +342,8 @@ async function main () {
// In the middle of the table, there is a board. this is to
// tell the player where to place the final puzzle
const boardColor = [80, 80, 80, 255]
const board = new Bitmap(
const boardColor = '#505050'
const board = await Graphics.createBitmap(
puzzle.info.width,
puzzle.info.height,
boardColor
@ -391,18 +410,19 @@ async function main () {
// get the center position of a tile
const tileCenterPos = (tile) => {
return tileRectByTile(tile).center()
return rectCenter(tileRectByTile(tile))
}
// get the would-be visible bounding rect if a tile was
// in given position
const tileRectByPos = (pos) => {
return new BoundingRectangle(
pos.x,
pos.x + puzzle.info.tileSize,
pos.y,
pos.y + puzzle.info.tileSize
)
return {
x: pos.x,
y: pos.y,
w: puzzle.info.tileSize,
h: puzzle.info.tileSize,
}
}
// get the current visible bounding rect for a tile
@ -540,11 +560,11 @@ async function main () {
let pt = pointSub(tile.pos, boardPos)
let dst = tileRectByPos(pt)
let srcRect = srcRectByIdx(puzzle.info, grabbingTileIdx)
if (srcRect.centerDistance(dst) < puzzle.info.snapDistance) {
if (rectCenterDistance(srcRect, dst) < puzzle.info.snapDistance) {
// Snap the tile to the final destination
moveGroupedTiles(tile, {
x: srcRect.x0 + boardPos.x,
y: srcRect.y0 + boardPos.y,
x: srcRect.x + boardPos.x,
y: srcRect.y + boardPos.y,
})
finishGroupedTiles(tile)
rectTable.add(tp, puzzle.info.tileDrawSize)
@ -554,13 +574,14 @@ async function main () {
if (!other || (other.owner === -1) || areGrouped(t, other)) {
return false
}
let trec_ = tileRectByTile(t)
let otrec = tileRectByTile(other).moved(
const trec_ = tileRectByTile(t)
const otrec = rectMoved(
tileRectByTile(other),
off[0] * puzzle.info.tileSize,
off[1] * puzzle.info.tileSize
)
if (trec_.centerDistance(otrec) < puzzle.info.snapDistance) {
moveGroupedTiles(t, { x: otrec.x0, y: otrec.y0 })
if (rectCenterDistance(trec_, otrec) < puzzle.info.snapDistance) {
moveGroupedTiles(t, { x: otrec.x, y: otrec.y })
groupTiles(t, other)
setGroupedZIndex(t, t.z)
rectTable.add(tileCenterPos(t), puzzle.info.tileDrawSize)
@ -614,7 +635,7 @@ async function main () {
// if it improves performance:
// 1. background
// 2. tiles
// 3. (moving tiles)
// 3. (moving tiles
// 4. (players)
// (currently, if a player moves, everthing needs to be
// rerendered at that position manually, maybe it is faster
@ -624,103 +645,57 @@ async function main () {
return
}
if (DEBUG) Debug.checkpoint_start(20)
let pos
let dim
// draw the puzzle table
if (rerenderTable) {
if (DEBUG) Debug.checkpoint_start(0)
Graphics.fillBitmapCapped(puzzleTable, puzzleTableColor, rectTable.get())
ctx.fillStyle = puzzleTableColor
ctx.fillRect(0, 0, canvas.width, canvas.height)
if (DEBUG) Debug.checkpoint('clear done')
if (DEBUG) Debug.checkpoint('after fill')
// draw the puzzle board on the table
Graphics.mapBitmapToBitmapCapped(
board,
board.getBoundingRect(),
puzzleTable,
new BoundingRectangle(
boardPos.x,
boardPos.x + board.width - 1,
boardPos.y,
boardPos.y + board.height - 1,
),
rectTable.get()
// DRAW BOARD
// ---------------------------------------------------------------
pos = viewport.worldToViewport(boardPos)
dim = viewport.worldDimToViewport({w: board.width, h: board.height})
ctx.drawImage(board,
0, 0, board.width, board.height,
pos.x, pos.y, dim.w, dim.h
)
if (DEBUG) Debug.checkpoint('board done')
if (DEBUG) Debug.checkpoint('imgtoimg')
// draw all the tiles on the table
// DRAW TILES
// ---------------------------------------------------------------
for (let tile of tilesSortedByZIndex()) {
let rect = new BoundingRectangle(
puzzle.info.tileDrawOffset + tile.pos.x,
puzzle.info.tileDrawOffset + tile.pos.x + puzzle.info.tileDrawSize,
puzzle.info.tileDrawOffset + tile.pos.y,
puzzle.info.tileDrawOffset + tile.pos.y + puzzle.info.tileDrawSize,
)
let bmp = bitmaps[tile.idx]
Graphics.mapBitmapToBitmapCapped(
bmp,
bmp.getBoundingRect(),
puzzleTable,
rect,
rectTable.get()
pos = viewport.worldToViewport({
x: puzzle.info.tileDrawOffset + tile.pos.x,
y: puzzle.info.tileDrawOffset + tile.pos.y,
})
dim = viewport.worldDimToViewport({
w: puzzle.info.tileDrawSize,
h: puzzle.info.tileDrawSize,
})
ctx.drawImage(bmp,
0, 0, bmp.width, bmp.height,
pos.x, pos.y, dim.w, dim.h
)
}
if (DEBUG) Debug.checkpoint('tiles done')
if (DEBUG) Debug.checkpoint('tiles')
}
if (rerenderTable || rerender) {
// finally draw the finished table onto the canvas
// only part of the table may be visible, depending on the
// camera
adapter.clear()
adapter.apply()
if (DEBUG) Debug.checkpoint('afterclear_1')
// TODO: improve the rendering
// atm it is pretty slow (~40-50ms)
Graphics.mapBitmapToAdapter(
puzzleTable,
viewport.rect(),
adapter,
adapter.getBoundingRect()
)
if (DEBUG) Debug.checkpoint('to_adapter_1')
} else if (rerenderPlayer) {
adapter.clearRect(rectPlayer.get())
if (DEBUG) Debug.checkpoint('afterclear_2')
Graphics.mapBitmapToAdapterCapped(
puzzleTable,
viewport.rect(),
adapter,
adapter.getBoundingRect(),
rectPlayer.get()
)
if (DEBUG) Debug.checkpoint('to_adapter_2')
}
if (rerenderPlayer) {
// DRAW PLAYERS
// ---------------------------------------------------------------
for (let id of Object.keys(players)) {
const p = players[id]
const cursor = p.down ? cursorGrab : cursorHand
const pos = viewport.worldToViewport(p)
Graphics.drawBitmap(adapter, cursor, pos)
ctx.drawImage(cursor, pos.x, pos.y)
}
//
if (DEBUG) Debug.checkpoint('players done')
if (DEBUG) Debug.checkpoint('after_players')
}
adapter.apply()
if (DEBUG) Debug.checkpoint('finals')
if (DEBUG) Debug.checkpoint('all done')
rerenderTable = false
rerenderPlayer = false