move graphics stuff to own file
This commit is contained in:
parent
fa71849bd5
commit
d4ddf91259
2 changed files with 244 additions and 229 deletions
228
game/Graphics.js
Normal file
228
game/Graphics.js
Normal file
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@ -0,0 +1,228 @@
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import Bitmap from './Bitmap.js'
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function copyUint8ClampedArray(src) {
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const arr = new Uint8ClampedArray(src.length)
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arr.set(new Uint8ClampedArray(src));
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return arr
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}
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function createCanvas(width = 0, height = 0) {
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const c = document.createElement('canvas')
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c.width = width === 0 ? window.innerWidth : width
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c.height = height === 0 ? window.innerHeight : height
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return c
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}
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function dataToBitmap(w, h, data) {
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const bitmap = new Bitmap(w, h)
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bitmap._data = copyUint8ClampedArray(data)
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return bitmap
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}
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function canvasToBitmap(
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/** @type {HTMLCanvasElement} */ c,
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/** @type {CanvasRenderingContext2D} */ ctx
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) {
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const data = ctx.getImageData(0, 0, c.width, c.height).data
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return dataToBitmap(c.width, c.height, data)
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}
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function imageToBitmap(img) {
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const c = createCanvas(img.width, img.height)
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const ctx = c.getContext('2d')
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ctx.drawImage(img, 0, 0)
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return canvasToBitmap(c, ctx)
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}
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async function loadImageToBitmap(imagePath) {
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const img = new Image()
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await new Promise((resolve) => {
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img.onload = resolve
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img.src = imagePath
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});
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return imageToBitmap(img)
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}
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function resizeBitmap (bitmap, width, height) {
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const tmp = new Bitmap(width, height)
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mapBitmapToBitmap(
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bitmap,
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bitmap.getBoundingRect(),
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tmp,
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tmp.getBoundingRect()
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)
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return tmp
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}
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function mapBitmapToBitmap(
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/** @type {Bitmap} */src,
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/** @type {BoundingRectangle} */ rect_src,
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/** @type {Bitmap} */ dst,
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/** @type {BoundingRectangle} */ rect_dst
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) {
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const tmp = new Uint8ClampedArray(4)
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const w_f = rect_src.width / rect_dst.width
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const h_f = rect_src.height / rect_dst.height
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const startX = Math.max(rect_dst.x0, Math.floor((-rect_src.x0 / w_f) + rect_dst.x0))
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const startY = Math.max(rect_dst.y0, Math.floor((-rect_src.y0 / h_f) + rect_dst.y0))
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const endX = Math.min(rect_dst.x1, Math.ceil(((src.width - rect_src.x0) / w_f) + rect_dst.x0))
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const endY = Math.min(rect_dst.y1, Math.ceil(((src.height - rect_src.y0) / h_f) + rect_dst.y0))
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for (let x = startX; x < endX; x++) {
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for (let y = startY; y < endY; y++) {
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const src_x = rect_src.x0 + Math.floor((x - rect_dst.x0) * w_f)
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const src_y = rect_src.y0 + Math.floor((y - rect_dst.y0) * h_f)
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if (src.getPix(src_x, src_y, tmp)) {
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if (tmp[3] === 255) {
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dst.putPix(x, y, tmp)
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}
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}
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}
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}
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}
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function mapBitmapToBitmapCapped(
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/** @type {Bitmap} */ src,
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/** @type {BoundingRectangle} */ rect_src,
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/** @type {Bitmap} */ dst,
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/** @type {BoundingRectangle} */ rect_dst,
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rects_cap
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) {
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if (!rects_cap) {
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return mapBitmapToBitmap(src, rect_src, dst, rect_dst)
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}
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const tmp = new Uint8ClampedArray(4)
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const w_f = rect_src.width / rect_dst.width
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const h_f = rect_src.height / rect_dst.height
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for (let rect_cap of rects_cap) {
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const startX = Math.floor(Math.max(rect_cap.x0, rect_dst.x0, (-rect_src.x0 / w_f) + rect_dst.x0))
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const startY = Math.floor(Math.max(rect_cap.y0, rect_dst.y0, (-rect_src.y0 / h_f) + rect_dst.y0))
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const endX = Math.ceil(Math.min(rect_cap.x1, rect_dst.x1, ((src.width - rect_src.x0) / w_f) + rect_dst.x0))
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const endY = Math.ceil(Math.min(rect_cap.y1, rect_dst.y1, ((src.height - rect_src.y0) / h_f) + rect_dst.y0))
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for (let x = startX; x < endX; x++) {
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for (let y = startY; y < endY; y++) {
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const src_x = rect_src.x0 + Math.floor((x - rect_dst.x0) * w_f)
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const src_y = rect_src.y0 + Math.floor((y - rect_dst.y0) * h_f)
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if (src.getPix(src_x, src_y, tmp)) {
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if (tmp[3] === 255) {
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dst.putPix(x, y, tmp)
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}
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}
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}
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}
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}
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}
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function fillBitmap (bitmap, rgba) {
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const len = bitmap.width * bitmap.height * 4
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bitmap._data = new Uint8ClampedArray(len)
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for (let i = 0; i < len; i+=4) {
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bitmap._data[i] = rgba[0]
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bitmap._data[i + 1] = rgba[1]
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bitmap._data[i + 2] = rgba[2]
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bitmap._data[i + 3] = rgba[3]
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}
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}
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function fillBitmapCapped(bitmap, rgba, rects_cap) {
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if (!rects_cap) {
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return fillBitmap(bitmap, rgba)
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}
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for (let rect_cap of rects_cap) {
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let startX = Math.floor(rect_cap.x0)
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let startY = Math.floor(rect_cap.y0)
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let endX = Math.ceil(rect_cap.x1)
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let endY = Math.ceil(rect_cap.y1)
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for (let x = startX; x < endX; x++) {
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for (let y = startY; y < endY; y++) {
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bitmap.putPix(x, y, rgba)
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}
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}
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}
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}
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function mapBitmapToAdapterCapped (
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/** @type {Bitmap} */ src,
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/** @type {BoundingRectangle} */ rect_src,
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/** @type {CanvasAdapter} */ dst,
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/** @type {BoundingRectangle} */ rect_dst,
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rects_cap
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) {
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if (!rects_cap) {
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return mapBitmapToAdapter(src, rect_src, dst, rect_dst)
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}
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const tmp = new Uint8ClampedArray(4)
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const w_f = rect_src.width / rect_dst.width
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const h_f = rect_src.height / rect_dst.height
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for (let rect_cap of rects_cap) {
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let startX = Math.floor(Math.max(rect_cap.x0, rect_dst.x0, (-rect_src.x0 / w_f) + rect_dst.x0))
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let startY = Math.floor(Math.max(rect_cap.y0, rect_dst.y0, (-rect_src.y0 / h_f) + rect_dst.y0))
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let endX = Math.ceil(Math.min(rect_cap.x1, rect_dst.x1, ((src.width - rect_src.x0) / w_f) + rect_dst.x0))
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let endY = Math.ceil(Math.min(rect_cap.y1, rect_dst.y1, ((src.height - rect_src.y0) / h_f) + rect_dst.y0))
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for (let x = startX; x < endX; x++) {
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for (let y = startY; y < endY; y++) {
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const src_x = rect_src.x0 + Math.floor((x - rect_dst.x0) * w_f)
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const src_y = rect_src.y0 + Math.floor((y - rect_dst.y0) * h_f)
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if (src.getPix(src_x, src_y, tmp)) {
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if (tmp[3] === 255) {
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dst.putPix(x, y, tmp)
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}
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}
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}
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}
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}
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}
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function mapBitmapToAdapter(
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/** @type {Bitmap} */ src,
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/** @type {BoundingRectangle} */ rect_src,
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/** @type {CanvasAdapter} */ dst,
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/** @type {BoundingRectangle} */ rect_dst
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) {
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const tmp = new Uint8ClampedArray(4)
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const w_f = rect_src.width / rect_dst.width
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const h_f = rect_src.height / rect_dst.height
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let startX = Math.max(rect_dst.x0, Math.floor((-rect_src.x0 / w_f) + rect_dst.x0))
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let startY = Math.max(rect_dst.y0, Math.floor((-rect_src.y0 / h_f) + rect_dst.y0))
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let endX = Math.min(rect_dst.x1, Math.ceil(((src.width - rect_src.x0) / w_f) + rect_dst.x0))
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let endY = Math.min(rect_dst.y1, Math.ceil(((src.height - rect_src.y0) / h_f) + rect_dst.y0))
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for (let x = startX; x < endX; x++) {
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for (let y = startY; y < endY; y++) {
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const src_x = rect_src.x0 + Math.floor((x - rect_dst.x0) * w_f)
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const src_y = rect_src.y0 + Math.floor((y - rect_dst.y0) * h_f)
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if (src.getPix(src_x, src_y, tmp)) {
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if (tmp[3] === 255) {
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dst.putPix(x, y, tmp)
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}
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}
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}
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}
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}
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export default {
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createCanvas,
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dataToBitmap,
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canvasToBitmap,
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imageToBitmap,
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loadImageToBitmap,
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resizeBitmap,
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mapBitmapToBitmap,
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mapBitmapToBitmapCapped,
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fillBitmap,
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fillBitmapCapped,
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mapBitmapToAdapter,
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mapBitmapToAdapterCapped,
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}
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245
game/index.js
245
game/index.js
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@ -6,217 +6,16 @@ import {run} from './gameloop.js'
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import Camera from './Camera.js'
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import EventAdapter from './EventAdapter.js'
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import WsClient from './WsClient.js'
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import Graphics from './Graphics.js'
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if (!GAME_ID) throw '[ GAME_ID not set ]'
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if (!WS_ADDRESS) throw '[ WS_ADDRESS not set ]'
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function createCanvas(width = 0, height = 0) {
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const canvas = document.createElement('canvas')
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canvas.width = width === 0 ? window.innerWidth : width
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canvas.height = height === 0 ? window.innerHeight : height
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return canvas
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}
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function addCanvasToDom(canvas) {
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document.body.append(canvas)
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return canvas
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}
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function fillBitmap (bitmap, rgba) {
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const len = bitmap.width * bitmap.height * 4
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bitmap._data = new Uint8ClampedArray(len)
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for (let i = 0; i < len; i+=4) {
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bitmap._data[i] = rgba[0]
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bitmap._data[i + 1] = rgba[1]
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bitmap._data[i + 2] = rgba[2]
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bitmap._data[i + 3] = rgba[3]
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}
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}
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function fillBitmapCapped(bitmap, rgba, rects_cap) {
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if (!rects_cap) {
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return fillBitmap(bitmap, rgba)
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}
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for (let rect_cap of rects_cap) {
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let startX = Math.floor(rect_cap.x0)
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let startY = Math.floor(rect_cap.y0)
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let endX = Math.ceil(rect_cap.x1)
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let endY = Math.ceil(rect_cap.y1)
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for (let x = startX; x < endX; x++) {
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for (let y = startY; y < endY; y++) {
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bitmap.putPix(x, y, rgba)
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}
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}
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}
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}
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function mapBitmapToBitmap(
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/** @type {Bitmap} */src,
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/** @type {BoundingRectangle} */ rect_src,
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/** @type {Bitmap} */ dst,
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/** @type {BoundingRectangle} */ rect_dst
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) {
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const tmp = new Uint8ClampedArray(4)
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const w_f = rect_src.width / rect_dst.width
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const h_f = rect_src.height / rect_dst.height
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let startX = Math.max(rect_dst.x0, Math.floor((-rect_src.x0 / w_f) + rect_dst.x0))
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let startY = Math.max(rect_dst.y0, Math.floor((-rect_src.y0 / h_f) + rect_dst.y0))
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let endX = Math.min(rect_dst.x1, Math.ceil(((src.width - rect_src.x0) / w_f) + rect_dst.x0))
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let endY = Math.min(rect_dst.y1, Math.ceil(((src.height - rect_src.y0) / h_f) + rect_dst.y0))
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for (let x = startX; x < endX; x++) {
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for (let y = startY; y < endY; y++) {
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const src_x = rect_src.x0 + Math.floor((x - rect_dst.x0) * w_f)
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const src_y = rect_src.y0 + Math.floor((y - rect_dst.y0) * h_f)
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if (src.getPix(src_x, src_y, tmp)) {
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if (tmp[3] === 255) {
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dst.putPix(x, y, tmp)
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}
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}
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}
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}
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}
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function mapBitmapToBitmapCapped(
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/** @type {Bitmap} */ src,
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/** @type {BoundingRectangle} */ rect_src,
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/** @type {Bitmap} */ dst,
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/** @type {BoundingRectangle} */ rect_dst,
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rects_cap
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) {
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if (!rects_cap) {
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return mapBitmapToBitmap(src, rect_src, dst, rect_dst)
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}
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const tmp = new Uint8ClampedArray(4)
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const w_f = rect_src.width / rect_dst.width
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const h_f = rect_src.height / rect_dst.height
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for (let rect_cap of rects_cap) {
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let startX = Math.floor(Math.max(rect_cap.x0, rect_dst.x0, (-rect_src.x0 / w_f) + rect_dst.x0))
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let startY = Math.floor(Math.max(rect_cap.y0, rect_dst.y0, (-rect_src.y0 / h_f) + rect_dst.y0))
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let endX = Math.ceil(Math.min(rect_cap.x1, rect_dst.x1, ((src.width - rect_src.x0) / w_f) + rect_dst.x0))
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let endY = Math.ceil(Math.min(rect_cap.y1, rect_dst.y1, ((src.height - rect_src.y0) / h_f) + rect_dst.y0))
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for (let x = startX; x < endX; x++) {
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for (let y = startY; y < endY; y++) {
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const src_x = rect_src.x0 + Math.floor((x - rect_dst.x0) * w_f)
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const src_y = rect_src.y0 + Math.floor((y - rect_dst.y0) * h_f)
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if (src.getPix(src_x, src_y, tmp)) {
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if (tmp[3] === 255) {
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dst.putPix(x, y, tmp)
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}
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}
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}
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}
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}
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}
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function mapBitmapToAdapterCapped (
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/** @type {Bitmap} */ src,
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/** @type {BoundingRectangle} */ rect_src,
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/** @type {CanvasAdapter} */ dst,
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/** @type {BoundingRectangle} */ rect_dst,
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rects_cap
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) {
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if (!rects_cap) {
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return mapBitmapToAdapter(src, rect_src, dst, rect_dst)
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}
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const tmp = new Uint8ClampedArray(4)
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const w_f = rect_src.width / rect_dst.width
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const h_f = rect_src.height / rect_dst.height
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for (let rect_cap of rects_cap) {
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let startX = Math.floor(Math.max(rect_cap.x0, rect_dst.x0, (-rect_src.x0 / w_f) + rect_dst.x0))
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let startY = Math.floor(Math.max(rect_cap.y0, rect_dst.y0, (-rect_src.y0 / h_f) + rect_dst.y0))
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let endX = Math.ceil(Math.min(rect_cap.x1, rect_dst.x1, ((src.width - rect_src.x0) / w_f) + rect_dst.x0))
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let endY = Math.ceil(Math.min(rect_cap.y1, rect_dst.y1, ((src.height - rect_src.y0) / h_f) + rect_dst.y0))
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for (let x = startX; x < endX; x++) {
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for (let y = startY; y < endY; y++) {
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const src_x = rect_src.x0 + Math.floor((x - rect_dst.x0) * w_f)
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const src_y = rect_src.y0 + Math.floor((y - rect_dst.y0) * h_f)
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if (src.getPix(src_x, src_y, tmp)) {
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if (tmp[3] === 255) {
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dst.putPix(x, y, tmp)
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}
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}
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}
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}
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}
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}
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function mapBitmapToAdapter(
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/** @type {Bitmap} */ src,
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/** @type {BoundingRectangle} */ rect_src,
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/** @type {CanvasAdapter} */ dst,
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/** @type {BoundingRectangle} */ rect_dst
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) {
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const tmp = new Uint8ClampedArray(4)
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const w_f = rect_src.width / rect_dst.width
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const h_f = rect_src.height / rect_dst.height
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let startX = Math.max(rect_dst.x0, Math.floor((-rect_src.x0 / w_f) + rect_dst.x0))
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let startY = Math.max(rect_dst.y0, Math.floor((-rect_src.y0 / h_f) + rect_dst.y0))
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let endX = Math.min(rect_dst.x1, Math.ceil(((src.width - rect_src.x0) / w_f) + rect_dst.x0))
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let endY = Math.min(rect_dst.y1, Math.ceil(((src.height - rect_src.y0) / h_f) + rect_dst.y0))
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for (let x = startX; x < endX; x++) {
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for (let y = startY; y < endY; y++) {
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const src_x = rect_src.x0 + Math.floor((x - rect_dst.x0) * w_f)
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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 copy(src) {
|
||||
var arr = new Uint8ClampedArray(src.length)
|
||||
arr.set(new Uint8ClampedArray(src));
|
||||
return arr
|
||||
}
|
||||
|
||||
function dataToBitmap(w, h, data) {
|
||||
const bitmap = new Bitmap(w, h)
|
||||
bitmap._data = copy(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) {
|
||||
console.log(imagePath)
|
||||
const img = new Image()
|
||||
await new Promise((resolve) => {
|
||||
img.onload = resolve
|
||||
img.src = imagePath
|
||||
});
|
||||
return imageToBitmap(img)
|
||||
}
|
||||
|
||||
function pointInBounds(pt, rect) {
|
||||
return pt.x >= rect.x0
|
||||
&& pt.x <= rect.x1
|
||||
|
|
@ -224,17 +23,6 @@ function pointInBounds(pt, rect) {
|
|||
&& pt.y <= rect.y1
|
||||
}
|
||||
|
||||
const resizeBitmap = (bitmap, width, height) => {
|
||||
const tmp = new Bitmap(width, height)
|
||||
mapBitmapToBitmap(
|
||||
bitmap,
|
||||
bitmap.getBoundingRect(),
|
||||
tmp,
|
||||
tmp.getBoundingRect()
|
||||
)
|
||||
return tmp
|
||||
}
|
||||
|
||||
function getSurroundingTilesByIdx(puzzle, idx) {
|
||||
var _X = puzzle.info.coords[idx].x
|
||||
var _Y = puzzle.info.coords[idx].y
|
||||
|
|
@ -314,7 +102,8 @@ async function createPuzzleTileBitmaps(bitmap, tiles, info) {
|
|||
const srcRect = srcRectByIdx(info, tile.idx)
|
||||
const path = pathForShape(info.shapes[tile.idx])
|
||||
|
||||
const c = createCanvas(tileDrawSize, tileDrawSize)
|
||||
|
||||
const c = Graphics.createCanvas(tileDrawSize, tileDrawSize)
|
||||
const ctx = c.getContext('2d')
|
||||
// -----------------------------------------------------------
|
||||
// -----------------------------------------------------------
|
||||
|
|
@ -338,7 +127,7 @@ async function createPuzzleTileBitmaps(bitmap, tiles, info) {
|
|||
ctx.stroke(path)
|
||||
ctx.restore();
|
||||
|
||||
const bitmap = canvasToBitmap(c, ctx)
|
||||
const bitmap = Graphics.canvasToBitmap(c, ctx)
|
||||
|
||||
bitmaps[tile.idx] = bitmap
|
||||
}
|
||||
|
|
@ -391,12 +180,12 @@ const unfinishedTileByPos = (puzzle, pos) => {
|
|||
|
||||
async function loadPuzzleBitmaps(puzzle) {
|
||||
// load bitmap, to determine the original size of the image
|
||||
const bmp = await loadImageToBitmap(puzzle.info.imageUrl)
|
||||
const bmp = await Graphics.loadImageToBitmap(puzzle.info.imageUrl)
|
||||
|
||||
// creation of tile bitmaps
|
||||
// then create the final puzzle bitmap
|
||||
// NOTE: this can decrease OR increase in size!
|
||||
const bmpResized = resizeBitmap(bmp, puzzle.info.width, puzzle.info.height)
|
||||
const bmpResized = Graphics.resizeBitmap(bmp, puzzle.info.width, puzzle.info.height)
|
||||
return await createPuzzleTileBitmaps(bmpResized, puzzle.tiles, puzzle.info)
|
||||
}
|
||||
|
||||
|
|
@ -421,13 +210,11 @@ function setupNetwork(me) {
|
|||
}
|
||||
|
||||
async function main () {
|
||||
|
||||
// todo: maybe put in protocols, same as `me()`
|
||||
let gameId = GAME_ID // uniqId()
|
||||
let gameId = GAME_ID
|
||||
let me = initme()
|
||||
|
||||
let cursorGrab = await loadImageToBitmap('/grab.png')
|
||||
let cursorHand = await loadImageToBitmap('/hand.png')
|
||||
let cursorGrab = await Graphics.loadImageToBitmap('/grab.png')
|
||||
let cursorHand = await Graphics.loadImageToBitmap('/hand.png')
|
||||
|
||||
let conn = setupNetwork(me + '|' + gameId)
|
||||
conn.send(JSON.stringify({ type: 'init' }))
|
||||
|
|
@ -508,7 +295,7 @@ async function main () {
|
|||
}
|
||||
|
||||
// Create a dom and attach adapters to it so we can work with it
|
||||
const canvas = addCanvasToDom(createCanvas())
|
||||
const canvas = addCanvasToDom(Graphics.createCanvas())
|
||||
const adapter = new CanvasAdapter(canvas)
|
||||
const evts = new EventAdapter(canvas)
|
||||
|
||||
|
|
@ -894,11 +681,11 @@ async function main () {
|
|||
// draw the puzzle table
|
||||
if (rerenderTable) {
|
||||
|
||||
fillBitmapCapped(puzzleTable, puzzleTableColor, rectTable.get())
|
||||
Graphics.fillBitmapCapped(puzzleTable, puzzleTableColor, rectTable.get())
|
||||
checkpoint('after fill')
|
||||
|
||||
// draw the puzzle board on the table
|
||||
mapBitmapToBitmapCapped(board, board.getBoundingRect(), puzzleTable, new BoundingRectangle(
|
||||
Graphics.mapBitmapToBitmapCapped(board, board.getBoundingRect(), puzzleTable, new BoundingRectangle(
|
||||
boardPos.x,
|
||||
boardPos.x + board.width - 1,
|
||||
boardPos.y,
|
||||
|
|
@ -916,7 +703,7 @@ async function main () {
|
|||
puzzle.info.tileDrawOffset + tile.pos.y + puzzle.info.tileDrawSize,
|
||||
)
|
||||
let bmp = bitmaps[tile.idx]
|
||||
mapBitmapToBitmapCapped(
|
||||
Graphics.mapBitmapToBitmapCapped(
|
||||
bmp,
|
||||
bmp.getBoundingRect(),
|
||||
puzzleTable,
|
||||
|
|
@ -937,7 +724,7 @@ async function main () {
|
|||
|
||||
// TODO: improve the rendering
|
||||
// atm it is pretty slow (~40-50ms)
|
||||
mapBitmapToAdapter(
|
||||
Graphics.mapBitmapToAdapter(
|
||||
puzzleTable,
|
||||
viewport.rect(),
|
||||
adapter,
|
||||
|
|
@ -947,7 +734,7 @@ async function main () {
|
|||
} else if (rerenderPlayer) {
|
||||
adapter.clearRect(rectPlayer.get())
|
||||
checkpoint('afterclear_2')
|
||||
mapBitmapToAdapterCapped(
|
||||
Graphics.mapBitmapToAdapterCapped(
|
||||
puzzleTable,
|
||||
viewport.rect(),
|
||||
adapter,
|
||||
|
|
@ -962,7 +749,7 @@ async function main () {
|
|||
let p = players[id]
|
||||
let cursor = p.down ? cursorGrab : cursorHand
|
||||
let back = viewport.worldToViewport(p)
|
||||
mapBitmapToAdapter(
|
||||
Graphics.mapBitmapToAdapter(
|
||||
cursor,
|
||||
cursor.getBoundingRect(),
|
||||
adapter,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue