use canvas as light map
This commit is contained in:
parent
3a9d2044e1
commit
3b7ee96f62
6 changed files with 184 additions and 12 deletions
40
src/App.vue
40
src/App.vue
|
@ -9,12 +9,16 @@ import createLevel from './level'
|
|||
import useTime from './util/useTime'
|
||||
import useInput from './util/useInput'
|
||||
import usePlayer from './util/usePlayer'
|
||||
import useLightMap from './util/useLightMap'
|
||||
|
||||
const { updateTime, timeOfDay, clock } = useTime()
|
||||
const { updateTime, time, clock } = useTime()
|
||||
const { player, direction, dx, dy } = usePlayer()
|
||||
const { inputX, inputY, running, paused, help, inventory } = useInput()
|
||||
const level = createLevel(STAGE_WIDTH + 2, STAGE_HEIGHT + 2)
|
||||
|
||||
const lightMapEl = ref<HTMLCanvasElement | undefined>(undefined)
|
||||
let lightMap: ReturnType<typeof useLightMap>
|
||||
|
||||
player.inventory.push(
|
||||
{ name: 'Shovel', type: 'tool', icon: 'shovel', quality: 'bronze', amount: 1 },
|
||||
{ name: 'Sword', type: 'weapon', icon: 'sword', quality: 'bronze', amount: 2 },
|
||||
|
@ -67,19 +71,18 @@ const blocked = computed(() => {
|
|||
}
|
||||
})
|
||||
|
||||
// TODO
|
||||
const damagedBlocks = ref([])
|
||||
|
||||
function dig(blockX: number, blockY: number, oldBlockType: BlockType) {
|
||||
// § 4 ArbZG
|
||||
if (paused.value) return
|
||||
|
||||
// TODO: temporary filter
|
||||
if (oldBlockType === 'air' || oldBlockType === 'cave') return
|
||||
// when we finally dig that block
|
||||
level.change({ type: 'exchange', x: floorX.value + blockX, y: floorY.value + blockY, newType: 'air' })
|
||||
|
||||
level.change({
|
||||
type: 'exchange',
|
||||
x: floorX.value + blockX,
|
||||
y: floorY.value + blockY,
|
||||
newType: 'air'
|
||||
})
|
||||
// This feels like cheating, but it makes Vue recalculate floorX
|
||||
// which then recalculates the blocks, so that the changes are
|
||||
// applied. Otherwise, they wouldn't be visible before moving
|
||||
|
@ -133,39 +136,54 @@ const move = (thisTick: number): void => {
|
|||
|
||||
walking.value = !!dx_
|
||||
|
||||
x.value += dx_ * movementMultiplier
|
||||
if (dy_ <= 0) x.value += dx_ * movementMultiplier
|
||||
|
||||
if (dy_ < 0 || arriving.value) {
|
||||
y.value += dy_ * movementMultiplier
|
||||
} else {
|
||||
y.value += dy_ * fallMultiplier
|
||||
}
|
||||
|
||||
lightMap.draw(floorX.value, floorY.value, tx.value, ty.value, time.value)
|
||||
lastTick = thisTick
|
||||
}
|
||||
|
||||
function calcBrightness(level: number, row: number) {
|
||||
const barrier = lightBarrier.value[row]
|
||||
const barrierLeft = lightBarrier.value[row - 1]
|
||||
const barrierRight = lightBarrier.value[row + 1]
|
||||
|
||||
let delta = barrier - level - (floorY.value - 3)
|
||||
const deltaL = Math.min(3, barrierLeft - level - (floorY.value - 3))
|
||||
const deltaR = Math.min(3, barrierRight - level - (floorY.value - 3))
|
||||
|
||||
if (delta > 3) delta = 3
|
||||
else if (delta < 0) delta = 0
|
||||
|
||||
if (deltaR > delta || deltaL > delta) delta = Math.max(deltaL, deltaR) - 1
|
||||
|
||||
return `sun-${delta}`
|
||||
}
|
||||
|
||||
onMounted(() => {
|
||||
const canvas = lightMapEl.value!
|
||||
canvas.height = (BLOCK_SIZE + 2) * STAGE_HEIGHT
|
||||
canvas.width = (BLOCK_SIZE + 2) * STAGE_WIDTH
|
||||
const ctx = canvas.getContext('2d')!
|
||||
|
||||
lightMap = useLightMap(ctx)
|
||||
lastTick = performance.now()
|
||||
move(lastTick)
|
||||
})
|
||||
</script>
|
||||
|
||||
<template>
|
||||
<div id="field" :class="timeOfDay">
|
||||
<div id="field">
|
||||
|
||||
<div id="blocks" :style="{transform: `translate(${tx}px, ${ty}px)`}">
|
||||
<template v-for="(row, y) in rows">
|
||||
<div v-for="(block, x) in row"
|
||||
:class="['block', block.type, calcBrightness(y, x)]"
|
||||
:class="['block', block.type]"
|
||||
@click="dig(x, y, block.type)"
|
||||
/>
|
||||
</template>
|
||||
|
@ -185,8 +203,8 @@ onMounted(() => {
|
|||
</div>
|
||||
</div>
|
||||
|
||||
<canvas id="light-mask" ref="lightMapEl" :style="{transform: `translate(${tx}px, ${ty}px)`}" />
|
||||
<div id="beam" v-if="arriving"></div>
|
||||
|
||||
<div id="level-indicator">
|
||||
x:{{ floorX }}, y:{{ floorY }}
|
||||
<template v-if="paused">(PAUSED)</template>
|
||||
|
|
|
@ -7,6 +7,26 @@
|
|||
background-position: center;
|
||||
background-repeat: no-repeat;
|
||||
}
|
||||
.block::after {
|
||||
content: '';
|
||||
position: absolute;
|
||||
width: var(--block-size);
|
||||
height: var(--block-size);
|
||||
background-color: transparent;
|
||||
background-image: url(/break.png);
|
||||
background-repeat: no-repeat;
|
||||
background-position-y: center;
|
||||
background-position-x: calc(var(--block-size) * -7);
|
||||
background-size: cover;
|
||||
}
|
||||
|
||||
.block.damage-0::after { background-position-x: 0px; }
|
||||
.block.damage-1::after { background-position-x: calc(var(--block-size) * -1); }
|
||||
.block.damage-2::after { background-position-x: calc(var(--block-size) * -2); }
|
||||
.block.damage-3::after { background-position-x: calc(var(--block-size) * -3); }
|
||||
.block.damage-4::after { background-position-x: calc(var(--block-size) * -4); }
|
||||
.block.damage-5::after { background-position-x: calc(var(--block-size) * -5); }
|
||||
.block.damage-6::after { background-position-x: calc(var(--block-size) * -6); }
|
||||
|
||||
.block.grass { background-image: url(/Tiles/dirt_grass.png); }
|
||||
|
||||
|
@ -70,3 +90,12 @@
|
|||
display: flex;
|
||||
flex-flow: row wrap;
|
||||
}
|
||||
|
||||
#light-mask {
|
||||
position: absolute;
|
||||
top: calc(var(--block-size) * -1);
|
||||
left: calc(var(--block-size) * -1);
|
||||
width: calc(100% + var(--block-size) * 2);
|
||||
height: calc(100% + var(--block-size) * 2);
|
||||
mix-blend-mode: multiply;
|
||||
}
|
||||
|
|
BIN
src/assets/mask.png
Normal file
BIN
src/assets/mask.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 72 KiB |
80
src/light-mask.vue
Normal file
80
src/light-mask.vue
Normal file
|
@ -0,0 +1,80 @@
|
|||
<script setup lang="ts">
|
||||
import { ref, onMounted, watch, computed } from 'vue'
|
||||
import { BLOCK_SIZE, STAGE_WIDTH, STAGE_HEIGHT } from './level/def'
|
||||
|
||||
export interface Props {
|
||||
x: number,
|
||||
y: number,
|
||||
tx: number,
|
||||
ty: number,
|
||||
lightBarrier: number[],
|
||||
time: number,
|
||||
}
|
||||
const props = defineProps<Props>()
|
||||
|
||||
// TODO: use OffscreenCanvas and a WebWorker?
|
||||
const lightMapEl = ref<HTMLCanvasElement | undefined>(undefined)
|
||||
const W = ((STAGE_WIDTH + 2) * BLOCK_SIZE) / 2
|
||||
const H = ((STAGE_HEIGHT + 2) * BLOCK_SIZE) / 2
|
||||
|
||||
const playerX = (W - BLOCK_SIZE) / 4
|
||||
const playerY = H / 4 - BLOCK_SIZE / 2
|
||||
const playerLightSize = BLOCK_SIZE / 3
|
||||
|
||||
function drawPlayerLight(ctx: CanvasRenderingContext2D) {
|
||||
|
||||
const playerLight = ctx.createRadialGradient(
|
||||
playerX - props.tx / 4, playerY - props.ty / 4, 0,
|
||||
playerX - props.tx / 4, playerY - props.ty / 4, playerLightSize
|
||||
)
|
||||
|
||||
// Add three color stops
|
||||
playerLight.addColorStop(0.0, "#FFFF");
|
||||
playerLight.addColorStop(1, "#F0F0");
|
||||
|
||||
// Set the fill style and draw a rectangle
|
||||
ctx.fillStyle = playerLight;
|
||||
ctx.fillRect(0, 0, W, H)
|
||||
}
|
||||
|
||||
|
||||
onMounted(() => {
|
||||
const canvas = lightMapEl.value
|
||||
const ctx = canvas?.getContext('2d')
|
||||
if (!ctx) return
|
||||
|
||||
watch(props, () => {
|
||||
const t = props.time
|
||||
|
||||
if (t > 900 || t < 100) {
|
||||
ctx.fillStyle = `hsl(0, 0%, 20%)`
|
||||
} else if (t < 250) {
|
||||
const s = Math.round((t - 100) / 1.5) // 0-100%
|
||||
const l = Math.round((t - 100) / 1.875) + 20 // 20-100%
|
||||
ctx.fillStyle = `hsl(0, ${s}%, ${l}%)`
|
||||
// } else if (t < 700) {
|
||||
// ctx.fillStyle = `hsl(0, ${}%, ${}%)`
|
||||
} else {
|
||||
ctx.fillStyle = `hsl(0, 0%, 100%)`
|
||||
}
|
||||
ctx.fillRect(0, 0, W, H)
|
||||
drawPlayerLight(ctx)
|
||||
})
|
||||
})
|
||||
|
||||
</script>
|
||||
|
||||
<template>
|
||||
<canvas ref="lightMapEl" :style="{transform: `translate(${tx}px, ${ty}px)`}" />
|
||||
</template>
|
||||
|
||||
<style scoped>
|
||||
canvas {
|
||||
position: absolute;
|
||||
top: -64px;
|
||||
left: -64px;
|
||||
width: calc(100% + 128px);
|
||||
height: calc(100% + 128px);
|
||||
mix-blend-mode: multiply;
|
||||
}
|
||||
</style>
|
|
@ -1,11 +1,12 @@
|
|||
<script setup lang="ts">
|
||||
import { ref, computed } from 'vue'
|
||||
|
||||
export interface Props {
|
||||
items: InventoryItem[]
|
||||
shown: boolean
|
||||
}
|
||||
|
||||
const props = defineProps<Props>();
|
||||
const props = defineProps<Props>()
|
||||
const emit = defineEmits<{
|
||||
(event: 'selection', value: InventoryItem | null): void
|
||||
}>()
|
||||
|
|
44
src/util/useLightMap.ts
Normal file
44
src/util/useLightMap.ts
Normal file
|
@ -0,0 +1,44 @@
|
|||
import { BLOCK_SIZE, STAGE_WIDTH, STAGE_HEIGHT } from '../level/def'
|
||||
|
||||
export default function useLightMap(ctx: CanvasRenderingContext2D) {
|
||||
const W = ((STAGE_WIDTH + 2) * BLOCK_SIZE)
|
||||
const H = ((STAGE_HEIGHT + 2) * BLOCK_SIZE)
|
||||
|
||||
const playerX = (W - BLOCK_SIZE) / 2 + BLOCK_SIZE / 4
|
||||
const playerY = H / 2 - BLOCK_SIZE / 2
|
||||
const playerLightSize = BLOCK_SIZE * 1.8
|
||||
|
||||
function drawPlayerLight(tx: number, ty: number) {
|
||||
const playerLight = ctx.createRadialGradient(
|
||||
playerX - tx, playerY - ty, 0,
|
||||
playerX - tx, playerY - ty, playerLightSize
|
||||
)
|
||||
|
||||
// Add three color stops
|
||||
playerLight.addColorStop(0.0, "#FFCF");
|
||||
playerLight.addColorStop(1, "#FFC0");
|
||||
|
||||
// Set the fill style and draw a rectangle
|
||||
ctx.fillStyle = playerLight;
|
||||
ctx.fillRect(0, 0, W, H)
|
||||
}
|
||||
|
||||
// TODO: support light barrier
|
||||
function draw(x:number, y:number, tx:number, ty:number, time:number) {
|
||||
if (time > 900 || time < 100) {
|
||||
ctx.fillStyle = `hsl(0, 0%, 20%)`
|
||||
} else if (time < 250) {
|
||||
const s = Math.round((time - 100) / 1.5) // 0-100%
|
||||
const l = Math.round((time - 100) / 1.875) + 20 // 20-100%
|
||||
ctx.fillStyle = `hsl(0, ${s}%, ${l}%)`
|
||||
// } else if (t < 700) {
|
||||
// ctx.fillStyle = `hsl(0, ${}%, ${}%)`
|
||||
} else {
|
||||
ctx.fillStyle = `hsl(0, 0%, 100%)`
|
||||
}
|
||||
ctx.fillRect(0, 0, W, H)
|
||||
drawPlayerLight(tx, ty)
|
||||
}
|
||||
|
||||
return { draw }
|
||||
}
|
Loading…
Add table
Reference in a new issue