cleanup and some minor lightmap improvements
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3e60718449
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3 changed files with 12 additions and 86 deletions
10
src/App.vue
10
src/App.vue
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@ -27,6 +27,7 @@ pocket({ name: 'Pick Axe', type: 'tool', icon: 'pick', quality: 'wood' })
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let animationFrame = 0
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let lastTick = 0
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const debug = ref(false)
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const x = ref(0)
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const y = ref(0)
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const floorX = computed(() => Math.floor(x.value))
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@ -233,7 +234,7 @@ onMounted(() => {
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<div id="blocks" :style="{transform: `translate(${tx}px, ${ty}px)`}">
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<template v-for="(row, y) in mapGrid">
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<div v-for="(block, x) in row"
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:class="['block', block.type, { highlight: x === px && y === py }]"
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:class="['block', block.type, { highlight: debug && x === px && y === py }]"
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@click="interactWith(x, y, block)"
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/>
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</template>
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@ -256,7 +257,12 @@ onMounted(() => {
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</div>
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</div>
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<canvas id="light-mask" ref="lightMapEl" :style="{transform: `translate(${tx}px, ${ty}px)`}" />
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<canvas id="light-mask" ref="lightMapEl"
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:style="{
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transform: `translate(${tx}px, ${ty}px)`,
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mixBlendMode: paused && debug ? 'normal' : 'multiply',
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}"
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/>
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<div id="beam" v-if="arriving"></div>
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<div id="level-indicator">
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x:{{ floorX }}, y:{{ floorY }}
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@ -1,80 +0,0 @@
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<script setup lang="ts">
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import { ref, onMounted, watch, computed } from 'vue'
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import { BLOCK_SIZE, STAGE_WIDTH, STAGE_HEIGHT } from './level/def'
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export interface Props {
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x: number,
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y: number,
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tx: number,
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ty: number,
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lightBarrier: number[],
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time: number,
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}
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const props = defineProps<Props>()
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// TODO: use OffscreenCanvas and a WebWorker?
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const lightMapEl = ref<HTMLCanvasElement | undefined>(undefined)
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const W = ((STAGE_WIDTH + 2) * BLOCK_SIZE) / 2
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const H = ((STAGE_HEIGHT + 2) * BLOCK_SIZE) / 2
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const playerX = (W - BLOCK_SIZE) / 4
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const playerY = H / 4 - BLOCK_SIZE / 2
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const playerLightSize = BLOCK_SIZE / 3
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function drawPlayerLight(ctx: CanvasRenderingContext2D) {
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const playerLight = ctx.createRadialGradient(
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playerX - props.tx / 4, playerY - props.ty / 4, 0,
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playerX - props.tx / 4, playerY - props.ty / 4, playerLightSize
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)
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// Add three color stops
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playerLight.addColorStop(0.0, "#FFFF");
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playerLight.addColorStop(1, "#F0F0");
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// Set the fill style and draw a rectangle
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ctx.fillStyle = playerLight;
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ctx.fillRect(0, 0, W, H)
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}
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onMounted(() => {
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const canvas = lightMapEl.value
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const ctx = canvas?.getContext('2d')
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if (!ctx) return
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watch(props, () => {
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const t = props.time
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if (t > 900 || t < 100) {
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ctx.fillStyle = `hsl(0, 0%, 20%)`
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} else if (t < 250) {
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const s = Math.round((t - 100) / 1.5) // 0-100%
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const l = Math.round((t - 100) / 1.875) + 20 // 20-100%
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ctx.fillStyle = `hsl(0, ${s}%, ${l}%)`
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// } else if (t < 700) {
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// ctx.fillStyle = `hsl(0, ${}%, ${}%)`
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} else {
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ctx.fillStyle = `hsl(0, 0%, 100%)`
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}
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ctx.fillRect(0, 0, W, H)
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drawPlayerLight(ctx)
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})
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})
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</script>
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<template>
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<canvas ref="lightMapEl" :style="{transform: `translate(${tx}px, ${ty}px)`}" />
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</template>
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<style scoped>
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canvas {
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position: absolute;
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top: -64px;
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left: -64px;
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width: calc(100% + 128px);
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height: calc(100% + 128px);
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mix-blend-mode: multiply;
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}
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</style>
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@ -48,7 +48,9 @@ export default function useLightMap(
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// Add color stops: white in the center to transparent white
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playerLight.addColorStop(0.0, "#FFFF");
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playerLight.addColorStop(1, "#FFF0");
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playerLight.addColorStop(0.4, "#FFFF");
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playerLight.addColorStop(0.7, "#FFFA");
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playerLight.addColorStop(1, "#FFF1");
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// Set the fill style and draw a rectangle
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ctx.fillStyle = playerLight;
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@ -58,7 +60,6 @@ export default function useLightMap(
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function drawLights() {
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// used for everything above ground
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const ambientLight = getAmbientLightColor()
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const surroundingLight = ambientLight.slice(-2)
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const barrier = lightBarrier.value
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ctx.fillStyle = ambientLight
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@ -74,8 +75,7 @@ export default function useLightMap(
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// make light columns wider to illuminate surrounding blocks
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const extra = Math.floor(B / 2)
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const reflectedLight = ambientLight.slice(0, -1) + ', 50%)'
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ctx.fillStyle = reflectedLight
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ctx.fillStyle = ambientLight.slice(0, -1) + ', 40%)'
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for (let col = 0; col < W / B; col++) {
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const level = (barrier[col] - y.value) * B
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const sw = B
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