add rotate and stuff

This commit is contained in:
sfja 2025-10-15 00:34:45 +02:00
parent 0320a74012
commit 935f99c22d

View File

@ -106,19 +106,15 @@ export class Gamelib {
ev.preventDefault();
}
drawSprite(x, y, width, height, name) {
const cx = this.cx;
#loadSprite(width, height, name) {
const spriteId = `${name}_${width}x${height}`;
if (this.spriteCache.has(spriteId)) {
const sprite = this.spriteCache.get(spriteId);
cx.drawImage(sprite, x, y);
return;
return this.spriteCache.get(spriteId);
}
// start by caching an empty canvas
const canvas = new OffscreenCanvas(width, height);
this.spriteCache.set(spriteId, canvas);
const sprite = new OffscreenCanvas(width, height);
this.spriteCache.set(spriteId, sprite);
const image = new Image();
image.src = this.assetProvider.url(name);
@ -127,8 +123,60 @@ export class Gamelib {
const spriteCx = sprite.getContext("2d");
spriteCx.drawImage(image, 0, 0);
// does it make sense to draw post fectum?
const invalidatedKeys = this.spriteCache.keys()
.filter((key) => key.startsWith(`${spriteId}r`));
for (const key of invalidatedKeys) {
this.spriteCache.delete(key);
}
};
return sprite;
}
drawSprite(x, y, width, height, name) {
const cx = this.cx;
const sprite = this.#loadSprite(width, height, name);
cx.drawImage(sprite, x, y);
}
drawSpriteRotated(x, y, width, height, name, angle) {
const cx = this.cx;
const angleIncrement = Math.PI * 2 / 360;
const angleNormalized = Math.floor((angle % (Math.PI * 2)) / angleIncrement) *
angleIncrement;
const rotatedSpriteId = `${name}_${width}x${height}r${angleNormalized}`;
if (this.spriteCache.has(rotatedSpriteId)) {
const sprite = this.spriteCache.get(rotatedSpriteId);
cx.drawImage(sprite, x, y);
return;
}
const sprite = this.#loadSprite(width, height, name);
const newSprite = new OffscreenCanvas(sprite.width, sprite.height);
const newSpriteCx = newSprite.getContext("2d");
newSpriteCx.imageSmoothingEnabled = false;
newSpriteCx.save();
newSpriteCx.translate(sprite.width / 2, sprite.height / 2);
newSpriteCx.rotate(angleNormalized);
newSpriteCx.drawImage(
sprite,
-sprite.width / 2,
-sprite.height / 2,
sprite.width,
sprite.height,
);
newSpriteCx.restore();
cx.drawImage(newSprite, x, y);
this.spriteCache.set(rotatedSpriteId, newSprite);
}
clear(color) {
@ -145,6 +193,42 @@ export class Gamelib {
cx.fillRect(x, y, width, height);
}
drawLine(x0, y0, x1, y1, thickness, color) {
const cx = this.cx;
cx.strokeStyle = color;
cx.lineWidth = thickness;
cx.beginPath();
cx.moveTo(x0, y0);
cx.lineTo(x1, y1);
cx.stroke();
}
drawPath(path, color) {
const cx = this.cx;
cx.fillStyle = color;
cx.beginPath();
cx.moveTo(path[0][0], path[0][1]);
for (const [x, y] of path.slice(1)) {
cx.lineTo(x, y);
}
cx.fill();
}
drawPathLine(path, thickness, color) {
const cx = this.cx;
cx.strokeStyle = color;
cx.lineWidth = thickness;
cx.beginPath();
cx.moveTo(path[0][0], path[0][1]);
for (const [x, y] of path.slice(1)) {
cx.lineTo(x, y);
}
cx.stroke();
}
drawText(x, y, text, style = {}) {
const cx = this.cx;
@ -239,6 +323,10 @@ export class GamelibAdapter {
this.gamelib.drawSprite(x, y, width, height, name);
}
drawSpriteRotated(x, y, width, height, name, angle) {
this.gamelib.drawSpriteRotated(x, y, width, height, name, angle);
}
rgb(red, green, blue) {
return `rgb(${red}, ${green}, ${blue})`;
}
@ -251,6 +339,18 @@ export class GamelibAdapter {
this.gamelib.drawRect(x, y, width, height, color);
}
drawLine(x0, y0, x1, y1, thickness, color) {
this.gamelib.drawLine(x0, y0, x1, y1, thickness, color);
}
drawPath(path, color) {
this.gamelib.drawPath(path, color);
}
drawPathLine(path, thickness, color) {
this.gamelib.drawPathLine(path, thickness, color);
}
drawText(x, y, text, style = {}) {
this.gamelib.drawText(x, y, text, style);
}