@@ 138,12 138,14 @@ const move = (thisTick: number): void => {
// do nothing when paused
if (paused.value) {
- lastTick = thisTick // reset tick, to avoid huge tickDelta
+ // reset tick, to avoid tickDelta and resulting character teleport
+ lastTick = thisTick
return
}
const tickDelta = thisTick - lastTick
lastTimeUpdate += tickDelta
+
// update in-game time every 60ms by 0.1
// then a day needs 10000 updates, and it takes about 10 minutes
if (lastTimeUpdate > 60) {
@@ 189,23 191,6 @@ const move = (thisTick: number): void => {
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-${delta}`
-}
-
function selectTool(item: InventoryItem) {
inventorySelection.value = item
}
@@ 228,7 213,9 @@ onMounted(() => {
<div id="blocks" :style="{transform: `translate(${tx}px, ${ty}px)`}">
<template v-for="(row, y) in rows">
<div v-for="(block, x) in row"
- :class="['block', block.type]"
+ :class="['block', block.type, {
+ highlight: x === player.x && y == player.y
+ }]"
@click="interactWith(x, y, block)"
/>
</template>
@@ 1,6 1,8 @@
-.block, #player {
+.block,
+#player {
transition: filter .5s linear;
}
+
.block {
flex: 0 0 auto;
width: var(--block-size);
@@ 10,6 12,7 @@
background-position: center;
background-repeat: no-repeat;
}
+
.block::after {
content: '';
position: absolute;
@@ 23,40 26,120 @@
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.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);
+}
+
+.block.treeCrown,
+.block.treeLeaves {
+ background-image: url(/Tiles/leaves_transparent.png);
+}
+
+.block.treeTrunk {
+ background-image: url(/Tiles/trunk_mid.png);
+}
+
+.block.treeRoot {
+ background-image: url(/Tiles/trunk_bottom.png);
+}
+
+.block.soil {
+ background-image: url(/Tiles/dirt.png);
+}
+
+.block.soilGravel {
+ background-image: url(/Tiles/gravel_dirt.png);
+}
-.block.grass { background-image: url(/Tiles/dirt_grass.png); }
+.block.stoneGravel {
+ background-image: url(/Tiles/gravel_stone.png);
+}
-.block.treeCrown, .block.treeLeaves { background-image: url(/Tiles/leaves_transparent.png); }
-.block.treeTrunk { background-image: url(/Tiles/trunk_mid.png); }
-.block.treeRoot { background-image: url(/Tiles/trunk_bottom.png); }
+.block.stone {
+ background-image: url(/Tiles/stone.png);
+}
-.block.soil { background-image: url(/Tiles/dirt.png); }
-.block.soilGravel { background-image: url(/Tiles/gravel_dirt.png); }
-.block.stoneGravel { background-image: url(/Tiles/gravel_stone.png); }
-.block.stone { background-image: url(/Tiles/stone.png); }
-.block.bedrock { background-image: url(/Tiles/greystone.png); }
-.block.cave { background-color: #000; }
+.block.bedrock {
+ background-image: url(/Tiles/greystone.png);
+}
-.block.brickWall { background-image: url(/Tiles/brick_grey.png); }
+.block.cave {
+ background-color: #000;
+}
-#field .block:hover { outline: 1px solid white; z-index: 10; }
+.block.brickWall {
+ background-image: url(/Tiles/brick_grey.png);
+}
-.morning0 .block, .morning0 #player {filter: saturate(50%); }
-.morning1 .block, .morning1 #player { filter: saturate(100%); }
-.morning2 .block, .morning2 #player { filter: saturate(120%); }
+#field .block:hover,
+#field .block.block.highlight {
+ filter: brightness(1.2) grayscale(1.0);
+ outline: 1px solid white;
+ z-index: 10;
+}
-.evening0 .block, .evening0 #player { filter: saturate(90%); }
-.evening1 .block, .evening1 #player { filter: saturate(70%); }
-.evening2 .block, .evening2 #player { filter: saturate(50%); }
+.morning0 .block,
+.morning0 #player {
+ filter: saturate(50%);
+}
-.night .block, .night #player { filter: saturate(30%); }
+.morning1 .block,
+.morning1 #player {
+ filter: saturate(100%);
+}
+
+.morning2 .block,
+.morning2 #player {
+ filter: saturate(120%);
+}
+
+.evening0 .block,
+.evening0 #player {
+ filter: saturate(90%);
+}
+
+.evening1 .block,
+.evening1 #player {
+ filter: saturate(70%);
+}
+
+.evening2 .block,
+.evening2 #player {
+ filter: saturate(50%);
+}
+
+.night .block,
+.night #player {
+ filter: saturate(30%);
+}
#blocks {
position: absolute;
@@ 76,4 159,4 @@
height: calc(100% + var(--block-size) * 2);
mix-blend-mode: multiply;
pointer-events: none;
-}
+}<
\ No newline at end of file
@@ 0,0 1,186 @@
+
+/**
+ * hsl - creates hsl color string from h, s and l values
+ * @param h: number - hue
+ * @param s: number - saturation
+ * @param l: number - lightness
+ */
+function hsl(h: number, s: number, l: number): string {
+ return `hsl(${h}, ${s}%, ${l}%)`
+}
+
+/**
+ * render godrays
+ * @param ctx: CanvasRenderingContext2D - where to draw
+ * @param cx: number - x-axis center of the "sun"
+ * @param cy: number - y-axis center of the "sun"
+ * @param sunY: number - the position (height) of the "sun" in the sky
+ * @param r: number [44] - the radius of the "sun"
+ * @returns emissionStrength: number - emission intensity blends over the mountains
+ */
+function renderGodrays(ctx: CanvasRenderingContext2D, cx: number, cy: number, sunY: number, r = 44) {
+ const w = ctx.canvas.width
+ const h = ctx.canvas.height
+
+ const emissionGradient = ctx.createRadialGradient(cx, cy, 0, cx, cy, r)
+ ctx.fillStyle = emissionGradient
+
+ // Now we addColorStops. This needs to be a dark gradient because our
+ // godrays effect will basically overlay it on top of itself many many times,
+ // so anything lighter will result in lots of white.
+ // If you're not space-bound you can add another stop or two, maybe fade out to black,
+ // but this actually looks good enough.
+
+ // a black "gradient" means no emission, so we fade to black as transition to night or day
+ let emissionStrength = 1.0
+ if (sunY > -30) emissionStrength -= Math.max((30 + sunY) / 5, 0.0)
+ else if (sunY < -60) emissionStrength += Math.min(1 + (60 + sunY) / 5, 0.0)
+
+ emissionGradient.addColorStop(.1, hsl(30, 50, 3.1 * emissionStrength)) // pixels in radius 0 to 4.4 (44 * .1).
+ emissionGradient.addColorStop(.2, hsl(12, 71, 1.4 * emissionStrength)) // pixels in radius 0 to 4.4 (44 * .1).
+ // Now paint the gradient all over our godrays canvas.
+ ctx.fillRect(0, 0, w, h)
+ // And set the fillstyle to black, we'll use it to paint our occlusion (mountains).
+ ctx.fillStyle = '#000'
+
+ return emissionStrength
+}
+
+/**
+ * calculate mountain height
+ * Mountains are made by summing up sine waves with varying frequencies and amplitudes
+ * The frequencies are prime, to avoid extra repetitions
+ */
+function calcMountainHeight(pos: number, roughness: number, frequencies = [1721, 947, 547, 233, 73, 31, 7]) {
+ return frequencies.reduce((height, freq) => height * roughness - Math.cos(freq * pos), 0)
+}
+
+/**
+ * render mountains
+ * @param ctx: CanvasRenderingContext2D - where to draw
+ * @param grCtx: CanvasRenderingContext2D - for drawing mountain shadows on the godray canvas
+ * @param frame: number - current frame (position on the x axis)
+ * @param sunY: number - position (height) of the "sun" in the sky
+ * @param layers: number - amount of mountain layers for parallax effect
+ * @param emissionStrength: number - intensity of the godrays
+ */
+function renderMountains(ctx: CanvasRenderingContext2D, grCtx: CanvasRenderingContext2D, frame: number, sunY: number, layers: number, emissionStrength: number) {
+ const w = ctx.canvas.width
+ const h = ctx.canvas.height
+ const grDiv = w / grCtx.canvas.width
+
+ for (let i = 0; i < layers; i++) {
+ // Set the main canvas fillStyle to a shade of green-brown with variable lightness
+ // depending on sunY and depth
+ ctx.fillStyle = sunY > -60
+ ? hsl(5, 23, 33*emissionStrength - i*6*emissionStrength)
+ : hsl(220 - i*40, 23, 33-i*6)
+
+ for (let x = w; x--;) {
+ // Ok, I don't really remember the details here, basically the (frame+frame*i*i) makes the
+ // near mountains move faster than the far ones. We divide by large numbers because our
+ // mountains repeat at position 1/7*Math.PI*2 or something like that...
+ const pos = (frame * 2 * i**2) / 1000 + x / 2000
+ // Make further mountains more jagged, adds a bit of realism and also makes the godrays
+ // look nicer.
+ const roughness = i / 19 - .5
+ // 128 is the middle, i * 25 moves the nearer mountains lower on the screen.
+ let y = 128 + i * 25 + calcMountainHeight(pos, roughness) * 45
+ // Paint a 1px-wide rectangle from the mountain's top to below the bottom of the canvas.
+ ctx.fillRect(x, y, 1, h)
+ // Paint the same thing in black on the godrays emission canvas, which is 1/4 the size,
+ // and move it one pixel down (otherwise there can be a tiny underlit space between the
+ // mountains and the sky).
+ grCtx.fillRect(x/grDiv, y/grDiv+1, 1, h)
+ }
+ }
+}
+
+/**
+ * render sky
+ * @param ctx: CanvasRenderingContext2D - where to draw
+ * @param sunY: number - the position (height) of the "sun" in the sky
+ */
+function renderSky(ctx: CanvasRenderingContext2D, sunY: number) {
+ const w = ctx.canvas.width
+ const h = ctx.canvas.height
+
+ const skyGradient = ctx.createLinearGradient(0, 0, 0, h)
+ const skyHue = 360 + sunY // hue from blue to red, depending on the suns position
+ const skySaturation = 100 + sunY // less saturation at day so that the red fades away
+ const skyLightness = Math.min(sunY * -1 - 10, 55) // darker at night
+
+ const skyHSLTop = `hsl(220, 70%, ${skyLightness}%)`
+ const skyHSLBottom = `hsl(${skyHue}, ${skySaturation}%, ${skyLightness}%)`
+ skyGradient.addColorStop(0, skyHSLTop)
+ skyGradient.addColorStop(.7, skyHSLBottom)
+
+ ctx.fillStyle = skyGradient
+ ctx.fillRect(0, 0, w, h)
+}
+
+/**
+ * useBackground
+ * @param canvasEl: HTMLCanvasElement - the canvas to draw the background on.
+ * @param w: number - the (pixel) width of the canvas. The element itself can have a different width.
+ * @param h: number - the (pixel) height of the canvas. The element itself can have a different height.
+ * @param rayQuality: number [8] - The quality of the sunrays (divides the resolution, so higher value means lower quality)
+ * @param mountainLayers: number [4] - How many layers of mountains are used for parallax effect?
+ */
+export default function useBackground (canvasEl: HTMLCanvasElement, w: number, h: number, rayQuality = 8, mountainLayers = 4) {
+ canvasEl.width = w
+ canvasEl.height = h
+
+ const grW = w / rayQuality
+ const grH = h / rayQuality
+
+ const ctx = canvasEl.getContext('2d')
+ if (ctx === null) return // like, how old is your browser?
+
+ const grCanvasEl = document.createElement('canvas')
+ const grCtx = grCanvasEl.getContext('2d')
+ if (grCtx === null) return // like, how old is your browser?
+
+ grCanvasEl.width = grW
+ grCanvasEl.height = grH
+
+ const sunCenterX = grCanvasEl.width / 2
+ const sunCenterY = grCanvasEl.height / 2
+
+ /**
+ * draw one frame of the background
+ * @param frame: number - the position on the x axis, to calculate the paralax background
+ * @param sunY: number - the position (height) of the sun in the sky
+ */
+ return function drawFrame (frame: number, sunY: number) {
+ console.log('drawing frame', frame, sunY)
+ const emissionStrength = renderGodrays(grCtx, sunCenterX, sunCenterY, sunY)
+ renderSky(ctx, sunY)
+ renderMountains(ctx, grCtx, frame, sunY, mountainLayers, emissionStrength)
+
+ // The godrays are generated by adding up RGB values, gCt is the bane of all js golfers -
+ // globalCompositeOperation. Set it to 'lighter' on both canvases.
+ ctx.globalCompositeOperation = grCtx.globalCompositeOperation = 'lighter'
+
+ // NOW - let's light this m**f** up! We'll make several passes over our emission canvas,
+ // each time adding an enlarged copy of it to itself so at the first pass we get 2 copies, then 4,
+ // then 8, then 16 etc... We square our scale factor at each iteration.
+ for (let scaleFactor = 1.07; scaleFactor < 5; scaleFactor *= scaleFactor) {
+ // The x, y, width and height arguments for drawImage keep the light source in the same
+ // spot on the enlarged copy. It basically boils down to multiplying a 2D matrix by itself.
+ // There's probably a better way to do this, but I couldn't figure it out.
+ // For reference, here's an AS3 version (where BitmapData:draw takes a matrix argument):
+ // https://github.com/yonatan/volumetrics/blob/d3849027213e9499742cc4dfd2838c6032f4d9d3/src/org/zozuar/volumetrics/EffectContainer.as#L208-L209
+ grCtx.drawImage(
+ grCanvasEl,
+ (grW - grW * scaleFactor) / 2,
+ (grH - grH * scaleFactor) / 2 - sunY * scaleFactor + sunY,
+ grW * scaleFactor,
+ grH * scaleFactor
+ )
+ }
+
+ // Draw godrays to output canvas (whose globalCompositeOperation is already set to 'lighter').
+ ctx.drawImage(grCanvasEl, 0, 0, w, h);
+ }
+}