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hexdraw.js
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"use strict";
/**
* @returns {CanvasRenderingContext2D}
*/
function context2d(canvas) {
return canvas.getContext("2d");
}
/**
* @param {number} width
* @param {number} height
* @returns {{canvas:HTMLCanvasElement, ctx:CanvasRenderingContext2D}}
*/
function createCanvasCtx(width, height) {
let canvas = document.createElement("canvas");
canvas.width = width;
canvas.height = height;
let ctx = context2d(canvas);
return { canvas, ctx };
}
/**
* Creates a sectored masks for cutting up hexes (or squares)
* @param {number} size - tile size in pixels
* @param {number} layout
*/
function createMask(size = 32, layout) {
let sectorsNumber = layout == SQUARE ? 8 : 12;
let canvases = [...Array(sectorsNumber + 1)].map(() => {
let { canvas, ctx } = createCanvasCtx(size, size);
let data = ctx.createImageData(size, size);
return { canvas, data };
});
for (let x = 0; x < size; x++)
for (let y = 0; y < size; y++) {
let point = (y * size + x) * 4;
let angle = Math.atan2(size / 2 - 0.5 - x, y - (size / 2 - 0.5));
let sector =
sectorsNumber == 12
? Math.floor((angle / Math.PI + 1) * 6)
: (Math.floor((angle / Math.PI + 1) * 4) + 1) % 8;
canvases[sector].data.data.set([255, 255, 255, 255], point);
canvases[sectorsNumber].data.data.set(
[
(sector / 12) * 255,
255 - (sector / 12) * 255,
(sector % 2) * 255,
255,
],
point
);
}
for (let c of canvases) {
context2d(c.canvas).putImageData(c.data, 0, 0);
}
return canvases.map((c) => c.canvas);
}
function cutImageToSectors(image, left, top, masks) {
let imagePieces = [];
let size = masks[0].width;
let r = size / 2;
for (let part = 0; part < 3; part++) {
for (let sector = 0; sector < masks.length - 1; sector++) {
let { canvas, ctx } = createCanvasCtx(r * 2, r * 2);
ctx.drawImage(masks[sector], 0, 0);
ctx.globalCompositeOperation = "source-in";
ctx.drawImage(
image,
left,
top + part * size,
size,
size,
0,
0,
size,
size
);
ctx.globalCompositeOperation = "source-over";
imagePieces.push(canvas);
}
}
return imagePieces;
}
/**
*
* @param {*} image
* @param {*} columns
* @param {*} rows
* @param {*} fragmentWidth
* @param {*} fragmentHeight
* @param {*} left
* @param {*} top
*/
function cutImageUp(
image,
columns,
rows,
fragmentWidth,
fragmentHeight,
left = 0,
top = 0
) {
let imagePieces = [];
for (let y = 0; y < rows; y++) {
for (let x = 0; x < columns; x++) {
let { canvas, ctx } = createCanvasCtx(fragmentWidth, fragmentHeight);
ctx.drawImage(
image,
left + x * fragmentWidth,
top + y * fragmentHeight,
fragmentWidth,
fragmentHeight,
0,
0,
fragmentWidth,
fragmentHeight
);
imagePieces.push(canvas);
}
}
return imagePieces;
}
/**
* For each tile quater, in order of left to right and up to down,
* number represents in which case it should be drawn, depending on same tile neighbors
* 0 - no neighbors
* 1 - neighbor horizontally
* 2 - vertically
* 3 - horizontally and vertically
* 4 - nor horizontally or vertically, but diagonally
*/
const partsOrder = "334433443223100110013223"
.split("")
.map((s, i) => Number(s) * 4 + (i % 2) + (Math.floor(i / 4) % 2) * 2);
function cutImagetoSquares(img, left, top) {
let partsUnordered = cutImageUp(img, 4, 6, 16, 16, left, top);
let tile = [];
partsOrder.forEach((v, i) => (tile[v] = partsUnordered[i]));
return tile;
}
const pathNeighbors = [
[-1, 0],
[-1, -1],
[0, -1],
[1, -1],
];
const pathDisplacement = -0.1
/**
*
* @param {CanvasRenderingContext2D} ctx
* @param {Tileset} tile - tileset
* @param {number} pos - position of the tile
* @param {number} columns - number of columns
* @param {(pos:number) => boolean} connect
*/
function drawPath(ctx, tile, pos, columns, connect) {
let tileWidth = tile[0].width;
let [tileX, tileY] = screenPos(pos, columns, SQUARE, tileWidth);
let pixelPathDisplacement = Math.floor(tileWidth * pathDisplacement)
ctx.drawImage(tile[1], tileX + pixelPathDisplacement, tileY + pixelPathDisplacement);
for (let i = 0; i < 4; i++) {
let connected = connect(
pos + pathNeighbors[i][0] + pathNeighbors[i][1] * columns
);
if (connected)
ctx.drawImage(
tile[2 + i],
tileX + tileWidth * (pathNeighbors[i][0] / 2) + pixelPathDisplacement,
tileY + tileWidth * (pathNeighbors[i][1] / 2) + pixelPathDisplacement
);
}
}
function drawSquareTile(ctx, tile, pos, columns, connect) {
if (tile.length == 6) return drawPath(ctx, tile, pos, columns, connect);
let [tileX, tileY] = screenPos(pos, columns, SQUARE, tile[0].width * 2);
for (let corner = 0; corner < 4; corner++) {
let dx = corner % 2 ? 1 : -1;
let dy = corner > 1 ? 1 : -1;
let xNear = !connect(pos + dx);
let yNear = !connect(pos + dy * columns);
let kind = 0;
if (xNear || yNear) {
kind = xNear + yNear * 2;
} else if (!connect(pos + dy * columns + dx)) {
kind = 4;
}
ctx.drawImage(
tile[kind * 4 + corner],
tileX + (corner % 2 ? 16 : 0),
tileY + (corner > 1 ? 16 : 0)
);
}
}
/**
*
* @param {CanvasRenderingContext2D} ctx
* @param {*} tile
* @param {number} pos
* @param {number} layout
* @param {number} columns
* @param {number[][]} neighborDeltas
* @param {(pos:number) => boolean} connect
*/
function drawTile(ctx, tile, pos, layout, columns, neighborDeltas, connect) {
if (!tile) return;
if (!neighborDeltas) {
let [tileX, tileY] = screenPos(pos, columns, layout, tile.width);
ctx.drawImage(tile, tileX, tileY);
return;
}
if (layout == SQUARE) return drawSquareTile(ctx, tile, pos, columns, connect);
let [tileX, tileY] = screenPos(pos, columns, layout, tile[0].width);
let row = Math.floor(pos / columns);
let deltas = neighborDeltas[row % 2];
let sectorsNumber = layout == SQUARE ? 8 : 12;
for (let subi = 0; subi < sectorsNumber; subi++) {
let imagei = subi;
let side = Math.floor(subi / 2);
let neighbor2Side =
(side + (subi % 2 ? 1 : sectorsNumber / 2 - 1)) % (sectorsNumber / 2);
let neighbor1 = connect(pos + deltas[side]);
let neighbor2 = connect(pos + deltas[neighbor2Side]);
let mode = neighbor1 ? 2 : neighbor2 ? 1 : 0;
imagei += mode * sectorsNumber;
ctx.drawImage(tile[imagei], tileX, tileY);
}
}
const ISPATH = 1;
function createSprites(tileset, layout) {
let tileSize = tileset.tilesSize;
let masks = createMask(tileSize, layout);
let sprites = [];
for (let layer of tileset.connected) {
let ispath = layer[3] & ISPATH ? true : false;
let slices =
layout == SQUARE
? ispath
? cutImageUp(
tileset.tilesheet,
2,
3,
32,
32,
layer[1] * tileSize,
layer[2] * tileSize
)
: cutImagetoSquares(
tileset.tilesheet,
layer[1] * tileSize,
layer[2] * tileSize
)
: cutImageToSectors(
tileset.tilesheet,
layer[1] * tileSize,
layer[2] * tileSize,
masks
);
sprites[layer[0]] = slices;
}
for (let tile of tileset.single) {
let image = subImage(
tileset.tilesheet,
tile[1] * tileSize,
tile[2] * tileSize,
tileSize,
tileSize
);
sprites[tile[0]] = image;
}
return sprites;
}
/**
*
* @param {CanvasRenderingContext2D} ctx
* @param {number[][]} grid - lists of sprite indices
* @param {{[key:number]:number[]}} directional - for directional tiles (such as RIVER for hex map) - list of cell it flows to
* @param {number} columns - number of columns
* @param {Tileset} tileset
* @param {number} layout
*/
function drawTerrain(ctx, grid, directional, columns, tileset, layout) {
let neighborDeltas = createNeighborDeltas(columns, layout);
let rows = grid.length / columns;
let sprites = createSprites(tileset, layout);
let connected = [];
for (let layer of tileset.connected) connected[layer[0]] = true;
let idToGroup = sprites.map((_, i) => i);
if (tileset.grouped)
for (let grouped of tileset.grouped) {
let group = grouped[0];
for (let id of grouped) idToGroup[id] = group;
}
/**
* Bitmap of connectable sprite ids
* So, don't have their ids bigger than 32
*/
let bits = new Uint32Array(grid.length);
for (let i in grid) {
let list = grid[i];
let b = 0;
for (let v of list) {
if (connected[v]) b = b | (1 << idToGroup[v]);
}
bits[i] = b;
}
for (let ind = 0; ind < columns * rows; ind++) {
if (grid[ind])
for (let layer of grid[ind]) {
if (connected[layer]) {
drawTile(
ctx,
sprites[layer],
ind,
layout,
columns,
neighborDeltas,
(neighbor) => {
if (!(bits[neighbor] & (1 << idToGroup[layer]))) return false;
if (!(layer in directional)) return true;
return (
directional[layer][neighbor] == ind ||
directional[layer][ind] == neighbor
);
}
);
} else {
drawTile(ctx, sprites[layer], ind, layout, columns);
}
}
}
}