refactor: no layer masks for now
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f9bf9096ee
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@ -1,13 +1,10 @@
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import {Texture} from '@pixi/core';
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import {Container} from '@pixi/react';
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import {Sprite} from '@pixi/sprite';
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import {useEffect, useState} from 'react';
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import {RESOLUTION} from '@/constants.js';
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import {usePacket} from '@/context/client.js';
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import {useEcs, useEcsTick} from '@/context/ecs.js';
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import {useMainEntity} from '@/context/main-entity.js';
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import {bresenham, createNoise2D, TAU} from '@/util/math.js';
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import Entities from './entities.jsx';
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import TargetingGhost from './targeting-ghost.jsx';
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@ -17,8 +14,6 @@ import Water from './water.jsx';
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const NIGHTNESS = 0.1;
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const simplex2D = createNoise2D();
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function calculateDarkness(hour) {
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let darkness = 0;
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if (hour >= 21 || hour < 4) {
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@ -33,53 +28,6 @@ function calculateDarkness(hour) {
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return Math.floor(darkness * 1000) / 1000;
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}
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function createLayerMask(layer) {
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const {area, hulls, tileSize} = layer;
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const canvas = window.document.createElement('canvas');
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if (0 === hulls.length) {
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return Texture.from(canvas);
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}
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[canvas.width, canvas.height] = [area.x * tileSize.x, area.y * tileSize.y];
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const ctx = canvas.getContext('2d');
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ctx.fillStyle = 'rgba(0, 0, 0, 1)';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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ctx.fillStyle = 'rgba(255, 255, 255, 1)';
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for (let i = 0; i < hulls.length; ++i) {
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const hull = [...hulls[i]];
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hull.push(hull[0]);
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ctx.beginPath();
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ctx.moveTo(hull[0].x, hull[0].y);
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for (let j = 0; j < hull.length - 1; j++) {
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const p0 = hull[j + 0];
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const p1 = hull[j + 1];
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const points = bresenham(p0, p1);
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const isReversed = (
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(p0.x > p1.x && points[0].x < points[points.length - 1].x)
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|| (p0.y > p1.y && points[0].y < points[points.length - 1].y)
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);
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for (
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let k = (isReversed ? points.length - 1 : 0);
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(isReversed ? k >= 0 : k < points.length);
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k += (isReversed ? -1 : 1)
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) {
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const {x, y} = points[k];
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const ANGLE_SCALE = 1000;
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const WALK_SCALE = 10;
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const MAGNITUDE = ((tileSize.x + tileSize.y) / 2) * simplex2D(x * 100, y * 100);
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const w = simplex2D(x * WALK_SCALE, y * WALK_SCALE);
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const r = TAU * simplex2D(x * ANGLE_SCALE, y * ANGLE_SCALE)
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ctx.lineTo(
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x + Math.cos(r) * w * MAGNITUDE,
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y + -Math.sin(r) * w * MAGNITUDE,
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);
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}
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}
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ctx.closePath();
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ctx.fill();
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}
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return Texture.from(canvas);
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}
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export default function Ecs({applyFilters, scale}) {
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const [ecs] = useEcs();
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const [entities, setEntities] = useState({});
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@ -87,7 +35,6 @@ export default function Ecs({applyFilters, scale}) {
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const [mainEntity] = useMainEntity();
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const [hour, setHour] = useState(10);
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const [night, setNight] = useState();
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const [mask, setMask] = useState();
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useEffect(() => {
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async function buildNightFilter() {
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const {ColorMatrixFilter} = await import('@pixi/filter-color-matrix');
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@ -133,12 +80,6 @@ export default function Ecs({applyFilters, scale}) {
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if (update.Time) {
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setHour(Math.round(ecs.get(1).Time.hour * 60) / 60);
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}
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if (update.TileLayers) {
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const layer1 = ecs.get(1).TileLayers.layer(1);
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if (layer1) {
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setMask(new Sprite(createLayerMask(layer1)));
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}
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}
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}
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updatedEntities[id] = ecs.get(id);
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if (update.Emitter?.emit) {
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@ -190,7 +131,6 @@ export default function Ecs({applyFilters, scale}) {
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/>
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{layer1 && (
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<TileLayer
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mask={mask}
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filters={filters}
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tileLayer={layer1}
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/>
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@ -198,7 +138,6 @@ export default function Ecs({applyFilters, scale}) {
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</Container>
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{WaterEcs && (
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<Water
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mask={mask}
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tileLayer={layer0}
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water={WaterEcs.water}
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/>
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56
app/util/noise.js
Normal file
56
app/util/noise.js
Normal file
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@ -0,0 +1,56 @@
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// import {Texture} from '@pixi/core';
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// import {Sprite} from '@pixi/sprite';
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import {bresenham, createNoise2D, TAU} from '@/util/math.js';
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const simplex2D = createNoise2D();
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// TODO - 3d noise around a circumference of length polygon perimeter
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export function createLayerMask(layer) {
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const {area, hulls, tileSize} = layer;
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const canvas = window.document.createElement('canvas');
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if (0 === hulls.length) {
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return Texture.from(canvas);
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}
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[canvas.width, canvas.height] = [area.x * tileSize.x, area.y * tileSize.y];
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const ctx = canvas.getContext('2d');
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ctx.fillStyle = 'rgba(0, 0, 0, 1)';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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ctx.fillStyle = 'rgba(255, 255, 255, 1)';
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for (let i = 0; i < hulls.length; ++i) {
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const hull = [...hulls[i]];
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hull.push(hull[0]);
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ctx.beginPath();
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ctx.moveTo(hull[0].x, hull[0].y);
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for (let j = 0; j < hull.length - 1; j++) {
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const p0 = hull[j + 0];
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const p1 = hull[j + 1];
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const points = bresenham(p0, p1);
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const isReversed = (
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(p0.x > p1.x && points[0].x < points[points.length - 1].x)
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|| (p0.y > p1.y && points[0].y < points[points.length - 1].y)
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);
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for (
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let k = (isReversed ? points.length - 1 : 0);
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(isReversed ? k >= 0 : k < points.length);
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k += (isReversed ? -1 : 1)
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) {
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const {x, y} = points[k];
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const ANGLE_SCALE = 1000;
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const WALK_SCALE = 10;
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const MAGNITUDE = ((tileSize.x + tileSize.y) / 2) * simplex2D(x * 100, y * 100);
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const w = simplex2D(x * WALK_SCALE, y * WALK_SCALE);
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const r = TAU * simplex2D(x * ANGLE_SCALE, y * ANGLE_SCALE)
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ctx.lineTo(
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x + Math.cos(r) * w * MAGNITUDE,
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y + -Math.sin(r) * w * MAGNITUDE,
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);
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}
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}
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ctx.closePath();
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ctx.fill();
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}
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return Texture.from(canvas);
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}
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