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1.9 KiB
Vue

<script setup lang="ts">
import { ref, onMounted, watch, computed } from 'vue'
import { BLOCK_SIZE, STAGE_WIDTH, STAGE_HEIGHT } from './level/def'
export interface Props {
x: number,
y: number,
tx: number,
ty: number,
lightBarrier: number[],
time: number,
}
const props = defineProps<Props>()
// TODO: use OffscreenCanvas and a WebWorker?
const lightMapEl = ref<HTMLCanvasElement | undefined>(undefined)
const W = ((STAGE_WIDTH + 2) * BLOCK_SIZE) / 2
const H = ((STAGE_HEIGHT + 2) * BLOCK_SIZE) / 2
const playerX = (W - BLOCK_SIZE) / 4
const playerY = H / 4 - BLOCK_SIZE / 2
const playerLightSize = BLOCK_SIZE / 3
function drawPlayerLight(ctx: CanvasRenderingContext2D) {
const playerLight = ctx.createRadialGradient(
playerX - props.tx / 4, playerY - props.ty / 4, 0,
playerX - props.tx / 4, playerY - props.ty / 4, playerLightSize
)
// Add three color stops
playerLight.addColorStop(0.0, "#FFFF");
playerLight.addColorStop(1, "#F0F0");
// Set the fill style and draw a rectangle
ctx.fillStyle = playerLight;
ctx.fillRect(0, 0, W, H)
}
onMounted(() => {
const canvas = lightMapEl.value
const ctx = canvas?.getContext('2d')
if (!ctx) return
watch(props, () => {
const t = props.time
if (t > 900 || t < 100) {
ctx.fillStyle = `hsl(0, 0%, 20%)`
} else if (t < 250) {
const s = Math.round((t - 100) / 1.5) // 0-100%
const l = Math.round((t - 100) / 1.875) + 20 // 20-100%
ctx.fillStyle = `hsl(0, ${s}%, ${l}%)`
// } else if (t < 700) {
// ctx.fillStyle = `hsl(0, ${}%, ${}%)`
} else {
ctx.fillStyle = `hsl(0, 0%, 100%)`
}
ctx.fillRect(0, 0, W, H)
drawPlayerLight(ctx)
})
})
</script>
<template>
<canvas ref="lightMapEl" :style="{transform: `translate(${tx}px, ${ty}px)`}" />
</template>
<style scoped>
canvas {
position: absolute;
top: -64px;
left: -64px;
width: calc(100% + 128px);
height: calc(100% + 128px);
mix-blend-mode: multiply;
}
</style>