sandsim/js/render.js
2025-04-05 17:49:02 +02:00

311 lines
14 KiB
JavaScript

// Rendering functions
// Cache for rendered chunks
let chunkCanvasCache = new Map();
function render() {
// Clear the canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Draw animated sky background
renderSky();
// Get visible chunks
const visibleChunks = getVisibleChunks();
// Render each visible chunk
for (const { chunkX, chunkY, isVisible } of visibleChunks) {
// Skip rendering for chunks that are not visible
if (!isVisible) continue;
const key = getChunkKey(chunkX, chunkY);
if (!chunks.has(key)) continue;
// Calculate screen position of chunk
const screenX = (chunkX * CHUNK_SIZE - worldOffsetX) * PIXEL_SIZE;
const screenY = (chunkY * CHUNK_SIZE - worldOffsetY) * PIXEL_SIZE;
// Check if we need to render this chunk
const needsRender = dirtyChunks.has(key) || worldMoved || !chunkCanvasCache.has(key);
// Always render the chunk if it's in the stone layer (for visibility)
// or if it needs rendering
if (needsRender) {
renderChunkToCache(chunkX, chunkY, key);
}
// Draw the cached chunk to the main canvas
const cachedCanvas = chunkCanvasCache.get(key);
if (cachedCanvas) {
ctx.drawImage(cachedCanvas, screenX, screenY);
}
// Draw chunk border in debug mode
if (debugMode) {
ctx.strokeStyle = '#ff0000';
ctx.lineWidth = 1;
ctx.strokeRect(
screenX,
screenY,
CHUNK_SIZE * PIXEL_SIZE,
CHUNK_SIZE * PIXEL_SIZE
);
// Draw chunk coordinates
ctx.fillStyle = '#ffffff';
ctx.font = '12px Arial';
ctx.fillText(`${chunkX},${chunkY}`, screenX + 5, screenY + 15);
}
// Remove this chunk from the dirty list after rendering
if (dirtyChunks.has(key)) {
dirtyChunks.delete(key);
}
}
// Reset world moved flag after rendering
worldMoved = false;
// Update cloud position animation only (not colors or shapes)
skyAnimationTime += skyAnimationSpeed;
if (skyAnimationTime > 1) skyAnimationTime -= 1;
// Render physics objects
renderPhysicsObjects(ctx, worldOffsetX, worldOffsetY);
// Render entities
if (typeof renderEntities === 'function') {
renderEntities(ctx, worldOffsetX, worldOffsetY);
}
// Draw cursor position and update debug info
if (currentMouseX !== undefined && currentMouseY !== undefined) {
const worldX = Math.floor(currentMouseX / PIXEL_SIZE) + worldOffsetX;
const worldY = Math.floor(currentMouseY / PIXEL_SIZE) + worldOffsetY;
// Update coordinates display in debug mode
if (debugMode) {
document.getElementById('coords').textContent =
`Chunk: ${Math.floor(worldOffsetX / CHUNK_SIZE)},${Math.floor(worldOffsetY / CHUNK_SIZE)} | ` +
`Mouse: ${worldX},${worldY} | Offset: ${Math.floor(worldOffsetX)},${Math.floor(worldOffsetY)}`;
// Draw cursor outline
const cursorScreenX = (worldX - worldOffsetX) * PIXEL_SIZE;
const cursorScreenY = (worldY - worldOffsetY) * PIXEL_SIZE;
ctx.strokeStyle = '#00ff00';
ctx.lineWidth = 2;
ctx.strokeRect(
cursorScreenX - PIXEL_SIZE,
cursorScreenY - PIXEL_SIZE,
PIXEL_SIZE * 3,
PIXEL_SIZE * 3
);
// Draw a dot at the exact mouse position
ctx.fillStyle = '#ff0000';
ctx.beginPath();
ctx.arc(currentMouseX, currentMouseY, 3, 0, Math.PI * 2);
ctx.fill();
}
}
}
// Render the animated sky background
function renderSky() {
// Create a gradient with fixed colors (no animation of colors)
const gradient = ctx.createLinearGradient(0, 0, 0, canvas.height);
// Use fixed color positions for a brighter, static sky
gradient.addColorStop(0, SKY_COLORS[0]);
gradient.addColorStop(0.5, SKY_COLORS[1]);
gradient.addColorStop(1, SKY_COLORS[2]);
// Fill the background with the gradient
ctx.fillStyle = gradient;
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Add some clouds (made of pixel squares instead of circles)
const cloudCount = 5;
ctx.fillStyle = 'rgba(255, 255, 255, 0.5)';
for (let i = 0; i < cloudCount; i++) {
// Use animation time to move clouds slowly across the sky
// Only the position is animated, not the shape
const cloudX = ((i * canvas.width / cloudCount) + (skyAnimationTime * canvas.width * 2)) % (canvas.width * 1.5) - canvas.width * 0.25;
const cloudY = canvas.height * (0.1 + (i % 3) * 0.1);
const cloudSize = 40 + (i % 3) * 25; // Overall cloud size
// Use a deterministic pattern for each cloud based on its index
// This ensures the cloud shape doesn't change every frame
const seed = i * 1000; // Different seed for each cloud
// Create a pixelated cloud shape
// Main cloud body (center)
const centerSize = Math.floor(cloudSize * 0.25);
drawPixelSquare(cloudX, cloudY, centerSize);
// Create a pixelated cloud pattern with squares
// Use fixed positions based on cloud index instead of random values
const squareCount = 24; // More squares for more detail
for (let j = 0; j < squareCount; j++) {
// Use deterministic values based on j and seed
const angle = (j / squareCount) * Math.PI * 2;
const distance = cloudSize * 0.4;
const offsetX = Math.cos(angle) * distance;
const offsetY = Math.sin(angle) * distance * 0.6; // Flatten vertically
// Size is deterministic based on position in the cloud
const squareSize = Math.floor(cloudSize * (0.15 + (((j * seed) % 100) / 1000)));
drawPixelSquare(cloudX + offsetX, cloudY + offsetY, squareSize);
}
// Add some additional squares for extra fluffiness
for (let j = 0; j < 12; j++) {
// Use deterministic offsets based on j and seed
const offsetX = ((((j * seed) % 200) / 100) - 1) * cloudSize * 0.8;
const offsetY = ((((j * seed + 50) % 200) / 100) - 1) * cloudSize * 0.4;
const squareSize = Math.floor(cloudSize * (0.1 + (((j * seed + 100) % 100) / 1000)));
drawPixelSquare(cloudX + offsetX, cloudY + offsetY, squareSize);
}
}
// Helper function to draw a pixelated square
function drawPixelSquare(x, y, size) {
// Round to nearest pixel to avoid sub-pixel rendering
const pixelX = Math.round(x);
const pixelY = Math.round(y);
const pixelSize = Math.max(1, Math.round(size));
ctx.fillRect(
pixelX - Math.floor(pixelSize/2),
pixelY - Math.floor(pixelSize/2),
pixelSize,
pixelSize
);
}
// Add a subtle horizon line to separate sky from world
const horizonGradient = ctx.createLinearGradient(0, canvas.height * 0.4, 0, canvas.height * 0.6);
horizonGradient.addColorStop(0, 'rgba(255, 255, 255, 0)');
horizonGradient.addColorStop(0.5, 'rgba(255, 255, 255, 0.1)');
horizonGradient.addColorStop(1, 'rgba(255, 255, 255, 0)');
ctx.fillStyle = horizonGradient;
ctx.fillRect(0, canvas.height * 0.4, canvas.width, canvas.height * 0.2);
}
// Render a chunk to an offscreen canvas and cache it
function renderChunkToCache(chunkX, chunkY, key) {
const chunk = chunks.get(key);
// Create a new canvas for this chunk if it doesn't exist
if (!chunkCanvasCache.has(key)) {
const chunkCanvas = document.createElement('canvas');
chunkCanvas.width = CHUNK_SIZE * PIXEL_SIZE;
chunkCanvas.height = CHUNK_SIZE * PIXEL_SIZE;
chunkCanvasCache.set(key, chunkCanvas);
}
const chunkCanvas = chunkCanvasCache.get(key);
const chunkCtx = chunkCanvas.getContext('2d');
// Clear the chunk canvas
chunkCtx.clearRect(0, 0, chunkCanvas.width, chunkCanvas.height);
// Render each pixel in the chunk
for (let y = 0; y < CHUNK_SIZE; y++) {
for (let x = 0; x < CHUNK_SIZE; x++) {
const index = y * CHUNK_SIZE + x;
const type = chunk[index];
// Always render stone layer even if it's not directly visible
if (type === EMPTY && chunkY !== 1) continue;
// For the stone layer (chunkY = 1), render a faint background even for empty spaces
if (type === EMPTY && chunkY === 1) {
// Use a very faint gray for empty spaces in the stone layer
chunkCtx.fillStyle = 'rgba(100, 100, 100, 0.2)';
chunkCtx.fillRect(
x * PIXEL_SIZE,
y * PIXEL_SIZE,
PIXEL_SIZE,
PIXEL_SIZE
);
continue;
}
// Set color based on type
if (type === SAND) {
chunkCtx.fillStyle = SAND_COLOR;
} else if (type === WATER) {
// Get water color from metadata with variation
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata && metadata.colorIndex !== undefined ? metadata.colorIndex : 0;
chunkCtx.fillStyle = WATER_COLORS[colorIndex];
} else if (type === WALL) {
chunkCtx.fillStyle = WALL_COLOR;
} else if (type === DIRT) {
// Get dirt color from metadata with variation
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata && metadata.colorIndex !== undefined ? metadata.colorIndex : 0;
chunkCtx.fillStyle = DIRT_COLORS[colorIndex];
} else if (type === STONE) {
// Get stone color from metadata with variation
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata && metadata.colorIndex !== undefined ? metadata.colorIndex : 0;
chunkCtx.fillStyle = STONE_COLORS[colorIndex];
} else if (type === GRASS) {
// Get grass color from metadata with variation
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata && metadata.colorIndex !== undefined ? metadata.colorIndex : 0;
chunkCtx.fillStyle = GRASS_COLORS[colorIndex];
} else if (type === WOOD) {
// Get wood color from metadata with variation
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata && metadata.colorIndex !== undefined ? metadata.colorIndex : 0;
chunkCtx.fillStyle = WOOD_COLORS[colorIndex];
} else if (type === SEED) {
chunkCtx.fillStyle = SEED_COLOR;
} else if (type === GRASS_BLADE) {
// Use the same color variation as grass
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata && metadata.colorIndex !== undefined ? metadata.colorIndex : 0;
chunkCtx.fillStyle = GRASS_COLORS[colorIndex];
} else if (type === FLOWER) {
// Get flower color from metadata or use a default
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
chunkCtx.fillStyle = metadata && metadata.color ? metadata.color : FLOWER_COLORS[0];
} else if (type === TREE_SEED) {
chunkCtx.fillStyle = SEED_COLOR;
} else if (type === LEAF) {
// Get leaf color from metadata with variation
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata && metadata.colorIndex !== undefined ? metadata.colorIndex : 0;
chunkCtx.fillStyle = LEAF_COLORS[colorIndex];
} else if (type === FIRE) {
// Get fire color from metadata
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata ? metadata.colorIndex : 0;
chunkCtx.fillStyle = FIRE_COLORS[colorIndex];
} else if (type === LAVA) {
// Get lava color from metadata
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata ? metadata.colorIndex : 0;
chunkCtx.fillStyle = LAVA_COLORS[colorIndex];
}
// Draw the pixel
chunkCtx.fillRect(
x * PIXEL_SIZE,
y * PIXEL_SIZE,
PIXEL_SIZE,
PIXEL_SIZE
);
}
}
}