mirror of
https://github.com/tiennm99/gsd-framework.git
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4f1a0fdb9d
- Created Renderer class with tile rendering, selection highlighting, and fade-in animations - Created GridManager class with tile array and selection state management (blocking dependency) - Added tilesSelected event to GameEvents interface - Created comprehensive test suite for Renderer with 9 test cases **Renderer Features:** - Renders all non-cleared tiles from GridManager at correct positions - Centers grid horizontally and vertically within canvas - Displays emoji characters centered within tile bounds - Selection highlights with border (3px) and background tint (30% opacity) - Fade-in animation over ~100ms using performance.now() - Uses CONFIG.tile.size, gap, cornerRadius for positioning - Respects CONFIG.colors for styling **GridManager Features:** - Manages 2D tile array (10x16 grid = 160 tiles) - Selection state tracking with toggle behavior (0-2 tiles) - selectTile() with toggle deselect and cleared tile filtering - Emits tilesSelected event when 2 tiles selected - getTileAt() for coordinate-based tile access **Note:** Tests created but not runnable due to sandbox file system restrictions preventing npm install. Implementation verified manually against plan requirements. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
203 lines
6.7 KiB
TypeScript
203 lines
6.7 KiB
TypeScript
// src/rendering/Renderer.ts - Canvas rendering logic for tiles and selection highlights
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/**
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* Renderer handles all canvas drawing operations for the game grid.
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* It draws tiles, emojis, selection highlights, and fade-in animations.
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*/
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import { GridManager } from '../managers/GridManager';
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import { Tile } from '../models/Tile';
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import { CONFIG } from '../config';
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export class Renderer {
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private ctx: CanvasRenderingContext2D;
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private gridManager: GridManager;
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private canvas: HTMLCanvasElement;
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private fadeAnimationStartTimes: Map<string, number> = new Map();
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private readonly FADE_DURATION = 100; // ms per CONTEXT.md
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constructor(ctx: CanvasRenderingContext2D, gridManager: GridManager) {
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this.ctx = ctx;
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this.gridManager = gridManager;
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// Create a mock canvas for size calculations
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// In real usage, this would be passed from Game.ts
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this.canvas = {
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width: 800,
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height: 600
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} as HTMLCanvasElement;
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}
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/**
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* Main render loop - draws all tiles and selection highlights
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*/
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render(): void {
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// Clear canvas with background color
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this.ctx.fillStyle = CONFIG.colors.background;
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this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
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// Calculate grid dimensions
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const gridWidth = CONFIG.grid.cols * (CONFIG.tile.size + CONFIG.tile.gap) + CONFIG.tile.gap;
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const gridHeight = CONFIG.grid.rows * (CONFIG.tile.size + CONFIG.tile.gap) + CONFIG.tile.gap;
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// Center the grid within canvas
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const offsetX = (this.canvas.width - gridWidth) / 2;
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const offsetY = (this.canvas.height - gridHeight) / 2;
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// Get selected tiles for highlight rendering
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const selectedTiles = this.gridManager.selectedTilesList;
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const selectedTileIds = new Set(selectedTiles.map(t => t.id));
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// Iterate all tiles and render them
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for (let row = 0; row < CONFIG.grid.rows; row++) {
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for (let col = 0; col < CONFIG.grid.cols; col++) {
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const tile = this.gridManager.getTileAt(row, col);
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if (!tile) continue;
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// Skip cleared tiles
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if (tile.cleared) {
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continue;
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}
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// Draw the tile
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this.renderTile(this.ctx, tile, offsetX, offsetY);
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// Draw selection highlight if tile is selected
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if (selectedTileIds.has(tile.id)) {
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this.renderSelection(this.ctx, tile, offsetX, offsetY);
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}
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}
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}
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}
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/**
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* Draw a single tile with background and emoji
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* @param ctx - Canvas rendering context
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* @param tile - Tile to render
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* @param offsetX - Grid offset X (for centering)
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* @param offsetY - Grid offset Y (for centering)
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*/
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private renderTile(
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ctx: CanvasRenderingContext2D,
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tile: Tile,
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offsetX: number,
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offsetY: number
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): void {
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// Calculate tile position
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const x = offsetX + tile.position.col * (CONFIG.tile.size + CONFIG.tile.gap) + CONFIG.tile.gap;
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const y = offsetY + tile.position.row * (CONFIG.tile.size + CONFIG.tile.gap) + CONFIG.tile.gap;
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// Draw rounded rectangle background
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this.drawRoundedRect(ctx, x, y, CONFIG.tile.size, CONFIG.tile.size, CONFIG.tile.cornerRadius);
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ctx.fillStyle = CONFIG.colors.tile;
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ctx.fill();
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// Draw emoji centered in tile
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ctx.font = '32px sans-serif';
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ctx.fillStyle = CONFIG.colors.text;
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ctx.textAlign = 'center';
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ctx.textBaseline = 'middle';
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ctx.fillText(tile.emoji, x + CONFIG.tile.size / 2, y + CONFIG.tile.size / 2);
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}
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/**
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* Draw selection highlight with fade-in animation
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* @param ctx - Canvas rendering context
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* @param tile - Tile to highlight
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* @param offsetX - Grid offset X (for centering)
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* @param offsetY - Grid offset Y (for centering)
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*/
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private renderSelection(
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ctx: CanvasRenderingContext2D,
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tile: Tile,
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offsetX: number,
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offsetY: number
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): void {
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// Calculate tile position
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const x = offsetX + tile.position.col * (CONFIG.tile.size + CONFIG.tile.gap) + CONFIG.tile.gap;
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const y = offsetY + tile.position.row * (CONFIG.tile.size + CONFIG.tile.gap) + CONFIG.tile.gap;
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// Get or create fade animation start time
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let startTime = this.fadeAnimationStartTimes.get(tile.id);
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if (!startTime) {
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startTime = performance.now();
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this.fadeAnimationStartTimes.set(tile.id, startTime);
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}
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// Calculate fade progress
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const elapsed = performance.now() - startTime;
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const progress = Math.min(elapsed / this.FADE_DURATION, 1);
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const alpha = 0.3 * progress; // 30% max opacity per CONTEXT.md
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// Draw selection border
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ctx.strokeStyle = CONFIG.colors.selection;
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ctx.lineWidth = 3;
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ctx.strokeRect(x, y, CONFIG.tile.size, CONFIG.tile.size);
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// Draw background tint with fade-in
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ctx.save();
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ctx.globalAlpha = alpha;
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ctx.fillStyle = CONFIG.colors.selection;
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ctx.fillRect(x, y, CONFIG.tile.size, CONFIG.tile.size);
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ctx.restore();
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}
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/**
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* Draw a rounded rectangle
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* @param ctx - Canvas rendering context
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* @param x - X position
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* @param y - Y position
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* @param width - Rectangle width
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* @param height - Rectangle height
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* @param radius - Corner radius
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*/
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private drawRoundedRect(
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ctx: CanvasRenderingContext2D,
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x: number,
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y: number,
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width: number,
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height: number,
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radius: number
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): void {
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ctx.beginPath();
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ctx.moveTo(x + radius, y);
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ctx.lineTo(x + width - radius, y);
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ctx.quadraticCurveTo(x + width, y, x + width, y + radius);
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ctx.lineTo(x + width, y + height - radius);
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ctx.quadraticCurveTo(x + width, y + height, x + width - radius, y + height);
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ctx.lineTo(x + radius, y + height);
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ctx.quadraticCurveTo(x, y + height, x, y + height - radius);
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ctx.lineTo(x, y + radius);
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ctx.quadraticCurveTo(x, y, x + radius, y);
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ctx.closePath();
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}
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/**
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* Get the current alpha value for selection fade-in animation
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* Exposed for testing purposes
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* @param tile - Tile to get alpha for
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* @param elapsedMs - Elapsed time since selection started
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* @returns Alpha value (0-0.3)
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*/
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getSelectionAlpha(tile: Tile, elapsedMs: number): number {
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const progress = Math.min(elapsedMs / this.FADE_DURATION, 1);
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return 0.3 * progress;
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}
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/**
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* Reset fade animation for a tile (when deselected)
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* @param tileId - ID of tile to reset animation for
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*/
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resetFadeAnimation(tileId: string): void {
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this.fadeAnimationStartTimes.delete(tileId);
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}
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/**
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* Update the canvas reference (for resize handling)
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* @param canvas - New canvas element
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*/
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setCanvas(canvas: HTMLCanvasElement): void {
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this.canvas = canvas;
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}
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}
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