Files
gsd-framework/src/rendering/Renderer.ts
T
Claude Code d660e09703 feat(06-03): add RippleAnimation class for touch feedback
- Add RippleAnimation class with 300ms duration and 40px max radius
- Add rippleAnimations property to Renderer
- Add addRipple(x, y) method to trigger ripple effect
- Render ripples in main render loop with auto-cleanup
- Use selection color (rgba 233, 69, 96) for visual consistency

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-11 13:40:52 +00:00

452 lines
14 KiB
TypeScript

// src/rendering/Renderer.ts - Canvas rendering logic for tiles and selection highlights
/**
* Renderer handles all canvas drawing operations for the game grid.
* It draws tiles, emojis, selection highlights, and fade-in animations.
*/
import { GridManager } from '../managers/GridManager';
import { Tile } from '../models/Tile';
import { TilePosition } from '../types';
import { CONFIG } from '../config';
/**
* ShakeAnimation class for animating tile shake effects
* Used for visual feedback on failed matches
*/
class ShakeAnimation {
private startTime: number;
private readonly duration: number;
private readonly intensity: number;
private readonly pattern: 'horizontal' | 'circular';
constructor(pattern: 'horizontal' | 'circular', duration: number = 200, intensity: number = 5) {
this.startTime = 0;
this.duration = duration;
this.intensity = intensity;
this.pattern = pattern;
}
/**
* Start the shake animation
*/
start(): void {
this.startTime = performance.now();
}
/**
* Get current shake offset based on elapsed time
* @returns { x, y } offset in pixels
*/
getOffset(): { x: number; y: number } {
const elapsed = performance.now() - this.startTime;
// Animation complete - return zero offset
if (elapsed > this.duration) {
return { x: 0, y: 0 };
}
// Calculate decay (1 to 0 over duration)
const decay = 1 - (elapsed / this.duration);
// Calculate oscillation angle
const angle = elapsed * 0.05;
// Calculate offset based on pattern
if (this.pattern === 'horizontal') {
return {
x: Math.sin(angle) * this.intensity * decay,
y: 0
};
} else {
// Circular pattern
return {
x: Math.cos(angle) * this.intensity * decay,
y: Math.sin(angle) * this.intensity * decay
};
}
}
/**
* Check if animation is complete
*/
isComplete(): boolean {
return performance.now() - this.startTime > this.duration;
}
}
/**
* RippleAnimation class for touch feedback effect
* Creates expanding circle at touch point
*/
class RippleAnimation {
private startTime: number;
private readonly x: number;
private readonly y: number;
private readonly duration: number = 300;
private readonly maxRadius: number = 40;
constructor(x: number, y: number) {
this.startTime = performance.now();
this.x = x;
this.y = y;
}
/**
* Render ripple and return whether animation is still active
* @returns true if still animating, false if complete
*/
render(ctx: CanvasRenderingContext2D): boolean {
const elapsed = performance.now() - this.startTime;
if (elapsed > this.duration) return false;
const progress = elapsed / this.duration;
const radius = this.maxRadius * progress;
const alpha = 0.3 * (1 - progress); // Fade out
ctx.save();
ctx.beginPath();
ctx.arc(this.x, this.y, radius, 0, Math.PI * 2);
ctx.fillStyle = `rgba(233, 69, 96, ${alpha})`; // Selection color
ctx.fill();
ctx.restore();
return true;
}
}
export class Renderer {
private ctx: CanvasRenderingContext2D;
private gridManager: GridManager;
private canvas: HTMLCanvasElement;
private fadeAnimationStartTimes: Map<string, number> = new Map();
private readonly FADE_DURATION = 100; // ms per CONTEXT.md
private shakeAnimations: Map<string, ShakeAnimation> = new Map();
private rippleAnimations: RippleAnimation[] = [];
private pathAnimation: { path: TilePosition[], startTime: number } | null = null;
private readonly PATH_DISPLAY_DURATION = 300; // ms per CONTEXT.md
constructor(ctx: CanvasRenderingContext2D, gridManager: GridManager) {
this.ctx = ctx;
this.gridManager = gridManager;
// Create a mock canvas for size calculations
// In real usage, this would be passed from Game.ts
this.canvas = {
width: 800,
height: 600
} as HTMLCanvasElement;
}
/**
* Main render loop - draws all tiles and selection highlights
*/
render(): void {
// Clear canvas with background color
this.ctx.fillStyle = CONFIG.colors.background;
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
// Calculate grid dimensions
const gridWidth = CONFIG.grid.cols * (CONFIG.tile.size + CONFIG.tile.gap) + CONFIG.tile.gap;
const gridHeight = CONFIG.grid.rows * (CONFIG.tile.size + CONFIG.tile.gap) + CONFIG.tile.gap;
// Center the grid within canvas
const offsetX = (this.canvas.width - gridWidth) / 2;
const offsetY = (this.canvas.height - gridHeight) / 2;
// Draw path animation if active
this.renderPathAnimation();
// Draw ripple animations
this.rippleAnimations = this.rippleAnimations.filter(ripple =>
ripple.render(this.ctx)
);
// Get selected tiles for highlight rendering
const selectedTiles = this.gridManager.selectedTilesList;
const selectedTileIds = new Set(selectedTiles.map(t => t.id));
// Iterate all tiles and render them
for (let row = 0; row < CONFIG.grid.rows; row++) {
for (let col = 0; col < CONFIG.grid.cols; col++) {
const tile = this.gridManager.getTileAt(row, col);
if (!tile) continue;
// Skip cleared tiles
if (tile.cleared) {
continue;
}
// Draw the tile
this.renderTile(this.ctx, tile, offsetX, offsetY);
// Draw selection highlight if tile is selected
if (selectedTileIds.has(tile.id)) {
this.renderSelection(this.ctx, tile, offsetX, offsetY);
}
}
}
}
/**
* Draw a single tile with background and emoji
* @param ctx - Canvas rendering context
* @param tile - Tile to render
* @param offsetX - Grid offset X (for centering)
* @param offsetY - Grid offset Y (for centering)
*/
private renderTile(
ctx: CanvasRenderingContext2D,
tile: Tile,
offsetX: number,
offsetY: number
): void {
// Get shake offset if animation is active
const shakeOffset = this.getShakeOffset(tile);
// Calculate tile position
const x = offsetX + tile.position.col * (CONFIG.tile.size + CONFIG.tile.gap) + CONFIG.tile.gap;
const y = offsetY + tile.position.row * (CONFIG.tile.size + CONFIG.tile.gap) + CONFIG.tile.gap;
// Save context before applying shake
ctx.save();
// Apply shake offset
ctx.translate(shakeOffset.x, shakeOffset.y);
// Draw rounded rectangle background
this.drawRoundedRect(ctx, x, y, CONFIG.tile.size, CONFIG.tile.size, CONFIG.tile.cornerRadius);
ctx.fillStyle = CONFIG.colors.tile;
ctx.fill();
// Draw emoji centered in tile
ctx.font = '32px sans-serif';
ctx.fillStyle = CONFIG.colors.text;
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(tile.emoji, x + CONFIG.tile.size / 2, y + CONFIG.tile.size / 2);
// Restore context after shake
ctx.restore();
}
/**
* Draw selection highlight with fade-in animation
* @param ctx - Canvas rendering context
* @param tile - Tile to highlight
* @param offsetX - Grid offset X (for centering)
* @param offsetY - Grid offset Y (for centering)
*/
private renderSelection(
ctx: CanvasRenderingContext2D,
tile: Tile,
offsetX: number,
offsetY: number
): void {
// Calculate tile position
const x = offsetX + tile.position.col * (CONFIG.tile.size + CONFIG.tile.gap) + CONFIG.tile.gap;
const y = offsetY + tile.position.row * (CONFIG.tile.size + CONFIG.tile.gap) + CONFIG.tile.gap;
// Get or create fade animation start time
let startTime = this.fadeAnimationStartTimes.get(tile.id);
if (!startTime) {
startTime = performance.now();
this.fadeAnimationStartTimes.set(tile.id, startTime);
}
// Calculate fade progress
const elapsed = performance.now() - startTime;
const progress = Math.min(elapsed / this.FADE_DURATION, 1);
const alpha = 0.3 * progress; // 30% max opacity per CONTEXT.md
// Draw selection border
ctx.strokeStyle = CONFIG.colors.selection;
ctx.lineWidth = 3;
ctx.strokeRect(x, y, CONFIG.tile.size, CONFIG.tile.size);
// Draw background tint with fade-in
ctx.save();
ctx.globalAlpha = alpha;
ctx.fillStyle = CONFIG.colors.selection;
ctx.fillRect(x, y, CONFIG.tile.size, CONFIG.tile.size);
ctx.restore();
}
/**
* Draw a rounded rectangle
* @param ctx - Canvas rendering context
* @param x - X position
* @param y - Y position
* @param width - Rectangle width
* @param height - Rectangle height
* @param radius - Corner radius
*/
private drawRoundedRect(
ctx: CanvasRenderingContext2D,
x: number,
y: number,
width: number,
height: number,
radius: number
): void {
ctx.beginPath();
ctx.moveTo(x + radius, y);
ctx.lineTo(x + width - radius, y);
ctx.quadraticCurveTo(x + width, y, x + width, y + radius);
ctx.lineTo(x + width, y + height - radius);
ctx.quadraticCurveTo(x + width, y + height, x + width - radius, y + height);
ctx.lineTo(x + radius, y + height);
ctx.quadraticCurveTo(x, y + height, x, y + height - radius);
ctx.lineTo(x, y + radius);
ctx.quadraticCurveTo(x, y, x + radius, y);
ctx.closePath();
}
/**
* Get the current alpha value for selection fade-in animation
* Exposed for testing purposes
* @param tile - Tile to get alpha for
* @param elapsedMs - Elapsed time since selection started
* @returns Alpha value (0-0.3)
*/
getSelectionAlpha(tile: Tile, elapsedMs: number): number {
const progress = Math.min(elapsedMs / this.FADE_DURATION, 1);
return 0.3 * progress;
}
/**
* Reset fade animation for a tile (when deselected)
* @param tileId - ID of tile to reset animation for
*/
resetFadeAnimation(tileId: string): void {
this.fadeAnimationStartTimes.delete(tileId);
}
/**
* Update the canvas reference (for resize handling)
* @param canvas - New canvas element
*/
setCanvas(canvas: HTMLCanvasElement): void {
this.canvas = canvas;
}
/**
* Start shake animation for specified tiles
* @param tiles - Tiles to shake
* @param reason - Failure reason ('too-many-turns' → circular, else → horizontal)
*/
animateShake(tiles: Tile[], reason: string): void {
const pattern = reason === 'too-many-turns' ? 'circular' : 'horizontal';
for (const tile of tiles) {
const animation = new ShakeAnimation(pattern);
animation.start();
this.shakeAnimations.set(tile.id, animation);
}
}
/**
* Add ripple effect at touch/click coordinates
* @param x - Canvas X coordinate
* @param y - Canvas Y coordinate
*/
addRipple(x: number, y: number): void {
this.rippleAnimations.push(new RippleAnimation(x, y));
}
/**
* Get shake offset for a tile if it has an active animation
* @param tile - Tile to get offset for
* @returns { x, y } offset in pixels (0, 0 if no animation)
*/
private getShakeOffset(tile: Tile): { x: number; y: number } {
const animation = this.shakeAnimations.get(tile.id);
if (!animation) {
return { x: 0, y: 0 };
}
const offset = animation.getOffset();
// Clean up completed animations
if (animation.isComplete()) {
this.shakeAnimations.delete(tile.id);
}
return offset;
}
/**
* Start path drawing animation
* @param path - Array of tile positions to draw connection line through
*/
drawPath(path: TilePosition[]): void {
this.pathAnimation = {
path,
startTime: performance.now()
};
}
/**
* Render path animation if active
*/
private renderPathAnimation(): void {
if (!this.pathAnimation) {
return;
}
const elapsed = performance.now() - this.pathAnimation.startTime;
// Check if animation is complete
if (elapsed >= this.PATH_DISPLAY_DURATION) {
this.pathAnimation = null;
return;
}
// Draw the path
this.drawPathLine(this.pathAnimation.path);
}
/**
* Draw connection line through tile centers
* @param path - Array of tile positions to connect
*/
private drawPathLine(path: TilePosition[]): void {
if (path.length < 2) {
return;
}
// Calculate grid offset
const { size, gap } = CONFIG.tile;
const gridWidth = CONFIG.grid.cols * (size + gap) + gap;
const gridHeight = CONFIG.grid.rows * (size + gap) + gap;
const offsetX = (this.canvas.width - gridWidth) / 2;
const offsetY = (this.canvas.height - gridHeight) / 2;
// Set path style
this.ctx.strokeStyle = '#00ff00'; // Green color per CONTEXT.md
this.ctx.lineWidth = 3;
this.ctx.lineCap = 'round';
this.ctx.lineJoin = 'round';
// Begin path
this.ctx.beginPath();
// Move to first point center
const firstPoint = path[0];
const firstX = offsetX + firstPoint.col * (size + gap) + gap + size / 2;
const firstY = offsetY + firstPoint.row * (size + gap) + gap + size / 2;
this.ctx.moveTo(firstX, firstY);
// Line to each subsequent point center
for (let i = 1; i < path.length; i++) {
const point = path[i];
const x = offsetX + point.col * (size + gap) + gap + size / 2;
const y = offsetY + point.row * (size + gap) + gap + size / 2;
this.ctx.lineTo(x, y);
}
// Stroke path
this.ctx.stroke();
}
}