622a9fd170
Inverted tower-defense browser game — deploy enemies yourself, tower auto-kills them, pocket credits, upgrade weapons. HTML + Canvas + vanilla JS, no build step. Co-Authored-By: claude-flow <ruv@ruv.net>
193 lines
6.0 KiB
JavaScript
193 lines
6.0 KiB
JavaScript
// ═══ renderer-world.js ═══
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// ============================================================
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// RENDERER WORLD — background, arena, fog, portals
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// ============================================================
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// ── OFFSCREEN BACKGROUND CACHE ────────────────────────────────
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// Drawn once, re-rendered only on resize — never recomputed each frame
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let _bgCanvas = null;
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let _bgW = 0, _bgH = 0;
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let _fogCanvas = null;
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let _fogW = 0, _fogH = 0, _fogRange = 0;
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const _mountDropZones = [];
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const _bagDropZones = [];
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const _dragRegions = [];
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function buildBackground(W, H) {
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_bgCanvas = document.createElement('canvas');
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_bgCanvas.width = W;
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_bgCanvas.height = H;
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const c = _bgCanvas.getContext('2d');
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const grad = c.createRadialGradient(W/2, H/2, 0, W/2, H/2, Math.max(W,H) * 0.7);
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grad.addColorStop(0, '#060d14');
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grad.addColorStop(1, '#020508');
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c.fillStyle = grad;
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c.fillRect(0, 0, W, H);
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c.strokeStyle = '#0a1520';
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c.lineWidth = 1;
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const gs = 48;
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for (let x = 0; x < W; x += gs) { c.beginPath(); c.moveTo(x, 0); c.lineTo(x, H); c.stroke(); }
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for (let y = 0; y < H; y += gs) { c.beginPath(); c.moveTo(0, y); c.lineTo(W, y); c.stroke(); }
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_bgW = W; _bgH = H;
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}
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// ── CACHED ELEMENT GLOW GRADIENTS ────────────────────────────
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// Keyed by "elementId:x:y:radius" — cleared each frame since positions change,
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// but the gradient itself is reused within a single frame for same-element enemies.
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// In practice we cache by element type at a unit radius and scale at draw time.
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const _elemGradCache = {};
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function getElemGrad(el, x, y, r) {
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const grd = ctx.createRadialGradient(x, y, 0, x, y, r);
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grd.addColorStop(0, el.glow + '55');
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grd.addColorStop(1, 'transparent');
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return grd;
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}
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// ── ARENA OVERLAY HELPERS ─────────────────────────────────────
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// Subtle dashed ring at tower's current vision range
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function drawArenaRangeLine(cx, cy) {
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const r = G.tower.range;
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ctx.save();
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ctx.strokeStyle = 'rgba(0,180,255,0.07)';
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ctx.lineWidth = 1;
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ctx.setLineDash([6, 12]);
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ctx.beginPath();
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ctx.arc(cx, cy, r, 0, Math.PI * 2);
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ctx.stroke();
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ctx.setLineDash([]);
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ctx.restore();
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}
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// Fog of war: sharp transition at tower range, flat dark zone beyond it
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function drawFog(cx, cy) {
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const r = G.tower.range;
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const W = canvas.width;
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const H = canvas.height;
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if (!_fogCanvas || _fogW !== W || _fogH !== H || _fogRange !== r) {
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_fogCanvas = document.createElement('canvas');
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_fogCanvas.width = W;
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_fogCanvas.height = H;
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const c = _fogCanvas.getContext('2d');
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// ponytail: cache the identical fog gradient; rebuild only when range/canvas changes.
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const fog = c.createRadialGradient(cx, cy, r * 0.94, cx, cy, r * 1.12);
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fog.addColorStop(0, 'rgba(2,6,12,0)');
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fog.addColorStop(1, 'rgba(2,6,12,0.62)');
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c.fillStyle = fog;
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c.beginPath();
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c.arc(cx, cy, ARENA_RADIUS, 0, Math.PI * 2);
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c.fill();
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_fogW = W;
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_fogH = H;
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_fogRange = r;
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}
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ctx.drawImage(_fogCanvas, 0, 0);
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}
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// Dark overlay outside the arena circle
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function drawArenaMask(W, H, cx, cy) {
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ctx.fillStyle = '#010407';
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ctx.beginPath();
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ctx.rect(0, 0, W, H);
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ctx.arc(cx, cy, ARENA_RADIUS, 0, Math.PI * 2); // same dir as rect → evenodd cancels inside
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ctx.fill('evenodd');
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}
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// Subtle glowing border ring at arena edge
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function drawArenaRing(cx, cy) {
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ctx.save();
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ctx.strokeStyle = 'rgba(0,100,180,0.14)';
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ctx.lineWidth = 10;
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ctx.beginPath();
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ctx.arc(cx, cy, ARENA_RADIUS - 5, 0, Math.PI * 2);
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ctx.stroke();
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ctx.strokeStyle = 'rgba(0,180,255,0.22)';
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ctx.lineWidth = 1.5;
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ctx.beginPath();
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ctx.arc(cx, cy, ARENA_RADIUS, 0, Math.PI * 2);
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ctx.stroke();
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ctx.restore();
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}
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// Streak indicator drawn on canvas; reads G.streak directly
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function drawStreak(cx, cy) {
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const streak = G.streak;
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const framesSince = G.frame - streak.lastKillFrame;
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if (streak.count < 3 || framesSince > 180) return;
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const alpha = Math.min(1, Math.min(framesSince / 8, (180 - framesSince) / 20));
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if (alpha <= 0) return;
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const high = streak.count >= 10;
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const color = high ? '#ffd700' : '#00d4ff';
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const text = `x${streak.count} STREAK`;
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ctx.save();
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ctx.globalAlpha = alpha;
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ctx.font = 'bold 18px Orbitron, "Share Tech Mono", monospace';
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ctx.textAlign = 'center';
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const tw = ctx.measureText(text).width;
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const pad = 14;
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const bw = tw + pad * 2;
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const bh = 30;
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const bx = cx - bw / 2;
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const by = cy - 350;
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ctx.fillStyle = 'rgba(2,6,14,0.9)';
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ctx.fillRect(bx, by, bw, bh);
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ctx.strokeStyle = color;
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ctx.lineWidth = 1;
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ctx.strokeRect(bx, by, bw, bh);
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ctx.fillStyle = color;
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ctx.shadowColor = color;
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ctx.shadowBlur = 10;
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ctx.fillText(text, cx, by + 21);
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ctx.shadowBlur = 0;
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ctx.restore();
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}
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// ── PORTALS ───────────────────────────────────────────────────
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function drawPortals() {
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for (const p of G.portals) {
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const alpha = Math.min(1, p.life / 30);
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const fadeOut = Math.min(1, (p.life / p.maxLife) * 3);
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const a = Math.min(alpha, fadeOut);
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if (a <= 0) continue;
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ctx.save();
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// Glow blob (no shadow — use radial gradient instead)
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const grd = ctx.createRadialGradient(p.x, p.y, 0, p.x, p.y, 30);
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grd.addColorStop(0, p.color + '66');
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grd.addColorStop(1, 'transparent');
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ctx.globalAlpha = a;
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ctx.fillStyle = grd;
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ctx.beginPath();
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ctx.arc(p.x, p.y, 30, 0, Math.PI * 2);
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ctx.fill();
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// Outer ring
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ctx.globalAlpha = a * 0.7;
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ctx.strokeStyle = p.color;
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ctx.lineWidth = 2;
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ctx.beginPath();
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ctx.arc(p.x, p.y, 22 + Math.sin(G.frame * 0.08) * 3, 0, Math.PI * 2);
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ctx.stroke();
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// Spinning arc
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ctx.translate(p.x, p.y);
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ctx.rotate(p.angle);
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ctx.globalAlpha = a * 0.9;
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ctx.lineWidth = 3;
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ctx.beginPath();
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ctx.arc(0, 0, 14, 0, Math.PI * 1.5);
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ctx.stroke();
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ctx.restore();
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}
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}
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