Fix some rendering stuff

This commit is contained in:
theKidOfArcrania 2017-03-12 18:47:14 +00:00
parent f83ca3dc04
commit 075b55d5ec
3 changed files with 18 additions and 16 deletions

View File

@ -94,7 +94,7 @@ function paintGridBorder(ctx)
function paintGrid(ctx)
{
//Paint background.
ctx.fillStyle = "#e2ebf3";
ctx.fillStyle = "rgb(211, 225, 237)";
ctx.fillRect(0, 0, CELL_WIDTH * GRID_SIZE, CELL_WIDTH * GRID_SIZE);
paintGridBorder(ctx);
@ -124,7 +124,7 @@ function paintGrid(ctx)
{
var frac = (animateSpec.frame / ANIMATE_FRAMES);
var back = new Color(.58, .41, .92, 1);
baseColor = animateSpec.before.baseColor.interpolateToString(back, frac);
baseColor = animateSpec.before.lightBaseColor.interpolateToString(back, frac);
shadowColor = animateSpec.before.shadowColor.interpolateToString(back, frac);
}
else
@ -132,7 +132,7 @@ function paintGrid(ctx)
}
else if (p)
{
baseColor = p.baseColor;
baseColor = p.lightBaseColor;
shadowColor = p.shadowColor;
}
else //No animation nor is this player owned.
@ -175,7 +175,7 @@ function paintGrid(ctx)
y -= offsetBounce;
shadowColor = animateSpec.after.shadowColor;
baseColor = animateSpec.after.baseColor.deriveLumination(-(offsetBounce / DROP_HEIGHT) * .1);
baseColor = animateSpec.after.lightBaseColor.deriveLumination(-(offsetBounce / DROP_HEIGHT) * .1);
ctx.fillStyle = shadowColor.rgbString();
ctx.fillRect(x, y + CELL_WIDTH, CELL_WIDTH, SHADOW_OFFSET);
@ -285,7 +285,7 @@ function paintUIBar(ctx)
function paint(ctx)
{
ctx.fillStyle = 'whitesmoke';
ctx.fillStyle = '#e2ebf3'; //'whitesmoke';
ctx.fillRect(0, 0, canvasWidth, canvasHeight);
//Move grid to viewport as said with the offsets, below the stats
@ -379,8 +379,8 @@ function centerOnPlayer(player, pos)
var xOff = Math.floor(player.posX - (gameWidth / zoom - CELL_WIDTH) / 2);
var yOff = Math.floor(player.posY - (gameHeight / zoom - CELL_WIDTH) / 2);
var gridWidth = grid.size * CELL_WIDTH + BORDER_WIDTH * 2;
pos[0] = Math.max(Math.min(xOff, gridWidth + (BAR_WIDTH + 100) / zoom - gameWidth / zoom), 0);
pos[1] = Math.max(Math.min(yOff, gridWidth - gameHeight / zoom), 0);
pos[0] = xOff; //Math.max(Math.min(xOff, gridWidth + (BAR_WIDTH + 100) / zoom - gameWidth / zoom), 0);
pos[1] = yOff; //Math.max(Math.min(yOff, gridWidth - gameHeight / zoom), 0);
}
function getBounceOffset(frame)

View File

@ -373,8 +373,9 @@ function Player(grid, sdata) {
var hue = Math.random();
this.baseColor = base = new Color(hue, .8, .5);
}
this.lightBaseColor = base.deriveLumination(.1);
this.shadowColor = base.deriveLumination(-.3);
this.tailColor = base.deriveLumination(.2).deriveAlpha(.5);
this.tailColor = base.deriveLumination(.3).deriveAlpha(.5);
//Tail requires special handling.
this.grid = grid; //Temporary

View File

@ -887,7 +887,7 @@ function paintGridBorder(ctx)
function paintGrid(ctx)
{
//Paint background.
ctx.fillStyle = "#e2ebf3";
ctx.fillStyle = "rgb(211, 225, 237)";
ctx.fillRect(0, 0, CELL_WIDTH * GRID_SIZE, CELL_WIDTH * GRID_SIZE);
paintGridBorder(ctx);
@ -917,7 +917,7 @@ function paintGrid(ctx)
{
var frac = (animateSpec.frame / ANIMATE_FRAMES);
var back = new Color(.58, .41, .92, 1);
baseColor = animateSpec.before.baseColor.interpolateToString(back, frac);
baseColor = animateSpec.before.lightBaseColor.interpolateToString(back, frac);
shadowColor = animateSpec.before.shadowColor.interpolateToString(back, frac);
}
else
@ -925,7 +925,7 @@ function paintGrid(ctx)
}
else if (p)
{
baseColor = p.baseColor;
baseColor = p.lightBaseColor;
shadowColor = p.shadowColor;
}
else //No animation nor is this player owned.
@ -968,7 +968,7 @@ function paintGrid(ctx)
y -= offsetBounce;
shadowColor = animateSpec.after.shadowColor;
baseColor = animateSpec.after.baseColor.deriveLumination(-(offsetBounce / DROP_HEIGHT) * .1);
baseColor = animateSpec.after.lightBaseColor.deriveLumination(-(offsetBounce / DROP_HEIGHT) * .1);
ctx.fillStyle = shadowColor.rgbString();
ctx.fillRect(x, y + CELL_WIDTH, CELL_WIDTH, SHADOW_OFFSET);
@ -1078,7 +1078,7 @@ function paintUIBar(ctx)
function paint(ctx)
{
ctx.fillStyle = 'whitesmoke';
ctx.fillStyle = '#e2ebf3'; //'whitesmoke';
ctx.fillRect(0, 0, canvasWidth, canvasHeight);
//Move grid to viewport as said with the offsets, below the stats
@ -1172,8 +1172,8 @@ function centerOnPlayer(player, pos)
var xOff = Math.floor(player.posX - (gameWidth / zoom - CELL_WIDTH) / 2);
var yOff = Math.floor(player.posY - (gameHeight / zoom - CELL_WIDTH) / 2);
var gridWidth = grid.size * CELL_WIDTH + BORDER_WIDTH * 2;
pos[0] = Math.max(Math.min(xOff, gridWidth + (BAR_WIDTH + 100) / zoom - gameWidth / zoom), 0);
pos[1] = Math.max(Math.min(yOff, gridWidth - gameHeight / zoom), 0);
pos[0] = xOff; //Math.max(Math.min(xOff, gridWidth + (BAR_WIDTH + 100) / zoom - gameWidth / zoom), 0);
pos[1] = yOff; //Math.max(Math.min(yOff, gridWidth - gameHeight / zoom), 0);
}
function getBounceOffset(frame)
@ -9453,8 +9453,9 @@ function Player(grid, sdata) {
var hue = Math.random();
this.baseColor = base = new Color(hue, .8, .5);
}
this.lightBaseColor = base.deriveLumination(.1);
this.shadowColor = base.deriveLumination(-.3);
this.tailColor = base.deriveLumination(.2).deriveAlpha(.5);
this.tailColor = base.deriveLumination(.3).deriveAlpha(.5);
//Tail requires special handling.
this.grid = grid; //Temporary