diff options
Diffstat (limited to 'test-client/visual.ts')
| -rw-r--r-- | test-client/visual.ts | 16 | 
1 files changed, 5 insertions, 11 deletions
| diff --git a/test-client/visual.ts b/test-client/visual.ts index fbe9ad10..6a02dbee 100644 --- a/test-client/visual.ts +++ b/test-client/visual.ts @@ -15,14 +15,11 @@      along with this program.  If not, see <https://www.gnu.org/licenses/>.  */ -import { ItemData, MessageData, PlayerData, TileData, camera, canvas, ctx, data, get_interact_target, interact_active_anim, interact_possible_anim, interact_target_anim, items_removed, keys_down, my_id, players, tiles } from "./main.ts"; +import { ItemData, MessageData, PlayerData, TileData, camera, camera_scale, canvas, ctx, data, get_interact_target, interact_active_anim, interact_possible_anim, interact_target_anim, items_removed, keys_down, my_id, players, tiles } from "./main.ts";  import { PLAYER_SIZE } from "./movement.ts";  import { FALLBACK_TILE, ITEMS, TILES, FALLBACK_ITEM } from "./tiles.ts";  import { V2, ceil_v2, floor_v2 } from "./util.ts"; -let camera_zoom = 0.1 -let scale = 0 -  export function draw_wait(text: string) {      ctx.fillStyle = "#444"      ctx.fillRect(0, 0, canvas.width, canvas.height) @@ -44,11 +41,9 @@ export function draw_ingame() {      ctx.fillStyle = "#111"      ctx.fillRect(0, 0, canvas.width, canvas.height) -    scale = Math.min(canvas.width, canvas.height) * camera_zoom; -      ctx.save()      ctx.translate(canvas.width / 2, canvas.height / 2) -    ctx.scale(scale, scale) +    ctx.scale(camera_scale, camera_scale)      ctx.translate(-camera.x, -camera.y)      draw_grid() @@ -80,9 +75,8 @@ export function draw_ingame() {      ctx.restore()      if (keys_down.has("KeyP")) { -        camera_zoom = 0.05          draw_debug() -    } else { camera_zoom = 0.1 } +    }  }  function draw_debug() { @@ -202,8 +196,8 @@ function draw_message(m: MessageData) {  function map_screen_to_world(screen: V2): V2 {      return { -        x: ((screen.x - canvas.width / 2) / scale) + camera.x, -        y: ((screen.y - canvas.height / 2) / scale) + camera.y, +        x: ((screen.x - canvas.width / 2) / camera_scale) + camera.x, +        y: ((screen.y - canvas.height / 2) / camera_scale) + camera.y,      }  } | 
