Add minimap
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This commit is contained in:
Andras Schmelczer 2026-06-15 08:10:54 +01:00
parent fc9df09ee1
commit 73f5f45322
7 changed files with 184 additions and 122 deletions

View file

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import { vec2 } from 'gl-matrix';
import { CharacterTeam, Id, settings } from 'shared';
export interface MinimapBlip {
id: Id;
position: vec2;
team: CharacterTeam;
}
// Top-down radar of the whole circular arena, pinned to the top-left. The map's
// circular border is the world boundary (its radius maps to worldRadius), so the
// local player's bright dot reads as a true position in the arena and every other
// living player shows as a team-coloured dot. Owns its own <canvas>, so the Game
// just appends `element` to the overlay and feeds it `update()` each frame.
// Replaces the off-screen chevrons that used to point at other players.
export class Minimap {
public readonly element = document.createElement('canvas');
private readonly ctx: CanvasRenderingContext2D;
private readonly colors: Record<CharacterTeam, string>;
// World-space positions, smoothed per player so the 25 Hz snapshots glide
// rather than step between frames.
private readonly smoothed = new Map<Id, vec2>();
private bufferSize = 0;
constructor() {
this.element.className = 'minimap';
this.ctx = this.element.getContext('2d')!;
const theme = getComputedStyle(document.documentElement);
const read = (name: string, fallback: string) =>
theme.getPropertyValue(name).trim() || fallback;
this.colors = {
[CharacterTeam.blue]: read('--bright-blue', '#4069a5'),
[CharacterTeam.red]: read('--bright-red', '#d15652'),
[CharacterTeam.neutral]: read('--bright-neutral', '#ccc'),
};
}
public update(localPosition: vec2 | undefined, players: Array<MinimapBlip>) {
const size = this.element.clientWidth;
if (size === 0) {
return; // not laid out yet
}
this.syncBufferSize(size);
const ctx = this.ctx;
ctx.clearRect(0, 0, size, size);
const center = size / 2;
const innerRadius = center - 5;
const scale = innerRadius / settings.worldRadius;
const toMap = (world: vec2): { x: number; y: number } => {
let dx = world.x * scale;
let dy = -world.y * scale; // world Y points up, canvas Y points down
const distance = Math.hypot(dx, dy);
if (distance > innerRadius) {
dx = (dx / distance) * innerRadius;
dy = (dy / distance) * innerRadius;
}
return { x: center + dx, y: center + dy };
};
// Faint marker at the world's centre to aid orientation.
ctx.fillStyle = 'rgba(255, 255, 255, 0.12)';
ctx.beginPath();
ctx.arc(center, center, 1.5, 0, Math.PI * 2);
ctx.fill();
const present = new Set<Id>();
for (const blip of players) {
present.add(blip.id);
let world = this.smoothed.get(blip.id);
if (world) {
vec2.lerp(world, world, blip.position, 0.3);
} else {
world = vec2.clone(blip.position);
this.smoothed.set(blip.id, world);
}
const { x, y } = toMap(world);
this.drawDot(x, y, 3, this.colors[blip.team]);
}
for (const id of this.smoothed.keys()) {
if (!present.has(id)) {
this.smoothed.delete(id);
}
}
// The local player rides on top, drawn in white with a ring so "you" is
// unmistakable amongst the team-coloured dots.
if (localPosition) {
const { x, y } = toMap(localPosition);
this.drawDot(x, y, 3.5, '#ffffff');
ctx.beginPath();
ctx.arc(x, y, 6, 0, Math.PI * 2);
ctx.strokeStyle = 'rgba(255, 255, 255, 0.65)';
ctx.lineWidth = 1.5;
ctx.stroke();
}
}
private drawDot(x: number, y: number, radius: number, color: string) {
const ctx = this.ctx;
ctx.beginPath();
ctx.arc(x, y, radius, 0, Math.PI * 2);
ctx.fillStyle = color;
ctx.shadowColor = color;
ctx.shadowBlur = radius * 2;
ctx.fill();
ctx.shadowBlur = 0;
}
private syncBufferSize(cssSize: number) {
const dpr = window.devicePixelRatio || 1;
const target = Math.round(cssSize * dpr);
if (this.bufferSize !== target) {
this.bufferSize = target;
this.element.width = target;
this.element.height = target;
}
// Setting the buffer size resets the transform, so (re)establish it every
// frame and draw in CSS pixels regardless of the device pixel ratio.
this.ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
}
}