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tsgames/src/games/sandstorm/index.tsx

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TypeScript

import { createCanvas, getPixelInt, setPixel } from '@common/display/canvas';
import { gameLoop } from '@common/game';
import Input from '@common/input';
const sandWidth = 128;
const setup = () => {
const canvas = createCanvas(window.innerWidth >> 2, window.innerHeight >> 2);
const ctx = canvas.getContext('2d');
if (!ctx) {
throw new Error('Failed to get canvas context');
}
document.body.style.backgroundColor = '#eee';
const imageData = initData();
return {
canvas,
ctx,
imageData,
};
};
const initData = () => {
const imageData = new ImageData(sandWidth, sandWidth);
for (let x = 0; x < imageData.width; x++) {
for (let y = 0; y < imageData.height; y++) {
const index = (y * imageData.width + x) * 4;
imageData.data[index + 0] = Math.random() < 0.3 ? 255 : 0;
imageData.data[index + 1] = Math.random() < 0.3 ? 255 : 0;
imageData.data[index + 2] = Math.random() < 0.3 ? 255 : 0;
imageData.data[index + 3] = 255;
}
}
return imageData;
}
const emptyColor = 0x000000FF;
const isEmpty = (pixel: number) => (pixel >> 8) === 0;
type State = ReturnType<typeof setup>;
const frame = async (dt: number, state: State): Promise<State> => {
const { canvas, ctx } = state;
if (Input.isPressed(Input.KeyCode.SPACE)) {
state.imageData = initData();
}
const imageData = state.imageData;
for (let y = imageData.height - 2; y >= 0; y--) {
const direction = Math.random() < 0.5 ? 1 : -1;
let startX, endX;
if (direction > 0) {
startX = 0;
endX = imageData.width;
} else {
startX = imageData.width - 1;
endX = -1;
}
for (let x = startX; x != endX; x += direction) {
const pixel = getPixelInt(imageData, x, y);
if (isEmpty(pixel)) continue;
const pixelBelow = getPixelInt(imageData, x, y + 1);
if (isEmpty(pixelBelow)) {
setPixel(imageData, x, y, emptyColor);
setPixel(imageData, x, y + 1, pixel);
continue;
}
let leftEmpty = false;
let rightEmpty = false;
if (x > 0) {
const pixelLeft = getPixelInt(imageData, x - 1, y + 1);
leftEmpty = isEmpty(pixelLeft);
}
if (x < imageData.width - 1) {
const pixelRight = getPixelInt(imageData, x + 1, y + 1);
rightEmpty = isEmpty(pixelRight);
}
const selector = Math.random() < 0.5;
const selectedLeft = (leftEmpty && rightEmpty && selector) || (leftEmpty && !rightEmpty);
const selectedRight = (leftEmpty && rightEmpty && !selector) || (!leftEmpty && rightEmpty);
if (selectedLeft) {
setPixel(imageData, x, y, emptyColor);
setPixel(imageData, x - 1, y + 1, pixel);
} else if (selectedRight) {
setPixel(imageData, x, y, emptyColor);
setPixel(imageData, x + 1, y + 1, pixel);
}
}
}
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.putImageData(imageData, (canvas.width - sandWidth) / 2, (canvas.height - sandWidth) / 2);
return {
...state,
};
};
export default gameLoop(setup, frame);