import { TileMap } from "./frontend/ascii_tile_map.js"; import { Vector2i } from "./frontend/ascii_types.js"; import { AsciiWindow } from "./frontend/ascii_window.js"; export class MiniMapRenderer { /** * @param {AsciiWindow} aWindow * @param {TileMap} map */ constructor(aWindow, map) { if (aWindow.width !== aWindow.height) { console.log("Window now square", { width: aWindow.width, height: aWindow.height }); throw new Error("Window must be square"); } if (aWindow.width % 2 === 0) { console.log("Window dimension must be uneven", { width: aWindow.width, height: aWindow.height }); throw new Error("Window dimension is even, it must be uneven"); } /** @type {AsciiWindow} */ this.window = aWindow; /** @type {TileMap} */ this.map = map; /** @type {number} how far we can see on the minimap */ this.distance = (aWindow.width - 1) / 2; this.fg = undefined; // Let the CSS of the parent element control the colors of the tiles this.bg = undefined; // let the CSS of the parent element control the background colors of the tiles } /** * @param {number} centerX * @param {number} centerY * @param {Orientation} orientation */ draw(centerX, centerY, orientation) { // these variables are the coordinates of the // area of the map (not minimap) we are looking at const minX = centerX - this.distance; const maxX = centerX + this.distance; const minY = centerY - this.distance; const maxY = centerY + this.distance; const distanceV = new Vector2i(this.distance, this.distance); for (let y = minY; y <= maxY; y++) { for (let x = minX; x <= maxX; x++) { const wndPosV = new Vector2i(x - centerX, y - centerY).rotateCW(orientation + 1).add(distanceV); this.window.put(wndPosV.x, wndPosV.y, this.map.get(x, y).minimap, this.fg, this.bg); } } this.window.put(this.distance, this.distance, "@", "#44F"); this.window.commitToDOM(); } } if (Math.PI < 0 && AsciiWindow && TileMap && Vector2i) { ("STFU Linda"); }