feat: Add new game screen

- Add first person view screen
- Add HippieCrosshair class
- Controls for crosshair options
- Add styles to game module
This commit is contained in:
sthag 2026-03-21 14:49:10 +01:00
parent e7aaf257e3
commit ebed5a2d42
3 changed files with 328 additions and 0 deletions

230
source/code/game.js Normal file
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class HippieCrosshair {
constructor(canvas, options = {}) {
this.canvas = canvas;
this.ctx = canvas.getContext('2d');
this.debug = options.debug || false;
// Crosshair options
this.size = options.size || 16;
this.thickness = options.thickness || 2;
this.color = options.color || '#000';
this.gapSize = options.gapSize || 8;
this.style = options.style || 'cross';
// Line options
this.lineColor = options.lineColor || '#fff';
this.lineWidth = options.lineWidth || 1;
this.showConnector = options.showConnector !== false;
// Symbol options
this.symbolDistance = options.symbolDistance || 128; // Distance to draw next symbol
this.symbolSpacing = options.symbolSpacing || 64; // Space between symbols
this.symbolSize = options.symbolSize || 8;
this.symbolColor = options.symbolColor || '#000';
this.symbolStyle = options.symbolStyle || 'arrow';
this.mouseX = canvas.width / 2;
this.mouseY = canvas.height / 2;
this.setupEventListeners();
this.animate();
}
setupEventListeners() {
document.addEventListener('mousemove', (e) => {
this.mouseX = e.clientX;
this.mouseY = e.clientY;
});
}
animate() {
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
if (this.showConnector) {
if (this.debug) this.drawLine();
this.drawConnector();
}
// TODO: Autom. Zug zum Zentrum hin ermöglichen
this.drawCrosshair();
requestAnimationFrame(() => this.animate());
}
drawLine() {
const centerX = this.canvas.width / 2;
const centerY = this.canvas.height / 2;
this.ctx.strokeStyle = this.lineColor;
this.ctx.lineWidth = this.lineWidth;
this.ctx.beginPath();
this.ctx.moveTo(centerX, centerY);
this.ctx.lineTo(this.mouseX, this.mouseY);
this.ctx.stroke();
}
// TODO: Ausblenden nach Distanz
drawConnector() {
const centerX = this.canvas.width / 2;
const centerY = this.canvas.height / 2;
const dx = this.mouseX - centerX;
const dy = this.mouseY - centerY;
const distance = Math.sqrt(dx * dx + dy * dy);
// Only draw symbols if cursor is far enough from center
if (distance < this.symbolDistance) {
return;
}
const angle = Math.atan2(dy, dx);
// Calculate how many symbols to draw
const symbolCount = Math.floor((distance - this.symbolDistance) / this.symbolSpacing);
for (let i = 0; i < symbolCount; i++) {
const symbolDistance = this.symbolDistance + (i * this.symbolSpacing);
const symbolX = centerX + Math.cos(angle) * symbolDistance;
const symbolY = centerY + Math.sin(angle) * symbolDistance;
this.drawSymbol(symbolX, symbolY, angle);
}
}
drawSymbol(x, y, angle = 0) {
this.ctx.fillStyle = this.symbolColor;
this.ctx.strokeStyle = this.symbolColor;
this.ctx.lineWidth = 1;
switch (this.symbolStyle) {
case 'circle':
this.ctx.beginPath();
this.ctx.arc(x, y, this.symbolSize / 2, 0, Math.PI * 2);
this.ctx.fill();
break;
case 'diamond':
const size = this.symbolSize - (this.symbolSize / 4);
this.ctx.beginPath();
this.ctx.moveTo(x, y - size);
this.ctx.lineTo(x + size, y);
this.ctx.lineTo(x, y + size);
this.ctx.lineTo(x - size, y);
this.ctx.closePath();
this.ctx.fill();
break;
case 'square':
this.ctx.fillRect(
x - this.symbolSize / 2,
y - this.symbolSize / 2,
this.symbolSize,
this.symbolSize
);
break;
case 'arrow':
this.arrow(x, y, angle);
break;
}
}
arrow(x, y, angle) {
const size = this.symbolSize - (this.symbolSize / 4);
this.ctx.save();
this.ctx.translate(x, y);
this.ctx.rotate(angle);
// Arrow pointing right
this.ctx.beginPath();
this.ctx.moveTo(size, 0); // Tip
this.ctx.lineTo(-size, -size); // Back left
// this.ctx.lineTo(-size * 0.4, 0); // Middle
this.ctx.lineTo(-size, size); // Back right
this.ctx.closePath();
this.ctx.fill();
this.ctx.restore();
}
drawCrosshair() {
this.ctx.strokeStyle = this.color;
this.ctx.lineWidth = this.thickness;
this.ctx.lineCap = 'round';
switch (this.style) {
case 'cross':
this.cross();
break;
case 'circle':
this.circle();
break;
case 'dot':
this.dot();
break;
}
}
cross() {
// Horizontal line
this.ctx.beginPath();
this.ctx.moveTo(this.mouseX - this.size, this.mouseY);
this.ctx.lineTo(this.mouseX - this.gapSize, this.mouseY);
this.ctx.stroke();
this.ctx.beginPath();
this.ctx.moveTo(this.mouseX + this.gapSize, this.mouseY);
this.ctx.lineTo(this.mouseX + this.size, this.mouseY);
this.ctx.stroke();
// Vertical line
this.ctx.beginPath();
this.ctx.moveTo(this.mouseX, this.mouseY - this.size);
this.ctx.lineTo(this.mouseX, this.mouseY - this.gapSize);
this.ctx.stroke();
this.ctx.beginPath();
this.ctx.moveTo(this.mouseX, this.mouseY + this.gapSize);
this.ctx.lineTo(this.mouseX, this.mouseY + this.size);
this.ctx.stroke();
}
circle() {
// Outer circle
this.ctx.beginPath();
this.ctx.arc(this.mouseX, this.mouseY, this.size, 0, Math.PI * 2);
this.ctx.stroke();
// Inner dot
this.ctx.fillStyle = this.color;
this.ctx.beginPath();
this.ctx.arc(this.mouseX, this.mouseY, this.thickness * 1.5, 0, Math.PI * 2);
this.ctx.fill();
}
dot() {
this.ctx.fillStyle = this.color;
this.ctx.beginPath();
this.ctx.arc(this.mouseX, this.mouseY, this.size / 4, 0, Math.PI * 2);
this.ctx.fill();
}
setCrosshairStyle(style) {
this.style = style;
}
setColor(color) {
this.color = color;
}
setSymbolStyle(style) {
this.symbolStyle = style;
}
setSymbolColor(color) {
this.symbolColor = color;
}
setLineVisible(visible) {
this.showConnector = visible;
}
}

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---
title: FPV
tags:
- game
---
{% assign bodyClass = 'body_fpv' -%}
{% layout 'hippie/simple.liquid' %}
{% block links %}
{{ block.super -}}
<link href="/vendor/bootstrap-icons/font/bootstrap-icons.min.css" rel="stylesheet">
{% endblock %}
{% block body %}
<canvas id="view"></canvas>
<header class="io controls">
<nav>
<span>Color</span>
<button onclick="changeColor('black')">Black</button>
<button onclick="changeColor('white')">White</button>
<button onclick="changeColor('crimson')">Red</button>
<button onclick="changeColor('#00ffff')">Cyan</button>
</nav>
<nav>
<span>Crosshair</span>
<button onclick="changeCrosshairStyle('cross')"><i class="bi bi-plus-lg"></i></button>
<button onclick="changeCrosshairStyle('circle')"><i class="bi bi-circle"></i></button>
<button onclick="changeCrosshairStyle('dot')"><i class="bi bi-dot"></i></button>
</nav>
<nav>
<span>Connector</span>
<button onclick="toggleLine()">Toggle</button>
<hr class="vertical">
<button onclick="changeSymbolStyle('arrow')"><i class="bi bi-caret-up-fill"></i></button>
<button onclick="changeSymbolStyle('square')"><i class="bi bi-square-fill"></i></button>
<button onclick="changeSymbolStyle('circle')"><i class="bi bi-circle-fill"></i></button>
<button onclick="changeSymbolStyle('diamond')"><i class="bi bi-diamond-fill"></i></button>
</nav>
</header>
{% endblock %}
{% block assets %}
<script src="/js/game.js"></script>
{% endblock %}
{% block script %}
<script>
const canvas = document.getElementById('view');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
const crosshair = new HippieCrosshair(canvas);
function changeCrosshairStyle(style) {
crosshair.setCrosshairStyle(style);
}
function changeSymbolStyle(style) {
crosshair.setSymbolStyle(style);
}
function changeColor(color) {
crosshair.setColor(color);
crosshair.setSymbolColor(color);
crosshair.lineColor = `rgba(${parseInt(color.slice(1, 3), 16)}, ${parseInt(color.slice(3, 5), 16)}, ${parseInt(color.slice(5, 7), 16)}, 0.3)`;
}
function toggleLine() {
crosshair.setLineVisible(!crosshair.showConnector);
}
window.addEventListener('resize', () => {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
});
</script>
{% endblock %}

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@use "sass:map";
@use "../hippie-style/hippie";
.body_game {
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}
}
}
}
.body_fpv {
@extend .h_full_view;
canvas {
display: block;
cursor: none;
background-color: lightblue;
}
.controls {
position: fixed;
top: 0;
left: 0;
border-radius: hippie.$radius_basic;
}
}