Spaces:
Running
Running
File size: 37,199 Bytes
71eae78 d16591c 71eae78 6742ef0 71eae78 6742ef0 71eae78 6742ef0 71eae78 d16591c 71eae78 d16591c 71eae78 6742ef0 71eae78 d16591c 71eae78 d16591c 71eae78 d16591c 71eae78 6742ef0 71eae78 6742ef0 71eae78 d16591c 71eae78 6742ef0 71eae78 d16591c 71eae78 d16591c 71eae78 d16591c 71eae78 d16591c 71eae78 d16591c 71eae78 d16591c 71eae78 6742ef0 71eae78 6742ef0 71eae78 6742ef0 71eae78 6742ef0 71eae78 d16591c 71eae78 d16591c 71eae78 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 | // The forest, in layers.
//
// THE TWO-SIDED VALUE RULE, measured off Blade Warrior. See PALETTE in
// tuning.js for the numbers.
//
// 1. Nothing lives between luminance 30 and 90. A layer is either pure black
// or it is well clear of black. The middle is banned.
// 2. Something substantial has to sit above 160, or a silhouette has nothing
// to read against.
//
// The build this replaces broke both: 30.4% of the frame in the forbidden zone,
// and not one pixel above 160. Three near-identical dark greys under a flat
// dead sky. That was the mud.
//
// So there are three values and black: a sky range, one mid band for the hills,
// and everything from the watchers inward pure black. What separates a watcher
// from a trunk is SHAPE, not tone β in Blade Warrior the foreground reeds are
// the same black as the hero and are never once confused with him, because thin
// spikes and solid human mass are different grammars.
//
// WHAT GETS LIT. The torch's mask is a flat screen-space circle with no depth
// information, so "that layer is far away" does not protect it. Each layer says
// which art it hands to pass 2; the ones that must not be lit hand over their
// dark art, the same trick the prince uses to stay a silhouette inside his own
// torchlight.
import { TUNING, BOWL, PALETTE, SKY, depthAt, DEPTH, TONE, TERRACE, atLuminance, luminance } from './tuning.js';
const SKY_TILE_W = 2048;
/** Blend two [r,g,b] palette entries. */
const mix3 = (a, b, t) => [
a[0] + (b[0] - a[0]) * t,
a[1] + (b[1] - a[1]) * t,
a[2] + (b[2] - a[2]) * t,
];
const rgb = (hex) => {
const n = parseInt(hex.slice(1), 16);
return [(n >> 16) & 255, (n >> 8) & 255, n & 255];
};
/** Deterministic 0..1 from an integer. No state, no list, no allocation. */
function hash01(i, salt) {
let h = Math.imul((i | 0) ^ salt, 2654435761) >>> 0;
h ^= h >>> 15;
h = Math.imul(h, 2246822507) >>> 0;
h ^= h >>> 13;
return (h >>> 0) / 4294967296;
}
/**
* The sky, built once into a tiling texture.
*
* A dithered field quantised to three palette entries rather than a smooth
* gradient, plus a moon and two cloud masses. Cloud masses are placed with
* wrap-around so the tile is seamless, because at 0.06x parallax the seam would
* otherwise cross the screen once during a full level.
*/
function buildSky(h) {
const c = document.createElement('canvas');
c.width = SKY_TILE_W;
c.height = h;
const x = c.getContext('2d');
const img = x.createImageData(SKY_TILE_W, h);
const d = img.data;
const low = rgb(PALETTE.SKY_LOW);
const high = rgb(PALETTE.SKY_HIGH);
const cloud = rgb(PALETTE.CLOUD);
// NO CLOUD BLOBS. Soft radial gradients in a sky read as glowing orbs, not as
// cloud β they look like light sources sitting in mid-air.
//
// The brightness is a horizontal BAND instead, brightest just above the
// horizon and falling away both up and down. That is where it is wanted
// anyway: the figures stand against the horizon, so the light belongs behind
// them rather than at the top of the frame. It also leaves the zenith darker,
// which is where the canopy arrives from.
const peakY = SKY.CENTRE * h;
const spread = SKY.SPREAD * h;
// The moon is measured in PIXELS, not in tile fractions. In fractions it
// comes out an ellipse, because the tile is not square.
const moonX = 0.17 * SKY_TILE_W;
const moonY = 0.15 * h;
const moonR = 52;
for (let py = 0; py < h; py++) {
// One band of brightness sitting just above the horizon.
const t0 = (py - peakY) / spread;
const v0 = SKY.BASE + SKY.PEAK * Math.exp(-t0 * t0);
for (let px = 0; px < SKY_TILE_W; px++) {
const v = v0;
let mdx = px - moonX;
if (mdx > SKY_TILE_W / 2) mdx -= SKY_TILE_W;
if (mdx < -SKY_TILE_W / 2) mdx += SKY_TILE_W;
const md = Math.hypot(mdx, py - moonY);
// a crescent: the disc, minus a disc offset up and to the right
const shadow = Math.hypot(mdx - moonR * 0.46, py - moonY + moonR * 0.34);
let vv = v;
if (md < moonR && shadow > moonR * 0.86) vv = 1.4;
else if (md < moonR) vv = Math.max(v, 0.62);
// CONTINUOUS TONE. This used to quantise to three palette entries through
// an ordered 4x4 Bayer matrix at 3px cells, to imitate a 16-colour Amiga
// game. It produced a visible quilt, and the maths says why: where the
// gradient sits halfway between two entries a Bayer threshold is a
// perfect checkerboard, so the sky carried a 6px weave with the matrix
// repeating every 12px. Measured at 0.765 autocorrelation at lag 6.
//
// Limbo is the opposite aesthetic and that is the direction now. The
// gradient is written straight, interpolating the same three palette
// entries instead of choosing between them β the colours and the band
// shape are unchanged, only the steps are gone.
const col = vv < 0.5
? mix3(low, high, vv / 0.5)
: mix3(high, cloud, Math.min(1, (vv - 0.5) / 0.5));
const i = (py * SKY_TILE_W + px) * 4;
d[i] = col[0]; d[i + 1] = col[1]; d[i + 2] = col[2]; d[i + 3] = 255;
}
}
x.putImageData(img, 0, 0);
return c;
}
/**
* Recolour a black silhouette once, at load, into a cached bitmap.
*
* The old build alpha-blended black onto the background to land on a target
* grey. That works for greys and not for the blue, because the hills are not a
* darker version of the sky β they are a different mix. Tinting once costs
* nothing per frame.
*/
export async function tintFrames(clip, hex, which = 'dark') {
// An undefined colour would leave fillStyle untouched and silently paint the
// previous one, which is how this quietly did nothing the first time.
if (typeof hex !== 'string') throw new Error(`tintFrames: no colour for "${clip.name}"`);
const out = [];
for (const f of clip.frames) {
const c = document.createElement('canvas');
c.width = clip.width;
c.height = clip.height;
const x = c.getContext('2d');
x.drawImage(f[which], 0, 0, clip.width, clip.height);
x.globalCompositeOperation = 'source-in';
x.fillStyle = hex;
x.fillRect(0, 0, c.width, c.height);
out.push(await createImageBitmap(c));
}
return out;
}
export async function createBackground(clips, groundY, viewH) {
const sky = buildSky(viewH);
/**
* Blur, and the constraint IS the finding.
*
* Hills (97) against sky (163) is a gradient from 97 to 163 β entirely above
* 90, so it costs nothing. Canopy (0) against sky runs straight through the
* forbidden zone, and so does any black trunk, actor or ground.
*
* So: the hills and the sky, and nothing else, ever.
*
* Baked once when the strip is made. The strip is already blitted once per
* layer per frame, so at runtime this is free.
*/
const blurred = (src, px) => {
if (!px) return src;
const pad = Math.ceil(px * 3);
const cv = document.createElement('canvas');
cv.width = src.width + pad * 2;
cv.height = src.height + pad * 2;
const x = cv.getContext('2d');
x.filter = `blur(${px}px)`;
// Drawn three times across the seam so a tiling strip still tiles: a blur
// at the edge would otherwise pull in transparent pixels and leave a seam.
x.drawImage(src, pad - src.width, pad);
x.drawImage(src, pad, pad);
x.drawImage(src, pad + src.width, pad);
x.filter = 'none';
const out = document.createElement('canvas');
out.width = src.width; out.height = src.height;
out.getContext('2d').drawImage(cv, -pad, -pad);
return out;
};
/**
* Haze: fade a layer toward the sky it sits against. The further away, the
* more of the air is between you and it.
*
* Toward SKY_HIGH rather than toward the sky's exact local value, because the
* sky is a gradient and a layer is one bitmap β SKY_HIGH is what sits behind
* the horizon band where the hills actually are.
*/
const haze = (hex, amount) => {
if (!amount) return hex;
const a = rgb(hex), b = rgb(PALETTE.SKY_HIGH);
const m = mix3(a, b, Math.min(1, amount)).map((v) => Math.round(v));
return `#${m.map((v) => v.toString(16).padStart(2, '0')).join('')}`;
};
/**
* Soften and re-hue a whole clip's frames, once, at load.
*
* The canopy and the near trunks are PURE BLACK, which is exactly why neither
* could be blurred before: a soft edge from 0 to a 163 sky runs straight
* through the old forbidden zone. In Limbo the extreme foreground is out of
* focus and only the boy is sharp, so this is the cue that was most obviously
* missing and most firmly banned.
*
* Warmth is a hue change at the SAME darkness, never a lift. A lighter trunk
* in front of a black boy tints instead of blocks, which reads as a rendering
* fault, and pure black against a lit background is what says "close".
*/
const soften = (clip, blurPx, warm) => {
if (!clip || (!blurPx && !warm)) return null;
// BOTH passes. The near trunks hand the lit pass their own art, so softening
// only the dark one left the torch revealing a sharp trunk inside a blurred
// one β the defocus would switch off wherever the light landed.
const one = (f, which) => {
const cv = document.createElement('canvas');
cv.width = clip.width; cv.height = clip.height;
const g = cv.getContext('2d');
g.drawImage(f[which], 0, 0);
if (warm) {
g.globalCompositeOperation = 'source-in';
// Luminance about 12 β still black at a glance, warm not neutral.
g.fillStyle = `rgb(${Math.round(24 * warm)},${Math.round(14 * warm)},${Math.round(7 * warm)})`;
g.fillRect(0, 0, cv.width, cv.height);
g.globalCompositeOperation = 'source-over';
}
return blurPx ? blurred(cv, blurPx) : cv;
};
return clip.frames.map((f) => ({ dark: one(f, 'dark'), lit: one(f, 'lit') }));
};
const hillsTint = await tintFrames(clips.bg_treeline, haze(PALETTE.HILLS, TONE.HILLS_HAZE), 'dark');
const watcherTint = await tintFrames(clips.drained_watcher, haze(PALETTE.WATCHERS, TONE.WATCHER_HAZE), 'dark');
let canopySoft = soften(clips.bg_canopy, Math.round(TONE.CANOPY_BLUR), 0);
let trunkSoft = soften(clips.bg_trunks_near, Math.round(TONE.TRUNK_BLUR), TONE.TRUNK_WARM);
/**
* Rebuild the softened strips. Blurring is a load-time cost, so this is not
* something to call per frame β but it has to exist, because judging a soft
* foreground means A/B-ing it, and reloading the page between every pair is
* how a sweep stops happening.
*/
function setSoften(canopyBlur, trunkBlur, trunkWarm) {
canopySoft = soften(clips.bg_canopy, Math.round(canopyBlur), 0);
trunkSoft = soften(clips.bg_trunks_near, Math.round(trunkBlur), trunkWarm);
layers.find((l) => l.key === 'canopy').soft = canopySoft;
layers.find((l) => l.key === 'trunks_near').soft = trunkSoft;
}
// Sharp originals kept, so the toggle is reversible without a reload.
const sharpSky = sky;
const sharpHills = hillsTint[0];
let skyStrip = sharpSky;
let hillsStrip = sharpHills;
let blurPx = -1, blurSkyPx = -1;
// Separately, because they turn out to cost completely different things: the
// hills are an edge against the sky and blurring them is nearly free, while
// the sky is a vertical gradient and blurring it smears the bright band down
// into the dark end and throws bright mass away.
function setBlur(px, skyPx = px) {
if (px === blurPx && skyPx === blurSkyPx) return;
blurPx = px; blurSkyPx = skyPx;
skyStrip = blurred(sharpSky, skyPx);
hillsStrip = blurred(sharpHills, px);
layers.find((l) => l.key === 'hills').tinted = [hillsStrip];
}
// How much sky is open above a given spot on the walk.
//
// The sky itself has no horizontal variation any more β it is a band, and
// blobs in it read as orbs hanging in mid-air. So the only thing that makes
// one stretch brighter than another is the CANOPY: its bottom edge is
// ragged, and where a tooth hangs low there is less sky behind a figure.
//
// Measured once, off the canopy bitmap, into a per-column profile of where
// its ink ends. Encounter placement reads this so fights happen under the
// open patches, which is the one thing Blade Warrior does that costs nothing.
/** Topmost ink row per column of a clip's dark art. */
const topProfile = (cl) => {
if (!cl) return null;
const cv = document.createElement('canvas');
cv.width = cl.width; cv.height = cl.height;
const g = cv.getContext('2d', { willReadFrequently: true });
g.drawImage(cl.frames[0].dark, 0, 0);
const px = g.getImageData(0, 0, cl.width, cl.height).data;
const prof = new Float32Array(cl.width);
for (let x = 0; x < cl.width; x++) {
let top = cl.height;
for (let y = 0; y < cl.height; y++) {
if (px[(y * cl.width + x) * 4 + 3] > 16) { top = y; break; }
}
prof[x] = top;
}
return prof;
};
const hillProfile = topProfile(clips.bg_treeline);
// Which rows of the sky are actually BRIGHT. Open sky below the band is still
// sky, but a silhouette does not read against it, so placement must not count
// it. Measured off the built texture rather than re-deriving the gradient,
// so it cannot drift from what is on screen.
const brightBand = (() => {
const g = document.createElement('canvas');
g.width = 1; g.height = sky.height;
const gx = g.getContext('2d', { willReadFrequently: true });
gx.drawImage(sky, 0, 0);
const px = gx.getImageData(0, 0, 1, sky.height).data;
let top = sky.height, bot = 0;
for (let y = 0; y < sky.height; y++) {
const i = y * 4;
if (0.299 * px[i] + 0.587 * px[i + 1] + 0.114 * px[i + 2] > 160) {
if (y < top) top = y;
bot = y;
}
}
return top <= bot ? { top, bot } : { top: 0, bot: sky.height };
})();
const canopyProfile = (() => {
const cl = clips.bg_canopy;
if (!cl) return null;
const cv = document.createElement('canvas');
cv.width = cl.width; cv.height = cl.height;
const cx2 = cv.getContext('2d', { willReadFrequently: true });
cx2.drawImage(cl.frames[0].dark, 0, 0);
const px = cx2.getImageData(0, 0, cl.width, cl.height).data;
const prof = new Float32Array(cl.width);
for (let x = 0; x < cl.width; x++) {
let low = 0;
for (let y = cl.height - 1; y >= 0; y--) {
if (px[(y * cl.width + x) * 4 + 3] > 16) { low = y; break; }
}
prof[x] = low;
}
return prof;
})();
// THE BACK LANE KEEPS ITS OWN SPACE.
//
// A Drained standing beside the road and a watcher standing in the trees are
// the same drawing at two sizes, and where one stood in front of the other
// the two outlines ran together into a single shape with too many arms. No
// placement can prevent it: the watchers scroll at 0.65 and the lane at 1.0,
// so every watcher slides behind every Drained somewhere along the walk.
//
// So the renderer hands over, each frame, the screen span each back-lane
// figure covers, and a watcher that comes within CLEAR_MARGIN of one fades
// out before the two can touch, and back in once it is clear.
//
// FADED OVER TIME, NOT OVER DISTANCE. The first version faded by how close
// it was, which is right while he walks and wrong the moment he stops: a
// watcher parked inside the fade band stayed half there, a ghost, for as
// long as he stood still. Now each one is either wanted or not, and walks
// its alpha there over CLEAR_FADE_S.
const CLEAR_MARGIN = 40;
const CLEAR_FADE_S = 0.25;
const CLEAR_MAX = 32;
const clear = { camX: 0, clock: -1, n: 0, spans: new Float32Array(CLEAR_MAX * 3) };
const watcherFade = new Map(); // watcher slot -> alpha
const watcherInk = (() => {
const cl = clips.drained_watcher;
const ink = cl && cl.ink;
return ink ? { l: ink.x - cl.pivotX, r: ink.x + ink.w - cl.pivotX } : { l: -40, r: 40 };
})();
/** Whether a watcher at screen x should be showing, given the back lane. */
function watcherWanted(sx, sc) {
const wl = sx + watcherInk.l * sc;
const wr = sx + watcherInk.r * sc;
for (let k = 0; k < clear.n; k++) {
if (!(clear.spans[k * 3 + 2] > 0)) continue;
const gap = Math.max(clear.spans[k * 3] - wr, wl - clear.spans[k * 3 + 1]);
if (gap < CLEAR_MARGIN) return 0;
}
return 1;
}
/** How visible watcher slot i is right now. 0..1. */
function watcherAlpha(i, sx, sc) {
const a = watcherFade.get(i);
return a === undefined ? watcherWanted(sx, sc) : a;
}
/**
* Whether watcher slot i has anyone in it, and if so where and how big.
* ONE ROLL, used by the draw and by sample(). The two drifting apart would
* make the watcher check measure a layer that is not on screen.
*/
function watcherRoll(l, i) {
// Density at this watcher's own world position, not the prince's.
//
// And thinner again inside the village, on top of what the clearing
// already takes off. Six of them on screen plus the shapes standing
// about read as a crowd, and this place has been empty sixty years β
// the crowd belongs to the trees, not to the street.
const wx0 = (i * l.cell) / l.rate;
const density = depthAt(wx0) *
(wx0 >= BOWL.X0 && wx0 <= BOWL.X1 ? TUNING.BOWL_WATCHERS : 1);
if (hash01(i, 0x5eed) >= density) return null;
return {
wx: i * l.cell + hash01(i, 0x77f1) * l.jitter,
variant: Math.floor(hash01(i, 0x1b9d) * l.clip.count) % l.clip.count,
sc: l.scale * (0.86 + hash01(i, 0x3a5f) * 0.28),
};
}
// --- the terraces -----------------------------------------------------------
// What they are and why they look like this is in TERRACE, in tuning.js.
const HILLS_DRAWN = haze(PALETTE.HILLS, TONE.HILLS_HAZE);
const hexMix = (a, b, t) => {
const m = mix3(rgb(a), rgb(b), t).map((v) => Math.round(Math.max(0, Math.min(255, v))));
return `#${m.map((v) => v.toString(16).padStart(2, '0')).join('')}`;
};
const lighter = (hex, d) => atLuminance(hex, luminance(hex) + d);
const laneTop = groundY - TUNING.BACK_LANE_RISE;
/** The edge of step k, near to far. Step 0 is the back lane itself. */
const stepTop = (k) => laneTop - TERRACE.STEPS[k].above;
const STEP_COL = TERRACE.STEPS.map((S) => ({
wall: hexMix(atLuminance(TERRACE.WALL, TERRACE.WALL_LUM + S.wallUp), HILLS_DRAWN, S.blend),
lip: hexMix(atLuminance(TERRACE.FIELD, TERRACE.WALL_LUM + S.wallUp + S.lip), lighter(HILLS_DRAWN, 3), S.blend),
shadow: hexMix(atLuminance(TERRACE.WALL, TERRACE.SHADOW_LUM), HILLS_DRAWN, S.blend * 0.5),
}));
// Under the torch the first step is a retaining wall of laid stone, the way
// the road under it is earth with stones in it.
const LIT_WALL = '#a39684';
const LIT_LIP = '#c9b89c';
/**
* One flat step, drawn fresh: a handful of fields per screen, each a few px
* up or down from the next on the steps that wobble. The field edge first,
* then the wall under it, lipH lower.
*/
function drawStep(c, k, camX, pass, viewW, viewH2) {
const S = TERRACE.STEPS[k];
const rate = S.rate ?? layers.find((l) => l.key === 'watchers').rate;
const shift = camX * rate;
const top = stepTop(k);
const lit = pass === 'lit' && k === 0;
const SEG = S.seg ?? 520;
const j0 = Math.floor((shift - 60) / SEG);
const j1 = Math.ceil((shift + viewW + 60) / SEG);
// Three fills of the same edge, each a little lower: the field top, a
// two-pixel shadow where the wall starts, then the wall.
for (let layer = 0; layer < 3; layer++) {
const dy = layer === 0 ? 0 : layer === 1 ? S.lipH : S.lipH + 2;
c.beginPath();
c.moveTo(j0 * SEG - shift, viewH2);
for (let j = j0; j <= j1; j++) {
const off = S.wobble ? Math.round((hash01(j, 0x51 + k * 97) - 0.5) * 2 * S.wobble) : 0;
const xa = j * SEG - shift;
const y = top + off + dy;
c.lineTo(xa, y);
// Grass on the field edge, on the back lane's own step only.
if (S.tufts && layer === 0) {
const n = 1 + Math.floor(hash01(j, 0x77) * 3);
for (let t = 0; t < n; t++) {
const tx = xa + SEG * (t + 0.3 + 0.4 * hash01(j * 13 + t, 0x99)) / n;
const h = 5 + 7 * hash01(j * 17 + t, 0x3c);
c.lineTo(tx - 3, y); c.lineTo(tx - 1, y - h); c.lineTo(tx + 1, y - h * 0.6); c.lineTo(tx + 3, y);
}
}
c.lineTo(xa + SEG, y);
}
c.lineTo((j1 + 1) * SEG - shift, viewH2);
c.closePath();
c.fillStyle = layer === 0 ? (lit ? LIT_LIP : STEP_COL[k].lip)
: layer === 1 ? (lit ? '#000' : STEP_COL[k].shadow)
: (lit ? LIT_WALL : STEP_COL[k].wall);
c.fill();
}
if (lit) {
c.strokeStyle = '#000';
c.lineWidth = 2;
c.beginPath();
for (let j = Math.floor((shift - 50) / 46); j * 46 - shift < viewW + 20; j++) {
const x = j * 46 - shift + hash01(j, 0xab) * 14;
const row = hash01(j, 0xcd) < 0.5 ? 0 : 1;
c.moveTo(x, top + S.lipH + 2 + row * 22);
c.lineTo(x, top + 28 + row * 22);
}
c.moveTo(0, top + 30);
c.lineTo(viewW, top + 30);
c.stroke();
}
return 1;
}
/**
* The rows of fields up the hills' lower slopes, baked once into a strip the
* width of one hills tile and drawn with the hills, at their rate β they are
* ON the hills, so they move with them. Each row is the ridge again, scaled
* down toward the third step: flatter and browner the lower it is, closer to
* the hills' own colour the higher. The top of every hill is left alone.
*/
let rowsTile = null;
function buildRowsTile(hl) {
const sc = hl.scale ?? 1;
const cl = hl.clip;
const tileW = Math.round(cl.width * sc);
const hillsTop = hl.baseY - cl.pivotY * sc;
const bottom = stepTop(2);
const ridgeAt = (x) => hillsTop + hillProfile[Math.min(cl.width - 1, Math.floor(x / sc))] * sc;
let y0 = bottom;
for (let x = 0; x < tileW; x += 2) y0 = Math.min(y0, bottom - (bottom - ridgeAt(x)) * TERRACE.ROWS[0] - 4);
y0 = Math.floor(y0) - 2;
const cv = document.createElement('canvas');
cv.width = tileW;
cv.height = Math.max(1, viewH - y0);
const g = cv.getContext('2d');
TERRACE.ROWS.forEach((h, k) => {
const t = 1 - h / TERRACE.ROWS[0]; // 0 on the top row, near 1 on the bottom
const face = hexMix(HILLS_DRAWN, STEP_COL[2].wall, 0.25 + 0.7 * t);
const lip = lighter(face, 3 + 4 * t);
const lipH = 3 + 3 * t;
const fieldW = 150 + 90 * t; // lower down is nearer, so wider
const yAt = (x) => {
const off = Math.round((hash01(Math.floor(x / fieldW), 0x61 + k * 7) - 0.5) * 6);
return Math.min(bottom, bottom - (bottom - ridgeAt(x)) * h + off) - y0;
};
for (const [col, dy] of [[lip, 0], [face, lipH]]) {
g.beginPath();
g.moveTo(0, cv.height);
for (let x = 0; x <= tileW; x += 3) g.lineTo(x, yAt(Math.min(x, tileW - 1)) + dy);
g.lineTo(tileW, cv.height);
g.closePath();
g.fillStyle = col;
g.fill();
}
});
return { img: cv, y: y0, w: tileW };
}
function drawRows(c, camX, viewW) {
const hl = layers.find((l) => l.key === 'hills');
if (!hl || !hillProfile) return 0;
rowsTile ??= buildRowsTile(hl);
const shift = Math.round(camX * hl.rate);
const start = Math.floor(shift / rowsTile.w) * rowsTile.w - shift;
let n = 0;
for (let x = start; x < viewW; x += rowsTile.w) { c.drawImage(rowsTile.img, x, rowsTile.y); n++; }
return n;
}
const layers = [
{
key: 'hills', clip: clips.bg_treeline, rate: 0.15,
kind: 'tile', scale: 1.25, baseY: groundY + 24,
tinted: hillsTint, litMode: 'dark', order: 0,
},
// The fields on the hills' slopes. They are the hills, so they move with
// them; see drawRows.
{ key: 'terrace_rows', kind: 'rows', rate: 0.15, order: 0.5 },
{
// Overhead foliage is NEAR, so it scrolls fast even though it is a
// background element. Slow would read as a distant ceiling.
key: 'canopy', clip: clips.bg_canopy, rate: 0.55, soft: canopySoft,
kind: 'canopy', scale: 1, litMode: 'dark', order: 1,
},
{ key: 'terrace_3', kind: 'terrace', step: 2, order: 1.9 },
{
// Background people. They never move, they never react, and because this
// layer hands the lit pass its DARK art the torch can never reach one β
// a watcher stays a black shape for ever and the player will not learn
// who a single one of them was.
//
// Density rides the SAME depth curve as the canopy. One curve, two
// systems: the forest fills up at exactly the rate the sky runs out.
// Existence is rolled per cell against the density at that cell's OWN
// world position, so a watcher that is there is always there β walking
// back and forth cannot make one appear or vanish.
key: 'watchers', clip: clips.drained_watcher, rate: 0.65,
kind: 'watchers', cell: 200, jitter: 185, scale: 0.44,
// Their feet sit ABOVE the ground line, not on it. Shrinking them alone
// reads as small people standing next to him; standing them further up
// the frame is what reads as distance.
//
// AND ON THE THIRD TERRACE, which scrolls at their own rate. They stood
// on nothing at 26px up; with the back lane on the first step at 56 they
// were higher up the screen than the drained in front of them.
tinted: watcherTint, baseY: stepTop(2), litMode: 'dark', order: 2,
},
// The two nearer steps, in front of the crowd. The first IS the back lane.
{ key: 'terrace_2', kind: 'terrace', step: 1, order: 2.5 },
{ key: 'terrace_1', kind: 'terrace', step: 0, order: 2.9 },
{
// The near layer is what makes it read as a forest rather than a
// backdrop. One trunk every few seconds is enough.
key: 'trunks_near', clip: clips.bg_trunks_near, rate: 1.80, soft: trunkSoft,
kind: 'scatter', cell: 2400, jitter: 1100, scale: 1,
baseY: groundY + 210, litMode: 'lit', near: true, order: 9,
},
];
/** The sky itself, which is the background fill rather than a layer. */
function drawSky(c, camX, viewW) {
const shift = Math.round(camX * 0.06) % SKY_TILE_W;
const start = -((shift % SKY_TILE_W) + SKY_TILE_W) % SKY_TILE_W;
for (let x = start; x < viewW; x += SKY_TILE_W) c.drawImage(skyStrip, x, 0);
}
function drawLayer(c, layer, camX, viewW, viewH2, pass, worldX) {
if (layer.kind === 'rows') return drawRows(c, camX, viewW);
if (layer.kind === 'terrace') return drawStep(c, layer.step, camX, pass, viewW, viewH2);
const clip = layer.clip;
if (!clip) return 0;
const mode = pass === 'lit' ? layer.litMode : 'dark';
const shift = Math.round(camX * layer.rate);
let drawn = 0;
if (layer.kind === 'canopy') {
// Slides down as he goes deeper. At depth 0 it is entirely off the top of
// the frame; at depth 1 it has eaten nearly all the sky.
const depth = depthAt(worldX);
if (depth <= 0.001) return 0;
const top = -clip.height + depth * TUNING.CANOPY_MAX_DROP;
const img = layer.soft ? layer.soft[0][mode] : clip.frames[0][mode];
const tileW = clip.width;
const start = Math.floor(shift / tileW) * tileW - shift;
for (let x = start; x < viewW; x += tileW) {
c.drawImage(img, x, top);
drawn++;
}
return drawn;
}
if (layer.kind === 'tile') {
const sc = layer.scale ?? 1;
// The hills use the tinted bitmap; there is no lit variant of a mid band.
const img = layer.tinted ? layer.tinted[0] : clip.frames[0][mode];
const tileW = Math.round(clip.width * sc);
const start = Math.floor(shift / tileW) * tileW - shift;
for (let x = start; x < viewW; x += tileW) {
c.drawImage(img, x, layer.baseY - clip.pivotY * sc, tileW, clip.height * sc);
drawn++;
}
return drawn;
}
if (layer.kind === 'watchers') {
const { cell, scale } = layer;
const margin = clip.width * scale;
const first = Math.floor((shift - margin) / cell);
const last = Math.ceil((shift + viewW + margin) / cell);
const alpha0 = c.globalAlpha;
for (let i = first; i <= last; i++) {
const w = watcherRoll(layer, i);
if (!w) continue;
const sx = Math.round(w.wx - shift);
if (sx < -margin || sx > viewW + margin) continue;
// Out of the way of anyone standing in the back lane. See CLEAR_MARGIN.
const a = watcherAlpha(i, sx, w.sc);
if (a <= 0.01) continue;
c.globalAlpha = alpha0 * a;
// Never mirrored. Every one of them is already facing the way he is
// coming from before it enters the frame. Nothing turns to look.
// Always the tinted bitmap, in both passes. The torch cannot change
// one of these and it cannot brighten one.
c.drawImage(layer.tinted[w.variant], sx - clip.pivotX * w.sc,
layer.baseY - clip.pivotY * w.sc, clip.width * w.sc, clip.height * w.sc);
drawn++;
}
c.globalAlpha = alpha0;
return drawn;
}
// Occlusion: more near-layer objects, same value, same rate. The cheapest
// depth cue there is and it spends nothing β no new values, no soft edges.
const { jitter, scale } = layer;
const cell = layer.near ? layer.cell / Math.max(1, DEPTH.OCC) : layer.cell;
const margin = clip.width * scale;
const first = Math.floor((shift - margin) / cell);
const last = Math.ceil((shift + viewW + margin) / cell);
for (let i = first; i <= last; i++) {
const wx = i * cell + hash01(i, 0x9e37) * jitter;
const sx = Math.round(wx - shift);
if (sx < -margin || sx > viewW + margin) continue;
const variant = Math.floor(hash01(i, 0x85eb) * clip.count) % clip.count;
const sc = scale * (0.86 + hash01(i, 0xc2b2) * 0.3);
c.drawImage((layer.soft ? layer.soft[variant][mode] : clip.frames[variant][mode]),
sx - clip.pivotX * sc,
layer.baseY - clip.pivotY * sc, clip.width * sc, clip.height * sc);
drawn++;
}
return drawn;
}
// Hills blur is tone now, not an experiment toggle. DEPTH.BLUR still adds on
// top so the depth A/B keeps working.
setBlur(Math.round(TONE.HILLS_BLUR + DEPTH.BLUR), Math.round(DEPTH.BLUR_SKY ?? 0));
return {
layers,
setBlur,
setSoften,
get blurPx() { return blurPx; },
drawSky,
/** Everything behind the actors. */
drawFar(c, camX, viewW, viewH2, pass = 'dark', worldX = 0) {
let n = 0;
for (const l of layers) if (!l.near) n += drawLayer(c, l, camX, viewW, viewH2, pass, worldX);
return n;
},
/** Everything in front of the actors. */
drawNear(c, camX, viewW, viewH2, pass = 'dark', worldX = 0) {
let n = 0;
for (const l of layers) if (l.near) n += drawLayer(c, l, camX, viewW, viewH2, pass, worldX);
return n;
},
/**
* How many screen pixels of bright SKY a fight at worldX would have behind
* it. This is the placement score, and it has to account for all three
* things that eat the bright band, because scoring on the canopy alone put
* three encounters out of five BELOW the average of the spots they were
* picked over:
*
* the canopy, closing down from the top
* the hills, whose ridge line rises into it from below
* a near trunk, pure black and full height, stood across the action
*
* Columns are sampled across the width the figures occupy, not one point.
*/
skyOpenAt(worldX, viewW = 1920) {
const canopy = layers.find((l) => l.key === 'canopy');
const hills = layers.find((l) => l.key === 'hills');
const trunks = layers.find((l) => l.key === 'trunks_near');
const cc = canopy && canopy.clip;
const hc = hills && hills.clip;
const depth = depthAt(worldX);
const camX = worldX - viewW / 2;
const canopyTop = cc ? -cc.height + depth * TUNING.CANOPY_MAX_DROP : -1e6;
const hSc = hills ? (hills.scale ?? 1) : 1;
const hTileW = hc ? Math.round(hc.width * hSc) : 1;
const hTop = hc ? hills.baseY - hc.pivotY * hSc : 1e6;
// trunk columns to strike out entirely
const blocked = [];
if (trunks) {
const shift = camX * trunks.rate;
for (const wx of this.sample('trunks_near', shift - 600, shift + viewW + 600)) {
blocked.push([wx - shift - trunks.clip.width / 2, wx - shift + trunks.clip.width / 2]);
}
}
let open = 0;
for (let sx = viewW / 2 - 300; sx <= viewW / 2 + 300; sx += 6) {
if (blocked.some(([a, b]) => sx >= a && sx <= b)) continue;
let top = 0;
if (cc && depth > 0.001) {
const col = Math.floor(((sx + camX * canopy.rate) % cc.width + cc.width) % cc.width);
top = canopyTop + canopyProfile[col];
}
let bottom = 1e6;
if (hc && hillProfile) {
const tx = ((sx + camX * hills.rate) % hTileW + hTileW) % hTileW;
const col = Math.min(hc.width - 1, Math.floor(tx / hSc));
bottom = hTop + hillProfile[col] * hSc;
}
// Clip to the rows that are actually above luminance 160.
const a = Math.max(top, brightBand.top);
const b = Math.min(bottom, brightBand.bot);
open += Math.max(0, b - a);
}
return open;
},
/**
* Screen y of the canopy's lowest edge over the spot a fight at worldX
* would happen, averaged across the width of the action so one stray tooth
* does not decide it. Smaller means the canopy is higher and there is more
* bright sky behind the figures. Null before the canopy has closed at all.
*/
canopyBottomAt(worldX, viewW = 1920) {
const cl = clips.bg_canopy;
if (!canopyProfile || !cl) return null;
const depth = depthAt(worldX);
if (depth <= 0.001) return null;
const top = -cl.height + depth * TUNING.CANOPY_MAX_DROP;
const layerShift = (worldX - viewW / 2) * 0.55;
let sum = 0, n = 0;
for (let sx = viewW / 2 - 320; sx <= viewW / 2 + 320; sx += 16) {
const col = Math.floor(((sx + layerShift) % cl.width + cl.width) % cl.width);
sum += top + canopyProfile[col];
n++;
}
return sum / n;
},
/**
* The screen spans the back lane is standing in, for this frame. Flat
* triples β left, right, weight β so handing them over allocates nothing.
*/
keepClear(camX, spans, n, clock = 0) {
// A cut rather than a frame: a restart, a check staging a scene, a
// reset clock. Everything goes straight to where it should be.
const dt = clock - clear.clock;
const cut = !(dt >= 0 && dt < 0.25) || Math.abs(camX - clear.camX) > 300;
clear.camX = camX;
clear.clock = clock;
clear.n = Math.min(n, CLEAR_MAX);
for (let k = 0; k < clear.n * 3; k++) clear.spans[k] = spans[k];
// Walk every watcher on screen toward wanted or not. Once per frame,
// here, and not in the draw β the draw runs twice a frame, once for
// each pass, and a check can call it again.
const wl = layers.find((l) => l.key === 'watchers');
if (!wl) return;
const shift = Math.round(camX * wl.rate);
const margin = wl.clip.width * wl.scale;
const step = dt > 0 ? dt / CLEAR_FADE_S : 0;
for (let i = Math.floor((shift - margin) / wl.cell); i <= Math.ceil((shift + 1920 + margin) / wl.cell); i++) {
const w = watcherRoll(wl, i);
if (!w) continue;
const want = watcherWanted(Math.round(w.wx - shift), w.sc);
const was = watcherFade.get(i);
if (cut || was === undefined) { watcherFade.set(i, want); continue; }
watcherFade.set(i, want > was ? Math.min(want, was + step) : Math.max(want, was - step));
}
},
/**
* For the determinism check: trunk positions in a world range.
*
* For watchers, `shownOnly` leaves out any the back lane has faded, even
* partly. A faded one is not a watcher on screen, and measuring its torso
* measures whatever is behind it.
*/
sample(key, fromX, toX, shownOnly = false) {
const l = layers.find((x) => x.key === key);
if (!l) return [];
const out = [];
if (l.kind === 'watchers') {
for (let i = Math.floor(fromX / l.cell); i <= Math.ceil(toX / l.cell); i++) {
const w = watcherRoll(l, i);
if (!w) continue;
if (shownOnly && watcherAlpha(i, Math.round(w.wx - clear.camX * l.rate), w.sc) < 0.999) continue;
out.push(Math.round(w.wx));
}
return out;
}
if (l.kind !== 'scatter') return [];
for (let i = Math.floor(fromX / l.cell); i <= Math.ceil(toX / l.cell); i++) {
out.push(Math.round(i * l.cell + hash01(i, 0x9e37) * l.jitter));
}
return out;
},
};
}
|