Improved fog of war

This commit is contained in:
MeijiRestored 2025-05-14 18:56:30 +02:00
parent cf82be5b8d
commit 5fa4d953f7

View file

@ -33,38 +33,61 @@ export function drawFogCanvas(map, markers, clearFogRadius) {
const size = map.getSize();
// Clear the canvas
// 1) Paint base fog
ctx.clearRect(0, 0, size.x, size.y);
// Keep the light fog for unexplored areas
ctx.fillStyle = 'rgba(0, 0, 0, 0.4)';
ctx.fillRect(0, 0, size.x, size.y);
// Set up for "cutting" holes
// 2) Cut out holes
ctx.globalCompositeOperation = 'destination-out';
// Draw clear circles for each point
markers.forEach(point => {
const latLng = L.latLng(point[0], point[1]);
const pixelPoint = map.latLngToContainerPoint(latLng);
const radiusInPixels = metersToPixels(map, clearFogRadius);
// 3) Build & sort points
const thresholdSec = 90; // points will be joined if < 1m30 of time difference
const pts = markers
.map(pt => {
const pixel = map.latLngToContainerPoint(L.latLng(pt[0], pt[1]));
return { pixel, time: parseInt(pt[4], 10) };
})
.sort((a, b) => a.time - b.time);
// Make explored areas completely transparent
const gradient = ctx.createRadialGradient(
pixelPoint.x, pixelPoint.y, 0,
pixelPoint.x, pixelPoint.y, radiusInPixels
);
gradient.addColorStop(0, 'rgba(255, 255, 255, 1)'); // 100% transparent
gradient.addColorStop(0.85, 'rgba(255, 255, 255, 1)'); // Still 100% transparent
gradient.addColorStop(1, 'rgba(255, 255, 255, 0)'); // Fade to fog at edge
const radiusPx = Math.max(metersToPixels(map, clearFogRadius), 2);
console.log(radiusPx);
ctx.fillStyle = gradient;
ctx.beginPath();
ctx.arc(pixelPoint.x, pixelPoint.y, radiusInPixels, 0, Math.PI * 2);
ctx.fill();
// 4) Mark which pts are part of a line
const connected = new Array(pts.length).fill(false);
for (let i = 0; i < pts.length - 1; i++) {
if (pts[i + 1].time - pts[i].time <= thresholdSec) {
connected[i] = true;
connected[i + 1] = true;
}
}
// 5) Draw circles only for “alone” points
pts.forEach((pt, i) => {
if (!connected[i]) {
ctx.fillStyle = 'rgba(255,255,255,1)';
ctx.beginPath();
ctx.arc(pt.pixel.x, pt.pixel.y, radiusPx, 0, Math.PI * 2);
ctx.fill();
}
});
// Reset composite operation
// 6) Draw rounded lines
ctx.lineWidth = radiusPx * 2;
ctx.lineCap = 'round';
ctx.lineJoin = 'round';
ctx.strokeStyle = 'rgba(255,255,255,1)';
for (let i = 0; i < pts.length - 1; i++) {
if (pts[i + 1].time - pts[i].time <= thresholdSec) {
ctx.beginPath();
ctx.moveTo(pts[i].pixel.x, pts[i].pixel.y);
ctx.lineTo(pts[i + 1].pixel.x, pts[i + 1].pixel.y);
ctx.stroke();
}
}
// 7) Reset composite operation
ctx.globalCompositeOperation = 'source-over';
}