миграция на pixi
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import { Container, Sprite, type Application } from 'pixi.js';
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import type { GameStore } from '../../game/GameStore';
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import type { NodeKind } from '../../game/types';
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import { BUSH_SPRITE, TREE_SPRITE, type PixelGrid } from '../../game/sprites';
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import { chopShakeOffset } from '../animations';
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import { createShadow } from '../shadow';
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import { applySpriteSize, getSpriteTexture } from '../textures';
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const NODE_SPRITES: Record<NodeKind, PixelGrid> = { tree: TREE_SPRITE, bush: BUSH_SPRITE };
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const NODE_SIZES: Record<NodeKind, number> = { tree: 64, bush: 40 };
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// .entity.tree-shadow: width 64 height 32, margin (26, 0, 0, -11) -> center offset (-11, +26).
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// .entity.bush-shadow: width 40 height 20, margin (16, 0, 0, -6) -> center offset (-6, +16).
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const SHADOW_OFFSET: Record<NodeKind, { x: number; y: number; radiusX: number; radiusY: number }> = {
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tree: { x: -11, y: 26, radiusX: 32, radiusY: 16 },
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bush: { x: -6, y: 16, radiusX: 20, radiusY: 10 },
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};
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// .entity.tree/.bush click padding (padding: Npx; margin: -Npx) expands the clickable area beyond
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// the sprite's own box — approximated here as a circle for hit-testing (see GameCanvas).
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export const NODE_CLICK_RADIUS: Record<NodeKind, number> = {
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tree: NODE_SIZES.tree / 2 + 12,
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bush: NODE_SIZES.bush / 2 + 8,
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};
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interface NodeVisual {
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shadow: ReturnType<typeof createShadow>;
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sprite: Sprite;
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}
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/** Renders every tree/bush, syncing to store.nodes each frame (mirrors NodeEntity.tsx, one per
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* live node) — entities are added/removed as nodes are chopped down or grown in. */
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export class NodesView {
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private readonly visuals = new Map<string, NodeVisual>();
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private readonly app: Application;
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private readonly entities: Container;
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constructor(app: Application, entities: Container) {
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this.app = app;
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this.entities = entities;
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}
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sync(store: GameStore, elapsedSeconds: number): void {
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const seen = new Set<string>();
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for (const node of store.nodes) {
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seen.add(node.id);
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let visual = this.visuals.get(node.id);
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if (!visual) {
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visual = this.create(node.kind);
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this.visuals.set(node.id, visual);
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}
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const offset = SHADOW_OFFSET[node.kind];
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visual.shadow.position.set(node.x + offset.x, node.y + offset.y);
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visual.shadow.zIndex = node.y - 1;
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visual.sprite.zIndex = node.y;
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const isChopping = node.id === store.heldNodeId && store.isChopping;
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if (isChopping) {
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const shake = chopShakeOffset(elapsedSeconds);
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visual.sprite.position.set(node.x + shake.x, node.y + shake.y);
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visual.sprite.rotation = shake.rotation;
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} else {
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visual.sprite.position.set(node.x, node.y);
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visual.sprite.rotation = 0;
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}
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}
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for (const [id, visual] of this.visuals) {
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if (!seen.has(id)) {
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this.entities.removeChild(visual.shadow, visual.sprite);
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visual.shadow.destroy();
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visual.sprite.destroy();
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this.visuals.delete(id);
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}
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}
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}
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private create(kind: NodeKind): NodeVisual {
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const offset = SHADOW_OFFSET[kind];
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const shadow = createShadow(offset.radiusX, offset.radiusY);
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const info = getSpriteTexture(this.app, NODE_SPRITES[kind]);
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const sprite = new Sprite(info.texture);
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sprite.anchor.set(0.5);
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applySpriteSize(sprite, info, NODE_SIZES[kind]);
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this.entities.addChild(shadow, sprite);
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const visual: NodeVisual = { shadow, sprite };
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return visual;
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}
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}
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