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import { BLOCK_SIZE } from '../constants.js';

/**
 * Renders Tetris blocks using sprite sheet with color palettes from backdrops
 */
export default class SpriteBlockRenderer {
  /**
   * Create a block texture from sprite sheet with palette colors
   * @param {Phaser.Scene} scene - The Phaser scene
   * @param {number[]} colorPalette - Array of 7 colors extracted from backdrop
   * @param {number} level - Current level (1-10) determines which sprite to use
   * @param {string} key - Texture key to create
   * @param {number} colorIndex - Which color from palette to use (0-6)
   */
  static createBlockTexture(scene, colorPalette, level, key, colorIndex) {
    const canvas = document.createElement('canvas');
    const ctx = canvas.getContext('2d');
    ctx.imageSmoothingEnabled = false;
    canvas.width = BLOCK_SIZE;
    canvas.height = BLOCK_SIZE;

    // Get the color to use
    const color = colorPalette[colorIndex % colorPalette.length];
    const r = (color >> 16) & 0xFF;
    const g = (color >> 8) & 0xFF;
    const b = color & 0xFF;

    // Get the sprite sheet and extract pattern
    const spriteSheet = scene.textures.get('blocks-spritesheet').getSourceImage();
    const spriteX = (level - 1) * BLOCK_SIZE;

    const tempCanvas = document.createElement('canvas');
    const tempCtx = tempCanvas.getContext('2d');
    tempCtx.imageSmoothingEnabled = false;
    tempCanvas.width = spriteSheet.width;
    tempCanvas.height = spriteSheet.height;
    tempCtx.drawImage(spriteSheet, 0, 0);

    const spriteData = tempCtx.getImageData(spriteX, 0, BLOCK_SIZE, BLOCK_SIZE);
    const pixels = spriteData.data;

    // Create output image data
    const outputData = ctx.createImageData(BLOCK_SIZE, BLOCK_SIZE);
    const output = outputData.data;

    // Colorize: use grayscale brightness to modulate the base color
    // Grayscale values create depth (lighter/darker variations)
    for (let i = 0; i < pixels.length; i += 4) {
      const alpha = pixels[i + 3];

      if (alpha > 0) {
        // Get grayscale brightness (0-255)
        const brightness = pixels[i]; // R channel (grayscale, so R=G=B)

        // Normalize brightness to a multiplier (0.5 to 1.5)
        // 128 (50% gray) = 1.0x (base color)
        // 0 (black) = 0.5x (darkest)
        // 255 (white) = 1.5x (lightest)
        const multiplier = 0.5 + (brightness / 255) * 1.0;

        // Apply brightness multiplier to base color
        output[i] = Math.min(255, Math.floor(r * multiplier));
        output[i + 1] = Math.min(255, Math.floor(g * multiplier));
        output[i + 2] = Math.min(255, Math.floor(b * multiplier));
        output[i + 3] = 255;
      } else {
        // Transparent pixel
        output[i] = 0;
        output[i + 1] = 0;
        output[i + 2] = 0;
        output[i + 3] = 0;
      }
    }

    ctx.putImageData(outputData, 0, 0);

    // Create texture and set nearest neighbor
    const texture = scene.textures.addCanvas(key, canvas);
    texture.setFilter(Phaser.Textures.FilterMode.NEAREST);
  }

  /**
   * Create a crush animation frame texture
   * @param {Phaser.Scene} scene - The Phaser scene
   * @param {number} color - The color to apply
   * @param {number} frameIndex - Which frame (0-4)
   * @param {string} key - Texture key to create
   */
  static createCrushTexture(scene, color, frameIndex, key) {
    // Check if texture already exists
    if (scene.textures.exists(key)) {
      return;
    }

    const canvas = document.createElement('canvas');
    const ctx = canvas.getContext('2d');
    ctx.imageSmoothingEnabled = false;
    canvas.width = BLOCK_SIZE;
    canvas.height = BLOCK_SIZE;

    const r = (color >> 16) & 0xFF;
    const g = (color >> 8) & 0xFF;
    const b = color & 0xFF;

    // Get the crush sprite sheet
    const spriteSheet = scene.textures.get('crush-spritesheet').getSourceImage();
    const spriteX = frameIndex * BLOCK_SIZE;

    const tempCanvas = document.createElement('canvas');
    const tempCtx = tempCanvas.getContext('2d');
    tempCtx.imageSmoothingEnabled = false;
    tempCanvas.width = spriteSheet.width;
    tempCanvas.height = spriteSheet.height;
    tempCtx.drawImage(spriteSheet, 0, 0);

    const spriteData = tempCtx.getImageData(spriteX, 0, BLOCK_SIZE, BLOCK_SIZE);
    const pixels = spriteData.data;

    const outputData = ctx.createImageData(BLOCK_SIZE, BLOCK_SIZE);
    const output = outputData.data;

    // Apply grayscale brightness to color (darker = more visible, lighter/white = transparent)
    for (let i = 0; i < pixels.length; i += 4) {
      const brightness = pixels[i]; // Grayscale R channel
      const alpha = pixels[i + 3];

      // Light pixels or transparent become fully transparent
      if (brightness >= 200 || alpha === 0) {
        output[i] = 0;
        output[i + 1] = 0;
        output[i + 2] = 0;
        output[i + 3] = 0;
      } else {
        // Darker pixels get colored - use brightness to modulate color intensity
        // Darker sprite pixels = darker colored blocks
        const multiplier = 0.3 + (brightness / 255) * 0.9;
        output[i] = Math.min(255, Math.floor(r * multiplier));
        output[i + 1] = Math.min(255, Math.floor(g * multiplier));
        output[i + 2] = Math.min(255, Math.floor(b * multiplier));
        output[i + 3] = 255;
      }
    }

    ctx.putImageData(outputData, 0, 0);

    const texture = scene.textures.addCanvas(key, canvas);
    if (texture) {
      texture.setFilter(Phaser.Textures.FilterMode.NEAREST);
    }
  }

  /**
   * Subtly enhance colors with 20% extra contrast
   * @param {number[]} palette - Original palette from backdrop
   * @returns {number[]} Enhanced palette with subtle contrast boost
   */
  static enhancePalette(palette) {
    const enhanced = [];

    for (let i = 0; i < palette.length; i++) {
      let color = palette[i];
      let r = (color >> 16) & 0xFF;
      let g = (color >> 8) & 0xFF;
      let b = color & 0xFF;

      // Add 20% contrast: push values away from middle gray (128)
      const contrastFactor = 0.2;
      r = Math.min(255, Math.max(0, Math.floor(128 + (r - 128) * (1 + contrastFactor))));
      g = Math.min(255, Math.max(0, Math.floor(128 + (g - 128) * (1 + contrastFactor))));
      b = Math.min(255, Math.max(0, Math.floor(128 + (b - 128) * (1 + contrastFactor))));

      enhanced.push((r << 16) | (g << 8) | b);
    }

    return enhanced;
  }

  /**
   * Ensure colors in palette are distinct from each other
   * @param {number[]} palette - Color palette
   * @returns {number[]} Palette with distinct colors
   */
  static ensureDistinctColors(palette) {
    const result = [palette[0]];
    
    for (let i = 1; i < palette.length; i++) {
      let color = palette[i];
      let attempts = 0;
      
      // Check if too similar to existing colors
      while (attempts < 10) {
        let tooSimilar = false;
        
        for (let j = 0; j < result.length; j++) {
          if (this.colorDistance(color, result[j]) < 100) {
            tooSimilar = true;
            break;
          }
        }
        
        if (!tooSimilar) break;
        
        // Adjust color
        let r = (color >> 16) & 0xFF;
        let g = (color >> 8) & 0xFF;
        let b = color & 0xFF;
        
        r = (r + 60) % 256;
        g = (g + 40) % 256;
        b = (b + 80) % 256;
        
        color = (r << 16) | (g << 8) | b;
        attempts++;
      }
      
      result.push(color);
    }
    
    return result;
  }

  /**
   * Calculate color distance
   */
  static colorDistance(c1, c2) {
    const r1 = (c1 >> 16) & 0xFF;
    const g1 = (c1 >> 8) & 0xFF;
    const b1 = c1 & 0xFF;
    const r2 = (c2 >> 16) & 0xFF;
    const g2 = (c2 >> 8) & 0xFF;
    const b2 = c2 & 0xFF;
    
    return Math.sqrt((r1-r2)**2 + (g1-g2)**2 + (b1-b2)**2);
  }
}