Color objects based on player color
Signed-off-by: James Ketrenos <james_eikona@ketrenos.com>
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51a60d0837
commit
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@ -844,6 +844,36 @@ class Board extends React.Component {
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}, 250);
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}
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getPlayerColors() {
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switch (this.game.color) {
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case "O":
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return {
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strokeStyle: "rgb(128, 64, 32)",
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fillStyle: "rgb(255, 64, 0)"
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}
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case "R":
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return {
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strokeStyle: "rgb(255, 64, 64)",
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fillStyle: "rgb(255, 0, 0)"
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}
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case "W":
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return {
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strokeStyle: "rgb(64, 64, 64)",
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fillStyle: "rgb(255, 255, 255)"
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}
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case "B":
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return {
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strokeStyle: "rgb(64, 64, 255)",
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fillStyle: "rgb(0, 0, 255)"
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}
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default:
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return {
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strokeStyle: "rgb(16, 16, 16)",
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fillStyle: "rgb(64, 64, 64)"
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}
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};
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}
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drawFrame() {
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if (!this.canvas || !this.table) {
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return;
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@ -959,16 +989,18 @@ class Board extends React.Component {
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if (this.closest.tile) {
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ctx.save();
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Object.assign(ctx, this.getPlayerColors());
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ctx.translate(this.closest.tile.pos.x, this.closest.tile.pos.y);
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ctx.strokeStyle = "red";
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/* draw circle hovered current tile
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ctx.beginPath();
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ctx.arc(0, 0, tileHeight * 0.5, 0, Math.PI * 2.);
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ctx.stroke();
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*/
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/* road */
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let angle = Math.round(this.closest.info.angle / (Math.PI / 3.)) * (Math.PI / 3.);
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ctx.strokeStyle = "rgb(64, 64, 255)";
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ctx.fillStyle = "rgb(0, 0, 255)";
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ctx.rotate(angle);
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ctx.translate(-tileHeight * 0.5, 0);
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ctx.beginPath();
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@ -982,8 +1014,6 @@ class Board extends React.Component {
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angle = (this.closest.info.angle - Math.PI / 6.);
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angle = Math.round(angle / (Math.PI / 3.)) * (Math.PI / 3.);
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angle += Math.PI / 6.;
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ctx.strokeStyle = "rgb(64, 64, 255)";
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ctx.fillStyle = "rgb(0, 0, 255)";
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ctx.rotate(angle);
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ctx.translate(-tileWidth * 0.5, 0);
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ctx.rotate(-angle);
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