Removed the auto generated sprites

This commit is contained in:
pricewowen
2026-05-23 23:54:36 -06:00
parent 47303bb4eb
commit 25e9960d01
7 changed files with 110 additions and 582 deletions

View File

@@ -15,6 +15,8 @@ import {
import type { LayerColorState, LayerVariantState } from "@/lib/character/types";
import { cn } from "@/lib/utils";
const EMPTY_EQUIPPED_ITEMS: string[] = [];
type CharacterLayerPreviewProps = {
colors: LayerColorState;
variants: LayerVariantState;
@@ -27,16 +29,21 @@ type CharacterLayerPreviewProps = {
export function CharacterLayerPreview({
colors,
variants,
equippedItems = [],
equippedItems,
scale = 10,
className,
compact = false,
}: CharacterLayerPreviewProps) {
const canvasRef = useRef<HTMLCanvasElement>(null);
const [displaySize, setDisplaySize] = useState({ width: 0, height: 0 });
const resolvedEquippedItems = equippedItems ?? EMPTY_EQUIPPED_ITEMS;
const equippedKey = resolvedEquippedItems.join("\0");
const equippedItemsRef = useRef(resolvedEquippedItems);
equippedItemsRef.current = resolvedEquippedItems;
useEffect(() => {
let cancelled = false;
const items = equippedItemsRef.current;
async function render() {
const canvas = canvasRef.current;
@@ -45,62 +52,74 @@ export function CharacterLayerPreview({
const ctx = canvas.getContext("2d", { willReadFrequently: true });
if (!ctx) return;
const displayVariants = applyEquippedItemsToVariants(
variants,
equippedItems,
);
const activeLayers = CHARACTER_LAYERS.flatMap((layer) => {
const selected = getSelectedVariant(layer.id, displayVariants[layer.id]);
if (!selected) return [];
return [{ layer, variant: selected }];
});
const images = await Promise.all(
activeLayers.map(async ({ layer, variant }) => ({
layer,
image: await getCachedImage(variant.src),
})),
);
if (cancelled || images.length === 0) return;
const width = images[0]?.image.width ?? 0;
const height = images[0]?.image.height ?? 0;
canvas.width = width;
canvas.height = height;
setDisplaySize({ width: width * scale, height: height * scale });
ctx.clearRect(0, 0, width, height);
for (const { layer, image } of images) {
const layerColor = colors[layer.id];
const rgb = hslToRgb(layerColor.h, layerColor.s, layerColor.l);
drawTintedSprite(
ctx,
image,
rgb,
layer.id === "eyes"
? {
mode: "eyes",
skinColor: hslToRgb(
colors.skin.h,
colors.skin.s,
colors.skin.l,
),
}
: undefined,
try {
const displayVariants = applyEquippedItemsToVariants(
variants,
items,
);
const activeLayers = CHARACTER_LAYERS.flatMap((layer) => {
const selected = getSelectedVariant(layer.id, displayVariants[layer.id]);
if (!selected) return [];
return [{ layer, variant: selected }];
});
const images = await Promise.all(
activeLayers.map(async ({ layer, variant }) => ({
layer,
image: await getCachedImage(variant.src),
})),
);
if (cancelled || images.length === 0) return;
const width = images[0]?.image.width ?? 0;
const height = images[0]?.image.height ?? 0;
canvas.width = width;
canvas.height = height;
const nextWidth = width * scale;
const nextHeight = height * scale;
setDisplaySize((current) =>
current.width === nextWidth && current.height === nextHeight
? current
: { width: nextWidth, height: nextHeight },
);
ctx.clearRect(0, 0, width, height);
for (const { layer, image } of images) {
const layerColor = colors[layer.id];
const rgb = hslToRgb(layerColor.h, layerColor.s, layerColor.l);
drawTintedSprite(
ctx,
image,
rgb,
layer.id === "eyes"
? {
mode: "eyes",
skinColor: hslToRgb(
colors.skin.h,
colors.skin.s,
colors.skin.l,
),
}
: undefined,
);
}
} catch {
// Ignore missing or broken sprite assets so the UI stays responsive.
}
}
render();
void render();
return () => {
cancelled = true;
};
}, [colors, variants, equippedItems, scale]);
}, [colors, variants, equippedKey, scale]);
return (
<div