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