Add initial character creation screen

Created the first version of the character creation feature, including the base layout and starting UI elements for customizing a character.
This commit is contained in:
pricewowen
2026-05-23 19:32:20 -06:00
parent 008ea1677f
commit 4705b1a0ec
18 changed files with 895 additions and 0 deletions

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export type RGB = { r: number; g: number; b: number };
export type HSL = { h: number; s: number; l: number };
export const LIGHTNESS_MIN = 5;
export function lightnessToDisplay(lightness: number): number {
return Math.round(
((lightness - LIGHTNESS_MIN) / (100 - LIGHTNESS_MIN)) * 100,
);
}
export function displayToLightness(display: number): number {
return Math.round(
LIGHTNESS_MIN + (display / 100) * (100 - LIGHTNESS_MIN),
);
}
export function clampHsl(hsl: HSL): HSL {
return {
h: hsl.h,
s: Math.max(0, Math.min(100, hsl.s)),
l: Math.max(LIGHTNESS_MIN, Math.min(100, hsl.l)),
};
}
export function hslToRgb(h: number, s: number, l: number): RGB {
const saturation = s / 100;
const lightness = l / 100;
const chroma = (1 - Math.abs(2 * lightness - 1)) * saturation;
const x = chroma * (1 - Math.abs(((h / 60) % 2) - 1));
const m = lightness - chroma / 2;
let r = 0;
let g = 0;
let b = 0;
if (h < 60) {
r = chroma;
g = x;
} else if (h < 120) {
r = x;
g = chroma;
} else if (h < 180) {
g = chroma;
b = x;
} else if (h < 240) {
g = x;
b = chroma;
} else if (h < 300) {
r = x;
b = chroma;
} else {
r = chroma;
b = x;
}
return {
r: Math.round((r + m) * 255),
g: Math.round((g + m) * 255),
b: Math.round((b + m) * 255),
};
}
export function rgbToHsl(r: number, g: number, b: number): HSL {
const red = r / 255;
const green = g / 255;
const blue = b / 255;
const max = Math.max(red, green, blue);
const min = Math.min(red, green, blue);
const lightness = (max + min) / 2;
let hue = 0;
let saturation = 0;
if (max !== min) {
const delta = max - min;
saturation =
lightness > 0.5 ? delta / (2 - max - min) : delta / (max + min);
switch (max) {
case red:
hue = ((green - blue) / delta + (green < blue ? 6 : 0)) * 60;
break;
case green:
hue = ((blue - red) / delta + 2) * 60;
break;
default:
hue = ((red - green) / delta + 4) * 60;
break;
}
}
return {
h: Math.round(hue),
s: Math.round(saturation * 100),
l: Math.round(lightness * 100),
};
}
export function hexToRgb(hex: string): RGB {
const normalized = hex.replace("#", "");
const value =
normalized.length === 3
? normalized
.split("")
.map((char) => char + char)
.join("")
: normalized;
return {
r: parseInt(value.slice(0, 2), 16),
g: parseInt(value.slice(2, 4), 16),
b: parseInt(value.slice(4, 6), 16),
};
}
export function rgbToHex({ r, g, b }: RGB): string {
return `#${[r, g, b]
.map((channel) => channel.toString(16).padStart(2, "0"))
.join("")}`;
}
/** Tint a monochrome sprite by mapping pixel brightness to the target color. */
export function tintImageData(imageData: ImageData, color: RGB): void {
const { data } = imageData;
for (let i = 0; i < data.length; i += 4) {
const alpha = data[i + 3];
if (alpha === 0) continue;
const brightness =
Math.max(data[i], data[i + 1], data[i + 2]) / 255;
data[i] = Math.round(color.r * brightness);
data[i + 1] = Math.round(color.g * brightness);
data[i + 2] = Math.round(color.b * brightness);
}
}
export function loadImage(src: string): Promise<HTMLImageElement> {
return new Promise((resolve, reject) => {
const image = new Image();
image.onload = () => resolve(image);
image.onerror = () => reject(new Error(`Failed to load image: ${src}`));
image.src = src;
});
}
const imageCache = new Map<string, HTMLImageElement>();
export async function getCachedImage(src: string): Promise<HTMLImageElement> {
if (!imageCache.has(src)) {
imageCache.set(src, await loadImage(src));
}
return imageCache.get(src)!;
}
export function drawTintedSprite(
ctx: CanvasRenderingContext2D,
image: HTMLImageElement,
color: RGB,
): void {
const width = image.width;
const height = image.height;
const offscreen = document.createElement("canvas");
offscreen.width = width;
offscreen.height = height;
const offscreenCtx = offscreen.getContext("2d", { willReadFrequently: true });
if (!offscreenCtx) return;
offscreenCtx.drawImage(image, 0, 0);
const imageData = offscreenCtx.getImageData(0, 0, width, height);
tintImageData(imageData, color);
offscreenCtx.putImageData(imageData, 0, 0);
ctx.drawImage(offscreen, 0, 0);
}

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lib/character/presets.ts Normal file
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import {
clampHsl,
hexToRgb,
hslToRgb,
rgbToHex,
rgbToHsl,
type HSL,
} from "./color-utils";
import type { LayerVariantState } from "./types";
export type ColorPreset = {
id: string;
name: string;
hex: string;
hsl: HSL;
};
export type LayerVariant = {
id: string;
label: string;
src: string;
};
export type CharacterLayerId = "skin" | "pants" | "torso" | "head" | "eyes";
export type CharacterLayer = {
id: CharacterLayerId;
label: string;
allowVariants: boolean;
variants: LayerVariant[];
};
function presetFromHsl(id: string, name: string, hsl: HSL): ColorPreset {
const clamped = clampHsl(hsl);
return {
id,
name,
hsl: clamped,
hex: rgbToHex(hslToRgb(clamped.h, clamped.s, clamped.l)),
};
}
function presetFromHex(id: string, name: string, hex: string): ColorPreset {
const rgb = hexToRgb(hex);
return presetFromHsl(id, name, rgbToHsl(rgb.r, rgb.g, rgb.b));
}
export const COLOR_PRESETS: ColorPreset[] = [
presetFromHsl("black", "Black", { h: 0, s: 0, l: 5 }),
presetFromHsl("gray", "Gray", { h: 0, s: 0, l: 50 }),
presetFromHsl("white", "White", { h: 0, s: 0, l: 100 }),
presetFromHex("red", "Red", "#FF2020"),
presetFromHex("orange", "Orange", "#FF8800"),
presetFromHex("yellow", "Yellow", "#FFD700"),
presetFromHex("green", "Green", "#22AA44"),
presetFromHex("blue", "Blue", "#2266FF"),
presetFromHex("indigo", "Indigo", "#4B0082"),
presetFromHex("porcelain", "Porcelain", "#FFDFC4"),
presetFromHex("fair", "Fair", "#F0C9A5"),
presetFromHex("light", "Light", "#E0AC69"),
presetFromHex("medium", "Medium", "#C68642"),
presetFromHex("tan", "Tan", "#A87149"),
presetFromHex("brown", "Brown", "#8D5524"),
presetFromHex("dark", "Dark", "#5C3317"),
presetFromHex("deep", "Deep", "#3B2212"),
presetFromHex("onyx", "Onyx", "#140C08"),
];
export const DEFAULT_SKIN_COLOR =
COLOR_PRESETS.find((preset) => preset.id === "light")!;
export const PIECE_SLOT_COUNT = 8;
export const CHARACTER_LAYERS: CharacterLayer[] = [
{
id: "skin",
label: "Skin",
allowVariants: false,
variants: [
{ id: "skin-1", label: "Skin 1", src: "/character/skin/skin-1.png" },
],
},
{
id: "pants",
label: "Pants",
allowVariants: true,
variants: [],
},
{
id: "torso",
label: "Torso",
allowVariants: true,
variants: [
{ id: "torso-1", label: "Torso 1", src: "/character/torso/torso-1.png" },
{ id: "torso-2", label: "Torso 2", src: "/character/torso/torso-2.png" },
],
},
{
id: "head",
label: "Head",
allowVariants: true,
variants: [],
},
{
id: "eyes",
label: "Eyes",
allowVariants: true,
variants: [],
},
];
export const LAYER_DEFAULT_COLORS: Record<CharacterLayerId, HSL> = {
skin: DEFAULT_SKIN_COLOR.hsl,
pants: COLOR_PRESETS.find((preset) => preset.id === "blue")!.hsl,
torso: COLOR_PRESETS.find((preset) => preset.id === "red")!.hsl,
head: COLOR_PRESETS.find((preset) => preset.id === "yellow")!.hsl,
eyes: COLOR_PRESETS.find((preset) => preset.id === "indigo")!.hsl,
};
export function buildDefaultVariants(): LayerVariantState {
return CHARACTER_LAYERS.reduce((state, layer) => {
state[layer.id] = layer.variants[0]?.id ?? "";
return state;
}, {} as LayerVariantState);
}
export function getLayerById(layerId: CharacterLayerId): CharacterLayer {
return CHARACTER_LAYERS.find((layer) => layer.id === layerId)!;
}
export function getSelectedVariant(
layerId: CharacterLayerId,
variantId: string,
): LayerVariant | undefined {
return getLayerById(layerId).variants.find(
(variant) => variant.id === variantId,
);
}
/** @deprecated Use DEFAULT_SKIN_COLOR */
export const DEFAULT_BASE_COLOR = DEFAULT_SKIN_COLOR;

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lib/character/types.ts Normal file
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import type { HSL } from "./color-utils";
import type { CharacterLayerId } from "./presets";
export type LayerColorState = Record<CharacterLayerId, HSL>;
export type LayerVariantState = Record<CharacterLayerId, string>;