fix image landscape drawing
add strokeSize parameter
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051121e5b2
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@ -5,6 +5,7 @@
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"loaderWidth": 200,
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"colors": {
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"back": "#2f3542",
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"strokeSize": 1.5,
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"buttonFill": "#a4b0be",
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"buttonStroke": "#191C23",
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"buttonFont": "#000000",
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24
js/draw.js
24
js/draw.js
@ -10,29 +10,31 @@ export function clearContext(canvas, color) {
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context.fillRect(0, 0, cW, cH);
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}
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export function placeImage(canvas, area, image) {
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export function placeImage(canvas, area, image, colors) {
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let context = canvas.getContext('2d');
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context.strokeStyle = colors.buttonStroke;
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context.lineWidth = colors.strokeSize;
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if (image.width >= image.height) {
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if (image.width > area.w) {
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let newImageW = area.w;
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let newImageH = image.height * (area.h / newImageW);
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let newImageH = image.height / (image.width / area.w);
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if (newImageH > area.h) {
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newImageH = area.h;
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// BUG: ...
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newImageW = image.width * (area.h / image.height);
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context.drawImage(image, getCenterH(canvas.width, newImageW), area.y, newImageW, newImageH);
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}
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else {
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context.drawImage(image, area.x, getCenterV(canvas.height - area.h + area.y, newImageH), newImageW, newImageH);
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}
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context.drawImage(image, getCenterH(canvas.width, newImageW), area.y, newImageW, newImageH);
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context.strokeRect(getCenterH(canvas.width, newImageW), area.y, newImageW, newImageH);
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}
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else {
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// TODO: getCenterV({this}) <= need plus progressBar sizes
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context.drawImage(image, getCenterH(canvas.width, image.width), getCenterV(area.y + area.h, image.height), image.width, image.height);
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context.strokeRect(getCenterH(canvas.width, image.width), getCenterV(area.y + area.h, image.height), image.width, image.height);
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}
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}
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else {
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let newImageH = area.h;
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let newImageW = image.width * (area.h / image.height);
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context.drawImage(image, getCenterH(canvas.width, newImageW), area.y, newImageW, newImageH);
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context.strokeRect(getCenterH(canvas.width, newImageW), area.y, newImageW, newImageH);
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}
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}
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@ -265,7 +265,7 @@ function draw() {
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// draw quest image
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let i = new Image();
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i.src = `assets/images/${gameData.questions[game.currentQuest].image}`;
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placeImage(canvas, areas.game.questImage, i);
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placeImage(canvas, areas.game.questImage, i, config.colors);
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// draw question label
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context.font = "32px Yanone Kaffeesatz";
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@ -276,7 +276,7 @@ function draw() {
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// draw answer buttons
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context.fillStyle = config.colors.buttonFill;
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context.strokeStyle = config.colors.buttonStroke;
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context.lineWidth = 2;
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context.lineWidth = config.colors.strokeSize;
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let answerButtonsArray = [buttons.answerButton0, buttons.answerButton1,
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buttons.answerButton2, buttons.answerButton3];
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@ -298,7 +298,7 @@ function draw() {
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// draw UI buttons
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context.fillStyle = config.colors.buttonFill;
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context.strokeStyle = config.colors.buttonStroke;
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context.lineWidth = 2;
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context.lineWidth = config.colors.strokeSize;
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for (const [key, value] of Object.entries(buttonsUi)) {
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context.fillRect(value.x, value.y, value.w, value.h);
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