bubbles / files / src / rendering / IconRenderer.ts
IconRenderer.ts
| 1 | import { RigidBody } from '../physics/RigidBody.js'; |
| 2 | import { Water } from '../physics/Water.js'; |
| 3 | |
| 4 | const FONT_SCALE = 1.55; // emoji size relative to body radius |
| 5 | |
| 6 | export class IconRenderer { |
| 7 | constructor( |
| 8 | private readonly ctx: CanvasRenderingContext2D, |
| 9 | private readonly water: Water, |
| 10 | public glassX: number, |
| 11 | public glassY: number, |
| 12 | ) { } |
| 13 | |
| 14 | draw(bodies: RigidBody[], getRefractionDx: (x: number) => number): void { |
| 15 | const ctx = this.ctx; |
| 16 | |
| 17 | for (const body of bodies) { |
| 18 | const r = body.radius; |
| 19 | const size = r * FONT_SCALE * 2; |
| 20 | const bx = body.position.x; |
| 21 | const by = body.position.y; |
| 22 | |
| 23 | // Determine if center is below water surface (for refraction offset) |
| 24 | const localX = bx - this.glassX; |
| 25 | const surfaceY = this.glassY + this.water.getSurfaceY(Math.max(0, localX)); |
| 26 | const submerged = by > surfaceY; |
| 27 | |
| 28 | ctx.save(); |
| 29 | ctx.translate(bx + (submerged ? getRefractionDx(bx) : 0), by); |
| 30 | ctx.rotate(body.angle); |
| 31 | |
| 32 | // Draw emoji |
| 33 | ctx.font = `${size}px serif`; |
| 34 | ctx.textAlign = 'center'; |
| 35 | ctx.textBaseline = 'middle'; |
| 36 | ctx.fillText(body.label, 0, 0); |
| 37 | |
| 38 | ctx.restore(); |
| 39 | } |
| 40 | } |
| 41 | } |