fable/val Public Public: anyone can read this; nobody can change it.
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Files 4990f87c0167ca7cfa9c9a4a67fa43bcfef26454
| 1 | /** |
| 2 | * The world, drawn from inside the player's head. |
| 3 | * |
| 4 | * One pass of rays across the screen builds the walls and a depth buffer; |
| 5 | * everything else — bodies, the spike, ability zones, tracers — is a |
| 6 | * billboard tested against that buffer, so a body behind a corner is not |
| 7 | * drawn at all. Smoke is measured along each ray, not painted as a disc: |
| 8 | * cross one and everything past it fogs. |
| 9 | * |
| 10 | * The ray loop allocates nothing and draws nothing: it writes a shade level, |
| 11 | * a face and a slice into the column arrays, and `slices.js` collapses those |
| 12 | * into runs so a flat wall costs one `fillRect` and not one a column. |
| 13 | * Colours come out of a table built once, the depth and column buffers are |
| 14 | * kept between frames, and the sprite list is sorted in a buffer the scene |
| 15 | * owns. |
| 16 | */ |
| 17 | |
| 18 | import { swell } from "./presence.js"; |
| 19 | import { makeColumns, SKY, wallRuns } from "./slices.js"; |
| 20 | import { |
| 21 | castRay, |
| 22 | columnOffset, |
| 23 | hitResult, |
| 24 | project, |
| 25 | projection, |
| 26 | projectResult, |
| 27 | sliceHeight, |
| 28 | smokeAlong, |
| 29 | spriteColumnVisible, |
| 30 | wallLight, |
| 31 | } from "./raycast.js"; |
| 32 | |
| 33 | const EYE = 40; // half a tile up: the horizon sits on the middle of the wall |
| 34 | const WALL = 80; // walls are one tile tall |
| 35 | const BODY = 58; // a person, in world units |
| 36 | const MAX_SIGHT = 1800; |
| 37 | const LEVELS = 48; |
| 38 | |
| 39 | export const AGENT_COLOUR = { |
| 40 | ember: "#f08a4b", |
| 41 | veil: "#8f7fe8", |
| 42 | sable: "#4fd6a0", |
| 43 | mender: "#e0c060", |
| 44 | rook: "#d96a8f", |
| 45 | }; |
| 46 | |
| 47 | // Wall colours, quantised into levels and built once, so the ray loop never |
| 48 | // builds a string. How dark a slice is comes from `wallLight`, which already |
| 49 | // knows about distance and which face was struck. |
| 50 | const SHADES = (() => { |
| 51 | const out = []; |
| 52 | for (let i = 0; i < LEVELS; i++) { |
| 53 | const k = (i + 0.5) / LEVELS; |
| 54 | out.push(`rgb(${Math.round(150 * k)},${Math.round(158 * k)},${Math.round(178 * k)})`); |
| 55 | } |
| 56 | return out; |
| 57 | })(); |
| 58 | const FOG = "rgb(198,203,212)"; |
| 59 | |
| 60 | export function makeScene() { |
| 61 | return { |
| 62 | depth: new Float32Array(0), |
| 63 | cols: makeColumns(0), |
| 64 | runs: [], |
| 65 | hit: hitResult(), |
| 66 | proj: projectResult(), |
| 67 | order: [], |
| 68 | smokes: [], |
| 69 | sky: null, |
| 70 | skyKey: "", |
| 71 | }; |
| 72 | } |
| 73 | |
| 74 | const levelOf = (light) => Math.min(LEVELS - 1, Math.max(0, (light * LEVELS) | 0)); |
| 75 | |
| 76 | /** |
| 77 | * The walls, a rectangle a run rather than a rectangle a column. The runs |
| 78 | * are stretches where the shade level, the face, the fog and the geometry |
| 79 | * all agree — see `slices.js` — so this is the same picture the per-column |
| 80 | * loop drew, in a fraction of the calls. |
| 81 | */ |
| 82 | function drawWalls(ctx, scene, step) { |
| 83 | const runs = scene.runs; |
| 84 | const used = wallRuns(scene.cols, runs); |
| 85 | for (let r = 0; r < used; r++) { |
| 86 | const run = runs[r]; |
| 87 | const x = run.from * step; |
| 88 | const wide = (run.to - run.from + 1) * step + 1; |
| 89 | ctx.fillStyle = SHADES[run.level]; |
| 90 | ctx.fillRect(x, run.top, wide, run.high); |
| 91 | if (run.haze > 0.01) { |
| 92 | ctx.globalAlpha = run.haze; |
| 93 | ctx.fillStyle = FOG; |
| 94 | ctx.fillRect(x, run.top, wide, run.high); |
| 95 | ctx.globalAlpha = 1; |
| 96 | } |
| 97 | } |
| 98 | } |
| 99 | |
| 100 | /** |
| 101 | * Draw one frame. |
| 102 | * |
| 103 | * `world` carries the map (`solid`, `tile`), `eye` is where the camera |
| 104 | * stands and looks, `snap` is the last snapshot the server sent, and `view` |
| 105 | * is the frame: its pixel size, and `look(player)` for the smoothed position |
| 106 | * to draw somebody at. |
| 107 | */ |
| 108 | export function drawScene(ctx, scene, world, eye, snap, view) { |
| 109 | const W = view.width; |
| 110 | const H = view.height; |
| 111 | // One ray every other column of the buffer, and the wall slice two columns |
| 112 | // wide: flat shading does not reward a ray a pixel, and the sprites are |
| 113 | // still drawn at the buffer's own resolution. Below that width a picture |
| 114 | // this coarse stops being one. |
| 115 | const step = W >= 640 ? 2 : 1; |
| 116 | const columns = Math.ceil(W / step); |
| 117 | if (scene.depth.length !== columns) { |
| 118 | scene.depth = new Float32Array(columns); |
| 119 | scene.cols = makeColumns(columns); |
| 120 | } |
| 121 | const proj = projection(W); |
| 122 | const horizon = H / 2; |
| 123 | |
| 124 | drawSky(ctx, scene, W, H, horizon); |
| 125 | |
| 126 | const smokes = scene.smokes; |
| 127 | smokes.length = 0; |
| 128 | for (const zone of snap.zones) if ((zone.k === "smoke" || zone.k === "wall") && zone.f <= 0) smokes.push(zone); |
| 129 | |
| 130 | const depth = scene.depth; |
| 131 | const cols = scene.cols; |
| 132 | const fog = cols.haze; |
| 133 | const hit = scene.hit; |
| 134 | for (let i = 0; i < columns; i++) { |
| 135 | const offset = columnOffset(i * step + step / 2, W); |
| 136 | const angle = eye.angle + offset; |
| 137 | castRay(world.solid, eye.x, eye.y, angle, world.tile, MAX_SIGHT, hit); |
| 138 | const perp = Math.max(1, hit.dist * Math.cos(offset)); |
| 139 | depth[i] = perp; |
| 140 | let haze = 0; |
| 141 | if (smokes.length) { |
| 142 | const dx = Math.cos(angle); |
| 143 | const dy = Math.sin(angle); |
| 144 | for (let s = 0; s < smokes.length; s++) { |
| 145 | const z = smokes[s]; |
| 146 | haze += smokeAlong(eye.x, eye.y, dx, dy, z.x, z.y, z.r, hit.dist); |
| 147 | if (haze >= 1) break; |
| 148 | } |
| 149 | haze = Math.min(1, haze); |
| 150 | } |
| 151 | fog[i] = haze; |
| 152 | if (!hit.wall) { |
| 153 | cols.level[i] = SKY; |
| 154 | continue; |
| 155 | } |
| 156 | const h = Math.min(H * 6, sliceHeight(perp, proj, WALL)); |
| 157 | cols.level[i] = levelOf(wallLight(perp, hit.side, world.tile)); |
| 158 | cols.side[i] = hit.side; |
| 159 | cols.top[i] = horizon - h / 2; |
| 160 | cols.high[i] = h; |
| 161 | } |
| 162 | drawWalls(ctx, scene, step); |
| 163 | |
| 164 | drawThings(ctx, scene, world, eye, snap, view, proj, horizon, step, columns); |
| 165 | } |
| 166 | |
| 167 | /** The two bands: a dark ceiling above the horizon, a warmer floor below. */ |
| 168 | function drawSky(ctx, scene, W, H, horizon) { |
| 169 | const key = `${W}x${H}`; |
| 170 | if (scene.skyKey !== key || !scene.sky) { |
| 171 | const sky = ctx.createLinearGradient(0, 0, 0, H); |
| 172 | sky.addColorStop(0, "#0a0c11"); |
| 173 | sky.addColorStop(0.49, "#23262f"); |
| 174 | sky.addColorStop(0.5, "#3a3026"); |
| 175 | sky.addColorStop(1, "#15120e"); |
| 176 | scene.sky = sky; |
| 177 | scene.skyKey = key; |
| 178 | } |
| 179 | ctx.fillStyle = scene.sky; |
| 180 | ctx.fillRect(0, 0, W, H); |
| 181 | ctx.fillStyle = "rgba(255,255,255,0.09)"; |
| 182 | ctx.fillRect(0, horizon - 1, W, 2); |
| 183 | } |
| 184 | |
| 185 | /** |
| 186 | * Everything that is not a wall, far to near, each one clipped to the screen |
| 187 | * columns where it beats the wall behind it. |
| 188 | */ |
| 189 | function drawThings(ctx, scene, world, eye, snap, view, proj, horizon, step, columns) { |
| 190 | const W = view.width; |
| 191 | const things = scene.order; |
| 192 | things.length = 0; |
| 193 | |
| 194 | for (const zone of snap.zones) { |
| 195 | if (zone.k === "smoke") continue; |
| 196 | things.push({ kind: "zone", zone, x: zone.x, y: zone.y }); |
| 197 | } |
| 198 | for (const orb of snap.orbs) things.push({ kind: "orb", x: orb.x, y: orb.y }); |
| 199 | if (snap.spike.x !== null && !snap.spike.carried) |
| 200 | things.push({ kind: "spike", x: snap.spike.x, y: snap.spike.y }); |
| 201 | for (const player of snap.players) { |
| 202 | if (player.id === snap.me.id) continue; |
| 203 | const at = view.look(player); |
| 204 | // How far into sight this body is: 0 the moment it appears, 1 solid. |
| 205 | // See presence.js — a body that pops into existence reads as a bug. |
| 206 | const shown = view.shown ? view.shown(player) : 1; |
| 207 | things.push({ kind: "body", player, shown, x: at.x, y: at.y, angle: at.angle }); |
| 208 | } |
| 209 | // Where somebody was last seen, dimming away. It stands where they were, |
| 210 | // so a wall between you and that spot hides it like anything else. |
| 211 | if (view.marks) for (const mark of view.marks) things.push({ kind: "mark", mark, x: mark.x, y: mark.y }); |
| 212 | |
| 213 | const p = scene.proj; |
| 214 | for (const thing of things) { |
| 215 | project(eye.x, eye.y, eye.angle, thing.x, thing.y, W, proj, BODY, p); |
| 216 | thing.perp = p.perp; |
| 217 | thing.column = p.column; |
| 218 | thing.size = p.size; |
| 219 | thing.behind = p.behind; |
| 220 | } |
| 221 | things.sort((a, b) => b.perp - a.perp); |
| 222 | |
| 223 | for (const thing of things) { |
| 224 | if (thing.behind) continue; |
| 225 | const floorY = horizon + (EYE * proj) / thing.perp; |
| 226 | const haze = hazeAt(scene, thing.column, step, columns); |
| 227 | const arriving = thing.kind === "body" ? thing.shown : thing.kind === "mark" ? thing.mark.fade : 1; |
| 228 | ctx.globalAlpha = Math.max(0, 1 - haze) * arriving; |
| 229 | if (ctx.globalAlpha < 0.05) continue; |
| 230 | if (thing.kind === "body") drawBody(ctx, scene, thing, floorY, step, columns); |
| 231 | else if (thing.kind === "mark") drawMark(ctx, scene, thing, floorY, step, columns); |
| 232 | else if (thing.kind === "spike") drawSpike(ctx, scene, thing, floorY, snap, step, columns); |
| 233 | else if (thing.kind === "orb") drawBlob(ctx, scene, thing, floorY, "#c9a0ff", 0.35, step, columns); |
| 234 | else drawZone(ctx, scene, thing, floorY, proj, step, columns); |
| 235 | ctx.globalAlpha = 1; |
| 236 | } |
| 237 | ctx.globalAlpha = 1; |
| 238 | |
| 239 | drawTracers(ctx, scene, eye, snap, W, proj, horizon); |
| 240 | } |
| 241 | |
| 242 | const hazeAt = (scene, column, step, columns) => { |
| 243 | const i = Math.max(0, Math.min(columns - 1, Math.round(column / step))); |
| 244 | return scene.cols.haze[i] ?? 0; |
| 245 | }; |
| 246 | |
| 247 | /** |
| 248 | * The visible runs of a sprite: the stretches of screen column where it is |
| 249 | * nearer than the wall. Two rectangles at most in practice, and the caller |
| 250 | * clips its drawing to each. |
| 251 | */ |
| 252 | function withRuns(ctx, scene, left, right, perp, step, columns, draw) { |
| 253 | let runStart = -1; |
| 254 | const from = Math.max(0, Math.floor(left / step)); |
| 255 | const to = Math.min(columns - 1, Math.ceil(right / step)); |
| 256 | for (let i = from; i <= to + 1; i++) { |
| 257 | const shown = i <= to && spriteColumnVisible(perp, scene.depth[i]); |
| 258 | if (shown && runStart < 0) runStart = i; |
| 259 | if (!shown && runStart >= 0) { |
| 260 | ctx.save(); |
| 261 | ctx.beginPath(); |
| 262 | ctx.rect(runStart * step - 0.5, 0, (i - runStart) * step + 1, 1e5); |
| 263 | ctx.clip(); |
| 264 | draw(); |
| 265 | ctx.restore(); |
| 266 | runStart = -1; |
| 267 | } |
| 268 | } |
| 269 | } |
| 270 | |
| 271 | function drawBody(ctx, scene, thing, floorY, step, columns) { |
| 272 | const p = thing.player; |
| 273 | // A body arriving grows from its feet as it fades in, so it reads as |
| 274 | // somebody coming round the corner rather than one appearing there. |
| 275 | const h = thing.size * swell(thing.shown ?? 1); |
| 276 | const w = h * 0.46; |
| 277 | const cx = thing.column; |
| 278 | const top = floorY - h; |
| 279 | const mate = p.mate; |
| 280 | |
| 281 | // The dead lie down. No tag, no chevron, no agent colour: if something is |
| 282 | // upright with a marker over it, it is alive and it can shoot you. |
| 283 | if (!p.alive) { |
| 284 | const lie = h * 0.16; |
| 285 | withRuns(ctx, scene, cx - w * 1.1, cx + w * 1.1, thing.perp, step, columns, () => { |
| 286 | ctx.fillStyle = "#4a4e57"; |
| 287 | ctx.beginPath(); |
| 288 | ctx.ellipse(cx, floorY - lie * 0.4, w * 1.05, lie, 0, 0, 7); |
| 289 | ctx.fill(); |
| 290 | ctx.strokeStyle = "#23262d"; |
| 291 | ctx.lineWidth = Math.max(1, h * 0.02); |
| 292 | ctx.stroke(); |
| 293 | }); |
| 294 | return; |
| 295 | } |
| 296 | |
| 297 | const skin = mate ? "#3f9fd6" : "#d8483f"; |
| 298 | const trim = AGENT_COLOUR[p.agent] || "#999"; |
| 299 | const edge = Math.max(1.2, h * 0.05); |
| 300 | |
| 301 | withRuns(ctx, scene, cx - w * 1.2, cx + w * 1.5, thing.perp, step, columns, () => { |
| 302 | // Body and head, each with a hard dark edge: the silhouette is what |
| 303 | // carries across a dim room, where the colour does not. |
| 304 | ctx.fillStyle = skin; |
| 305 | ctx.fillRect(cx - w / 2, top + h * 0.28, w, h * 0.72); |
| 306 | ctx.strokeStyle = "#0b0d11"; |
| 307 | ctx.lineWidth = edge; |
| 308 | ctx.strokeRect(cx - w / 2, top + h * 0.28, w, h * 0.72); |
| 309 | ctx.fillStyle = trim; |
| 310 | ctx.fillRect(cx - w / 2, top + h * 0.34, w, h * 0.1); |
| 311 | ctx.beginPath(); |
| 312 | ctx.arc(cx, top + h * 0.17, h * 0.15, 0, 7); |
| 313 | ctx.fillStyle = skin; |
| 314 | ctx.fill(); |
| 315 | ctx.strokeStyle = "#0b0d11"; |
| 316 | ctx.stroke(); |
| 317 | |
| 318 | if (p.spike) { |
| 319 | ctx.fillStyle = "#f0d060"; |
| 320 | ctx.fillRect(cx + w * 0.5, top + h * 0.4, w * 0.3, h * 0.3); |
| 321 | } |
| 322 | if (p.hp < 100) { |
| 323 | ctx.fillStyle = "#000a"; |
| 324 | ctx.fillRect(cx - w / 2, top - h * 0.1, w, h * 0.06); |
| 325 | ctx.fillStyle = mate ? "#6fcf6f" : "#e8b04a"; |
| 326 | ctx.fillRect(cx - w / 2, top - h * 0.1, w * (p.hp / 100), h * 0.06); |
| 327 | } |
| 328 | |
| 329 | if (mate) tag(ctx, p, cx, top, h); |
| 330 | else chevron(ctx, cx, top, h); |
| 331 | }); |
| 332 | } |
| 333 | |
| 334 | /** |
| 335 | * A mark where somebody was last seen: an empty outline and a scuff on the |
| 336 | * floor, dimming away over a second. Deliberately not a body — nothing is |
| 337 | * filled, there is no head and no chevron — because it is a memory of a |
| 338 | * sighting and must never be mistaken for one. |
| 339 | */ |
| 340 | function drawMark(ctx, scene, thing, floorY, step, columns) { |
| 341 | const h = thing.size * 0.9; |
| 342 | const w = h * 0.46; |
| 343 | const cx = thing.column; |
| 344 | const top = floorY - h; |
| 345 | withRuns(ctx, scene, cx - w * 1.2, cx + w * 1.2, thing.perp, step, columns, () => { |
| 346 | ctx.strokeStyle = thing.mark.mate ? "rgba(120,180,230,0.85)" : "rgba(235,150,120,0.9)"; |
| 347 | ctx.lineWidth = Math.max(1, h * 0.035); |
| 348 | ctx.strokeRect(cx - w / 2, top + h * 0.28, w, h * 0.72); |
| 349 | ctx.fillStyle = "rgba(10,12,16,0.45)"; |
| 350 | ctx.fillRect(cx - w * 0.7, floorY - h * 0.04, w * 1.4, h * 0.05); |
| 351 | }); |
| 352 | } |
| 353 | |
| 354 | /** An enemy wears a chevron: a shape, not a hue, for anyone whose eyes read |
| 355 | * red and blue the same way. */ |
| 356 | function chevron(ctx, cx, top, h) { |
| 357 | const size = Math.max(4, h * 0.16); |
| 358 | const y = top - h * 0.16; |
| 359 | ctx.beginPath(); |
| 360 | ctx.moveTo(cx - size, y - size); |
| 361 | ctx.lineTo(cx + size, y - size); |
| 362 | ctx.lineTo(cx, y); |
| 363 | ctx.closePath(); |
| 364 | ctx.fillStyle = "#ff6f5e"; |
| 365 | ctx.fill(); |
| 366 | ctx.lineWidth = Math.max(1, h * 0.02); |
| 367 | ctx.strokeStyle = "#140a08"; |
| 368 | ctx.stroke(); |
| 369 | } |
| 370 | |
| 371 | /** A team mate wears their name and a pip of their health — never an enemy. */ |
| 372 | function tag(ctx, p, cx, top, h) { |
| 373 | const size = Math.max(9, Math.min(18, h * 0.16)); |
| 374 | const y = top - h * 0.34; |
| 375 | ctx.font = `${size}px system-ui, sans-serif`; |
| 376 | ctx.textAlign = "center"; |
| 377 | const width = ctx.measureText(p.name).width + size * 1.4; |
| 378 | ctx.fillStyle = "rgba(10,12,16,0.65)"; |
| 379 | ctx.fillRect(cx - width / 2, y, width, size * 1.4); |
| 380 | ctx.fillStyle = p.hp > 60 ? "#6fcf6f" : p.hp > 25 ? "#e0a040" : "#e05a4a"; |
| 381 | ctx.fillRect(cx - width / 2 + size * 0.25, y + size * 0.35, size * 0.45, size * 0.7); |
| 382 | ctx.fillStyle = "#cfe8ff"; |
| 383 | ctx.fillText(p.name, cx + size * 0.4, y + size * 1.05); |
| 384 | ctx.textAlign = "left"; |
| 385 | } |
| 386 | |
| 387 | function drawSpike(ctx, scene, thing, floorY, snap, step, columns) { |
| 388 | const h = thing.size * 0.42; |
| 389 | const cx = thing.column; |
| 390 | const planted = snap.spike.planted; |
| 391 | const blink = planted && Math.floor(Date.now() / 220) % 2 === 0; |
| 392 | withRuns(ctx, scene, cx - h, cx + h, thing.perp, step, columns, () => { |
| 393 | ctx.fillStyle = planted ? (blink ? "#ff5b4a" : "#7d2a22") : "#c8b45c"; |
| 394 | ctx.fillRect(cx - h * 0.28, floorY - h, h * 0.56, h); |
| 395 | ctx.fillStyle = planted && blink ? "#ffd7a0" : "#2a2418"; |
| 396 | ctx.fillRect(cx - h * 0.14, floorY - h * 0.85, h * 0.28, h * 0.22); |
| 397 | }); |
| 398 | } |
| 399 | |
| 400 | function drawBlob(ctx, scene, thing, floorY, colour, scale, step, columns) { |
| 401 | const r = thing.size * scale; |
| 402 | const cx = thing.column; |
| 403 | withRuns(ctx, scene, cx - r, cx + r, thing.perp, step, columns, () => { |
| 404 | ctx.fillStyle = colour; |
| 405 | ctx.beginPath(); |
| 406 | ctx.arc(cx, floorY - r, r, 0, 7); |
| 407 | ctx.fill(); |
| 408 | }); |
| 409 | } |
| 410 | |
| 411 | function drawZone(ctx, scene, thing, floorY, proj, step, columns) { |
| 412 | const z = thing.zone; |
| 413 | const wide = (z.r * proj) / thing.perp; |
| 414 | const cx = thing.column; |
| 415 | if (z.k === "wall") { |
| 416 | const h = (WALL * proj) / thing.perp; |
| 417 | withRuns(ctx, scene, cx - wide, cx + wide, thing.perp, step, columns, () => { |
| 418 | ctx.fillStyle = "rgba(120,200,255,0.45)"; |
| 419 | ctx.fillRect(cx - wide, floorY - h, wide * 2, h); |
| 420 | ctx.strokeStyle = "rgba(180,225,255,0.8)"; |
| 421 | ctx.strokeRect(cx - wide, floorY - h, wide * 2, h); |
| 422 | }); |
| 423 | return; |
| 424 | } |
| 425 | const colour = |
| 426 | z.k === "molly" ? "rgba(235,120,50,0.6)" : z.k === "flash" ? "rgba(255,235,170,0.9)" : z.k === "heal" ? "rgba(120,230,140,0.55)" : z.k === "trip" ? "rgba(230,200,90,0.75)" : "rgba(90,220,170,0.5)"; |
| 427 | withRuns(ctx, scene, cx - wide, cx + wide, thing.perp, step, columns, () => { |
| 428 | ctx.fillStyle = colour; |
| 429 | ctx.beginPath(); |
| 430 | ctx.ellipse(cx, floorY, wide, Math.max(2, wide * 0.3), 0, 0, 7); |
| 431 | ctx.fill(); |
| 432 | }); |
| 433 | } |
| 434 | |
| 435 | /** Shots the server let us see, as a line through the world. */ |
| 436 | function drawTracers(ctx, scene, eye, snap, W, proj, horizon) { |
| 437 | if (!snap.shots.length) return; |
| 438 | const p = scene.proj; |
| 439 | ctx.lineWidth = 2; |
| 440 | for (const shot of snap.shots) { |
| 441 | project(eye.x, eye.y, eye.angle, shot.x1, shot.y1, W, proj, BODY, p); |
| 442 | if (p.behind) continue; |
| 443 | const x1 = p.column; |
| 444 | const y1 = horizon + (EYE * proj) / p.perp - p.size * 0.6; |
| 445 | project(eye.x, eye.y, eye.angle, shot.x2, shot.y2, W, proj, BODY, p); |
| 446 | if (p.behind) continue; |
| 447 | ctx.strokeStyle = shot.hit ? "rgba(255,140,120,0.5)" : "rgba(255,240,190,0.35)"; |
| 448 | ctx.beginPath(); |
| 449 | ctx.moveTo(x1, y1); |
| 450 | ctx.lineTo(p.column, horizon + (EYE * proj) / p.perp - p.size * 0.6); |
| 451 | ctx.stroke(); |
| 452 | } |
| 453 | } |