Make scene scaling responsive

This commit is contained in:
Daddy32
2025-12-13 10:23:08 +01:00
parent 4ae787bb0f
commit dd702e0a2c
2 changed files with 251 additions and 89 deletions

72
main.js
View File

@@ -36,6 +36,7 @@
let width = sceneEl.clientWidth;
let height = sceneEl.clientHeight;
const BALL_BASELINE = 680; // reference height used for relative ball sizing
const engine = Engine.create();
engine.gravity.y = config.gravity;
@@ -122,8 +123,10 @@
const next = scenes.find((s) => s.id === sceneId) || scenes[0];
currentScene = next;
ui.setSceneSelection(next.id);
const prevRadius = config.ballRadius;
Object.assign(config, next.config);
config.link = { ...next.config.link };
updateBallRadius(prevRadius);
engine.gravity.y = config.gravity;
highScore = loadHighScore(next.id);
rebuildSceneBodies();
@@ -432,17 +435,73 @@
ui.buildLegend(config.palette);
};
const computeBallRadius = () => {
const baseRadius =
(currentScene && currentScene.config && currentScene.config.ballRadius) ||
config.ballRadius ||
18;
const dim = Math.max(1, Math.min(width, height));
const scaled = (baseRadius * dim) / BALL_BASELINE;
return Math.round(Math.max(12, Math.min(52, scaled)));
};
const updateBallRadius = (prevRadius) => {
const nextRadius = computeBallRadius();
if (
Number.isFinite(prevRadius) &&
prevRadius > 0 &&
nextRadius !== prevRadius
) {
const scale = nextRadius / prevRadius;
balls.forEach((ball) => {
Body.scale(ball, scale, scale);
ball.circleRadius = nextRadius;
});
}
config.ballRadius = nextRadius;
};
const clampBodiesIntoView = (prevWidth, prevHeight) => {
const scaleX = width / (prevWidth || width);
const scaleY = height / (prevHeight || height);
const margin = config.ballRadius * 1.2;
balls.forEach((ball) => {
const nextX = Math.min(
Math.max(ball.position.x * scaleX, margin),
Math.max(margin, width - margin),
);
const nextY = Math.min(
ball.position.y * scaleY,
Math.max(height - margin, margin),
);
Body.setPosition(ball, { x: nextX, y: nextY });
Body.setVelocity(ball, { x: 0, y: 0 });
});
resetChainVisuals();
};
const handleResize = () => {
const prevWidth = width;
const prevHeight = height;
const prevRadius = config.ballRadius;
width = sceneEl.clientWidth;
height = sceneEl.clientHeight;
render.canvas.width = width;
render.canvas.height = height;
const pixelRatio = window.devicePixelRatio || 1;
render.options.width = width;
render.options.height = height;
Render.lookAt(render, {
min: { x: 0, y: 0 },
max: { x: width, y: height },
});
render.options.pixelRatio = pixelRatio;
render.canvas.style.width = `${width}px`;
render.canvas.style.height = `${height}px`;
render.canvas.width = width * pixelRatio;
render.canvas.height = height * pixelRatio;
Render.setPixelRatio(render, pixelRatio);
render.bounds.min.x = 0;
render.bounds.min.y = 0;
render.bounds.max.x = width;
render.bounds.max.y = height;
Render.lookAt(render, render.bounds);
updateBallRadius(prevRadius);
clampBodiesIntoView(prevWidth, prevHeight);
rebuildSceneBodies();
};
@@ -537,5 +596,6 @@
scenes,
(currentScene && currentScene.id) || defaultSceneId,
);
updateBallRadius();
applyScene((currentScene && currentScene.id) || defaultSceneId);
})();