Don't use canvas I guess
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+15
-34
@@ -1,43 +1,24 @@
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import {ICel, IPlayset} from "./pto"
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import Builder from "./utility";
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import {Playset} from "./pto"
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export function draw(playset: IPlayset, canvas: HTMLCanvasElement, set: number): void {
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let context = canvas.getContext("2d")
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context.clearRect(0, 0, canvas.width, canvas.height)
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const cssClass = "active-set"
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playset.cels.forEach(cel => {
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drawToCanvas2dContext(cel, context, set)
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})
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}
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export function drawToCanvas2dContext(cel: ICel, context: CanvasRenderingContext2D, set: number): void {
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if (!cel.sets[set]) return
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let image = new Image()
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image.onload = () => {
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context.drawImage(image, cel.initialPositions[set].x + cel.offset.x, cel.initialPositions[set].y + cel.offset.y)
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}
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image.src = `data:image/gif;base64,${cel.defaultImage}`
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}
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export function setPlayArea(header: HTMLElement, container: HTMLElement, playset: IPlayset, set: number): void {
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const cssClass = "active-set"
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export function setPlayArea(header: HTMLElement, container: HTMLElement, playset: Playset, set: number): void {
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header.querySelectorAll("button").forEach(button => {
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button.classList.remove(cssClass)
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})
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header.querySelector(`button[data-set="${set}"]`).classList.add(cssClass)
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let elements = container.querySelectorAll(".cel-image")
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let canvases = container.getElementsByTagName("canvas")
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if (canvases.length) {
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draw(playset, canvases[0], set)
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return
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}
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let canvas = new Builder("canvas")
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.addAttributes({"height": playset.height, "width": playset.width})
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.build()
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container.appendChild(canvas)
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draw(playset, canvases[0], set)
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playset.cels.forEach((cel, index) => {
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let element = elements[index] as HTMLDivElement
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element.style.visibility = "hidden"
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if (cel.sets[set]) {
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let position = cel.currentPositions[set]
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element.style.visibility = "visible"
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element.style.left = `${position.x}px`
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element.style.top = `${position.y}px`
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}
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})
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}
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