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geograsim/App/src/sims/sim-12-fluss/renderer.ts
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Adminator f22c5ebbfe Stand 2026-04-13: PHP/MySQL Infrastruktur, Flussmanagement, Stadt-Prototyp
- PHP/MySQL Backend (XAMPP + Produktionsserver)
- Front-Controller, API-Endpunkte, Session-Management
- Flussmanagement-Simulation (Echtzeit, Punkt-basierter Fluss)
- Stadt & Raumplanung (Prototyp, Top-Down Kachelsystem)
- Klimawaechter 3D: Deiche kleiner, Baeume kippen, Budget angepasst
- persistence.ts: Dualer Speicher (localStorage + Server-API)
- 6 Unit-Test-Dateien fuer bestehende Simulationen

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 16:43:42 +02:00

353 lines
11 KiB
TypeScript

/**
* SIM-12: Flussmanagement — Canvas Renderer
*
* Zeichnet eine Landschaft mit Fluss, Vegetation, Siedlung, Auen.
* Alle visuellen Elemente reagieren auf den Simulationszustand.
*/
import type { State, Controls } from './logic'
export class FlussRenderer {
private ctx: CanvasRenderingContext2D
private w: number
private h: number
private time = 0
constructor(private canvas: HTMLCanvasElement) {
this.ctx = canvas.getContext('2d')!
this.w = canvas.width
this.h = canvas.height
}
resize(): void {
const rect = this.canvas.getBoundingClientRect()
const dpr = window.devicePixelRatio || 1
this.canvas.width = rect.width * dpr
this.canvas.height = rect.height * dpr
this.ctx.scale(dpr, dpr)
this.w = rect.width
this.h = rect.height
}
render(state: State, controls: Controls): void {
this.time += 0.02
const ctx = this.ctx
const w = this.w
const h = this.h
// Hintergrund — Himmel
const skyGrad = ctx.createLinearGradient(0, 0, 0, h * 0.4)
skyGrad.addColorStop(0, '#87CEEB')
skyGrad.addColorStop(1, '#B0E0E6')
ctx.fillStyle = skyGrad
ctx.fillRect(0, 0, w, h)
// Grund — Erde/Gras
const groundY = h * 0.35
const groundGrad = ctx.createLinearGradient(0, groundY, 0, h)
const greenIntensity = Math.round(80 + state.biodiversity * 0.8)
groundGrad.addColorStop(0, `rgb(${120 - state.soilFertility * 0.3}, ${greenIntensity}, ${60 - state.erosion * 0.3})`)
groundGrad.addColorStop(1, `rgb(${140 - state.soilFertility * 0.2}, ${100 + state.biodiversity * 0.4}, ${70})`)
ctx.fillStyle = groundGrad
ctx.fillRect(0, groundY, w, h - groundY)
// Berge im Hintergrund
this.drawMountains(ctx, w, h)
// Auen-Bereich (wenn freigegeben)
if (controls.floodplainRelease > 10) {
this.drawFloodplains(ctx, w, h, controls.floodplainRelease, state)
}
// Fluss zeichnen
this.drawRiver(ctx, w, h, state, controls)
// Deiche
if (controls.levees > 10) {
this.drawLevees(ctx, w, h, controls.levees)
}
// Hochwasser-Overlay
if (state.floodLocal > 50) {
this.drawFlood(ctx, w, h, state.floodLocal)
}
// Vegetation / Baeume (Biodiversitaet)
this.drawVegetation(ctx, w, h, state.biodiversity, state.soilFertility)
// Siedlung
this.drawSettlement(ctx, w, h, state.economy, state.usableLand)
// Felder (Landwirtschaft)
this.drawFarms(ctx, w, h, state.soilFertility, controls.irrigation)
// Erosionsspuren
if (state.erosion > 40) {
this.drawErosion(ctx, w, h, state.erosion)
}
// Wolken
this.drawClouds(ctx, w, h)
}
private drawMountains(ctx: CanvasRenderingContext2D, w: number, h: number): void {
const baseY = h * 0.35
ctx.fillStyle = '#8BA89A'
ctx.beginPath()
ctx.moveTo(0, baseY)
ctx.lineTo(w * 0.1, baseY - h * 0.15)
ctx.lineTo(w * 0.2, baseY - h * 0.08)
ctx.lineTo(w * 0.35, baseY - h * 0.2)
ctx.lineTo(w * 0.5, baseY - h * 0.05)
ctx.lineTo(w * 0.65, baseY - h * 0.18)
ctx.lineTo(w * 0.8, baseY - h * 0.1)
ctx.lineTo(w * 0.9, baseY - h * 0.14)
ctx.lineTo(w, baseY)
ctx.closePath()
ctx.fill()
// Schneedecke
ctx.fillStyle = 'rgba(255,255,255,0.5)'
ctx.beginPath()
ctx.moveTo(w * 0.33, baseY - h * 0.2)
ctx.lineTo(w * 0.35, baseY - h * 0.2)
ctx.lineTo(w * 0.37, baseY - h * 0.17)
ctx.lineTo(w * 0.31, baseY - h * 0.17)
ctx.closePath()
ctx.fill()
}
private drawRiver(ctx: CanvasRenderingContext2D, w: number, h: number, state: State, controls: Controls): void {
const riverWidth = 20 + (100 - controls.straightening) * 0.15
const meander = (100 - controls.straightening) * 0.4 // Maeander-Amplitude
const riverY = h * 0.55
// Flussverlauf (von links nach rechts)
ctx.beginPath()
ctx.moveTo(0, riverY)
const steps = 50
for (let i = 0; i <= steps; i++) {
const x = (i / steps) * w
const progress = i / steps
const wave = Math.sin(progress * Math.PI * 3 + this.time) * meander
const y = riverY + wave
ctx.lineTo(x, y)
}
// Untere Kante (Flussbreite)
for (let i = steps; i >= 0; i--) {
const x = (i / steps) * w
const progress = i / steps
const wave = Math.sin(progress * Math.PI * 3 + this.time) * meander
const y = riverY + wave + riverWidth
ctx.lineTo(x, y)
}
ctx.closePath()
// Flussfarbe: klar (biodiversitaet hoch) bis trueb (erosion hoch)
const clarity = Math.max(0, Math.min(1, (state.biodiversity - state.erosion * 0.5) / 80))
const r = Math.round(30 + (1 - clarity) * 60)
const g = Math.round(100 + clarity * 50)
const b = Math.round(160 + clarity * 40)
ctx.fillStyle = `rgba(${r}, ${g}, ${b}, 0.85)`
ctx.fill()
// Wasseroberflaeche Glanz
ctx.strokeStyle = 'rgba(255, 255, 255, 0.3)'
ctx.lineWidth = 1
for (let i = 0; i < 5; i++) {
const sx = Math.random() * w
const sy = riverY + Math.sin(sx / w * Math.PI * 3 + this.time) * meander + riverWidth * 0.3
ctx.beginPath()
ctx.moveTo(sx, sy)
ctx.lineTo(sx + 15 + Math.random() * 20, sy - 1)
ctx.stroke()
}
}
private drawLevees(ctx: CanvasRenderingContext2D, w: number, h: number, intensity: number): void {
const leveeH = 3 + intensity * 0.08
const riverY = h * 0.55
ctx.fillStyle = '#8B7355'
// Oberer Deich
ctx.fillRect(0, riverY - leveeH - 5, w, leveeH)
// Unterer Deich
ctx.fillRect(0, riverY + 30, w, leveeH)
}
private drawFloodplains(ctx: CanvasRenderingContext2D, w: number, h: number, intensity: number, state: State): void {
const riverY = h * 0.55
const extent = intensity * 0.3
const alpha = 0.15 + intensity * 0.002
ctx.fillStyle = `rgba(100, 180, 140, ${alpha})`
// Aue oben
ctx.fillRect(0, riverY - extent - 20, w, extent)
// Aue unten
ctx.fillRect(0, riverY + 35, w, extent)
// Schilf in den Auen
if (intensity > 30) {
ctx.fillStyle = '#5A8A3E'
for (let i = 0; i < intensity * 0.3; i++) {
const x = (i * 47 + 20) % w
const y = riverY - 25 - Math.random() * extent * 0.5
this.drawReeds(ctx, x, y)
}
}
}
private drawReeds(ctx: CanvasRenderingContext2D, x: number, y: number): void {
ctx.save()
ctx.strokeStyle = '#4A7A2E'
ctx.lineWidth = 1.5
for (let i = 0; i < 3; i++) {
const lean = Math.sin(this.time * 2 + x * 0.1) * 3
ctx.beginPath()
ctx.moveTo(x + i * 3, y)
ctx.quadraticCurveTo(x + i * 3 + lean, y - 8, x + i * 3 + lean * 1.5, y - 15)
ctx.stroke()
}
ctx.restore()
}
private drawFlood(ctx: CanvasRenderingContext2D, w: number, h: number, intensity: number): void {
const alpha = Math.min(0.4, (intensity - 50) / 100)
const extent = (intensity - 50) * 0.8
const riverY = h * 0.55
ctx.fillStyle = `rgba(70, 130, 180, ${alpha})`
// Ueberflutung breitet sich vom Fluss aus
ctx.fillRect(0, riverY - extent, w, extent * 2 + 30)
// Wellenlinien
ctx.strokeStyle = `rgba(255, 255, 255, ${alpha * 0.5})`
ctx.lineWidth = 1
for (let row = 0; row < 3; row++) {
ctx.beginPath()
const baseY = riverY - extent + row * extent * 0.6
for (let x = 0; x < w; x += 5) {
const y = baseY + Math.sin(x * 0.05 + this.time * 3 + row) * 3
x === 0 ? ctx.moveTo(x, y) : ctx.lineTo(x, y)
}
ctx.stroke()
}
}
private drawVegetation(ctx: CanvasRenderingContext2D, w: number, h: number, biodiversity: number, fertility: number): void {
const treeCount = Math.floor(biodiversity * 0.15)
const groundY = h * 0.35
for (let i = 0; i < treeCount; i++) {
const seed = i * 137.5 // goldener Winkel fuer Verteilung
const x = (seed % w)
const yBase = groundY + 10 + (seed * 7 % (h * 0.15))
// Nur Baeume die nicht im Flussbereich sind
if (yBase > h * 0.5 && yBase < h * 0.65) continue
const treeH = 12 + (fertility * 0.1) + (i % 5) * 2
const green = Math.round(60 + biodiversity * 0.8 + (i % 3) * 20)
// Stamm
ctx.fillStyle = '#6B4423'
ctx.fillRect(x - 1.5, yBase - treeH * 0.4, 3, treeH * 0.4)
// Krone
ctx.fillStyle = `rgb(${40 + (i % 20)}, ${green}, ${30 + (i % 15)})`
ctx.beginPath()
ctx.arc(x, yBase - treeH * 0.5, treeH * 0.35, 0, Math.PI * 2)
ctx.fill()
}
}
private drawSettlement(ctx: CanvasRenderingContext2D, w: number, h: number, economy: number, usableLand: number): void {
const houseCount = Math.floor(3 + economy * 0.08)
const startX = w * 0.6
const baseY = h * 0.42
for (let i = 0; i < houseCount; i++) {
const x = startX + (i % 4) * 30 + Math.floor(i / 4) * 15
const y = baseY + Math.floor(i / 4) * 20
const houseH = 12 + (economy * 0.05)
if (x > w - 20) continue
// Haus
ctx.fillStyle = i < 3 ? '#D4A574' : '#C4956A'
ctx.fillRect(x, y - houseH, 16, houseH)
// Dach
ctx.fillStyle = '#8B4513'
ctx.beginPath()
ctx.moveTo(x - 3, y - houseH)
ctx.lineTo(x + 8, y - houseH - 8)
ctx.lineTo(x + 19, y - houseH)
ctx.closePath()
ctx.fill()
// Fenster
ctx.fillStyle = '#FFF8DC'
ctx.fillRect(x + 3, y - houseH + 3, 4, 4)
ctx.fillRect(x + 9, y - houseH + 3, 4, 4)
}
}
private drawFarms(ctx: CanvasRenderingContext2D, w: number, h: number, fertility: number, irrigation: number): void {
const farmArea = h * 0.75
const rows = Math.floor(3 + fertility * 0.04)
for (let r = 0; r < rows; r++) {
const y = farmArea + r * 12
const x = w * 0.05 + r * 20
// Feldstreifen
const green = Math.round(100 + fertility * 0.8)
const brown = Math.round(180 - fertility * 0.5)
ctx.fillStyle = r % 2 === 0
? `rgb(${brown}, ${green}, 60)`
: `rgb(${brown - 20}, ${Math.min(180, green + 20)}, 40)`
ctx.fillRect(x, y, w * 0.25, 8)
// Bewaesserungskanaele
if (irrigation > 20) {
ctx.strokeStyle = 'rgba(70, 130, 200, 0.4)'
ctx.lineWidth = 1
ctx.setLineDash([3, 3])
ctx.beginPath()
ctx.moveTo(x, y + 4)
ctx.lineTo(x + w * 0.25, y + 4)
ctx.stroke()
ctx.setLineDash([])
}
}
}
private drawErosion(ctx: CanvasRenderingContext2D, w: number, h: number, erosion: number): void {
const count = Math.floor((erosion - 40) * 0.2)
ctx.fillStyle = 'rgba(139, 115, 85, 0.3)'
for (let i = 0; i < count; i++) {
const x = (i * 89 + 30) % w
const y = h * 0.6 + (i * 43 % (h * 0.2))
ctx.beginPath()
ctx.ellipse(x, y, 8 + erosion * 0.05, 3, 0.3, 0, Math.PI * 2)
ctx.fill()
}
}
private drawClouds(ctx: CanvasRenderingContext2D, w: number, h: number): void {
ctx.fillStyle = 'rgba(255, 255, 255, 0.7)'
for (let i = 0; i < 3; i++) {
const cx = (i * 250 + this.time * 15) % (w + 100) - 50
const cy = 30 + i * 25
ctx.beginPath()
ctx.arc(cx, cy, 20, 0, Math.PI * 2)
ctx.arc(cx + 15, cy - 5, 15, 0, Math.PI * 2)
ctx.arc(cx + 30, cy, 18, 0, Math.PI * 2)
ctx.arc(cx - 12, cy + 2, 14, 0, Math.PI * 2)
ctx.fill()
}
}
}