Files
WebFactory/js/renderer.js
2026-01-13 18:32:28 +00:00

632 lines
25 KiB
JavaScript

// Rendering System
const Renderer = {
canvas: null,
ctx: null,
camera: { x: 0, y: 0, zoom: 1 },
// Initialize renderer
init() {
this.canvas = document.getElementById('game-canvas');
this.ctx = this.canvas.getContext('2d');
this.resize();
window.addEventListener('resize', () => this.resize());
},
// Resize canvas to container
resize() {
const container = this.canvas.parentElement;
this.canvas.width = container.clientWidth;
this.canvas.height = container.clientHeight;
},
// Center camera on position
centerCamera(x, y) {
this.camera.x = x * CONFIG.TILE_SIZE * this.camera.zoom - this.canvas.width / 2;
this.camera.y = y * CONFIG.TILE_SIZE * this.camera.zoom - this.canvas.height / 2;
},
// Main render function
render(currentTool, rotation, mouseWorld) {
this.clear();
this.drawTerrain();
this.drawBuildings();
this.drawTowers();
this.drawEnemies();
this.drawProjectiles();
this.drawMiningProgress();
this.drawPlacementPreview(currentTool, rotation, mouseWorld);
this.drawDeletePreview(currentTool, mouseWorld);
},
// Clear canvas
clear() {
this.ctx.fillStyle = '#1a2a1a';
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
},
// Draw terrain and resources
drawTerrain() {
const tileScreenSize = CONFIG.TILE_SIZE * this.camera.zoom;
const startX = Math.floor(this.camera.x / tileScreenSize);
const startY = Math.floor(this.camera.y / tileScreenSize);
const endX = startX + Math.ceil(this.canvas.width / tileScreenSize) + 1;
const endY = startY + Math.ceil(this.canvas.height / tileScreenSize) + 1;
for (let y = startY; y < endY; y++) {
for (let x = startX; x < endX; x++) {
if (!Utils.inBounds(x, y)) continue;
const tile = Terrain.getTile(x, y);
const screen = Utils.worldToScreen(x, y, this.camera);
const size = tileScreenSize;
// Grass with variation
const grassVariant = ((x * 7 + y * 13) % 3);
const grassColors = ['#2d4a2d', '#3a5a3a', '#335533'];
this.ctx.fillStyle = grassColors[grassVariant];
this.ctx.fillRect(screen.x, screen.y, size, size);
// Grid lines
this.ctx.strokeStyle = 'rgba(0,0,0,0.2)';
this.ctx.lineWidth = 1;
this.ctx.strokeRect(screen.x, screen.y, size, size);
// Draw resources
if (tile.resource && tile.amount > 0) {
this.drawResource(screen.x, screen.y, size, tile.resource, tile.amount);
}
}
}
},
// Draw a resource tile
drawResource(screenX, screenY, size, type, amount) {
const padding = size * 0.1;
const richness = Math.min(1, amount / 2000);
const colors = CONFIG.RESOURCE_COLORS[type];
// Gradient fill
const grad = this.ctx.createLinearGradient(screenX, screenY, screenX + size, screenY + size);
grad.addColorStop(0, colors.light);
grad.addColorStop(1, colors.dark);
this.ctx.fillStyle = grad;
Utils.drawRoundedRect(this.ctx, screenX + padding, screenY + padding, size - padding * 2, size - padding * 2, 4 * this.camera.zoom);
this.ctx.fill();
// Richness highlight
this.ctx.fillStyle = `rgba(255,255,255,${richness * 0.25})`;
Utils.drawRoundedRect(this.ctx, screenX + padding, screenY + padding, size - padding * 2, size - padding * 2, 4 * this.camera.zoom);
this.ctx.fill();
// Texture dots
this.ctx.fillStyle = 'rgba(255,255,255,0.3)';
for (let i = 0; i < 3; i++) {
const ox = screenX + size * 0.3 + (i % 2) * size * 0.4;
const oy = screenY + size * 0.3 + Math.floor(i / 2) * size * 0.4;
this.ctx.beginPath();
this.ctx.arc(ox, oy, 2 * this.camera.zoom, 0, Math.PI * 2);
this.ctx.fill();
}
},
// Draw all buildings
drawBuildings() {
const tileScreenSize = CONFIG.TILE_SIZE * this.camera.zoom;
Buildings.list.forEach(b => {
const screen = Utils.worldToScreen(b.x, b.y, this.camera);
const bSize = Utils.getBuildingSize(b.type);
const w = bSize.w * tileScreenSize;
const h = bSize.h * tileScreenSize;
const pad = 3 * this.camera.zoom;
const style = CONFIG.BUILDING_STYLES[b.type];
// Shadow
this.ctx.fillStyle = 'rgba(0,0,0,0.3)';
Utils.drawRoundedRect(this.ctx, screen.x + pad + 3, screen.y + pad + 3, w - pad * 2, h - pad * 2, 6 * this.camera.zoom);
this.ctx.fill();
// Main body gradient
const grad = this.ctx.createLinearGradient(screen.x, screen.y, screen.x + w, screen.y + h);
grad.addColorStop(0, style.light);
grad.addColorStop(1, style.dark);
this.ctx.fillStyle = grad;
Utils.drawRoundedRect(this.ctx, screen.x + pad, screen.y + pad, w - pad * 2, h - pad * 2, 6 * this.camera.zoom);
this.ctx.fill();
// Highlight
this.ctx.fillStyle = 'rgba(255,255,255,0.15)';
Utils.drawRoundedRect(this.ctx, screen.x + pad, screen.y + pad, w - pad * 2, (h - pad * 2) * 0.4, 6 * this.camera.zoom);
this.ctx.fill();
// Border
this.ctx.strokeStyle = 'rgba(0,0,0,0.4)';
this.ctx.lineWidth = 2 * this.camera.zoom;
Utils.drawRoundedRect(this.ctx, screen.x + pad, screen.y + pad, w - pad * 2, h - pad * 2, 6 * this.camera.zoom);
this.ctx.stroke();
// Direction indicator
if (['belt', 'inserter', 'miner'].includes(b.type)) {
this.drawDirectionArrow(screen.x + w / 2, screen.y + h / 2, w, b.rotation);
}
// Progress bar
if (b.progress > 0 && b.type !== 'belt') {
this.drawProgressBar(screen.x, screen.y, w, h, pad, b.progress);
}
// Belt items
if (b.type === 'belt') {
const totalItems = Buildings.getTotalInventory(b) + Buildings.getTotalOutput(b);
if (totalItems > 0) {
this.ctx.fillStyle = 'rgba(0,0,0,0.3)';
this.ctx.beginPath();
this.ctx.arc(screen.x + w / 2 + 1, screen.y + h / 2 + 1, 5 * this.camera.zoom, 0, Math.PI * 2);
this.ctx.fill();
this.ctx.fillStyle = '#ffcc44';
this.ctx.beginPath();
this.ctx.arc(screen.x + w / 2, screen.y + h / 2, 5 * this.camera.zoom, 0, Math.PI * 2);
this.ctx.fill();
}
}
// Assembler recipe icon
if (b.type === 'assembler' && b.recipe) {
this.ctx.fillStyle = 'rgba(0,0,0,0.5)';
this.ctx.font = `bold ${16 * this.camera.zoom}px sans-serif`;
this.ctx.textAlign = 'center';
this.ctx.textBaseline = 'middle';
this.ctx.fillText(b.recipe === 'gear' ? '⚙' : '⚡', screen.x + w / 2 + 1, screen.y + h / 2 + 1);
this.ctx.fillStyle = '#fff';
this.ctx.fillText(b.recipe === 'gear' ? '⚙' : '⚡', screen.x + w / 2, screen.y + h / 2);
}
// Chest contents
if (b.type === 'chest') {
const total = Buildings.getTotalOutput(b);
if (total > 0) {
this.ctx.fillStyle = '#fff';
this.ctx.font = `bold ${10 * this.camera.zoom}px sans-serif`;
this.ctx.textAlign = 'center';
this.ctx.textBaseline = 'middle';
this.ctx.fillText(total > 99 ? '99+' : total, screen.x + w / 2, screen.y + h / 2);
}
}
});
},
// Draw direction arrow
drawDirectionArrow(cx, cy, size, rotation) {
this.ctx.save();
this.ctx.translate(cx, cy);
this.ctx.rotate(rotation * Math.PI / 2);
// Shadow
this.ctx.fillStyle = 'rgba(0,0,0,0.3)';
this.ctx.beginPath();
this.ctx.moveTo(size * 0.25 + 2, 2);
this.ctx.lineTo(-size * 0.05 + 2, -size * 0.12 + 2);
this.ctx.lineTo(-size * 0.05 + 2, size * 0.12 + 2);
this.ctx.closePath();
this.ctx.fill();
// Arrow
this.ctx.fillStyle = '#fff';
this.ctx.beginPath();
this.ctx.moveTo(size * 0.25, 0);
this.ctx.lineTo(-size * 0.05, -size * 0.12);
this.ctx.lineTo(-size * 0.05, size * 0.12);
this.ctx.closePath();
this.ctx.fill();
this.ctx.restore();
},
// Draw progress bar
drawProgressBar(x, y, w, h, pad, progress) {
const barW = w - pad * 4;
const barH = 6 * this.camera.zoom;
const barX = x + pad * 2;
const barY = y + h - pad * 2 - barH;
this.ctx.fillStyle = 'rgba(0,0,0,0.5)';
Utils.drawRoundedRect(this.ctx, barX, barY, barW, barH, 2 * this.camera.zoom);
this.ctx.fill();
const progGrad = this.ctx.createLinearGradient(barX, barY, barX, barY + barH);
progGrad.addColorStop(0, '#66ff66');
progGrad.addColorStop(1, '#22aa22');
this.ctx.fillStyle = progGrad;
Utils.drawRoundedRect(this.ctx, barX + 1, barY + 1, (barW - 2) * progress, barH - 2, 2 * this.camera.zoom);
this.ctx.fill();
},
// Draw manual mining progress
drawMiningProgress() {
if (!Simulation.mining.active) return;
const screen = Utils.worldToScreen(Simulation.mining.x, Simulation.mining.y, this.camera);
const size = CONFIG.TILE_SIZE * this.camera.zoom;
// Mining highlight
this.ctx.fillStyle = 'rgba(136, 204, 68, 0.3)';
this.ctx.fillRect(screen.x, screen.y, size, size);
// Progress ring
this.ctx.strokeStyle = '#88cc44';
this.ctx.lineWidth = 4 * this.camera.zoom;
this.ctx.beginPath();
this.ctx.arc(
screen.x + size / 2,
screen.y + size / 2,
size / 3,
-Math.PI / 2,
-Math.PI / 2 + Simulation.mining.progress * Math.PI * 2
);
this.ctx.stroke();
// Pickaxe icon
this.ctx.fillStyle = '#fff';
this.ctx.font = `${14 * this.camera.zoom}px sans-serif`;
this.ctx.textAlign = 'center';
this.ctx.textBaseline = 'middle';
this.ctx.fillText('⛏', screen.x + size / 2, screen.y + size / 2);
},
// Draw placement preview
drawPlacementPreview(currentTool, rotation, mouseWorld) {
if (currentTool === 'select' || currentTool === 'delete' || currentTool === 'mine') return;
const tileScreenSize = CONFIG.TILE_SIZE * this.camera.zoom;
const screen = Utils.worldToScreen(mouseWorld.x, mouseWorld.y, this.camera);
// Check if it's a tower
if (Towers.TYPES[currentTool]) {
const towerType = Towers.TYPES[currentTool];
const canPlace = Towers.canPlace(currentTool, mouseWorld.x, mouseWorld.y);
this.ctx.globalAlpha = 0.6;
// Tower preview circle
this.ctx.fillStyle = canPlace ? 'rgba(100, 255, 100, 0.3)' : 'rgba(255, 100, 100, 0.3)';
this.ctx.beginPath();
this.ctx.arc(screen.x + tileScreenSize/2, screen.y + tileScreenSize/2, tileScreenSize/2, 0, Math.PI * 2);
this.ctx.fill();
this.ctx.strokeStyle = canPlace ? '#66ff66' : '#ff6666';
this.ctx.lineWidth = 2;
this.ctx.setLineDash([5, 5]);
this.ctx.beginPath();
this.ctx.arc(screen.x + tileScreenSize/2, screen.y + tileScreenSize/2, tileScreenSize/2, 0, Math.PI * 2);
this.ctx.stroke();
// Range preview
this.ctx.strokeStyle = canPlace ? 'rgba(100, 255, 100, 0.3)' : 'rgba(255, 100, 100, 0.3)';
this.ctx.beginPath();
this.ctx.arc(screen.x + tileScreenSize/2, screen.y + tileScreenSize/2, towerType.range * this.camera.zoom, 0, Math.PI * 2);
this.ctx.stroke();
this.ctx.setLineDash([]);
this.ctx.globalAlpha = 1;
return;
}
if (!CONFIG.COSTS[currentTool]) return;
const previewSize = Utils.getBuildingSize(currentTool);
const w = previewSize.w * tileScreenSize;
const h = previewSize.h * tileScreenSize;
const canPlace = Buildings.canPlace(currentTool, mouseWorld.x, mouseWorld.y) &&
Resources.canAfford(CONFIG.COSTS[currentTool]);
this.ctx.globalAlpha = 0.6;
this.ctx.fillStyle = canPlace ? 'rgba(100, 255, 100, 0.3)' : 'rgba(255, 100, 100, 0.3)';
this.ctx.fillRect(screen.x, screen.y, w, h);
this.ctx.strokeStyle = canPlace ? '#66ff66' : '#ff6666';
this.ctx.lineWidth = 2;
this.ctx.setLineDash([5, 5]);
this.ctx.strokeRect(screen.x, screen.y, w, h);
this.ctx.setLineDash([]);
// Rotation arrow preview
if (['belt', 'inserter', 'miner'].includes(currentTool)) {
this.ctx.save();
this.ctx.translate(screen.x + w / 2, screen.y + h / 2);
this.ctx.rotate(rotation * Math.PI / 2);
this.ctx.fillStyle = canPlace ? '#66ff66' : '#ff6666';
this.ctx.beginPath();
this.ctx.moveTo(w * 0.3, 0);
this.ctx.lineTo(-w * 0.1, -w * 0.15);
this.ctx.lineTo(-w * 0.1, w * 0.15);
this.ctx.closePath();
this.ctx.fill();
this.ctx.restore();
}
this.ctx.globalAlpha = 1;
},
// Draw delete preview
drawDeletePreview(currentTool, mouseWorld) {
if (currentTool !== 'delete') return;
const building = Buildings.getAt(mouseWorld.x, mouseWorld.y);
const tower = Towers.getAt(mouseWorld.x, mouseWorld.y);
if (building) {
const tileScreenSize = CONFIG.TILE_SIZE * this.camera.zoom;
const screen = Utils.worldToScreen(building.x, building.y, this.camera);
const bSize = Utils.getBuildingSize(building.type);
const w = bSize.w * tileScreenSize;
const h = bSize.h * tileScreenSize;
this.drawDeleteBox(screen.x, screen.y, w, h);
} else if (tower) {
const tileScreenSize = CONFIG.TILE_SIZE * this.camera.zoom;
const screen = Utils.worldToScreen(tower.x, tower.y, this.camera);
this.drawDeleteBox(screen.x, screen.y, tileScreenSize, tileScreenSize);
}
},
// Draw delete box helper
drawDeleteBox(x, y, w, h) {
this.ctx.fillStyle = 'rgba(255, 50, 50, 0.4)';
this.ctx.fillRect(x, y, w, h);
this.ctx.strokeStyle = '#ff3333';
this.ctx.lineWidth = 3;
this.ctx.strokeRect(x, y, w, h);
// X mark
this.ctx.strokeStyle = '#ff3333';
this.ctx.lineWidth = 4 * this.camera.zoom;
this.ctx.beginPath();
this.ctx.moveTo(x + w * 0.2, y + h * 0.2);
this.ctx.lineTo(x + w * 0.8, y + h * 0.8);
this.ctx.moveTo(x + w * 0.8, y + h * 0.2);
this.ctx.lineTo(x + w * 0.2, y + h * 0.8);
this.ctx.stroke();
},
// Draw all towers
drawTowers() {
const tileScreenSize = CONFIG.TILE_SIZE * this.camera.zoom;
Towers.list.forEach(tower => {
const type = Towers.TYPES[tower.type];
const screen = Utils.worldToScreen(tower.x, tower.y, this.camera);
const size = tileScreenSize;
const pad = 3 * this.camera.zoom;
// Shadow
this.ctx.fillStyle = 'rgba(0,0,0,0.3)';
this.ctx.beginPath();
this.ctx.arc(screen.x + size/2 + 3, screen.y + size/2 + 3, size/2 - pad, 0, Math.PI * 2);
this.ctx.fill();
// Base
const grad = this.ctx.createRadialGradient(
screen.x + size/2, screen.y + size/2, 0,
screen.x + size/2, screen.y + size/2, size/2
);
grad.addColorStop(0, type.color);
grad.addColorStop(1, type.colorDark);
this.ctx.fillStyle = grad;
this.ctx.beginPath();
this.ctx.arc(screen.x + size/2, screen.y + size/2, size/2 - pad, 0, Math.PI * 2);
this.ctx.fill();
// Highlight
this.ctx.fillStyle = 'rgba(255,255,255,0.2)';
this.ctx.beginPath();
this.ctx.arc(screen.x + size/2, screen.y + size/3, size/4, 0, Math.PI * 2);
this.ctx.fill();
// Border
this.ctx.strokeStyle = 'rgba(0,0,0,0.5)';
this.ctx.lineWidth = 2 * this.camera.zoom;
this.ctx.beginPath();
this.ctx.arc(screen.x + size/2, screen.y + size/2, size/2 - pad, 0, Math.PI * 2);
this.ctx.stroke();
// Turret barrel
this.ctx.save();
this.ctx.translate(screen.x + size/2, screen.y + size/2);
this.ctx.rotate(tower.angle);
// Barrel
this.ctx.fillStyle = tower.firing ? '#fff' : '#333';
this.ctx.fillRect(0, -4 * this.camera.zoom, size/2.5, 8 * this.camera.zoom);
this.ctx.restore();
// Range indicator when selected
if (tower.target) {
this.ctx.strokeStyle = 'rgba(255,100,100,0.2)';
this.ctx.lineWidth = 1;
this.ctx.beginPath();
this.ctx.arc(screen.x + size/2, screen.y + size/2, type.range * this.camera.zoom, 0, Math.PI * 2);
this.ctx.stroke();
}
// Health bar
if (tower.health < tower.maxHealth) {
const barW = size - pad * 2;
const barH = 4 * this.camera.zoom;
const barX = screen.x + pad;
const barY = screen.y - barH - 4;
this.ctx.fillStyle = 'rgba(0,0,0,0.5)';
this.ctx.fillRect(barX, barY, barW, barH);
const healthPct = tower.health / tower.maxHealth;
this.ctx.fillStyle = healthPct > 0.5 ? '#66ff66' : healthPct > 0.25 ? '#ffcc00' : '#ff3333';
this.ctx.fillRect(barX, barY, barW * healthPct, barH);
}
});
},
// Draw all enemies
drawEnemies() {
Enemies.list.forEach(enemy => {
const type = Enemies.TYPES[enemy.type];
const screen = {
x: enemy.x * this.camera.zoom - this.camera.x,
y: enemy.y * this.camera.zoom - this.camera.y
};
const size = CONFIG.TILE_SIZE * this.camera.zoom * type.size;
// Shadow
this.ctx.fillStyle = 'rgba(0,0,0,0.3)';
this.ctx.beginPath();
this.ctx.ellipse(screen.x + 2, screen.y + 4, size/2, size/3, 0, 0, Math.PI * 2);
this.ctx.fill();
// Body
this.ctx.save();
this.ctx.translate(screen.x, screen.y);
this.ctx.rotate(enemy.angle);
// Damage flash
const color = enemy.damageFlash > 0 ? '#fff' : type.color;
if (enemy.damageFlash > 0) enemy.damageFlash -= 0.016;
// Main body
const grad = this.ctx.createRadialGradient(0, 0, 0, 0, 0, size/2);
grad.addColorStop(0, color);
grad.addColorStop(1, type.colorDark);
this.ctx.fillStyle = grad;
this.ctx.beginPath();
this.ctx.ellipse(0, 0, size/2, size/3, 0, 0, Math.PI * 2);
this.ctx.fill();
// Eyes
this.ctx.fillStyle = '#ff0000';
this.ctx.beginPath();
this.ctx.arc(size/4, -size/8, size/10, 0, Math.PI * 2);
this.ctx.arc(size/4, size/8, size/10, 0, Math.PI * 2);
this.ctx.fill();
// Legs animation
this.ctx.strokeStyle = type.colorDark;
this.ctx.lineWidth = 2 * this.camera.zoom;
const legOffset = Math.sin(enemy.animTime) * 5;
for (let i = 0; i < 3; i++) {
const angle = (i - 1) * 0.5;
const offset = i === 1 ? legOffset : -legOffset;
// Left leg
this.ctx.beginPath();
this.ctx.moveTo(-size/6, -size/4);
this.ctx.lineTo(-size/3 + offset, -size/2 - Math.abs(offset));
this.ctx.stroke();
// Right leg
this.ctx.beginPath();
this.ctx.moveTo(-size/6, size/4);
this.ctx.lineTo(-size/3 - offset, size/2 + Math.abs(offset));
this.ctx.stroke();
}
this.ctx.restore();
// Health bar
if (enemy.health < enemy.maxHealth) {
const barW = size;
const barH = 4 * this.camera.zoom;
const barX = screen.x - size/2;
const barY = screen.y - size/2 - barH - 4;
this.ctx.fillStyle = 'rgba(0,0,0,0.5)';
this.ctx.fillRect(barX, barY, barW, barH);
const healthPct = enemy.health / enemy.maxHealth;
this.ctx.fillStyle = healthPct > 0.5 ? '#66ff66' : healthPct > 0.25 ? '#ffcc00' : '#ff3333';
this.ctx.fillRect(barX, barY, barW * healthPct, barH);
}
// Burning effect
if (enemy.burning && enemy.burning.duration > 0) {
this.ctx.fillStyle = `rgba(255, 100, 0, ${0.3 + Math.sin(Date.now() / 100) * 0.2})`;
this.ctx.beginPath();
this.ctx.arc(screen.x, screen.y, size/2, 0, Math.PI * 2);
this.ctx.fill();
}
});
},
// Draw projectiles
drawProjectiles() {
Towers.projectiles.forEach(proj => {
const screen = {
x: proj.x * this.camera.zoom - this.camera.x,
y: proj.y * this.camera.zoom - this.camera.y
};
// Projectile glow
this.ctx.fillStyle = proj.color;
this.ctx.shadowColor = proj.color;
this.ctx.shadowBlur = 10;
this.ctx.beginPath();
this.ctx.arc(screen.x, screen.y, 4 * this.camera.zoom, 0, Math.PI * 2);
this.ctx.fill();
this.ctx.shadowBlur = 0;
// Trail
const dx = proj.targetX - proj.x;
const dy = proj.targetY - proj.y;
const dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 0) {
const trailX = screen.x - (dx / dist) * 15 * this.camera.zoom;
const trailY = screen.y - (dy / dist) * 15 * this.camera.zoom;
this.ctx.strokeStyle = proj.color;
this.ctx.lineWidth = 2 * this.camera.zoom;
this.ctx.globalAlpha = 0.5;
this.ctx.beginPath();
this.ctx.moveTo(screen.x, screen.y);
this.ctx.lineTo(trailX, trailY);
this.ctx.stroke();
this.ctx.globalAlpha = 1;
}
// Chain lightning effect
if (proj.chainTargets && proj.chainTargets.length > 1) {
this.ctx.strokeStyle = proj.color;
this.ctx.lineWidth = 2 * this.camera.zoom;
this.ctx.globalAlpha = 0.8;
for (let i = 0; i < proj.chainTargets.length - 1; i++) {
const t1 = proj.chainTargets[i];
const t2 = proj.chainTargets[i + 1];
const s1 = {
x: t1.x * this.camera.zoom - this.camera.x,
y: t1.y * this.camera.zoom - this.camera.y
};
const s2 = {
x: t2.x * this.camera.zoom - this.camera.x,
y: t2.y * this.camera.zoom - this.camera.y
};
this.ctx.beginPath();
this.ctx.moveTo(s1.x, s1.y);
// Jagged line for lightning effect
const midX = (s1.x + s2.x) / 2 + (Math.random() - 0.5) * 20;
const midY = (s1.y + s2.y) / 2 + (Math.random() - 0.5) * 20;
this.ctx.lineTo(midX, midY);
this.ctx.lineTo(s2.x, s2.y);
this.ctx.stroke();
}
this.ctx.globalAlpha = 1;
}
});
}
};