import { Suspense, useState, useMemo, useRef, useEffect } from 'react'
import { Canvas, extend, useFrame, useThree, useLoader } from '@react-three/fiber/webgpu'
texture as sampleTexture,
type AnimationSetDefinition,
} from 'three-flatland/react'
} from '@three-flatland/nodes'
import { DevtoolsProvider, usePane, usePaneFolder } from '@three-flatland/devtools/react'
import { GemBackground } from './GemBackground'
import { GEM } from './gem'
extend({ AnimatedSprite2D })
function OrthoCamera({ viewSize }: { viewSize: number }) {
const set = useThree((s) => s.set)
const size = useThree((s) => s.size)
const aspect = size.width / size.height
ref={(cam: OrthographicCamera | null) => {
cam.left = (-viewSize * aspect) / 2
cam.right = (viewSize * aspect) / 2
cam.bottom = -viewSize / 2
cam.updateProjectionMatrix()
// ========================================
// ========================================
const animationSet: AnimationSetDefinition = {
idle: { frames: ['idle_0', 'idle_1', 'idle_2', 'idle_3'], fps: 8 },
frames: ['run_0', 'run_1', 'run_2', 'run_3', 'run_4', 'run_5', 'run_6', 'run_7',
'run_8', 'run_9', 'run_10', 'run_11', 'run_12', 'run_13', 'run_14', 'run_15'],
frames: ['roll_0', 'roll_1', 'roll_2', 'roll_3', 'roll_4', 'roll_5', 'roll_6', 'roll_7'],
frames: ['hit_0', 'hit_1', 'hit_2', 'hit_3'],
frames: ['death_0', 'death_1', 'death_2', 'death_3'],
// Map effects to animations
const effectAnimations: Record<EffectType, string> = {
// ========================================
// Effect Definitions (no texture closures)
// ========================================
const DamageFlash = createMaterialEffect({
schema: { intensity: 1 } as const,
node: ({ inputColor, attrs }) => {
const flashed = tintAdditive(inputColor, [1, 1, 1], attrs.intensity)
// Mask to sprite silhouette: premultiplied alpha means RGB must be scaled by alpha
return vec4(flashed.rgb.mul(inputColor.a), inputColor.a)
const Powerup = createMaterialEffect({
schema: { angle: 0 } as const,
node: ({ inputColor, attrs }) =>
hueShift(inputColor, attrs.angle),
const Petrify = createMaterialEffect({
schema: { amount: 0 } as const,
node: ({ inputColor, attrs }) =>
saturate(inputColor, attrs.amount),
const ShadowEffect = createMaterialEffect({
schema: { alpha: 0.6 } as const,
node: ({ inputColor, attrs }) => {
const darkened = tint(tintAdditive(inputColor, [0, 0, 0.2], 0.3), [0.2, 0.2, 0.4])
const finalAlpha = inputColor.a.mul(attrs.alpha)
// Mask to sprite silhouette: premultiplied alpha means RGB must be scaled by finalAlpha
return vec4(darkened.rgb.mul(finalAlpha), finalAlpha)
// ========================================
// ========================================
function createNoiseTexture(size = 256): CanvasTexture {
const canvas = document.createElement('canvas')
const ctx = canvas.getContext('2d')!
const imageData = ctx.createImageData(size, size)
for (let i = 0; i < imageData.data.length; i += 4) {
const value = Math.random() * 255
imageData.data[i] = value
imageData.data[i + 1] = value
imageData.data[i + 2] = value
imageData.data[i + 3] = 255
ctx.putImageData(imageData, 0, 0)
const texture = new CanvasTexture(canvas)
texture.wrapS = RepeatWrapping
texture.wrapT = RepeatWrapping
// Pixel-art preset applied by SpriteSheetLoader (configured via TextureConfig or loader.preset)
// ========================================
// EffectSprite component
// ========================================
interface EffectSpriteProps {
function EffectSprite({ effect }: EffectSpriteProps) {
const spriteSheet = useLoader(SpriteSheetLoader, './sprites/knight.json') as SpriteSheet
const spriteRef = useRef<AnimatedSprite2D>(null)
// Create premultiplied material (outline/pixelate need transparent pixels)
const material = useMemo(
map: spriteSheet.texture,
premultipliedAlpha: true,
// Create noise texture (memoized)
const noiseTexture = useMemo(() => {
const tex = createNoiseTexture()
applyTextureOptions(tex, 'pixel-art')
// Create closure-based effect classes (need spriteSheet/noiseTexture)
const closureEffects = useMemo(
Dissolve: createMaterialEffect({
schema: { progress: 0 } as const,
node: ({ inputColor, attrs }) =>
dissolvePixelated(inputColor, uv(), attrs.progress, noiseTexture, 16),
Select: createMaterialEffect({
schema: { thickness: 0.003 } as const,
node: ({ inputColor, inputUV, attrs }) =>
outline8(inputColor, inputUV, spriteSheet.texture, {
thickness: attrs.thickness,
Pixelate: createMaterialEffect({
schema: { progress: 0 } as const,
const instanceUV = attribute<'vec4'>('instanceUV', 'vec4')
const pixelAmount = float(1).sub(
attrs.progress.mul(float(2)).sub(float(1)).abs()
const pixelCount = float(32).sub(pixelAmount.mul(float(28)))
const pixelatedUV = pixelate(localUV, vec2(pixelCount, pixelCount))
const frameOffset = vec2(instanceUV.x, instanceUV.y)
const frameSize = vec2(instanceUV.z, instanceUV.w)
const frameUV = pixelatedUV.mul(frameSize).add(frameOffset)
const color = sampleTexture(spriteSheet.texture, frameUV)
return vec4(color.rgb.mul(color.a), color.a)
[spriteSheet, noiseTexture]
// Create effect instances (stable references)
damage: new DamageFlash(),
dissolve: new closureEffects.Dissolve(),
select: new closureEffects.Select(),
shadow: new ShadowEffect(),
pixelate: new closureEffects.Pixelate(),
}) as Record<EffectType, MaterialEffect | null>,
const stateRef = useRef({
effect: 'normal' as EffectType,
instance: null as MaterialEffect | null,
// Switch effects when prop changes
const sprite = spriteRef.current
// Remove previous effect
if (stateRef.current.instance) {
sprite.removeEffect(stateRef.current.instance)
const newInstance = effects[effect]
stateRef.current.effect = effect
stateRef.current.instance = newInstance
stateRef.current.startTime = stateRef.current.elapsed
sprite.addEffect(newInstance)
// Reset effect-specific properties
if (effect === 'dissolve') {
;(newInstance as InstanceType<typeof closureEffects.Dissolve>).progress = 0
if (effect === 'damage') {
;(newInstance as InstanceType<typeof DamageFlash>).intensity = 1
if (effect === 'pixelate') {
;(newInstance as InstanceType<typeof closureEffects.Pixelate>).progress = 0
// Play matching animation
const animName = effectAnimations[effect]
if (effect === 'petrify') {
} else if (effect === 'damage') {
onComplete: () => sprite.play('idle'),
} else if (effect === 'pixelate') {
onComplete: () => sprite.play('idle'),
}, [effect, effects, closureEffects])
const sprite = spriteRef.current
stateRef.current.elapsed += delta
sprite.update(delta * 1000)
const { effect: currentEffect, instance, startTime } = stateRef.current
const effectElapsed = stateRef.current.elapsed - startTime
if (currentEffect === 'damage' && instance) {
;(instance as InstanceType<typeof DamageFlash>).intensity =
Math.max(0, 1 - effectElapsed / 0.3)
if (currentEffect === 'dissolve' && instance) {
;(instance as InstanceType<typeof closureEffects.Dissolve>).progress =
Math.min(1, effectElapsed / 1.5)
if (currentEffect === 'powerup' && instance) {
;(instance as InstanceType<typeof Powerup>).angle = stateRef.current.elapsed * 3
if (currentEffect === 'pixelate' && instance) {
;(instance as InstanceType<typeof closureEffects.Pixelate>).progress =
Math.min(1, effectElapsed / 1.0)
spriteSheet={spriteSheet}
animationSet={animationSet}
// ========================================
// Scene component (Tweakpane lives here, inside Canvas)
// ========================================
const effectNames: EffectType[] = ['normal', 'damage', 'dissolve', 'powerup', 'petrify', 'select', 'shadow', 'pixelate']
const effectLabels = ['Normal', 'Damage', 'Dissolve', 'Rainbow', 'Stone', 'Outline', 'Shadow', 'Pixelate']
const { pane } = usePane()
const effectFolder = usePaneFolder(pane, 'Effects', { expanded: true })
const [effect, setEffect] = useState('normal')
const gridRef = useRef<any>(null)
// 3×3 radiogrid for effect selection
if (!effectFolder) return
const grid = (effectFolder.addBlade({
cells: (x: number, y: number) => {
if (i >= effectNames.length) return { title: '', value: '' }
return { title: effectLabels[i]!, value: effectNames[i]! }
grid.on('change', (ev: any) => { if (ev.value) setEffect(ev.value) })
return () => { grid.dispose(); gridRef.current = null }
// eslint-disable-next-line react-hooks/exhaustive-deps
// Keyboard controls (1-8 select effect)
const handleKeyDown = (e: KeyboardEvent) => {
const idx = parseInt(e.key) - 1
if (idx >= 0 && idx < effectNames.length) {
if (gridRef.current) gridRef.current.value.rawValue = effectNames[idx]!
setEffect(effectNames[idx]!)
window.addEventListener('keydown', handleKeyDown)
return () => window.removeEventListener('keydown', handleKeyDown)
<GemBackground gem={GEM} />
<Suspense fallback={null}>
<EffectSprite effect={effect as EffectType} />
// ========================================
// ========================================
export default function App() {
{/* Attribution -- centered bottom */}
transform: 'translateX(-50%)',
href="https://analogstudios.itch.io/camelot"
style={{ color: '#777' }}
renderer={{ antialias: false }}
gl.domElement.style.imageRendering = 'pixelated'
<OrthoCamera viewSize={200} />
<DevtoolsProvider name="tsl-nodes" />