Add ImageSprite with LOD tier switching and lazy loading
Introduces ImageSprite (extends Sprite) that manages per-image LOD texture swapping via TextureManager. Shows a placeholder rect until the first texture loads, then upgrades/downgrades tiers based on zoom.
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import { Sprite, Texture, Graphics } from "pixi.js";
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import { TextureManager, LODTier } from "../TextureManager";
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/**
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* A Sprite subclass that manages LOD tier switching and lazy loading.
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* Shows a placeholder shimmer rect until the first texture tier loads,
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* then swaps textures as zoom level changes.
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*/
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export class ImageSprite extends Sprite {
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readonly assetKey: string;
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private textures: TextureManager;
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private currentTier: LODTier | null = null;
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private loading = false;
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private placeholder: Graphics | null = null;
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private _naturalWidth: number;
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private _naturalHeight: number;
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constructor(
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assetKey: string,
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w: number,
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h: number,
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textures: TextureManager,
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) {
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super(Texture.EMPTY);
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this.assetKey = assetKey;
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this.textures = textures;
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this._naturalWidth = w;
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this._naturalHeight = h;
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this.width = w;
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this.height = h;
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// Create placeholder: dark rect shown until first texture loads
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const placeholder = new Graphics();
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placeholder.rect(0, 0, w, h).fill(0x2a2a2a);
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this.placeholder = placeholder;
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this.addChild(placeholder);
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// Immediately start loading the thumbnail tier
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this.loadTier("thumb");
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}
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/**
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* Load a specific LOD tier texture for this sprite.
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* Skips if already at the requested tier or currently loading.
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*/
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async loadTier(tier: LODTier): Promise<void> {
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if (this.currentTier === tier || this.loading) return;
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this.loading = true;
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try {
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const tex = await this.textures.load(this.assetKey, tier);
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this.texture = tex;
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this.width = this._naturalWidth;
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this.height = this._naturalHeight;
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this.currentTier = tier;
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// Remove placeholder after first successful load
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if (this.placeholder) {
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this.removeChild(this.placeholder);
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this.placeholder.destroy();
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this.placeholder = null;
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}
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} catch (err) {
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console.warn(
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`[ImageSprite] Failed to load tier "${tier}" for "${this.assetKey}":`,
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err,
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);
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} finally {
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this.loading = false;
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}
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}
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/**
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* Evaluate the current zoom level and switch LOD tier if needed.
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*/
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updateLOD(zoom: number): void {
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const needed = this.textures.tierForZoom(zoom);
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if (needed !== this.currentTier) {
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this.loadTier(needed);
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}
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}
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/**
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* Release the current texture (for off-screen sprites to free GPU memory).
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*/
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unloadTexture(): void {
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this.texture = Texture.EMPTY;
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this.currentTier = null;
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}
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}
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