Files
Masmorres/src/main_old.js
marti 38960df5d9 Generador procedural de mazmorras con fog of war y sistema de vistas isométricas
- Generador procedural que crea hasta 10 salas aleatorias conectadas por puertas
- Sistema de fog of war: solo se muestran salas visitadas
- Puertas automáticas entre salas con detección de transición
- 0-2 esqueletos aleatorios por sala
- Sistema de vistas NSEW con UI de compás
- 4 vistas isométricas fijas (Norte, Sur, Este, Oeste)
- Zoom y paneo habilitados, rotación deshabilitada
- Paredes con opacidad diferenciada (N/W opacas, S/E semi-transparentes)
- Validación de movimiento: solo celdas transitables
- Centrado automático de cámara al mover personaje
2025-12-21 00:19:59 +01:00

597 lines
21 KiB
JavaScript

import './style.css';
import * as THREE from 'three';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
// --- CONFIGURACIÓN DE LA ESCENA ---
const CONFIG = {
CELL_SIZE: 2, // Unidades de Three.js por celda lógica
TILE_DIMENSIONS: 4, // Una tile es de 4x4 celdas
};
// --- ESTADO DEL JUEGO (DATA MODEL) ---
const ASSETS = {
tiles: {
'tile_base': { src: '/assets/images/tiles/tile4x4.png', width: 4, height: 4 },
'tile_cyan': { src: '/assets/images/tiles/tile4x4_blue.png', width: 4, height: 4 },
'tile_orange': { src: '/assets/images/tiles/tile4x4_orange.png', width: 4, height: 4 },
'tile_8x2': { src: '/assets/images/tiles/tile4x4.png', width: 8, height: 2 },
'wall_1': { src: '/assets/images/tiles/pared1.png' },
'door_1': { src: '/assets/images/tiles/puerta1.png' },
},
standees: {
'hero_1': { src: '/assets/images/standees/barbaro.png', height: 3 },
'hero_2': { src: '/assets/images/standees/esqueleto.png', height: 3 },
}
};
// Sistema de salas
const ROOMS = {
rooms: [
{
id: 1,
tile: { type: 'tile_base', x: 0, y: 0 },
walls: ['N', 'S', 'E', 'W'],
doors: [
{ side: 'N', gridPos: { x: 1, y: -1 }, leadsTo: 2 }
],
entities: [{ id: 101, type: 'hero_1', x: 1, y: 1 }]
},
{
id: 2,
tile: { type: 'tile_cyan', x: 0, y: -4 },
walls: ['N', 'S', 'E', 'W'],
doors: [
{ side: 'S', gridPos: { x: 1, y: -1 }, leadsTo: 1 }
],
entities: [{ id: 102, type: 'hero_2', x: 1, y: -5 }]
},
{
id: 3,
tile: { type: 'tile_orange', x: -4, y: 0 },
walls: ['N', 'S', 'E', 'W'],
doors: [
{ side: 'E', gridPos: { x: -1, y: 1 }, leadsTo: 1 }
],
entities: []
}
],
visitedRooms: [1], // Empezamos en la sala 1
currentRoom: 1
};
const GAME_STATE = {
placedTiles: [],
entities: []
};
// State de la sesión (UI)
const SESSION = {
selectedUnitId: null,
path: [], // Array de {x, y}
pathMeshes: [], // Array de meshes visuales
roomMeshes: {}, // { roomId: { tile: mesh, walls: [], doors: [], entities: [] } }
isAnimating: false // Flag para bloquear interacciones durante animación
};
// --- CONFIGURACIÓN BÁSICA THREE.JS ---
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x202020);
// Renderer
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
document.querySelector('#app').appendChild(renderer.domElement);
// Cámara
const aspect = window.innerWidth / window.innerHeight;
const d = 15;
const camera = new THREE.OrthographicCamera(-d * aspect, d * aspect, d, -d, 1, 1000);
camera.position.set(20, 20, 20);
camera.lookAt(scene.position);
// --- CONTROLES MODIFICADOS ---
// Roto con el ratón derecho, zoom con la rueda del ratón y si hago presión en la rueda, hago el paneo.
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
controls.screenSpacePanning = true;
controls.maxPolarAngle = Math.PI / 2;
// Reasignación de botones
controls.mouseButtons = {
LEFT: null, // Dejamos el click izquierdo libre para nuestra lógica
MIDDLE: THREE.MOUSE.PAN, // Paneo con botón central/rueda
RIGHT: THREE.MOUSE.ROTATE // Rotación con derecho
};
controls.zoomToCursor = true; // Zoom a donde apunta el ratón
// Luces
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
scene.add(ambientLight);
const dirLight = new THREE.DirectionalLight(0xffffff, 0.8);
dirLight.position.set(10, 20, 5);
dirLight.castShadow = true;
scene.add(dirLight);
const gridHelper = new THREE.GridHelper(40, 40, 0x444444, 0x111111);
scene.add(gridHelper);
// Plano invisible para Raycasting en Y=0
const planeGeometry = new THREE.PlaneGeometry(200, 200);
const planeMaterial = new THREE.MeshBasicMaterial({ visible: false });
const raycastPlane = new THREE.Mesh(planeGeometry, planeMaterial);
raycastPlane.rotation.x = -Math.PI / 2;
scene.add(raycastPlane);
// --- HELPERS LÓGICOS ---
function worldToGrid(x, z) {
return {
x: Math.floor(x / CONFIG.CELL_SIZE),
y: Math.floor(z / CONFIG.CELL_SIZE)
};
}
function gridToWorld(gridX, gridY) {
return {
x: (gridX * CONFIG.CELL_SIZE) + (CONFIG.CELL_SIZE / 2),
z: (gridY * CONFIG.CELL_SIZE) + (CONFIG.CELL_SIZE / 2)
};
}
function isAdjacent(p1, p2) {
const dx = Math.abs(p1.x - p2.x);
const dy = Math.abs(p1.y - p2.y);
// Adyacencia ortogonal (cruz)
return (dx === 1 && dy === 0) || (dx === 0 && dy === 1);
}
// --- CREACIÓN DE MARCADORES (CANVAS TEXTURE) ---
function createPathMarker(stepNumber) {
const canvas = document.createElement('canvas');
canvas.width = 128;
canvas.height = 128;
const ctx = canvas.getContext('2d');
// Fondo Amarillo Semi-transparente
ctx.fillStyle = 'rgba(255, 255, 0, 0.5)';
ctx.fillRect(0, 0, 128, 128);
// Borde
ctx.strokeStyle = 'rgba(255, 200, 0, 0.8)';
ctx.lineWidth = 10;
ctx.strokeRect(0, 0, 128, 128);
// Número
ctx.fillStyle = '#000000';
ctx.font = 'bold 60px Arial';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(stepNumber.toString(), 64, 64);
const texture = new THREE.CanvasTexture(canvas);
// Importante para pixel art o gráficos nítidos, aunque aquí es texto
texture.minFilter = THREE.LinearFilter;
// Crear el mesh
const geometry = new THREE.PlaneGeometry(CONFIG.CELL_SIZE * 0.9, CONFIG.CELL_SIZE * 0.9);
const material = new THREE.MeshBasicMaterial({
map: texture,
transparent: true,
side: THREE.DoubleSide // Visible desde ambos lados
});
const mesh = new THREE.Mesh(geometry, material);
mesh.rotation.x = -Math.PI / 2;
mesh.position.y = 0.05; // Ligeramente elevado sobre el suelo
return mesh;
}
function updatePathVisuals() {
// 1. Limpiar anteriores
SESSION.pathMeshes.forEach(mesh => scene.remove(mesh));
SESSION.pathMeshes = [];
// 2. Crear nuevos
SESSION.path.forEach((pos, index) => {
const marker = createPathMarker(index + 1);
const worldPos = gridToWorld(pos.x, pos.y);
marker.position.x = worldPos.x;
marker.position.z = worldPos.z;
scene.add(marker);
SESSION.pathMeshes.push(marker);
});
}
// --- MANEJO VISUAL DE SELECCIÓN ---
function updateSelectionVisuals() {
GAME_STATE.entities.forEach(entity => {
if (!entity.mesh) return;
if (entity.id === SESSION.selectedUnitId) {
// SELECCIONADO: Amarillo + Opacidad 50%
entity.mesh.material.color.setHex(0xffff00);
entity.mesh.material.opacity = 0.5;
entity.mesh.material.transparent = true;
} else {
// NO SELECCIONADO: Blanco (color original) + Opacidad 100%
entity.mesh.material.color.setHex(0xffffff);
entity.mesh.material.opacity = 1.0;
}
});
}
// --- ANIMACIÓN DE MOVIMIENTO ---
async function animateMovement() {
if (SESSION.path.length === 0 || !SESSION.selectedUnitId) return;
SESSION.isAnimating = true;
const unit = GAME_STATE.entities.find(e => e.id === SESSION.selectedUnitId);
if (!unit || !unit.mesh) {
SESSION.isAnimating = false;
return;
}
// Copiar el path para ir consumiéndolo
const pathCopy = [...SESSION.path];
// Función helper para animar un solo paso
const animateStep = (targetGridPos) => {
return new Promise((resolve) => {
const startPos = { x: unit.mesh.position.x, z: unit.mesh.position.z };
const targetWorldPos = gridToWorld(targetGridPos.x, targetGridPos.y);
const endPos = { x: targetWorldPos.x, z: targetWorldPos.z };
const duration = 300; // ms por paso
const startTime = Date.now();
const standeeHeight = ASSETS.standees[unit.type].height;
const hop = () => {
const elapsed = Date.now() - startTime;
const progress = Math.min(elapsed / duration, 1);
// Easing suave (ease-in-out)
const eased = progress < 0.5
? 2 * progress * progress
: 1 - Math.pow(-2 * progress + 2, 2) / 2;
// Interpolación lineal en X y Z
unit.mesh.position.x = startPos.x + (endPos.x - startPos.x) * eased;
unit.mesh.position.z = startPos.z + (endPos.z - startPos.z) * eased;
// Saltito parabólico en Y
const hopHeight = 0.8; // Altura del salto
const hopProgress = Math.sin(progress * Math.PI); // 0 -> 1 -> 0
unit.mesh.position.y = (standeeHeight / 2) + (hopProgress * hopHeight);
if (progress < 1) {
requestAnimationFrame(hop);
} else {
// Asegurar posición final exacta
unit.mesh.position.x = endPos.x;
unit.mesh.position.z = endPos.z;
unit.mesh.position.y = standeeHeight / 2;
resolve();
}
};
hop();
});
};
// Mover paso a paso
for (let i = 0; i < pathCopy.length; i++) {
const step = pathCopy[i];
// Animar el movimiento
await animateStep(step);
// Actualizar posición lógica de la unidad
unit.x = step.x;
unit.y = step.y;
// Borrar el marcador de esta celda (el primero del array)
SESSION.path.shift();
updatePathVisuals();
}
// Centrar la cámara en la posición final (manteniendo el ángulo/zoom)
const endTarget = unit.mesh.position.clone();
endTarget.y = 0; // Target siempre a nivel de suelo
const currentCameraOffset = camera.position.clone().sub(controls.target);
controls.target.copy(endTarget);
camera.position.copy(endTarget).add(currentCameraOffset);
// Al terminar, deseleccionar
SESSION.selectedUnitId = null;
updateSelectionVisuals();
SESSION.isAnimating = false;
}
// --- INTERACCIÓN ---
const raycaster = new THREE.Raycaster();
const pointer = new THREE.Vector2();
window.addEventListener('pointerdown', (event) => {
// Bloquear interacciones durante animación
if (SESSION.isAnimating) return;
// CLICK IZQUIERDO: Selección y Pathfinding
if (event.button === 0) {
// Calcular coordenadas normalizadas (-1 a +1)
pointer.x = (event.clientX / window.innerWidth) * 2 - 1;
pointer.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(pointer, camera);
// 1. Detectar Click en Entidades (Selección)
// Buscamos intersecciones con los meshes de las entidades
const entityMeshes = GAME_STATE.entities.map(e => e.mesh).filter(m => m);
const intersectsEntities = raycaster.intersectObjects(entityMeshes);
if (intersectsEntities.length > 0) {
// Hemos clickado una entidad
const clickedMesh = intersectsEntities[0].object;
const entity = GAME_STATE.entities.find(e => e.mesh === clickedMesh);
if (entity) {
console.log("Seleccionado:", entity.type);
SESSION.selectedUnitId = entity.id;
SESSION.path = []; // Resetear camino
updatePathVisuals();
updateSelectionVisuals(); // Actualizar color del standee
return; // Cortamos aquí para no procesar click de suelo a la vez
}
}
// 2. Si hay unidad seleccionada, procesar Click en Suelo (Move)
if (SESSION.selectedUnitId) {
const intersectsGround = raycaster.intersectObject(raycastPlane);
if (intersectsGround.length > 0) {
const point = intersectsGround[0].point;
const gridPos = worldToGrid(point.x, point.z);
// LOGICA DEL PATHFINDING MANUAL
// Punto de Origen: La última casilla del path, O la casilla de la unidad si empieza
let prevNode;
if (SESSION.path.length > 0) {
prevNode = SESSION.path[SESSION.path.length - 1];
} else {
const unit = GAME_STATE.entities.find(e => e.id === SESSION.selectedUnitId);
prevNode = { x: unit.x, y: unit.y };
}
// A. Caso Deshacer (Click en la última)
if (SESSION.path.length > 0) {
const lastNode = SESSION.path[SESSION.path.length - 1];
if (lastNode.x === gridPos.x && lastNode.y === gridPos.y) {
SESSION.path.pop(); // Borrar último
updatePathVisuals();
return;
}
}
// B. Caso Añadir (Tiene que ser adyacente al anterior)
if (isAdjacent(prevNode, gridPos)) {
// Comprobación opcional: Evitar bucles (no clickar en uno que ya está en el path)
const alreadyInPath = SESSION.path.some(p => p.x === gridPos.x && p.y === gridPos.y);
const isUnitPos = (gridPos.x === prevNode.x && gridPos.y === prevNode.y && SESSION.path.length === 0);
if (!alreadyInPath && !isUnitPos) {
SESSION.path.push(gridPos);
updatePathVisuals();
}
}
}
}
}
// CLICK DERECHO: Ejecutar movimiento
if (event.button === 2) {
event.preventDefault(); // Evitar menú contextual
if (SESSION.selectedUnitId && SESSION.path.length > 0) {
animateMovement();
}
}
});
// Prevenir menú contextual del navegador
window.addEventListener('contextmenu', (event) => {
event.preventDefault();
});
// --- CARGA Y RENDERIZADO ---
const textureLoader = new THREE.TextureLoader();
function loadTexture(path) {
return new Promise((resolve) => {
textureLoader.load(path, (tex) => {
tex.colorSpace = THREE.SRGBColorSpace;
tex.magFilter = THREE.NearestFilter;
tex.minFilter = THREE.NearestFilter;
resolve(tex);
});
});
}
async function initWorld() {
const tileTextures = {};
const standeeTextures = {};
// Cargar Tiles
for (const [key, def] of Object.entries(ASSETS.tiles)) {
const tex = await loadTexture(def.src);
tex.wrapS = THREE.RepeatWrapping;
tex.wrapT = THREE.RepeatWrapping;
// Repetición dinámica basada en tamaño (supone 2 unidades por repetición de textura base)
tex.repeat.set(def.width / 2, def.height / 2);
tileTextures[key] = tex;
}
// Cargar Standees
for (const [key, def] of Object.entries(ASSETS.standees)) {
standeeTextures[key] = await loadTexture(def.src);
}
// Instanciar Tiles (Suelo)
GAME_STATE.placedTiles.forEach(tileData => {
const def = ASSETS.tiles[tileData.type];
const tex = tileTextures[tileData.type];
const worldWidth = def.width * CONFIG.CELL_SIZE;
const worldHeight = def.height * CONFIG.CELL_SIZE;
const geometry = new THREE.PlaneGeometry(worldWidth, worldHeight);
const material = new THREE.MeshStandardMaterial({
map: tex,
transparent: true,
side: THREE.DoubleSide
});
const mesh = new THREE.Mesh(geometry, material);
mesh.rotation.x = -Math.PI / 2;
mesh.receiveShadow = true;
const originPos = gridToWorld(tileData.x, tileData.y);
// Ajuste de centro
mesh.position.x = originPos.x + (worldWidth / 2) - (CONFIG.CELL_SIZE / 2);
mesh.position.z = originPos.z + (worldHeight / 2) - (CONFIG.CELL_SIZE / 2);
mesh.position.y = 0;
if (tileData.rotation) {
mesh.rotation.z = tileData.rotation;
}
scene.add(mesh);
});
// Instanciar Entidades
GAME_STATE.entities.forEach(entity => {
const def = ASSETS.standees[entity.type];
const tex = standeeTextures[entity.type];
const imgAspect = tex.image.width / tex.image.height;
const height = def.height;
const width = height * imgAspect;
const geometry = new THREE.PlaneGeometry(width, height);
const material = new THREE.MeshStandardMaterial({
map: tex,
transparent: true,
alphaTest: 0.5,
side: THREE.DoubleSide
});
const mesh = new THREE.Mesh(geometry, material);
mesh.castShadow = true;
const pos = gridToWorld(entity.x, entity.y);
mesh.position.set(pos.x, height / 2, pos.z);
scene.add(mesh);
entity.mesh = mesh;
});
// --- PAREDES DE PRUEBA (ALREDEDOR DE TILE 1) ---
// Tile 1 es 'tile_base' en 0,0. Tamaño 4x4 celdas -> 8x8 unidades world
const tile1 = GAME_STATE.placedTiles.find(t => t.id === 1);
if (tile1) {
const wallTex = await loadTexture(ASSETS.tiles['wall_1'].src);
wallTex.wrapS = THREE.RepeatWrapping;
wallTex.wrapT = THREE.RepeatWrapping;
wallTex.repeat.set(2, 2); // 2x2 repeticiones como solicitado
const baseTileWorldSize = 4 * CONFIG.CELL_SIZE; // 8 unidades
const wallHeight = 2.5; // Altura de la pared
const halfSize = baseTileWorldSize / 2;
// Calcular el centro exacto de la tile 1 tal como se hace al renderizarla
// Copiamos la lógica de renderizado de tiles:
const def = ASSETS.tiles[tile1.type];
const worldWidth = def.width * CONFIG.CELL_SIZE;
const worldHeight = def.height * CONFIG.CELL_SIZE;
const originPos = gridToWorld(tile1.x, tile1.y);
const centerX = originPos.x + (worldWidth / 2) - (CONFIG.CELL_SIZE / 2);
const centerZ = originPos.z + (worldHeight / 2) - (CONFIG.CELL_SIZE / 2);
const wallGeometry = new THREE.PlaneGeometry(baseTileWorldSize, wallHeight);
const wallMaterial = new THREE.MeshStandardMaterial({
map: wallTex,
transparent: true,
opacity: 1.0,
side: THREE.DoubleSide
});
const createWall = (offsetX, offsetZ, rotationY, opacity) => {
const wall = new THREE.Mesh(wallGeometry, wallMaterial.clone());
wall.material.opacity = opacity;
wall.material.transparent = opacity < 1.0; // Solo transparente si opacity < 1
// Posicionamos relativo al CENTRO de la tile
wall.position.set(centerX + offsetX, wallHeight / 2, centerZ + offsetZ);
wall.rotation.y = rotationY;
wall.castShadow = true;
wall.receiveShadow = true;
scene.add(wall);
SESSION.walls.push(wall);
};
// Norte (Arriba en pantalla, Z menor) -> 100%
createWall(0, -halfSize, 0, 1.0);
// Sur (Abajo en pantalla, Z mayor) -> 50%
createWall(0, halfSize, 0, 0.5);
// Este (Derecha en pantalla, X mayor) -> 50%
createWall(halfSize, 0, Math.PI / 2, 0.5);
// Oeste (Izquierda en pantalla, X menor) -> 100%
createWall(-halfSize, 0, Math.PI / 2, 1.0);
// --- PUERTA EN PARED NORTE ---
const doorTex = await loadTexture(ASSETS.tiles['door_1'].src);
const doorWidth = 1.5; // Ancho de la puerta
const doorHeight = 2.0; // Alto de la puerta
const doorGeometry = new THREE.PlaneGeometry(doorWidth, doorHeight);
const doorMaterial = new THREE.MeshStandardMaterial({
map: doorTex,
transparent: true,
alphaTest: 0.1,
side: THREE.DoubleSide
});
const door = new THREE.Mesh(doorGeometry, doorMaterial);
// Posicionar en la celda (1, -1) - segunda celda de la pared norte
const doorGridPos = gridToWorld(1, -1);
door.position.set(doorGridPos.x, doorHeight / 2, centerZ - halfSize + 0.05);
door.rotation.y = 0; // Misma rotación que pared norte
scene.add(door);
}
}
initWorld();
function animate() {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
}
animate();
window.addEventListener('resize', () => {
const aspect = window.innerWidth / window.innerHeight;
camera.left = -d * aspect;
camera.right = d * aspect;
camera.top = d;
camera.bottom = -d;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});