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