- Filter invisible doors from raycast intersection tests - Open doors no longer block mouse clicks on tiles behind them - Players can now select and move to tiles visible through open doorways - Fixes issue where opened doors acted as invisible collision barriers for UI interaction
1487 lines
51 KiB
JavaScript
1487 lines
51 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_8x4': { src: '/assets/images/tiles/tile4x4.png', width: 8, height: 4 },
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'tile_4x8': { src: '/assets/images/tiles/tile4x4.png', width: 4, height: 8 },
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'tile_8x8': { src: '/assets/images/tiles/tile4x4.png', width: 8, height: 8 },
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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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'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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// --- GENERADOR PROCEDURAL DE MAZMORRAS ---
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function generateDungeon() {
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const rooms = [];
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const maxRooms = 15;
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// Configuración de reglas de generación (Pesos y Límites)
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const GENERATION_RULES = {
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'tile_base': { weight: 60, max: Infinity }, // 4x4 (Muy común)
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'tile_8x4': { weight: 15, max: Infinity }, // Pasillo H (Medio)
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'tile_4x8': { weight: 15, max: Infinity }, // Pasillo V (Medio)
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'tile_8x8': { weight: 10, max: 2 } // Sala Grande (Rara, max 2)
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};
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let entityIdCounter = 100;
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// Helper para verificar si un área está libre
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// Ocupación se guarda como strings "x,y" para cada bloque de 4x4
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const occupied = new Set();
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function markOccupied(x, y, width, height) {
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for (let i = 0; i < width; i += 4) {
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for (let j = 0; j < height; j += 4) {
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occupied.add(`${x + i},${y + j}`);
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}
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}
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}
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function isAreaFree(x, y, width, height) {
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for (let i = 0; i < width; i += 4) {
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for (let j = 0; j < height; j += 4) {
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if (occupied.has(`${x + i},${y + j}`)) return false;
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}
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}
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return true;
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}
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// Helper para elegir tipo de sala según pesos
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function pickRandomRoomType() {
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// 1. Contar cuántas de cada tipo tenemos ya
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const currentCounts = {};
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Object.keys(GENERATION_RULES).forEach(k => currentCounts[k] = 0);
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rooms.forEach(r => {
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if (currentCounts[r.tile.type] !== undefined) {
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currentCounts[r.tile.type]++;
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}
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});
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// 2. Filtrar candidatos válidos (que no superen su max)
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const candidates = Object.keys(GENERATION_RULES).filter(type => {
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return currentCounts[type] < GENERATION_RULES[type].max;
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});
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// 3. Calcular peso total de los candidatos
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const totalWeight = candidates.reduce((sum, type) => sum + GENERATION_RULES[type].weight, 0);
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// 4. Elegir aleatoriamente
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let random = Math.random() * totalWeight;
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for (const type of candidates) {
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random -= GENERATION_RULES[type].weight;
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if (random <= 0) {
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return type;
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}
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}
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return 'tile_base'; // Fallback por seguridad
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}
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// Sala inicial (siempre 4x4 en 0,0 con el héroe)
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const startTileKey = 'tile_base';
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rooms.push({
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id: 1,
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tile: { type: startTileKey, x: 0, y: 0 },
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walls: ['N', 'S', 'E', 'W'],
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doors: [],
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entities: [{ id: entityIdCounter++, type: 'hero_1', x: 1, y: 1 }]
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});
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// Marcar ocupado el área de la sala inicial
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markOccupied(0, 0, ASSETS.tiles[startTileKey].width, ASSETS.tiles[startTileKey].height);
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// Direcciones posibles: N, S, E, W
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// Nota: dx/dy se calcularán dinámicamente
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const directions = [
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{ side: 'N', opposite: 'S' },
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{ side: 'S', opposite: 'N' },
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{ side: 'E', opposite: 'W' },
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{ side: 'W', opposite: 'E' }
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];
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// Cola de salas para expandir
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const queue = [rooms[0]];
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while (rooms.length < maxRooms && queue.length > 0) {
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const currentRoom = queue.shift();
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const currentTileDef = ASSETS.tiles[currentRoom.tile.type];
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// Intentar añadir salas en direcciones aleatorias
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const shuffledDirections = [...directions].sort(() => Math.random() - 0.5);
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for (const dir of shuffledDirections) {
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if (rooms.length >= maxRooms) break;
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// Selección ponderada del tipo de sala
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const nextTileType = pickRandomRoomType();
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const nextTileDef = ASSETS.tiles[nextTileType];
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// Calcular posición de la nueva sala según la dirección
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let newX, newY;
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// Estrategia de alineación: Alineamos siempre a "top-left" relativo a la dirección de crecimiento.
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// Esto asegura que al menos un segmento de 4x4 coincida para poner la puerta.
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if (dir.side === 'N') {
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newX = currentRoom.tile.x; // Alineado a la izquierda
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newY = currentRoom.tile.y - nextTileDef.height;
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} else if (dir.side === 'S') {
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newX = currentRoom.tile.x; // Alineado a la izquierda
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newY = currentRoom.tile.y + currentTileDef.height;
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} else if (dir.side === 'E') {
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newX = currentRoom.tile.x + currentTileDef.width;
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newY = currentRoom.tile.y; // Alineado arriba
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} else if (dir.side === 'W') {
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newX = currentRoom.tile.x - nextTileDef.width;
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newY = currentRoom.tile.y; // Alineado arriba
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}
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// Verificar si el área está libre
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if (!isAreaFree(newX, newY, nextTileDef.width, nextTileDef.height)) continue;
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// 40% de probabilidad de no crear sala en esta dirección (si hay espacio)
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// reducimos la probabilidad de fallo para fomentar estructura más densa con salas grandes
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if (Math.random() < 0.3) continue;
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// Crear nueva sala
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const newRoomId = rooms.length + 1;
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// Generar entidades (esqueletos)
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// En salas grandes ponemos más bichos potencialmente
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const areaFactor = (nextTileDef.width * nextTileDef.height) / 16;
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const maxSkeletons = Math.floor(2 * areaFactor);
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const numSkeletons = Math.floor(Math.random() * (maxSkeletons + 1));
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const newEntities = [];
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for (let i = 0; i < numSkeletons; i++) {
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const randomX = newX + Math.floor(Math.random() * nextTileDef.width);
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const randomY = newY + Math.floor(Math.random() * nextTileDef.height);
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newEntities.push({
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id: entityIdCounter++,
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type: 'hero_2',
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x: randomX,
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y: randomY
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});
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}
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const newRoom = {
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id: newRoomId,
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tile: { type: nextTileType, x: newX, y: newY },
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walls: ['N', 'S', 'E', 'W'],
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doors: [],
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entities: newEntities
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};
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// Añadir y marcar
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rooms.push(newRoom);
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markOccupied(newX, newY, nextTileDef.width, nextTileDef.height);
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queue.push(newRoom);
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// CREAR PUERTAS
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// Siempre ponemos la puerta en los primeros 4 tiles de la conexión, que sabemos que existen por la alineación.
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// gridPos entre 1 y 2 (dejando margenes de 1 celda en bordes de 4)
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const doorGridPos = Math.floor(Math.random() * 2) + 1;
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// Puerta en la sala actual (origen)
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// Ojo: gridX/Y es relativo al origen de la sala.
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// Como alineamos coordenadas:
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// N/S: Alineados en X -> puerta en X relativo es igual para ambos.
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// E/W: Alineados en Y -> puerta en Y relativo es igual para ambos.
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const doorConfig = dir.side === 'N' || dir.side === 'S'
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? { side: dir.side, gridX: doorGridPos, leadsTo: newRoomId, isOpen: false, id: `door_${currentRoom.id}_to_${newRoomId}` }
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: { side: dir.side, gridY: doorGridPos, leadsTo: newRoomId, isOpen: false, id: `door_${currentRoom.id}_to_${newRoomId}` };
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currentRoom.doors.push(doorConfig);
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const oppositeDoorConfig = dir.opposite === 'N' || dir.opposite === 'S'
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? { side: dir.opposite, gridX: doorGridPos, leadsTo: currentRoom.id, isOpen: false, id: `door_${newRoomId}_to_${currentRoom.id}` }
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: { side: dir.opposite, gridY: doorGridPos, leadsTo: currentRoom.id, isOpen: false, id: `door_${newRoomId}_to_${currentRoom.id}` };
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newRoom.doors.push(oppositeDoorConfig);
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}
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}
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// Limpiar puertas inválidas (paranoia check)
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const existingRoomIds = new Set(rooms.map(r => r.id));
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rooms.forEach(room => {
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room.doors = room.doors.filter(door => existingRoomIds.has(door.leadsTo));
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});
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return {
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rooms: rooms,
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visitedRooms: new Set([1]),
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currentRoom: 1
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};
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}
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const ROOMS = generateDungeon();
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const SESSION = {
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selectedUnitId: null,
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selectedDoorId: null, // Nuevo: ID de la puerta seleccionada
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path: [],
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pathMeshes: [],
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roomMeshes: {},
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isAnimating: false,
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textureCache: {},
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currentView: 'N'
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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 isométrica (zoom más cercano)
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const aspect = window.innerWidth / window.innerHeight;
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const d = 8;
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const camera = new THREE.OrthographicCamera(-d * aspect, d * aspect, d, -d, 1, 1000);
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// Vistas isométricas COMPLETAMENTE predefinidas (sin acumulación de errores)
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// Cada vista tiene posición, target Y quaternion fijo
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const CAMERA_VIEWS = {
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N: {
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position: new THREE.Vector3(20, 20, 20),
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target: new THREE.Vector3(0, 0, 0),
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up: new THREE.Vector3(0, 1, 0)
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},
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S: {
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position: new THREE.Vector3(-20, 20, -20),
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target: new THREE.Vector3(0, 0, 0),
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up: new THREE.Vector3(0, 1, 0)
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},
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E: {
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position: new THREE.Vector3(-20, 20, 20),
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target: new THREE.Vector3(0, 0, 0),
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up: new THREE.Vector3(0, 1, 0)
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},
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W: {
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position: new THREE.Vector3(20, 20, -20),
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target: new THREE.Vector3(0, 0, 0),
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up: new THREE.Vector3(0, 1, 0)
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}
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};
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// Precalcular quaternions para cada vista (FIJOS, nunca cambian)
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Object.keys(CAMERA_VIEWS).forEach(key => {
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const view = CAMERA_VIEWS[key];
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const tempCamera = new THREE.PerspectiveCamera();
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tempCamera.position.copy(view.position);
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tempCamera.up.copy(view.up);
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tempCamera.lookAt(view.target);
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view.quaternion = tempCamera.quaternion.clone();
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});
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// OrbitControls solo para zoom y paneo (sin rotación)
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const controls = new OrbitControls(camera, renderer.domElement);
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controls.enableRotate = false;
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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.mouseButtons = {
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LEFT: null,
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MIDDLE: THREE.MOUSE.PAN,
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RIGHT: THREE.MOUSE.PAN
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};
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controls.zoomToCursor = true;
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controls.minZoom = 0.5;
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controls.maxZoom = 3;
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// Determinar opacidad de pared según vista actual
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function getWallOpacity(wallSide, viewDirection) {
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const opacityRules = {
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N: { opaque: ['N', 'W'], transparent: ['S', 'E'] },
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S: { opaque: ['S', 'E'], transparent: ['N', 'W'] },
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E: { opaque: ['N', 'E'], transparent: ['S', 'W'] },
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W: { opaque: ['W', 'S'], transparent: ['N', 'E'] }
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};
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const rule = opacityRules[viewDirection];
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if (rule.opaque.includes(wallSide)) {
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return 1.0; // Opaco
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} else {
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return 0.5; // Semi-transparente
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}
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}
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// Actualizar opacidades de todas las paredes según la vista actual
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function updateWallOpacities() {
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Object.values(SESSION.roomMeshes).forEach(roomData => {
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if (roomData.walls) {
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roomData.walls.forEach(wall => {
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const wallSide = wall.userData.wallSide;
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if (wallSide) {
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const newOpacity = getWallOpacity(wallSide, SESSION.currentView);
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wall.material.opacity = newOpacity;
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wall.material.transparent = newOpacity < 1.0;
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}
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});
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}
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});
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}
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function setCameraView(direction, animate = true) {
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const view = CAMERA_VIEWS[direction];
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// Encontrar el personaje del jugador para centrar la vista
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let playerPosition = new THREE.Vector3(0, 0, 0);
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for (const room of ROOMS.rooms) {
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const player = room.entities.find(e => e.type === 'hero_1');
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if (player && player.mesh) {
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playerPosition.copy(player.mesh.position);
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playerPosition.y = 0;
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break;
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}
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}
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// Calcular offset de la vista (diferencia entre posición y target definidos en CAMERA_VIEWS)
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const viewOffset = view.position.clone().sub(view.target);
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// Nueva posición de cámara centrada en el jugador
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const targetPosition = playerPosition.clone().add(viewOffset);
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const targetLookAt = playerPosition.clone();
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if (animate && SESSION.currentView !== direction) {
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const startPosition = camera.position.clone();
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const startLookAt = controls.target.clone();
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const duration = 600; // ms
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const startTime = Date.now();
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const animateTransition = () => {
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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
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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 de posición y target
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const currentPos = new THREE.Vector3().lerpVectors(startPosition, targetPosition, eased);
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const currentLookAt = new THREE.Vector3().lerpVectors(startLookAt, targetLookAt, eased);
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camera.position.copy(currentPos);
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camera.up.set(0, 1, 0); // FORZAR UP VECTOR SIEMPRE
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camera.lookAt(currentLookAt);
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controls.target.copy(currentLookAt);
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controls.update();
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if (progress < 1) {
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requestAnimationFrame(animateTransition);
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} else {
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// Asegurar estado final perfecto
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camera.position.copy(targetPosition);
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camera.up.set(0, 1, 0);
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camera.lookAt(targetLookAt);
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controls.target.copy(targetLookAt);
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controls.update();
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}
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};
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animateTransition();
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} else {
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// Cambio inmediato
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camera.position.copy(targetPosition);
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camera.up.set(0, 1, 0); // FORZAR UP VECTOR
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camera.lookAt(targetLookAt);
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controls.target.copy(targetLookAt);
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controls.update();
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}
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SESSION.currentView = direction;
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updateCompassUI();
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updateWallOpacities();
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}
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// Establecer vista inicial
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setCameraView('N');
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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
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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);
|
|
const dy = Math.abs(p1.y - p2.y);
|
|
return (dx === 1 && dy === 0) || (dx === 0 && dy === 1);
|
|
}
|
|
|
|
// Verificar si una posición está dentro de una sala
|
|
function isPositionInRoom(x, y, room) {
|
|
const tile = room.tile;
|
|
const tileDef = ASSETS.tiles[tile.type];
|
|
const minX = tile.x;
|
|
const maxX = tile.x + tileDef.width - 1;
|
|
const minY = tile.y;
|
|
const maxY = tile.y + tileDef.height - 1;
|
|
|
|
return x >= minX && x <= maxX && y >= minY && y <= maxY;
|
|
}
|
|
|
|
// Verificar si una posición es una puerta
|
|
function isPositionDoor(x, y, room) {
|
|
for (const door of room.doors) {
|
|
const doorPos = getDoorGridPosition(room, door);
|
|
if (doorPos.x === x && doorPos.y === y) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
// Verificar si una celda es transitable (bloquear puertas cerradas)
|
|
function isWalkable(x, y) {
|
|
for (const roomId of ROOMS.visitedRooms) {
|
|
const room = ROOMS.rooms.find(r => r.id === roomId);
|
|
if (!room) continue;
|
|
|
|
if (isPositionInRoom(x, y, room)) {
|
|
return true;
|
|
}
|
|
|
|
// Verificar puertas
|
|
for (const door of room.doors) {
|
|
const doorPos = getDoorGridPosition(room, door);
|
|
if (doorPos.x === x && doorPos.y === y) {
|
|
return door.isOpen; // Solo transitable si está abierta
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// --- CREACIÓN DE MARCADORES ---
|
|
function createPathMarker(stepNumber) {
|
|
const canvas = document.createElement('canvas');
|
|
canvas.width = 128;
|
|
canvas.height = 128;
|
|
const ctx = canvas.getContext('2d');
|
|
|
|
ctx.fillStyle = 'rgba(255, 255, 0, 0.5)';
|
|
ctx.fillRect(0, 0, 128, 128);
|
|
|
|
ctx.strokeStyle = 'rgba(255, 200, 0, 0.8)';
|
|
ctx.lineWidth = 10;
|
|
ctx.strokeRect(0, 0, 128, 128);
|
|
|
|
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);
|
|
texture.minFilter = THREE.LinearFilter;
|
|
|
|
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
|
|
});
|
|
|
|
const mesh = new THREE.Mesh(geometry, material);
|
|
mesh.rotation.x = -Math.PI / 2;
|
|
mesh.position.y = 0.05;
|
|
return mesh;
|
|
}
|
|
|
|
function updatePathVisuals() {
|
|
SESSION.pathMeshes.forEach(mesh => scene.remove(mesh));
|
|
SESSION.pathMeshes = [];
|
|
|
|
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() {
|
|
// Unidades
|
|
ROOMS.visitedRooms.forEach(roomId => {
|
|
const room = ROOMS.rooms.find(r => r.id === roomId);
|
|
if (!room) return;
|
|
|
|
room.entities.forEach(entity => {
|
|
if (!entity.mesh) return;
|
|
|
|
if (entity.id === SESSION.selectedUnitId) {
|
|
entity.mesh.material.color.setHex(0xffff00);
|
|
entity.mesh.material.opacity = 0.5;
|
|
entity.mesh.material.transparent = true;
|
|
} else {
|
|
entity.mesh.material.color.setHex(0xffffff);
|
|
entity.mesh.material.opacity = 1.0;
|
|
}
|
|
});
|
|
});
|
|
|
|
// Puertas
|
|
Object.keys(SESSION.roomMeshes).forEach(roomId => {
|
|
const roomData = SESSION.roomMeshes[roomId];
|
|
if (roomData.doors) {
|
|
roomData.doors.forEach(doorMesh => {
|
|
// Asumimos que guardamos el ID de la puerta en userData al crear el mesh
|
|
if (doorMesh.userData.id === SESSION.selectedDoorId) {
|
|
doorMesh.material.color.setHex(0xffff00);
|
|
doorMesh.material.opacity = 0.5;
|
|
doorMesh.material.transparent = true;
|
|
} else {
|
|
doorMesh.material.color.setHex(0xffffff);
|
|
// Restaurar opacidad original (si era transparente) o 1.0
|
|
// Por simplicidad, puertas cerradas opacas, abiertas transparentes?
|
|
// No, el modal decide. Dejamos como estaba por defecto.
|
|
doorMesh.material.opacity = 1.0;
|
|
}
|
|
});
|
|
}
|
|
});
|
|
}
|
|
|
|
// --- LOGICA MODAL PUERTAS ---
|
|
const modal = document.getElementById('door-modal');
|
|
const btnYes = document.getElementById('btn-open-yes');
|
|
const btnNo = document.getElementById('btn-open-no');
|
|
|
|
btnYes.addEventListener('click', confirmOpenDoor);
|
|
btnNo.addEventListener('click', closeDoorModal);
|
|
|
|
function openDoorModal() {
|
|
modal.classList.remove('hidden');
|
|
}
|
|
|
|
function closeDoorModal() {
|
|
modal.classList.add('hidden');
|
|
// Deseleccionar si cancela
|
|
if (SESSION.selectedDoorId) {
|
|
SESSION.selectedDoorId = null;
|
|
updateSelectionVisuals();
|
|
}
|
|
}
|
|
|
|
function confirmOpenDoor() {
|
|
if (!SESSION.selectedDoorId) return;
|
|
|
|
// Buscar la puerta
|
|
let targetDoor = null;
|
|
let originRoom = null;
|
|
|
|
for (const room of ROOMS.rooms) {
|
|
const found = room.doors.find(d => d.id === SESSION.selectedDoorId);
|
|
if (found) {
|
|
targetDoor = found;
|
|
originRoom = room;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (targetDoor && originRoom) {
|
|
console.log("Abriendo puerta:", targetDoor.id);
|
|
targetDoor.isOpen = true;
|
|
|
|
// Abrir también la puerta inversa (la de la otra sala)
|
|
const targetRoom = ROOMS.rooms.find(r => r.id === targetDoor.leadsTo);
|
|
if (targetRoom) {
|
|
const oppositeDoor = targetRoom.doors.find(d => d.leadsTo === originRoom.id);
|
|
if (oppositeDoor) {
|
|
oppositeDoor.isOpen = true;
|
|
|
|
// Si la sala destino YA está renderizada, ocultar visualmente su puerta también
|
|
if (SESSION.roomMeshes[targetRoom.id]) {
|
|
const oppDoorMesh = SESSION.roomMeshes[targetRoom.id].doors.find(m => m.userData.id === oppositeDoor.id);
|
|
if (oppDoorMesh) {
|
|
oppDoorMesh.visible = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Revelar sala destino
|
|
if (!ROOMS.visitedRooms.has(targetRoom.id)) {
|
|
ROOMS.visitedRooms.add(targetRoom.id);
|
|
renderRoom(targetRoom);
|
|
}
|
|
}
|
|
|
|
// Actualizar visual del mesh (hacerla invisible o rotarla)
|
|
// Buscamos el mesh en roomMeshes
|
|
if (SESSION.roomMeshes[originRoom.id]) {
|
|
const doorMesh = SESSION.roomMeshes[originRoom.id].doors.find(m => m.userData.id === targetDoor.id);
|
|
if (doorMesh) {
|
|
doorMesh.visible = false; // "Abrir" visualmente desapareciendo
|
|
}
|
|
}
|
|
|
|
// Limipiar selección y cerrar modal
|
|
SESSION.selectedDoorId = null;
|
|
updateSelectionVisuals();
|
|
closeDoorModal();
|
|
drawMinimap();
|
|
}
|
|
}
|
|
|
|
function checkDoorInteraction(unit) {
|
|
if (!SESSION.selectedDoorId) return;
|
|
|
|
// Buscar puerta seleccionada
|
|
let targetDoor = null;
|
|
let room = null;
|
|
for (const r of ROOMS.rooms) {
|
|
targetDoor = r.doors.find(d => d.id === SESSION.selectedDoorId);
|
|
if (targetDoor) {
|
|
room = r;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (targetDoor && !targetDoor.isOpen) {
|
|
const doorPos = getDoorGridPosition(room, targetDoor);
|
|
|
|
// Verificar adyacencia
|
|
if (isAdjacent({ x: unit.x, y: unit.y }, doorPos)) {
|
|
openDoorModal();
|
|
}
|
|
}
|
|
}
|
|
|
|
// --- ANIMACIÓN DE MOVIMIENTO ---
|
|
async function animateMovement() {
|
|
if (SESSION.path.length === 0 || !SESSION.selectedUnitId) return;
|
|
|
|
SESSION.isAnimating = true;
|
|
|
|
// Buscar la entidad en todas las salas
|
|
let unit = null;
|
|
let unitRoom = null;
|
|
for (const room of ROOMS.rooms) {
|
|
unit = room.entities.find(e => e.id === SESSION.selectedUnitId);
|
|
if (unit) {
|
|
unitRoom = room;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!unit || !unit.mesh) {
|
|
SESSION.isAnimating = false;
|
|
return;
|
|
}
|
|
|
|
const pathCopy = [...SESSION.path];
|
|
|
|
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 = 200;
|
|
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);
|
|
|
|
const eased = progress < 0.5
|
|
? 2 * progress * progress
|
|
: 1 - Math.pow(-2 * progress + 2, 2) / 2;
|
|
|
|
unit.mesh.position.x = startPos.x + (endPos.x - startPos.x) * eased;
|
|
unit.mesh.position.z = startPos.z + (endPos.z - startPos.z) * eased;
|
|
|
|
// Salto visual más sutil
|
|
const hopHeight = 0.5;
|
|
const hopProgress = Math.sin(progress * Math.PI);
|
|
unit.mesh.position.y = (standeeHeight / 2) + (hopProgress * hopHeight);
|
|
|
|
if (progress < 1) {
|
|
requestAnimationFrame(hop);
|
|
} else {
|
|
unit.mesh.position.x = endPos.x;
|
|
unit.mesh.position.z = endPos.z;
|
|
unit.mesh.position.y = standeeHeight / 2;
|
|
resolve();
|
|
}
|
|
};
|
|
|
|
hop();
|
|
});
|
|
};
|
|
|
|
for (let i = 0; i < pathCopy.length; i++) {
|
|
const step = pathCopy[i];
|
|
|
|
await animateStep(step);
|
|
|
|
unit.x = step.x;
|
|
unit.y = step.y;
|
|
|
|
// YA NO USAMOS checkDoorTransition automática para revelar/teletransportar
|
|
// en su lugar usamos la lógica de puertas interactivas
|
|
|
|
// 2. AUTO-CORRECCIÓN: Seguir usándola por seguridad si entramos
|
|
const actualRoom = detectRoomChange(unit, unitRoom);
|
|
if (actualRoom) {
|
|
unitRoom = actualRoom;
|
|
}
|
|
|
|
SESSION.path.shift();
|
|
updatePathVisuals();
|
|
}
|
|
|
|
// Al terminar movimiento, verificar interacción con puerta
|
|
checkDoorInteraction(unit);
|
|
|
|
// Centrar cámara en el personaje manteniendo el offset de la vista actual
|
|
const newTarget = unit.mesh.position.clone();
|
|
newTarget.y = 0;
|
|
|
|
const currentOffset = camera.position.clone().sub(controls.target);
|
|
|
|
controls.target.copy(newTarget);
|
|
camera.position.copy(newTarget).add(currentOffset);
|
|
|
|
SESSION.selectedUnitId = null; // Deseleccionar unidad al terminar de mover
|
|
updateSelectionVisuals();
|
|
SESSION.isAnimating = false;
|
|
drawMinimap(); // Actualizar posición final del jugador
|
|
}
|
|
|
|
// Verifica si la unidad ha entrado físicamente en una sala diferente a la registrada
|
|
function detectRoomChange(unit, currentLogicalRoom) {
|
|
for (const room of ROOMS.rooms) {
|
|
if (room.id === currentLogicalRoom.id) continue;
|
|
|
|
if (isPositionInRoom(unit.x, unit.y, room)) {
|
|
console.log(`CORRECCIÓN: Entidad detectada en sala ${room.id} (registrada en ${currentLogicalRoom.id}). Transfiriendo...`);
|
|
|
|
// Transferir entidad lógica
|
|
const oldIdx = currentLogicalRoom.entities.indexOf(unit);
|
|
if (oldIdx > -1) currentLogicalRoom.entities.splice(oldIdx, 1);
|
|
room.entities.push(unit);
|
|
|
|
// Transferir mesh (para renderizado/borrado correcto)
|
|
if (SESSION.roomMeshes[currentLogicalRoom.id]) {
|
|
const meshIdx = SESSION.roomMeshes[currentLogicalRoom.id].entities.indexOf(unit.mesh);
|
|
if (meshIdx > -1) SESSION.roomMeshes[currentLogicalRoom.id].entities.splice(meshIdx, 1);
|
|
}
|
|
if (SESSION.roomMeshes[room.id]) {
|
|
SESSION.roomMeshes[room.id].entities.push(unit.mesh);
|
|
}
|
|
|
|
// Asegurar que la sala está visitada y renderizada (si llegamos aquí por "magia")
|
|
if (!ROOMS.visitedRooms.has(room.id)) {
|
|
ROOMS.visitedRooms.add(room.id);
|
|
renderRoom(room);
|
|
}
|
|
|
|
ROOMS.currentRoom = room.id;
|
|
drawMinimap();
|
|
|
|
return room; // Devolver la nueva sala actual
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
// --- VERIFICAR TRANSICIÓN DE PUERTA ---
|
|
function checkDoorTransition(unit, currentRoom) {
|
|
for (const door of currentRoom.doors) {
|
|
const doorGridPos = getDoorGridPosition(currentRoom, door);
|
|
|
|
if (unit.x === doorGridPos.x && unit.y === doorGridPos.y) {
|
|
const targetRoomId = door.leadsTo;
|
|
|
|
// Solo nos encargamos de precargar/revelar la sala aquí
|
|
if (!ROOMS.visitedRooms.has(targetRoomId)) {
|
|
console.log("Puerta pisada -> Revelando sala", targetRoomId);
|
|
ROOMS.visitedRooms.add(targetRoomId);
|
|
const targetRoom = ROOMS.rooms.find(r => r.id === targetRoomId);
|
|
if (targetRoom) {
|
|
renderRoom(targetRoom);
|
|
drawMinimap();
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
function getDoorGridPosition(room, door) {
|
|
const tile = room.tile;
|
|
const tileWidth = ASSETS.tiles[tile.type].width;
|
|
const tileHeight = ASSETS.tiles[tile.type].height;
|
|
|
|
switch (door.side) {
|
|
case 'N':
|
|
return { x: tile.x + door.gridX, y: tile.y - 1 };
|
|
case 'S':
|
|
return { x: tile.x + door.gridX, y: tile.y + tileHeight };
|
|
case 'E':
|
|
return { x: tile.x + tileWidth, y: tile.y + door.gridY };
|
|
case 'W':
|
|
return { x: tile.x - 1, y: tile.y + door.gridY };
|
|
}
|
|
}
|
|
|
|
// Calcula la posición completa de la puerta en el mundo 3D
|
|
// Devuelve: { worldPos: {x, z}, meshPos: {x, y, z}, rotation: number, wallOffset: number }
|
|
function getDoorWorldPosition(room, door, centerX, centerZ, halfSizeX, halfSizeZ) {
|
|
const doorGridPos = getDoorGridPosition(room, door);
|
|
const doorWorldPos = gridToWorld(doorGridPos.x, doorGridPos.y);
|
|
|
|
const doorHeight = 2.0;
|
|
let meshPos = { x: 0, y: doorHeight / 2, z: 0 };
|
|
let rotation = 0;
|
|
let wallOffset = 0;
|
|
|
|
switch (door.side) {
|
|
case 'N':
|
|
// Pared Norte: puerta alineada en X, Z en el borde norte
|
|
meshPos.x = doorWorldPos.x;
|
|
meshPos.z = centerZ - halfSizeZ;
|
|
rotation = 0;
|
|
// Offset relativo al centro de la pared (para el hueco)
|
|
wallOffset = doorWorldPos.x - centerX;
|
|
break;
|
|
case 'S':
|
|
// Pared Sur: puerta alineada en X, Z en el borde sur
|
|
meshPos.x = doorWorldPos.x;
|
|
meshPos.z = centerZ + halfSizeZ;
|
|
rotation = 0;
|
|
// Para pared Sur, el offset es directo (sin inversión)
|
|
wallOffset = doorWorldPos.x - centerX;
|
|
break;
|
|
case 'E':
|
|
// Pared Este: puerta alineada en Z, X en el borde este
|
|
meshPos.x = centerX + halfSizeX;
|
|
meshPos.z = doorWorldPos.z;
|
|
rotation = Math.PI / 2;
|
|
// Offset relativo al centro de la pared
|
|
// Con rotation=π/2, el eje X local apunta hacia -Z, entonces:
|
|
// offset_local = -(doorZ - centerZ)
|
|
wallOffset = -(doorWorldPos.z - centerZ);
|
|
break;
|
|
case 'W':
|
|
// Pared Oeste: puerta alineada en Z, X en el borde oeste
|
|
meshPos.x = centerX - halfSizeX;
|
|
meshPos.z = doorWorldPos.z;
|
|
rotation = Math.PI / 2;
|
|
// Con rotation=π/2, el eje X local apunta hacia -Z (igual que pared E)
|
|
// Por tanto, también necesita offset invertido
|
|
wallOffset = -(doorWorldPos.z - centerZ);
|
|
break;
|
|
}
|
|
|
|
return {
|
|
worldPos: doorWorldPos,
|
|
meshPos: meshPos,
|
|
rotation: rotation,
|
|
wallOffset: wallOffset
|
|
};
|
|
}
|
|
|
|
// --- CARGA Y RENDERIZADO ---
|
|
const textureLoader = new THREE.TextureLoader();
|
|
|
|
function loadTexture(path) {
|
|
if (SESSION.textureCache[path]) {
|
|
return Promise.resolve(SESSION.textureCache[path]);
|
|
}
|
|
|
|
return new Promise((resolve) => {
|
|
textureLoader.load(path, (tex) => {
|
|
tex.colorSpace = THREE.SRGBColorSpace;
|
|
tex.magFilter = THREE.NearestFilter;
|
|
tex.minFilter = THREE.NearestFilter;
|
|
SESSION.textureCache[path] = tex;
|
|
resolve(tex);
|
|
});
|
|
});
|
|
}
|
|
|
|
async function renderRoom(room) {
|
|
console.log(">>> renderRoom ejecutado para sala:", room.id);
|
|
if (SESSION.roomMeshes[room.id]) {
|
|
return; // Ya renderizada
|
|
}
|
|
|
|
const roomMeshes = {
|
|
tile: null,
|
|
walls: [],
|
|
doors: [],
|
|
entities: []
|
|
};
|
|
|
|
// Renderizar tile
|
|
// Renderizar tile
|
|
const tileDef = ASSETS.tiles[room.tile.type];
|
|
const baseTex = await loadTexture(tileDef.src);
|
|
const tileTex = baseTex.clone(); // CLONAR para no afectar a otras salas
|
|
tileTex.needsUpdate = true; // Asegurar que Three.js sepa que es nueva
|
|
|
|
tileTex.wrapS = THREE.RepeatWrapping;
|
|
tileTex.wrapT = THREE.RepeatWrapping;
|
|
|
|
// Lógica de repetición: La textura base es de 4x4 celdas.
|
|
// Si la sala es 8x4, repetimos 2 en X, 1 en Y.
|
|
const repeatX = tileDef.width / 4;
|
|
const repeatY = tileDef.height / 4;
|
|
tileTex.repeat.set(repeatX, repeatY);
|
|
|
|
const worldWidth = tileDef.width * CONFIG.CELL_SIZE;
|
|
const worldHeight = tileDef.height * CONFIG.CELL_SIZE;
|
|
|
|
const tileGeometry = new THREE.PlaneGeometry(worldWidth, worldHeight);
|
|
const tileMaterial = new THREE.MeshStandardMaterial({
|
|
map: tileTex,
|
|
transparent: true,
|
|
side: THREE.DoubleSide
|
|
});
|
|
const tileMesh = new THREE.Mesh(tileGeometry, tileMaterial);
|
|
|
|
tileMesh.rotation.x = -Math.PI / 2;
|
|
tileMesh.receiveShadow = true;
|
|
|
|
const originPos = gridToWorld(room.tile.x, room.tile.y);
|
|
tileMesh.position.x = originPos.x + (worldWidth / 2) - (CONFIG.CELL_SIZE / 2);
|
|
tileMesh.position.z = originPos.z + (worldHeight / 2) - (CONFIG.CELL_SIZE / 2);
|
|
tileMesh.position.y = 0;
|
|
|
|
scene.add(tileMesh);
|
|
roomMeshes.tile = tileMesh;
|
|
|
|
// Renderizar paredes
|
|
const wallTex = await loadTexture(ASSETS.tiles['wall_1'].src);
|
|
wallTex.wrapS = THREE.RepeatWrapping;
|
|
wallTex.wrapT = THREE.RepeatWrapping;
|
|
// Las paredes siempre repiten en horizontal, la V es fija
|
|
wallTex.repeat.set(2, 2);
|
|
|
|
const wallHeight = 2.5;
|
|
const halfSizeX = worldWidth / 2;
|
|
const halfSizeZ = worldHeight / 2;
|
|
const centerX = tileMesh.position.x;
|
|
const centerZ = tileMesh.position.z;
|
|
|
|
const wallConfigs = [
|
|
{ side: 'N', width: worldWidth, offset: { x: 0, z: -halfSizeZ }, rotation: 0 },
|
|
{ side: 'S', width: worldWidth, offset: { x: 0, z: halfSizeZ }, rotation: 0 },
|
|
{ side: 'E', width: worldHeight, offset: { x: halfSizeX, z: 0 }, rotation: Math.PI / 2 },
|
|
{ side: 'W', width: worldHeight, offset: { x: -halfSizeX, z: 0 }, rotation: Math.PI / 2 }
|
|
];
|
|
|
|
// Calcular posiciones de puertas para procesar paredes
|
|
// Mapa: Side -> Door (solo soportamos 1 puerta por pared por ahora para simplificar)
|
|
const doorsOnSides = {};
|
|
room.doors.forEach(d => { doorsOnSides[d.side] = d; });
|
|
|
|
for (const config of wallConfigs) {
|
|
const wallSide = config.side;
|
|
const door = doorsOnSides[wallSide];
|
|
|
|
// Función helper para crear un segmento de pared
|
|
const createWallSegment = (w, h, xOffset, yOffset, opacity, name) => {
|
|
if (w <= 0.01) return; // Evitar segmentos degenerados
|
|
|
|
const segmentGeometry = new THREE.PlaneGeometry(w, h);
|
|
|
|
// Ajustar textura al tamaño del segmento
|
|
const segmentTex = wallTex.clone();
|
|
segmentTex.wrapS = THREE.RepeatWrapping;
|
|
segmentTex.wrapT = THREE.RepeatWrapping;
|
|
segmentTex.repeat.set(w / 2, h / (wallHeight / 2)); // Mantener densidad aprox
|
|
|
|
const segmentMaterial = new THREE.MeshStandardMaterial({
|
|
map: segmentTex,
|
|
transparent: opacity < 1.0,
|
|
opacity: opacity,
|
|
side: THREE.DoubleSide
|
|
});
|
|
|
|
const wall = new THREE.Mesh(segmentGeometry, segmentMaterial);
|
|
|
|
// Calculamos posición RELATIVA al centro de la pared "ideal"
|
|
// La pared ideal está en config.offset
|
|
// Rotamos el offset local del segmento según la rotación de la pared
|
|
|
|
const localX = xOffset;
|
|
const localZ = 0; // En el plano de la pared
|
|
|
|
// Rotar vector (localX, 0) por config.rotation
|
|
// Plane geometry is created at origin. We rotate it around Y.
|
|
// A segment meant to be at "xOffset" along the plane's width needs to be translated.
|
|
|
|
// Posición de la pared "Base"
|
|
const baseX = centerX + config.offset.x;
|
|
const baseZ = centerZ + config.offset.z;
|
|
|
|
// Vector dirección de la pared (Hacia la derecha de la pared)
|
|
// PlaneGeometry +X is "Right"
|
|
const dirX = Math.cos(config.rotation);
|
|
const dirZ = -Math.sin(config.rotation);
|
|
|
|
wall.position.x = baseX + (dirX * xOffset);
|
|
wall.position.z = baseZ + (dirZ * xOffset);
|
|
wall.position.y = yOffset; // Altura absoluta
|
|
|
|
wall.rotation.y = config.rotation;
|
|
wall.castShadow = true;
|
|
wall.receiveShadow = true;
|
|
wall.userData.wallSide = config.side;
|
|
scene.add(wall);
|
|
roomMeshes.walls.push(wall);
|
|
};
|
|
|
|
const opacity = getWallOpacity(config.side, SESSION.currentView); // Se actualiza dinámicamente
|
|
|
|
if (!door) {
|
|
// PARED SOLIDA (Caso original simplificado)
|
|
createWallSegment(config.width, wallHeight, 0, wallHeight / 2, opacity, "FullWall");
|
|
} else {
|
|
// PARED CON HUECO
|
|
const doorWidth = 1.5;
|
|
const doorHeight = 2.0;
|
|
|
|
// Usar función unificada para obtener la posición de la puerta
|
|
const doorInfo = getDoorWorldPosition(room, door, centerX, centerZ, halfSizeX, halfSizeZ);
|
|
const doorOffset = doorInfo.wallOffset;
|
|
|
|
const w = config.width;
|
|
|
|
// Segmento Izquierdo: Desde -w/2 hasta (doorOffset - doorWidth/2)
|
|
const leftEnd = doorOffset - (doorWidth / 2);
|
|
const leftStart = -w / 2;
|
|
const leftWidth = leftEnd - leftStart;
|
|
const leftCenter = leftStart + (leftWidth / 2);
|
|
|
|
createWallSegment(leftWidth, wallHeight, leftCenter, wallHeight / 2, opacity, "LeftSeg");
|
|
|
|
// Segmento Derecho: Desde (doorOffset + doorWidth/2) hasta w/2
|
|
const rightStart = doorOffset + (doorWidth / 2);
|
|
const rightEnd = w / 2;
|
|
const rightWidth = rightEnd - rightStart;
|
|
const rightCenter = rightStart + (rightWidth / 2);
|
|
|
|
createWallSegment(rightWidth, wallHeight, rightCenter, wallHeight / 2, opacity, "RightSeg");
|
|
|
|
// Dintel (Arriba de la puerta)
|
|
const lintelHeight = wallHeight - doorHeight;
|
|
if (lintelHeight > 0) {
|
|
createWallSegment(doorWidth, lintelHeight, doorOffset, doorHeight + (lintelHeight / 2), opacity, "Lintel");
|
|
}
|
|
}
|
|
}
|
|
|
|
// Renderizar puertas
|
|
const doorTex = await loadTexture(ASSETS.tiles['door_1'].src);
|
|
const doorWidth = 1.5;
|
|
const doorHeight = 2.0;
|
|
|
|
for (const door of room.doors) {
|
|
// Verificar que la sala destino existe
|
|
const targetRoom = ROOMS.rooms.find(r => r.id === door.leadsTo);
|
|
if (!targetRoom) {
|
|
console.warn(`Puerta en sala ${room.id} apunta a sala inexistente ${door.leadsTo}`);
|
|
continue; // Saltar esta puerta
|
|
}
|
|
|
|
const doorGeometry = new THREE.PlaneGeometry(doorWidth, doorHeight);
|
|
const doorMaterial = new THREE.MeshStandardMaterial({
|
|
map: doorTex.clone(),
|
|
transparent: true,
|
|
alphaTest: 0.1,
|
|
side: THREE.DoubleSide
|
|
});
|
|
|
|
const doorMesh = new THREE.Mesh(doorGeometry, doorMaterial);
|
|
doorMesh.userData.id = door.id;
|
|
doorMesh.visible = !door.isOpen; // Ocultar si ya está abierta
|
|
|
|
// Usar función unificada para posicionar la puerta
|
|
const doorInfo = getDoorWorldPosition(room, door, centerX, centerZ, halfSizeX, halfSizeZ);
|
|
doorMesh.position.set(doorInfo.meshPos.x, doorInfo.meshPos.y, doorInfo.meshPos.z);
|
|
doorMesh.rotation.y = doorInfo.rotation;
|
|
|
|
scene.add(doorMesh);
|
|
roomMeshes.doors.push(doorMesh);
|
|
}
|
|
|
|
// Renderizar entidades
|
|
for (const entity of room.entities) {
|
|
// Si la entidad ya tiene mesh (vino de otra sala), solo añadirlo al tracking
|
|
if (entity.mesh) {
|
|
roomMeshes.entities.push(entity.mesh);
|
|
continue;
|
|
}
|
|
|
|
const standeeDef = ASSETS.standees[entity.type];
|
|
const standeeTex = await loadTexture(standeeDef.src);
|
|
|
|
const imgAspect = standeeTex.image.width / standeeTex.image.height;
|
|
const height = standeeDef.height;
|
|
const width = height * imgAspect;
|
|
|
|
const standeeGeometry = new THREE.PlaneGeometry(width, height);
|
|
const standeeMaterial = new THREE.MeshStandardMaterial({
|
|
map: standeeTex,
|
|
transparent: true,
|
|
alphaTest: 0.5,
|
|
side: THREE.DoubleSide
|
|
});
|
|
|
|
const standeeMesh = new THREE.Mesh(standeeGeometry, standeeMaterial);
|
|
standeeMesh.castShadow = true;
|
|
|
|
const pos = gridToWorld(entity.x, entity.y);
|
|
standeeMesh.position.set(pos.x, height / 2, pos.z);
|
|
|
|
scene.add(standeeMesh);
|
|
entity.mesh = standeeMesh;
|
|
roomMeshes.entities.push(standeeMesh);
|
|
}
|
|
|
|
SESSION.roomMeshes[room.id] = roomMeshes;
|
|
}
|
|
|
|
async function initWorld() {
|
|
// Renderizar solo las salas visitadas
|
|
for (const roomId of ROOMS.visitedRooms) {
|
|
const room = ROOMS.rooms.find(r => r.id === roomId);
|
|
if (room) {
|
|
await renderRoom(room);
|
|
}
|
|
}
|
|
}
|
|
|
|
initWorld();
|
|
|
|
// --- COMPASS UI ---
|
|
function updateCompassUI() {
|
|
document.querySelectorAll('.compass-btn').forEach(btn => {
|
|
btn.classList.remove('active');
|
|
});
|
|
const activeBtn = document.querySelector(`[data-dir="${SESSION.currentView}"]`);
|
|
if (activeBtn) {
|
|
activeBtn.classList.add('active');
|
|
}
|
|
}
|
|
|
|
// --- MINIMAP UI ---
|
|
function drawMinimap() {
|
|
const canvas = document.getElementById('minimap');
|
|
if (!canvas) return;
|
|
const ctx = canvas.getContext('2d');
|
|
const width = canvas.width;
|
|
const height = canvas.height;
|
|
|
|
// Limpiar canvas
|
|
ctx.fillStyle = '#111';
|
|
ctx.fillRect(0, 0, width, height);
|
|
|
|
if (ROOMS.rooms.length === 0) return;
|
|
|
|
// 1. Calcular límites del MAPA COMPLETO (Debug Mode: Ver todo)
|
|
let minX = Infinity, maxX = -Infinity, minY = Infinity, maxY = -Infinity;
|
|
|
|
ROOMS.rooms.forEach(room => {
|
|
const tileDef = ASSETS.tiles[room.tile.type];
|
|
minX = Math.min(minX, room.tile.x);
|
|
maxX = Math.max(maxX, room.tile.x + tileDef.width);
|
|
minY = Math.min(minY, room.tile.y);
|
|
maxY = Math.max(maxY, room.tile.y + tileDef.height);
|
|
});
|
|
|
|
// Añadir margen generoso para ver bien
|
|
const margin = 8;
|
|
minX -= margin;
|
|
maxX += margin;
|
|
minY -= margin;
|
|
maxY += margin;
|
|
|
|
const mapWidth = maxX - minX;
|
|
const mapHeight = maxY - minY;
|
|
|
|
// Calcular escala para encajar TODO el mapa en el canvas
|
|
const scaleX = width / mapWidth;
|
|
const scaleY = height / mapHeight;
|
|
const scale = Math.min(scaleX, scaleY);
|
|
|
|
// Función para transformar coords de cuadrícula a canvas
|
|
const toCanvas = (x, y) => {
|
|
return {
|
|
x: (x - minX) * scale + (width - mapWidth * scale) / 2,
|
|
y: (y - minY) * scale + (height - mapHeight * scale) / 2
|
|
};
|
|
};
|
|
|
|
// 2. Dibujar TODAS las Salas
|
|
ROOMS.rooms.forEach(room => {
|
|
const tileDef = ASSETS.tiles[room.tile.type];
|
|
|
|
const pos = toCanvas(room.tile.x, room.tile.y);
|
|
const w = tileDef.width * scale;
|
|
const h = tileDef.height * scale;
|
|
|
|
// Color base de sala
|
|
const isVisited = ROOMS.visitedRooms.has(room.id);
|
|
|
|
if (room.id === ROOMS.currentRoom) {
|
|
ctx.fillStyle = '#44aadd'; // Actual: Azul
|
|
} else if (isVisited) {
|
|
ctx.fillStyle = '#777'; // Visitada: Gris Claro
|
|
} else {
|
|
ctx.fillStyle = '#333'; // No Visitada: Gris Oscuro
|
|
}
|
|
|
|
ctx.fillRect(pos.x, pos.y, w, h);
|
|
|
|
// Borde
|
|
ctx.strokeStyle = '#555';
|
|
ctx.lineWidth = 1;
|
|
ctx.strokeRect(pos.x, pos.y, w, h);
|
|
|
|
// Puertas
|
|
ctx.fillStyle = isVisited ? '#fff' : '#666'; // Puertas tenues si no visitado
|
|
room.doors.forEach(door => {
|
|
const doorGridPos = getDoorGridPosition(room, door);
|
|
const dPos = toCanvas(doorGridPos.x + 0.5, doorGridPos.y + 0.5);
|
|
ctx.beginPath();
|
|
ctx.arc(dPos.x, dPos.y, scale * 0.4, 0, Math.PI * 2);
|
|
ctx.fill();
|
|
});
|
|
});
|
|
|
|
// 3. Dibujar Jugador
|
|
const currentRoomObj = ROOMS.rooms.find(r => r.id === ROOMS.currentRoom);
|
|
if (currentRoomObj) {
|
|
const player = currentRoomObj.entities.find(e => e.type === 'hero_1');
|
|
if (player) {
|
|
const pPos = toCanvas(player.x + 0.5, player.y + 0.5);
|
|
|
|
ctx.fillStyle = '#ffff00';
|
|
ctx.beginPath();
|
|
ctx.arc(pPos.x, pPos.y, scale * 0.8, 0, Math.PI * 2);
|
|
ctx.fill();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Event listeners para los botones del compás
|
|
document.querySelectorAll('.compass-btn').forEach(btn => {
|
|
btn.addEventListener('click', () => {
|
|
const direction = btn.getAttribute('data-dir');
|
|
if (direction) {
|
|
setCameraView(direction);
|
|
updateCompassUI();
|
|
}
|
|
});
|
|
});
|
|
|
|
// Inicializar minimapa
|
|
drawMinimap();
|
|
|
|
// --- INTERACCIÓN ---
|
|
const raycaster = new THREE.Raycaster();
|
|
const pointer = new THREE.Vector2();
|
|
|
|
window.addEventListener('pointerdown', (event) => {
|
|
if (SESSION.isAnimating) return;
|
|
|
|
if (event.button === 0) {
|
|
pointer.x = (event.clientX / window.innerWidth) * 2 - 1;
|
|
pointer.y = -(event.clientY / window.innerHeight) * 2 + 1;
|
|
|
|
raycaster.setFromCamera(pointer, camera);
|
|
|
|
// Detectar click en entidades
|
|
const allEntities = [];
|
|
ROOMS.visitedRooms.forEach(roomId => {
|
|
const room = ROOMS.rooms.find(r => r.id === roomId);
|
|
if (room) {
|
|
allEntities.push(...room.entities.filter(e => e.mesh));
|
|
}
|
|
});
|
|
|
|
const entityMeshes = allEntities.map(e => e.mesh);
|
|
const intersectsEntities = raycaster.intersectObjects(entityMeshes);
|
|
|
|
if (intersectsEntities.length > 0) {
|
|
const clickedMesh = intersectsEntities[0].object;
|
|
const entity = allEntities.find(e => e.mesh === clickedMesh);
|
|
if (entity) {
|
|
console.log("Seleccionado:", entity.type);
|
|
SESSION.selectedUnitId = entity.id;
|
|
SESSION.selectedDoorId = null; // Deseleccionar puerta
|
|
SESSION.path = [];
|
|
updatePathVisuals();
|
|
updateSelectionVisuals();
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Detectar click en puertas
|
|
const allDoors = [];
|
|
Object.values(SESSION.roomMeshes).forEach(roomData => {
|
|
if (roomData.doors) {
|
|
// Solo incluir puertas visibles (cerradas) en el raycast
|
|
allDoors.push(...roomData.doors.filter(door => door.visible));
|
|
}
|
|
});
|
|
|
|
const intersectsDoors = raycaster.intersectObjects(allDoors);
|
|
if (intersectsDoors.length > 0) {
|
|
const clickedDoor = intersectsDoors[0].object;
|
|
if (clickedDoor.userData.id) {
|
|
console.log("Puerta seleccionada:", clickedDoor.userData.id);
|
|
SESSION.selectedDoorId = clickedDoor.userData.id;
|
|
SESSION.selectedUnitId = null;
|
|
SESSION.path = [];
|
|
updatePathVisuals();
|
|
updateSelectionVisuals();
|
|
|
|
// Verificar interacción inmediata (si ya estamos al lado)
|
|
// Buscamos al héroe principal (asumimos que es el que controlamos)
|
|
let hero = null;
|
|
for (const r of ROOMS.rooms) {
|
|
hero = r.entities.find(e => e.type === 'hero_1');
|
|
if (hero) break;
|
|
}
|
|
|
|
if (hero) {
|
|
checkDoorInteraction(hero);
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Procesar click en suelo
|
|
if (SESSION.selectedUnitId) {
|
|
const intersectsGround = raycaster.intersectObject(raycastPlane);
|
|
|
|
if (intersectsGround.length > 0) {
|
|
const point = intersectsGround[0].point;
|
|
const gridPos = worldToGrid(point.x, point.z);
|
|
|
|
let prevNode;
|
|
if (SESSION.path.length > 0) {
|
|
prevNode = SESSION.path[SESSION.path.length - 1];
|
|
} else {
|
|
const entity = allEntities.find(e => e.id === SESSION.selectedUnitId);
|
|
prevNode = { x: entity.x, y: entity.y };
|
|
}
|
|
|
|
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();
|
|
updatePathVisuals();
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (isAdjacent(prevNode, gridPos)) {
|
|
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);
|
|
|
|
// VALIDACIÓN: Solo permitir movimiento a celdas transitables
|
|
if (!alreadyInPath && !isUnitPos && isWalkable(gridPos.x, gridPos.y)) {
|
|
SESSION.path.push(gridPos);
|
|
updatePathVisuals();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (event.button === 2) {
|
|
event.preventDefault();
|
|
|
|
if (SESSION.selectedUnitId && SESSION.path.length > 0) {
|
|
animateMovement();
|
|
}
|
|
}
|
|
});
|
|
|
|
window.addEventListener('contextmenu', (event) => {
|
|
event.preventDefault();
|
|
});
|
|
|
|
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);
|
|
});
|