Implement advanced pathfinding and combat visual effects

- Add monster turn visual feedback (green ring on attacker, red ring on victim)
- Implement proper attack sequence with timing and animations
- Add room boundary and height level pathfinding system
- Monsters now respect room walls and can only pass through doors
- Add height level support (1-8) with stairs (9) for level transitions
- Fix attack validation to prevent attacks through walls
- Speed up hero movement animation (300ms per tile)
- Fix exploration phase message to not show on initial tile placement
- Disable hero movement during exploration phase (doors only)
This commit is contained in:
2026-01-06 16:18:46 +01:00
parent dd7356f1bd
commit 3efbf8d5fb
5 changed files with 279 additions and 31 deletions

View File

@@ -217,6 +217,79 @@ export class GameRenderer {
}
}
setEntityActive(entityId, isActive) {
const mesh = this.entities.get(entityId);
if (!mesh) return;
// Remove existing active ring if any
const oldRing = mesh.getObjectByName("ActiveRing");
if (oldRing) mesh.remove(oldRing);
if (isActive) {
// Phosphorescent Green Ring - MATCHING SIZE (0.3 - 0.4)
const ringGeom = new THREE.RingGeometry(0.3, 0.4, 32);
// Basic Material does not support emissive. Use color + opacity for "glow" feel.
const ringMat = new THREE.MeshBasicMaterial({
color: 0x00ff00, // Green
side: THREE.DoubleSide,
transparent: true,
opacity: 0.8
});
const ring = new THREE.Mesh(ringGeom, ringMat);
ring.rotation.x = -Math.PI / 2;
// Align with floor (relative to mesh center)
const h = 1.56;
ring.position.y = -h / 2 + 0.05;
ring.name = "ActiveRing";
mesh.add(ring);
}
}
triggerDamageEffect(entityId) {
const mesh = this.entities.get(entityId);
if (!mesh) return;
// 1. Red Halo (Temporary) - MATCHING ATTACKER SIZE (0.3 - 0.4)
const hitRingGeom = new THREE.RingGeometry(0.3, 0.4, 32);
const hitRingMat = new THREE.MeshBasicMaterial({
color: 0xff0000,
side: THREE.DoubleSide,
transparent: true,
opacity: 0.9
});
const hitRing = new THREE.Mesh(hitRingGeom, hitRingMat);
hitRing.rotation.x = -Math.PI / 2;
// Align with floor
const h = 1.56;
hitRing.position.y = -h / 2 + 0.05;
hitRing.name = "HitRing";
mesh.add(hitRing);
// Remove Red Halo after 1200ms (matching the timing in MonsterAI)
setTimeout(() => {
if (mesh && hitRing) mesh.remove(hitRing);
}, 1200);
// 2. Shake Animation (800ms)
const originalPos = mesh.position.clone();
const startTime = performance.now();
const duration = 800; // ms
mesh.userData.shake = {
startTime: startTime,
duration: duration,
magnitude: 0.1,
originalPos: originalPos
};
}
moveEntityAlongPath(entity, path) {
const mesh = this.entities.get(entity.id);
if (mesh) {
@@ -249,7 +322,7 @@ export class GameRenderer {
}
if (data.isMoving) {
const duration = 300; // Faster jump (300ms)
const duration = 300; // Hero movement speed (300ms per tile)
const elapsed = time - data.startTime;
const progress = Math.min(elapsed / duration, 1);
@@ -278,6 +351,25 @@ export class GameRenderer {
}
}
}
} else if (data.shake) {
// HANDLE SHAKE
const elapsed = time - data.shake.startTime;
if (elapsed < data.shake.duration) {
const progress = elapsed / data.shake.duration;
// Dampen over time
const mag = data.shake.magnitude * (1 - progress);
// Random jitter
const offsetX = (Math.random() - 0.5) * mag * 2;
const offsetZ = (Math.random() - 0.5) * mag * 2;
mesh.position.x = data.shake.originalPos.x + offsetX;
mesh.position.z = data.shake.originalPos.z + offsetZ;
} else {
// Reset
mesh.position.copy(data.shake.originalPos);
delete data.shake;
}
}