feat: Implement 2D tactical view and refine LOS with corner detection
This commit is contained in:
27
DEVLOG.md
27
DEVLOG.md
@@ -1,5 +1,32 @@
|
||||
# Devlog - Warhammer Quest (Versión Web 3D)
|
||||
|
||||
|
||||
## Sesión 7: Vista Táctica 2D y Refinamiento LOS (6 Enero 2026)
|
||||
|
||||
### Objetivos Completados
|
||||
1. **Vista Táctica (Toggle 2D/3D)**:
|
||||
- Implementado botón en UI para alternar views.
|
||||
- **2D**: Cámara cenital pura (Top-Down) para planificación táctica.
|
||||
- **Visualización de Tokens**:
|
||||
- En modo 2D, las miniaturas 3D se complementan con Tokens planos.
|
||||
- **Imágenes Específicas**: Carga dinámica de assets para héroes (`heroes/barbarian.png`...) y monstruos (`enemies/orc.png`...).
|
||||
- **Sincronización**: Los tokens se mueven en tiempo real y desaparecen limpiamente al volver a 3D.
|
||||
- **UX**: Transiciones suaves y gestión robusta de visibilidad.
|
||||
|
||||
2. **Refinamiento de Línea de Visión (LOS)**:
|
||||
- Implementado algoritmo estricto (Amanatides & Woo) para evitar tiros a través de muros.
|
||||
- **Tolerancia de Rozamiento**: Añadido margen (hitbox 0.4) para permitir tiros que rozan el borde de una casilla de entidad.
|
||||
- **Corrección de "Diagonal Leaking"**: Solucionado el problema donde los disparos atravesaban esquinas diagonales entre muros (se verifican ambos vecinos en cruces de vértice).
|
||||
|
||||
### Estado Actual
|
||||
El juego cuenta con una visualización táctica profesional y un sistema de línea de visión robusto y justo, eliminando los fallos de detección en esquinas y muros.
|
||||
|
||||
### Próximos Pasos
|
||||
- Sistema de combate completo (dados, daño).
|
||||
- UI de estadísticas y gestión de inventario.
|
||||
|
||||
---
|
||||
|
||||
## Sesión 6: Sistema de Fases y Lógica de Juego (5 Enero 2026)
|
||||
|
||||
### Objetivos Completados
|
||||
|
||||
@@ -823,25 +823,76 @@ export class GameEngine {
|
||||
break;
|
||||
}
|
||||
|
||||
// Helper: Distance from Cell Center to Ray (for grazing tolerance)
|
||||
const getDist = () => {
|
||||
const cx = currentX + 0.5;
|
||||
const cy = currentY + 0.5;
|
||||
const len = Math.sqrt(dx * dx + dy * dy);
|
||||
if (len === 0) return 0;
|
||||
return Math.abs(dy * cx - dx * cy + dx * y1 - dy * x1) / len;
|
||||
};
|
||||
|
||||
// Tolerance: Allow shots to pass if they graze the edge (0.5 is full width)
|
||||
// 0.4 means the outer 20% of the tile is "safe" to shoot through.
|
||||
const ENTITY_HITBOX_RADIUS = 0.4;
|
||||
|
||||
// 2. Monster Check
|
||||
const m = this.monsters.find(m => m.x === currentX && m.y === currentY && !m.isDead && m.id !== target.id);
|
||||
if (m) {
|
||||
blocked = true;
|
||||
blocker = { type: 'monster', entity: m };
|
||||
console.log(`[LOS] Blocked by MONSTER: ${m.name}`);
|
||||
break;
|
||||
if (getDist() < ENTITY_HITBOX_RADIUS) {
|
||||
blocked = true;
|
||||
blocker = { type: 'monster', entity: m };
|
||||
console.log(`[LOS] Blocked by MONSTER: ${m.name}`);
|
||||
break;
|
||||
} else {
|
||||
console.log(`[LOS] Grazed MONSTER ${m.name} (Dist: ${getDist().toFixed(2)})`);
|
||||
}
|
||||
}
|
||||
|
||||
// 3. Hero Check
|
||||
const h = this.heroes.find(h => h.x === currentX && h.y === currentY && h.id !== hero.id);
|
||||
if (h) {
|
||||
blocked = true;
|
||||
blocker = { type: 'hero', entity: h };
|
||||
console.log(`[LOS] Blocked by HERO: ${h.name}`);
|
||||
break;
|
||||
if (getDist() < ENTITY_HITBOX_RADIUS) {
|
||||
blocked = true;
|
||||
blocker = { type: 'hero', entity: h };
|
||||
console.log(`[LOS] Blocked by HERO: ${h.name}`);
|
||||
break;
|
||||
} else {
|
||||
console.log(`[LOS] Grazed HERO ${h.name} (Dist: ${getDist().toFixed(2)})`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (currentX === endX && currentY === endY) break;
|
||||
|
||||
// CORNER CROSSING CHECK: Prevent diagonal wall leaking
|
||||
// When tMaxX ≈ tMaxY, the ray passes through a vertex shared by 4 cells.
|
||||
// Standard algorithm only visits 2 of them. We must check BOTH neighbors.
|
||||
const CORNER_EPSILON = 0.001;
|
||||
const cornerCrossing = Math.abs(tMaxX - tMaxY) < CORNER_EPSILON;
|
||||
|
||||
if (cornerCrossing) {
|
||||
// Check both orthogonal neighbors
|
||||
const neighborX = currentX + stepX;
|
||||
const neighborY = currentY + stepY;
|
||||
|
||||
// Check horizontal neighbor
|
||||
if (this.dungeon.grid.isWall(neighborX, currentY)) {
|
||||
blocked = true;
|
||||
blocker = { type: 'wall', x: neighborX, y: currentY };
|
||||
console.log(`[LOS] Blocked by CORNER WALL at ${neighborX},${currentY}`);
|
||||
break;
|
||||
}
|
||||
|
||||
// Check vertical neighbor
|
||||
if (this.dungeon.grid.isWall(currentX, neighborY)) {
|
||||
blocked = true;
|
||||
blocker = { type: 'wall', x: currentX, y: neighborY };
|
||||
console.log(`[LOS] Blocked by CORNER WALL at ${currentX},${neighborY}`);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (tMaxX < tMaxY) {
|
||||
tMaxX += tDeltaX;
|
||||
currentX += stepX;
|
||||
|
||||
@@ -161,12 +161,18 @@ export class CameraManager {
|
||||
if (this.animationProgress >= 1) {
|
||||
this.isAnimating = false;
|
||||
this.camera.position.copy(this.animationTargetPos);
|
||||
if (this.onAnimationComplete) {
|
||||
this.onAnimationComplete();
|
||||
this.onAnimationComplete = null; // Consume callback
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// --- Fixed Orbit Logic ---
|
||||
setIsoView(direction) {
|
||||
this.lastIsoDirection = direction || DIRECTIONS.NORTH;
|
||||
|
||||
// Rotate camera around target while maintaining isometric angle
|
||||
// Isometric view: 45 degree angle from horizontal
|
||||
const distance = 28; // Distance from target
|
||||
@@ -207,4 +213,31 @@ export class CameraManager {
|
||||
|
||||
this.currentViewAngle = horizontalAngle;
|
||||
}
|
||||
|
||||
toggleViewMode() {
|
||||
if (this.viewMode === '2D') {
|
||||
this.viewMode = '3D';
|
||||
this.setIsoView(this.lastIsoDirection);
|
||||
return true; // Is 3D
|
||||
} else {
|
||||
this.viewMode = '2D';
|
||||
this.setZenithalView();
|
||||
return false; // Is 2D
|
||||
}
|
||||
}
|
||||
|
||||
setZenithalView() {
|
||||
// Top-down view (Zenithal)
|
||||
const height = 40;
|
||||
// Slight Z offset to Ensure North is Up (avoiding gimbal lock with Up=(0,1,0))
|
||||
const x = this.target.x;
|
||||
const z = this.target.z + 0.01;
|
||||
const y = height;
|
||||
|
||||
this.animationStartPos.copy(this.camera.position);
|
||||
this.animationTargetPos.set(x, y, z);
|
||||
this.animationProgress = 0;
|
||||
this.animationStartTime = performance.now();
|
||||
this.isAnimating = true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -47,6 +47,10 @@ export class GameRenderer {
|
||||
this.rangedGroup = new THREE.Group();
|
||||
this.scene.add(this.rangedGroup);
|
||||
|
||||
this.tokensGroup = new THREE.Group();
|
||||
this.scene.add(this.tokensGroup);
|
||||
this.tokens = new Map();
|
||||
|
||||
this.entities = new Map();
|
||||
}
|
||||
|
||||
@@ -333,6 +337,14 @@ export class GameRenderer {
|
||||
// Prevent snapping if animation is active
|
||||
if (mesh.userData.isMoving || mesh.userData.pathQueue.length > 0) return;
|
||||
mesh.position.set(entity.x, 1.56 / 2, -entity.y);
|
||||
|
||||
// Sync Token
|
||||
if (this.tokens) {
|
||||
const token = this.tokens.get(entity.id);
|
||||
if (token) {
|
||||
token.position.set(entity.x, 0.05, -entity.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -359,6 +371,15 @@ export class GameRenderer {
|
||||
mesh.position.x = THREE.MathUtils.lerp(data.startPos.x, data.targetPos.x, progress);
|
||||
mesh.position.z = THREE.MathUtils.lerp(data.startPos.z, data.targetPos.z, progress);
|
||||
|
||||
// Sync Token
|
||||
if (this.tokens) {
|
||||
const token = this.tokens.get(id);
|
||||
if (token) {
|
||||
token.position.x = mesh.position.x;
|
||||
token.position.z = mesh.position.z;
|
||||
}
|
||||
}
|
||||
|
||||
// Hop (Botecito)
|
||||
const jumpHeight = 0.5;
|
||||
const baseHeight = 1.56 / 2;
|
||||
@@ -1130,4 +1151,69 @@ export class GameRenderer {
|
||||
// Walls are implicit (Line just turns red and stops/passes through)
|
||||
}
|
||||
}
|
||||
showTokens(heroes, monsters) {
|
||||
this.hideTokens(); // Clear existing (makes invisible)
|
||||
if (this.tokensGroup) this.tokensGroup.visible = true; // Now force visible
|
||||
|
||||
const createToken = (entity, type, subType) => {
|
||||
const geometry = new THREE.CircleGeometry(0.35, 32);
|
||||
const material = new THREE.MeshBasicMaterial({
|
||||
color: (type === 'hero') ? 0x00BFFF : 0xDC143C, // Fallback color
|
||||
side: THREE.DoubleSide,
|
||||
transparent: true,
|
||||
opacity: 1.0
|
||||
});
|
||||
const token = new THREE.Mesh(geometry, material);
|
||||
token.rotation.x = -Math.PI / 2;
|
||||
|
||||
const mesh3D = this.entities.get(entity.id);
|
||||
if (mesh3D) {
|
||||
token.position.set(mesh3D.position.x, 0.05, mesh3D.position.z);
|
||||
} else {
|
||||
token.position.set(entity.x, 0.05, -entity.y);
|
||||
}
|
||||
|
||||
this.tokensGroup.add(token);
|
||||
this.tokens.set(entity.id, token);
|
||||
|
||||
// White Border Ring
|
||||
const borderGeo = new THREE.RingGeometry(0.35, 0.38, 32);
|
||||
const borderMat = new THREE.MeshBasicMaterial({ color: 0xFFFFFF, side: THREE.DoubleSide });
|
||||
const border = new THREE.Mesh(borderGeo, borderMat);
|
||||
border.position.z = 0.001;
|
||||
token.add(border);
|
||||
|
||||
// Load Image
|
||||
let path = '';
|
||||
// Ensure filename is safe (though keys usually are)
|
||||
const filename = subType;
|
||||
|
||||
if (type === 'hero') {
|
||||
path = `/assets/images/dungeon1/tokens/heroes/${filename}.png`;
|
||||
} else {
|
||||
path = `/assets/images/dungeon1/tokens/enemies/${filename}.png`;
|
||||
}
|
||||
|
||||
this.getTexture(path, (texture) => {
|
||||
token.material.map = texture;
|
||||
token.material.color.setHex(0xFFFFFF); // Reset to white to show texture
|
||||
token.material.needsUpdate = true;
|
||||
}, undefined, (err) => {
|
||||
console.warn(`[GameRenderer] Token texture missing: ${path}`);
|
||||
});
|
||||
};
|
||||
|
||||
if (heroes) heroes.forEach(h => createToken(h, 'hero', h.key));
|
||||
if (monsters) monsters.forEach(m => {
|
||||
if (!m.isDead) createToken(m, 'monster', m.key);
|
||||
});
|
||||
}
|
||||
|
||||
hideTokens() {
|
||||
if (this.tokensGroup) {
|
||||
this.tokensGroup.clear();
|
||||
this.tokensGroup.visible = false;
|
||||
}
|
||||
if (this.tokens) this.tokens.clear();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -145,12 +145,62 @@ export class UIManager {
|
||||
zoomContainer.appendChild(zoomLabel);
|
||||
zoomContainer.appendChild(zoomSlider);
|
||||
|
||||
// 2D/3D Toggle Button
|
||||
const toggleViewBtn = document.createElement('button');
|
||||
toggleViewBtn.textContent = '3D';
|
||||
toggleViewBtn.title = 'Cambiar vista 2D/3D';
|
||||
toggleViewBtn.style.width = '40px';
|
||||
toggleViewBtn.style.height = '40px';
|
||||
toggleViewBtn.style.borderRadius = '5px';
|
||||
toggleViewBtn.style.border = '1px solid #aaa'; // Slightly softer border
|
||||
toggleViewBtn.style.backgroundColor = 'rgba(0, 0, 0, 0.6)';
|
||||
toggleViewBtn.style.color = '#daa520'; // Gold text
|
||||
toggleViewBtn.style.cursor = 'pointer';
|
||||
toggleViewBtn.style.fontFamily = '"Cinzel", serif';
|
||||
toggleViewBtn.style.fontWeight = 'bold';
|
||||
toggleViewBtn.style.fontSize = '14px';
|
||||
toggleViewBtn.style.display = 'flex';
|
||||
toggleViewBtn.style.alignItems = 'center';
|
||||
toggleViewBtn.style.justifyContent = 'center';
|
||||
|
||||
toggleViewBtn.onmouseover = () => { toggleViewBtn.style.backgroundColor = 'rgba(0, 0, 0, 0.9)'; toggleViewBtn.style.color = '#fff'; };
|
||||
toggleViewBtn.onmouseout = () => { toggleViewBtn.style.backgroundColor = 'rgba(0, 0, 0, 0.6)'; toggleViewBtn.style.color = '#daa520'; };
|
||||
|
||||
toggleViewBtn.onclick = () => {
|
||||
if (this.cameraManager) {
|
||||
this.cameraManager.onAnimationComplete = null;
|
||||
|
||||
// Determine if we are ABOUT to switch to 3D (currently 2D)
|
||||
const isCurrently2D = (this.cameraManager.viewMode === '2D');
|
||||
|
||||
if (isCurrently2D) {
|
||||
// Start of 2D -> 3D transition: Hide tokens immediately
|
||||
if (this.cameraManager.renderer) {
|
||||
this.cameraManager.renderer.hideTokens();
|
||||
}
|
||||
}
|
||||
|
||||
const is3D = this.cameraManager.toggleViewMode();
|
||||
toggleViewBtn.textContent = is3D ? '3D' : '2D';
|
||||
|
||||
// If we switched to 2D (is3D === false), show tokens AFTER animation
|
||||
if (!is3D) {
|
||||
this.cameraManager.onAnimationComplete = () => {
|
||||
if (this.cameraManager.renderer) {
|
||||
this.cameraManager.renderer.showTokens(this.game.heroes, this.game.monsters);
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
// Direction buttons grid
|
||||
const buttonsGrid = document.createElement('div');
|
||||
buttonsGrid.style.display = 'grid';
|
||||
buttonsGrid.style.gridTemplateColumns = '40px 40px 40px';
|
||||
buttonsGrid.style.gap = '5px';
|
||||
|
||||
controlsContainer.appendChild(toggleViewBtn); // Leftmost
|
||||
controlsContainer.appendChild(zoomContainer);
|
||||
controlsContainer.appendChild(buttonsGrid);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user