Implement manual player movement planning (steps) and hopping animation

- GameEngine: Added path planning logic (click to add step, re-click to undo).
- GameRenderer: Added path visualization (numbered yellow squares).
- GameRenderer: Updated animation to include 'hopping' effect and clear path markers on visit.
- UIManager: Replaced alerts with modals.
- Main: Wired right-click to execute movement.
This commit is contained in:
2026-01-03 00:15:28 +01:00
parent dbed4468c5
commit 7462dd7fed
4 changed files with 176 additions and 43 deletions

View File

@@ -9,6 +9,7 @@ export class GameEngine {
this.player = null; this.player = null;
this.selectedEntity = null; this.selectedEntity = null;
this.isRunning = false; this.isRunning = false;
this.plannedPath = []; // Array of {x,y}
// Callbacks // Callbacks
this.onEntityUpdate = null; this.onEntityUpdate = null;
@@ -39,54 +40,105 @@ export class GameEngine {
if (this.onEntityUpdate) { if (this.onEntityUpdate) {
this.onEntityUpdate(this.player); this.onEntityUpdate(this.player);
} }
} }
onCellClick(x, y) { onCellClick(x, y) {
// If no player selected, select player on click // 1. SELECT / DESELECT PLAYER
if (!this.selectedEntity && this.player && x === this.player.x && y === this.player.y) { if (this.player && x === this.player.x && y === this.player.y) {
this.selectedEntity = this.player; if (this.selectedEntity === this.player) {
if (this.onEntitySelect) { // Toggle Deselect
this.onEntitySelect(this.player.id, true); this.deselectPlayer();
} else {
// Select
this.selectedEntity = this.player;
if (this.onEntitySelect) {
this.onEntitySelect(this.player.id, true);
}
} }
return; return;
} }
// If player selected, move to clicked cell // 2. PLAN MOVEMENT (If player selected)
if (this.selectedEntity === this.player) { if (this.selectedEntity === this.player) {
if (this.canMoveTo(x, y)) { this.planStep(x, y);
this.movePlayer(x, y); }
} else { }
deselectPlayer() {
this.selectedEntity = null;
this.plannedPath = [];
if (this.onEntitySelect) this.onEntitySelect(this.player.id, false);
if (this.onPathChange) this.onPathChange([]);
}
planStep(x, y) {
// Determine start point (either current player pos or last planned step)
const lastStep = this.plannedPath.length > 0
? this.plannedPath[this.plannedPath.length - 1]
: { x: this.player.x, y: this.player.y };
// Check Adjacency
const dx = Math.abs(x - lastStep.x);
const dy = Math.abs(y - lastStep.y);
const isAdjacent = (dx + dy) === 1;
// Check Walkability
const isWalkable = this.canMoveTo(x, y);
// Check if already in path (prevent loops for simplicity or allow backtracking? User said "mark contigua", implying adding)
// If clicking the last added step, maybe remove it? (Undo)
if (this.plannedPath.length > 0 && x === lastStep.x && y === lastStep.y) {
// Clicked last step -> Undo
this.plannedPath.pop();
if (this.onPathChange) this.onPathChange(this.plannedPath);
return;
}
if (isAdjacent && isWalkable) {
// Check if not already visited in this path to prevent self-intersection weirdness
const alreadyInPath = this.plannedPath.some(p => p.x === x && p.y === y);
const isPlayerPos = this.player.x === x && this.player.y === y;
if (!alreadyInPath && !isPlayerPos) {
this.plannedPath.push({ x, y });
if (this.onPathChange) {
this.onPathChange(this.plannedPath);
}
} }
} }
} }
executeMovePath() {
if (!this.player || !this.plannedPath.length) return;
// Clone path for the move event
const path = [...this.plannedPath];
// Update player logic verification immediately (teleport logic)
// The visualization will handle the "botecitos"
const finalDest = path[path.length - 1];
this.player.x = finalDest.x;
this.player.y = finalDest.y;
// Trigger Movement Event (Renderer will animate)
if (this.onEntityMove) {
this.onEntityMove(this.player, path);
}
// Cleanup
this.deselectPlayer();
}
canMoveTo(x, y) { canMoveTo(x, y) {
// Check if cell is walkable (occupied by a tile) // Check if cell is walkable (occupied by a tile)
return this.dungeon.grid.isOccupied(x, y); return this.dungeon.grid.isOccupied(x, y);
} }
// Deprecated direct move
movePlayer(x, y) { movePlayer(x, y) {
// Simple direct movement (no pathfinding for now)
const path = [{ x, y }];
this.player.x = x; this.player.x = x;
this.player.y = y; this.player.y = y;
if (this.onEntityMove) this.onEntityMove(this.player, [{ x, y }]);
if (this.onEntityMove) {
this.onEntityMove(this.player, path);
}
// Deselect after move
this.selectedEntity = null;
if (this.onEntitySelect) {
this.onEntitySelect(this.player.id, false);
}
} }
isPlayerAdjacentToDoor(doorCells) { isPlayerAdjacentToDoor(doorCells) {

View File

@@ -87,6 +87,10 @@ generator.onDoorBlocked = (exitData) => {
renderer.blockDoor(exitData); renderer.blockDoor(exitData);
}; };
game.onPathChange = (path) => {
renderer.updatePathVisualization(path);
};
// 6. Handle Clicks // 6. Handle Clicks
const handleClick = (x, y, doorMesh) => { const handleClick = (x, y, doorMesh) => {
// PRIORITY 1: Tile Placement Mode - ignore all clicks // PRIORITY 1: Tile Placement Mode - ignore all clicks
@@ -134,7 +138,10 @@ const handleClick = (x, y, doorMesh) => {
renderer.setupInteraction( renderer.setupInteraction(
() => cameraManager.getCamera(), () => cameraManager.getCamera(),
handleClick, handleClick,
() => { } // No right-click () => {
// Right Click Handler
game.executeMovePath();
}
); );
// 7. Start // 7. Start

View File

@@ -240,32 +240,47 @@ export class GameRenderer {
} }
if (data.isMoving) { if (data.isMoving) {
const duration = 400; // ms per tile const duration = 300; // Faster jump (300ms)
const elapsed = time - data.startTime; const elapsed = time - data.startTime;
const t = Math.min(elapsed / duration, 1); const progress = Math.min(elapsed / duration, 1);
// Lerp X/Z // Lerp X/Z
mesh.position.x = THREE.MathUtils.lerp(data.startPos.x, data.targetPos.x, t); 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, t); mesh.position.z = THREE.MathUtils.lerp(data.startPos.z, data.targetPos.z, progress);
// Jump Arc // Hop (Botecito)
const jumpHeight = 0.5;
const baseHeight = 1.56 / 2; const baseHeight = 1.56 / 2;
mesh.position.y = baseHeight + (0.5 * Math.sin(t * Math.PI)); mesh.position.y = baseHeight + Math.sin(progress * Math.PI) * jumpHeight;
if (t >= 1) { if (progress >= 1) {
mesh.position.set(data.targetPos.x, baseHeight, data.targetPos.z);
data.isMoving = false; data.isMoving = false;
mesh.position.y = baseHeight; // Reset height
// IF Finished Sequence (Queue empty) // Remove the visualization tile for this step
if (data.pathQueue.length === 0) { if (this.pathGroup) {
// Check if it's the player (id 'p1') for (let i = this.pathGroup.children.length - 1; i >= 0; i--) {
if (id === 'p1' && this.onHeroFinishedMove) { const child = this.pathGroup.children[i];
// Grid Coords from World Coords (X, -Z) // Match X and Z (ignoring small float errors)
this.onHeroFinishedMove(mesh.position.x, -mesh.position.z); if (Math.abs(child.position.x - data.targetPos.x) < 0.1 &&
Math.abs(child.position.z - data.targetPos.z) < 0.1) {
this.pathGroup.remove(child);
}
} }
} }
} }
} }
// IF Finished Sequence (Queue empty)
if (data.pathQueue.length === 0) {
// Check if it's the player (id 'p1')
if (id === 'p1' && this.onHeroFinishedMove) {
// Grid Coords from World Coords (X, -Z)
this.onHeroFinishedMove(mesh.position.x, -mesh.position.z);
}
}
}); });
} }
renderExits(exits) { renderExits(exits) {
@@ -585,6 +600,65 @@ export class GameRenderer {
return null; return null;
} }
// ========== PATH VISUALIZATION ==========
updatePathVisualization(path) {
if (!this.pathGroup) {
this.pathGroup = new THREE.Group();
this.scene.add(this.pathGroup);
}
this.pathGroup.clear();
if (!path || path.length === 0) return;
path.forEach((step, index) => {
const geometry = new THREE.PlaneGeometry(0.8, 0.8);
const texture = this.createNumberTexture(index + 1);
const material = new THREE.MeshBasicMaterial({
map: texture,
transparent: true,
opacity: 0.8, // Texture itself has opacity
side: THREE.DoubleSide
});
const plane = new THREE.Mesh(geometry, material);
plane.position.set(step.x, 0.02, -step.y); // Slightly above floor
plane.rotation.x = -Math.PI / 2;
// Store step index to identify it later if needed
plane.userData.stepIndex = index;
this.pathGroup.add(plane);
});
}
createNumberTexture(number) {
const canvas = document.createElement('canvas');
canvas.width = 64;
canvas.height = 64;
const ctx = canvas.getContext('2d');
// Yellow background with 50% opacity
ctx.fillStyle = 'rgba(255, 255, 0, 0.5)';
ctx.fillRect(0, 0, 64, 64);
// Border
ctx.strokeStyle = '#EDA900';
ctx.lineWidth = 4;
ctx.strokeRect(0, 0, 64, 64);
// Text
ctx.font = 'bold 36px Arial';
ctx.fillStyle = 'black';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(number.toString(), 32, 32);
const tex = new THREE.CanvasTexture(canvas);
// tex.magFilter = THREE.NearestFilter; // Optional, might look pixelated
return tex;
}
isPlayerAdjacentToDoor(playerX, playerY, doorMesh) { isPlayerAdjacentToDoor(playerX, playerY, doorMesh) {
if (!doorMesh || !doorMesh.userData.isDoor) return false; if (!doorMesh || !doorMesh.userData.isDoor) return false;

View File

@@ -237,7 +237,7 @@ export class UIManager {
if (this.dungeon) { if (this.dungeon) {
const success = this.dungeon.confirmPlacement(); const success = this.dungeon.confirmPlacement();
if (!success) { if (!success) {
alert('❌ No se puede colocar la loseta en esta posición'); this.showModal('Error de Colocación', 'No se puede colocar la loseta en esta posición.');
} }
} }
}; };