feat: Implement door interaction system and UI improvements

- Add interactive door system with click detection on door meshes
- Create custom DoorModal component replacing browser confirm()
- Implement door opening with texture change to door1_open.png
- Add additive door rendering to preserve opened doors
- Remove exploration button and requestExploration method
- Implement camera orbit controls with smooth animations
- Add active view indicator (yellow highlight) on camera buttons
- Add vertical zoom slider with label
- Fix camera to maintain isometric perspective while rotating
- Integrate all systems into main game loop
This commit is contained in:
2026-01-01 17:16:58 +01:00
parent fd1708688a
commit 9234a2e3a0
19 changed files with 1220 additions and 100 deletions

View File

@@ -30,6 +30,21 @@ export class GameRenderer {
// 5. Textures
this.textureLoader = new THREE.TextureLoader();
this.textureCache = new Map();
// 6. Interaction
this.raycaster = new THREE.Raycaster();
this.mouse = new THREE.Vector2();
this.interactionPlane = new THREE.Mesh(
new THREE.PlaneGeometry(1000, 1000),
new THREE.MeshBasicMaterial({ visible: false })
);
this.interactionPlane.rotation.x = -Math.PI / 2;
this.scene.add(this.interactionPlane);
this.selectionMesh = null;
this.highlightGroup = new THREE.Group();
this.scene.add(this.highlightGroup);
this.entities = new Map();
}
setupLights() {
@@ -44,6 +59,372 @@ export class GameRenderer {
this.scene.add(dirLight);
}
setupInteraction(cameraGetter, onClick, onRightClick) {
const getMousePos = (event) => {
const rect = this.renderer.domElement.getBoundingClientRect();
return {
x: ((event.clientX - rect.left) / rect.width) * 2 - 1,
y: -((event.clientY - rect.top) / rect.height) * 2 + 1
};
};
this.renderer.domElement.addEventListener('click', (event) => {
this.mouse.set(getMousePos(event).x, getMousePos(event).y);
this.raycaster.setFromCamera(this.mouse, cameraGetter());
// First, check if we clicked on a door mesh
if (this.exitGroup) {
const doorIntersects = this.raycaster.intersectObjects(this.exitGroup.children, false);
if (doorIntersects.length > 0) {
const doorMesh = doorIntersects[0].object;
if (doorMesh.userData.isDoor) {
// Clicked on a door! Call onClick with a special door object
onClick(null, null, doorMesh);
return;
}
}
}
// If no door clicked, proceed with normal cell click
const intersects = this.raycaster.intersectObject(this.interactionPlane);
if (intersects.length > 0) {
const p = intersects[0].point;
const x = Math.round(p.x);
const y = Math.round(-p.z);
onClick(x, y, null);
}
});
this.renderer.domElement.addEventListener('contextmenu', (event) => {
event.preventDefault();
this.mouse.set(getMousePos(event).x, getMousePos(event).y);
this.raycaster.setFromCamera(this.mouse, cameraGetter());
const intersects = this.raycaster.intersectObject(this.interactionPlane);
if (intersects.length > 0) {
const p = intersects[0].point;
const x = Math.round(p.x);
const y = Math.round(-p.z);
onRightClick(x, y);
}
});
}
highlightCells(cells) {
this.highlightGroup.clear();
if (!cells || cells.length === 0) return;
cells.forEach((cell, index) => {
// 1. Create Canvas with Number
const canvas = document.createElement('canvas');
canvas.width = 128;
canvas.height = 128;
const ctx = canvas.getContext('2d');
// Background
ctx.fillStyle = "rgba(255, 255, 0, 0.5)";
ctx.fillRect(0, 0, 128, 128);
// Border
ctx.strokeStyle = "rgba(255, 255, 0, 1)";
ctx.lineWidth = 4;
ctx.strokeRect(0, 0, 128, 128);
// Text (Step Number)
ctx.font = "bold 60px Arial";
ctx.fillStyle = "black";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.fillText((index + 1).toString(), 64, 64);
const texture = new THREE.CanvasTexture(canvas);
const geometry = new THREE.PlaneGeometry(0.9, 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.set(cell.x, 0.05, -cell.y);
this.highlightGroup.add(mesh);
});
}
addEntity(entity) {
if (this.entities.has(entity.id)) return;
console.log(`[GameRenderer] Adding entity ${entity.name}`);
// Standee: Larger Size (+30%)
// Old: 0.8 x 1.2 -> New: 1.04 x 1.56
const w = 1.04;
const h = 1.56;
const geometry = new THREE.PlaneGeometry(w, h);
this.getTexture(entity.texturePath, (texture) => {
const material = new THREE.MeshBasicMaterial({
map: texture,
transparent: true,
side: THREE.DoubleSide,
alphaTest: 0.1
});
const mesh = new THREE.Mesh(geometry, material);
// Store target position for animation logic
mesh.userData = {
pathQueue: [],
isMoving: false,
startPos: null,
targetPos: null,
startTime: 0
};
mesh.position.set(entity.x, h / 2, -entity.y);
// Selection Circle
const ringGeom = new THREE.RingGeometry(0.3, 0.4, 32);
const ringMat = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide, transparent: true, opacity: 0.35 });
const ring = new THREE.Mesh(ringGeom, ringMat);
ring.rotation.x = -Math.PI / 2;
ring.position.y = -h / 2 + 0.05;
ring.visible = false;
ring.name = "SelectionRing";
mesh.add(ring);
this.scene.add(mesh);
this.entities.set(entity.id, mesh);
});
}
toggleEntitySelection(entityId, isSelected) {
const mesh = this.entities.get(entityId);
if (mesh) {
const ring = mesh.getObjectByName("SelectionRing");
if (ring) ring.visible = isSelected;
}
}
moveEntityAlongPath(entity, path) {
const mesh = this.entities.get(entity.id);
if (mesh) {
mesh.userData.pathQueue = [...path];
this.highlightGroup.clear();
}
}
updateEntityPosition(entity) {
const mesh = this.entities.get(entity.id);
if (mesh) {
// 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);
}
}
updateAnimations(time) {
this.entities.forEach((mesh, id) => {
const data = mesh.userData;
if (!data.isMoving && data.pathQueue.length > 0) {
const nextStep = data.pathQueue.shift();
data.isMoving = true;
data.startTime = time;
data.startPos = mesh.position.clone();
// Target: x, y (grid) -> x, z (world)
data.targetPos = new THREE.Vector3(nextStep.x, mesh.position.y, -nextStep.y);
}
if (data.isMoving) {
const duration = 400; // ms per tile
const elapsed = time - data.startTime;
const t = Math.min(elapsed / duration, 1);
// Lerp X/Z
mesh.position.x = THREE.MathUtils.lerp(data.startPos.x, data.targetPos.x, t);
mesh.position.z = THREE.MathUtils.lerp(data.startPos.z, data.targetPos.z, t);
// Jump Arc
const baseHeight = 1.56 / 2;
mesh.position.y = baseHeight + (0.5 * Math.sin(t * Math.PI));
if (t >= 1) {
mesh.position.set(data.targetPos.x, baseHeight, data.targetPos.z);
data.isMoving = false;
// 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) {
// Cancel any pending render
if (this._pendingExitRender) {
this._pendingExitRender = false;
}
// Create exitGroup if it doesn't exist
if (!this.exitGroup) {
this.exitGroup = new THREE.Group();
this.scene.add(this.exitGroup);
}
if (!exits || exits.length === 0) return;
// Get existing door cells to avoid duplicates
const existingDoorCells = new Set();
this.exitGroup.children.forEach(child => {
if (child.userData.isDoor) {
child.userData.cells.forEach(cell => {
existingDoorCells.add(`${cell.x},${cell.y}`);
});
}
});
// Filter out exits that already have doors
const newExits = exits.filter(ex => !existingDoorCells.has(`${ex.x},${ex.y}`));
if (newExits.length === 0) {
console.log('[renderExits] No new doors to render');
return;
}
console.log(`[renderExits] Rendering ${newExits.length} new door cells`);
// Set flag for this render
this._pendingExitRender = true;
const thisRender = this._pendingExitRender;
// LOAD TEXTURE
this.getTexture('/assets/images/dungeon1/doors/door1_closed.png', (texture) => {
// Check if this render was cancelled
if (!thisRender || this._pendingExitRender !== thisRender) {
return;
}
const mat = new THREE.MeshBasicMaterial({
map: texture,
color: 0xffffff,
transparent: true,
side: THREE.DoubleSide
});
// Grouping Logic
const processed = new Set();
const doors = [];
// Helper to normalize direction to number
const normalizeDir = (dir) => {
if (typeof dir === 'number') return dir;
const map = { 'N': 0, 'E': 1, 'S': 2, 'W': 3 };
return map[dir] ?? dir;
};
newExits.forEach((ex, i) => {
const key = `${ex.x},${ex.y}`;
const exDir = normalizeDir(ex.direction);
if (processed.has(key)) {
return;
}
let partner = null;
for (let j = i + 1; j < newExits.length; j++) {
const other = newExits[j];
const otherKey = `${other.x},${other.y}`;
const otherDir = normalizeDir(other.direction);
if (processed.has(otherKey)) continue;
if (exDir !== otherDir) {
continue;
}
let isAdj = false;
if (exDir === 0 || exDir === 2) {
// North/South: check if same Y and adjacent X
isAdj = (ex.y === other.y && Math.abs(ex.x - other.x) === 1);
} else {
// East/West: check if same X and adjacent Y
isAdj = (ex.x === other.x && Math.abs(ex.y - other.y) === 1);
}
if (isAdj) {
partner = other;
break;
}
}
if (partner) {
doors.push([ex, partner]);
processed.add(key);
processed.add(`${partner.x},${partner.y}`);
} else {
doors.push([ex]);
processed.add(key);
}
});
// Render Doors
doors.forEach((door, idx) => {
const d1 = door[0];
const d2 = door.length > 1 ? door[1] : d1;
const centerX = (d1.x + d2.x) / 2;
const centerY = (d1.y + d2.y) / 2;
const dir = normalizeDir(d1.direction);
let angle = 0;
let worldX = centerX;
let worldZ = -centerY;
if (dir === 0) {
angle = 0;
worldZ -= 0.5;
} else if (dir === 2) {
angle = 0;
worldZ += 0.5;
} else if (dir === 1) {
angle = Math.PI / 2;
worldX += 0.5;
} else if (dir === 3) {
angle = Math.PI / 2;
worldX -= 0.5;
}
const geom = new THREE.PlaneGeometry(2, 2);
// Clone material for each door so they can have independent textures
const doorMat = mat.clone();
const mesh = new THREE.Mesh(geom, doorMat);
mesh.position.set(worldX, 1, worldZ);
mesh.rotation.y = angle;
// Store door data for interaction (new doors always start closed)
mesh.userData = {
isDoor: true,
isOpen: false,
cells: [d1, d2],
direction: dir
};
mesh.name = `door_${idx}`;
this.exitGroup.add(mesh);
});
});
}
onWindowResize() {
if (this.camera) {
this.renderer.setSize(window.innerWidth, window.innerHeight);
@@ -115,11 +496,7 @@ export class GameRenderer {
});
const plane = new THREE.Mesh(geometry, material);
// DEBUG: Add a wireframe border to see the physical title limits
const borderGeom = new THREE.EdgesGeometry(geometry);
const borderMat = new THREE.LineBasicMaterial({ color: 0x00ff00, linewidth: 2 });
const border = new THREE.LineSegments(borderGeom, borderMat);
plane.add(border);
// Initial Rotation: Plane X-Y to X-Z
plane.rotation.x = -Math.PI / 2;
@@ -157,4 +534,51 @@ export class GameRenderer {
console.warn(`[GameRenderer] details missing for texture render. def: ${!!tileDef}, inst: ${!!tileInstance}, tex: ${tileDef?.textures?.length}`);
}
}
openDoor(doorMesh) {
if (!doorMesh || !doorMesh.userData.isDoor) return;
if (doorMesh.userData.isOpen) return; // Already open
// Load open door texture
this.getTexture('/assets/images/dungeon1/doors/door1_open.png', (texture) => {
doorMesh.material.map = texture;
doorMesh.material.needsUpdate = true;
doorMesh.userData.isOpen = true;
console.log('[GameRenderer] Door opened');
});
}
getDoorAtPosition(x, y) {
if (!this.exitGroup) return null;
// Check all doors in exitGroup
for (const child of this.exitGroup.children) {
if (child.userData.isDoor) {
// Check if any of the door's cells match the position
for (const cell of child.userData.cells) {
if (cell.x === x && cell.y === y) {
return child;
}
}
}
}
return null;
}
isPlayerAdjacentToDoor(playerX, playerY, doorMesh) {
if (!doorMesh || !doorMesh.userData.isDoor) return false;
// Check if player is adjacent to any of the door's cells
for (const cell of doorMesh.userData.cells) {
const dx = Math.abs(playerX - cell.x);
const dy = Math.abs(playerY - cell.y);
// Adjacent means distance of 1 in one direction and 0 in the other
if ((dx === 1 && dy === 0) || (dx === 0 && dy === 1)) {
return true;
}
}
return false;
}
}