Implement tile discarding, blocked doors, and correct corridor exits

- Updated TileDefinitions.js: Added 4-way exits to corridor_straight and corridor_steps (N/S y=3,4; E/W x=3,4).
- Updated DungeonGenerator.js: Added cancelPlacement() logic and onDoorBlocked callback.
- Updated GameRenderer.js: Implemented blockDoor() to visualize blocked passages, and improved isPlayerAdjacentToDoor.
- Updated UIManager.js: Added custom showModal/showConfirm and Discard button for tile placement.
- Updated main.js: Handled blocked door clicks and hooked up UI events.
- Updated GameEngine.js: Improved door adjacency checks.
- Updated CameraManager.js: Preserved camera rotation on centerOn.
- Added door1_blocked.png asset.
This commit is contained in:
2026-01-02 23:48:42 +01:00
parent 8bb0dd8780
commit ac536ac96c
8 changed files with 312 additions and 38 deletions

View File

@@ -83,6 +83,10 @@ generator.onPlacementUpdate = (preview) => {
}
};
generator.onDoorBlocked = (exitData) => {
renderer.blockDoor(exitData);
};
// 6. Handle Clicks
const handleClick = (x, y, doorMesh) => {
// PRIORITY 1: Tile Placement Mode - ignore all clicks
@@ -92,26 +96,33 @@ const handleClick = (x, y, doorMesh) => {
}
// PRIORITY 2: Door Click (must be adjacent to player)
if (doorMesh && doorMesh.userData.isDoor && !doorMesh.userData.isOpen) {
const doorExit = doorMesh.userData.cells[0];
if (game.isPlayerAdjacentToDoor(doorExit)) {
// Open door visually
renderer.openDoor(doorMesh);
// Get proper exit data with direction
const exitData = doorMesh.userData.exitData;
if (exitData) {
generator.selectDoor(exitData);
} else {
console.error('[Main] Door missing exitData');
}
} else {
if (doorMesh && doorMesh.userData.isDoor) {
if (doorMesh.userData.isBlocked) {
ui.showModal('¡Derrumbe!', 'Esta puerta está bloqueada por un derrumbe. No se puede pasar.');
return;
}
if (!doorMesh.userData.isOpen) {
const doorExit = doorMesh.userData.cells[0];
if (game.isPlayerAdjacentToDoor(doorMesh.userData.cells)) {
// Open door visually
renderer.openDoor(doorMesh);
// Get proper exit data with direction
const exitData = doorMesh.userData.exitData;
if (exitData) {
generator.selectDoor(exitData);
} else {
console.error('[Main] Door missing exitData');
}
} else {
// Optional: Message if too far?
}
return;
}
return;
}
// PRIORITY 3: Normal cell click (player selection/movement)