feat: magic system visuals, audio sfx, and ui polish
This commit is contained in:
36
DEVLOG.md
36
DEVLOG.md
@@ -1,7 +1,41 @@
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# Devlog - Warhammer Quest (Versión Web 3D)
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## Sesión 7: Vista Táctica 2D y Refinamiento LOS (6 Enero 2026)
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## Sesión 8: Sistema de Magia, Audio y Pulido UI (7 Enero 2026)
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### Objetivos Completados
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1. **Sistema de Audio Inmersivo**:
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- Implementada reproducción de efectos de sonido (SFX).
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- Pasos en bucle al mover entidades.
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- Sonidos de combate: Espadazos, flechas.
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- Sonido ambiental al abrir puertas.
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2. **Sistema de Magia Avanzado (Bola de Fuego)**:
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- Implementada mecánica de selección de área de efecto (2x2).
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- **Feedback Visual**: Visualización de rango y línea de visión (Verde/Rojo) en tiempo real al apuntar.
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- **Secuencia de Ataque Completa**: Proyectil físico ➔ Impacto ➔ Explosión Central ➔ Daño en área.
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- Daño individual calculado para cada monstruo afectado.
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- Cancelación de hechizo mediante clic derecho.
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3. **Feedback de Combate Unificado**:
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- Centralizada la lógica de visualización de daño en `showCombatFeedback`.
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- Muestra claramente: Daño (Rojo + Temblor), Bloqueos (Amarillo), Fallos (Gris).
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- Aplicado tanto a magia como a ataques físicos.
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4. **Mejoras de UI**:
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- Las estadísticas de las cartas de personaje ahora usan abreviaturas en español claras (H.C, Fuer, Res, etc.) en lugar de siglas en inglés crípticas.
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### Estado Actual
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El juego dispone de un sistema de combate rico visual y auditivamente. La magia se siente poderosa "gameplay-wise". La interfaz es más amigable para el usuario hispanohablante.
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### Tareas Pendientes / Known Issues
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1. **Sincronización de Audio**: Los SFX de pasos a veces continúan un instante tras acabar la animación.
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2. **Animación Doble**: Ocasionalmente se reproducen dos animaciones de ataque o feedback superpuestos.
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3. **Interfaz de Hechizos**: Actualmente lista todos los hechizos en botones; se necesitará un seleccionador tipo "Libro de Hechizos" cuando el Mago tenga más opciones.
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---
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### Objetivos Completados
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1. **Vista Táctica (Toggle 2D/3D)**:
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@@ -39,7 +39,9 @@
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- [x] Implement Monster AI (Sequential Movement, Pathfinding, Attack Approach)
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- [x] Implement Combat Logic (Melee Attack Rolls, Damage, Death State)
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- [x] Implement Game Loop Rules (Exploration Stop, Continuous Combat, Phase Skipping)
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- [ ] Refine Combat System (Ranged weapons, Special Monster Rules, Magic)
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- [x] Refine Combat System (Ranged weapons, Area Magic, Damage Feedback)
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- [x] Implement Audio System (SFX, Footsteps, Ambience)
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- [x] UI Improvements (Spanish Stats, Tooltips)
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## Phase 4: Campaign System
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- [ ] **Campaign Manager**
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BIN
public/assets/sfx/arrow.mp3
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BIN
public/assets/sfx/arrow.mp3
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Binary file not shown.
BIN
public/assets/sfx/footsteps.mp3
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BIN
public/assets/sfx/footsteps.mp3
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Binary file not shown.
BIN
public/assets/sfx/sword1.mp3
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BIN
public/assets/sfx/sword1.mp3
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24
src/engine/data/Spells.js
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24
src/engine/data/Spells.js
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@@ -0,0 +1,24 @@
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export const SPELLS = [
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{
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id: 'fireball',
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name: 'Bola de Fuego',
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type: 'attack',
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cost: 1,
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range: 12, // Arbitrary line of sight
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damageDice: 1,
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damageBonus: 'hero_level', // Dynamic logic
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area: 2, // 2x2
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description: "Elige un área de 2x2 casillas en línea de visión. Cada miniatura sufre 1D6 + Nivel herois."
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},
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{
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id: 'healing_hands',
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name: 'Manos Curadoras',
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type: 'heal',
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cost: 1,
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range: 'board', // Same board section
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healAmount: 1,
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target: 'all_heroes',
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description: "Todos los Aventureros en la misma sección de tablero recuperan 1 Herida."
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}
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];
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@@ -15,11 +15,9 @@ export class DungeonDeck {
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// 1. Create a "Pool" of standard dungeon tiles
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let pool = [];
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const composition = [
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{ id: 'room_dungeon', count: 6 },
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{ id: 'corridor_straight', count: 7 },
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{ id: 'corridor_steps', count: 1 },
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{ id: 'corridor_corner', count: 1 }, // L-Shape
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{ id: 'junction_t', count: 3 }
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{ id: 'room_dungeon', count: 18 }, // Rigged: Only Rooms
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{ id: 'corridor_straight', count: 0 },
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{ id: 'junction_t', count: 0 }
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];
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composition.forEach(item => {
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101
src/engine/game/CombatSystem.js
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101
src/engine/game/CombatSystem.js
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@@ -0,0 +1,101 @@
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import { CombatMechanics } from './CombatMechanics.js';
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export class CombatSystem {
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constructor(gameEngine) {
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this.game = gameEngine;
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}
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/**
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* Handles the complete flow of a Melee Attack request
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* @param {Object} attacker
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* @param {Object} defender
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* @returns {Object} Result object { success: boolean, result: logObject, reason: string }
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*/
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handleMeleeAttack(attacker, defender) {
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// 1. Validations
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if (!attacker || !defender) return { success: false, reason: 'invalid_target' };
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// Check Phase (Hero Phase for heroes)
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// Note: Monsters use this too, but their phase check is in AI loop.
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// We might want to enforce "Monster Phase" check here later if we pass 'source' context.
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if (attacker.type === 'hero' && this.game.turnManager.currentPhase !== 'hero') {
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return { success: false, reason: 'phase' };
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}
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// Check Action Economy (Cooldown)
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if (attacker.hasAttacked) {
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return { success: false, reason: 'cooldown' };
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}
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// Check Adjacency (Melee Range)
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// Logic: Manhattan distance == 1
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const dx = Math.abs(attacker.x - defender.x);
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const dy = Math.abs(attacker.y - defender.y);
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if (dx + dy !== 1) {
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return { success: false, reason: 'range' };
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}
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// 2. Execution (Math)
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// Calls the pure math module
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const result = CombatMechanics.resolveMeleeAttack(attacker, defender, this.game);
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// 3. Update State
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attacker.hasAttacked = true;
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// 4. Side Effects (Sound, UI Events)
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if (window.SOUND_MANAGER) {
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// Logic to choose sound could be expanded here based on Weapon Type
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window.SOUND_MANAGER.playSound('sword');
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}
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if (this.game.onCombatResult) {
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this.game.onCombatResult(result);
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}
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return { success: true, result };
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}
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/**
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* Handles the complete flow of a Ranged Attack request
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* @param {Object} attacker
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* @param {Object} defender
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* @returns {Object} Result object
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*/
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handleRangedAttack(attacker, defender) {
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if (!attacker || !defender) return { success: false, reason: 'invalid_target' };
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// 1. Validations
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if (attacker.type === 'hero' && this.game.turnManager.currentPhase !== 'hero') {
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return { success: false, reason: 'phase' };
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}
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if (attacker.hasAttacked) {
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return { success: false, reason: 'cooldown' };
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}
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// Check "Pinned" Status (Can't shoot if enemies are adjacent)
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// Using GameEngine's helper for now as it holds entity lists
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if (this.game.isEntityPinned(attacker)) {
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return { success: false, reason: 'pinned' };
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}
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// Line of Sight is assumed checked by UI/Input, but we could enforce it here if strict.
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// 2. Execution (Math)
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const result = CombatMechanics.resolveRangedAttack(attacker, defender, this.game);
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// 3. Update State
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attacker.hasAttacked = true;
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// 4. Side Effects
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if (window.SOUND_MANAGER) {
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window.SOUND_MANAGER.playSound('arrow');
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}
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if (this.game.onCombatResult) {
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this.game.onCombatResult(result);
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}
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return { success: true, result };
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}
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}
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@@ -1,6 +1,8 @@
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import { DungeonGenerator } from '../dungeon/DungeonGenerator.js';
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import { TurnManager } from './TurnManager.js';
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import { MonsterAI } from './MonsterAI.js';
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import { MagicSystem } from './MagicSystem.js';
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import { CombatSystem } from './CombatSystem.js';
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import { CombatMechanics } from './CombatMechanics.js';
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import { HERO_DEFINITIONS } from '../data/Heroes.js';
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import { MONSTER_DEFINITIONS } from '../data/Monsters.js';
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@@ -14,6 +16,8 @@ export class GameEngine {
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this.dungeon = new DungeonGenerator();
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this.turnManager = new TurnManager();
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this.ai = new MonsterAI(this); // Init AI
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this.magicSystem = new MagicSystem(this); // Init Magic
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this.combatSystem = new CombatSystem(this); // Init Combat
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this.player = null;
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this.selectedEntity = null;
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this.isRunning = false;
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@@ -147,7 +151,73 @@ export class GameEngine {
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return monster;
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}
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onCellHover(x, y) {
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if (this.targetingMode === 'spell' && this.currentSpell) {
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const area = this.currentSpell.area || 1;
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const cells = [];
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if (area === 2) {
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cells.push({ x: x, y: y });
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cells.push({ x: x + 1, y: y });
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cells.push({ x: x, y: y + 1 });
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cells.push({ x: x + 1, y: y + 1 });
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} else {
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cells.push({ x: x, y: y });
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}
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// LOS Check for Color
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let color = 0xffffff; // Default White
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const caster = this.selectedEntity;
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if (caster) {
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// Check LOS to the center/anchor cell (x,y)
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const targetObj = { x: x, y: y };
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const los = this.checkLineOfSightStrict(caster, targetObj);
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if (los && los.clear) {
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color = 0x00ff00; // Green (Good)
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} else {
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color = 0xff0000; // Red (Blocked)
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}
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}
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// Show Preview
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if (window.RENDERER) {
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window.RENDERER.showAreaPreview(cells, color);
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}
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} else {
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if (window.RENDERER) window.RENDERER.hideAreaPreview();
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}
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}
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onCellClick(x, y) {
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// SPELL TARGETING LOGIC
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if (this.targetingMode === 'spell' && this.currentSpell) {
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const area = this.currentSpell.area || 1;
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const targetCells = [];
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if (area === 2) {
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targetCells.push({ x: x, y: y });
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targetCells.push({ x: x + 1, y: y });
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targetCells.push({ x: x, y: y + 1 });
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targetCells.push({ x: x + 1, y: y + 1 });
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} else {
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targetCells.push({ x: x, y: y });
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}
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// Execute Spell
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const result = this.executeSpell(this.currentSpell, targetCells);
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if (result.success) {
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// Success
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} else {
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if (this.onShowMessage) this.onShowMessage('Fallo', result.reason || 'No se pudo lanzar el hechizo.');
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}
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this.cancelTargeting();
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if (window.RENDERER) window.RENDERER.hideAreaPreview();
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return;
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}
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// RANGED TARGETING LOGIC
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if (this.targetingMode === 'ranged') {
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const clickedMonster = this.monsters ? this.monsters.find(m => m.x === x && m.y === y && !m.isDead) : null;
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@@ -236,29 +306,38 @@ export class GameEngine {
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performHeroAttack(targetMonsterId) {
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const hero = this.selectedEntity;
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const monster = this.monsters.find(m => m.id === targetMonsterId);
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return this.combatSystem.handleMeleeAttack(hero, monster);
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}
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if (!hero || !monster) return null;
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performRangedAttack(targetMonsterId) {
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const hero = this.selectedEntity;
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const monster = this.monsters.find(m => m.id === targetMonsterId);
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return this.combatSystem.handleRangedAttack(hero, monster);
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}
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// Check Phase
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if (this.turnManager.currentPhase !== 'hero') return { success: false, reason: 'phase' };
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canCastSpell(spell) {
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return this.magicSystem.canCastSpell(this.selectedEntity, spell);
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}
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// Check Adjacency
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const dx = Math.abs(hero.x - monster.x);
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const dy = Math.abs(hero.y - monster.y);
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if (dx + dy !== 1) return { success: false, reason: 'range' };
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executeSpell(spell, targetCells = []) {
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if (!this.selectedEntity) return { success: false, reason: 'no_caster' };
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return this.magicSystem.executeSpell(this.selectedEntity, spell, targetCells);
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}
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// Check Action Economy
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if (hero.hasAttacked) return { success: false, reason: 'cooldown' };
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deselectEntity() {
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if (!this.selectedEntity) return;
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const id = this.selectedEntity.id;
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this.selectedEntity = null;
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this.plannedPath = [];
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if (this.onEntitySelect) this.onEntitySelect(id, false);
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if (this.onPathChange) this.onPathChange([]);
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// Execute Attack
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const result = CombatMechanics.resolveMeleeAttack(hero, monster, this);
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hero.hasAttacked = true;
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if (window.SOUND_MANAGER) window.SOUND_MANAGER.playSound('sword');
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if (this.onCombatResult) this.onCombatResult(result);
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return { success: true, result };
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// Also deselect monster if selected
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if (this.selectedMonster) {
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const monsterId = this.selectedMonster.id;
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this.selectedMonster = null;
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if (this.onEntitySelect) this.onEntitySelect(monsterId, false);
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}
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}
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isEntityPinned(entity) {
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@@ -295,45 +374,6 @@ export class GameEngine {
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});
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}
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performRangedAttack(targetMonsterId) {
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const hero = this.selectedEntity;
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const monster = this.monsters.find(m => m.id === targetMonsterId);
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if (!hero || !monster) return null;
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if (this.turnManager.currentPhase !== 'hero') return { success: false, reason: 'phase' };
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if (hero.hasAttacked) return { success: false, reason: 'cooldown' };
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if (this.isEntityPinned(hero)) return { success: false, reason: 'pinned' };
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// LOS Check should be done before calling this, but we can double check or assume UI did it.
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// For simplicity, we execute the attack here assuming validation passed.
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const result = CombatMechanics.resolveRangedAttack(hero, monster, this);
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hero.hasAttacked = true;
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if (window.SOUND_MANAGER) window.SOUND_MANAGER.playSound('arrow');
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if (this.onCombatResult) this.onCombatResult(result);
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return { success: true, result };
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}
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deselectEntity() {
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if (!this.selectedEntity) return;
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const id = this.selectedEntity.id;
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this.selectedEntity = null;
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this.plannedPath = [];
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if (this.onEntitySelect) this.onEntitySelect(id, false);
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if (this.onPathChange) this.onPathChange([]);
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// Also deselect monster if selected
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if (this.selectedMonster) {
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const monsterId = this.selectedMonster.id;
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this.selectedMonster = null;
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if (this.onEntitySelect) this.onEntitySelect(monsterId, false);
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}
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}
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// Alias for legacy calls if any
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deselectPlayer() {
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this.deselectEntity();
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@@ -646,8 +686,16 @@ export class GameEngine {
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console.log("Ranged Targeting Mode ON");
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}
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startSpellTargeting(spell) {
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this.targetingMode = 'spell';
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this.currentSpell = spell;
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console.log(`Spell Targeting Mode ON: ${spell.name}`);
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if (this.onShowMessage) this.onShowMessage(spell.name, 'Selecciona el objetivo (Monstruo o Casilla).');
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}
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cancelTargeting() {
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this.targetingMode = null;
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this.currentSpell = null;
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if (this.onRangedTarget) {
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this.onRangedTarget(null, null);
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}
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159
src/engine/game/MagicSystem.js
Normal file
159
src/engine/game/MagicSystem.js
Normal file
@@ -0,0 +1,159 @@
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import { CombatMechanics } from './CombatMechanics.js';
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export class MagicSystem {
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constructor(gameEngine) {
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this.game = gameEngine;
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}
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canCastSpell(caster, spell) {
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if (!caster || !spell) return false;
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// 1. Check Class/Role Restriction
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// For now hardcoded validation, but could be part of Spell definition (e.g. spell.classes.includes(caster.key))
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if (caster.key !== 'wizard') return false;
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// 2. Check Phase
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if (this.game.turnManager.currentPhase !== 'hero') return false;
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// 3. Check Cost vs Power
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// Assuming TurnManager has a way to check available power
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const availablePower = this.game.turnManager.power;
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if (availablePower < spell.cost) return false;
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return true;
|
||||
}
|
||||
|
||||
executeSpell(caster, spell, targetCells = []) {
|
||||
if (!this.canCastSpell(caster, spell)) {
|
||||
return { success: false, reason: 'validation_failed' };
|
||||
}
|
||||
|
||||
console.log(`[MagicSystem] Casting ${spell.name} by ${caster.name}`);
|
||||
|
||||
// Dispatch based on Spell Type
|
||||
// We could also look up a specific handler function map if this grows
|
||||
if (spell.type === 'heal') {
|
||||
return this.resolveHeal(caster, spell);
|
||||
} else if (spell.type === 'attack') {
|
||||
return this.resolveAttack(caster, spell, targetCells);
|
||||
}
|
||||
|
||||
return { success: false, reason: 'unknown_spell_type' };
|
||||
}
|
||||
|
||||
resolveHeal(caster, spell) {
|
||||
// Default Logic: Heal all heroes in same section (simplified to all heroes)
|
||||
let totalHealed = 0;
|
||||
|
||||
this.game.heroes.forEach(h => {
|
||||
// Check if wounded
|
||||
if (h.currentWounds < h.stats.wounds) {
|
||||
const amount = spell.healAmount || 1;
|
||||
const oldWounds = h.currentWounds;
|
||||
h.currentWounds = Math.min(h.currentWounds + amount, h.stats.wounds);
|
||||
|
||||
const healed = h.currentWounds - oldWounds;
|
||||
if (healed > 0) {
|
||||
totalHealed += healed;
|
||||
if (this.game.onShowMessage) {
|
||||
this.game.onShowMessage('Curación', `${h.name} recupera ${healed} herida(s).`);
|
||||
}
|
||||
// Visuals
|
||||
if (window.RENDERER) {
|
||||
window.RENDERER.triggerVisualEffect('heal', h.x, h.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
return { success: true, type: 'heal', healedCount: totalHealed };
|
||||
}
|
||||
|
||||
resolveAttack(caster, spell, targetCells) {
|
||||
const level = caster.level || 1;
|
||||
|
||||
// 1. Calculate Center of Impact
|
||||
let minX = Infinity, maxX = -Infinity, minY = Infinity, maxY = -Infinity;
|
||||
targetCells.forEach(c => {
|
||||
if (c.x < minX) minX = c.x;
|
||||
if (c.x > maxX) maxX = c.x;
|
||||
if (c.y < minY) minY = c.y;
|
||||
if (c.y > maxY) maxY = c.y;
|
||||
});
|
||||
|
||||
// Exact center of the group
|
||||
const centerX = (minX + maxX) / 2;
|
||||
const centerY = (minY + maxY) / 2;
|
||||
|
||||
// 2. Launch Projectile
|
||||
if (window.RENDERER) {
|
||||
window.RENDERER.triggerProjectile(caster.x, caster.y, centerX, centerY, () => {
|
||||
|
||||
// --- IMPACT CALLBACK ---
|
||||
|
||||
// 3. Central Explosion
|
||||
window.RENDERER.triggerVisualEffect('fireball', centerX, centerY);
|
||||
|
||||
// 4. Apply Damage to all targets
|
||||
let hits = 0;
|
||||
targetCells.forEach(cell => {
|
||||
const monster = this.game.monsters.find(m => m.x === cell.x && m.y === cell.y && !m.isDead);
|
||||
|
||||
if (monster) {
|
||||
const damageDice = spell.damageDice || 1;
|
||||
let damageTotal = level;
|
||||
for (let i = 0; i < damageDice; i++) {
|
||||
damageTotal += Math.floor(Math.random() * 6) + 1;
|
||||
}
|
||||
|
||||
// Apply Damage
|
||||
CombatMechanics.applyDamage(monster, damageTotal, this.game);
|
||||
hits++;
|
||||
|
||||
// Feedback
|
||||
if (this.game.onEntityHit) {
|
||||
this.game.onEntityHit(monster.id);
|
||||
}
|
||||
|
||||
// Use Centralized Combat Feedback
|
||||
window.RENDERER.showCombatFeedback(monster.x, monster.y, damageTotal, true);
|
||||
|
||||
console.log(`[MagicSystem] ${spell.name} hit ${monster.name} for ${damageTotal} damage.`);
|
||||
|
||||
// Check Death (Handled by events usually, but ensuring cleanup if needed)
|
||||
if (monster.currentWounds <= 0 && !monster.isDead) {
|
||||
monster.isDead = true;
|
||||
if (this.game.onEntityDeath) this.game.onEntityDeath(monster.id);
|
||||
}
|
||||
}
|
||||
});
|
||||
});
|
||||
} else {
|
||||
// Fallback for no renderer (tests?) or race condition
|
||||
// Just apply damage immediately logic (duplicated for brevity check)
|
||||
let hits = 0;
|
||||
targetCells.forEach(cell => {
|
||||
const monster = this.game.monsters.find(m => m.x === cell.x && m.y === cell.y && !m.isDead);
|
||||
if (monster) {
|
||||
const damageDice = spell.damageDice || 1;
|
||||
let damageTotal = level;
|
||||
for (let i = 0; i < damageDice; i++) {
|
||||
damageTotal += Math.floor(Math.random() * 6) + 1;
|
||||
}
|
||||
CombatMechanics.applyDamage(monster, damageTotal, this.game);
|
||||
hits++;
|
||||
if (this.game.onEntityHit) {
|
||||
this.game.onEntityHit(monster.id);
|
||||
}
|
||||
console.log(`[MagicSystem] ${spell.name} hit ${monster.name} for ${damageTotal} damage (no renderer).`);
|
||||
if (monster.currentWounds <= 0 && !monster.isDead) {
|
||||
monster.isDead = true;
|
||||
if (this.game.onEntityDeath) this.game.onEntityDeath(monster.id);
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
return { success: true, type: 'attack', hits: 1 }; // Return success immediately
|
||||
}
|
||||
}
|
||||
@@ -11,6 +11,10 @@ export class TurnManager {
|
||||
this.eventsTriggered = [];
|
||||
}
|
||||
|
||||
get power() {
|
||||
return this.currentPowerRoll;
|
||||
}
|
||||
|
||||
startGame() {
|
||||
this.currentTurn = 1;
|
||||
console.log(`--- TURN ${this.currentTurn} START ---`);
|
||||
|
||||
23
src/main.js
23
src/main.js
@@ -116,19 +116,7 @@ game.onCombatResult = (log) => {
|
||||
const defender = game.heroes.find(h => h.id === log.defenderId) || game.monsters.find(m => m.id === log.defenderId);
|
||||
if (defender) {
|
||||
setTimeout(() => { // Slight delay for cause-effect
|
||||
if (log.hitSuccess) {
|
||||
if (log.woundsCaused > 0) {
|
||||
// HIT and WOUND
|
||||
renderer.triggerDamageEffect(log.defenderId);
|
||||
renderer.showFloatingText(defender.x, defender.y, `💥 -${log.woundsCaused}`, '#ff0000');
|
||||
} else {
|
||||
// BLOCKED (Hit but Toughness saved)
|
||||
renderer.showFloatingText(defender.x, defender.y, `🛡️ Block`, '#ffff00');
|
||||
}
|
||||
} else {
|
||||
// MISS
|
||||
renderer.showFloatingText(defender.x, defender.y, `💨 Miss`, '#aaaaaa');
|
||||
}
|
||||
renderer.showCombatFeedback(defender.x, defender.y, log.woundsCaused, log.hitSuccess);
|
||||
}, 500);
|
||||
}
|
||||
};
|
||||
@@ -294,7 +282,16 @@ renderer.setupInteraction(
|
||||
handleClick,
|
||||
() => {
|
||||
// Right Click Handler
|
||||
if (game.targetingMode === 'spell' || game.targetingMode === 'ranged') {
|
||||
game.cancelTargeting();
|
||||
if (window.RENDERER) window.RENDERER.hideAreaPreview();
|
||||
ui.showTemporaryMessage('Cancelado', 'Lanzamiento de hechizo cancelado.', 1000);
|
||||
return;
|
||||
}
|
||||
game.executeMovePath();
|
||||
},
|
||||
(x, y) => {
|
||||
if (game.onCellHover) game.onCellHover(x, y);
|
||||
}
|
||||
);
|
||||
|
||||
|
||||
@@ -1,13 +1,20 @@
|
||||
import * as THREE from 'three';
|
||||
import { DIRECTIONS } from '../engine/dungeon/Constants.js';
|
||||
import { ParticleManager } from './ParticleManager.js';
|
||||
|
||||
export class GameRenderer {
|
||||
constructor(containerId) {
|
||||
this.container = document.getElementById(containerId) || document.body;
|
||||
this.width = this.container.clientWidth;
|
||||
this.height = this.container.clientHeight;
|
||||
|
||||
// 1. Scene
|
||||
// Scene Setup
|
||||
this.scene = new THREE.Scene();
|
||||
this.scene.background = new THREE.Color(0x1a1a1a);
|
||||
this.scene.background = new THREE.Color(0x111111); // Dark dungeon bg
|
||||
|
||||
this.particleManager = new ParticleManager(this.scene); // Init Particles
|
||||
|
||||
this.camera = new THREE.PerspectiveCamera(45, this.width / this.height, 0.1, 1000);
|
||||
// 2. Renderer
|
||||
this.renderer = new THREE.WebGLRenderer({ antialias: true, alpha: false });
|
||||
this.renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
@@ -49,6 +56,10 @@ export class GameRenderer {
|
||||
|
||||
this.tokensGroup = new THREE.Group();
|
||||
this.scene.add(this.tokensGroup);
|
||||
|
||||
this.spellPreviewGroup = new THREE.Group();
|
||||
this.scene.add(this.spellPreviewGroup);
|
||||
|
||||
this.tokens = new Map();
|
||||
|
||||
this.entities = new Map();
|
||||
@@ -70,7 +81,7 @@ export class GameRenderer {
|
||||
this.scene.add(dirLight);
|
||||
}
|
||||
|
||||
setupInteraction(cameraGetter, onClick, onRightClick) {
|
||||
setupInteraction(cameraGetter, onClick, onRightClick, onHover = null) {
|
||||
const getMousePos = (event) => {
|
||||
const rect = this.renderer.domElement.getBoundingClientRect();
|
||||
return {
|
||||
@@ -79,6 +90,21 @@ export class GameRenderer {
|
||||
};
|
||||
};
|
||||
|
||||
const handleHover = (event) => {
|
||||
if (!onHover) return;
|
||||
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);
|
||||
onHover(x, y);
|
||||
}
|
||||
};
|
||||
|
||||
this.renderer.domElement.addEventListener('mousemove', handleHover);
|
||||
|
||||
this.renderer.domElement.addEventListener('click', (event) => {
|
||||
this.mouse.set(getMousePos(event).x, getMousePos(event).y);
|
||||
this.raycaster.setFromCamera(this.mouse, cameraGetter());
|
||||
@@ -167,6 +193,30 @@ export class GameRenderer {
|
||||
});
|
||||
}
|
||||
|
||||
showAreaPreview(cells, color = 0xffffff) {
|
||||
this.spellPreviewGroup.clear(); // Ensure cleared first
|
||||
if (!cells) return;
|
||||
|
||||
const geometry = new THREE.PlaneGeometry(0.9, 0.9);
|
||||
const material = new THREE.MeshBasicMaterial({
|
||||
color: color,
|
||||
transparent: true,
|
||||
opacity: 0.5,
|
||||
side: THREE.DoubleSide
|
||||
});
|
||||
|
||||
cells.forEach(cell => {
|
||||
const mesh = new THREE.Mesh(geometry, material);
|
||||
mesh.rotation.x = -Math.PI / 2;
|
||||
mesh.position.set(cell.x, 0.06, -cell.y); // Slightly above floor/highlights
|
||||
this.spellPreviewGroup.add(mesh);
|
||||
});
|
||||
}
|
||||
|
||||
hideAreaPreview() {
|
||||
this.spellPreviewGroup.clear();
|
||||
}
|
||||
|
||||
addEntity(entity) {
|
||||
if (this.entities.has(entity.id)) return;
|
||||
|
||||
@@ -292,6 +342,25 @@ export class GameRenderer {
|
||||
};
|
||||
}
|
||||
|
||||
triggerVisualEffect(type, x, y) {
|
||||
if (this.particleManager) {
|
||||
if (type === 'fireball') {
|
||||
this.particleManager.spawnFireballExplosion(x, -y);
|
||||
} else if (type === 'heal') {
|
||||
this.particleManager.spawnHealEffect(x, -y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
triggerProjectile(startX, startY, endX, endY, onHitCallback) {
|
||||
if (this.particleManager) {
|
||||
// Map Grid Y to World -Z
|
||||
this.particleManager.spawnProjectile(startX, -startY, endX, -endY, onHitCallback);
|
||||
} else {
|
||||
if (onHitCallback) onHitCallback();
|
||||
}
|
||||
}
|
||||
|
||||
showFloatingText(x, y, text, color = "#ffffff") {
|
||||
const canvas = document.createElement('canvas');
|
||||
canvas.width = 256;
|
||||
@@ -329,6 +398,33 @@ export class GameRenderer {
|
||||
this.floatingTextGroup.add(sprite);
|
||||
}
|
||||
|
||||
showCombatFeedback(x, y, damage, isHit, defenseText = 'Block') {
|
||||
const entityKey = `${x},${y}`; // Approximate lookup if needed, but we pass coords.
|
||||
// Actually to trigger shake we need entity ID.
|
||||
// We can find entity at X,Y?
|
||||
let entityId = null;
|
||||
for (const [id, mesh] of this.entities.entries()) {
|
||||
// Check approximate position
|
||||
if (Math.abs(mesh.position.x - x) < 0.1 && Math.abs(mesh.position.z - (-y)) < 0.1) {
|
||||
entityId = id;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (isHit) {
|
||||
if (damage > 0) {
|
||||
// HIT and DAMAGE
|
||||
this.showFloatingText(x, y, `💥 -${damage}`, '#ff0000');
|
||||
if (entityId) this.triggerDamageEffect(entityId);
|
||||
} else {
|
||||
// HIT but NO DAMAGE (Blocked)
|
||||
this.showFloatingText(x, y, `🛡️ ${defenseText}`, '#ffff00');
|
||||
}
|
||||
} else {
|
||||
// MISS
|
||||
this.showFloatingText(x, y, `💨 Miss`, '#aaaaaa');
|
||||
}
|
||||
}
|
||||
triggerDeathAnimation(entityId) {
|
||||
const mesh = this.entities.get(entityId);
|
||||
if (!mesh) return;
|
||||
@@ -355,6 +451,7 @@ export class GameRenderer {
|
||||
}, duration);
|
||||
}
|
||||
|
||||
|
||||
moveEntityAlongPath(entity, path) {
|
||||
const mesh = this.entities.get(entity.id);
|
||||
if (mesh) {
|
||||
@@ -381,6 +478,15 @@ export class GameRenderer {
|
||||
}
|
||||
|
||||
updateAnimations(time) {
|
||||
// Calculate Delta (Approx)
|
||||
if (!this.lastTime) this.lastTime = time;
|
||||
const delta = (time - this.lastTime) / 1000;
|
||||
this.lastTime = time;
|
||||
|
||||
if (this.particleManager) {
|
||||
this.particleManager.update(delta);
|
||||
}
|
||||
|
||||
let isAnyMoving = false;
|
||||
|
||||
this.entities.forEach((mesh, id) => {
|
||||
@@ -553,13 +659,13 @@ export class GameRenderer {
|
||||
this.exitGroup.children.forEach(child => {
|
||||
if (child.userData.isDoor) {
|
||||
child.userData.cells.forEach(cell => {
|
||||
existingDoorCells.add(`${cell.x},${cell.y}`);
|
||||
existingDoorCells.add(`${cell.x},${cell.y} `);
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
// Filter out exits that already have doors
|
||||
const newExits = exits.filter(ex => !existingDoorCells.has(`${ex.x},${ex.y}`));
|
||||
const newExits = exits.filter(ex => !existingDoorCells.has(`${ex.x},${ex.y} `));
|
||||
|
||||
if (newExits.length === 0) {
|
||||
|
||||
@@ -598,7 +704,7 @@ export class GameRenderer {
|
||||
};
|
||||
|
||||
newExits.forEach((ex, i) => {
|
||||
const key = `${ex.x},${ex.y}`;
|
||||
const key = `${ex.x},${ex.y} `;
|
||||
const exDir = normalizeDir(ex.direction);
|
||||
|
||||
if (processed.has(key)) {
|
||||
@@ -608,7 +714,7 @@ export class GameRenderer {
|
||||
let partner = null;
|
||||
for (let j = i + 1; j < newExits.length; j++) {
|
||||
const other = newExits[j];
|
||||
const otherKey = `${other.x},${other.y}`;
|
||||
const otherKey = `${other.x},${other.y} `;
|
||||
const otherDir = normalizeDir(other.direction);
|
||||
|
||||
if (processed.has(otherKey)) continue;
|
||||
@@ -635,7 +741,7 @@ export class GameRenderer {
|
||||
if (partner) {
|
||||
doors.push([ex, partner]);
|
||||
processed.add(key);
|
||||
processed.add(`${partner.x},${partner.y}`);
|
||||
processed.add(`${partner.x},${partner.y} `);
|
||||
} else {
|
||||
doors.push([ex]);
|
||||
processed.add(key);
|
||||
@@ -691,7 +797,7 @@ export class GameRenderer {
|
||||
direction: dirMap[dir] || 'N'
|
||||
}
|
||||
};
|
||||
mesh.name = `door_${idx}`;
|
||||
mesh.name = `door_${idx} `;
|
||||
|
||||
this.exitGroup.add(mesh);
|
||||
});
|
||||
@@ -749,7 +855,7 @@ export class GameRenderer {
|
||||
},
|
||||
undefined, // onProgress
|
||||
(err) => {
|
||||
console.error(`[GameRenderer] Failed to load texture: ${path}`, err);
|
||||
console.error(`[GameRenderer] Failed to load texture: ${path} `, err);
|
||||
const callbacks = this._pendingTextureRequests.get(path);
|
||||
if (callbacks) {
|
||||
this._pendingTextureRequests.delete(path);
|
||||
@@ -837,7 +943,7 @@ export class GameRenderer {
|
||||
|
||||
});
|
||||
} else {
|
||||
console.warn(`[GameRenderer] details missing for texture render. def: ${!!tileDef}, inst: ${!!tileInstance}`);
|
||||
console.warn(`[GameRenderer] details missing for texture render.def: ${!!tileDef}, inst: ${!!tileInstance} `);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1111,12 +1217,12 @@ export class GameRenderer {
|
||||
preview.variant.exits.forEach(ex => {
|
||||
const gx = x + ex.x;
|
||||
const gy = y + ex.y;
|
||||
exitKeys.add(`${gx},${gy}`);
|
||||
exitKeys.add(`${gx},${gy} `);
|
||||
});
|
||||
}
|
||||
|
||||
cells.forEach(cell => {
|
||||
const key = `${cell.x},${cell.y}`;
|
||||
const key = `${cell.x},${cell.y} `;
|
||||
let color = baseColor;
|
||||
|
||||
// If this cell is an exit, color it Blue
|
||||
@@ -1257,9 +1363,9 @@ export class GameRenderer {
|
||||
const filename = subType;
|
||||
|
||||
if (type === 'hero') {
|
||||
path = `/assets/images/dungeon1/tokens/heroes/${filename}.png`;
|
||||
path = `/ assets / images / dungeon1 / tokens / heroes / ${filename}.png`;
|
||||
} else {
|
||||
path = `/assets/images/dungeon1/tokens/enemies/${filename}.png`;
|
||||
path = `/ assets / images / dungeon1 / tokens / enemies / ${filename}.png`;
|
||||
}
|
||||
|
||||
this.getTexture(path, (texture) => {
|
||||
@@ -1267,7 +1373,7 @@ export class GameRenderer {
|
||||
token.material.color.setHex(0xFFFFFF); // Reset to white to show texture
|
||||
token.material.needsUpdate = true;
|
||||
}, undefined, (err) => {
|
||||
console.warn(`[GameRenderer] Token texture missing: ${path}`);
|
||||
console.warn(`[GameRenderer] Token texture missing: ${path} `);
|
||||
});
|
||||
};
|
||||
|
||||
|
||||
216
src/view/ParticleManager.js
Normal file
216
src/view/ParticleManager.js
Normal file
@@ -0,0 +1,216 @@
|
||||
|
||||
import * as THREE from 'three';
|
||||
|
||||
export class ParticleManager {
|
||||
constructor(scene) {
|
||||
this.scene = scene;
|
||||
this.particles = [];
|
||||
// Optional: Preload textures here if needed, or create them procedurally on canvas
|
||||
}
|
||||
|
||||
createTexture(color, type = 'circle') {
|
||||
const canvas = document.createElement('canvas');
|
||||
canvas.width = 32;
|
||||
canvas.height = 32;
|
||||
const ctx = canvas.getContext('2d');
|
||||
|
||||
if (type === 'circle') {
|
||||
const grad = ctx.createRadialGradient(16, 16, 0, 16, 16, 16);
|
||||
grad.addColorStop(0, color);
|
||||
grad.addColorStop(1, 'rgba(0,0,0,0)');
|
||||
ctx.fillStyle = grad;
|
||||
ctx.fillRect(0, 0, 32, 32);
|
||||
} else if (type === 'star') {
|
||||
ctx.fillStyle = color;
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(16, 0); ctx.lineTo(20, 12);
|
||||
ctx.lineTo(32, 16); ctx.lineTo(20, 20);
|
||||
ctx.lineTo(16, 32); ctx.lineTo(12, 20);
|
||||
ctx.lineTo(0, 16); ctx.lineTo(12, 12);
|
||||
ctx.fill();
|
||||
}
|
||||
|
||||
const tex = new THREE.CanvasTexture(canvas);
|
||||
return tex;
|
||||
}
|
||||
|
||||
// Generic Emitter
|
||||
emit(x, y, z, options = {}) {
|
||||
const count = options.count || 10;
|
||||
const color = options.color || '#ffaa00';
|
||||
const speed = options.speed || 0.1;
|
||||
const life = options.life || 1.0; // seconds
|
||||
const type = options.type || 'circle';
|
||||
|
||||
const material = new THREE.SpriteMaterial({
|
||||
map: this.createTexture(color, type),
|
||||
transparent: true,
|
||||
blending: THREE.AdditiveBlending,
|
||||
depthWrite: false
|
||||
});
|
||||
|
||||
for (let i = 0; i < count; i++) {
|
||||
const sprite = new THREE.Sprite(material);
|
||||
sprite.position.set(x, y, z);
|
||||
|
||||
// Random velocity
|
||||
const theta = Math.random() * Math.PI * 2;
|
||||
const phi = Math.random() * Math.PI;
|
||||
const v = (Math.random() * 0.5 + 0.5) * speed;
|
||||
|
||||
sprite.userData = {
|
||||
velocity: new THREE.Vector3(
|
||||
Math.cos(theta) * Math.sin(phi) * v,
|
||||
Math.cos(phi) * v, // Upward bias?
|
||||
Math.sin(theta) * Math.sin(phi) * v
|
||||
),
|
||||
life: life,
|
||||
maxLife: life,
|
||||
scaleSpeed: options.scaleSpeed || 0
|
||||
};
|
||||
|
||||
// Scale variation
|
||||
const startScale = options.scale || 0.5;
|
||||
sprite.scale.setScalar(startScale);
|
||||
sprite.userData.startScale = startScale;
|
||||
|
||||
this.scene.add(sprite);
|
||||
this.particles.push(sprite);
|
||||
}
|
||||
}
|
||||
|
||||
spawnFireballExplosion(x, y) {
|
||||
// World coordinates: x, 0.5, y (assuming y is vertical, wait, 3D grid y is usually z?)
|
||||
// In our game: x is x, y is z (flat), y-up is height.
|
||||
// Let's check coordinates. Usually map x,y maps to 3D x,0,z or x,z, (-y).
|
||||
// GameRenderer uses x, 0, y for positions typically.
|
||||
|
||||
// Emitter
|
||||
this.emit(x, 0.5, y, {
|
||||
count: 20,
|
||||
color: '#ff4400',
|
||||
speed: 0.15,
|
||||
life: 0.8,
|
||||
type: 'circle',
|
||||
scale: 0.8,
|
||||
scaleSpeed: -1.0 // Shrink
|
||||
});
|
||||
this.emit(x, 0.5, y, {
|
||||
count: 10,
|
||||
color: '#ffff00',
|
||||
speed: 0.1,
|
||||
life: 0.5,
|
||||
type: 'circle',
|
||||
scale: 0.5
|
||||
});
|
||||
}
|
||||
|
||||
spawnHealEffect(x, y) {
|
||||
// Upward floating particles
|
||||
const count = 15;
|
||||
const material = new THREE.SpriteMaterial({
|
||||
map: this.createTexture('#00ff00', 'star'),
|
||||
transparent: true,
|
||||
blending: THREE.AdditiveBlending
|
||||
});
|
||||
|
||||
for (let i = 0; i < count; i++) {
|
||||
const sprite = new THREE.Sprite(material);
|
||||
// Random spread around center
|
||||
const ox = (Math.random() - 0.5) * 0.6;
|
||||
const oy = (Math.random() - 0.5) * 0.6;
|
||||
|
||||
sprite.position.set(x + ox, 0.2, y + oy);
|
||||
|
||||
sprite.userData = {
|
||||
velocity: new THREE.Vector3(0, 0.05 + Math.random() * 0.05, 0), // Up only
|
||||
life: 1.5,
|
||||
maxLife: 1.5
|
||||
};
|
||||
sprite.scale.setScalar(0.3);
|
||||
|
||||
this.scene.add(sprite);
|
||||
this.particles.push(sprite);
|
||||
}
|
||||
}
|
||||
|
||||
spawnProjectile(startX, startZ, endX, endZ, onHit) {
|
||||
// Simple Projectile (a sprite that moves)
|
||||
const material = new THREE.SpriteMaterial({
|
||||
map: this.createTexture('#ffaa00', 'circle'),
|
||||
transparent: true,
|
||||
blending: THREE.AdditiveBlending
|
||||
});
|
||||
|
||||
const sprite = new THREE.Sprite(material);
|
||||
sprite.scale.setScalar(0.4);
|
||||
// Start height 1.5 (caster head level)
|
||||
sprite.position.set(startX, 1.5, startZ);
|
||||
|
||||
const speed = 15.0; // Units per second
|
||||
const dist = Math.sqrt((endX - startX) ** 2 + (endZ - startZ) ** 2);
|
||||
const duration = dist / speed;
|
||||
|
||||
sprite.userData = {
|
||||
isProjectile: true,
|
||||
startPos: new THREE.Vector3(startX, 1.5, startZ),
|
||||
targetPos: new THREE.Vector3(endX, 0.5, endZ), // Target floor/center
|
||||
time: 0,
|
||||
duration: duration,
|
||||
onHit: onHit
|
||||
};
|
||||
|
||||
this.scene.add(sprite);
|
||||
this.particles.push(sprite);
|
||||
}
|
||||
|
||||
update(dt) {
|
||||
for (let i = this.particles.length - 1; i >= 0; i--) {
|
||||
const p = this.particles[i];
|
||||
|
||||
if (p.userData.isProjectile) {
|
||||
p.userData.time += dt;
|
||||
const t = Math.min(1, p.userData.time / p.userData.duration);
|
||||
|
||||
p.position.lerpVectors(p.userData.startPos, p.userData.targetPos, t);
|
||||
|
||||
// Trail effect
|
||||
if (Math.random() > 0.5) {
|
||||
this.emit(p.position.x, p.position.y, p.position.z, {
|
||||
count: 1, color: '#ff4400', life: 0.3, scale: 0.2, speed: 0.05
|
||||
});
|
||||
}
|
||||
|
||||
if (t >= 1) {
|
||||
// Hit!
|
||||
if (p.userData.onHit) p.userData.onHit();
|
||||
this.scene.remove(p);
|
||||
this.particles.splice(i, 1);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
// Normal Particle Update
|
||||
// Move
|
||||
p.position.add(p.userData.velocity);
|
||||
|
||||
// Life
|
||||
p.userData.life -= dt;
|
||||
const progress = 1 - (p.userData.life / p.userData.maxLife);
|
||||
|
||||
// Opacity Fade
|
||||
p.material.opacity = p.userData.life / p.userData.maxLife;
|
||||
|
||||
// Scale Change
|
||||
if (p.userData.scaleSpeed) {
|
||||
const s = Math.max(0.01, p.userData.startScale + p.userData.scaleSpeed * progress);
|
||||
p.scale.setScalar(s);
|
||||
}
|
||||
|
||||
if (p.userData.life <= 0) {
|
||||
this.scene.remove(p);
|
||||
this.particles.splice(i, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
import { DIRECTIONS } from '../engine/dungeon/Constants.js';
|
||||
import { SPELLS } from '../engine/data/Spells.js';
|
||||
|
||||
export class UIManager {
|
||||
constructor(cameraManager, gameEngine) {
|
||||
@@ -532,14 +533,14 @@ export class UIManager {
|
||||
statsGrid.style.marginBottom = '8px';
|
||||
|
||||
const stats = [
|
||||
{ label: 'WS', value: hero.stats.ws || 0 },
|
||||
{ label: 'BS', value: hero.stats.bs || 0 },
|
||||
{ label: 'S', value: hero.stats.str || 0 },
|
||||
{ label: 'T', value: hero.stats.toughness || 0 },
|
||||
{ label: 'W', value: `${hero.currentWounds || hero.stats.wounds}/${hero.stats.wounds}` },
|
||||
{ label: 'I', value: hero.stats.initiative || 0 },
|
||||
{ label: 'A', value: hero.stats.attacks || 0 },
|
||||
{ label: 'Mov', value: `${hero.currentMoves || 0}/${hero.stats.move}` }
|
||||
{ label: 'H.C', value: hero.stats.ws || 0 }, // Hab. Combate
|
||||
{ label: 'H.P', value: hero.stats.bs || 0 }, // Hab. Proyectiles
|
||||
{ label: 'Fuer', value: hero.stats.str || 0 }, // Fuerza
|
||||
{ label: 'Res', value: hero.stats.toughness || 0 }, // Resistencia
|
||||
{ label: 'Her', value: `${hero.currentWounds || hero.stats.wounds}/${hero.stats.wounds}` }, // Heridas
|
||||
{ label: 'Ini', value: hero.stats.initiative || 0 },// Iniciativa
|
||||
{ label: 'Ata', value: hero.stats.attacks || 0 }, // Ataques
|
||||
{ label: 'Mov', value: `${hero.currentMoves || 0}/${hero.stats.move}` } // Movimiento
|
||||
];
|
||||
|
||||
stats.forEach(stat => {
|
||||
@@ -599,6 +600,50 @@ export class UIManager {
|
||||
};
|
||||
}
|
||||
card.appendChild(bowBtn);
|
||||
} else if (hero.key === 'wizard') {
|
||||
// SPELLS UI
|
||||
const spellsTitle = document.createElement('div');
|
||||
spellsTitle.textContent = "HECHIZOS (Poder: " + (this.game.turnManager.power || 0) + ")";
|
||||
spellsTitle.style.marginTop = '10px';
|
||||
spellsTitle.style.fontSize = '12px';
|
||||
spellsTitle.style.fontWeight = 'bold';
|
||||
spellsTitle.style.color = '#aa88ff';
|
||||
spellsTitle.style.borderBottom = '1px solid #aa88ff';
|
||||
card.appendChild(spellsTitle);
|
||||
|
||||
SPELLS.forEach(spell => {
|
||||
const btn = document.createElement('button');
|
||||
btn.textContent = `${spell.name} (${spell.cost})`;
|
||||
btn.title = spell.description;
|
||||
btn.style.width = '100%';
|
||||
btn.style.padding = '5px';
|
||||
btn.style.marginTop = '4px';
|
||||
btn.style.fontSize = '11px';
|
||||
btn.style.fontFamily = '"Cinzel", serif';
|
||||
|
||||
const canCast = this.game.canCastSpell(spell);
|
||||
|
||||
btn.style.backgroundColor = canCast ? '#4b0082' : '#333';
|
||||
btn.style.color = canCast ? '#fff' : '#888';
|
||||
btn.style.border = '1px solid #666';
|
||||
btn.style.cursor = canCast ? 'pointer' : 'not-allowed';
|
||||
|
||||
if (canCast) {
|
||||
btn.onclick = (e) => {
|
||||
e.stopPropagation();
|
||||
|
||||
if (spell.type === 'attack') {
|
||||
// Use Targeting Mode
|
||||
this.game.startSpellTargeting(spell);
|
||||
} else {
|
||||
// Healing is instant/global (no target needed for 'healing_hands')
|
||||
this.game.executeSpell(spell);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
card.appendChild(btn);
|
||||
});
|
||||
}
|
||||
|
||||
card.dataset.heroId = hero.id;
|
||||
@@ -714,12 +759,12 @@ export class UIManager {
|
||||
statsGrid.style.fontSize = '12px';
|
||||
|
||||
const stats = [
|
||||
{ label: 'WS', value: monster.stats.ws || 0 },
|
||||
{ label: 'S', value: monster.stats.str || 0 },
|
||||
{ label: 'T', value: monster.stats.toughness || 0 },
|
||||
{ label: 'W', value: `${monster.currentWounds || monster.stats.wounds}/${monster.stats.wounds}` },
|
||||
{ label: 'I', value: monster.stats.initiative || 0 },
|
||||
{ label: 'A', value: monster.stats.attacks || 0 }
|
||||
{ label: 'H.C', value: monster.stats.ws || 0 }, // Hab. Combate
|
||||
{ label: 'Fuer', value: monster.stats.str || 0 }, // Fuerza
|
||||
{ label: 'Res', value: monster.stats.toughness || 0 }, // Resistencia
|
||||
{ label: 'Her', value: `${monster.currentWounds || monster.stats.wounds}/${monster.stats.wounds}` }, // Heridas
|
||||
{ label: 'Ini', value: monster.stats.initiative || 0 }, // Iniciativa
|
||||
{ label: 'Ata', value: monster.stats.attacks || 0 } // Ataques
|
||||
];
|
||||
|
||||
stats.forEach(stat => {
|
||||
|
||||
Reference in New Issue
Block a user