- Add monster turn visual feedback (green ring on attacker, red ring on victim) - Implement proper attack sequence with timing and animations - Add room boundary and height level pathfinding system - Monsters now respect room walls and can only pass through doors - Add height level support (1-8) with stairs (9) for level transitions - Fix attack validation to prevent attacks through walls - Speed up hero movement animation (300ms per tile) - Fix exploration phase message to not show on initial tile placement - Disable hero movement during exploration phase (doors only)
1001 lines
35 KiB
JavaScript
1001 lines
35 KiB
JavaScript
import * as THREE from 'three';
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export class GameRenderer {
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constructor(containerId) {
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this.container = document.getElementById(containerId) || document.body;
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// 1. Scene
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this.scene = new THREE.Scene();
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this.scene.background = new THREE.Color(0x1a1a1a);
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// 2. Renderer
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this.renderer = new THREE.WebGLRenderer({ antialias: true, alpha: false });
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this.renderer.setSize(window.innerWidth, window.innerHeight);
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this.renderer.shadowMap.enabled = true;
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this.container.appendChild(this.renderer.domElement);
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// 3. Default Lights
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this.setupLights();
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// Debug Properties
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this.scene.add(new THREE.AxesHelper(10)); // Red=X, Green=Y, Blue=Z
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// Grid Helper: Size 100, Divisions 100 (1 unit per cell)
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const gridHelper = new THREE.GridHelper(100, 100, 0x444444, 0x222222);
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this.scene.add(gridHelper);
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// 4. Resize Handler
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window.addEventListener('resize', this.onWindowResize.bind(this));
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// 5. Textures
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this.textureLoader = new THREE.TextureLoader();
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this.textureCache = new Map();
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// 6. Interaction
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this.raycaster = new THREE.Raycaster();
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this.mouse = new THREE.Vector2();
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this.interactionPlane = new THREE.Mesh(
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new THREE.PlaneGeometry(1000, 1000),
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new THREE.MeshBasicMaterial({ visible: false })
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);
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this.interactionPlane.rotation.x = -Math.PI / 2;
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this.scene.add(this.interactionPlane);
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this.selectionMesh = null;
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this.highlightGroup = new THREE.Group();
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this.scene.add(this.highlightGroup);
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this.entities = new Map();
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}
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setupLights() {
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// Ambient Light (Base visibility)
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const ambientLight = new THREE.AmbientLight(0xffffff, 0.4);
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this.scene.add(ambientLight);
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// Directional Light (Sun/Moon - creates shadows)
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const dirLight = new THREE.DirectionalLight(0xffffff, 0.7);
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dirLight.position.set(50, 100, 50);
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dirLight.castShadow = true;
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this.scene.add(dirLight);
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}
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setupInteraction(cameraGetter, onClick, onRightClick) {
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const getMousePos = (event) => {
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const rect = this.renderer.domElement.getBoundingClientRect();
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return {
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x: ((event.clientX - rect.left) / rect.width) * 2 - 1,
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y: -((event.clientY - rect.top) / rect.height) * 2 + 1
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};
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};
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this.renderer.domElement.addEventListener('click', (event) => {
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this.mouse.set(getMousePos(event).x, getMousePos(event).y);
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this.raycaster.setFromCamera(this.mouse, cameraGetter());
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// First, check if we clicked on a door mesh
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if (this.exitGroup) {
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const doorIntersects = this.raycaster.intersectObjects(this.exitGroup.children, false);
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if (doorIntersects.length > 0) {
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const doorMesh = doorIntersects[0].object;
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// Only capture click if it is a door AND it is NOT open
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if (doorMesh.userData.isDoor && !doorMesh.userData.isOpen) {
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// Clicked on a CLOSED door! Call onClick with a special door object
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onClick(null, null, doorMesh);
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return;
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}
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}
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}
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// If no door clicked, proceed with normal cell click
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const intersects = this.raycaster.intersectObject(this.interactionPlane);
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if (intersects.length > 0) {
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const p = intersects[0].point;
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const x = Math.round(p.x);
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const y = Math.round(-p.z);
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onClick(x, y, null);
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}
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});
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this.renderer.domElement.addEventListener('contextmenu', (event) => {
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event.preventDefault();
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this.mouse.set(getMousePos(event).x, getMousePos(event).y);
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this.raycaster.setFromCamera(this.mouse, cameraGetter());
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const intersects = this.raycaster.intersectObject(this.interactionPlane);
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if (intersects.length > 0) {
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const p = intersects[0].point;
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const x = Math.round(p.x);
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const y = Math.round(-p.z);
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onRightClick(x, y);
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}
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});
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}
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highlightCells(cells) {
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this.highlightGroup.clear();
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if (!cells || cells.length === 0) return;
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cells.forEach((cell, index) => {
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// 1. Create Canvas with Number
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const canvas = document.createElement('canvas');
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canvas.width = 128;
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canvas.height = 128;
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const ctx = canvas.getContext('2d');
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// Background
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ctx.fillStyle = "rgba(255, 255, 0, 0.5)";
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ctx.fillRect(0, 0, 128, 128);
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// Border
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ctx.strokeStyle = "rgba(255, 255, 0, 1)";
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ctx.lineWidth = 4;
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ctx.strokeRect(0, 0, 128, 128);
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// Text (Step Number)
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ctx.font = "bold 60px Arial";
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ctx.fillStyle = "black";
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ctx.textAlign = "center";
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ctx.textBaseline = "middle";
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ctx.fillText((index + 1).toString(), 64, 64);
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const texture = new THREE.CanvasTexture(canvas);
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const geometry = new THREE.PlaneGeometry(0.9, 0.9);
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const material = new THREE.MeshBasicMaterial({
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map: texture,
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transparent: true,
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side: THREE.DoubleSide
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});
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const mesh = new THREE.Mesh(geometry, material);
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mesh.rotation.x = -Math.PI / 2;
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mesh.position.set(cell.x, 0.05, -cell.y);
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this.highlightGroup.add(mesh);
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});
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}
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addEntity(entity) {
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if (this.entities.has(entity.id)) return;
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// Standee: Larger Size (+30%)
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// Old: 0.8 x 1.2 -> New: 1.04 x 1.56
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const w = 1.04;
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const h = 1.56;
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const geometry = new THREE.PlaneGeometry(w, h);
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this.getTexture(entity.texturePath, (texture) => {
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const material = new THREE.MeshBasicMaterial({
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map: texture,
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transparent: true,
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side: THREE.DoubleSide,
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alphaTest: 0.1
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});
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const mesh = new THREE.Mesh(geometry, material);
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// Store target position for animation logic
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mesh.userData = {
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pathQueue: [],
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isMoving: false,
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startPos: null,
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targetPos: null,
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startTime: 0
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};
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mesh.position.set(entity.x, h / 2, -entity.y);
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// Clear old children if re-adding (to prevent multiple rings)
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for (let i = mesh.children.length - 1; i >= 0; i--) {
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const child = mesh.children[i];
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if (child.name === "SelectionRing") {
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mesh.remove(child);
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}
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}
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// Selection Circle
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const ringGeom = new THREE.RingGeometry(0.3, 0.4, 32);
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const ringMat = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide, transparent: true, opacity: 0.35 });
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const ring = new THREE.Mesh(ringGeom, ringMat);
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ring.rotation.x = -Math.PI / 2;
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ring.position.y = -h / 2 + 0.05;
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ring.visible = false;
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ring.name = "SelectionRing";
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mesh.add(ring);
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this.scene.add(mesh);
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this.entities.set(entity.id, mesh);
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});
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}
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toggleEntitySelection(entityId, isSelected) {
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const mesh = this.entities.get(entityId);
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if (mesh) {
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const ring = mesh.getObjectByName("SelectionRing");
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if (ring) ring.visible = isSelected;
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}
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}
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setEntityActive(entityId, isActive) {
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const mesh = this.entities.get(entityId);
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if (!mesh) return;
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// Remove existing active ring if any
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const oldRing = mesh.getObjectByName("ActiveRing");
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if (oldRing) mesh.remove(oldRing);
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if (isActive) {
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// Phosphorescent Green Ring - MATCHING SIZE (0.3 - 0.4)
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const ringGeom = new THREE.RingGeometry(0.3, 0.4, 32);
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// Basic Material does not support emissive. Use color + opacity for "glow" feel.
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const ringMat = new THREE.MeshBasicMaterial({
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color: 0x00ff00, // Green
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side: THREE.DoubleSide,
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transparent: true,
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opacity: 0.8
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});
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const ring = new THREE.Mesh(ringGeom, ringMat);
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ring.rotation.x = -Math.PI / 2;
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// Align with floor (relative to mesh center)
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const h = 1.56;
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ring.position.y = -h / 2 + 0.05;
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ring.name = "ActiveRing";
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mesh.add(ring);
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}
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}
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triggerDamageEffect(entityId) {
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const mesh = this.entities.get(entityId);
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if (!mesh) return;
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// 1. Red Halo (Temporary) - MATCHING ATTACKER SIZE (0.3 - 0.4)
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const hitRingGeom = new THREE.RingGeometry(0.3, 0.4, 32);
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const hitRingMat = new THREE.MeshBasicMaterial({
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color: 0xff0000,
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side: THREE.DoubleSide,
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transparent: true,
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opacity: 0.9
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});
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const hitRing = new THREE.Mesh(hitRingGeom, hitRingMat);
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hitRing.rotation.x = -Math.PI / 2;
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// Align with floor
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const h = 1.56;
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hitRing.position.y = -h / 2 + 0.05;
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hitRing.name = "HitRing";
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mesh.add(hitRing);
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// Remove Red Halo after 1200ms (matching the timing in MonsterAI)
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setTimeout(() => {
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if (mesh && hitRing) mesh.remove(hitRing);
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}, 1200);
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// 2. Shake Animation (800ms)
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const originalPos = mesh.position.clone();
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const startTime = performance.now();
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const duration = 800; // ms
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mesh.userData.shake = {
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startTime: startTime,
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duration: duration,
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magnitude: 0.1,
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originalPos: originalPos
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};
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}
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moveEntityAlongPath(entity, path) {
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const mesh = this.entities.get(entity.id);
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if (mesh) {
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mesh.userData.pathQueue = [...path];
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this.highlightGroup.clear();
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}
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}
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updateEntityPosition(entity) {
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const mesh = this.entities.get(entity.id);
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if (mesh) {
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// Prevent snapping if animation is active
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if (mesh.userData.isMoving || mesh.userData.pathQueue.length > 0) return;
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mesh.position.set(entity.x, 1.56 / 2, -entity.y);
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}
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}
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updateAnimations(time) {
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this.entities.forEach((mesh, id) => {
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const data = mesh.userData;
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if (!data.isMoving && data.pathQueue.length > 0) {
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const nextStep = data.pathQueue.shift();
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data.isMoving = true;
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data.startTime = time;
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data.startPos = mesh.position.clone();
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// Target: x, y (grid) -> x, z (world)
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data.targetPos = new THREE.Vector3(nextStep.x, mesh.position.y, -nextStep.y);
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}
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if (data.isMoving) {
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const duration = 300; // Hero movement speed (300ms per tile)
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const elapsed = time - data.startTime;
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const progress = Math.min(elapsed / duration, 1);
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// Lerp X/Z
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mesh.position.x = THREE.MathUtils.lerp(data.startPos.x, data.targetPos.x, progress);
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mesh.position.z = THREE.MathUtils.lerp(data.startPos.z, data.targetPos.z, progress);
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// Hop (Botecito)
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const jumpHeight = 0.5;
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const baseHeight = 1.56 / 2;
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mesh.position.y = baseHeight + Math.sin(progress * Math.PI) * jumpHeight;
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if (progress >= 1) {
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data.isMoving = false;
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mesh.position.y = baseHeight; // Reset height
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// Remove the visualization tile for this step
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if (this.pathGroup) {
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for (let i = this.pathGroup.children.length - 1; i >= 0; i--) {
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const child = this.pathGroup.children[i];
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// Match X and Z (ignoring small float errors)
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if (Math.abs(child.position.x - data.targetPos.x) < 0.1 &&
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Math.abs(child.position.z - data.targetPos.z) < 0.1) {
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this.pathGroup.remove(child);
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}
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}
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}
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}
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} else if (data.shake) {
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// HANDLE SHAKE
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const elapsed = time - data.shake.startTime;
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if (elapsed < data.shake.duration) {
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const progress = elapsed / data.shake.duration;
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// Dampen over time
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const mag = data.shake.magnitude * (1 - progress);
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// Random jitter
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const offsetX = (Math.random() - 0.5) * mag * 2;
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const offsetZ = (Math.random() - 0.5) * mag * 2;
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mesh.position.x = data.shake.originalPos.x + offsetX;
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mesh.position.z = data.shake.originalPos.z + offsetZ;
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} else {
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// Reset
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mesh.position.copy(data.shake.originalPos);
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delete data.shake;
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}
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}
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// IF Finished Sequence (Queue empty)
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if (data.pathQueue.length === 0) {
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// Check if it's the player (id 'p1')
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if (id === 'p1' && this.onHeroFinishedMove) {
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// Grid Coords from World Coords (X, -Z)
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this.onHeroFinishedMove(mesh.position.x, -mesh.position.z);
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}
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}
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});
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}
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renderExits(exits) {
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// Cancel any pending render
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if (this._pendingExitRender) {
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this._pendingExitRender = false;
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}
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// Create exitGroup if it doesn't exist
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if (!this.exitGroup) {
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this.exitGroup = new THREE.Group();
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this.scene.add(this.exitGroup);
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}
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if (!exits || exits.length === 0) return;
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// Get existing door cells to avoid duplicates
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const existingDoorCells = new Set();
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this.exitGroup.children.forEach(child => {
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if (child.userData.isDoor) {
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child.userData.cells.forEach(cell => {
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existingDoorCells.add(`${cell.x},${cell.y}`);
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});
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}
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});
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// Filter out exits that already have doors
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const newExits = exits.filter(ex => !existingDoorCells.has(`${ex.x},${ex.y}`));
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if (newExits.length === 0) {
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return;
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}
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// Set flag for this render
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this._pendingExitRender = true;
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const thisRender = this._pendingExitRender;
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// LOAD TEXTURE
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this.getTexture('/assets/images/dungeon1/doors/door1_closed.png', (texture) => {
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// Check if this render was cancelled
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if (!thisRender || this._pendingExitRender !== thisRender) {
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return;
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}
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const mat = new THREE.MeshBasicMaterial({
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map: texture,
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color: 0xffffff,
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transparent: true,
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side: THREE.DoubleSide
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});
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// Grouping Logic
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const processed = new Set();
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const doors = [];
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// Helper to normalize direction to number
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const normalizeDir = (dir) => {
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if (typeof dir === 'number') return dir;
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const map = { 'N': 0, 'E': 1, 'S': 2, 'W': 3 };
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return map[dir] ?? dir;
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};
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newExits.forEach((ex, i) => {
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const key = `${ex.x},${ex.y}`;
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const exDir = normalizeDir(ex.direction);
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if (processed.has(key)) {
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return;
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}
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let partner = null;
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for (let j = i + 1; j < newExits.length; j++) {
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const other = newExits[j];
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const otherKey = `${other.x},${other.y}`;
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const otherDir = normalizeDir(other.direction);
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if (processed.has(otherKey)) continue;
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if (exDir !== otherDir) {
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continue;
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}
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let isAdj = false;
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if (exDir === 0 || exDir === 2) {
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// North/South: check if same Y and adjacent X
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isAdj = (ex.y === other.y && Math.abs(ex.x - other.x) === 1);
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} else {
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// East/West: check if same X and adjacent Y
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isAdj = (ex.x === other.x && Math.abs(ex.y - other.y) === 1);
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}
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if (isAdj) {
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partner = other;
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break;
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}
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}
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if (partner) {
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doors.push([ex, partner]);
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processed.add(key);
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processed.add(`${partner.x},${partner.y}`);
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} else {
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doors.push([ex]);
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processed.add(key);
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}
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});
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// Render Doors
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doors.forEach((door, idx) => {
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const d1 = door[0];
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const d2 = door.length > 1 ? door[1] : d1;
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const centerX = (d1.x + d2.x) / 2;
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const centerY = (d1.y + d2.y) / 2;
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const dir = normalizeDir(d1.direction);
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let angle = 0;
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let worldX = centerX;
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let worldZ = -centerY;
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if (dir === 0) {
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angle = 0;
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worldZ -= 0.5;
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} else if (dir === 2) {
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angle = 0;
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worldZ += 0.5;
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} else if (dir === 1) {
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angle = Math.PI / 2;
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worldX += 0.5;
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} else if (dir === 3) {
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angle = Math.PI / 2;
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worldX -= 0.5;
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}
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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)
|
|
// Convert numeric direction to string for generator compatibility
|
|
const dirMap = { 0: 'N', 1: 'E', 2: 'S', 3: 'W' };
|
|
mesh.userData = {
|
|
isDoor: true,
|
|
isOpen: false,
|
|
cells: [d1, d2],
|
|
direction: dir,
|
|
exitData: {
|
|
x: d1.x,
|
|
y: d1.y,
|
|
direction: dirMap[dir] || 'N'
|
|
}
|
|
};
|
|
mesh.name = `door_${idx}`;
|
|
|
|
this.exitGroup.add(mesh);
|
|
});
|
|
});
|
|
}
|
|
|
|
onWindowResize() {
|
|
if (this.camera) {
|
|
this.renderer.setSize(window.innerWidth, window.innerHeight);
|
|
}
|
|
}
|
|
|
|
render(camera) {
|
|
if (camera) {
|
|
this.renderer.render(this.scene, camera);
|
|
}
|
|
}
|
|
|
|
// Optimized getTexture with pending request queue
|
|
getTexture(path, onLoad) {
|
|
// 1. Check Cache
|
|
if (this.textureCache.has(path)) {
|
|
const tex = this.textureCache.get(path);
|
|
if (onLoad) onLoad(tex);
|
|
return;
|
|
}
|
|
|
|
// 2. Check Pending Requests (Deduplication)
|
|
if (!this._pendingTextureRequests) this._pendingTextureRequests = new Map();
|
|
|
|
if (this._pendingTextureRequests.has(path)) {
|
|
this._pendingTextureRequests.get(path).push(onLoad);
|
|
return;
|
|
}
|
|
|
|
// 3. Start Load
|
|
this._pendingTextureRequests.set(path, [onLoad]);
|
|
|
|
this.textureLoader.load(
|
|
path,
|
|
(texture) => {
|
|
// Success
|
|
texture.magFilter = THREE.NearestFilter;
|
|
texture.minFilter = THREE.NearestFilter;
|
|
texture.colorSpace = THREE.SRGBColorSpace;
|
|
|
|
this.textureCache.set(path, texture);
|
|
|
|
// Execute all waiting callbacks
|
|
const callbacks = this._pendingTextureRequests.get(path);
|
|
if (callbacks) {
|
|
callbacks.forEach(cb => { if (cb) cb(texture); });
|
|
this._pendingTextureRequests.delete(path);
|
|
}
|
|
},
|
|
undefined, // onProgress
|
|
(err) => {
|
|
console.error(`[GameRenderer] Failed to load texture: ${path}`, err);
|
|
const callbacks = this._pendingTextureRequests.get(path);
|
|
if (callbacks) {
|
|
this._pendingTextureRequests.delete(path);
|
|
}
|
|
}
|
|
);
|
|
}
|
|
|
|
addTile(cells, type, tileDef, tileInstance) {
|
|
// cells: Array of {x, y} global coordinates
|
|
// tileDef: The definition object (has textures, dimensions)
|
|
// tileInstance: The instance object (has x, y, rotation, id)
|
|
|
|
|
|
|
|
// Draw Texture Plane (The Image) - WAIT FOR TEXTURE TO LOAD
|
|
if (tileDef && tileInstance && tileDef.textures && tileDef.textures.length > 0) {
|
|
|
|
// Use specific texture if assigned (randomized), otherwise default to first
|
|
const texturePath = tileInstance.texture || tileDef.textures[0];
|
|
|
|
// Load texture with callback
|
|
this.getTexture(texturePath, (texture) => {
|
|
|
|
// --- NEW LOGIC: Calculate center based on DIMENSIONS, not CELLS ---
|
|
|
|
// 1. Get the specific variant for this rotation to know the VISUAL bounds
|
|
// (The shape the grid sees: e.g. 4x2 for East)
|
|
const currentVariant = tileDef.variants[tileInstance.rotation];
|
|
|
|
if (!currentVariant) {
|
|
console.error(`[GameRenderer] Missing variant for rotation ${tileInstance.rotation}`);
|
|
return;
|
|
}
|
|
|
|
const rotWidth = currentVariant.width;
|
|
const rotHeight = currentVariant.height;
|
|
|
|
// 2. Calculate the Geometric Center of the tile relative to the anchor
|
|
// Formula: anchor + (dimension - 1) / 2
|
|
// (Subtract 1 because width 1 is just offset 0)
|
|
const cx = tileInstance.x + (rotWidth - 1) / 2;
|
|
const cy = tileInstance.y + (rotHeight - 1) / 2;
|
|
|
|
|
|
|
|
// 3. Use BASE dimensions from NORTH variant for the Plane
|
|
// (Since we are rotating the plane itself, we start with the un-rotated image size)
|
|
const baseWidth = tileDef.variants.N.width;
|
|
const baseHeight = tileDef.variants.N.height;
|
|
|
|
// Create Plane with BASE dimensions
|
|
const geometry = new THREE.PlaneGeometry(baseWidth, baseHeight);
|
|
|
|
const material = new THREE.MeshBasicMaterial({
|
|
map: texture,
|
|
transparent: true,
|
|
side: THREE.FrontSide, // Only visible from top
|
|
alphaTest: 0.1
|
|
});
|
|
const plane = new THREE.Mesh(geometry, material);
|
|
|
|
// Initial Rotation: Plane X-Y to X-Z (Flat on ground)
|
|
plane.rotation.x = -Math.PI / 2;
|
|
|
|
// Handle Rotation
|
|
const rotMap = { 'N': 0, 'E': 1, 'S': 2, 'W': 3 };
|
|
const r = rotMap[tileInstance.rotation] !== undefined ? rotMap[tileInstance.rotation] : 0;
|
|
|
|
// Apply Tile Rotation (Z-axis is Up in this local frame before X-rotation? No, after X-rot)
|
|
// Actually, standard hierarchy: Rotate Z first?
|
|
// ThreeJS rotation order XYZ.
|
|
// We want to rotate around the Y axis of the world (which is Z of the plane before x-rotation?)
|
|
// Simplest: Rotate Z of the plane, which corresponds to world Y.
|
|
// Note: We use negative rotation because ThreeJS is CCW, but our grid might be different,
|
|
// but usually -r * PI/2 works for this setup.
|
|
plane.rotation.z = -r * (Math.PI / 2);
|
|
|
|
// Position at the calculated center
|
|
// Notice: World Z is -Grid Y
|
|
plane.position.set(cx, 0.01, -cy);
|
|
plane.receiveShadow = true;
|
|
|
|
this.scene.add(plane);
|
|
|
|
});
|
|
} else {
|
|
console.warn(`[GameRenderer] details missing for texture render. def: ${!!tileDef}, inst: ${!!tileInstance}`);
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
});
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
// ========== 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) {
|
|
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;
|
|
}
|
|
|
|
blockDoor(exitData) {
|
|
if (!this.exitGroup || !exitData) return;
|
|
|
|
// Find the door mesh
|
|
let targetDoor = null;
|
|
|
|
for (const child of this.exitGroup.children) {
|
|
if (child.userData.isDoor) {
|
|
// Check if this door corresponds to the exitData
|
|
// exitData has x,y of one of the cells
|
|
for (const cell of child.userData.cells) {
|
|
if (cell.x === exitData.x && cell.y === exitData.y) {
|
|
targetDoor = child;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (targetDoor) break;
|
|
}
|
|
|
|
if (targetDoor) {
|
|
this.getTexture('/assets/images/dungeon1/doors/door1_blocked.png', (texture) => {
|
|
targetDoor.material.map = texture;
|
|
targetDoor.material.needsUpdate = true;
|
|
targetDoor.userData.isBlocked = true;
|
|
targetDoor.userData.isOpen = false; // Ensure strictly not open
|
|
});
|
|
}
|
|
}
|
|
|
|
// ========== MANUAL PLACEMENT SYSTEM ==========
|
|
|
|
enableDoorSelection(enabled) {
|
|
this.doorSelectionEnabled = enabled;
|
|
|
|
if (enabled) {
|
|
// Highlight available exits
|
|
this.highlightAvailableExits();
|
|
} else {
|
|
// Remove highlights
|
|
if (this.exitHighlightGroup) {
|
|
this.exitHighlightGroup.clear();
|
|
}
|
|
}
|
|
}
|
|
|
|
highlightAvailableExits() {
|
|
if (!this.exitHighlightGroup) {
|
|
this.exitHighlightGroup = new THREE.Group();
|
|
this.scene.add(this.exitHighlightGroup);
|
|
}
|
|
|
|
this.exitHighlightGroup.clear();
|
|
|
|
// Highlight each exit door with a pulsing glow
|
|
if (this.exitGroup) {
|
|
this.exitGroup.children.forEach(doorMesh => {
|
|
if (doorMesh.userData.isDoor && !doorMesh.userData.isOpen) {
|
|
// Create highlight ring
|
|
const ringGeom = new THREE.RingGeometry(1.2, 1.4, 32);
|
|
const ringMat = new THREE.MeshBasicMaterial({
|
|
color: 0x00ff00,
|
|
side: THREE.DoubleSide,
|
|
transparent: true,
|
|
opacity: 0.6
|
|
});
|
|
const ring = new THREE.Mesh(ringGeom, ringMat);
|
|
ring.rotation.x = -Math.PI / 2;
|
|
ring.position.copy(doorMesh.position);
|
|
ring.position.y = 0.05;
|
|
|
|
|
|
// Store reference to door for click handling
|
|
doorMesh.userData.isExit = true;
|
|
// Create proper exit data with all required fields
|
|
const firstCell = doorMesh.userData.cells[0];
|
|
// Convert numeric direction (0,1,2,3) to string ('N','E','S','W')
|
|
const dirMap = { 0: 'N', 1: 'E', 2: 'S', 3: 'W' };
|
|
doorMesh.userData.exitData = {
|
|
x: firstCell.x,
|
|
y: firstCell.y,
|
|
direction: dirMap[doorMesh.userData.direction] || 'N'
|
|
};
|
|
|
|
this.exitHighlightGroup.add(ring);
|
|
}
|
|
});
|
|
}
|
|
}
|
|
|
|
showPlacementPreview(preview) {
|
|
if (!preview) {
|
|
this.hidePlacementPreview();
|
|
return;
|
|
}
|
|
|
|
// Create preview groups if they don't exist
|
|
if (!this.previewGroup) {
|
|
this.previewGroup = new THREE.Group();
|
|
this.scene.add(this.previewGroup);
|
|
}
|
|
|
|
if (!this.projectionGroup) {
|
|
this.projectionGroup = new THREE.Group();
|
|
this.scene.add(this.projectionGroup);
|
|
}
|
|
|
|
// Clear previous preview
|
|
this.previewGroup.clear();
|
|
this.projectionGroup.clear();
|
|
|
|
const { card, cells, isValid, x, y, rotation } = preview;
|
|
|
|
// Calculate bounds for tile - OLD LOGIC (Removed)
|
|
// Note: We ignore 'cells' for positioning the texture, but keep them for the Ground Projection (Green/Red squares)
|
|
|
|
// 1. FLOATING TILE (Y = 3)
|
|
if (card.textures && card.textures.length > 0) {
|
|
this.getTexture(card.textures[0], (texture) => {
|
|
|
|
// Get Current Rotation Variant for Dimensions
|
|
const currentVariant = card.variants[rotation];
|
|
const rotWidth = currentVariant.width;
|
|
const rotHeight = currentVariant.height;
|
|
|
|
// Calculate Center based on Anchor (x, y) and Dimensions
|
|
const cx = x + (rotWidth - 1) / 2;
|
|
const cy = y + (rotHeight - 1) / 2;
|
|
|
|
// Use BASE dimensions from NORTH variant
|
|
const baseWidth = card.variants.N.width;
|
|
const baseHeight = card.variants.N.height;
|
|
|
|
const geometry = new THREE.PlaneGeometry(baseWidth, baseHeight);
|
|
const material = new THREE.MeshBasicMaterial({
|
|
map: texture,
|
|
transparent: true,
|
|
opacity: 0.8,
|
|
side: THREE.DoubleSide
|
|
});
|
|
const floatingTile = new THREE.Mesh(geometry, material);
|
|
|
|
floatingTile.rotation.x = -Math.PI / 2;
|
|
|
|
// Apply Z rotation
|
|
const rotMap = { 'N': 0, 'E': 1, 'S': 2, 'W': 3 };
|
|
const r = rotMap[rotation] !== undefined ? rotMap[rotation] : 0;
|
|
floatingTile.rotation.z = -r * (Math.PI / 2);
|
|
|
|
|
|
|
|
floatingTile.position.set(cx, 3, -cy);
|
|
this.previewGroup.add(floatingTile);
|
|
});
|
|
}
|
|
|
|
// 2. GROUND PROJECTION (Green/Red/Blue)
|
|
const baseColor = isValid ? 0x00ff00 : 0xff0000;
|
|
|
|
// Calculate global exit positions
|
|
const exitKeys = new Set();
|
|
if (preview.variant && preview.variant.exits) {
|
|
preview.variant.exits.forEach(ex => {
|
|
const gx = x + ex.x;
|
|
const gy = y + ex.y;
|
|
exitKeys.add(`${gx},${gy}`);
|
|
});
|
|
}
|
|
|
|
cells.forEach(cell => {
|
|
const key = `${cell.x},${cell.y}`;
|
|
let color = baseColor;
|
|
|
|
// If this cell is an exit, color it Blue
|
|
if (exitKeys.has(key)) {
|
|
color = 0x0000ff; // Blue
|
|
}
|
|
|
|
const geometry = new THREE.PlaneGeometry(0.95, 0.95);
|
|
const material = new THREE.MeshBasicMaterial({
|
|
color: color,
|
|
transparent: true,
|
|
opacity: 0.5,
|
|
side: THREE.DoubleSide
|
|
});
|
|
const projection = new THREE.Mesh(geometry, material);
|
|
projection.rotation.x = -Math.PI / 2;
|
|
projection.position.set(cell.x, 0.02, -cell.y);
|
|
this.projectionGroup.add(projection);
|
|
});
|
|
}
|
|
|
|
hidePlacementPreview() {
|
|
if (this.previewGroup) {
|
|
this.previewGroup.clear();
|
|
}
|
|
if (this.projectionGroup) {
|
|
this.projectionGroup.clear();
|
|
}
|
|
}
|
|
|
|
}
|