feat: big rooms with Isaac-style camera, extra-large and odd rooms

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Quintine committed 2026-08-11 08:51:43 +10:00
1 parent 5d5eb3d265
commit 063ace998f
8 files changed
+104 -21

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+2 -2
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@@ -72,7 +72,7 @@ function dbgClicked(rect) { return Input.mpressed && inRect(Input.mx, Input.my,
// clamp the cursor to the arena so spawned pickups/pedestals never land in walls
function dbgCursor() {
const a = G.arena;
return { x: clamp(Input.mx, a.x0 + 12, a.x1 - 12), y: clamp(Input.my, a.y0 + 12, a.y1 - 12) };
return { x: clamp(mxW(), a.x0 + 12, a.x1 - 12), y: clamp(myW(), a.y0 + 12, a.y1 - 12) };
}
// number row: label + [-] value [+]
@@ -185,7 +185,7 @@ function dbgRenderPlayer(ctx, b) {
{ t: 'KILL PLAYER', fn: () => { p.hp = 0; gameOver(); } },
{ t: '+1 LEVELUP', fn: () => { G.pendingLevelups++; addToast('DEBUG', '+1 pending levelup'); } },
{ t: 'OPEN DRAFT', fn: () => { openPerkDraft(); } },
{ t: 'TP TO CURSOR', fn: () => { p.x = clamp(Input.mx, G.arena.x0 + p.r, G.arena.x1 - p.r); p.y = clamp(Input.my, G.arena.y0 + p.r, G.arena.y1 - p.r); } },
{ t: 'TP TO CURSOR', fn: () => { p.x = clamp(mxW(), G.arena.x0 + p.r, G.arena.x1 - p.r); p.y = clamp(myW(), G.arena.y0 + p.r, G.arena.y1 - p.r); } },
{ t: '+500 SCORE', fn: () => addScore(500) },
];
for (let i = 0; i < acts.length; i++) {
+1 -1
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@@ -198,7 +198,7 @@ const ACTIVES = {
spawnShockwave(p.x, p.y, 150, '#e8dcc2', 0.8); addShake(8);
} },
offalbomb: { name: 'Offal Bomb', desc: 'Gore bomb at the cursor', cost: 1, use(p) {
explodeAt(Input.mx, Input.my, 95, 25 * p.stats.dmgMul, true);
explodeAt(mxW(), myW(), 95, 25 * p.stats.dmgMul, true);
} },
bloodtransfusion:{ name: 'Blood Transfusion', desc: 'Heal 2 hearts, lose 25% current XP', cost: 2, use(p) {
p.xp = Math.floor(p.xp * 0.75);
+6 -2
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@@ -298,8 +298,11 @@ function draw() {
if (G.mode === 'menu') { drawMenu(ctx); return; }
// world (with screen shake)
updateCamera();
// world (with camera + screen shake)
ctx.save();
ctx.translate(-G.cam.x, -G.cam.y);
if (G.shake > 0) ctx.translate(rand(-G.shake, G.shake) * 0.5, rand(-G.shake, G.shake) * 0.5);
drawRoom(ctx);
drawCorpses(ctx);
@@ -309,6 +312,7 @@ function draw() {
drawBullets(ctx);
drawParticles(ctx);
drawTelegraphs(ctx);
if (G.devMode) drawDebugOverlays(ctx);
ctx.restore();
if (G.atmosphereLayer) ctx.drawImage(G.atmosphereLayer, 0, 0);
@@ -340,7 +344,7 @@ function draw() {
else if (G.mode === 'pause') { drawPause(ctx); if (G.pauseHelp) drawPauseHelp(ctx); }
else if (G.mode === 'gameover') drawGameOver(ctx);
else if (G.mode === 'debug') drawDebug(ctx);
if (G.devMode) { drawDebugOverlays(ctx); if (G.debugPin && G.mode !== 'debug') drawDebugPin(ctx); }
if (G.devMode) { if (G.debugPin && G.mode !== 'debug') drawDebugPin(ctx); }
}
function drawMenu(ctx) {
+1 -1
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@@ -95,7 +95,7 @@ function updatePlayer(dt) {
p.y = clamp(p.y, G.arena.y0 + p.r, G.arena.y1 - p.r);
// aim
p.aim = angleTo(p.x, p.y, Input.mx, Input.my);
p.aim = angleTo(p.x, p.y, mxW(), myW());
// The waist and legs turn smoothly with travel while the weapon torso aims freely.
// Once planted, the lower body turns back under the independently aimed torso.
if (mx || my) {
+31 -11
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@@ -3,11 +3,15 @@
const DIRS = { n: [0, -1], s: [0, 1], e: [1, 0], w: [-1, 0] };
const OPP = { n: 's', s: 'n', e: 'w', w: 'e' };
const ROOM_SHAPES = {
hall: { x0: 48, y0: 48, x1: 912, y1: 592 },
wide_hall: { x0: 48, y0: 208, x1: 912, y1: 432 },
tall_hall: { x0: 368, y0: 48, x1: 592, y1: 592 },
chamber: { x0: 208, y0: 128, x1: 752, y1: 512 },
pit: { x0: 128, y0: 88, x1: 832, y1: 552 },
hall: { x0: 48, y0: 48, x1: 912, y1: 592 }, // unchanged — start & boss rooms
wide_hall: { x0: 48, y0: 176, x1: 912, y1: 464 }, // h 224 -> 288 ("a little wider"; cy stays 320, min dim 288 < 300 keeps censer/broodsac excluded)
tall_hall: { x0: 336, y0: 48, x1: 624, y1: 592 }, // w 224 -> 288 (cx stays 480)
chamber: { x0: 208, y0: 128, x1: 752, y1: 512 }, // unchanged — item rooms
pit: { x0: 128, y0: 88, x1: 832, y1: 552 }, // unchanged
grand_hall:{ x0: 48, y0: 48, x1: 1680, y1: 592 }, // new, ~1.7× wide — camera scrolls horizontally (w 1632 > 960)
deep_hall: { x0: 480, y0: 48, x1: 912, y1: 1136 }, // new, ~1.85× tall — camera scrolls vertically (h 1088 > 640)
meat_hall: { x0: 48, y0: 48, x1: 1680, y1: 1136 }, // new, 1.7× × 1.85× — camera scrolls both axes
odd_hall: { x0: 160, y0: 128, x1: 800, y1: 512 }, // new, fits screen but off-center — visually "odd" with zero camera
};
const ROOM_THEMES = {
abattoir: { floor: ['tile_floor1', 'tile_floor1', 'tile_floor4', 'tile_floor6'], wall: ['tile_wall', 'tile_wall2'] },
@@ -49,13 +53,14 @@ function genFloor(floor) {
const d = Math.abs(r.gx) + Math.abs(r.gy);
if (r.type === 'combat' && d >= 2) { r.type = 'item'; break; }
}
const combatShapes = ['hall', 'hall', 'hall', 'pit', 'chamber', 'wide_hall', 'tall_hall'];
const smallShapes = ['hall', 'hall', 'pit', 'chamber', 'wide_hall', 'tall_hall', 'odd_hall'];
const bigShapes = ['grand_hall', 'deep_hall', 'meat_hall'];
const themes = Object.keys(ROOM_THEMES);
for (const r of Object.values(G.rooms)) {
r.theme = choice(themes);
if (r.type === 'start' || r.type === 'boss') r.shape = 'hall';
else if (r.type === 'item') r.shape = 'chamber';
else r.shape = choice(combatShapes);
else r.shape = (G.floor >= 2 && chance(0.30)) ? choice(bigShapes) : choice(smallShapes);
for (const [dir, [dx, dy]] of Object.entries(DIRS)) {
r.doors[dir] = !!G.rooms[(r.gx + dx) + ',' + (r.gy + dy)];
}
@@ -143,6 +148,20 @@ function enterRoom(gx, gy) {
}
}
// Isaac-style: the view centers on the player and is clamped so it never leaves
// the room. Rooms that fit the screen keep cam exactly at the room center —
// which is (0,0) for every current shape, so existing rendering is byte-identical.
function updateCamera() {
const a = G.arena, p = G.player;
if (!a || !p) return;
G.cam = G.cam || { x: 0, y: 0 };
G.cam.x = a.w <= W ? a.cx - W / 2 : clamp(p.x - W / 2, a.x0, a.x1 - W);
G.cam.y = a.h <= H ? a.cy - H / 2 : clamp(p.y - H / 2, a.y0, a.y1 - H);
}
// screen-space mouse -> world coords (safe pre-player: cam exists from state.js)
function mxW() { return Input.mx + G.cam.x; }
function myW() { return Input.my + G.cam.y; }
function separateEntryWave() {
const p = G.player;
const a = G.arena;
@@ -338,11 +357,11 @@ const FLOOR_TILE_POOL = [
];
const WALL_TILE_POOL = ['tile_wall', 'tile_wall', 'tile_wall2', 'tile_wall3', 'tile_wall4'];
function drawFloorTiles(target, r) {
function drawFloorTiles(target, r, extW, extH) {
const a = roomBounds(r);
const theme = ROOM_THEMES[r.theme] || ROOM_THEMES.abattoir;
target.fillStyle = '#050204';
target.fillRect(0, 0, W, H);
target.fillRect(0, 0, extW === undefined ? W : extW, extH === undefined ? H : extH);
target.save();
target.beginPath(); target.rect(a.x0, a.y0, a.w, a.h); target.clip();
const tx0 = Math.floor(a.x0 / TILE), tx1 = Math.ceil(a.x1 / TILE);
@@ -364,11 +383,12 @@ function drawFloor(ctx, r) {
if (!canCache) { drawFloorTiles(ctx, r); return; }
const key = r.gx + ',' + r.gy + ':' + G.floor + ':' + r.shape + ':' + r.theme;
if (!G.roomLayer || G.roomLayerKey !== key) {
const a = roomBounds(r);
const layer = document.createElement('canvas');
layer.width = W; layer.height = H;
layer.width = Math.max(W, a.x1); layer.height = Math.max(H, a.y1);
const lctx = layer.getContext('2d');
lctx.imageSmoothingEnabled = false;
drawFloorTiles(lctx, r);
drawFloorTiles(lctx, r, layer.width, layer.height);
G.roomLayer = layer; G.roomLayerKey = key;
}
ctx.drawImage(G.roomLayer, 0, 0);
+1
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@@ -53,6 +53,7 @@ const G = {
roomLayerKey: '',
atmosphereLayer: null,
arena: { x0: WALL, y0: WALL, x1: W - WALL, y1: H - WALL, cx: W / 2, cy: H / 2, w: W - WALL * 2, h: H - WALL * 2 },
cam: { x: 0, y: 0 }, // world coords of the viewport's top-left; 0,0 for every fit-to-screen room
};
const PERK_POWER_WEIGHT = 0.5;
+3 -3
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@@ -100,11 +100,11 @@ function fireWeapon(p, w) {
break;
}
case 'lob': case 'lob_trap': case 'lob_swarm': {
const primaryD = Math.max(dist(bx, by, Input.mx, Input.my), 1);
const primaryD = Math.max(dist(bx, by, mxW(), myW()), 1);
for (let i = 0; i < volley.length; i++) {
const a = volley[i];
const tx = i === 0 ? Input.mx : p.x + Math.cos(a) * primaryD;
const ty = i === 0 ? Input.my : p.y + Math.sin(a) * primaryD;
const tx = i === 0 ? mxW() : p.x + Math.cos(a) * primaryD;
const ty = i === 0 ? myW() : p.y + Math.sin(a) * primaryD;
const d = Math.max(dist(bx, by, tx, ty), 1);
const flight = clamp(d / (520 * spdMul), 0.12, 0.8);
mk(a, {
+59 -1
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@@ -61,7 +61,7 @@ for (const f of files) {
}
// const/let top-level bindings live in the context's lexical scope, not on the
// global object — expose the ones the harness pokes at directly.
vm.runInContext('Object.assign(this, { G, Input, WEAPONS, Music, Sfx, SfxBank, W, H, WALL, ITEMS, ACTIVES, PERKS, ENEMY_TYPES, BOSS_DEFS, SPRITE_MANIFEST, Sprites, ACTOR_ANIMS, PRESSURE_UNIT, PRESSURE_MIN, PRESSURE_MAX, PRESSURE_DIAL_MIN, PRESSURE_DIAL_MAX, ROOM_SHAPES, ROOM_THEMES, HELP_PAGES, HELP_RENDERERS, SPAWN_WARN, ENTRY_WARN, ENTRY_BUFFER, STUN_UNIT, stunChance, separateEntryWave, defaultPlayerStats, applyPressureDelta, debugRebuildStats, debugEnabled, DEBUG_PAGES })', sandbox);
vm.runInContext('Object.assign(this, { G, Input, WEAPONS, Music, Sfx, SfxBank, W, H, WALL, ITEMS, ACTIVES, PERKS, ENEMY_TYPES, BOSS_DEFS, SPRITE_MANIFEST, Sprites, ACTOR_ANIMS, PRESSURE_UNIT, PRESSURE_MIN, PRESSURE_MAX, PRESSURE_DIAL_MIN, PRESSURE_DIAL_MAX, ROOM_SHAPES, ROOM_THEMES, HELP_PAGES, HELP_RENDERERS, SPAWN_WARN, ENTRY_WARN, ENTRY_BUFFER, STUN_UNIT, stunChance, separateEntryWave, defaultPlayerStats, applyPressureDelta, debugRebuildStats, debugEnabled, DEBUG_PAGES, updateCamera, mxW, myW, angleTo, genFloor, roomBounds })', sandbox);
let simTime = 0;
const ctx = sandbox;
@@ -279,6 +279,64 @@ console.log('== variable room shapes and themes ==');
ctx.G.cur = savedRoom; ctx.G.arena = savedArena; ctx.G.player.x = px; ctx.G.player.y = py;
}
console.log('== big rooms + camera ==');
{
// fit rooms keep camera pinned at (0,0) — current look is unchanged
const fit = ctx.makeRoom(0, 0, 'combat'); fit.shape = 'hall';
ctx.setArenaForRoom(fit);
ctx.G.player.x = 100; ctx.G.player.y = 320;
ctx.updateCamera();
check('fit rooms keep camera at origin', ctx.G.cam.x === 0 && ctx.G.cam.y === 0);
// wide room: camera follows the player, clamped to the room
const wide = ctx.makeRoom(0, 0, 'combat'); wide.shape = 'grand_hall';
ctx.setArenaForRoom(wide);
const wa = ctx.G.arena;
ctx.G.player.x = 100; ctx.G.player.y = 320; ctx.updateCamera();
check('camera clamps at left arena edge', ctx.G.cam.x === wa.x0);
ctx.G.player.x = wa.x1 - 200; ctx.G.player.y = 320; ctx.updateCamera();
check('camera clamps at right arena edge', ctx.G.cam.x === wa.x1 - ctx.W);
ctx.G.player.x = wa.cx; ctx.G.player.y = 320; ctx.updateCamera();
check('camera centers on the player mid-room', ctx.G.cam.x === wa.cx - ctx.W / 2 && ctx.G.cam.y === 0);
// world-mouse conversion
ctx.G.cam.x = wa.cx - ctx.W / 2; ctx.Input.mx = 120; ctx.Input.my = 240;
check('screen mouse maps to world coords', ctx.mxW() === 120 + ctx.G.cam.x && ctx.myW() === 240);
// end-to-end: live in a big room — update+draw path, floor direct path, aim
ctx.startRun();
const big = ctx.G.rooms['0,0'];
big.shape = 'meat_hall';
ctx.G.cur = big; ctx.setArenaForRoom(big);
ctx.G.player.x = ctx.G.arena.x0 + 80; ctx.G.player.y = ctx.G.arena.y0 + 80;
ctx.G.enemies.length = 0;
ctx.Input.mx = 300; ctx.Input.my = 200; ctx.Input.mdown = true;
step(3, 16); // runs update() (firing, weapon lob path) + draw() (direct floor, camera)
check('big room runs without error and aims at world mouse',
Math.abs(ctx.G.player.aim - ctx.angleTo(ctx.G.player.x, ctx.G.player.y, ctx.Input.mx + ctx.G.cam.x, ctx.Input.my + ctx.G.cam.y)) < 1e-9);
ctx.Input.mdown = false;
ctx.startRun(); step(3, 16);
}
// floor >= 2 mixes big/odd rooms into combat shapes; doors stay reciprocal
{
ctx.G.floor = 6;
let sawBig = false, reciprocal = true;
for (let trial = 0; trial < 40 && !sawBig; trial++) {
ctx.genFloor(6);
for (const r of Object.values(ctx.G.rooms)) {
if (r.type === 'combat' && ['grand_hall', 'deep_hall', 'meat_hall', 'odd_hall'].includes(r.shape)) sawBig = true;
if (r.doors.n && !ctx.G.rooms[(r.gx) + ',' + (r.gy - 1)]) reciprocal = false;
if (r.doors.s && !ctx.G.rooms[(r.gx) + ',' + (r.gy + 1)]) reciprocal = false;
if (r.doors.e && !ctx.G.rooms[(r.gx + 1) + ',' + (r.gy)]) reciprocal = false;
if (r.doors.w && !ctx.G.rooms[(r.gx - 1) + ',' + (r.gy)]) reciprocal = false;
}
}
check('floor 6 mixes in big and odd rooms', sawBig);
check('big-room maps keep reciprocal doors', reciprocal);
ctx.startRun(); step(3, 16);
}
console.log('== XP / perks ==');
ctx.gainXP(100);
step(5, 16);