Add variable room shapes and themes
This commit is contained in:
1 parent
0eab705ed3
commit
11f9341b46
7 files changed
+172
-95
No files matched your search
+16
-16
@@ -23,7 +23,7 @@ function spawnBoss(floor) {
|
||||
const hpMul = (1 + (floor - 1) * 0.30) * (1 + up * 0.05) * pressureHp;
|
||||
const e = {
|
||||
type: 'boss_' + def.kind, bossKind: def.kind, boss: true, name: def.name,
|
||||
x: W / 2, y: H / 2 - 100, vx: 0, vy: 0,
|
||||
x: G.arena.cx, y: G.arena.cy - 100, vx: 0, vy: 0,
|
||||
r: def.r, hp: def.hp * hpMul, maxHp: def.hp * hpMul,
|
||||
drawSize: def.drawSize,
|
||||
spd: def.spd * (1 + cycle * 0.1 + up * 0.01) * G.pressure, dmg: 2,
|
||||
@@ -99,7 +99,7 @@ function updateBoneSaw(e, dt, a, d, spdMul, enraged) {
|
||||
if (chance(0.5)) spawnBlood(e.x, e.y, e.chargeAng + Math.PI, 2);
|
||||
// wall slam
|
||||
const nx = e.x + e.vx * dt, ny = e.y + e.vy * dt;
|
||||
if (nx < WALL + e.r + 2 || nx > W - WALL - e.r - 2 || ny < WALL + e.r + 2 || ny > H - WALL - e.r - 2) {
|
||||
if (nx < G.arena.x0 + e.r + 2 || nx > G.arena.x1 - e.r - 2 || ny < G.arena.y0 + e.r + 2 || ny > G.arena.y1 - e.r - 2) {
|
||||
e.state = 'idle'; e.stateT = 1; e.atkT = 1.2;
|
||||
addShake(10); Sfx.explode({ x: e.x, y: e.y });
|
||||
}
|
||||
@@ -175,7 +175,7 @@ function updateKnifeCrawl(e, dt, a, d, spdMul, enraged) {
|
||||
const ty = i === 0 ? p.y : p.y + rand(-130, 130);
|
||||
G.telegraphs.push({
|
||||
kind: 'knives',
|
||||
x: clamp(tx, WALL + 20, W - WALL - 20), y: clamp(ty, WALL + 20, H - WALL - 20),
|
||||
x: clamp(tx, G.arena.x0 + 20, G.arena.x1 - 20), y: clamp(ty, G.arena.y0 + 20, G.arena.y1 - 20),
|
||||
r: 34, t: 0, dur: Math.max(0.7 - e.cycle * 0.05, 0.45), tick: 0,
|
||||
track: e.tier >= 1 && i === 0 ? 0.4 : 0, // tier 2+: one telegraph hunts you
|
||||
});
|
||||
@@ -205,7 +205,7 @@ function updateKnifeCrawl(e, dt, a, d, spdMul, enraged) {
|
||||
// cycle 2+: knives erupt where the dash ends
|
||||
if (e.tier >= 1) {
|
||||
G.telegraphs.push({
|
||||
kind: 'knives', x: clamp(e.x, WALL + 20, W - WALL - 20), y: clamp(e.y, WALL + 20, H - WALL - 20),
|
||||
kind: 'knives', x: clamp(e.x, G.arena.x0 + 20, G.arena.x1 - 20), y: clamp(e.y, G.arena.y0 + 20, G.arena.y1 - 20),
|
||||
r: 34, t: 0, dur: 0.55, tick: 0, track: 0,
|
||||
});
|
||||
}
|
||||
@@ -257,8 +257,8 @@ function updateVealMother(e, dt, a, d, spdMul, enraged) {
|
||||
const slots = Math.max(0, MAX_ENEMIES - G.enemies.length);
|
||||
for (let i = 0; i < Math.min(2, slots); i++) {
|
||||
const ang = a + Math.PI + (i ? 0.7 : -0.7);
|
||||
const m = makeEnemy('splitter', clamp(e.x + Math.cos(ang) * 90, WALL + 30, W - WALL - 30),
|
||||
clamp(e.y + Math.sin(ang) * 90, WALL + 30, H - WALL - 30), G.floor, true);
|
||||
const m = makeEnemy('splitter', clamp(e.x + Math.cos(ang) * 90, G.arena.x0 + 30, G.arena.x1 - 30),
|
||||
clamp(e.y + Math.sin(ang) * 90, G.arena.y0 + 30, G.arena.y1 - 30), G.floor, true);
|
||||
e.escorts.push(m); G.enemies.push(m); Sfx.spawn(m);
|
||||
}
|
||||
if (e.escorts.length) e.dmgTakenMul = 0.35;
|
||||
@@ -314,8 +314,8 @@ function updateFlenser(e, dt, a, d, spdMul, enraged) {
|
||||
if (e.stateT <= 0) {
|
||||
e.state = 'gone'; e.stateT = enraged ? 0.3 : 0.5; e.phased = true; e.alpha = 0;
|
||||
const behind = p.aim + Math.PI, range = rand(90, 140);
|
||||
e.x = clamp(p.x + Math.cos(behind) * range, WALL + e.r, W - WALL - e.r);
|
||||
e.y = clamp(p.y + Math.sin(behind) * range, WALL + e.r, H - WALL - e.r);
|
||||
e.x = clamp(p.x + Math.cos(behind) * range, G.arena.x0 + e.r, G.arena.x1 - e.r);
|
||||
e.y = clamp(p.y + Math.sin(behind) * range, G.arena.y0 + e.r, G.arena.y1 - e.r);
|
||||
G.telegraphs.push({ kind: 'knives', x: e.x, y: e.y, r: 38, t: 0, dur: e.stateT + 0.22, tick: 0, track: 0 });
|
||||
if (e.tier >= 1) G.telegraphs.push({ kind: 'knives', x: e.oldX, y: e.oldY, r: 30, t: 0, dur: 0.6, tick: 0, track: 0 });
|
||||
}
|
||||
@@ -462,7 +462,7 @@ function updateScald(e, dt, a, d, spdMul, enraged) {
|
||||
const tx = i === 0 ? p.x : p.x + rand(-180, 180);
|
||||
const ty = i === 0 ? p.y : p.y + rand(-150, 150);
|
||||
G.telegraphs.push({ kind: 'pool', owner: e,
|
||||
x: clamp(tx, WALL + radius, W - WALL - radius), y: clamp(ty, WALL + radius, H - WALL - radius),
|
||||
x: clamp(tx, G.arena.x0 + radius, G.arena.x1 - radius), y: clamp(ty, G.arena.y0 + radius, G.arena.y1 - radius),
|
||||
r: radius, t: 0, dur: 0.6, life: enraged ? 7 : 5 });
|
||||
}
|
||||
e.attackT = 0.45; e.actionT = 0; Sfx.boss(e, 'vent');
|
||||
@@ -507,8 +507,8 @@ function updateTelegraphs(dt) {
|
||||
t.track -= dt;
|
||||
const ta = angleTo(t.x, t.y, p.x, p.y);
|
||||
const ts = 140 * dt;
|
||||
t.x = clamp(t.x + Math.cos(ta) * ts, WALL + 20, W - WALL - 20);
|
||||
t.y = clamp(t.y + Math.sin(ta) * ts, WALL + 20, H - WALL - 20);
|
||||
t.x = clamp(t.x + Math.cos(ta) * ts, G.arena.x0 + 20, G.arena.x1 - 20);
|
||||
t.y = clamp(t.y + Math.sin(ta) * ts, G.arena.y0 + 20, G.arena.y1 - 20);
|
||||
}
|
||||
if (t.kind === 'knives' && t.t >= t.dur) {
|
||||
// erupt
|
||||
@@ -593,13 +593,13 @@ function onBossDeath(e) {
|
||||
addScore(500 + G.floor * 100);
|
||||
addShake(12);
|
||||
// boss reward: item pedestal + a real weapon drop + ammo + stairs down
|
||||
spawnItemPedestal(W / 2 - 90, H / 2, null, 'boss');
|
||||
spawnPickup('ammo', W / 2, H / 2 - 40);
|
||||
spawnItemPedestal(G.arena.cx - 90, G.arena.cy, null, 'boss');
|
||||
spawnPickup('ammo', G.arena.cx, G.arena.cy - 40);
|
||||
// 30% chance of a bonus active pedestal (additive — never replaces the passive)
|
||||
if (chance(0.30)) spawnActivePedestal(W / 2 - 160, H / 2 + 60);
|
||||
if (chance(0.30)) spawnActivePedestal(G.arena.cx - 160, G.arena.cy + 60);
|
||||
const bw = rollWeaponDrop(G.floor + 2); // bosses drop the good stuff
|
||||
spawnPickup('weapon', W / 2 + 90, H / 2, { wid: bw.id });
|
||||
spawnPickup('stairs', W / 2, H / 2 + 80);
|
||||
spawnPickup('weapon', G.arena.cx + 90, G.arena.cy, { wid: bw.id });
|
||||
spawnPickup('stairs', G.arena.cx, G.arena.cy + 80);
|
||||
addToast(e.name + ' DESTROYED', 'take the meat, take the stairs');
|
||||
Music.requestFloorMusic();
|
||||
}
|
||||
+8
-7
@@ -61,14 +61,15 @@ function updateBullets(dt) {
|
||||
if (b.behavior === 'bounce' || b.behavior === 'pierce_drag') b.ang += 12 * dt;
|
||||
|
||||
// walls
|
||||
const outL = b.x < WALL + 4, outR = b.x > W - WALL - 4, outU = b.y < WALL + 4, outD = b.y > H - WALL - 4;
|
||||
const outL = b.x < G.arena.x0 + 4, outR = b.x > G.arena.x1 - 4;
|
||||
const outU = b.y < G.arena.y0 + 4, outD = b.y > G.arena.y1 - 4;
|
||||
if (outL || outR || outU || outD) {
|
||||
const bouncesLeft = (b.bounces || 0) + (b.bounce || 0);
|
||||
if (bouncesLeft > 0) {
|
||||
if (outL || outR) b.vx = -b.vx;
|
||||
if (outU || outD) b.vy = -b.vy;
|
||||
b.x = clamp(b.x, WALL + 4, W - WALL - 4);
|
||||
b.y = clamp(b.y, WALL + 4, H - WALL - 4);
|
||||
b.x = clamp(b.x, G.arena.x0 + 4, G.arena.x1 - 4);
|
||||
b.y = clamp(b.y, G.arena.y0 + 4, G.arena.y1 - 4);
|
||||
if (b.bounces > 0) b.bounces--; else if (b.bounce > 0) b.bounce--;
|
||||
b.ang = Math.atan2(b.vy, b.vx);
|
||||
spawnSpark(b.x, b.y, b.ang);
|
||||
@@ -196,14 +197,14 @@ function updateBullets(dt) {
|
||||
}
|
||||
let dead = b.t >= b.life;
|
||||
if (b.behavior !== 'orbit') {
|
||||
const outL = b.x < WALL + 4, outR = b.x > W - WALL - 4;
|
||||
const outU = b.y < WALL + 4, outD = b.y > H - WALL - 4;
|
||||
const outL = b.x < G.arena.x0 + 4, outR = b.x > G.arena.x1 - 4;
|
||||
const outU = b.y < G.arena.y0 + 4, outD = b.y > G.arena.y1 - 4;
|
||||
if (outL || outR || outU || outD) {
|
||||
if (b.bounces > 0) {
|
||||
if (outL || outR) b.vx = -b.vx;
|
||||
if (outU || outD) b.vy = -b.vy;
|
||||
b.x = clamp(b.x, WALL + 4, W - WALL - 4);
|
||||
b.y = clamp(b.y, WALL + 4, H - WALL - 4);
|
||||
b.x = clamp(b.x, G.arena.x0 + 4, G.arena.x1 - 4);
|
||||
b.y = clamp(b.y, G.arena.y0 + 4, G.arena.y1 - 4);
|
||||
b.bounces--;
|
||||
} else dead = true;
|
||||
}
|
||||
|
||||
+17
-12
@@ -59,25 +59,30 @@ function pickEnemyType(floor) {
|
||||
function nearAnyDoor(x, y) {
|
||||
const r = G.cur;
|
||||
if (!r) return false;
|
||||
const M = 130; // spawn keep-out radius around doors
|
||||
if (r.doors.n && Math.abs(x - W / 2) < DOOR_HALF + 30 && y < WALL + M) return true;
|
||||
if (r.doors.s && Math.abs(x - W / 2) < DOOR_HALF + 30 && y > H - WALL - M) return true;
|
||||
if (r.doors.e && Math.abs(y - H / 2) < DOOR_HALF + 30 && x > W - WALL - M) return true;
|
||||
if (r.doors.w && Math.abs(y - H / 2) < DOOR_HALF + 30 && x < WALL + M) return true;
|
||||
const a = G.arena;
|
||||
const M = Math.min(130, Math.min(a.w, a.h) * 0.32);
|
||||
if (r.doors.n && Math.abs(x - a.cx) < DOOR_HALF + 30 && y < a.y0 + M) return true;
|
||||
if (r.doors.s && Math.abs(x - a.cx) < DOOR_HALF + 30 && y > a.y1 - M) return true;
|
||||
if (r.doors.e && Math.abs(y - a.cy) < DOOR_HALF + 30 && x > a.x1 - M) return true;
|
||||
if (r.doors.w && Math.abs(y - a.cy) < DOOR_HALF + 30 && x < a.x0 + M) return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
function spawnPosAwayFromPlayer() {
|
||||
const p = G.player;
|
||||
const a = G.arena;
|
||||
const safeDist = Math.min(200, Math.min(a.w, a.h) * 0.42);
|
||||
for (let tries = 0; tries < 30; tries++) {
|
||||
const x = rand(WALL + 40, W - WALL - 40);
|
||||
const y = rand(WALL + 40, H - WALL - 40);
|
||||
if (dist(x, y, p.x, p.y) <= 200) continue;
|
||||
const x = rand(a.x0 + 40, a.x1 - 40);
|
||||
const y = rand(a.y0 + 40, a.y1 - 40);
|
||||
if (dist(x, y, p.x, p.y) <= safeDist) continue;
|
||||
if (nearAnyDoor(x, y)) continue;
|
||||
return { x, y };
|
||||
}
|
||||
// fallback: center of the room, away from every door
|
||||
return { x: rand(W / 2 - 150, W / 2 + 150), y: rand(H / 2 - 120, H / 2 + 120) };
|
||||
// fallback: a bounded central region, valid even in the thin hall variants
|
||||
const rx = Math.max(12, Math.min(150, a.w / 2 - 40));
|
||||
const ry = Math.max(12, Math.min(120, a.h / 2 - 40));
|
||||
return { x: rand(a.cx - rx, a.cx + rx), y: rand(a.cy - ry, a.cy + ry) };
|
||||
}
|
||||
|
||||
function spawnWave(count, floor) {
|
||||
@@ -395,8 +400,8 @@ function updateEnemies(dt) {
|
||||
e.x += px; e.y += py; o.x -= px; o.y -= py;
|
||||
}
|
||||
}
|
||||
e.x = clamp(e.x, WALL + e.r, W - WALL - e.r);
|
||||
e.y = clamp(e.y, WALL + e.r, H - WALL - e.r);
|
||||
e.x = clamp(e.x, G.arena.x0 + e.r, G.arena.x1 - e.r);
|
||||
e.y = clamp(e.y, G.arena.y0 + e.r, G.arena.y1 - e.r);
|
||||
|
||||
// contact damage
|
||||
if (e.hitT > 0) e.hitT -= dt;
|
||||
|
||||
+2
-2
@@ -85,8 +85,8 @@ function updatePlayer(dt) {
|
||||
p.moveBlend = lerp(p.moveBlend, mx || my ? 1 : 0, clamp(dt * 12, 0, 1));
|
||||
p.recoil = Math.max(0, p.recoil - dt * 7);
|
||||
p.muzzleT = Math.max(0, p.muzzleT - dt);
|
||||
p.x = clamp(p.x, WALL + p.r, W - WALL - p.r);
|
||||
p.y = clamp(p.y, WALL + p.r, H - WALL - p.r);
|
||||
p.x = clamp(p.x, G.arena.x0 + p.r, G.arena.x1 - p.r);
|
||||
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);
|
||||
|
||||
+96
-57
@@ -2,6 +2,28 @@
|
||||
|
||||
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 },
|
||||
};
|
||||
const ROOM_THEMES = {
|
||||
abattoir: { floor: ['tile_floor1', 'tile_floor1', 'tile_floor4', 'tile_floor6'], wall: ['tile_wall', 'tile_wall2'] },
|
||||
plant: { floor: ['tile_floor2', 'tile_floor5', 'tile_floor7'], wall: ['tile_wall', 'tile_wall4'] },
|
||||
oxide: { floor: ['tile_floor3', 'tile_floor3', 'tile_floor6'], wall: ['tile_wall3', 'tile_wall'] },
|
||||
flesh: { floor: ['tile_floor8', 'tile_floor8', 'tile_floor1'], wall: ['tile_wall4', 'tile_wall2'] },
|
||||
};
|
||||
|
||||
function roomBounds(room) {
|
||||
const def = ROOM_SHAPES[(room && room.shape) || 'hall'] || ROOM_SHAPES.hall;
|
||||
return { x0: def.x0, y0: def.y0, x1: def.x1, y1: def.y1,
|
||||
cx: (def.x0 + def.x1) / 2, cy: (def.y0 + def.y1) / 2,
|
||||
w: def.x1 - def.x0, h: def.y1 - def.y0 };
|
||||
}
|
||||
|
||||
function setArenaForRoom(room) { G.arena = roomBounds(room); }
|
||||
|
||||
function genFloor(floor) {
|
||||
G.rooms = {};
|
||||
@@ -24,8 +46,13 @@ function genFloor(floor) {
|
||||
const d = Math.abs(r.gx) + Math.abs(r.gy);
|
||||
if (r.type === 'combat' && d >= 2) { r.type = 'item'; break; }
|
||||
}
|
||||
// wire doors
|
||||
const combatShapes = ['hall', 'hall', 'hall', 'pit', 'chamber', 'wide_hall', 'tall_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);
|
||||
for (const [dir, [dx, dy]] of Object.entries(DIRS)) {
|
||||
r.doors[dir] = !!G.rooms[(r.gx + dx) + ',' + (r.gy + dy)];
|
||||
}
|
||||
@@ -33,7 +60,8 @@ function genFloor(floor) {
|
||||
}
|
||||
|
||||
function makeRoom(gx, gy, type) {
|
||||
return { gx, gy, type, doors: {}, cleared: type === 'start', visited: false, decals: [], wavesLeft: 0, spawnT: 0, bossSpawned: false, pickups: [] };
|
||||
return { gx, gy, type, shape: 'hall', theme: 'abattoir', doors: {}, cleared: type === 'start',
|
||||
visited: false, decals: [], wavesLeft: 0, spawnT: 0, bossSpawned: false, pickups: [] };
|
||||
}
|
||||
|
||||
function roomKey(x, y) { return x + ',' + y; }
|
||||
@@ -63,10 +91,16 @@ function enterRoom(gx, gy) {
|
||||
|
||||
const room = G.rooms[roomKey(gx, gy)];
|
||||
G.cur = room;
|
||||
setArenaForRoom(room);
|
||||
G.pickups = room.pickups;
|
||||
const a = G.arena;
|
||||
|
||||
// spawn protection: brief invincibility walking into a fresh room
|
||||
if (G.player) G.player.invT = Math.max(G.player.invT, 1.0);
|
||||
if (G.player) {
|
||||
G.player.invT = Math.max(G.player.invT, 1.0);
|
||||
G.player.x = clamp(G.player.x, a.x0 + G.player.r, a.x1 - G.player.r);
|
||||
G.player.y = clamp(G.player.y, a.y0 + G.player.r, a.y1 - G.player.r);
|
||||
}
|
||||
// Iron Lung: re-arm the once-per-room hit block
|
||||
if (G.player && G.player.stats.ironLung > 0) G.player.ironLungReady = true;
|
||||
|
||||
@@ -83,17 +117,17 @@ function enterRoom(gx, gy) {
|
||||
const boss = spawnBoss(G.floor);
|
||||
room.bossSpawned = true;
|
||||
// boss fights are a pure ammo drain, so stock the room on the way in
|
||||
spawnPickup('ammo', W / 2, H / 2 + 140);
|
||||
spawnPickup('ammo', a.cx, a.cy + 140);
|
||||
Music.playBoss(boss.bossKind);
|
||||
} else if (room.type === 'item') {
|
||||
spawnItemPedestal(W / 2 - 45, H / 2, null, 'room');
|
||||
spawnItemPedestal(a.cx - 45, a.cy, null, 'room');
|
||||
// item rooms sometimes also stock a weapon
|
||||
if (chance(0.35)) {
|
||||
const w = rollWeaponDrop(G.floor);
|
||||
spawnPickup('weapon', W / 2 + 55, H / 2, { wid: w.id });
|
||||
spawnPickup('weapon', a.cx + 55, a.cy, { wid: w.id });
|
||||
}
|
||||
// and occasionally a bonus active pedestal
|
||||
if (chance(0.15)) spawnActivePedestal(W / 2 + 130, H / 2 + 55);
|
||||
if (chance(0.15)) spawnActivePedestal(a.cx + 130, a.cy + 55);
|
||||
room.cleared = true;
|
||||
}
|
||||
} else if (room.type === 'combat' && !room.cleared && room.wavesLeft > 0) {
|
||||
@@ -114,6 +148,7 @@ function roomLocked() {
|
||||
function updateRoom(dt) {
|
||||
const r = G.cur;
|
||||
const p = G.player;
|
||||
const a = G.arena;
|
||||
|
||||
// If the current pressure is clearly overwhelming the build, ease it down
|
||||
// smoothly. Spawn-time application means living enemies never jump stats.
|
||||
@@ -140,7 +175,7 @@ function updateRoom(dt) {
|
||||
} else {
|
||||
r.cleared = true;
|
||||
recordRoomClear(r);
|
||||
spawnRoomReward(W / 2, H / 2, G.floor);
|
||||
spawnRoomReward(a.cx, a.cy, G.floor);
|
||||
Sfx.roomClear();
|
||||
addScore(50);
|
||||
}
|
||||
@@ -156,18 +191,21 @@ function updateRoom(dt) {
|
||||
// door transitions
|
||||
if (!roomLocked()) {
|
||||
let dir = null;
|
||||
if (p.y < WALL + p.r + 6 && Math.abs(p.x - W / 2) < DOOR_HALF && keyDown('w', 'arrowup')) dir = 'n';
|
||||
else if (p.y > H - WALL - p.r - 6 && Math.abs(p.x - W / 2) < DOOR_HALF && keyDown('s', 'arrowdown')) dir = 's';
|
||||
else if (p.x > W - WALL - p.r - 6 && Math.abs(p.y - H / 2) < DOOR_HALF && keyDown('d', 'arrowright')) dir = 'e';
|
||||
else if (p.x < WALL + p.r + 6 && Math.abs(p.y - H / 2) < DOOR_HALF && keyDown('a', 'arrowleft')) dir = 'w';
|
||||
if (p.y < a.y0 + p.r + 6 && Math.abs(p.x - a.cx) < DOOR_HALF && keyDown('w', 'arrowup')) dir = 'n';
|
||||
else if (p.y > a.y1 - p.r - 6 && Math.abs(p.x - a.cx) < DOOR_HALF && keyDown('s', 'arrowdown')) dir = 's';
|
||||
else if (p.x > a.x1 - p.r - 6 && Math.abs(p.y - a.cy) < DOOR_HALF && keyDown('d', 'arrowright')) dir = 'e';
|
||||
else if (p.x < a.x0 + p.r + 6 && Math.abs(p.y - a.cy) < DOOR_HALF && keyDown('a', 'arrowleft')) dir = 'w';
|
||||
if (dir && r.doors[dir]) {
|
||||
const [dx, dy] = DIRS[dir];
|
||||
enterRoom(r.gx + dx, r.gy + dy);
|
||||
// place player at opposite door
|
||||
if (dir === 'n') { p.y = H - WALL - p.r - 8; }
|
||||
if (dir === 's') { p.y = WALL + p.r + 8; }
|
||||
if (dir === 'e') { p.x = WALL + p.r + 8; }
|
||||
if (dir === 'w') { p.x = W - WALL - p.r - 8; }
|
||||
const next = G.arena;
|
||||
// place player at the opposite door in the destination's own shape
|
||||
if (dir === 'n') p.y = next.y1 - p.r - 8;
|
||||
if (dir === 's') p.y = next.y0 + p.r + 8;
|
||||
if (dir === 'e') p.x = next.x0 + p.r + 8;
|
||||
if (dir === 'w') p.x = next.x1 - p.r - 8;
|
||||
p.x = clamp(p.x, next.x0 + p.r, next.x1 - p.r);
|
||||
p.y = clamp(p.y, next.y0 + p.r, next.y1 - p.r);
|
||||
G.transition = 0.3;
|
||||
Sfx.door();
|
||||
}
|
||||
@@ -281,13 +319,22 @@ const FLOOR_TILE_POOL = [
|
||||
const WALL_TILE_POOL = ['tile_wall', 'tile_wall', 'tile_wall2', 'tile_wall3', 'tile_wall4'];
|
||||
|
||||
function drawFloorTiles(target, r) {
|
||||
for (let ty = 0; ty < H / TILE; ty++) {
|
||||
for (let tx = 0; tx < W / TILE; tx++) {
|
||||
const a = roomBounds(r);
|
||||
const theme = ROOM_THEMES[r.theme] || ROOM_THEMES.abattoir;
|
||||
target.fillStyle = '#050204';
|
||||
target.fillRect(0, 0, W, H);
|
||||
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);
|
||||
const ty0 = Math.floor(a.y0 / TILE), ty1 = Math.ceil(a.y1 / TILE);
|
||||
for (let ty = ty0; ty < ty1; ty++) {
|
||||
for (let tx = tx0; tx < tx1; tx++) {
|
||||
const h = hashTile(tx + r.gx * 31, ty + r.gy * 31);
|
||||
const sprite = FLOOR_TILE_POOL[h % FLOOR_TILE_POOL.length];
|
||||
const sprite = theme.floor[h % theme.floor.length];
|
||||
Sprites.draw(target, sprite, tx * TILE + TILE / 2, ty * TILE + TILE / 2, 0, TILE);
|
||||
}
|
||||
}
|
||||
target.restore();
|
||||
}
|
||||
|
||||
function drawFloor(ctx, r) {
|
||||
@@ -295,7 +342,7 @@ function drawFloor(ctx, r) {
|
||||
// browser; headless tests keep the simple direct path.
|
||||
const canCache = typeof document !== 'undefined' && document.createElement && G.imagesLoaded;
|
||||
if (!canCache) { drawFloorTiles(ctx, r); return; }
|
||||
const key = r.gx + ',' + r.gy + ':' + G.floor;
|
||||
const key = r.gx + ',' + r.gy + ':' + G.floor + ':' + r.shape + ':' + r.theme;
|
||||
if (!G.roomLayer || G.roomLayerKey !== key) {
|
||||
const layer = document.createElement('canvas');
|
||||
layer.width = W; layer.height = H;
|
||||
@@ -336,89 +383,82 @@ function drawRoom(ctx) {
|
||||
|
||||
function drawWalls(ctx, r) {
|
||||
const locked = roomLocked();
|
||||
// Draw 64px industrial panels into exact 48px collision bands. Door gaps
|
||||
// are clipping regions, not skipped whole tiles, so they remain precisely
|
||||
// 88px wide even though the art grid is larger.
|
||||
const a = roomBounds(r);
|
||||
const theme = ROOM_THEMES[r.theme] || ROOM_THEMES.abattoir;
|
||||
const wallPool = theme.wall;
|
||||
const left = a.x0 - WALL, right = a.x1 + WALL;
|
||||
const top = a.y0 - WALL, bottom = a.y1 + WALL;
|
||||
|
||||
function clipBand(dir) {
|
||||
ctx.beginPath();
|
||||
if (dir === 'n' || dir === 's') {
|
||||
const y = dir === 'n' ? 0 : H - WALL;
|
||||
const y = dir === 'n' ? top : a.y1;
|
||||
if (r.doors[dir]) {
|
||||
ctx.rect(0, y, W / 2 - DOOR_HALF, WALL);
|
||||
ctx.rect(W / 2 + DOOR_HALF, y, W / 2 - DOOR_HALF, WALL);
|
||||
} else ctx.rect(0, y, W, WALL);
|
||||
ctx.rect(left, y, a.cx - DOOR_HALF - left, WALL);
|
||||
ctx.rect(a.cx + DOOR_HALF, y, right - a.cx - DOOR_HALF, WALL);
|
||||
} else ctx.rect(left, y, right - left, WALL);
|
||||
} else {
|
||||
const x = dir === 'w' ? 0 : W - WALL;
|
||||
const x = dir === 'w' ? left : a.x1;
|
||||
if (r.doors[dir]) {
|
||||
ctx.rect(x, 0, WALL, H / 2 - DOOR_HALF);
|
||||
ctx.rect(x, H / 2 + DOOR_HALF, WALL, H / 2 - DOOR_HALF);
|
||||
} else ctx.rect(x, 0, WALL, H);
|
||||
ctx.rect(x, top, WALL, a.cy - DOOR_HALF - top);
|
||||
ctx.rect(x, a.cy + DOOR_HALF, WALL, bottom - a.cy - DOOR_HALF);
|
||||
} else ctx.rect(x, top, WALL, bottom - top);
|
||||
}
|
||||
ctx.clip();
|
||||
}
|
||||
|
||||
for (const dir of ['n', 's']) {
|
||||
ctx.save(); clipBand(dir);
|
||||
const y = dir === 'n' ? TILE / 2 : H - TILE / 2;
|
||||
for (let x = 0; x < W; x += TILE) {
|
||||
const h = hashTile(x / TILE + r.gx * 17, (dir === 'n' ? -1 : 11) + r.gy * 19);
|
||||
Sprites.draw(ctx, WALL_TILE_POOL[h % WALL_TILE_POOL.length], x + TILE / 2, y, 0, TILE);
|
||||
const y = dir === 'n' ? top + TILE / 2 : a.y1 + TILE / 2;
|
||||
for (let x = left; x < right; x += TILE) {
|
||||
const h = hashTile(Math.floor(x / TILE) + r.gx * 17, (dir === 'n' ? -1 : 11) + r.gy * 19);
|
||||
Sprites.draw(ctx, wallPool[h % wallPool.length], x + TILE / 2, y, 0, TILE);
|
||||
}
|
||||
ctx.restore();
|
||||
}
|
||||
for (const dir of ['w', 'e']) {
|
||||
ctx.save(); clipBand(dir);
|
||||
const x = dir === 'w' ? TILE / 2 : W - TILE / 2;
|
||||
for (let y = 0; y < H; y += TILE) {
|
||||
const h = hashTile((dir === 'w' ? -1 : 16) + r.gx * 17, y / TILE + r.gy * 19);
|
||||
Sprites.draw(ctx, WALL_TILE_POOL[h % WALL_TILE_POOL.length], x, y + TILE / 2, Math.PI / 2, TILE);
|
||||
const x = dir === 'w' ? left + TILE / 2 : a.x1 + TILE / 2;
|
||||
for (let y = top; y < bottom; y += TILE) {
|
||||
const h = hashTile((dir === 'w' ? -1 : 16) + r.gx * 17, Math.floor(y / TILE) + r.gy * 19);
|
||||
Sprites.draw(ctx, wallPool[h % wallPool.length], x, y + TILE / 2, Math.PI / 2, TILE);
|
||||
}
|
||||
ctx.restore();
|
||||
}
|
||||
// dark inner edge
|
||||
ctx.strokeStyle = 'rgba(0,0,0,0.5)'; ctx.lineWidth = 3;
|
||||
ctx.strokeRect(WALL, WALL, W - WALL * 2, H - WALL * 2);
|
||||
ctx.strokeRect(a.x0, a.y0, a.w, a.h);
|
||||
|
||||
// doors
|
||||
for (const [dir, has] of Object.entries(r.doors)) {
|
||||
if (!has) continue;
|
||||
const sprite = locked ? 'door_locked' : 'door_open';
|
||||
let x, y, rot;
|
||||
if (dir === 'n') { x = W / 2; y = WALL / 2; rot = 0; }
|
||||
else if (dir === 's') { x = W / 2; y = H - WALL / 2; rot = 0; }
|
||||
else if (dir === 'e') { x = W - WALL / 2; y = H / 2; rot = Math.PI / 2; }
|
||||
else { x = WALL / 2; y = H / 2; rot = Math.PI / 2; }
|
||||
// ---- doorway framing (visual only; DOOR_HALF governs function) ----
|
||||
if (dir === 'n') { x = a.cx; y = a.y0 - WALL / 2; rot = 0; }
|
||||
else if (dir === 's') { x = a.cx; y = a.y1 + WALL / 2; rot = 0; }
|
||||
else if (dir === 'e') { x = a.x1 + WALL / 2; y = a.cy; rot = Math.PI / 2; }
|
||||
else { x = a.x0 - WALL / 2; y = a.cy; rot = Math.PI / 2; }
|
||||
const horiz = dir === 'n' || dir === 's';
|
||||
const dirSeed = { n: 0, s: 2.1, e: 4.2, w: 6.3 }[dir];
|
||||
// clear dark passage under the art (guaranteed clean opening)
|
||||
ctx.fillStyle = '#050103';
|
||||
if (horiz) ctx.fillRect(x - DOOR_HALF, y - WALL / 2, DOOR_HALF * 2, WALL);
|
||||
else ctx.fillRect(x - WALL / 2, y - DOOR_HALF, WALL, DOOR_HALF * 2);
|
||||
// door art (wide, walkable passage for open; sealed jaws for locked)
|
||||
Sprites.draw(ctx, sprite, x, y, rot, 150, false, 1, 1, 0.82);
|
||||
// accents on top, in wall-aligned local space
|
||||
ctx.save();
|
||||
if (horiz) ctx.translate(x, y); else { ctx.translate(x, y); ctx.rotate(Math.PI / 2); }
|
||||
// warm glow spilling from the threshold so the exit reads as inviting
|
||||
ctx.globalAlpha = 0.20 + Math.sin(G.time * 2.0 + dirSeed) * 0.06;
|
||||
ctx.fillStyle = locked ? '#ff2a3c' : '#e8724a';
|
||||
ctx.fillRect(-DOOR_HALF, WALL / 2 - 8, DOOR_HALF * 2, 8);
|
||||
// frame rim light on both jamb edges
|
||||
const rimAlpha = 0.30 + Math.sin(G.time * 2.2 + dirSeed) * 0.12;
|
||||
ctx.globalAlpha = rimAlpha;
|
||||
ctx.fillStyle = locked ? '#ff2a3c' : '#c4172a';
|
||||
ctx.fillRect(-DOOR_HALF - 2, -WALL / 2 - 2, 3, WALL + 4);
|
||||
ctx.fillRect(DOOR_HALF - 1, -WALL / 2 - 2, 3, WALL + 4);
|
||||
ctx.globalAlpha = 1;
|
||||
// jagged bone teeth ONLY when sealed (locked reads as dangerous, open reads as safe)
|
||||
if (locked) {
|
||||
for (let side = -1; side <= 1; side += 2) {
|
||||
for (let k = 0; k < 7; k++) {
|
||||
const hh = hashTile((r.gx * 3 + 17) * 31 + side * 7 + k, (r.gy * 5 + 11) * 13 + k * 3);
|
||||
const ty = -WALL / 2 + 3 + (hh % 41);
|
||||
const th = 4 + (hh % 3);
|
||||
const tw = 3 + (hh % 2);
|
||||
const th = 4 + (hh % 3), tw = 3 + (hh % 2);
|
||||
ctx.fillStyle = hh % 4 === 0 ? '#e8dcc2' : '#cfc0a4';
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(side * DOOR_HALF, ty - tw);
|
||||
@@ -429,7 +469,6 @@ function drawWalls(ctx, r) {
|
||||
}
|
||||
}
|
||||
ctx.restore();
|
||||
// outward chevrons past the threshold so the exit reads from across the room
|
||||
const chevOff = dir === 'n' ? -1 : (dir === 's' ? 1 : 0);
|
||||
const chevOffX = dir === 'w' ? -1 : (dir === 'e' ? 1 : 0);
|
||||
ctx.save();
|
||||
|
||||
@@ -45,6 +45,7 @@ const G = {
|
||||
roomLayer: null,
|
||||
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 },
|
||||
};
|
||||
|
||||
const PERK_POWER_WEIGHT = 0.5;
|
||||
|
||||
+32
-1
@@ -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_DIAL_MIN, PRESSURE_DIAL_MAX, HELP_PAGES, HELP_RENDERERS, SPAWN_WARN })', 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_DIAL_MIN, PRESSURE_DIAL_MAX, ROOM_SHAPES, ROOM_THEMES, HELP_PAGES, HELP_RENDERERS, SPAWN_WARN })', sandbox);
|
||||
|
||||
let simTime = 0;
|
||||
const ctx = sandbox;
|
||||
@@ -248,6 +248,37 @@ console.log('== spawn safety ==');
|
||||
check('no spawns near player', tooClose === 0);
|
||||
}
|
||||
|
||||
console.log('== variable room shapes and themes ==');
|
||||
{
|
||||
const generated = Object.values(ctx.G.rooms);
|
||||
check('generated rooms all have valid shapes and themes', generated.every(r => ctx.ROOM_SHAPES[r.shape] && ctx.ROOM_THEMES[r.theme]));
|
||||
check('start and boss rooms retain full arenas', generated.filter(r => r.type === 'start' || r.type === 'boss').every(r => r.shape === 'hall'));
|
||||
check('item rooms use compact chambers', generated.filter(r => r.type === 'item').every(r => r.shape === 'chamber'));
|
||||
const savedRoom = ctx.G.cur, savedArena = ctx.G.arena;
|
||||
const px = ctx.G.player.x, py = ctx.G.player.y;
|
||||
let allBounds = true, allSpawns = true, allDraw = true;
|
||||
for (const shape of Object.keys(ctx.ROOM_SHAPES)) {
|
||||
const shaped = ctx.makeRoom(77, 88, 'combat');
|
||||
shaped.shape = shape; shaped.theme = 'oxide'; shaped.doors = {};
|
||||
ctx.G.cur = shaped; ctx.setArenaForRoom(shaped);
|
||||
const a = ctx.G.arena;
|
||||
ctx.G.player.x = -999; ctx.G.player.y = -999; ctx.Input.mdown = false;
|
||||
ctx.updatePlayer(0.016);
|
||||
allBounds = allBounds && ctx.G.player.x >= a.x0 + ctx.G.player.r && ctx.G.player.x <= a.x1 - ctx.G.player.r
|
||||
&& ctx.G.player.y >= a.y0 + ctx.G.player.r && ctx.G.player.y <= a.y1 - ctx.G.player.r;
|
||||
ctx.G.player.x = a.cx; ctx.G.player.y = a.cy;
|
||||
for (let i = 0; i < 20; i++) {
|
||||
const pos = ctx.spawnPosAwayFromPlayer();
|
||||
allSpawns = allSpawns && pos.x >= a.x0 && pos.x <= a.x1 && pos.y >= a.y0 && pos.y <= a.y1;
|
||||
}
|
||||
try { ctx.drawFloorTiles(fakeCtx(), shaped); ctx.drawWalls(fakeCtx(), shaped); } catch (err) { allDraw = false; }
|
||||
}
|
||||
check('player clamps inside every room shape', allBounds);
|
||||
check('enemy spawn positions stay inside every room shape', allSpawns);
|
||||
check('every room shape and theme renders headlessly', allDraw);
|
||||
ctx.G.cur = savedRoom; ctx.G.arena = savedArena; ctx.G.player.x = px; ctx.G.player.y = py;
|
||||
}
|
||||
|
||||
console.log('== XP / perks ==');
|
||||
ctx.gainXP(100);
|
||||
step(5, 16);
|
||||
|
||||
Reference in new issue
Block a user