585 lines
23 KiB
JavaScript
585 lines
23 KiB
JavaScript
// ---- floor generation, room state, doors, hazards ----
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const DIRS = { n: [0, -1], s: [0, 1], e: [1, 0], w: [-1, 0] };
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const OPP = { n: 's', s: 'n', e: 'w', w: 'e' };
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const ROOM_SHAPES = {
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hall: { x0: 48, y0: 48, x1: 912, y1: 592 }, // unchanged — start & boss rooms
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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)
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tall_hall: { x0: 336, y0: 48, x1: 624, y1: 592 }, // w 224 -> 288 (cx stays 480)
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chamber: { x0: 208, y0: 128, x1: 752, y1: 512 }, // unchanged — item rooms
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pit: { x0: 128, y0: 88, x1: 832, y1: 552 }, // unchanged
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grand_hall:{ x0: 48, y0: 48, x1: 1680, y1: 592 }, // new, ~1.7× wide — camera scrolls horizontally (w 1632 > 960)
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deep_hall: { x0: 480, y0: 48, x1: 912, y1: 1136 }, // new, ~1.85× tall — camera scrolls vertically (h 1088 > 640)
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meat_hall: { x0: 48, y0: 48, x1: 1680, y1: 1136 }, // new, 1.7× × 1.85× — camera scrolls both axes
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odd_hall: { x0: 160, y0: 128, x1: 800, y1: 512 }, // new, fits screen but off-center — visually "odd" with zero camera
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};
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const ROOM_THEMES = {
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abattoir: { floor: ['tile_floor1', 'tile_floor1', 'tile_floor4', 'tile_floor6'], wall: ['tile_wall', 'tile_wall2'] },
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plant: { floor: ['tile_floor2', 'tile_floor5', 'tile_floor7'], wall: ['tile_wall', 'tile_wall4'] },
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oxide: { floor: ['tile_floor3', 'tile_floor3', 'tile_floor6'], wall: ['tile_wall3', 'tile_wall'] },
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flesh: { floor: ['tile_floor8', 'tile_floor8', 'tile_floor1'], wall: ['tile_wall4', 'tile_wall2'] },
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};
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const ENTRY_WARN = 0.75; // first-entry wave telegraph seconds (~750ms reaction)
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const ENTRY_BUFFER = 170; // min px between player and a freshly-entered enemy
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function roomBounds(room) {
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const def = ROOM_SHAPES[(room && room.shape) || 'hall'] || ROOM_SHAPES.hall;
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return { x0: def.x0, y0: def.y0, x1: def.x1, y1: def.y1,
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cx: (def.x0 + def.x1) / 2, cy: (def.y0 + def.y1) / 2,
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w: def.x1 - def.x0, h: def.y1 - def.y0 };
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}
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function setArenaForRoom(room) { G.arena = roomBounds(room); }
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function genFloor(floor) {
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G.rooms = {};
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const target = Math.min(5 + floor, 9);
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G.rooms['0,0'] = makeRoom(0, 0, 'start');
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let cx = 0, cy = 0, guard = 0;
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while (Object.keys(G.rooms).length < target && guard++ < 500) {
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const [dx, dy] = choice(Object.values(DIRS));
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const nx = cx + dx, ny = cy + dy;
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if (!G.rooms[nx + ',' + ny]) {
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G.rooms[nx + ',' + ny] = makeRoom(nx, ny, 'combat');
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if (chance(0.5)) { cx = nx; cy = ny; }
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} else { cx = nx; cy = ny; }
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}
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// assign boss (farthest) and item (second farthest, dist >= 2)
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const list = Object.values(G.rooms).sort((a, b) =>
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(Math.abs(b.gx) + Math.abs(b.gy)) - (Math.abs(a.gx) + Math.abs(a.gy)));
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list[0].type = 'boss';
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for (const r of list) {
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const d = Math.abs(r.gx) + Math.abs(r.gy);
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if (r.type === 'combat' && d >= 2) { r.type = 'item'; break; }
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}
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const smallShapes = ['hall', 'hall', 'pit', 'chamber', 'wide_hall', 'tall_hall', 'odd_hall'];
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const bigShapes = ['grand_hall', 'deep_hall', 'meat_hall'];
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const themes = Object.keys(ROOM_THEMES);
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for (const r of Object.values(G.rooms)) {
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r.theme = choice(themes);
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if (r.type === 'start' || r.type === 'boss') r.shape = 'hall';
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else if (r.type === 'item') r.shape = 'chamber';
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else r.shape = (G.floor >= 2 && chance(0.30)) ? choice(bigShapes) : choice(smallShapes);
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for (const [dir, [dx, dy]] of Object.entries(DIRS)) {
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r.doors[dir] = !!G.rooms[(r.gx + dx) + ',' + (r.gy + dy)];
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}
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}
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}
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function makeRoom(gx, gy, type) {
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return { gx, gy, type, shape: 'hall', theme: 'abattoir', doors: {}, cleared: type === 'start',
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visited: false, decals: [], wavesLeft: 0, spawnT: 0, bossSpawned: false, pickups: [] };
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}
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function roomKey(x, y) { return x + ',' + y; }
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function wavesFor(floor) {
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const base = 3 + Math.ceil(floor * 1.4);
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const waves = [base];
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if (floor >= 2) waves.push(Math.ceil(base * 0.7));
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if (floor >= 4) waves.push(Math.ceil(base * 0.5));
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return waves;
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}
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function enterRoom(gx, gy) {
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// stash the old room's pickups (stairs, pedestals, rewards, gems all persist)
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if (G.cur) G.cur.pickups = G.pickups;
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G.enemies = [];
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G.ebullets = [];
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G.bullets = [];
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G.hazards = [];
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G.telegraphs = [];
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G.corpses = [];
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G.boss = null;
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G.roomLayer = null;
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G.roomLayerKey = '';
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G.wallLayer = null;
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G.wallLayerKey = '';
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G.roomDamaged = false;
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G.roomEnterT = G.time;
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G.entryFresh = false;
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if (G.player) G.player.metronomeTmp = 0; // fresh per-room Crimson-Metronome loan ledger
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const room = G.rooms[roomKey(gx, gy)];
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G.cur = room;
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setArenaForRoom(room);
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G.pickups = room.pickups;
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const a = G.arena;
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// spawn protection: brief invincibility walking into a fresh room
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if (G.player) {
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G.player.invT = Math.max(G.player.invT, 1.0);
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G.player.x = clamp(G.player.x, a.x0 + G.player.r, a.x1 - G.player.r);
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G.player.y = clamp(G.player.y, a.y0 + G.player.r, a.y1 - G.player.r);
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}
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// Iron Lung: re-arm the once-per-room hit block
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if (G.player && G.player.stats.ironLung > 0) G.player.ironLungReady = true;
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if (!room.visited) {
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room.visited = true;
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if (room.type === 'combat') {
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const w = wavesFor(G.floor);
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room.wavesLeft = w.length;
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room.pendingWave = w;
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G.entryFresh = true;
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spawnWave(w[0], G.floor, ENTRY_WARN);
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room.wavesLeft--;
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room.spawnT = 0;
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} else if (room.type === 'boss') {
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const boss = spawnBoss(G.floor);
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room.bossSpawned = true;
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// boss fights are a pure ammo drain, so stock the room on the way in
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spawnPickup('ammo', a.cx, a.cy + 140);
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Music.playBoss(boss.bossKind);
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} else if (room.type === 'item') {
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spawnItemPedestal(a.cx - 45, a.cy, null, 'room');
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// item rooms sometimes also stock a weapon
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if (chance(0.35)) {
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const w = rollWeaponDrop(G.floor);
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spawnPickup('weapon', a.cx + 55, a.cy, { wid: w.id });
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}
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// and occasionally a bonus active pedestal
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if (chance(0.15)) spawnActivePedestal(a.cx + 130, a.cy + 55);
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room.cleared = true;
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}
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} else if (room.type === 'combat' && !room.cleared && room.wavesLeft > 0) {
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// re-entering an uncleared room: restart waves
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spawnWave(room.pendingWave[room.pendingWave.length - room.wavesLeft], G.floor);
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room.wavesLeft--;
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room.spawnT = 0;
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}
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}
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// Isaac-style: the view centers on the player and is clamped so it never leaves
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// the room. Rooms that fit the screen keep cam exactly at the room center —
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// which is (0,0) for every current shape, so existing rendering is byte-identical.
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// In larger rooms the camera may peek a little past the arena edge (into the
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// drawn wall band, which is WALL thick) so walls and their exit doors come into
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// view as the player reaches them.
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const CAM_EDGE_PEEK = WALL * 0.9; // how far past the arena edge the camera may glide
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function updateCamera() {
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const a = G.arena, p = G.player;
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if (!a || !p) return;
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G.cam = G.cam || { x: 0, y: 0 };
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G.cam.x = a.w <= W ? a.cx - W / 2 : clamp(p.x - W / 2, a.x0 - CAM_EDGE_PEEK, a.x1 - W + CAM_EDGE_PEEK);
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G.cam.y = a.h <= H ? a.cy - H / 2 : clamp(p.y - H / 2, a.y0 - CAM_EDGE_PEEK, a.y1 - H + CAM_EDGE_PEEK);
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}
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// screen-space mouse -> world coords (safe pre-player: cam exists from state.js)
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function mxW() { return Input.mx + G.cam.x; }
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function myW() { return Input.my + G.cam.y; }
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function separateEntryWave() {
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const p = G.player;
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const a = G.arena;
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const minD = Math.min(ENTRY_BUFFER, Math.min(a.w, a.h) * 0.42);
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const minD2 = minD * minD;
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for (const e of G.enemies) {
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if (e.boss || e.hp <= 0) continue;
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if (dist2(e.x, e.y, p.x, p.y) < minD2) {
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const pos = spawnPosAwayFromPlayer();
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e.x = pos.x; e.y = pos.y;
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}
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}
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}
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function roomLocked() {
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const r = G.cur;
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if (!r) return false;
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if (r.type !== 'combat' && r.type !== 'boss') return false;
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return !r.cleared;
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}
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function updateRoom(dt) {
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const r = G.cur;
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const p = G.player;
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const a = G.arena;
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// If the current pressure is clearly overwhelming the build, ease it down
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// smoothly. Spawn-time application means living enemies never jump stats.
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if (G.enemies.length > 0) {
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const lowHealth = p.hp / Math.max(1, p.stats.maxHp) < 0.35;
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const stalled = G.time - G.roomEnterT > 90;
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if (lowHealth || stalled) {
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const decay = lowHealth ? 0.02 : 0.008;
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applyPressureDelta(-decay * dt * pressureDropScale() * PRESSURE_RELIEF_MUL);
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}
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}
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G.recentHits = (G.recentHits || []).filter(t => G.time - t < 12);
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// wave progression / room clear
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if (r.type === 'combat' && !r.cleared) {
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if (G.enemies.length === 0) {
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if (r.wavesLeft > 0) {
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r.spawnT += dt;
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if (r.spawnT > 0.9) {
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r.spawnT = 0;
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spawnWave(r.pendingWave[r.pendingWave.length - r.wavesLeft], G.floor);
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r.wavesLeft--;
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}
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} else {
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r.cleared = true;
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recordRoomClear(r);
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spawnRoomReward(a.cx, a.cy, G.floor);
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Sfx.roomClear();
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addScore(50);
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}
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}
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} else if (r.type === 'boss' && r.bossSpawned && !r.cleared) {
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if (!G.boss && G.enemies.length === 0) {
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r.cleared = true;
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recordRoomClear(r);
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Sfx.roomClear();
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}
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}
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// door transitions
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if (!roomLocked()) {
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let dir = null;
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if (p.y < a.y0 + p.r + 6 && Math.abs(p.x - a.cx) < DOOR_HALF && keyDown('w', 'arrowup')) dir = 'n';
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else if (p.y > a.y1 - p.r - 6 && Math.abs(p.x - a.cx) < DOOR_HALF && keyDown('s', 'arrowdown')) dir = 's';
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else if (p.x > a.x1 - p.r - 6 && Math.abs(p.y - a.cy) < DOOR_HALF && keyDown('d', 'arrowright')) dir = 'e';
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else if (p.x < a.x0 + p.r + 6 && Math.abs(p.y - a.cy) < DOOR_HALF && keyDown('a', 'arrowleft')) dir = 'w';
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if (dir && r.doors[dir]) {
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const [dx, dy] = DIRS[dir];
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enterRoom(r.gx + dx, r.gy + dy);
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const next = G.arena;
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// place player at the opposite door in the destination's own shape
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if (dir === 'n') { p.y = next.y1 - p.r - 8; p.x = next.cx; }
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if (dir === 's') { p.y = next.y0 + p.r + 8; p.x = next.cx; }
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if (dir === 'e') { p.x = next.x0 + p.r + 8; p.y = next.cy; }
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if (dir === 'w') { p.x = next.x1 - p.r - 8; p.y = next.cy; }
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p.x = clamp(p.x, next.x0 + p.r, next.x1 - p.r);
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p.y = clamp(p.y, next.y0 + p.r, next.y1 - p.r);
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if (G.entryFresh) { separateEntryWave(); G.entryFresh = false; }
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G.transition = 0.3;
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Sfx.door();
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}
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}
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}
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function recordRoomClear(room) {
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if (!G.roomDamaged) {
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G.streak++;
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applyPressureDelta(pressureGain());
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} else {
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G.streak = 0;
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}
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// active items charge on room clears: +1 per combat room, +2 per boss
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const p = G.player;
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// Crimson Metronome: a ½-heart loan is repaid when the room clears clean
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if (!G.roomDamaged && p.metronomeTmp > 0) {
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const back = Math.min(p.metronomeTmp, p.stats.maxHp - p.hp);
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p.hp += back;
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p.metronomeTmp = 0;
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if (back > 0) spawnText(p.x, p.y - 26, 'LOAN REPAID +' + back, '#d98991');
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}
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if (p && p.active) {
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const a = ACTIVES[p.active.iid];
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if (a) {
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const gain = room.type === 'boss' ? 2 : (room.type === 'combat' ? 1 : 0);
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if (gain > 0 && p.active.charges < a.cost) {
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p.active.charges = Math.min(a.cost, p.active.charges + gain);
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if (p.active.charges >= a.cost) spawnText(p.x, p.y - 30, a.name.toUpperCase() + ' READY', '#e2472f');
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}
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}
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}
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if (room.type === 'combat' && G.player.stats.roomHeal > 0 && G.player.hp < G.player.stats.maxHp) {
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const before = G.player.hp;
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healPlayer(G.player.stats.roomHeal);
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if (G.player.hp > before) spawnText(G.player.x, G.player.y - 18, 'ROOM KNIT +' + (G.player.hp - before), '#d98991');
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}
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// Bone Knit perk: small chance of a half-heart mend on each combat clear
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if (room.type === 'combat' && G.player.stats.roomHealChance > 0 && G.player.hp < G.player.stats.maxHp &&
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chance(Math.min(0.9, G.player.stats.roomHealChance))) {
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const before = G.player.hp;
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healPlayer(1);
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if (G.player.hp > before) spawnText(G.player.x, G.player.y - 30, 'BONE KNIT +' + (G.player.hp - before), '#d98991');
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}
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}
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function nextFloor() {
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G.floor++;
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addScore(250);
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Sfx.stairs();
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genFloor(G.floor);
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enterRoom(0, 0);
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// Shield Heart: regen 25% of max shields per floor, rounded up to the next
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// whole shield (1 shield = 2 shieldHp). Full shields only at run start.
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const maxShield = G.player.stats.shieldPerk || 0;
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const shieldBefore = G.player.shieldHp;
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G.player.shieldHp = Math.min(maxShield, G.player.shieldHp + 2 * Math.ceil(maxShield / 8));
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if (G.player.shieldHp > shieldBefore) { spawnText(G.player.x, G.player.y - 20, 'SHIELD UP', '#3bc9e0'); Sfx.shieldUp(); }
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// legendary once-per-floor flags reset
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G.player.secondSkinUsed = false;
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G.player.lastCutActive = false;
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G.player.x = W / 2; G.player.y = H / 2;
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addToast('FLOOR ' + G.floor, 'the meat runs deeper here');
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Music.requestFloorMusic();
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G.transition = 0.5;
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}
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// ---- hazards (acid pools, fire, bear traps) ----
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function updateHazards(dt) {
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const p = G.player;
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for (let i = G.hazards.length - 1; i >= 0; i--) {
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const h = G.hazards[i];
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h.t += dt;
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if (h.t >= h.life) { G.hazards.splice(i, 1); continue; }
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if (h.hostile) {
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h.tick = (h.tick || 0) - dt;
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if (h.tick <= 0 && dist2(h.x, h.y, p.x, p.y) < (h.r + p.r) * (h.r + p.r)) {
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h.tick = h.tickRate || 0.4;
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hurtPlayer(h.dmg || 1, angleTo(h.x, h.y, p.x, p.y));
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}
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}
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if (h.kind === 'trap') {
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for (const e of G.enemies) {
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if (e.boss || e.hp <= 0) continue;
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if (h.caught && h.caught.has(e)) continue; // each victim springs it once
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if (dist2(h.x, h.y, e.x, e.y) < (h.r + e.r) * (h.r + e.r)) {
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e.rootT = 2.2;
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damageEnemy(e, h.dmg, rand(0, TAU), false);
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spawnBlood(e.x, e.y, 0, 6);
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Sfx.trapSnap({ x: h.x, y: h.y });
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// a trap snaps shut on a few victims before it breaks
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if (!h.caught) h.caught = new Set();
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h.caught.add(e);
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h.charges = (h.charges === undefined ? 1 : h.charges) - 1;
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if (h.charges <= 0) { G.hazards.splice(i, 1); break; }
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}
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}
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} else if (!h.hostile || h.dps > 0) { // weapon pools hurt enemies; zero-DPS boss pools do not
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for (const e of G.enemies) {
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if (e.hp <= 0) continue;
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if (e === h.owner) continue;
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if (dist2(h.x, h.y, e.x, e.y) < (h.r + e.r * 0.5) * (h.r + e.r * 0.5)) {
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if (h.kind === 'acid') { e.slowT = 0.4; tickEnemyDamage(e, h.dps * dt); }
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else { e.burnT = Math.max(e.burnT, 0.8); e.burnDps = h.dps; }
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}
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}
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}
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}
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}
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// ---- rendering ----
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function hashTile(x, y) { return ((x * 73856093) ^ (y * 19349663)) >>> 0; }
|
||
|
||
const FLOOR_TILE_POOL = [
|
||
'tile_floor1', 'tile_floor1', 'tile_floor1',
|
||
'tile_floor2', 'tile_floor2', 'tile_floor2',
|
||
'tile_floor3', 'tile_floor3',
|
||
'tile_floor4', 'tile_floor6', 'tile_floor6', 'tile_floor6',
|
||
'tile_floor5', 'tile_floor7', 'tile_floor8', 'tile_floor1',
|
||
];
|
||
const WALL_TILE_POOL = ['tile_wall', 'tile_wall', 'tile_wall2', 'tile_wall3', 'tile_wall4'];
|
||
|
||
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, 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);
|
||
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 = 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) {
|
||
// A room's 600 floor tiles are static. Cache them into one bitmap in the
|
||
// 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 + ':' + r.shape + ':' + r.theme + ':' + hdScale();
|
||
if (!G.roomLayer || G.roomLayerKey !== key) {
|
||
const a = roomBounds(r);
|
||
const rs = hdScale();
|
||
const layer = document.createElement('canvas');
|
||
layer.width = Math.max(W, a.x1) * rs; layer.height = Math.max(H, a.y1) * rs;
|
||
const lctx = layer.getContext('2d');
|
||
lctx.setTransform(rs, 0, 0, rs, 0, 0);
|
||
lctx.imageSmoothingEnabled = !G.hdRemaster;
|
||
drawFloorTiles(lctx, r, layer.width / rs, layer.height / rs);
|
||
G.roomLayer = layer; G.roomLayerKey = key;
|
||
}
|
||
ctx.drawImage(G.roomLayer, 0, 0, G.roomLayer.width / hdScale(), G.roomLayer.height / hdScale());
|
||
}
|
||
|
||
function drawRoom(ctx) {
|
||
const r = G.cur;
|
||
drawFloor(ctx, r);
|
||
// blood decals
|
||
for (const d of r.decals) {
|
||
Sprites.draw(ctx, d.img, d.x, d.y, d.rot, 48 * d.s, false, 0.55);
|
||
}
|
||
// hazards
|
||
for (const h of G.hazards) {
|
||
const k = 1 - h.t / h.life;
|
||
if (h.kind === 'trap') {
|
||
Sprites.draw(ctx, 'bullet_saw', h.x, h.y, h.t * 0.5, 28, false, clamp(k * 3, 0, 1));
|
||
} else {
|
||
ctx.globalAlpha = clamp(k * 2, 0, 0.55);
|
||
const pulse = h.r * (0.82 + Math.sin(h.t * 5) * 0.08);
|
||
ctx.fillStyle = h.hostile ? (h.kind === 'acid' ? '#a7c92b' : '#ff642b') : (h.kind === 'acid' ? '#4f9e25' : '#d65b18');
|
||
ctx.beginPath(); ctx.arc(h.x, h.y, pulse, 0, TAU); ctx.fill();
|
||
ctx.strokeStyle = h.hostile ? '#fff0a0' : (h.kind === 'acid' ? '#a5e34c' : '#ffb13b');
|
||
ctx.lineWidth = 2;
|
||
ctx.beginPath(); ctx.arc(h.x, h.y, pulse * 0.72, 0, TAU); ctx.stroke();
|
||
ctx.globalAlpha = 1;
|
||
}
|
||
}
|
||
// walls
|
||
drawWalls(ctx, r);
|
||
}
|
||
|
||
function drawWallBands(target, r) {
|
||
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) {
|
||
target.beginPath();
|
||
if (dir === 'n' || dir === 's') {
|
||
const y = dir === 'n' ? top : a.y1;
|
||
if (r.doors[dir]) {
|
||
target.rect(left, y, a.cx - DOOR_HALF - left, WALL);
|
||
target.rect(a.cx + DOOR_HALF, y, right - a.cx - DOOR_HALF, WALL);
|
||
} else target.rect(left, y, right - left, WALL);
|
||
} else {
|
||
const x = dir === 'w' ? left : a.x1;
|
||
if (r.doors[dir]) {
|
||
target.rect(x, top, WALL, a.cy - DOOR_HALF - top);
|
||
target.rect(x, a.cy + DOOR_HALF, WALL, bottom - a.cy - DOOR_HALF);
|
||
} else target.rect(x, top, WALL, bottom - top);
|
||
}
|
||
target.clip();
|
||
}
|
||
|
||
for (const dir of ['n', 's']) {
|
||
target.save(); clipBand(dir);
|
||
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(target, wallPool[h % wallPool.length], x + TILE / 2, y, 0, TILE);
|
||
}
|
||
target.restore();
|
||
}
|
||
for (const dir of ['w', 'e']) {
|
||
target.save(); clipBand(dir);
|
||
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(target, wallPool[h % wallPool.length], x, y + TILE / 2, Math.PI / 2, TILE);
|
||
}
|
||
target.restore();
|
||
}
|
||
target.strokeStyle = 'rgba(0,0,0,0.5)'; target.lineWidth = 3;
|
||
target.strokeRect(a.x0, a.y0, a.w, a.h);
|
||
}
|
||
|
||
function drawWalls(ctx, r) {
|
||
const locked = roomLocked();
|
||
const a = roomBounds(r);
|
||
|
||
// static wall tiles are cached; door sprites are dynamic per frame
|
||
const canCache = typeof document !== 'undefined' && document.createElement && G.imagesLoaded;
|
||
if (canCache) {
|
||
const key = r.gx + ',' + r.gy + ':' + G.floor + ':' + r.shape + ':' + r.theme + ':' + hdScale();
|
||
if (!G.wallLayer || G.wallLayerKey !== key) {
|
||
const rs = hdScale();
|
||
const layer = document.createElement('canvas');
|
||
layer.width = (a.x1 + WALL) * rs;
|
||
layer.height = (a.y1 + WALL) * rs;
|
||
const lctx = layer.getContext('2d');
|
||
lctx.setTransform(rs, 0, 0, rs, 0, 0);
|
||
lctx.imageSmoothingEnabled = !G.hdRemaster;
|
||
drawWallBands(lctx, r);
|
||
G.wallLayer = layer;
|
||
G.wallLayerKey = key;
|
||
}
|
||
ctx.drawImage(G.wallLayer, 0, 0, G.wallLayer.width / hdScale(), G.wallLayer.height / hdScale());
|
||
} else {
|
||
drawWallBands(ctx, r);
|
||
}
|
||
|
||
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 = 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];
|
||
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);
|
||
Sprites.draw(ctx, sprite, x, y, rot, 150, false, 1, 1, 0.82);
|
||
ctx.save();
|
||
if (horiz) ctx.translate(x, y); else { ctx.translate(x, y); ctx.rotate(Math.PI / 2); }
|
||
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);
|
||
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;
|
||
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), tw = 3 + (hh % 2);
|
||
ctx.fillStyle = hh % 4 === 0 ? '#e8dcc2' : '#cfc0a4';
|
||
ctx.beginPath();
|
||
ctx.moveTo(side * DOOR_HALF, ty - tw);
|
||
ctx.lineTo(side * DOOR_HALF, ty + tw);
|
||
ctx.lineTo(side * (DOOR_HALF - th), ty);
|
||
ctx.closePath(); ctx.fill();
|
||
}
|
||
}
|
||
}
|
||
ctx.restore();
|
||
const chevOff = dir === 'n' ? -1 : (dir === 's' ? 1 : 0);
|
||
const chevOffX = dir === 'w' ? -1 : (dir === 'e' ? 1 : 0);
|
||
ctx.save();
|
||
ctx.globalAlpha = 0.5 + Math.sin(G.time * 3 + dirSeed) * 0.2;
|
||
ctx.strokeStyle = locked ? '#ff2a3c' : '#e8b04a';
|
||
ctx.lineWidth = 3;
|
||
for (let c = 1; c <= 2; c++) {
|
||
const d0 = WALL + 10 + c * 12;
|
||
ctx.beginPath();
|
||
if (horiz) {
|
||
const yy = y + chevOff * d0;
|
||
ctx.moveTo(x - 10, yy); ctx.lineTo(x, yy + chevOff * 8); ctx.lineTo(x + 10, yy);
|
||
} else {
|
||
const xx = x + chevOffX * d0;
|
||
ctx.moveTo(xx, y - 10); ctx.lineTo(xx + chevOffX * 8, y); ctx.lineTo(xx, y + 10);
|
||
}
|
||
ctx.stroke();
|
||
}
|
||
ctx.restore();
|
||
if (locked) {
|
||
ctx.save();
|
||
ctx.globalAlpha = 0.5 + Math.sin(G.time * 6) * 0.2;
|
||
ctx.fillStyle = '#8f1f2a';
|
||
if (horiz) ctx.fillRect(x - DOOR_HALF, y - 8, DOOR_HALF * 2, 16);
|
||
else ctx.fillRect(x - 8, y - DOOR_HALF, 16, DOOR_HALF * 2);
|
||
ctx.restore();
|
||
}
|
||
}
|
||
}
|