diff --git a/packages/web/public/terrain3d/dust.png b/packages/web/public/terrain3d/dust.png
new file mode 100644
index 0000000..fe67125
Binary files /dev/null and b/packages/web/public/terrain3d/dust.png differ
diff --git a/packages/web/public/terrain3d/jello.png b/packages/web/public/terrain3d/jello.png
new file mode 100644
index 0000000..694248b
Binary files /dev/null and b/packages/web/public/terrain3d/jello.png differ
diff --git a/packages/web/public/terrain3d/rosebush.png b/packages/web/public/terrain3d/rosebush.png
new file mode 100644
index 0000000..136817e
Binary files /dev/null and b/packages/web/public/terrain3d/rosebush.png differ
diff --git a/packages/web/public/terrain3d/thornbush.png b/packages/web/public/terrain3d/thornbush.png
new file mode 100644
index 0000000..dc93906
Binary files /dev/null and b/packages/web/public/terrain3d/thornbush.png differ
diff --git a/packages/web/public/terrain3d/warpglow.png b/packages/web/public/terrain3d/warpglow.png
new file mode 100644
index 0000000..f595084
Binary files /dev/null and b/packages/web/public/terrain3d/warpglow.png differ
diff --git a/packages/web/public/textures/dimwarp.png b/packages/web/public/textures/dimwarp.png
new file mode 100644
index 0000000..290c36d
Binary files /dev/null and b/packages/web/public/textures/dimwarp.png differ
diff --git a/packages/web/public/textures/pit.png b/packages/web/public/textures/pit.png
new file mode 100644
index 0000000..6b6d155
Binary files /dev/null and b/packages/web/public/textures/pit.png differ
diff --git a/packages/web/public/textures/slime.png b/packages/web/public/textures/slime.png
new file mode 100644
index 0000000..2427410
Binary files /dev/null and b/packages/web/public/textures/slime.png differ
diff --git a/packages/web/public/textures/tacks.png b/packages/web/public/textures/tacks.png
new file mode 100644
index 0000000..5109d72
Binary files /dev/null and b/packages/web/public/textures/tacks.png differ
diff --git a/packages/web/src/TokenGallery.svelte b/packages/web/src/TokenGallery.svelte
index 8b42fc5..0fa34a4 100644
--- a/packages/web/src/TokenGallery.svelte
+++ b/packages/web/src/TokenGallery.svelte
@@ -8,6 +8,7 @@
import FirewallEdge from "./FirewallEdge.svelte";
import IllusionShimmer from "./IllusionShimmer.svelte";
import { FX_ART } from "./fpv/fx3d";
+ import { TERRAIN3D } from "./fpv/terrain3d";
const GROUPS: { title: string; files: string[] }[] = [
{ title: "Wizards", files: ["wizard-0", "wizard-1", "wizard-2", "wizard-3", "wizard-4", "wizard-5"] },
@@ -95,7 +96,7 @@
wherever a file is missing.
- {#each ["wall", "rim", "stone", "door", "firewall", "warp", "floor", "ceiling", "home"] as name (name)}
+ {#each ["wall", "rim", "stone", "door", "firewall", "warp", "floor", "ceiling", "home", "pit", "slime", "tacks", "dimwarp"] as name (name)}
{name}
@@ -120,6 +121,24 @@
{/each}
+ The standing terrain — first-person volumes
+
+ Terrain that stands in the room: hedges filling a square to half
+ height, the killer ooze as a translucent cube, dust billowing, the
+ dimensional warp's pillar of light. Each lives at
+ public/terrain3d/<name>.png — transparent PNG, any
+ size; hedges render twice as wide as tall. Rehearse them in place with
+ /?fpv&terrain=thornbush@3,7;jello@4,7.
+
+
+ {#each TERRAIN3D as name (name)}
+
+
+ {name}
+
+ {/each}
+
+
Walls & doors — as the maze draws them
Wall-segment effects have never been tokens: locks picked, jammed, and
diff --git a/packages/web/src/fpv/FirstPerson.svelte b/packages/web/src/fpv/FirstPerson.svelte
index e4ed672..a2a90c9 100644
--- a/packages/web/src/fpv/FirstPerson.svelte
+++ b/packages/web/src/fpv/FirstPerson.svelte
@@ -6,6 +6,7 @@
import { castRay, billboards } from "./raycast";
import { materialTextures } from "./textures";
import { doorOpenness, fxFallback, type FpFx } from "./fx3d";
+ import { terrainFallback, TERRAIN3D } from "./terrain3d";
import { tokenArt } from "../art";
import { PLAYER_COLORS } from "../colors";
import type { GameView } from "@wizwar/engine";
@@ -88,29 +89,42 @@
}
let frame: ImageData | null = null;
- // Home bases wear their owner's emblem on the floor: a per-view grid of
- // owner tints, indexed by integer cell for the per-pixel pass.
- const homeCache = new WeakMap();
- function homesOf(v: GameView) {
- let h = homeCache.get(v);
+ // The floor wears decals: home emblems in their owners' colors, pits
+ // opening downward, slime, tacks, dimensional warp rings — a per-view
+ // grid mapping each cell to one overlay, read by the per-pixel pass.
+ interface Decal { tex: string; tint: [number, number, number] | null }
+ const decalCache = new WeakMap();
+ function decalsOf(v: GameView) {
+ let h = decalCache.get(v);
if (!h) {
const bw = v.board.width, bh = v.board.height;
const grid = new Int16Array(bw * bh).fill(-1);
- const tints: [number, number, number][] = [];
+ const decals: Decal[] = [];
+ const put = (x: number, y: number, tex: string, tint: Decal["tint"] = null) => {
+ if (x < 0 || y < 0 || x >= bw || y >= bh) return;
+ decals.push({ tex, tint });
+ grid[y * bw + x] = decals.length - 1;
+ };
for (const p of v.players) {
if (!p.home) continue;
const hex = PLAYER_COLORS[p.colorIndex] ?? "#888888";
- tints.push([
+ put(p.home.x, p.home.y, "home", [
parseInt(hex.slice(1, 3), 16) / 255,
parseInt(hex.slice(3, 5), 16) / 255,
parseInt(hex.slice(5, 7), 16) / 255,
]);
- if (p.home.x >= 0 && p.home.y >= 0 && p.home.x < bw && p.home.y < bh) {
- grid[p.home.y * bw + p.home.x] = tints.length - 1;
- }
}
- h = { grid, bw, bh, tints };
- homeCache.set(v, h);
+ for (const [k, content] of Object.entries(v.squareContents)) {
+ if (content.kind !== "pit" && content.kind !== "slime" && content.kind !== "tacks") continue;
+ const [cx, cy] = k.split(",").map(Number) as [number, number];
+ put(cx, cy, content.kind);
+ }
+ for (const w of v.dimWarps) {
+ put(w.a.x, w.a.y, "dimwarp");
+ put(w.b.x, w.b.y, "dimwarp");
+ }
+ h = { grid, bw, bh, decals };
+ decalCache.set(v, h);
}
return h;
}
@@ -162,8 +176,7 @@
continue;
}
const d = (H / 2) / dz;
- const homes = below ? homesOf(view) : null;
- const hp = below ? pixelsOf(textures.home!) : null;
+ const dec = below ? decalsOf(view) : null;
const tex = below ? fl : ce;
const tw = tex.width, th = tex.height;
const tp = tex.data;
@@ -184,17 +197,19 @@
let v = wy % 1; if (v < 0) v += 1;
const ti = (((v * th) | 0) * tw + ((u * tw) | 0)) * 4;
let r = tp[ti]!, g = tp[ti + 1]!, b = tp[ti + 2]!;
- if (homes) {
+ if (dec) {
const hx = (wx - u) | 0, hy = (wy - v) | 0;
- if (hx >= 0 && hy >= 0 && hx < homes.bw && hy < homes.bh) {
- const owner = homes.grid[hy * homes.bw + hx]!;
- if (owner >= 0 && hp) {
- // The emblem sits over the flagstones, wearing its
- // owner's color.
+ if (hx >= 0 && hy >= 0 && hx < dec.bw && hy < dec.bh) {
+ const di = dec.grid[hy * dec.bw + hx]!;
+ if (di >= 0) {
+ // A decal lies over the flagstones, alpha-blended texel
+ // by texel; home emblems wear their owner's color.
+ const decal = dec.decals[di]!;
+ const hp = pixelsOf(textures[decal.tex] ?? textures.home!);
const hi = (((v * hp.height) | 0) * hp.width + ((u * hp.width) | 0)) * 4;
const ha = hp.data[hi + 3]! / 255;
if (ha > 0) {
- const [tr, tg, tb] = homes.tints[owner]!;
+ const [tr, tg, tb] = decal.tint ?? [1, 1, 1];
r = r * (1 - ha) + hp.data[hi]! * tr * ha;
g = g * (1 - ha) + hp.data[hi + 1]! * tg * ha;
b = b * (1 - ha) + hp.data[hi + 2]! * tb * ha;
@@ -306,16 +321,21 @@
rise: 0.3,
warped: f.kind === "projectile" ? f.warped : undefined,
}, ex, ey);
- if (s) sprites.push({ ...s, glow: true, alpha: f.kind === "impact" ? 1 - p : 1, fallback: f.art });
+ if (s) sprites.push({ ...s, alpha: f.kind === "impact" ? 1 - p : 1, fallback: f.art });
}
sprites.sort((a, b) => b.depth - a.depth);
for (const s of sprites) {
- const img = imageFor(s.src) ?? (s.fallback ? fxFallback(s.fallback) : null);
+ const img = imageFor(s.src) ??
+ (s.fallback
+ ? (TERRAIN3D.includes(s.fallback as (typeof TERRAIN3D)[number])
+ ? terrainFallback(s.fallback) : fxFallback(s.fallback))
+ : null);
const iw = img instanceof HTMLImageElement ? img.naturalWidth : (img?.width ?? 0);
const ih = img instanceof HTMLImageElement ? img.naturalHeight : (img?.height ?? 0);
- // Conjurations are painted art, not light sources: normal
- // compositing keeps their inks true; only the fade is borrowed.
- if (s.glow) ctx.globalAlpha = s.alpha ?? 1;
+ // Painted art composites normally (inks stay true); light glows
+ // additively. Either way translucency applies.
+ if (s.glow) ctx.globalCompositeOperation = "lighter";
+ if (s.alpha !== undefined || s.glow) ctx.globalAlpha = s.alpha ?? 1;
for (let col = Math.max(0, s.left | 0); col < Math.min(W, s.right); col++) {
if (s.depth >= zbuf[col]!) continue;
if ((s.warped ? 1 : 0) !== warpedCol[col]!) continue;
@@ -336,7 +356,8 @@
ctx.fillRect(col, s.top, 1, s.bottom - s.top);
}
}
- if (s.glow) ctx.globalAlpha = 1;
+ if (s.glow) ctx.globalCompositeOperation = "source-over";
+ if (s.alpha !== undefined || s.glow) ctx.globalAlpha = 1;
}
// The ghosts of walls you know are lies: drawn over everything at
@@ -386,7 +407,9 @@
fallback?: string;
}
function project(
- b: { x: number; y: number; src: string; scale: number; rise: number; warped?: boolean },
+ b: { x: number; y: number; src: string; scale: number; rise: number;
+ aspect?: number; alpha?: number; glow?: boolean; bias?: number;
+ fallback?: string; warped?: boolean },
ex: number, ey: number,
): Projected | null {
const relX = b.x - ex, relY = b.y - ey;
@@ -397,10 +420,12 @@
const screenX = W / 2 + (side / depth) * (W / 2) / Math.tan(FOV / 2);
const wallH = H / depth;
const size = wallH * b.scale;
+ const wide = size * (b.aspect ?? 1);
const bottom = half + wallH / 2 - b.rise * wallH;
return {
- src: b.src, depth, warped: b.warped,
- left: screenX - size / 2, right: screenX + size / 2,
+ src: b.src, depth: depth - (b.bias ?? 0), warped: b.warped,
+ alpha: b.alpha, glow: b.glow, fallback: b.fallback,
+ left: screenX - wide / 2, right: screenX + wide / 2,
top: bottom - size, bottom,
};
}
diff --git a/packages/web/src/fpv/FpvWorkshop.svelte b/packages/web/src/fpv/FpvWorkshop.svelte
index 843bff9..eed2de0 100644
--- a/packages/web/src/fpv/FpvWorkshop.svelte
+++ b/packages/web/src/fpv/FpvWorkshop.svelte
@@ -27,6 +27,15 @@
view.knownIllusionEdges.push(k);
delete view.board.edges[k];
}
+ // ?terrain=pit@3,7;thornbush@4,7 — furnish squares for the renderer
+ // (and the artist) to rehearse. dimwarp@x,y opens a floor mouth.
+ for (const spec of (q.get("terrain") ?? "").split(";").filter(Boolean)) {
+ const [kind, at] = spec.split("@") as [string, string?];
+ const [tx, ty] = (at ?? "").split(",").map(Number);
+ if (!Number.isFinite(tx) || !Number.isFinite(ty)) continue;
+ if (kind === "dimwarp") view.dimWarps.push({ a: { x: tx!, y: ty! }, b: { x: tx!, y: ty! } });
+ else view.squareContents[`${tx},${ty}`] = { kind } as (typeof view.squareContents)[string];
+ }
const start = view.players.find((p) => p.id === povId)!.position;
// ?x=&y=&dir= override the spawn — for standing the camera anywhere.
diff --git a/packages/web/src/fpv/raycast.ts b/packages/web/src/fpv/raycast.ts
index c8469d1..e84fdad 100644
--- a/packages/web/src/fpv/raycast.ts
+++ b/packages/web/src/fpv/raycast.ts
@@ -227,6 +227,17 @@ export interface Billboard {
/** Lifted off the floor (0 = feet on the ground). */
rise: number;
label: string;
+ /** Width as a multiple of height (1 = square; 2 = a cell-wide hedge). */
+ aspect?: number;
+ /** Translucency (jello, dust); 1 or absent is opaque. */
+ alpha?: number;
+ /** Drawn additively, as light (warp pillars). */
+ glow?: boolean;
+ /** Pulled this much nearer for draw order: a hedge wins the tie
+ * against the wizard standing in its own square, who then peeks over. */
+ bias?: number;
+ /** Procedural stand-in name while the painted file loads. */
+ fallback?: string;
/** A reflection seen through a warp mouth, not the thing itself. */
warped?: boolean;
}
@@ -298,19 +309,42 @@ export function billboards(
scale: 0.4, rise: 0, label: "treasure",
});
}
- // The floor's furniture: bushes stand tall, hazards squat low. Stone is
- // a wall to the rays and needs no sprite.
- const TERRAIN_SCALE: Record = {
- thornbush: 0.7, rosebush: 0.7, safe: 0.55, ooze: 0.35, slime: 0.3,
- tacks: 0.25, pit: 0.35, dust: 0.6,
- };
+ // The floor's furniture, standing in the room. Bushes fill the square
+ // to half height (a wizard peeks over); the killer ooze is a whole
+ // translucent cube of jello; dust billows. Pits, slime, tacks, and
+ // dimensional warps are painted INTO the floor by the decal pass, and
+ // stone is a wall to the rays — none of those need a sprite.
for (const [k, content] of Object.entries(view.squareContents)) {
- if (content.kind === "stone") continue;
- const file = TERRAIN_ART[content.kind];
- const scale = TERRAIN_SCALE[content.kind];
- if (!file || !scale) continue;
const [tx, ty] = k.split(",").map(Number) as [number, number];
- out.push({ x: tx + 0.5, y: ty + 0.5, src: art(file, "terrain"), scale, rise: 0, label: content.kind });
+ const at = { x: tx + 0.5, y: ty + 0.5 };
+ if (content.kind === "thornbush" || content.kind === "rosebush") {
+ out.push({
+ ...at, src: `/terrain3d/${content.kind}.png`, fallback: content.kind,
+ scale: 0.5, aspect: 2, rise: 0, bias: 0.18, label: content.kind,
+ });
+ } else if (content.kind === "ooze") {
+ out.push({
+ ...at, src: "/terrain3d/jello.png", fallback: "jello",
+ scale: 0.96, aspect: 1.04, rise: 0, alpha: 0.6, bias: 0.18, label: "ooze",
+ });
+ } else if (content.kind === "dust") {
+ out.push({
+ ...at, src: "/terrain3d/dust.png", fallback: "dust",
+ scale: 0.85, aspect: 1.1, rise: 0, alpha: 0.55, bias: 0.18, label: "dust",
+ });
+ } else if (content.kind === "safe") {
+ out.push({ ...at, src: art(TERRAIN_ART["safe"]!, "terrain"), scale: 0.55, rise: 0, label: "safe" });
+ }
+ }
+ // Dimensional warp mouths throw pillars of light from their floor rings.
+ for (const w of view.dimWarps) {
+ for (const cellAt of [w.a, w.b]) {
+ out.push({
+ x: cellAt.x + 0.5, y: cellAt.y + 0.5,
+ src: "/terrain3d/warpglow.png", fallback: "warpglow",
+ scale: 0.95, aspect: 0.5, rise: 0, alpha: 0.6, glow: true, label: "dimwarp",
+ });
+ }
}
for (const [k, cards] of Object.entries(view.groundObjects)) {
const file = cards[0] ? objectArt(cards[0].cardId) : null;
diff --git a/packages/web/src/fpv/terrain3d.ts b/packages/web/src/fpv/terrain3d.ts
new file mode 100644
index 0000000..960c3dc
--- /dev/null
+++ b/packages/web/src/fpv/terrain3d.ts
@@ -0,0 +1,87 @@
+// Terrain that stands in the room rather than lying on its floor: bushes
+// filling a square to half height, the killer ooze as a translucent cube
+// of jello, dust billowing, dimensional warps throwing light. Each is a
+// paintable sprite at public/terrain3d/.png (transparent PNG, any
+// size); the bakes below stand in until painted.
+
+export const TERRAIN3D = ["thornbush", "rosebush", "jello", "dust", "warpglow"] as const;
+
+const baked = new Map();
+export function terrainFallback(name: string): HTMLCanvasElement {
+ let t = baked.get(name);
+ if (t) return t;
+ t = document.createElement("canvas");
+ t.width = 128;
+ t.height = 64;
+ const c = t.getContext("2d")!;
+ const h2 = (a: number, b: number) => {
+ const n = Math.sin(a * 127.1 + b * 311.7) * 43758.5453;
+ return n - Math.floor(n);
+ };
+ if (name === "thornbush" || name === "rosebush") {
+ // A hedge of tangles wall to wall; roses get their blooms.
+ for (let i = 0; i < 40; i++) {
+ const x = h2(i, 1) * 128, y = 16 + h2(i, 3) * 46, r = 6 + h2(i, 5) * 9;
+ const g = 60 + (h2(i, 7) * 50 | 0);
+ c.fillStyle = `rgba(${g * 0.35 | 0},${g},${g * 0.3 | 0},0.9)`;
+ c.beginPath();
+ c.arc(x, y, r, 0, Math.PI * 2);
+ c.fill();
+ }
+ c.strokeStyle = "rgba(30,40,18,0.7)";
+ for (let i = 0; i < 14; i++) {
+ c.beginPath();
+ c.moveTo(h2(i, 11) * 128, 18 + h2(i, 13) * 40);
+ c.lineTo(h2(i, 11) * 128 + 10 - h2(i, 17) * 20, 8 + h2(i, 19) * 40);
+ c.stroke();
+ }
+ if (name === "rosebush") {
+ for (let i = 0; i < 9; i++) {
+ c.fillStyle = "rgba(210,40,70,0.95)";
+ c.beginPath();
+ c.arc(6 + h2(i, 23) * 116, 14 + h2(i, 29) * 40, 3.5, 0, Math.PI * 2);
+ c.fill();
+ }
+ }
+ } else if (name === "jello") {
+ // The gelatinous whole of the killer ooze, drawn as one cube face
+ // with a paler top edge — the renderer's alpha keeps it see-through.
+ t.height = 128;
+ const g2 = t.getContext("2d")!;
+ g2.fillStyle = "rgba(90,190,70,0.85)";
+ g2.fillRect(4, 12, 120, 112);
+ g2.fillStyle = "rgba(170,240,140,0.9)";
+ g2.fillRect(4, 12, 120, 10);
+ g2.fillStyle = "rgba(230,255,210,0.5)";
+ g2.fillRect(16, 30, 22, 12);
+ for (let i = 0; i < 8; i++) {
+ g2.fillStyle = "rgba(40,120,30,0.5)";
+ g2.beginPath();
+ g2.arc(16 + h2(i, 31) * 96, 40 + h2(i, 37) * 72, 3 + h2(i, 41) * 3, 0, Math.PI * 2);
+ g2.fill();
+ }
+ } else if (name === "dust") {
+ t.height = 128;
+ const g2 = t.getContext("2d")!;
+ for (let i = 0; i < 26; i++) {
+ const a = 0.12 + h2(i, 43) * 0.16;
+ g2.fillStyle = `rgba(200,190,170,${a})`;
+ g2.beginPath();
+ g2.arc(14 + h2(i, 47) * 100, 14 + h2(i, 53) * 100, 12 + h2(i, 59) * 16, 0, Math.PI * 2);
+ g2.fill();
+ }
+ } else {
+ // warpglow: a pillar of violet light, brightest at its core.
+ t.width = 64;
+ t.height = 128;
+ const g2 = t.getContext("2d")!;
+ const grad = g2.createLinearGradient(0, 0, 64, 0);
+ grad.addColorStop(0, "rgba(140,80,220,0)");
+ grad.addColorStop(0.5, "rgba(200,160,255,0.75)");
+ grad.addColorStop(1, "rgba(140,80,220,0)");
+ g2.fillStyle = grad;
+ g2.fillRect(0, 0, 64, 128);
+ }
+ baked.set(name, t);
+ return t;
+}
diff --git a/packages/web/src/fpv/textures.ts b/packages/web/src/fpv/textures.ts
index 882faee..d21cf06 100644
--- a/packages/web/src/fpv/textures.ts
+++ b/packages/web/src/fpv/textures.ts
@@ -42,7 +42,7 @@ function brickTexture(base: [number, number, number], rows: number, mortar: stri
for (let r = 0; r <= rows; r++) c.fillRect(0, r * rh - 1, TEX, 2);
});
}
-export const MATERIALS = ["wall", "rim", "stone", "door", "firewall", "warp", "floor", "ceiling", "home"] as const;
+export const MATERIALS = ["wall", "rim", "stone", "door", "firewall", "warp", "floor", "ceiling", "home", "pit", "slime", "tacks", "dimwarp"] as const;
/** The built-in bake: what ships when no painted file overrides it. */
export function proceduralTextures(): Record {
@@ -127,6 +127,67 @@ export function proceduralTextures(): Record {
c.arc(TEX / 2, TEX / 2, 7, 0, Math.PI * 2);
c.fill();
}),
+ pit: bake((c) => {
+ // A hole in the world: black heart, ragged broken-flag edge, a rim
+ // highlight on the lit side selling the depth.
+ c.fillStyle = "rgba(0,0,0,0.92)";
+ c.beginPath();
+ c.ellipse(TEX / 2, TEX / 2, TEX * 0.38, TEX * 0.34, 0, 0, Math.PI * 2);
+ c.fill();
+ c.strokeStyle = "rgba(20,16,10,0.9)";
+ c.lineWidth = 4;
+ c.stroke();
+ c.strokeStyle = "rgba(180,168,140,0.5)";
+ c.lineWidth = 2;
+ c.beginPath();
+ c.ellipse(TEX / 2, TEX / 2 - 2, TEX * 0.38, TEX * 0.34, 0, Math.PI * 1.1, Math.PI * 1.9);
+ c.stroke();
+ }),
+ slime: bake((c) => {
+ // A spill of green across the flags, glistening.
+ c.fillStyle = "rgba(70,140,40,0.55)";
+ c.beginPath();
+ c.ellipse(TEX * 0.5, TEX * 0.52, TEX * 0.4, TEX * 0.32, 0.4, 0, Math.PI * 2);
+ c.fill();
+ c.fillStyle = "rgba(110,190,60,0.5)";
+ for (let i = 0; i < 6; i++) {
+ c.beginPath();
+ c.ellipse(10 + h2(i, 2) * 44, 12 + h2(i, 5) * 40, 4 + h2(i, 7) * 5, 3 + h2(i, 9) * 4, 0, 0, Math.PI * 2);
+ c.fill();
+ }
+ c.fillStyle = "rgba(220,255,200,0.35)";
+ c.fillRect(TEX * 0.32, TEX * 0.4, 5, 2);
+ }),
+ tacks: bake((c) => {
+ // A scatter of little iron cruelties.
+ for (let i = 0; i < 14; i++) {
+ const x = 8 + h2(i, 3) * 48, y = 8 + h2(i, 6) * 48;
+ c.fillStyle = "rgba(70,70,78,0.9)";
+ c.beginPath();
+ c.moveTo(x, y - 3);
+ c.lineTo(x + 3, y + 2);
+ c.lineTo(x - 3, y + 2);
+ c.closePath();
+ c.fill();
+ c.fillStyle = "rgba(190,190,200,0.8)";
+ c.fillRect(x - 1, y - 4, 2, 2);
+ }
+ }),
+ dimwarp: bake((c) => {
+ // The dimensional warp's floor mouth: violet rings drawing inward.
+ for (let i = 5; i >= 0; i--) {
+ const a = 0.16 + i * 0.1;
+ c.strokeStyle = `rgba(${140 + i * 12},${80 + i * 14},${220},${a})`;
+ c.lineWidth = 3;
+ c.beginPath();
+ c.arc(TEX / 2, TEX / 2, 5 + i * 5, 0, Math.PI * 2);
+ c.stroke();
+ }
+ c.fillStyle = "rgba(240,225,255,0.8)";
+ c.beginPath();
+ c.arc(TEX / 2, TEX / 2, 3.5, 0, Math.PI * 2);
+ c.fill();
+ }),
warp: bake((c) => {
const grad = c.createLinearGradient(0, 0, TEX, TEX);
grad.addColorStop(0, "#2c1a4e");
diff --git a/research/fx3d-sprite-spec.md b/research/fx3d-sprite-spec.md
index eb5b1bc..bf468da 100644
--- a/research/fx3d-sprite-spec.md
+++ b/research/fx3d-sprite-spec.md
@@ -51,6 +51,24 @@ door slide (doors animate by sliding `door.png` along its own edge — no
separate art), and the jammed-lock seethe (a pulsing rust glow the
renderer lays over the door) — those are renderer effects, not images.
+## The terrain, in two families
+
+**Floor decals** — `public/textures/pit.png`, `slime.png`, `tacks.png`,
+`dimwarp.png` — are painted INTO the flagstones by the floor caster,
+alpha-blended texel by texel like the home tile: transparent wherever
+plain floor should show. The pit can carry its own painted label if
+wanted. Square, any size.
+
+**Standing volumes** — `public/terrain3d/thornbush.png`, `rosebush.png`,
+`jello.png`, `dust.png`, `warpglow.png` — are billboards in the room.
+The hedges render CELL-WIDE at half wall height (paint them twice as
+wide as tall; a wizard in the square peeks over the top). The jello
+cube fills the whole square and is drawn ~60% opaque — paint it solid,
+the renderer supplies the translucency. Dust likewise. `warpglow` is a
+pillar of light drawn ADDITIVELY (like the old glow sprites): bright
+means bright, black vanishes. Rehearse any of them in place:
+`/?fpv&terrain=thornbush@3,7;jello@4,7;dimwarp@2,7`.
+
## One more paintable surface: the home tile
`public/textures/home.png` is a floor overlay for home-base cells,