The terrain moves in: pits open downward, hedges stand waist-high, ooze is jello

The flat token billboards give way to terrain that inhabits the room.
Pits, slime, tacks, and the dimensional warp's rings are painted INTO
the flagstones — the home-tile decal pass grows into a general per-cell
overlay grid, one texture per cell, alpha-blended texel by texel. Thorn
and rose hedges fill their square wall to wall at half height, drawn
with a near-bias so the wizard standing among the thorns peeks over the
top. The killer ooze rises as a full translucent cube of jello, bricks
and bodies visible through it; dust billows; and each dimensional warp
mouth throws an additive pillar of violet light up from its floor ring.
Billboards learn aspect, translucency, glow, and draw-order bias to
carry it all.

Nine paintable starters ship — four floor decals under textures/, five
standing volumes under terrain3d/ (spec updated for the artist, hedges
wide, jello solid, warpglow as light) — shown in the token workshop,
rehearsable in place with /?fpv&terrain=thornbush@3,7;jello@4,7.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Eric Wagoner
2026-08-23 18:25:01 -04:00
co-authored by Claude Fable 5
parent a8a63cc27b
commit 1e79f2ffb2
16 changed files with 296 additions and 43 deletions
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+20 -1
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@@ -8,6 +8,7 @@
import FirewallEdge from "./FirewallEdge.svelte"; import FirewallEdge from "./FirewallEdge.svelte";
import IllusionShimmer from "./IllusionShimmer.svelte"; import IllusionShimmer from "./IllusionShimmer.svelte";
import { FX_ART } from "./fpv/fx3d"; import { FX_ART } from "./fpv/fx3d";
import { TERRAIN3D } from "./fpv/terrain3d";
const GROUPS: { title: string; files: string[] }[] = [ const GROUPS: { title: string; files: string[] }[] = [
{ title: "Wizards", files: ["wizard-0", "wizard-1", "wizard-2", "wizard-3", "wizard-4", "wizard-5"] }, { title: "Wizards", files: ["wizard-0", "wizard-1", "wizard-2", "wizard-3", "wizard-4", "wizard-5"] },
@@ -95,7 +96,7 @@
wherever a file is missing. wherever a file is missing.
</p> </p>
<div class="grid"> <div class="grid">
{#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)}
<figure> <figure>
<img class="masonry" src={`/textures/${name}.png`} alt={`${name} texture`} /> <img class="masonry" src={`/textures/${name}.png`} alt={`${name} texture`} />
<figcaption>{name}</figcaption> <figcaption>{name}</figcaption>
@@ -120,6 +121,24 @@
{/each} {/each}
</div> </div>
<h2>The standing terrain — first-person volumes</h2>
<p class="sub">
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
<code>public/terrain3d/&lt;name&gt;.png</code> — transparent PNG, any
size; hedges render twice as wide as tall. Rehearse them in place with
<code>/?fpv&amp;terrain=thornbush@3,7;jello@4,7</code>.
</p>
<div class="grid">
{#each TERRAIN3D as name (name)}
<figure>
<img class="masonry conjuration" src={`/terrain3d/${name}.png`} alt={`${name} sprite`} />
<figcaption>{name}</figcaption>
</figure>
{/each}
</div>
<h2>Walls &amp; doors — as the maze draws them</h2> <h2>Walls &amp; doors — as the maze draws them</h2>
<p class="sub"> <p class="sub">
Wall-segment effects have never been tokens: locks picked, jammed, and Wall-segment effects have never been tokens: locks picked, jammed, and
+54 -29
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@@ -6,6 +6,7 @@
import { castRay, billboards } from "./raycast"; import { castRay, billboards } from "./raycast";
import { materialTextures } from "./textures"; import { materialTextures } from "./textures";
import { doorOpenness, fxFallback, type FpFx } from "./fx3d"; import { doorOpenness, fxFallback, type FpFx } from "./fx3d";
import { terrainFallback, TERRAIN3D } from "./terrain3d";
import { tokenArt } from "../art"; import { tokenArt } from "../art";
import { PLAYER_COLORS } from "../colors"; import { PLAYER_COLORS } from "../colors";
import type { GameView } from "@wizwar/engine"; import type { GameView } from "@wizwar/engine";
@@ -88,29 +89,42 @@
} }
let frame: ImageData | null = null; let frame: ImageData | null = null;
// Home bases wear their owner's emblem on the floor: a per-view grid of // The floor wears decals: home emblems in their owners' colors, pits
// owner tints, indexed by integer cell for the per-pixel pass. // opening downward, slime, tacks, dimensional warp rings — a per-view
const homeCache = new WeakMap<object, { grid: Int16Array; bw: number; bh: number; tints: [number, number, number][] }>(); // grid mapping each cell to one overlay, read by the per-pixel pass.
function homesOf(v: GameView) { interface Decal { tex: string; tint: [number, number, number] | null }
let h = homeCache.get(v); const decalCache = new WeakMap<object, { grid: Int16Array; bw: number; bh: number; decals: Decal[] }>();
function decalsOf(v: GameView) {
let h = decalCache.get(v);
if (!h) { if (!h) {
const bw = v.board.width, bh = v.board.height; const bw = v.board.width, bh = v.board.height;
const grid = new Int16Array(bw * bh).fill(-1); 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) { for (const p of v.players) {
if (!p.home) continue; if (!p.home) continue;
const hex = PLAYER_COLORS[p.colorIndex] ?? "#888888"; 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(1, 3), 16) / 255,
parseInt(hex.slice(3, 5), 16) / 255, parseInt(hex.slice(3, 5), 16) / 255,
parseInt(hex.slice(5, 7), 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;
} }
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);
} }
h = { grid, bw, bh, tints }; for (const w of v.dimWarps) {
homeCache.set(v, h); 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; return h;
} }
@@ -162,8 +176,7 @@
continue; continue;
} }
const d = (H / 2) / dz; const d = (H / 2) / dz;
const homes = below ? homesOf(view) : null; const dec = below ? decalsOf(view) : null;
const hp = below ? pixelsOf(textures.home!) : null;
const tex = below ? fl : ce; const tex = below ? fl : ce;
const tw = tex.width, th = tex.height; const tw = tex.width, th = tex.height;
const tp = tex.data; const tp = tex.data;
@@ -184,17 +197,19 @@
let v = wy % 1; if (v < 0) v += 1; let v = wy % 1; if (v < 0) v += 1;
const ti = (((v * th) | 0) * tw + ((u * tw) | 0)) * 4; const ti = (((v * th) | 0) * tw + ((u * tw) | 0)) * 4;
let r = tp[ti]!, g = tp[ti + 1]!, b = tp[ti + 2]!; 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; const hx = (wx - u) | 0, hy = (wy - v) | 0;
if (hx >= 0 && hy >= 0 && hx < homes.bw && hy < homes.bh) { if (hx >= 0 && hy >= 0 && hx < dec.bw && hy < dec.bh) {
const owner = homes.grid[hy * homes.bw + hx]!; const di = dec.grid[hy * dec.bw + hx]!;
if (owner >= 0 && hp) { if (di >= 0) {
// The emblem sits over the flagstones, wearing its // A decal lies over the flagstones, alpha-blended texel
// owner's color. // 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 hi = (((v * hp.height) | 0) * hp.width + ((u * hp.width) | 0)) * 4;
const ha = hp.data[hi + 3]! / 255; const ha = hp.data[hi + 3]! / 255;
if (ha > 0) { 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; r = r * (1 - ha) + hp.data[hi]! * tr * ha;
g = g * (1 - ha) + hp.data[hi + 1]! * tg * ha; g = g * (1 - ha) + hp.data[hi + 1]! * tg * ha;
b = b * (1 - ha) + hp.data[hi + 2]! * tb * ha; b = b * (1 - ha) + hp.data[hi + 2]! * tb * ha;
@@ -306,16 +321,21 @@
rise: 0.3, rise: 0.3,
warped: f.kind === "projectile" ? f.warped : undefined, warped: f.kind === "projectile" ? f.warped : undefined,
}, ex, ey); }, 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); sprites.sort((a, b) => b.depth - a.depth);
for (const s of sprites) { 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 iw = img instanceof HTMLImageElement ? img.naturalWidth : (img?.width ?? 0);
const ih = img instanceof HTMLImageElement ? img.naturalHeight : (img?.height ?? 0); const ih = img instanceof HTMLImageElement ? img.naturalHeight : (img?.height ?? 0);
// Conjurations are painted art, not light sources: normal // Painted art composites normally (inks stay true); light glows
// compositing keeps their inks true; only the fade is borrowed. // additively. Either way translucency applies.
if (s.glow) ctx.globalAlpha = s.alpha ?? 1; 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++) { for (let col = Math.max(0, s.left | 0); col < Math.min(W, s.right); col++) {
if (s.depth >= zbuf[col]!) continue; if (s.depth >= zbuf[col]!) continue;
if ((s.warped ? 1 : 0) !== warpedCol[col]!) continue; if ((s.warped ? 1 : 0) !== warpedCol[col]!) continue;
@@ -336,7 +356,8 @@
ctx.fillRect(col, s.top, 1, s.bottom - s.top); 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 // The ghosts of walls you know are lies: drawn over everything at
@@ -386,7 +407,9 @@
fallback?: string; fallback?: string;
} }
function project( 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, ex: number, ey: number,
): Projected | null { ): Projected | null {
const relX = b.x - ex, relY = b.y - ey; 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 screenX = W / 2 + (side / depth) * (W / 2) / Math.tan(FOV / 2);
const wallH = H / depth; const wallH = H / depth;
const size = wallH * b.scale; const size = wallH * b.scale;
const wide = size * (b.aspect ?? 1);
const bottom = half + wallH / 2 - b.rise * wallH; const bottom = half + wallH / 2 - b.rise * wallH;
return { return {
src: b.src, depth, warped: b.warped, src: b.src, depth: depth - (b.bias ?? 0), warped: b.warped,
left: screenX - size / 2, right: screenX + size / 2, alpha: b.alpha, glow: b.glow, fallback: b.fallback,
left: screenX - wide / 2, right: screenX + wide / 2,
top: bottom - size, bottom, top: bottom - size, bottom,
}; };
} }
+9
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@@ -27,6 +27,15 @@
view.knownIllusionEdges.push(k); view.knownIllusionEdges.push(k);
delete view.board.edges[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; const start = view.players.find((p) => p.id === povId)!.position;
// ?x=&y=&dir= override the spawn — for standing the camera anywhere. // ?x=&y=&dir= override the spawn — for standing the camera anywhere.
+45 -11
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@@ -227,6 +227,17 @@ export interface Billboard {
/** Lifted off the floor (0 = feet on the ground). */ /** Lifted off the floor (0 = feet on the ground). */
rise: number; rise: number;
label: string; 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. */ /** A reflection seen through a warp mouth, not the thing itself. */
warped?: boolean; warped?: boolean;
} }
@@ -298,19 +309,42 @@ export function billboards(
scale: 0.4, rise: 0, label: "treasure", scale: 0.4, rise: 0, label: "treasure",
}); });
} }
// The floor's furniture: bushes stand tall, hazards squat low. Stone is // The floor's furniture, standing in the room. Bushes fill the square
// a wall to the rays and needs no sprite. // to half height (a wizard peeks over); the killer ooze is a whole
const TERRAIN_SCALE: Record<string, number> = { // translucent cube of jello; dust billows. Pits, slime, tacks, and
thornbush: 0.7, rosebush: 0.7, safe: 0.55, ooze: 0.35, slime: 0.3, // dimensional warps are painted INTO the floor by the decal pass, and
tacks: 0.25, pit: 0.35, dust: 0.6, // stone is a wall to the rays — none of those need a sprite.
};
for (const [k, content] of Object.entries(view.squareContents)) { 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]; 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)) { for (const [k, cards] of Object.entries(view.groundObjects)) {
const file = cards[0] ? objectArt(cards[0].cardId) : null; const file = cards[0] ? objectArt(cards[0].cardId) : null;
+87
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@@ -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/<name>.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<string, HTMLCanvasElement>();
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;
}
+62 -1
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@@ -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); 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. */ /** The built-in bake: what ships when no painted file overrides it. */
export function proceduralTextures(): Record<string, HTMLCanvasElement> { export function proceduralTextures(): Record<string, HTMLCanvasElement> {
@@ -127,6 +127,67 @@ export function proceduralTextures(): Record<string, HTMLCanvasElement> {
c.arc(TEX / 2, TEX / 2, 7, 0, Math.PI * 2); c.arc(TEX / 2, TEX / 2, 7, 0, Math.PI * 2);
c.fill(); 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) => { warp: bake((c) => {
const grad = c.createLinearGradient(0, 0, TEX, TEX); const grad = c.createLinearGradient(0, 0, TEX, TEX);
grad.addColorStop(0, "#2c1a4e"); grad.addColorStop(0, "#2c1a4e");
+18
View File
@@ -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 separate art), and the jammed-lock seethe (a pulsing rust glow the
renderer lays over the door) — those are renderer effects, not images. 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 ## One more paintable surface: the home tile
`public/textures/home.png` is a floor overlay for home-base cells, `public/textures/home.png` is a floor overlay for home-base cells,