The maze performs: doors swing, walls die loudly, homes wear their colors

Entertainment polish for the instant replay, all through one wizard's
eyes. Doors now slide open along their own edge — Wolf3D style — when
anyone steps through in a reel, hold for the crossing, and swing shut;
the raycaster takes a per-edge openness map and doors carry their
texture with them, leaving a sliver of jamb at the far post. A wall
that dies bursts into stone and shakes the camera, then leaves a mound
of rubble at the fallen edge for the rest of the reel (a tenth
paintable sprite, drawn opaque — debris, not light). Jammed locks
seethe: a rusty pulse across the wood, keyed off the view's own door
states. Walking THROUGH a wall shimmers on both faces and washes the
walker's own screen stone-gray. And every home base wears its owner's
emblem on the flagstones — a near-white paintable overlay tinted by
wizard color per cell in the floor cast.

Testing surfaced a real ghost: a body standing near a far warp mouth
also rendered at its virtual position, which can overlap real
corridors — the depth buffer alone cannot clip it. Every column now
remembers whether its ray bent, and a sprite draws only where its warp
side matches the column's; projectile legs carry the same flag.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Eric Wagoner
2026-08-23 16:30:35 -04:00
co-authored by Claude Fable 5
parent 8a27c06b55
commit cdfae39398
9 changed files with 238 additions and 37 deletions
+1 -1
View File
@@ -95,7 +95,7 @@
wherever a file is missing.
</p>
<div class="grid">
{#each ["wall", "rim", "stone", "door", "firewall", "warp", "floor", "ceiling"] as name (name)}
{#each ["wall", "rim", "stone", "door", "firewall", "warp", "floor", "ceiling", "home"] as name (name)}
<figure>
<img class="masonry" src={`/textures/${name}.png`} alt={`${name} texture`} />
<figcaption>{name}</figcaption>