Stage 2.5: the maze gets its masonry and the walk gets its gait

Walls wear baked 64-texel textures sampled per column — running-bond
brick for the maze, darker courses for the rim, rough blocks for filled
stone, planked doors with an iron band and handle, flame-streaked fire,
swirling violet for the warps — drawn crisp with smoothing off, shaded
by distance and animated by overlay. The floor shows its tile seams:
grid lines projected onto the ground plane, occluded by the walls that
stand on them. And the workshop walks like the game plays: a tap glides
exactly one square with an eased stride, a turn swings a clean quarter,
held keys queueing the next move as each settles.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Eric Wagoner
2026-08-23 12:41:49 -04:00
co-authored by Claude Fable 5
parent 65092f50af
commit cf6349aca8
2 changed files with 179 additions and 44 deletions
+137 -21
View File
@@ -42,7 +42,7 @@
return img.complete && img.naturalWidth > 0 ? img : null;
}
/** Base colors per face; distance-shading multiplies them down. */
/** Base colors per face (fallback + tinting basis). */
const FACE: Record<string, [number, number, number]> = {
wall: [126, 118, 100],
stone: [96, 96, 104],
@@ -52,9 +52,89 @@
warp: [96, 60, 160],
};
// Textures are baked once at 64x64 and sampled one column at a time —
// perspective-correct verticals for the price of a single drawImage.
const TEX = 64;
function bake(paint: (c: CanvasRenderingContext2D) => void): HTMLCanvasElement {
const t = document.createElement("canvas");
t.width = TEX; t.height = TEX;
const c = t.getContext("2d")!;
paint(c);
return t;
}
function h2(a: number, b: number): number {
// Cheap deterministic jitter for brick shading.
const n = Math.sin(a * 127.1 + b * 311.7) * 43758.5453;
return n - Math.floor(n);
}
function brickTexture(base: [number, number, number], rows: number, mortar: string): HTMLCanvasElement {
return bake((c) => {
const rh = TEX / rows;
for (let r = 0; r < rows; r++) {
const offset = (r % 2) * (TEX / 4);
for (let b = -1; b < 3; b++) {
const jit = 0.82 + 0.30 * h2(r, b);
c.fillStyle = `rgb(${base[0] * jit | 0},${base[1] * jit | 0},${base[2] * jit | 0})`;
c.fillRect(b * (TEX / 2) + offset, r * rh, TEX / 2 - 2, rh - 2);
}
}
c.fillStyle = mortar;
for (let r = 0; r <= rows; r++) c.fillRect(0, r * rh - 1, TEX, 2);
});
}
const textures: Record<string, HTMLCanvasElement> = {
wall: brickTexture(FACE.wall!, 4, "rgba(28,24,18,0.9)"),
rim: brickTexture(FACE.rim!, 3, "rgba(16,14,12,0.95)"),
stone: brickTexture(FACE.stone!, 2, "rgba(20,20,26,0.9)"),
door: bake((c) => {
const [r, g, b] = FACE.door!;
for (let p = 0; p < 4; p++) {
const jit = 0.86 + 0.22 * h2(p, 7);
c.fillStyle = `rgb(${r * jit | 0},${g * jit | 0},${b * jit | 0})`;
c.fillRect(p * (TEX / 4), 0, TEX / 4 - 2, TEX);
}
c.fillStyle = "rgba(30,20,10,0.9)";
for (let p = 0; p <= 4; p++) c.fillRect(p * (TEX / 4) - 1, 0, 2, TEX);
c.fillRect(0, 0, TEX, 4); // lintel
c.fillStyle = "rgba(60,60,66,0.9)"; // iron band and handle
c.fillRect(0, TEX * 0.42, TEX, 3);
c.beginPath();
c.arc(TEX * 0.78, TEX * 0.52, 2.5, 0, Math.PI * 2);
c.fill();
}),
firewall: bake((c) => {
const grad = c.createLinearGradient(0, 0, 0, TEX);
grad.addColorStop(0, "#7c1a14");
grad.addColorStop(0.55, "#d65c1c");
grad.addColorStop(1, "#f0a13a");
c.fillStyle = grad;
c.fillRect(0, 0, TEX, TEX);
for (let i = 0; i < 20; i++) {
c.fillStyle = `rgba(255,${180 + (h2(i, 3) * 60) | 0},80,${0.25 + h2(i, 5) * 0.3})`;
const w = 2 + h2(i, 9) * 4;
c.fillRect(h2(i, 1) * TEX, TEX - h2(i, 7) * TEX, w, h2(i, 7) * TEX);
}
}),
warp: bake((c) => {
const grad = c.createLinearGradient(0, 0, TEX, TEX);
grad.addColorStop(0, "#2c1a4e");
grad.addColorStop(0.5, "#7a4ccc");
grad.addColorStop(1, "#3a2266");
c.fillStyle = grad;
c.fillRect(0, 0, TEX, TEX);
c.strokeStyle = "rgba(200,170,255,0.5)";
for (let i = 0; i < 6; i++) {
c.beginPath();
c.arc(TEX / 2, TEX / 2, 6 + i * 5, i, i + 4.2);
c.stroke();
}
}),
};
function draw(time: number) {
const ctx = canvas?.getContext("2d");
if (!ctx) return;
ctx.imageSmoothingEnabled = false; // crisp texels, as the old masters drew
const W = width, H = height, half = H / 2;
// Sky and floor: torchlight fading to the dark of the maze.
@@ -64,11 +144,45 @@
ctx.fillStyle = sky;
ctx.fillRect(0, 0, W, half);
const floor = ctx.createLinearGradient(0, half, 0, H);
floor.addColorStop(0, "#241f18");
floor.addColorStop(1, "#0e0c09");
floor.addColorStop(0, "#2b251c");
floor.addColorStop(1, "#463c2c");
ctx.fillStyle = floor;
ctx.fillRect(0, half, W, H - half);
// The floor's tile seams: grid lines projected onto the ground plane,
// drawn before the walls so the walls occlude what stands behind them.
const fx = (W / 2) / Math.tan(FOV / 2);
const cosF = Math.cos(facing), sinF = Math.sin(facing);
const toCam = (wx: number, wy: number) => {
const rx = wx - x, ry = wy - y;
return { fwd: rx * cosF + ry * sinF, side: -rx * sinF + ry * cosF };
};
ctx.lineWidth = 1;
const seg = (ax: number, ay: number, bx: number, by: number) => {
let a = toCam(ax, ay), b = toCam(bx, by);
const NEAR = 0.12;
if (a.fwd < NEAR && b.fwd < NEAR) return;
if (a.fwd < NEAR || b.fwd < NEAR) {
const t = (NEAR - a.fwd) / (b.fwd - a.fwd);
const cut = { fwd: NEAR, side: a.side + (b.side - a.side) * t };
if (a.fwd < NEAR) a = cut; else b = cut;
}
const mid = (a.fwd + b.fwd) / 2;
if (mid > 11) return;
ctx.strokeStyle = `rgba(18,14,10,${Math.min(0.75, 1.0 / (1 + mid * 0.35))})`;
ctx.beginPath();
ctx.moveTo(W / 2 + (a.side / a.fwd) * fx, half + (H / 2) / a.fwd);
ctx.lineTo(W / 2 + (b.side / b.fwd) * fx, half + (H / 2) / b.fwd);
ctx.stroke();
};
const R = 11;
for (let gx = Math.floor(x) - R; gx <= Math.floor(x) + R; gx++) {
for (let gy = Math.floor(y) - R; gy <= Math.floor(y) + R; gy++) {
seg(gx, gy, gx + 1, gy);
seg(gx, gy, gx, gy + 1);
}
}
// Walls, one ray per column; remember each column's depth for sprites.
const zbuf = new Float64Array(W);
for (let col = 0; col < W; col++) {
@@ -77,30 +191,32 @@
const depth = hit.dist * Math.cos(rayAngle - facing); // no fisheye
zbuf[col] = depth;
const wallH = Math.min(H * 2.5, H / Math.max(depth, 0.05));
const [r, g, b] = FACE[hit.kind] ?? FACE.wall!;
let shade = Math.min(1, 1.35 / (1 + depth * 0.45));
if (hit.axis === "y") shade *= 0.8; // N/S faces sit in shadow
let [cr, cg, cb] = [r * shade, g * shade, b * shade];
const top = half - wallH / 2;
const tex = textures[hit.kind] ?? textures.wall!;
ctx.drawImage(tex, hit.u * TEX, 0, 1, TEX, col, top, 1, wallH);
// Distance and orientation carve the light; overlays animate it.
let dark = 1 - Math.min(1, 1.35 / (1 + depth * 0.45));
if (hit.axis === "y") dark = 1 - (1 - dark) * 0.8;
if (hit.kind === "firewall") {
const flicker = 0.85 + 0.15 * Math.sin(time / 90 + hit.u * 17 + col * 0.15);
[cr, cg, cb] = [cr * flicker, cg * flicker * 0.9, cb * flicker * 0.6];
const flicker = 0.15 + 0.15 * Math.sin(time / 90 + hit.u * 17 + col * 0.15);
ctx.fillStyle = `rgba(255,140,40,${Math.max(0, flicker)})`;
ctx.fillRect(col, top, 1, wallH);
dark *= 0.5; // the fire lights itself
}
if (hit.kind === "warp") {
const swirl = 0.75 + 0.25 * Math.sin(time / 240 + hit.u * 9);
[cr, cg, cb] = [cr * swirl, cg * swirl, cb * (0.9 + 0.3 * swirl)];
const swirl = 0.12 + 0.12 * Math.sin(time / 240 + hit.u * 9);
ctx.fillStyle = `rgba(190,150,255,${Math.max(0, swirl)})`;
ctx.fillRect(col, top, 1, wallH);
}
if (dark > 0.02) {
ctx.fillStyle = `rgba(0,0,0,${Math.min(0.92, dark)})`;
ctx.fillRect(col, top, 1, wallH);
}
if (hit.warped) {
// Seen through a warp: the far side swims in violet haze.
const haze = 0.82 + 0.08 * Math.sin(time / 300 + col * 0.05);
[cr, cg, cb] = [cr * 0.7 * haze, cg * 0.6 * haze, Math.min(255, cb * 1.1 + 26)];
}
ctx.fillStyle = `rgb(${cr | 0},${cg | 0},${cb | 0})`;
ctx.fillRect(col, half - wallH / 2, 1, wallH);
// Doors wear a lintel and panel seam so they read as doors.
if (hit.kind === "door") {
ctx.fillStyle = `rgba(0,0,0,${0.35 * shade})`;
ctx.fillRect(col, half - wallH / 2, 1, Math.max(1, wallH * 0.06));
if (Math.abs(hit.u - 0.5) < 0.015) ctx.fillRect(col, half - wallH / 2, 1, wallH);
const haze = 0.16 + 0.05 * Math.sin(time / 300 + col * 0.05);
ctx.fillStyle = `rgba(120,70,220,${haze})`;
ctx.fillRect(col, top, 1, wallH);
}
}