Stage three: spells fly through your own eyes
The reel's first-person mode now shows the fight, not just the rooms. The board flourishes' event map is recast into world space (fx3d): fireballs, bolts, and thrown things streak caster to target as glowing billboards; landings swell and fade; blows that land on YOU wash the screen red and jolt the camera; warp-steps and teleports flash violet; a hurled body glides fast and straight with its eyes held steady. Nine paintable conjuration sprites ship at public/fx3d (spec for the artist in research/), shown in the token workshop beside the masonry. Three rough edges sharpened along the way: sprites now project through warp mouths under the same rigid motion the rays use, clipped by the depth buffer to the opening; fire and warp surfaces pull a different texture slice per world cell so a long blaze reads as one; and the replay camera only turns toward an actor its eyes could actually see. Two more gifts: the reel can record its first-person canvas straight to a downloadable WebM (⏺ save video), and the About tab now shows visitors the way into the three workshops. One buried mine defused: rAF hands frame-start times that can precede the tween's own clock, and a zero-length turn divided by it — one NaN facing poisoned every ray black and re-triggered the camera effect forever. The tween clamps and guards its phases now. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
parent
fcafdb06de
commit
e8c6b93c71
@@ -3,8 +3,9 @@
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// GameView. Columns of wall shaded by distance and facing; token art
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// billboarded for whatever stands in the corridors, occluded per column
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// by the same depth buffer the walls wrote.
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import { castRay, billboards, type Billboard } from "./raycast";
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import { castRay, billboards } from "./raycast";
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import { materialTextures } from "./textures";
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import { fxFallback, type FpFx } from "./fx3d";
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import { tokenArt } from "../art";
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import type { GameView } from "@wizwar/engine";
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@@ -16,6 +17,7 @@
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facing,
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width = 720,
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height = 440,
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fx = [],
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}: {
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view: GameView;
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povId: string;
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@@ -26,6 +28,8 @@
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facing: number;
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width?: number;
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height?: number;
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/** Live spell moments: projectiles, impacts, flashes, shakes. */
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fx?: FpFx[];
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} = $props();
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const FOV = Math.PI / 2.9;
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@@ -83,11 +87,21 @@
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ctx.imageSmoothingEnabled = false; // crisp texels, as the old masters drew
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const W = width, H = height, half = H / 2;
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// Active shakes wobble the eye a hair off true, fading as they run.
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let ex = x, ey = y;
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for (const f of fx) {
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if (f.kind !== "shake") continue;
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const p = (time - f.t0) / f.dur;
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if (p < 0 || p >= 1) continue;
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ex += f.mag * (1 - p) * Math.sin(time * 0.11);
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ey += f.mag * (1 - p) * Math.cos(time * 0.087);
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}
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// The ground and the vault overhead, cast per pixel: each screen row
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// below (or above) the horizon lies at one fixed depth, so the row is
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// walked with a constant world-space step and sampled from the floor
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// or ceiling texture — every maze cell wearing one full tile of it.
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const fx = (W / 2) / Math.tan(FOV / 2);
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const flen = (W / 2) / Math.tan(FOV / 2);
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const cosF = Math.cos(facing), sinF = Math.sin(facing);
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if (!frame || frame.width !== W || frame.height !== H) frame = ctx.createImageData(W, H);
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const buf = frame.data;
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@@ -111,10 +125,10 @@
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const tp = tex.data;
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const shade = Math.max(0, Math.min(1, 1.25 / (1 + d * 0.45)) * (1 - d / FOG));
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// World position at column 0 and its per-column step, both at depth d.
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const sideStep = d / fx;
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const sideStep = d / flen;
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const side0 = -(W / 2) * sideStep;
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let wx = x + d * cosF - side0 * sinF;
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let wy = y + d * sinF + side0 * cosF;
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let wx = ex + d * cosF - side0 * sinF;
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let wy = ey + d * sinF + side0 * cosF;
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const stepX = -sideStep * sinF;
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const stepY = sideStep * cosF;
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for (let col = 0; col < W; col++) {
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@@ -140,26 +154,31 @@
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const zbuf = new Float64Array(W);
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for (let col = 0; col < W; col++) {
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const rayAngle = facing + Math.atan((col / W - 0.5) * 2 * Math.tan(FOV / 2));
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const hit = castRay(view, x, y, rayAngle);
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const hit = castRay(view, ex, ey, rayAngle);
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const depth = hit.dist * Math.cos(rayAngle - facing); // no fisheye
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zbuf[col] = depth;
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const wallH = Math.min(H * 2.5, H / Math.max(depth, 0.05));
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const top = half - wallH / 2;
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const tex = textures[hit.kind] ?? textures.wall!;
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// Sample by the texture's own size: painted files may be any scale.
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ctx.drawImage(tex, Math.min(tex.width - 1, hit.u * tex.width), 0,
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// Fire and warps shift their slice per world cell, so a blaze
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// spanning edges reads as one long fire, not a repeated flame.
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const texU = hit.kind === "firewall" || hit.kind === "warp"
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? (hit.u + Math.floor(hit.worldU) * 0.37) % 1
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: hit.u;
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ctx.drawImage(tex, Math.min(tex.width - 1, texU * tex.width), 0,
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Math.max(1, tex.width / 96), tex.height, col, top, 1, wallH);
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// Distance and orientation carve the light; overlays animate it.
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let dark = 1 - Math.min(1, 1.35 / (1 + depth * 0.45));
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if (hit.axis === "y") dark = 1 - (1 - dark) * 0.8;
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if (hit.kind === "firewall") {
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const flicker = 0.15 + 0.15 * Math.sin(time / 90 + hit.u * 17 + col * 0.15);
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const flicker = 0.15 + 0.15 * Math.sin(time / 90 + hit.worldU * 17 + col * 0.15);
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ctx.fillStyle = `rgba(255,140,40,${Math.max(0, flicker)})`;
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ctx.fillRect(col, top, 1, wallH);
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dark *= 0.5; // the fire lights itself
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}
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if (hit.kind === "warp") {
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const swirl = 0.12 + 0.12 * Math.sin(time / 240 + hit.u * 9);
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const swirl = 0.12 + 0.12 * Math.sin(time / 240 + hit.worldU * 9);
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ctx.fillStyle = `rgba(190,150,255,${Math.max(0, swirl)})`;
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ctx.fillRect(col, top, 1, wallH);
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}
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@@ -177,24 +196,53 @@
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// Sprites, far to near, sliced against the depth buffer.
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const sprites = billboards(view, povId, tokenArt)
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.map((b) => project(b))
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.filter((s): s is Projected => s !== null)
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.sort((a, b) => b.depth - a.depth);
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.map((b) => project(b, ex, ey))
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.filter((s): s is Projected => s !== null);
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for (const f of fx) {
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if (f.kind !== "projectile" && f.kind !== "impact") continue;
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const p = (time - f.t0) / f.dur;
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if (p < 0 || p >= 1) continue;
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const at = f.kind === "projectile"
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? { x: f.from.x + (f.to.x - f.from.x) * p, y: f.from.y + (f.to.y - f.from.y) * p }
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: f.at;
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const s = project({
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x: at.x, y: at.y, src: `/fx3d/${f.art}.png`,
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scale: f.kind === "projectile" ? 0.3 : 0.25 + 0.6 * p,
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rise: 0.3,
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}, ex, ey);
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if (s) sprites.push({ ...s, glow: true, alpha: f.kind === "impact" ? 1 - p : 1, fallback: f.art });
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}
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sprites.sort((a, b) => b.depth - a.depth);
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for (const s of sprites) {
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const img = imageFor(s.src);
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const img = imageFor(s.src) ?? (s.fallback ? fxFallback(s.fallback) : null);
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const iw = img instanceof HTMLImageElement ? img.naturalWidth : (img?.width ?? 0);
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const ih = img instanceof HTMLImageElement ? img.naturalHeight : (img?.height ?? 0);
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if (s.glow) {
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ctx.globalCompositeOperation = "lighter";
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ctx.globalAlpha = s.alpha ?? 1;
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}
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for (let col = Math.max(0, s.left | 0); col < Math.min(W, s.right); col++) {
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if (s.depth >= zbuf[col]!) continue;
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const texX = ((col - s.left) / (s.right - s.left));
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if (img) {
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ctx.drawImage(
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img,
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texX * img.naturalWidth, 0, Math.max(1, img.naturalWidth / (s.right - s.left)), img.naturalHeight,
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texX * iw, 0, Math.max(1, iw / (s.right - s.left)), ih,
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col, s.top, 1, s.bottom - s.top,
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);
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} else {
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ctx.fillStyle = "rgba(200,190,160,0.6)";
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ctx.fillRect(col, s.top, 1, s.bottom - s.top);
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}
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if (s.warped) {
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// A body seen through a warp swims in the same violet haze.
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ctx.fillStyle = "rgba(120,70,220,0.2)";
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ctx.fillRect(col, s.top, 1, s.bottom - s.top);
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}
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}
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if (s.glow) {
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ctx.globalCompositeOperation = "source-over";
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ctx.globalAlpha = 1;
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}
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}
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@@ -204,6 +252,17 @@
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vig.addColorStop(1, "rgba(0,0,0,0.45)");
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ctx.fillStyle = vig;
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ctx.fillRect(0, 0, W, H);
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// Being hit is felt: a whole-screen wash that fades as it goes.
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for (const f of fx) {
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if (f.kind !== "flash") continue;
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const p = (time - f.t0) / f.dur;
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if (p < 0 || p >= 1) continue;
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ctx.globalAlpha = f.peak * (1 - p);
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ctx.fillStyle = f.color;
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ctx.fillRect(0, 0, W, H);
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ctx.globalAlpha = 1;
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}
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}
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interface Projected {
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@@ -213,9 +272,16 @@
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right: number;
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top: number;
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bottom: number;
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warped?: boolean;
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glow?: boolean;
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alpha?: number;
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fallback?: string;
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}
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function project(b: Billboard): Projected | null {
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const relX = b.x - x, relY = b.y - y;
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function project(
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b: { x: number; y: number; src: string; scale: number; rise: number; warped?: boolean },
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ex: number, ey: number,
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): Projected | null {
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const relX = b.x - ex, relY = b.y - ey;
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const depth = relX * Math.cos(facing) + relY * Math.sin(facing);
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if (depth < 0.15) return null;
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const side = -relX * Math.sin(facing) + relY * Math.cos(facing);
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@@ -225,7 +291,7 @@
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const size = wallH * b.scale;
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const bottom = half + wallH / 2 - b.rise * wallH;
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return {
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src: b.src, depth,
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src: b.src, depth, warped: b.warped,
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left: screenX - size / 2, right: screenX + size / 2,
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top: bottom - size, bottom,
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};
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@@ -0,0 +1,120 @@
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// First-person spell moments. The board flourishes (fx.ts) already know
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// which event hurls what across which cells; this recasts their output
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// into world-space projectiles, impact bursts, whole-screen flashes, and
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// camera shakes for the raycaster to draw. What happens ACROSS the room
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// is watched; what happens to YOU is felt.
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import { fxForEvents } from "../fx";
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import { CELL } from "../fx-sprites/geom";
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import type { GameEvent, GameView } from "@wizwar/engine";
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export type FpFx =
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| { id: number; kind: "projectile"; art: string; from: { x: number; y: number }; to: { x: number; y: number }; t0: number; dur: number }
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| { id: number; kind: "impact"; art: string; at: { x: number; y: number }; t0: number; dur: number }
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| { id: number; kind: "flash"; color: string; peak: number; t0: number; dur: number }
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| { id: number; kind: "shake"; mag: number; t0: number; dur: number };
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/** The paintable conjuration sprites: public/fx3d/<name>.png, square with
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* transparent ground, drawn as a billboard mid-air. A procedural glow
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* stands in wherever a file is missing. */
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export const FX_ART = [
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"fireball", "bolt", "waterbolt", "spark",
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"burst", "splash", "hit", "shimmer", "shield",
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] as const;
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let nextId = 1;
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const PROJECTILE_DUR: Record<string, number> = { fireball: 420, bolt: 260, waterbolt: 420, spark: 350 };
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/** Board-effect kinds that land here as an impact billboard. */
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const IMPACT_ART: Record<string, string> = {
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burst: "burst", splash: "splash", fireworks: "burst",
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hit: "hit", pow: "hit", claw: "hit",
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shimmer: "shimmer", "portal-cell": "shimmer", sparkle: "shimmer",
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soul: "shimmer", "chaos-swirl": "shimmer", whiff: "shimmer",
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shield: "shield", absorb: "shield",
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};
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/** Translate one step's events into first-person moments with start delays. */
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export function fpFxForEvents(
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events: GameEvent[], view: GameView, povId: string,
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): { fx: FpFx; delay: number }[] {
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const out: { fx: FpFx; delay: number }[] = [];
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for (const { fx, delay } of fxForEvents(events, view)) {
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if (fx.kind === "fireball" || fx.kind === "bolt" || fx.kind === "waterbolt" || fx.kind === "streak") {
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const art = fx.kind === "streak" ? "spark" : fx.kind;
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out.push({
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fx: {
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id: nextId++, kind: "projectile", art,
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from: { x: fx.a.x / CELL, y: fx.a.y / CELL },
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to: { x: fx.b.x / CELL, y: fx.b.y / CELL },
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t0: 0, dur: PROJECTILE_DUR[art]!,
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},
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delay,
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});
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} else if (fx.kind === "portal") {
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out.push({
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fx: { id: nextId++, kind: "impact", art: "shimmer", at: { x: fx.cell.x + 0.5, y: fx.cell.y + 0.5 }, t0: 0, dur: 550 },
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delay,
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});
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} else if ("at" in fx && IMPACT_ART[fx.kind]) {
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out.push({
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fx: { id: nextId++, kind: "impact", art: IMPACT_ART[fx.kind]!, at: { x: fx.at.x + 0.5, y: fx.at.y + 0.5 }, t0: 0, dur: 550 },
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delay,
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});
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}
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}
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// Blows that land on the point of view: give impacts a beat to arrive
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// when something visibly flew first.
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const povDelay = out.some((o) => o.fx.kind === "projectile") ? 380 : 0;
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for (const e of events) {
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if (e.type === "damaged" && e.player === povId) {
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out.push({ fx: { id: nextId++, kind: "flash", color: "#c03020", peak: 0.4, t0: 0, dur: 450 }, delay: povDelay });
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out.push({ fx: { id: nextId++, kind: "shake", mag: Math.min(0.09, 0.03 + 0.015 * e.amount), t0: 0, dur: 420 }, delay: povDelay });
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} else if (e.type === "lifeGained" && e.player === povId) {
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out.push({ fx: { id: nextId++, kind: "flash", color: "#2a9a50", peak: 0.22, t0: 0, dur: 500 }, delay: povDelay });
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} else if (e.type === "teleported" && e.player === povId) {
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out.push({ fx: { id: nextId++, kind: "flash", color: "#8050d0", peak: 0.35, t0: 0, dur: 400 }, delay: 0 });
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} else if (e.type === "moved" && e.via === "warp" && e.player === povId) {
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out.push({ fx: { id: nextId++, kind: "flash", color: "#8050d0", peak: 0.28, t0: 0, dur: 350 }, delay: 0 });
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} else if (
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(e.type === "knockedBack" || e.type === "shoved" || e.type === "washedBack" || e.type === "retreatedInHorror") &&
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e.player === povId
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) {
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out.push({ fx: { id: nextId++, kind: "shake", mag: 0.05, t0: 0, dur: 350 }, delay: povDelay });
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}
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}
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return out;
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}
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/** Procedural stand-ins for the conjuration sprites: a soft glow in each
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* art's palette, replaced on screen the moment a painted file loads. */
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const FX_COLORS: Record<string, [string, string]> = {
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fireball: ["#ffe27a", "#e0431a"],
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bolt: ["#ffffff", "#7ab0ff"],
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waterbolt: ["#cfefff", "#1c6ed0"],
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spark: ["#fff6d8", "#c0a040"],
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burst: ["#fff0a0", "#d05010"],
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splash: ["#e8f8ff", "#2080c0"],
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hit: ["#ffd0c0", "#c02020"],
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shimmer: ["#f0e0ff", "#7040c0"],
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shield: ["#ffffff", "#4060d0"],
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};
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const baked = new Map<string, HTMLCanvasElement>();
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export function fxFallback(name: string): HTMLCanvasElement {
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let t = baked.get(name);
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if (!t) {
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t = document.createElement("canvas");
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t.width = 64;
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t.height = 64;
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const c = t.getContext("2d")!;
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const [core, rim] = FX_COLORS[name] ?? FX_COLORS.spark!;
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const g = c.createRadialGradient(32, 32, 2, 32, 32, 30);
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g.addColorStop(0, core);
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g.addColorStop(0.55, rim);
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g.addColorStop(1, "rgba(0,0,0,0)");
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c.fillStyle = g;
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c.fillRect(0, 0, 64, 64);
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baked.set(name, t);
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}
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return t;
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}
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@@ -18,6 +18,9 @@ export interface Hit {
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u: number;
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/** Vertical faces get a different shade than horizontal ones. */
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axis: "x" | "y";
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/** The un-wrapped along-face coordinate: u plus the world cell it lies
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* in, so multi-cell surfaces (a long wall of fire) can read as one. */
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worldU: number;
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/** The eye reached this through a warp: haze it other-worldly. */
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warped?: boolean;
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}
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@@ -104,7 +107,7 @@ export function castRay(view: GameView, ox: number, oy: number, angle: number):
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const b = best as { t: number; axis: "x" | "y"; kind: Hit["kind"] };
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const along = b.axis === "x" ? oy + b.t * dy : ox + b.t * dx;
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const u = along - Math.floor(along);
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return { dist: baseDist + b.t, kind: b.kind, u, axis: b.axis, warped };
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return { dist: baseDist + b.t, kind: b.kind, u, axis: b.axis, worldU: along, warped };
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}
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|
||||
// No slab in this cell: advance through the open boundary.
|
||||
@@ -114,7 +117,8 @@ export function castRay(view: GameView, ox: number, oy: number, angle: number):
|
||||
if (crossingX) { nx = cx + stepX; sideDistX += dDistX; }
|
||||
else { ny = cy + stepY; sideDistY += dDistY; }
|
||||
const axis: Hit["axis"] = crossingX ? "x" : "y";
|
||||
const u0 = crossingX ? (oy + dist * dy) % 1 : (ox + dist * dx) % 1;
|
||||
const along = crossingX ? oy + dist * dy : ox + dist * dx;
|
||||
const u0 = along % 1;
|
||||
const texU = u0 < 0 ? u0 + 1 : u0;
|
||||
|
||||
const offBoard = !view.board.cells[cellKey({ x: nx, y: ny })];
|
||||
@@ -123,31 +127,31 @@ export function castRay(view: GameView, ox: number, oy: number, angle: number):
|
||||
const warp = view.board.warps.find(
|
||||
(w) => cellKey(w.from.cell) === cellKey({ x: cx, y: cy }) && w.from.side === side,
|
||||
);
|
||||
if (!warp) return { dist: baseDist + dist, kind: "rim", u: texU, axis, warped };
|
||||
if (!warp) return { dist: baseDist + dist, kind: "rim", u: texU, axis, worldU: along, warped };
|
||||
// Step through: re-enter at the paired mouth, heading inward, the
|
||||
// offset along the edge preserved (a wraparound keeps its lane).
|
||||
const exitHeading = SIDE_ANGLE[OPPOSITE[warp.to.side]];
|
||||
angle = angle + (exitHeading - SIDE_ANGLE[warp.from.side]);
|
||||
const c = warp.to.cell;
|
||||
const along = texU;
|
||||
if (warp.to.side === "E") { ox = c.x + 1 - 1e-4; oy = c.y + along; }
|
||||
else if (warp.to.side === "W") { ox = c.x + 1e-4; oy = c.y + along; }
|
||||
else if (warp.to.side === "S") { ox = c.x + along; oy = c.y + 1 - 1e-4; }
|
||||
else { ox = c.x + along; oy = c.y + 1e-4; }
|
||||
const lane = texU;
|
||||
if (warp.to.side === "E") { ox = c.x + 1 - 1e-4; oy = c.y + lane; }
|
||||
else if (warp.to.side === "W") { ox = c.x + 1e-4; oy = c.y + lane; }
|
||||
else if (warp.to.side === "S") { ox = c.x + lane; oy = c.y + 1 - 1e-4; }
|
||||
else { ox = c.x + lane; oy = c.y + 1e-4; }
|
||||
baseDist += dist;
|
||||
warped = true;
|
||||
i = 64; // restart the DDA from the far mouth
|
||||
break;
|
||||
}
|
||||
if (view.squareContents[cellKey({ x: nx, y: ny })]?.kind === "stone") {
|
||||
return { dist: baseDist + dist, kind: "stone", u: texU, axis, warped };
|
||||
return { dist: baseDist + dist, kind: "stone", u: texU, axis, worldU: along, warped };
|
||||
}
|
||||
cx = nx;
|
||||
cy = ny;
|
||||
}
|
||||
if (!warped || traversal === 2) break;
|
||||
}
|
||||
return { dist: baseDist + 64, kind: "rim", u: 0, axis: "x", warped };
|
||||
return { dist: baseDist + 64, kind: "rim", u: 0, axis: "x", worldU: 0, warped };
|
||||
}
|
||||
|
||||
/** Can a wizard's body (not just their eye) cross this edge? Workshop
|
||||
@@ -178,6 +182,18 @@ export interface Billboard {
|
||||
/** Lifted off the floor (0 = feet on the ground). */
|
||||
rise: number;
|
||||
label: string;
|
||||
/** A reflection seen through a warp mouth, not the thing itself. */
|
||||
warped?: boolean;
|
||||
}
|
||||
|
||||
/** The along=0 corner of a warp mouth — the anchor castRay's lane
|
||||
* preservation measures from. */
|
||||
function mouthAnchor(m: { cell: Cell; side: Side }): { x: number; y: number } {
|
||||
const c = m.cell;
|
||||
if (m.side === "E") return { x: c.x + 1, y: c.y };
|
||||
if (m.side === "W") return { x: c.x, y: c.y };
|
||||
if (m.side === "S") return { x: c.x, y: c.y + 1 };
|
||||
return { x: c.x, y: c.y };
|
||||
}
|
||||
|
||||
/** Everything standing in the maze that the reel should draw as a sprite. */
|
||||
@@ -228,5 +244,28 @@ export function billboards(
|
||||
const [tx, ty] = k.split(",").map(Number) as [number, number];
|
||||
out.push({ x: tx + 0.5, y: ty + 0.5, src: art(file, "objects"), scale: 0.25, rise: 0, label: cards[0]!.cardId });
|
||||
}
|
||||
// Rays see through warp mouths; the standing world should follow. Each
|
||||
// sprite near a far mouth also appears in the near mouth's frame, under
|
||||
// the same rigid motion the rays use — the zbuffer clips it to the
|
||||
// opening, since everything around the mouth is nearer wall.
|
||||
const real = out.slice();
|
||||
for (const w of view.board.warps) {
|
||||
const delta = SIDE_ANGLE[OPPOSITE[w.to.side]] - SIDE_ANGLE[w.from.side];
|
||||
const a1 = mouthAnchor(w.from);
|
||||
const a2 = mouthAnchor(w.to);
|
||||
const cosD = Math.cos(-delta), sinD = Math.sin(-delta);
|
||||
const inward = SIDE_ANGLE[OPPOSITE[w.to.side]];
|
||||
const inX = Math.cos(inward), inY = Math.sin(inward);
|
||||
for (const b of real) {
|
||||
const rx = b.x - a2.x, ry = b.y - a2.y;
|
||||
if (rx * inX + ry * inY < -0.2 || Math.hypot(rx, ry) > 8) continue;
|
||||
out.push({
|
||||
...b,
|
||||
x: a1.x + rx * cosD - ry * sinD,
|
||||
y: a1.y + rx * sinD + ry * cosD,
|
||||
warped: true,
|
||||
});
|
||||
}
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user