// First-person spell moments. The board flourishes (fx.ts) already know // which event hurls what across which cells; this recasts their output // into world-space projectiles, impact bursts, whole-screen flashes, and // camera shakes for the raycaster to draw. What happens ACROSS the room // is watched; what happens to YOU is felt. import { fxForEvents } from "../fx"; import { CELL } from "../fx-sprites/geom"; import { castRay, edgeMid, warpMotion } from "./raycast"; import { edgeKey } from "@wizwar/engine"; import type { GameEvent, GameView } from "@wizwar/engine"; export type FpFx = | { id: number; kind: "projectile"; art: string; from: { x: number; y: number }; to: { x: number; y: number }; t0: number; dur: number; /** This leg flies in a warp mouth's virtual space: visible only * through THAT warp's opening, beyond its mouth. */ warped?: boolean; warpId?: number } | { id: number; kind: "impact"; art: string; at: { x: number; y: number }; t0: number; dur: number; /** Lifted off the floor (fireworks burst overhead); default 0.3. */ rise?: number } | { id: number; kind: "flash"; color: string; peak: number; t0: number; dur: number } | { id: number; kind: "shake"; mag: number; t0: number; dur: number } | { id: number; kind: "door"; edge: string; t0: number; dur: number } | { id: number; kind: "grow"; slot: "solid" | "sprite"; key: string; t0: number; dur: number }; /** Eased growth 0..1 for a conjuration's rise. */ export function growProgress(p: number): number { if (p <= 0) return 0.01; if (p >= 1) return 1; return Math.max(0.01, p * p * (3 - 2 * p)); } /** How far open an animated door stands at progress p: swings open, * holds for the crossing, swings shut. */ export function doorOpenness(p: number): number { if (p < 0 || p >= 1) return 0; if (p < 0.3) return p / 0.3; if (p < 0.7) return 1; return (1 - p) / 0.3; } /** The paintable conjuration sprites: public/fx3d/.png, square with * transparent ground, drawn as a billboard mid-air. A procedural glow * stands in wherever a file is missing. */ export const FX_ART = [ "fireball", "bolt", "waterbolt", "spark", "burst", "splash", "hit", "shimmer", "shield", "rubble", ] as const; let nextId = 1; const PROJECTILE_DUR: Record = { fireball: 420, bolt: 260, waterbolt: 420, spark: 350 }; /** Board-effect kinds that land here as an impact billboard. */ const IMPACT_ART: Record = { burst: "burst", splash: "splash", hit: "hit", pow: "hit", claw: "hit", "tacks-ow": "hit", "thorn-snap": "hit", shimmer: "shimmer", "portal-cell": "shimmer", sparkle: "shimmer", soul: "shimmer", "chaos-swirl": "shimmer", whiff: "shimmer", shield: "shield", absorb: "shield", "ooze-slip": "splash", "slime-stuck": "splash", "pit-fall": "dust", "dust-puff": "dust", "edge-dust": "rubble", // fireworks and die-drop are staged by the raw-event pass below. }; /** One flight, possibly seen from two rooms: a projectile whose straight * line is broken but whose sight line runs through a warp flies as TWO * simultaneous legs — one in the near mouth's virtual space (visible * through the opening), one in the far room's real space. Each leg is * clipped by the depth buffer to the side the camera stands on. */ function projectileLegs( view: GameView, a: { x: number; y: number }, b: { x: number; y: number }, ): { from: { x: number; y: number }; to: { x: number; y: number }; warped?: boolean; warpId?: number }[] { const len = Math.hypot(b.x - a.x, b.y - a.y); if (len < 0.05) return [{ from: a, to: b }]; const direct = castRay(view, a.x, a.y, Math.atan2(b.y - a.y, b.x - a.x)); if (!direct.warped && direct.dist >= len - 0.4) return [{ from: a, to: b }]; for (let wi = 0; wi < view.board.warps.length; wi++) { const w = view.board.warps[wi]!; const motion = warpMotion(w); const vt = motion.toVirtual(b); const vlen = Math.hypot(vt.x - a.x, vt.y - a.y); const hit = castRay(view, a.x, a.y, Math.atan2(vt.y - a.y, vt.x - a.x)); if (hit.warped && hit.dist >= vlen - 0.4) { return [ { from: a, to: vt, warped: true, warpId: wi }, { from: motion.toReal(a), to: b }, ]; } } return [{ from: a, to: b }]; } /** Translate one step's events into first-person moments with start delays. */ export function fpFxForEvents( events: GameEvent[], view: GameView, povId: string, ): { fx: FpFx; delay: number }[] { const out: { fx: FpFx; delay: number }[] = []; for (const { fx, delay } of fxForEvents(events, view)) { if (fx.kind === "fireball" || fx.kind === "bolt" || fx.kind === "waterbolt" || fx.kind === "streak") { const art = fx.kind === "streak" ? "spark" : fx.kind; for (const leg of projectileLegs( view, { x: fx.a.x / CELL, y: fx.a.y / CELL }, { x: fx.b.x / CELL, y: fx.b.y / CELL }, )) { out.push({ fx: { id: nextId++, kind: "projectile", art, from: leg.from, to: leg.to, warped: leg.warped, warpId: leg.warpId, t0: 0, dur: PROJECTILE_DUR[art]!, }, delay, }); } } else if (fx.kind === "portal") { out.push({ fx: { id: nextId++, kind: "impact", art: "shimmer", at: { x: fx.cell.x + 0.5, y: fx.cell.y + 0.5 }, t0: 0, dur: 550 }, delay, }); } else if ("at" in fx && IMPACT_ART[fx.kind]) { out.push({ 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 }, delay, }); } } // The maze itself performs: doors swing for whoever steps through, // walls die into rubble, and walking THROUGH stone shimmers. for (const e of events) { if ((e.type === "moved" || e.type === "creatureMoved") && "direction" in e) { const via = e.type === "moved" ? e.via : "step"; const key = edgeKey(e.from, e.direction); const edgeState = view.board.edges[key] ?? "open"; if (via === "step" && edgeState === "door") { out.push({ fx: { id: nextId++, kind: "door", edge: key, t0: 0, dur: 1100 }, delay: 0 }); } if (via === "step" && edgeState === "wall") { // A body just stepped through what THIS viewer holds solid — an // illusion the mover disbelieves. The viewer keeps their false // belief, but the crossing must read as magic, not a glitch: // shimmer both faces, and wash the screen if these are the eyes. out.push({ fx: { id: nextId++, kind: "impact", art: "shimmer", at: { x: e.from.x + 0.5, y: e.from.y + 0.5 }, t0: 0, dur: 500 }, delay: 0 }); out.push({ fx: { id: nextId++, kind: "impact", art: "shimmer", at: { x: e.to.x + 0.5, y: e.to.y + 0.5 }, t0: 0, dur: 500 }, delay: 200 }); if (e.type === "moved" && e.player === povId) { out.push({ fx: { id: nextId++, kind: "flash", color: "#9a8fb0", peak: 0.35, t0: 0, dur: 450 }, delay: 0 }); } } if (e.type === "moved" && e.via === "passWall") { out.push({ fx: { id: nextId++, kind: "impact", art: "shimmer", at: { x: e.from.x + 0.5, y: e.from.y + 0.5 }, t0: 0, dur: 500 }, delay: 0 }); out.push({ fx: { id: nextId++, kind: "impact", art: "shimmer", at: { x: e.to.x + 0.5, y: e.to.y + 0.5 }, t0: 0, dur: 500 }, delay: 200 }); if (e.player === povId) { out.push({ fx: { id: nextId++, kind: "flash", color: "#9a8fb0", peak: 0.35, t0: 0, dur: 450 }, delay: 0 }); } } } if ((e.type === "wallCreated" || e.type === "firewallCreated" || e.type === "illusionWallCreated") && "edge" in e) { // Conjured from nothing: the edge RISES from the floor, wrapped in // dust and shimmer. (An illusion rises too — for the deceived, it // is a wall in every way.) const edge = (e as { edge: { cell: { x: number; y: number }; side: "N" | "E" | "S" | "W" } }).edge; const key = edgeKey(edge.cell, edge.side); out.push({ fx: { id: nextId++, kind: "grow", slot: "solid", key, t0: 0, dur: 750 }, delay: 0 }); const at = edgeMid(edge.cell, edge.side); if (e.type === "wallCreated") { out.push({ fx: { id: nextId++, kind: "impact", art: "rubble", at, t0: 0, dur: 550 }, delay: 0 }); } out.push({ fx: { id: nextId++, kind: "impact", art: "shimmer", at, t0: 0, dur: 750 }, delay: 0 }); } if (e.type === "creatureCreated" && "at" in e) { const at = (e as { at: { x: number; y: number } }).at; const cid = (e as { creatureId: string }).creatureId; out.push({ fx: { id: nextId++, kind: "grow", slot: "sprite", key: cid, t0: 0, dur: 750 }, delay: 0 }); out.push({ fx: { id: nextId++, kind: "impact", art: "shimmer", at: { x: at.x + 0.5, y: at.y + 0.5 }, t0: 0, dur: 750 }, delay: 0 }); } if (e.type === "squareFilled" && "cell" in e) { const cell = (e as { cell: { x: number; y: number } }).cell; const kind = (e as { kind: string }).kind; const cellK = `${cell.x},${cell.y}`; out.push({ fx: { id: nextId++, kind: "grow", slot: kind === "stone" ? "solid" : "sprite", key: cellK, t0: 0, dur: 750 }, delay: 0, }); out.push({ fx: { id: nextId++, kind: "impact", art: "shimmer", at: { x: cell.x + 0.5, y: cell.y + 0.5 }, t0: 0, dur: 750 }, delay: 0 }); } if (e.type === "sectorRotated" || e.type === "sectorRelocated") { // The maze ITSELF moves: the whole world flashes violet and heaves. out.push({ fx: { id: nextId++, kind: "flash", color: "#8050d0", peak: 0.5, t0: 0, dur: 900 }, delay: 0 }); out.push({ fx: { id: nextId++, kind: "shake", mag: 0.09, t0: 0, dur: 800 }, delay: 0 }); } if (e.type === "thumbOfGod" && "landedAt" in e) { const at = (e as { landedAt: { x: number; y: number } }).landedAt; out.push({ fx: { id: nextId++, kind: "impact", art: "burst", at: { x: at.x + 0.5, y: at.y + 0.5 }, t0: 0, dur: 700 }, delay: 0 }); out.push({ fx: { id: nextId++, kind: "shake", mag: 0.07, t0: 0, dur: 600 }, delay: 0 }); } if (e.type === "gameWon" && "player" in e) { // Victory earns real fireworks: bursts climbing over the winner's // home, gold washing the sky, again and again. const home = view.players.find((p) => p.id === (e as { player: string }).player)?.home; const SPREAD = [[0, 0], [0.35, -0.25], [-0.35, 0.2], [0.2, 0.35], [-0.25, -0.3], [0.1, -0.1]]; for (let i = 0; i < 6; i++) { if (home) { out.push({ fx: { id: nextId++, kind: "impact", art: "burst", at: { x: home.x + 0.5 + SPREAD[i]![0]!, y: home.y + 0.5 + SPREAD[i]![1]! }, rise: 0.45 + (i % 3) * 0.22, t0: 0, dur: 850, }, delay: i * 300, }); } out.push({ fx: { id: nextId++, kind: "flash", color: "#e0b34a", peak: 0.22, t0: 0, dur: 550 }, delay: i * 300 + 120 }); } } if ((e.type === "treasureDropped" || e.type === "objectDropped") && "at" in e) { // Gold hits the flags: a glint where it lands, a beat after the // blow when one knocked it loose. const at = (e as { at: { x: number; y: number } }).at; const spilled = events.some((x) => x.type === "attackResolved" || x.type === "damaged"); out.push({ fx: { id: nextId++, kind: "impact", art: "spark", at: { x: at.x + 0.5, y: at.y + 0.5 }, t0: 0, dur: 500 }, delay: spilled ? 400 : 0, }); } if (e.type === "wallDestroyed" && "edge" in e) { const at = edgeMid((e as { edge: { cell: { x: number; y: number }; side: "N" | "E" | "S" | "W" } }).edge.cell, (e as { edge: { side: "N" | "E" | "S" | "W" } }).edge.side); out.push({ fx: { id: nextId++, kind: "impact", art: "rubble", at, t0: 0, dur: 700 }, delay: 0 }); out.push({ fx: { id: nextId++, kind: "shake", mag: 0.04, t0: 0, dur: 350 }, delay: 0 }); } } // Blows that land on the point of view: give impacts a beat to arrive // when something visibly flew first. const povDelay = out.some((o) => o.fx.kind === "projectile") ? 380 : 0; for (const e of events) { if (e.type === "damaged" && e.player === povId) { out.push({ fx: { id: nextId++, kind: "flash", color: "#c03020", peak: 0.4, t0: 0, dur: 450 }, delay: povDelay }); out.push({ fx: { id: nextId++, kind: "shake", mag: Math.min(0.09, 0.03 + 0.015 * e.amount), t0: 0, dur: 420 }, delay: povDelay }); } else if (e.type === "lifeGained" && e.player === povId) { out.push({ fx: { id: nextId++, kind: "flash", color: "#2a9a50", peak: 0.22, t0: 0, dur: 500 }, delay: povDelay }); } else if (e.type === "died" && "player" in e && (e as { player: string }).player === povId) { out.push({ fx: { id: nextId++, kind: "flash", color: "#100812", peak: 0.6, t0: 0, dur: 1100 }, delay: povDelay }); } else if (e.type === "fellInPit" && e.player === povId) { out.push({ fx: { id: nextId++, kind: "flash", color: "#201810", peak: 0.5, t0: 0, dur: 500 }, delay: 0 }); out.push({ fx: { id: nextId++, kind: "shake", mag: 0.06, t0: 0, dur: 450 }, delay: 0 }); } else if ( (e.type === "slippedInOoze" || e.type === "steppedOnTacks" || e.type === "enteredThornbush" || e.type === "stuckInSlime") && "player" in e && (e as { player: string }).player === povId ) { out.push({ fx: { id: nextId++, kind: "shake", mag: 0.04, t0: 0, dur: 350 }, delay: 0 }); } else if (e.type === "teleported" && e.player === povId) { out.push({ fx: { id: nextId++, kind: "flash", color: "#8050d0", peak: 0.35, t0: 0, dur: 400 }, delay: 0 }); } else if (e.type === "moved" && e.via === "warp" && e.player === povId) { out.push({ fx: { id: nextId++, kind: "flash", color: "#8050d0", peak: 0.28, t0: 0, dur: 350 }, delay: 0 }); } else if ( (e.type === "knockedBack" || e.type === "shoved" || e.type === "washedBack" || e.type === "retreatedInHorror") && e.player === povId ) { out.push({ fx: { id: nextId++, kind: "shake", mag: 0.05, t0: 0, dur: 350 }, delay: povDelay }); } } return out; } /** Procedural stand-ins for the conjuration sprites: a soft glow in each * art's palette, replaced on screen the moment a painted file loads. */ const FX_COLORS: Record = { fireball: ["#ffe27a", "#e0431a"], bolt: ["#ffffff", "#7ab0ff"], waterbolt: ["#cfefff", "#1c6ed0"], spark: ["#fff6d8", "#c0a040"], burst: ["#fff0a0", "#d05010"], splash: ["#e8f8ff", "#2080c0"], hit: ["#ffd0c0", "#c02020"], shimmer: ["#f0e0ff", "#7040c0"], shield: ["#ffffff", "#4060d0"], rubble: ["#b0a898", "#5c544a"], }; const baked = new Map(); export function fxFallback(name: string): HTMLCanvasElement { let t = baked.get(name); if (!t) { t = document.createElement("canvas"); t.width = 64; t.height = 64; const c = t.getContext("2d")!; const [core, rim] = FX_COLORS[name] ?? FX_COLORS.spark!; if (name === "rubble") { // A mound of broken stone, opaque — this one is debris, not light. for (let i = 0; i < 9; i++) { const jx = 12 + ((i * 37) % 40); const jy = 40 + ((i * 23) % 18); const r = 6 + ((i * 13) % 8); c.fillStyle = i % 2 ? core : rim; c.beginPath(); c.arc(jx, jy, r, 0, Math.PI * 2); c.fill(); } } else { const g = c.createRadialGradient(32, 32, 2, 32, 32, 30); g.addColorStop(0, core); g.addColorStop(0.55, rim); g.addColorStop(1, "rgba(0,0,0,0)"); c.fillStyle = g; c.fillRect(0, 0, 64, 64); } baked.set(name, t); } return t; }