Files
wizwar6e/packages/web/src/fpv/FirstPerson.svelte
T
Eric WagonerandClaude Fable 5 e2dfbd14e3 Edge cards light their targets; own casts never wrench the neck
Raising an edge-target card now makes every wall and door face
breathe faint gold in the pane — the cockpit's answer to the board's
edge handles — with hover still brightening the chosen face. And the
director's own-magic aim gains a quarter-turn cap: a deed you aimed
behind you via the keymap stays behind you, while deeds done TO you
may still spin the world.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 16:08:51 -04:00

883 lines
38 KiB
Svelte

<script lang="ts">
// The maze through one wizard's eyes: a canvas raycaster over the
// GameView. Columns of wall shaded by distance and facing; token art
// billboarded for whatever stands in the corridors, occluded per column
// by the same depth buffer the walls wrote.
import { billboards, castRay, warpMotion, type FpvTarget } from "./raycast";
import { materialTextures } from "./textures";
import { doorOpenness, fxFallback, growProgress, type FpFx } from "./fx3d";
import { terrainFallback, TERRAIN3D } from "./terrain3d";
import { tokenArt } from "../art";
import { PLAYER_COLORS } from "../colors";
import type { GameView } from "@wizwar/engine";
let {
view,
povId,
x,
y,
facing,
width = 720,
height = 440,
fx = [],
posOverride,
rubble = [],
ontarget,
litCells = null,
edgeSelect = false,
}: {
view: GameView;
povId: string;
/** Eye position in world units (cell centers are n + 0.5). */
x: number;
y: number;
/** Radians; 0 faces east, matching the board's +x. */
facing: number;
width?: number;
height?: number;
/** Live spell moments: projectiles, impacts, flashes, shakes. */
fx?: FpFx[];
/** Bodies mid-glide: world positions that override the view's cells. */
posOverride?: Record<string, { x: number; y: number }>;
/** Where walls have died: a mound of stone marks each fallen edge. */
rubble?: { x: number; y: number }[];
/** Present = the pane is an instrument: clicks resolve to targets. */
ontarget?: (t: FpvTarget) => void;
/** Squares a selected cell-target card may aim at: the pane dims the
* ineligible ground exactly as the board dims its squares. */
litCells?: Set<string> | null;
/** An edge-target card is raised: every wall and door face glows
* faintly, the pane's answer to the board's edge handles. */
edgeSelect?: boolean;
} = $props();
const FOV = Math.PI / 2.9;
let canvas: HTMLCanvasElement;
/** Everything the LAST drawn frame knew, kept for click resolution:
* the pane is an instrument only because the renderer remembers what
* stood under every pixel. */
let hitFrame: {
W: number; H: number; ex: number; ey: number; facing: number;
zbuf: Float64Array; warpIdCol: Int32Array; warpDistCol: Float64Array;
cols: ({ edge?: string; kind: string; top: number; h: number } | null)[];
/** Depth-sorted nearest-first, ready for hover hit-testing. */
sprites: Projected[];
} | null = null;
/** The one visibility rule a sprite obeys in a column — shared by the
* draw pass and the hover hit test so they can never disagree. */
function spriteVisibleInCol(
sp: Projected, col: number,
zbuf: Float64Array, warpIdCol: Int32Array, warpDistCol: Float64Array,
): boolean {
if (sp.depth >= zbuf[col]!) return false;
if (sp.warped) {
if (warpIdCol[col] !== sp.warpId || sp.depth <= warpDistCol[col]!) return false;
} else if (sp.depth >= warpDistCol[col]!) return false;
if (sp.clampL !== undefined && (col < sp.clampL || col > sp.clampR!)) return false;
return true;
}
/** Crosshair position in canvas pixels, while the pointer is over the
* pane and the pane is an instrument. */
let mouse: { x: number; y: number } | null = null;
// Token art loads lazily; a sprite draws once its image has arrived.
const images = new Map<string, HTMLImageElement>();
function imageFor(src: string): HTMLImageElement | null {
let img = images.get(src);
if (!img) {
img = new Image();
img.src = src;
images.set(src, img);
}
return img.complete && img.naturalWidth > 0 ? img : null;
}
// Materials come from /textures/*.png when those files exist — the
// independently paintable set — with the baked procedurals underneath
// so a missing or still-loading file never leaves a wall naked.
const textures = materialTextures();
// Floor-casting samples per PIXEL, so the two ground-plane textures are
// cached as raw pixel buffers — re-extracted whenever a painted file
// finishes loading and swaps the entry.
const pixelCache = new WeakMap<object, ImageData>();
function pixelsOf(src: CanvasImageSource & { width: number; height: number }): ImageData {
let px = pixelCache.get(src);
if (!px) {
const t = document.createElement("canvas");
t.width = src.width;
t.height = src.height;
const c = t.getContext("2d")!;
c.drawImage(src, 0, 0);
px = c.getImageData(0, 0, t.width, t.height);
pixelCache.set(src, px);
}
return px;
}
let frame: ImageData | null = null;
// The floor wears decals: home emblems in their owners' colors, pits
// opening downward, slime, tacks, dimensional warp rings — a per-view
// grid mapping each cell to one overlay, read by the per-pixel pass.
interface Decal { tex: string; tint: [number, number, number] | null }
const decalCache = new WeakMap<object, { grid: Int16Array; bw: number; bh: number; decals: Decal[] }>();
function decalsOf(v: GameView) {
let h = decalCache.get(v);
if (!h) {
const bw = v.board.width, bh = v.board.height;
const grid = new Int16Array(bw * bh).fill(-1);
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) {
if (!p.home) continue;
const hex = PLAYER_COLORS[p.colorIndex] ?? "#888888";
put(p.home.x, p.home.y, "home", [
parseInt(hex.slice(1, 3), 16) / 255,
parseInt(hex.slice(3, 5), 16) / 255,
parseInt(hex.slice(5, 7), 16) / 255,
]);
}
const DECAL_KIND: Record<string, string> = {
pit: "pit", slime: "slime", tacks: "tacks",
thornbush: "underbrush", rosebush: "underbrush",
};
for (const [k, content] of Object.entries(v.squareContents)) {
const tex = DECAL_KIND[content.kind];
if (!tex) continue;
const [cx, cy] = k.split(",").map(Number) as [number, number];
put(cx, cy, tex);
}
for (const w of v.dimWarps) {
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;
}
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;
// Active shakes wobble the eye a hair off true, fading as they run.
let ex = x, ey = y;
for (const f of fx) {
if (f.kind !== "shake") continue;
const p = (time - f.t0) / f.dur;
if (p < 0 || p >= 1) continue;
ex += f.mag * (1 - p) * Math.sin(time * 0.11);
ey += f.mag * (1 - p) * Math.cos(time * 0.087);
}
// Doors mid-swing and conjurations mid-growth this frame.
let doors: Record<string, number> | undefined;
let growing: Record<string, number> | undefined;
const spawn: Record<string, number> = {};
for (const f of fx) {
if (f.kind === "door") {
const a = doorOpenness((time - f.t0) / f.dur);
if (a > 0) (doors ??= {})[f.edge] = Math.max(doors?.[f.edge] ?? 0, a);
} else if (f.kind === "grow") {
const p = (time - f.t0) / f.dur;
if (p < 0 || p >= 1) continue;
const g = growProgress(p);
if (f.slot === "solid") (growing ??= {})[f.key] = g;
else spawn[f.key] = g;
}
}
// The ground and the vault overhead, cast per pixel: each screen row
// below (or above) the horizon lies at one fixed depth, so the row is
// walked with a constant world-space step and sampled from the floor
// or ceiling texture — every maze cell wearing one full tile of it.
const flen = (W / 2) / Math.tan(FOV / 2);
const cosF = Math.cos(facing), sinF = Math.sin(facing);
if (!frame || frame.width !== W || frame.height !== H) frame = ctx.createImageData(W, H);
const buf = frame.data;
const fl = pixelsOf(textures.floor!);
const ce = pixelsOf(textures.ceiling!);
const FOG = 13;
// A selected cell-card's eligibility, rasterized once for the pixel
// loop: 1 = castable ground, 0 = dimmed. Absent card = null = all lit.
let litGrid: Uint8Array | null = null;
const litBw = view.board.width, litBh = view.board.height;
if (litCells) {
litGrid = new Uint8Array(litBw * litBh);
for (const k of litCells) {
const [lx, ly] = k.split(",").map(Number) as [number, number];
if (lx >= 0 && ly >= 0 && lx < litBw && ly < litBh) litGrid[ly * litBw + lx] = 1;
}
}
for (let row = 0; row < H; row++) {
const below = row > half;
const dz = below ? row - half : half - row;
if (dz < 1) {
// The horizon sliver: fog it flat.
for (let col = 0; col < W; col++) {
const o = (row * W + col) * 4;
buf[o] = 8; buf[o + 1] = 7; buf[o + 2] = 9; buf[o + 3] = 255;
}
continue;
}
const d = (H / 2) / dz;
const dec = below ? decalsOf(view) : null;
const tex = below ? fl : ce;
const tw = tex.width, th = tex.height;
const tp = tex.data;
const shade = Math.max(0, Math.min(1, 1.25 / (1 + d * 0.45)) * (1 - d / FOG));
// World position at column 0 and its per-column step, both at depth d.
const sideStep = d / flen;
const side0 = -(W / 2) * sideStep;
let wx = ex + d * cosF - side0 * sinF;
let wy = ey + d * sinF + side0 * cosF;
const stepX = -sideStep * sinF;
const stepY = sideStep * cosF;
for (let col = 0; col < W; col++) {
const o = (row * W + col) * 4;
if (shade <= 0.02) {
buf[o] = 8; buf[o + 1] = 7; buf[o + 2] = 9;
} else {
let u = wx % 1; if (u < 0) u += 1;
let v = wy % 1; if (v < 0) v += 1;
const ti = (((v * th) | 0) * tw + ((u * tw) | 0)) * 4;
let r = tp[ti]!, g = tp[ti + 1]!, b = tp[ti + 2]!;
let sh = shade;
if (litGrid && below) {
const gx = (wx - u) | 0, gy = (wy - v) | 0;
if (gx < 0 || gy < 0 || gx >= litBw || gy >= litBh || !litGrid[gy * litBw + gx]) sh *= 0.3;
}
if (dec) {
const hx = (wx - u) | 0, hy = (wy - v) | 0;
if (hx >= 0 && hy >= 0 && hx < dec.bw && hy < dec.bh) {
const di = dec.grid[hy * dec.bw + hx]!;
if (di >= 0) {
// A decal lies over the flagstones, alpha-blended texel
// 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 ha = hp.data[hi + 3]! / 255;
if (ha > 0) {
const [tr, tg, tb] = decal.tint ?? [1, 1, 1];
r = r * (1 - ha) + hp.data[hi]! * tr * ha;
g = g * (1 - ha) + hp.data[hi + 1]! * tg * ha;
b = b * (1 - ha) + hp.data[hi + 2]! * tb * ha;
}
}
}
}
buf[o] = r * sh;
buf[o + 1] = g * sh;
buf[o + 2] = b * sh;
}
buf[o + 3] = 255;
wx += stepX;
wy += stepY;
}
}
ctx.putImageData(frame, 0, 0);
// Walls, one ray per column; remember each column's depth for
// sprites, and whether its ray bent through a warp — a sprite's warp
// side must MATCH its column's, or bodies near a far mouth would
// ghost into real corridors the unrolled space happens to overlap.
const zbuf = new Float64Array(W);
const hitCols: ({ edge?: string; kind: string; top: number; h: number } | null)[] = new Array(W).fill(null);
// Per column: which warp (if any) the ray bent through, and how far
// away that mouth stood. A REAL body paints a column only if it is
// nearer than the mouth (it stands in front of the window); a
// VIRTUAL one only through its OWN warp's columns, beyond the mouth.
const warpIdCol = new Int32Array(W).fill(-1);
const warpDistCol = new Float64Array(W).fill(Infinity);
// Each mouth a ray passed through hangs a translucent veil of the
// warp texture at its own depth, drawn with the other overlays.
const veils: { col: number; depth: number; u: number }[] = [];
// Known illusions: the ray passes, but a translucent ghost of a wall
// stands at the crossing — drawn after the sprites so bodies show
// through it, shimmering so nobody mistakes it for stone.
const ghosts: { col: number; depth: number; u: number; worldU: number }[] = [];
// Open doorways collect their lintels, hung after the sprites; and
// conjurations still rising collect their growing columns.
const lintels: { col: number; depth: number; u: number }[] = [];
const risings: { col: number; depth: number; u: number; worldU: number; kind: string; g: number }[] = [];
for (let col = 0; col < W; col++) {
const rayAngle = facing + Math.atan((col / W - 0.5) * 2 * Math.tan(FOV / 2));
const hit = castRay(view, ex, ey, rayAngle, doors, growing);
const depth = hit.dist * Math.cos(rayAngle - facing); // no fisheye
zbuf[col] = depth;
if (hit.warpId !== undefined) {
warpIdCol[col] = hit.warpId;
warpDistCol[col] = (hit.warpDist ?? 0) * Math.cos(rayAngle - facing);
veils.push({ col, depth: warpDistCol[col]!, u: hit.warpU ?? 0 });
}
if (hit.ghost) {
ghosts.push({
col, depth: hit.ghost.dist * Math.cos(rayAngle - facing),
u: hit.ghost.u, worldU: hit.ghost.worldU,
});
}
if (hit.doorway) {
lintels.push({ col, depth: hit.doorway.dist * Math.cos(rayAngle - facing), u: hit.doorway.u });
}
if (hit.rising) {
risings.push({
col, depth: hit.rising.dist * Math.cos(rayAngle - facing),
u: hit.rising.u, worldU: hit.rising.worldU, kind: hit.rising.kind, g: hit.rising.g,
});
}
const wallH = Math.min(H * 2.5, H / Math.max(depth, 0.05));
const top = half - wallH / 2;
hitCols[col] = { edge: hit.edge, kind: hit.frame ? "frame" : hit.kind, top, h: wallH };
const tex = hit.frame ? textures.doorframe! : textures[hit.kind] ?? textures.wall!;
// Sample by the texture's own size: painted files may be any scale.
// Fire shifts its slice per world cell, so a blaze spanning edges
// reads as one long fire, not a repeated flame.
const texU = hit.kind === "firewall"
? (hit.u + Math.floor(hit.worldU) * 0.37) % 1
: hit.u;
ctx.drawImage(tex, Math.min(tex.width - 1, texU * tex.width), 0,
Math.max(1, tex.width / 96), tex.height, col, top, 1, wallH);
if (!hit.frame && (hit.kind === "wall" || hit.kind === "door") && hit.edge) {
// Harm shows: accumulated damage wears fractures into the face.
const dmg = view.wallDamage[hit.edge];
if (dmg) {
const ck = textures.cracks!;
ctx.globalAlpha = Math.min(0.9, 0.35 + dmg * 0.2);
ctx.drawImage(ck, Math.min(ck.width - 1, texU * ck.width), 0,
Math.max(1, ck.width / 96), ck.height, col, top, 1, wallH);
ctx.globalAlpha = 1;
}
}
// 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 = 0.15 + 0.15 * Math.sin(time / 90 + hit.worldU * 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 === "wall" && hit.edge && view.illusionEdges[hit.edge] === "untested") {
// The same tell the board gives: an untested illusion's face
// shimmers faintly — maybe stone, maybe not.
const tell = 0.06 + 0.05 * Math.sin(time / 260 + hit.worldU * 13);
ctx.fillStyle = `rgba(190,160,255,${Math.max(0, tell)})`;
ctx.fillRect(col, top, 1, wallH);
}
if (hit.kind === "door" && hit.edge && view.doorStates[hit.edge] === "jammed") {
// A jammed lock seethes: a rusty seal pulsing across the wood.
const seethe = 0.10 + 0.08 * Math.sin(time / 160 + hit.worldU * 22);
ctx.fillStyle = `rgba(210,70,20,${Math.max(0, seethe)})`;
ctx.fillRect(col, top + wallH * 0.35, 1, wallH * 0.3);
}
if (dark > 0.02) {
ctx.fillStyle = `rgba(0,0,0,${Math.min(0.92, dark)})`;
ctx.fillRect(col, top, 1, wallH);
}
if (hit.warped) {
// Seen through a warp: the far side swims in violet haze.
const haze = 0.16 + 0.05 * Math.sin(time / 300 + col * 0.05);
ctx.fillStyle = `rgba(120,70,220,${haze})`;
ctx.fillRect(col, top, 1, wallH);
}
if (edgeSelect && !hit.frame && (hit.kind === "wall" || hit.kind === "door") && hit.edge) {
// The raised edge-card's invitation: faces breathe gold.
const offer = 0.10 + 0.05 * Math.sin(time / 420 + hit.worldU * 3);
ctx.fillStyle = `rgba(201,167,42,${Math.max(0, offer)})`;
ctx.fillRect(col, top, 1, wallH);
}
}
// Sprites, far to near, sliced against the depth buffer.
const sprites = billboards(view, povId, tokenArt, posOverride)
.map((b) => {
const g = b.key !== undefined ? spawn[b.key] : undefined;
return project(g !== undefined ? { ...b, scale: b.scale * g } : b, ex, ey);
})
.filter((s): s is Projected => s !== null);
for (const spot of rubble) {
const s = project({ x: spot.x, y: spot.y, src: "/fx3d/rubble.png", scale: 0.5, aspect: 2, rise: 0 }, ex, ey);
if (s) sprites.push({ ...s, fallback: "rubble" });
}
for (const f of fx) {
if (f.kind !== "projectile" && f.kind !== "impact") continue;
const p = (time - f.t0) / f.dur;
if (p < 0 || p >= 1) continue;
const at = f.kind === "projectile"
? { x: f.from.x + (f.to.x - f.from.x) * p, y: f.from.y + (f.to.y - f.from.y) * p }
: f.at;
const s = project({
x: at.x, y: at.y, src: `/fx3d/${f.art}.png`,
scale: f.kind === "projectile" ? 0.3 : 0.25 + 0.6 * p,
rise: f.kind === "impact" ? (f.rise ?? 0.3) : 0.3,
warped: f.kind === "projectile" ? f.warped : undefined,
warpId: f.kind === "projectile" ? f.warpId : undefined,
}, ex, ey);
if (s) sprites.push({ ...s, alpha: f.kind === "impact" ? 1 - p : 1, fallback: f.art });
}
sprites.sort((a, b) => b.sort - a.sort);
hitFrame = {
W, H, ex, ey, facing, zbuf, warpIdCol, warpDistCol, cols: hitCols,
sprites: [...sprites].sort((a, b) => a.depth - b.depth),
};
// The nearest sprite each column carries — depth AND vertical span —
// so the overlay passes (veils, ghosts, lintels, risings) can paint
// around a body standing in front of them instead of over it.
const spriteZ = new Float64Array(W).fill(Infinity);
const sprTop = new Float64Array(W);
const sprBot = new Float64Array(W);
/** The parts of an overlay column NOT hidden behind the column's
* nearest sprite: whole, split around it, or nothing. */
const maskedSegs = (col: number, depth: number, top: number, h: number): [number, number][] => {
if (depth < spriteZ[col]!) return [[top, h]];
const segs: [number, number][] = [];
const bottom = top + h;
if (sprTop[col]! > top) segs.push([top, Math.min(h, sprTop[col]! - top)]);
if (sprBot[col]! < bottom) segs.push([sprBot[col]!, bottom - sprBot[col]!]);
return segs;
};
for (const s of sprites) {
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 ih = img instanceof HTMLImageElement ? img.naturalHeight : (img?.height ?? 0);
// Painted art composites normally (inks stay true); light glows
// additively. Either way translucency applies.
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++) {
if (!spriteVisibleInCol(s, col, zbuf, warpIdCol, warpDistCol)) continue;
if (s.depth < spriteZ[col]!) {
spriteZ[col] = s.depth;
sprTop[col] = s.top;
sprBot[col] = s.bottom;
}
const texX = ((col - s.left) / (s.right - s.left));
if (img) {
ctx.drawImage(
img,
texX * iw, 0, Math.max(1, iw / (s.right - s.left)), ih,
col, s.top, 1, s.bottom - s.top,
);
} else {
ctx.fillStyle = "rgba(200,190,160,0.6)";
ctx.fillRect(col, s.top, 1, s.bottom - s.top);
}
if (s.warped) {
// A body seen through a warp swims in the same violet haze.
ctx.fillStyle = "rgba(120,70,220,0.2)";
ctx.fillRect(col, s.top, 1, s.bottom - s.top);
}
}
if (s.glow) ctx.globalCompositeOperation = "source-over";
if (s.alpha !== undefined || s.glow) ctx.globalAlpha = 1;
}
// Warp mouths wear their veil: the warp texture at the opening,
// translucent, swirling — the doorway between rooms that are not
// neighbors announces itself.
for (const vl of veils) {
const vh = Math.min(H * 2.5, H / Math.max(vl.depth, 0.05));
const vTop = half - vh / 2;
const wt = textures.warp!;
const swirl = 0.1 + 0.1 * Math.sin(time / 240 + vl.u * 9 + vl.col * 0.02);
for (const [segTop, segH] of maskedSegs(vl.col, vl.depth, vTop, vh)) {
ctx.globalAlpha = 0.3;
ctx.drawImage(wt, Math.min(wt.width - 1, vl.u * wt.width),
((segTop - vTop) / vh) * wt.height,
Math.max(1, wt.width / 96), (segH / vh) * wt.height,
vl.col, segTop, 1, segH);
ctx.globalAlpha = 1;
ctx.fillStyle = `rgba(190,150,255,${Math.max(0, swirl)})`;
ctx.fillRect(vl.col, segTop, 1, segH);
}
}
// Conjurations rising: the wall (or stone) grows bottom-up where it
// will stand, glowing swirls running over the young face.
for (const ri of risings) {
const full = Math.min(H * 2.5, H / Math.max(ri.depth, 0.05));
const grown = full * ri.g;
const top0 = half + full / 2 - grown;
const tex = textures[ri.kind] ?? textures.wall!;
const swirl = (0.35 * (1 - ri.g) + 0.08) *
(0.7 + 0.3 * Math.sin(time / 90 + ri.worldU * 21));
for (const [segTop, segH] of maskedSegs(ri.col, ri.depth, top0, grown)) {
ctx.globalAlpha = 0.55 + 0.45 * ri.g;
ctx.drawImage(tex, Math.min(tex.width - 1, ri.u * tex.width),
((segTop - top0) / grown) * tex.height,
Math.max(1, tex.width / 96), (segH / grown) * tex.height,
ri.col, segTop, 1, segH);
ctx.globalAlpha = 1;
ctx.fillStyle = `rgba(190,150,255,${Math.max(0, swirl)})`;
ctx.fillRect(ri.col, segTop, 1, segH);
}
}
// Doorway lintels: the frame's top rows hung across each opening.
for (const li of lintels) {
const lh = Math.min(H * 2.5, H / Math.max(li.depth, 0.05));
const lTop = half - lh / 2;
const band = lh * 0.16;
const ft = textures.doorframe!;
const dark = 1 - Math.min(1, 1.35 / (1 + li.depth * 0.45));
for (const [segTop, segH] of maskedSegs(li.col, li.depth, lTop, band)) {
ctx.drawImage(ft, Math.min(ft.width - 1, li.u * ft.width),
((segTop - lTop) / band) * ft.height * 0.16,
Math.max(1, ft.width / 96), (segH / band) * ft.height * 0.16,
li.col, segTop, 1, segH);
if (dark > 0.02) {
ctx.fillStyle = `rgba(0,0,0,${Math.min(0.92, dark)})`;
ctx.fillRect(li.col, segTop, 1, segH);
}
}
}
// The ghosts of walls you know are lies: drawn over everything at
// their columns, thin as breath, rippling.
for (const gh of ghosts) {
const gHft = Math.min(H * 2.5, H / Math.max(gh.depth, 0.05));
const gTop = half - gHft / 2;
const tex = textures.wall!;
const ripple = 0.10 + 0.07 * Math.sin(time / 200 + gh.worldU * 11 + gHft * 0.01);
for (const [segTop, segH] of maskedSegs(gh.col, gh.depth, gTop, gHft)) {
ctx.globalAlpha = 0.2;
ctx.drawImage(tex, Math.min(tex.width - 1, gh.u * tex.width),
((segTop - gTop) / gHft) * tex.height,
Math.max(1, tex.width / 96), (segH / gHft) * tex.height,
gh.col, segTop, 1, segH);
ctx.globalAlpha = 1;
ctx.fillStyle = `rgba(190,160,255,${Math.max(0, ripple)})`;
ctx.fillRect(gh.col, segTop, 1, segH);
}
}
// A whisper of vignette holds the torchlit mood together.
const vig = ctx.createRadialGradient(W / 2, half, H * 0.35, W / 2, half, H * 0.95);
vig.addColorStop(0, "rgba(0,0,0,0)");
vig.addColorStop(1, "rgba(0,0,0,0.45)");
ctx.fillStyle = vig;
ctx.fillRect(0, 0, W, H);
// Being hit is felt: a whole-screen wash that fades as it goes.
for (const f of fx) {
if (f.kind !== "flash") continue;
const p = (time - f.t0) / f.dur;
if (p < 0 || p >= 1) continue;
ctx.globalAlpha = f.peak * (1 - p);
ctx.fillStyle = f.color;
ctx.fillRect(0, 0, W, H);
ctx.globalAlpha = 1;
}
// The crosshair's answer, before the click commits: what the pane
// would target here, outlined in the table's gold with its name.
if (ontarget && mouse) drawHover(ctx, W, H, half);
}
/** Paint the hover cue for whatever stands under the crosshair. */
function drawHover(ctx: CanvasRenderingContext2D, W: number, H: number, half: number) {
const f = hitFrame;
if (!f || !mouse) return;
const found = resolveHover(mouse.x, mouse.y);
if (!found) return;
ctx.save();
ctx.strokeStyle = "#c9a72a";
ctx.fillStyle = "rgba(201,167,42,0.14)";
ctx.lineWidth = 1.5;
let label = "";
if (found.shape.kind === "rect") {
const r = found.shape;
ctx.strokeRect(r.left, r.top, r.right - r.left, r.bottom - r.top);
ctx.fillRect(r.left, r.top, r.right - r.left, r.bottom - r.top);
label = found.label;
} else if (found.shape.kind === "face") {
// Tint every column that shows THIS edge: the whole face answers.
for (let col = 0; col < f.W; col++) {
const c = f.cols[col];
if (!c || c.edge !== found.shape.edge) continue;
ctx.fillRect(col, c.top, 1, c.h);
}
label = found.label;
} else if (found.shape.kind === "none") {
label = found.label;
} else {
// A ground square: its four corners projected onto the floor plane.
const flen = (f.W / 2) / Math.tan(FOV / 2);
const cosF = Math.cos(f.facing), sinF = Math.sin(f.facing);
const { x: cx0, y: cy0 } = found.shape.cell;
const pts: [number, number][] = [];
for (const [ox, oy] of [[0, 0], [1, 0], [1, 1], [0, 1]] as const) {
const rx = cx0 + ox - f.ex, ry = cy0 + oy - f.ey;
const depth = rx * cosF + ry * sinF;
if (depth < 0.12) { pts.length = 0; break; }
const side = -rx * sinF + ry * cosF;
pts.push([f.W / 2 + (side / depth) * flen, half + (f.H / 2) / depth]);
}
if (pts.length === 4) {
ctx.beginPath();
ctx.moveTo(pts[0]![0], pts[0]![1]);
for (const [px, py] of pts.slice(1)) ctx.lineTo(px, py);
ctx.closePath();
ctx.fill();
ctx.stroke();
}
}
if (label) {
ctx.font = "12px 'Courier Prime', monospace";
const wTxt = ctx.measureText(label).width;
const lx = Math.min(f.W - wTxt - 10, Math.max(4, mouse.x + 10));
const ly = Math.max(16, mouse.y - 8);
ctx.fillStyle = "rgba(13,12,18,0.85)";
ctx.fillRect(lx - 4, ly - 12, wTxt + 8, 16);
ctx.fillStyle = "#e9e1cb";
ctx.fillText(label, lx, ly);
}
ctx.restore();
}
interface Projected {
src: string;
depth: number;
left: number;
right: number;
top: number;
bottom: number;
warped?: boolean;
warpId?: number;
glow?: boolean;
alpha?: number;
fallback?: string;
clampL?: number;
clampR?: number;
hit?: { kind: "player" | "creature"; id: string };
cell?: { x: number; y: number };
/** Sort key only: the near-bias orders sprites among THEMSELVES (a
* hedge over the wizard standing in it) but must never let one
* cheat past a wall — occlusion always uses the true depth. */
sort: number;
}
function project(
b: { x: number; y: number; src: string; scale: number; rise: number;
aspect?: number; alpha?: number; glow?: boolean; bias?: number;
fallback?: string; warped?: boolean; warpId?: number;
clip?: { x: number; y: number };
hit?: { kind: "player" | "creature"; id: string };
cell?: { x: number; y: number } },
ex: number, ey: number,
): Projected | null {
const relX = b.x - ex, relY = b.y - ey;
const depth = relX * Math.cos(facing) + relY * Math.sin(facing);
if (depth < 0.15) return null;
const side = -relX * Math.sin(facing) + relY * Math.cos(facing);
const W = width, H = height, half = H / 2;
const screenX = W / 2 + (side / depth) * (W / 2) / Math.tan(FOV / 2);
const wallH = H / depth;
const size = wallH * b.scale;
// Vertical pixels scale by H/depth, horizontal by focal/depth — and
// they differ. A sprite that declares an aspect means WORLD width
// (a hedge one cell wide must touch both posts), so its width uses
// the horizontal scale; plain square sprites keep their pixel shape.
const wide = b.aspect
? size * b.aspect * (((W / 2) / Math.tan(FOV / 2)) / H)
: size;
const bottom = half + wallH / 2 - b.rise * wallH;
// A cell-bound volume is windowed to its own square: the billboard's
// camera-facing plane is intersected with the cell, and only that
// lateral segment may paint, so an obliquely-viewed hedge cannot
// poke its ends through the neighboring walls. (Virtual warp copies
// skip this — their clip cell lives in another frame.)
let clampL: number | undefined;
let clampR: number | undefined;
if (b.clip && !b.warped) {
const sinF = Math.sin(facing), cosF = Math.cos(facing);
let sMin = -Infinity, sMax = Infinity;
if (Math.abs(sinF) > 1e-6) {
const a1 = (b.x - b.clip.x) / sinF;
const a2 = (b.x - (b.clip.x + 1)) / sinF;
sMin = Math.max(sMin, Math.min(a1, a2));
sMax = Math.min(sMax, Math.max(a1, a2));
}
if (Math.abs(cosF) > 1e-6) {
const a1 = (b.clip.y - b.y) / cosF;
const a2 = (b.clip.y + 1 - b.y) / cosF;
sMin = Math.max(sMin, Math.min(a1, a2));
sMax = Math.min(sMax, Math.max(a1, a2));
}
if (sMin <= sMax && Number.isFinite(sMin) && Number.isFinite(sMax)) {
const sideC = -relX * sinF + relY * cosF;
const fl = (W / 2) / Math.tan(FOV / 2);
const e1 = W / 2 + ((sideC + sMin) / depth) * fl;
const e2 = W / 2 + ((sideC + sMax) / depth) * fl;
clampL = Math.min(e1, e2);
clampR = Math.max(e1, e2);
}
}
return {
src: b.src, depth, sort: depth - (b.bias ?? 0), warped: b.warped, warpId: b.warpId,
alpha: b.alpha, glow: b.glow, fallback: b.fallback, clampL, clampR,
hit: b.hit, cell: b.cell,
left: screenX - wide / 2, right: screenX + wide / 2,
top: bottom - size, bottom,
};
}
/** Resolve a canvas-pixel click to what stood under it: the nearest
* visible sprite, else the struck wall or door face, else the floor
* (or vault) square the pixel lies on — warp-bent columns mapping
* their virtual ground back to real cells through the warp's own
* rigid motion. */
function hitTest(px: number, py: number): FpvTarget | null {
return resolveHover(px, py)?.target ?? null;
}
/** The full answer for a canvas pixel: the target, the screen shape to
* highlight, and the name to whisper beside the crosshair. */
function resolveHover(px: number, py: number): {
target: FpvTarget;
label: string;
shape:
| { kind: "rect"; left: number; right: number; top: number; bottom: number }
| { kind: "face"; edge: string }
| { kind: "ground"; cell: { x: number; y: number } }
| { kind: "none" };
} | null {
const f = hitFrame;
if (!f) return null;
const col = Math.max(0, Math.min(f.W - 1, px | 0));
const half = f.H / 2;
// Sprites first, nearest first, honoring the draw pass's own
// visibility rules for this column.
for (const sp of f.sprites) {
if (!sp.hit && !sp.cell) continue; // pure spectacle (projectiles, rubble)
if (px < sp.left || px >= sp.right || py < sp.top || py > sp.bottom) continue;
if (!spriteVisibleInCol(sp, col, f.zbuf, f.warpIdCol, f.warpDistCol)) continue;
const shape = { kind: "rect" as const, left: sp.left, right: sp.right, top: sp.top, bottom: sp.bottom };
const label = sp.hit ? (sp.hit.kind === "player" ? sp.hit.id : labelOf(sp)) : labelOf(sp);
if (sp.hit) return { target: sp.hit, label, shape };
return { target: { kind: "cell", cell: { x: sp.cell!.x, y: sp.cell!.y } }, label, shape };
}
// The wall span: doors and walls answer as their EDGE.
const c = f.cols[col];
if (c && py >= c.top && py <= c.top + c.h) {
if ((c.kind === "wall" || c.kind === "door" || c.kind === "firewall") && c.edge) {
const [kind, coords] = c.edge.split(":") as [string, string];
const [x, y] = coords.split(",").map(Number) as [number, number];
return {
target: { kind: "edge", cell: { x, y }, side: kind === "V" ? "E" : "S" },
label: c.kind === "firewall" ? "wall of fire" : c.kind,
shape: { kind: "face", edge: c.edge },
};
}
if (c.kind === "stone") {
// A stone fill is a square, not an edge: the cell just past the
// struck face along this column's ray.
const t = f.zbuf[col]! + 0.05;
const pt = groundPoint(f, col, t);
return pt ? { target: { kind: "cell", cell: pt }, label: "solid stone", shape: { kind: "ground", cell: pt } } : null;
}
return null; // rims and frame posts are nobody's target
}
// Ground (or vault): each row below the horizon lies at one depth.
const dz = py > half ? py - half : half - py;
if (dz < 1) return null;
const d = (f.H / 2) / dz;
if (d >= f.zbuf[col]!) return null; // past the wall: nothing to click
if (f.warpIdCol[col]! >= 0 && d > f.warpDistCol[col]!) {
// Warp-bent ground still TARGETS truly, but the highlight quad
// cannot be drawn in this frame's geometry: label it instead.
const pt = groundPoint(f, col, d);
return pt ? { target: { kind: "cell", cell: pt }, label: `through the warp (${pt.x},${pt.y})`, shape: { kind: "none" } } : null;
}
const pt = groundPoint(f, col, d);
return pt ? { target: { kind: "cell", cell: pt }, label: "", shape: { kind: "ground", cell: pt } } : null;
}
/** A sprite's spoken name: the creature or thing under the crosshair. */
function labelOf(sp: Projected): string {
if (sp.hit?.kind === "creature") {
const c = view.creatures.find((k) => k.id === sp.hit!.id);
return c ? c.kind.replace(/-/g, " ") : "creature";
}
if (sp.fallback) return sp.fallback.replace(/-/g, " ");
const m = sp.src.match(/\/([a-z0-9-]+)\.png/i);
return m ? m[1]!.replace(/-/g, " ") : "";
}
/** The real-world square at perpendicular depth d down column col —
* mapping through the column's warp when the ray bent. */
function groundPoint(
f: NonNullable<typeof hitFrame>, col: number, d: number,
): { x: number; y: number } | null {
const flen = (f.W / 2) / Math.tan(FOV / 2);
const side = (col - f.W / 2) * (d / flen);
const cosF = Math.cos(f.facing), sinF = Math.sin(f.facing);
let wx = f.ex + d * cosF - side * sinF;
let wy = f.ey + d * sinF + side * cosF;
if (f.warpIdCol[col]! >= 0 && d > f.warpDistCol[col]!) {
const w = view.board.warps[f.warpIdCol[col]!];
if (!w) return null;
const real = warpMotion(w).toReal({ x: wx, y: wy });
wx = real.x; wy = real.y;
}
const cell = { x: Math.floor(wx), y: Math.floor(wy) };
return view.board.cells[`${cell.x},${cell.y}`] ? cell : null;
}
function onCanvasClick(e: MouseEvent) {
if (!ontarget || !canvas) return;
const rect = canvas.getBoundingClientRect();
const px = (e.clientX - rect.left) * (width / rect.width);
const py = (e.clientY - rect.top) * (height / rect.height);
const t = hitTest(px, py);
if (t) ontarget(t);
}
// Redraw every frame: the fire flickers and the warps swirl even when
// the camera holds still.
$effect(() => {
let raf = 0;
const loop = (t: number) => { draw(t); raf = requestAnimationFrame(loop); };
raf = requestAnimationFrame(loop);
return () => cancelAnimationFrame(raf);
});
</script>
<canvas bind:this={canvas} {width} {height} class="fpv-canvas" class:targeting={!!ontarget}
onclick={onCanvasClick}
onpointermove={(e) => {
if (!ontarget || !canvas) return;
const rect = canvas.getBoundingClientRect();
mouse = { x: (e.clientX - rect.left) * (width / rect.width), y: (e.clientY - rect.top) * (height / rect.height) };
}}
onpointerleave={() => (mouse = null)}></canvas>
<style>
.targeting { cursor: crosshair; }
.fpv-canvas {
display: block;
width: 100%;
max-width: 100%;
image-rendering: pixelated;
border: 1px solid #3a3428;
border-radius: 4px;
background: #0d0c12;
}
</style>