User prompt
The decorations don’t seem to be working. How come treasure chests show up but no spider webs?
User prompt
Create a decoration manager to add decoration objects to map generation. The first one being spider webs that are placing between the roof and walls and behave properly in the space.
User prompt
Sometimes when a player is loaded into a map, they are stuck and cannot move. Analyze and provide fix
User prompt
I need help implementing a spatial visibility system to optimize my ray casting engine. Currently, my engine casts rays for every column of the screen against all possible walls, which is inefficient. I want to pre-determine potentially visible wall segments before ray casting. Please implement: 1. A function to identify continuous wall segments in my map (horizontal and vertical sections) 2. A grid-based spatial partitioning system to organize these segments 3. A "potentially visible set" algorithm that determines which wall segments might be visible to the player 4. Integration with my existing ray casting to only test rays against potentially visible walls The goal is to reduce the number of ray-wall intersection tests while maintaining visual correctness. The code should work with LK's limitations where each wall strip needs its own texture asset. My map is stored in `map[][]` with `1` indicating walls and `0` for open space. The player position is in `player.x`, `player.y`, and `player.dir`. Constants like `HALF_FOV` and `NUM_RAYS` are already defined. Please use concise, efficient code tailored for this 2D ray casting system.
User prompt
Currently the projectile and monster collusion doesn’t seem to be using perceived scale to adjust the thickness of the collision zone. Adjust so that the collision zone is wider when the monster is closer and thinner when the monster is farther away to more closely match the players perspective.
User prompt
Analyze and Improve the efficiency of the wallspritepoolmanager
User prompt
I need to optimize my raycaster game's performance. The current wallSpritePoolManager creates 3,072 sprites (48 sprites for each of 64 textures) and uses complicated pool management that's slowing things down. Could you replace it with an optimized system that: 1. Uses a single flat array instead of 64 separate pools 2. Only pre-allocates sprites for the 10-15 most common textures (~300 sprites total) 3. Tracks sprites with a Set() for O(1) lookups of available sprites 4. Reuses sprites across different textures by changing their texture property 5. Has simplified error handling with less validation code The new system should have initialize(), getSprite(), releaseSprite(), and reset() methods. When a RaycastStrip needs a different texture, it should release its current sprite and get a new one from the pool. This would significantly reduce memory usage and the CPU overhead of managing thousands of sprites, making the game run smoother on older devices.
User prompt
Do not spawn treasure at the same location as the player.
User prompt
Treasure should only spawn in dead end areas. And reduce number of treasure per level to 1-4.
User prompt
Combine the scaling and rising animation for powerups and slow the animation down. A but
User prompt
Powerups should animate higher from the chest and then bob up and down in midair
User prompt
Powerups are no longer collectible by collision. They must have interact button pressed the same as chests.
User prompt
The animation of the power up coming out of the chest isn’t working. I’m not sure if the render entities is overwriting it. Analyze and help the two systems work together ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
I’m not seeing any power ups animating from chests. Analyze and fix.
User prompt
Treasure chests are not removed when opened. Also we will no longer spawn powerups in the map. When a chest is opened a random powerup will animate by starting at a super small scale from the center of the treasure and grow to full size and then float gently up and down. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Change treasure behaviour so that when the player is standing in front of it, the shoot button changes to interact button. Treasure will also have both treasure and treasureopen assets assigned to them, with alpha 1 on treasure and 0 on treasureopen. When the interact button is pressed, the treasure asset alpha is switched so that treasureopen is visible. The player can also no longer walk through treasure or collect them.
User prompt
Modify treasure placement to prefer dead ends/alcoves and center treasures within their cells.
User prompt
Let’s create a powerup collection system using the powerup, speedup, defense up and lifeup assets.
User prompt
Add a light grey tint to the treasure.
User prompt
Fix entity layering to allow corners to partially block monsters and treasures if they haven’t passed the wall coordinates.
User prompt
Fix the monster AI pathing so that they stay farther from/slide around walls and corners.
Code edit (1 edits merged)
Please save this source code
User prompt
Adjust joystick controls to be less sensitive closer to the middle for the left and right controls and have the ramping only work as you move farther out from center
Code edit (1 edits merged)
Please save this source code
User prompt
Replace with: function canMoveTo(targetX, targetY) { var cellX = Math.floor(targetX); var cellY = Math.floor(targetY); // Check bounds: if target is outside map, cannot move. if (cellX < 0 || cellX >= MAP_SIZE || cellY < 0 || cellY >= MAP_SIZE || !map[cellY] || !map[cellY][cellX]) { return false; } // Check if the target cell itself is a wall if (map[cellY][cellX].type === 1) { return false; } // Check if the player would be too close to any wall var distToWall = getDistanceToNearestWall(targetX, targetY); return distToWall >= WALL_BUFFER; } // Enhanced wall sliding with better collision response function updatePlayerMovement(deltaTime) { var moveSpeed = PLAYER_MOVE_SPEED * deltaTime; var turnSpeed = PLAYER_TURN_SPEED * deltaTime; var didMove = false; // Track player's last position to detect state changes if (player.lastX === undefined) { player.lastX = player.x; } if (player.lastY === undefined) { player.lastY = player.y; } // Get joystick values for analog control var joystick = controlButtons.joystick; var turnAmount = 0; var moveAmount = 0; var currentJoystickX, currentJoystickY, isJoystickConsideredActiveForMovement; if (joystickOverrideActive) { currentJoystickX = joystickOverrideX; currentJoystickY = joystickOverrideY; isJoystickConsideredActiveForMovement = true; } else if (joystick && joystick.active) { currentJoystickX = joystick.normalizedX; currentJoystickY = joystick.normalizedY; isJoystickConsideredActiveForMovement = true; } else { currentJoystickX = 0; currentJoystickY = 0; isJoystickConsideredActiveForMovement = false; } // Handle rotation - use x-axis for turning if (isJoystickConsideredActiveForMovement) { var rampedTurnAmount = Math.sign(currentJoystickX) * Math.pow(Math.abs(currentJoystickX), 1.5); turnAmount = rampedTurnAmount * turnSpeed * 2; player.dir += turnAmount; while (player.dir < 0) { player.dir += Math.PI * 2; } while (player.dir >= Math.PI * 2) { player.dir -= Math.PI * 2; } } // Also support digital controls for rotation else if (controls.left) { player.dir -= turnSpeed; while (player.dir < 0) { player.dir += Math.PI * 2; } } else if (controls.right) { player.dir += turnSpeed; while (player.dir >= Math.PI * 2) { player.dir -= Math.PI * 2; } } // Calculate movement vector var dx = 0, dy = 0; // Handle movement - use y-axis for forward/backward if (isJoystickConsideredActiveForMovement) { moveAmount = -currentJoystickY * moveSpeed; // Negative because up is negative y if (Math.abs(moveAmount) > 0.01) { dx += Math.cos(player.dir) * moveAmount; dy += Math.sin(player.dir) * moveAmount; didMove = true; } } // Also support digital controls for movement else if (controls.forward) { dx += Math.cos(player.dir) * moveSpeed; dy += Math.sin(player.dir) * moveSpeed; didMove = true; } else if (controls.backward) { dx -= Math.cos(player.dir) * moveSpeed; dy -= Math.sin(player.dir) * moveSpeed; didMove = true; } var inputMoveIntent = didMove; didMove = false; // Enhanced collision detection with proper wall sliding if (dx !== 0 || dy !== 0) { var currentX = player.x; var currentY = player.y; // Try moving to the exact target position first var targetX = currentX + dx; var targetY = currentY + dy; if (canMoveTo(targetX, targetY)) { // No collision, move normally player.x = targetX; player.y = targetY; didMove = true; } else { // Collision detected, try wall sliding var moved = false; // Try moving only along X axis if (dx !== 0 && canMoveTo(currentX + dx, currentY)) { player.x = currentX + dx; moved = true; } // Try moving only along Y axis if (dy !== 0 && canMoveTo(currentX, currentY + dy)) { player.y = currentY + dy; moved = true; } // If basic sliding failed, try gradual movement if (!moved) { var maxSteps = 10; for (var step = 1; step <= maxSteps; step++) { var fraction = step / maxSteps; // Try X movement with varying intensity if (dx !== 0) { var testX = currentX + dx * fraction; if (canMoveTo(testX, currentY)) { player.x = testX; moved = true; break; } } // Try Y movement with varying intensity if (dy !== 0) { var testY = currentY + dy * fraction; if (canMoveTo(currentX, testY)) { player.y = testY; moved = true; break; } } } } didMove = moved; } } // Always ensure player maintains proper distance from walls pushPlayerAwayFromWalls(); // Play walk sound if there was input intent AND actual movement occurred if (didMove && inputMoveIntent && LK.ticks % 20 === 0) { LK.getSound('walk').play(); } // Only attempt to attack if attack button is pressed and we can attack if (controls.attack && canAttack) { attackAction(); } // Check for collisions with monsters checkMonsterCollisions(); // Check for collisions with treasures checkTreasureCollisions(); // Check for gate collision checkGateCollision(); // Update player marker on minimap updateMiniMap(); // Update player's last position player.lastX = player.x; player.lastY = player.y; }
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var ControlButton = Container.expand(function (direction) {
var self = Container.call(this);
var buttonSprite = self.attachAsset('controlButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.5,
scaleY: 2.5
});
var arrowSprite = self.attachAsset('buttonArrow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.0,
scaleY: 2.0
});
// Set arrow direction based on button type
if (direction === 'up') {
arrowSprite.rotation = 0;
} else if (direction === 'right') {
arrowSprite.rotation = Math.PI / 2;
} else if (direction === 'down') {
arrowSprite.rotation = Math.PI;
} else if (direction === 'left') {
arrowSprite.rotation = Math.PI * 1.5;
} else if (direction === 'attack') {
arrowSprite.visible = false;
buttonSprite = self.attachAsset('attackButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3.5,
scaleY: 3.5
});
}
self.direction = direction;
self.pressed = false;
self.updateCooldown = function (ratio) {
if (self.direction === 'attack') {
// If in interact mode, change color and label
if (self.isInteract) {
buttonSprite.tint = 0x33aa33; // Green for interact
// Optionally, overlay a text label (not required, but for clarity)
if (!self.interactLabel) {
self.interactLabel = new Text2('INTERACT', {
size: 40,
fill: 0xFFFFFF
});
self.interactLabel.anchor.set(0.5, 0.5);
self.interactLabel.y = 0;
self.addChild(self.interactLabel);
}
self.interactLabel.visible = true;
buttonSprite.alpha = 1;
} else {
buttonSprite.tint = 0xaa3333; // Default attack color
if (self.interactLabel) self.interactLabel.visible = false;
// Update the button alpha based on cooldown ratio (0 to 1)
buttonSprite.alpha = 0.3 + ratio * 0.7;
}
}
};
self.down = function (x, y, obj) {
self.pressed = true;
buttonSprite.alpha = 0.7;
if (self.direction === 'attack') {
// Stop propagation to prevent the event from affecting the joystick
obj.stopPropagation = true;
// If joystick is active, store its current state for override
if (controlButtons && controlButtons.joystick && controlButtons.joystick.active) {
joystickOverrideActive = true;
joystickOverrideX = controlButtons.joystick.normalizedX;
joystickOverrideY = controlButtons.joystick.normalizedY;
} else {
// Ensure override is not active if joystick wasn't active at press time
joystickOverrideActive = false;
}
// If interact mode, handle based on interactTarget type
if (self.isInteract && self.interactTarget) {
if (self.interactTarget instanceof Treasure && !self.interactTarget.isOpen) {
var treasureToOpen = self.interactTarget;
treasureToOpen.openTreasure();
// Play sound
LK.getSound('collect').play();
// Award points
player.score += treasureToOpen.value * 5;
updateUI();
// Spawn a random powerup at the treasure's location, with animation
var t = treasureToOpen; // Use the correct treasure object
var powerUpTypes = ['speed', 'defense', 'health', 'attack'];
var randomType = powerUpTypes[Math.floor(Math.random() * powerUpTypes.length)];
var powerUpFromChest = new PowerUp(randomType); //{A} // Renamed to avoid conflict
// Place at the center of the chest (mapX/Y are world coords, will be projected in renderEntities)
powerUpFromChest.mapX = t.mapX;
powerUpFromChest.mapY = t.mapY;
powerUpFromChest.collected = false;
// Set initial multiplier for spawn animation. Scale itself will be handled by renderEntities.
powerUpFromChest.spawnScaleMultiplier = 0.1;
// Initialize new animation properties
powerUpFromChest.verticalOffset = 0;
powerUpFromChest.currentBobOffset = 0;
powerUpFromChest.hasReachedBobHeight = false;
powerUps.push(powerUpFromChest);
if (typeof dynamicEntitiesContainer !== "undefined") {
dynamicEntitiesContainer.addChild(powerUpFromChest);
}
// Combined Animation Sequence: Scale up and Lift
tween(powerUpFromChest, {
spawnScaleMultiplier: 1.0,
verticalOffset: 0.4 // Lift by 0.4 world units
}, {
duration: 1200,
// Slower combined animation (1200ms)
easing: tween.elasticOut,
// Retains a nice "pop"
onFinish: function onFinish() {
// Start bobbing after combined animation
powerUpFromChest.hasReachedBobHeight = true;
powerUpFromChest.startBobbingAnimation();
}
});
// Remove treasure from map after a short delay (for open animation)
LK.setTimeout(function () {
map[Math.floor(t.mapY)][Math.floor(t.mapX)].removeTreasure();
// Do NOT destroy the treasure object, just leave it open and non-collidable
// Remove from treasures array so it doesn't show interact again
var idx = treasures.indexOf(t);
if (idx !== -1) treasures.splice(idx, 1);
checkLevelCompletion();
}, 500);
} else if (self.interactTarget instanceof PowerUp && !self.interactTarget.collected) {
var powerUpToCollect = self.interactTarget;
powerUpToCollect.applyAndRemove();
// No specific score or immediate level completion for collecting power-ups.
}
} else if (canAttack) {
attackAction();
}
}
};
self.up = function (x, y, obj) {
self.pressed = false;
if (self.direction === 'attack') {
// Clear joystick override when attack button is released
joystickOverrideActive = false;
if (!canAttack) {
buttonSprite.alpha = 0.3; // Show as disabled
} else {
buttonSprite.alpha = 1;
}
} else {
buttonSprite.alpha = 1;
}
};
return self;
});
var FloorCaster = Container.expand(function () {
var self = Container.call(this);
// Screen dimensions
var SCREEN_WIDTH = 2048;
var SCREEN_HEIGHT = 2732;
var HORIZON_Y = SCREEN_HEIGHT / 2;
// Create containers for floor and ceiling strips
var floorContainer = new Container();
var ceilingContainer = new Container();
self.addChild(floorContainer);
self.addChild(ceilingContainer);
// Store strip pools to avoid creating/destroying objects
var floorStrips = [];
var ceilingStrips = [];
var stripHeight = 4; // Height of each horizontal strip
var numStrips = Math.ceil(HORIZON_Y / stripHeight);
// Initialize floor and ceiling rendering
self.update = function (playerX, playerY, playerDir) {
// Clear existing strips
floorContainer.removeChildren();
ceilingContainer.removeChildren();
// Render floor (bottom half of screen)
var stripIndex = 0;
for (var y = HORIZON_Y; y < SCREEN_HEIGHT; y += stripHeight) {
// Calculate distance from horizon
var distanceFromHorizon = y - HORIZON_Y;
if (distanceFromHorizon <= 0) {
continue;
}
// Calculate world distance for perspective
var worldDistance = WALL_HEIGHT_FACTOR / distanceFromHorizon;
// Skip if too far away
if (worldDistance > MAX_RENDER_DISTANCE) {
continue;
}
// Calculate shade based on distance (darker = further)
var shadeFactor = Math.max(0.3, 1 - worldDistance / MAX_RENDER_DISTANCE);
// Create or reuse floor strip
var floorStrip;
if (stripIndex < floorStrips.length) {
floorStrip = floorStrips[stripIndex];
} else {
floorStrip = LK.getAsset('mapFloor', {
anchorX: 0,
anchorY: 0
});
floorStrips.push(floorStrip);
}
// Position and scale the strip
floorStrip.x = 0;
floorStrip.y = y;
floorStrip.width = SCREEN_WIDTH;
floorStrip.height = stripHeight;
floorStrip.alpha = shadeFactor;
// Add to floor container
floorContainer.addChild(floorStrip);
stripIndex++;
}
// Render ceiling (top half of screen)
stripIndex = 0;
for (var y = HORIZON_Y - stripHeight; y >= 0; y -= stripHeight) {
// Calculate distance from horizon
var distanceFromHorizon = HORIZON_Y - y;
if (distanceFromHorizon <= 0) {
continue;
}
// Calculate world distance for perspective
var worldDistance = WALL_HEIGHT_FACTOR / distanceFromHorizon;
// Skip if too far away
if (worldDistance > MAX_RENDER_DISTANCE) {
continue;
}
// Calculate shade based on distance (darker = further)
var shadeFactor = Math.max(0.2, 1 - worldDistance / MAX_RENDER_DISTANCE);
// Create or reuse ceiling strip
var ceilingStrip;
if (stripIndex < ceilingStrips.length) {
ceilingStrip = ceilingStrips[stripIndex];
} else {
ceilingStrip = LK.getAsset('ceiling', {
anchorX: 0,
anchorY: 0
});
ceilingStrips.push(ceilingStrip);
}
// Position and scale the strip
ceilingStrip.x = 0;
ceilingStrip.y = y;
ceilingStrip.width = SCREEN_WIDTH;
ceilingStrip.height = stripHeight;
ceilingStrip.alpha = shadeFactor;
// Add to ceiling container
ceilingContainer.addChild(ceilingStrip);
stripIndex++;
}
};
return self;
});
var Gate = Container.expand(function () {
var self = Container.call(this);
// Create gate visual using existing wall asset but with a different color
var gateSprite = self.attachAsset('wall', {
anchorX: 0.5,
anchorY: 0.5
});
// Make the gate distinct with a green tint
gateSprite.tint = 0x00FF00;
self.mapX = 0;
self.mapY = 0;
// Pulse animation to make gate more visible
var _animateGate = function animateGate() {
tween(gateSprite, {
alpha: 0.7,
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 1000,
onFinish: function onFinish() {
tween(gateSprite, {
alpha: 1,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 1000,
onFinish: _animateGate
});
}
});
};
// Start the pulsing animation
_animateGate();
return self;
});
var JoystickController = Container.expand(function () {
var self = Container.call(this);
// Create joystick base
var baseRadius = 150;
var baseSprite = self.attachAsset('controlButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 5.0,
scaleY: 5.0,
alpha: 0.4
});
// Create joystick handle
var handleRadius = 100;
var handleSprite = self.attachAsset('controlButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3.0,
scaleY: 3.0
});
// Initialize variables
self.active = false;
self.startX = 0;
self.startY = 0;
self.maxDistance = baseRadius;
self.normalizedX = 0;
self.normalizedY = 0;
// Reset the joystick handle position
self.resetHandle = function () {
handleSprite.x = 0;
handleSprite.y = 0;
self.normalizedX = 0;
self.normalizedY = 0;
self.active = false;
};
// Handle touch down event
self.down = function (x, y, obj) {
self.active = true;
self.startX = x;
self.startY = y;
};
// Handle touch move event
self.move = function (x, y, obj) {
if (!self.active) {
return;
}
// Calculate distance from start position
var dx = x - self.startX;
var dy = y - self.startY;
var distance = Math.sqrt(dx * dx + dy * dy);
// Normalize the distance to get direction vector
if (distance > 0) {
// Clamp to max distance
if (distance > self.maxDistance) {
dx = dx * self.maxDistance / distance;
dy = dy * self.maxDistance / distance;
distance = self.maxDistance;
}
// Set handle position
handleSprite.x = dx;
handleSprite.y = dy;
// Calculate normalized values (-1 to 1)
self.normalizedX = dx / self.maxDistance;
self.normalizedY = dy / self.maxDistance;
} else {
self.resetHandle();
}
};
// Handle touch up event
self.up = function (x, y, obj) {
self.resetHandle();
};
// Initialize with handle at center
self.resetHandle();
return self;
});
var MapCell = Container.expand(function () {
var self = Container.call(this);
self.type = 0; // 0 = floor, 1 = wall
self.monster = null;
self.treasure = null;
self.gate = null;
self.setType = function (type) {
self.type = type;
self.updateVisual();
};
self.updateVisual = function () {
self.removeChildren();
if (self.type === 1) {
self.attachAsset('mapWall', {
anchorX: 0,
anchorY: 0
});
} else {
self.attachAsset('mapFloor', {
anchorX: 0,
anchorY: 0
});
}
};
self.addMonster = function () {
if (self.type === 0 && !self.monster && !self.treasure) {
self.monster = true;
return true;
}
return false;
};
self.addTreasure = function () {
if (self.type === 0 && !self.monster && !self.treasure) {
self.treasure = true;
return true;
}
return false;
};
self.removeMonster = function () {
self.monster = null;
};
self.removeTreasure = function () {
self.treasure = null;
};
self.addGate = function () {
if (self.type === 0 && !self.monster && !self.treasure && !self.gate) {
self.gate = true;
return true;
}
return false;
};
self.removeGate = function () {
self.gate = null;
};
return self;
});
var Monster = Container.expand(function () {
var self = Container.call(this);
// Create animation frame container
var frameContainer = new Container();
self.addChild(frameContainer);
// Create monster animation frames
var monsterFrame1 = LK.getAsset('demonOgreWalk1', {
anchorX: 0.5,
anchorY: 0.5
});
var monsterFrame2 = LK.getAsset('demonOgreWalk2', {
anchorX: 0.5,
anchorY: 0.5
});
// Add frames to container
frameContainer.addChild(monsterFrame1);
frameContainer.addChild(monsterFrame2);
// Set initial visibility
monsterFrame1.alpha = 1;
monsterFrame2.alpha = 0;
// Initialize animation state
self.currentFrame = 1;
self.animationTick = 0;
self.mapX = 0;
self.mapY = 0;
self.health = 3;
self.lastMoveTime = 0;
self.canSeePlayer = false;
self.pathToPlayer = [];
self.attackCooldown = 2000; // 2 seconds between attacks
self.lastAttackTime = 0; // When monster last attacked
self.canAttack = true; // Whether monster can attack
// Update animation frames - will be called from game loop
self.updateAnimation = function () {
self.animationTick++;
// Change animation frame every 30 ticks (half second at 60fps)
if (self.animationTick >= 15) {
self.animationTick = 0;
self.currentFrame = self.currentFrame === 1 ? 2 : 1;
// Directly change alpha values without tween
if (self.currentFrame === 1) {
monsterFrame1.alpha = 1;
monsterFrame2.alpha = 0;
} else {
monsterFrame1.alpha = 0;
monsterFrame2.alpha = 1;
}
}
};
self.takeDamage = function () {
self.health -= 1;
LK.getSound('hit').play();
// Visual feedback for hit - flash the monster red
LK.effects.flashObject(frameContainer, 0xff0000, 400);
return self.health <= 0;
};
return self;
});
var Particle = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('particleRed', {
anchorX: 0.5,
anchorY: 0.5
});
// World coordinates and velocities
self.worldX = 0;
self.worldY = 0;
self.worldZ = 0; // Height above the dungeon floor
self.vx = 0; // World velocity X
self.vy = 0; // World velocity Y
self.vz = 0; // World velocity Z (vertical)
self.life = 0;
self.maxLife = 480; // Approx 8 seconds at 60 FPS (Doubled)
self.bounces = 0;
// Particle physics constants (world-based)
var PARTICLE_WORLD_GRAVITY_EFFECT = 0.0035; // Gravity pulling worldZ down (Reduced by half)
var PARTICLE_Z_DAMPING = 0.6; // Energy retained vertically after floor bounce (Increased for higher bounce)
var PARTICLE_XY_DAMPING = 0.4; // Energy retained horizontally after wall bounce (Reduced from 0.6)
var PARTICLE_GROUND_FRICTION = 0.8; // Friction for vx, vy when hitting floor (Reduced from 0.9)
var PARTICLE_MAX_BOUNCES = 4;
var PARTICLE_VISUAL_SIZE_AT_UNIT_DISTANCE = 0.08; // Visual size (in world units) when 1 unit away
var MAX_RENDER_DISTANCE_PARTICLES = 12; // Max distance to render particles
self.init = function (wX, wY, wZ, velX, velY, velZ, particleLife) {
self.worldX = wX;
self.worldY = wY;
self.worldZ = wZ;
self.vx = velX;
self.vy = velY;
self.vz = velZ;
self.life = particleLife || self.maxLife;
self.bounces = 0;
graphics.alpha = 1;
// Initial scale will be set in update based on distance
self.visible = false; // Will be set true if in FOV during update
};
self.update = function () {
if (self.life <= 0 || self.bounces >= PARTICLE_MAX_BOUNCES) {
self.visible = false;
return false; // Indicate inactive
}
// Store pre-move position for collision response
var prevWorldX = self.worldX;
var prevWorldY = self.worldY;
// Apply world velocities
self.worldX += self.vx;
self.worldY += self.vy;
self.worldZ += self.vz;
// Apply gravity to vertical velocity
self.vz -= PARTICLE_WORLD_GRAVITY_EFFECT;
// Floor bounce logic (worldZ = 0 is the floor)
if (self.worldZ < 0) {
self.worldZ = 0;
self.vz *= -PARTICLE_Z_DAMPING;
self.vx *= PARTICLE_GROUND_FRICTION;
self.vy *= PARTICLE_GROUND_FRICTION;
self.bounces++;
if (Math.abs(self.vz) < 0.005 && PARTICLE_WORLD_GRAVITY_EFFECT > Math.abs(self.vz)) {
// Come to rest
self.vz = 0;
}
}
// Wall bounce logic
var currentMapX = Math.floor(self.worldX);
var currentMapY = Math.floor(self.worldY);
if (currentMapX < 0 || currentMapX >= MAP_SIZE || currentMapY < 0 || currentMapY >= MAP_SIZE || map[currentMapY] && map[currentMapY][currentMapX] && map[currentMapY][currentMapX].type === 1) {
self.worldX = prevWorldX; // Revert to position before entering wall
self.worldY = prevWorldY;
var pt_map_prev_x = Math.floor(prevWorldX);
var pt_map_prev_y = Math.floor(prevWorldY);
var reflectedX = false;
var reflectedY = false;
// Check if collision was primarily due to X movement into a wall
if (currentMapX !== pt_map_prev_x && map[pt_map_prev_y] && map[pt_map_prev_y][currentMapX] && map[pt_map_prev_y][currentMapX].type === 1) {
self.vx *= -PARTICLE_XY_DAMPING;
reflectedX = true;
}
// Check if collision was primarily due to Y movement into a wall
if (currentMapY !== pt_map_prev_y && map[currentMapY] && map[currentMapY][pt_map_prev_x] && map[currentMapY][pt_map_prev_x].type === 1) {
self.vy *= -PARTICLE_XY_DAMPING;
reflectedY = true;
}
// If hit a corner or exact cause is ambiguous (e.g. started in wall), reflect based on dominant velocity or both
if (!reflectedX && !reflectedY) {
// This case implies it was already in a wall or hit a corner perfectly.
// A simple heuristic: reflect the larger velocity component, or both if similar.
if (Math.abs(self.vx) > Math.abs(self.vy) * 1.2) {
self.vx *= -PARTICLE_XY_DAMPING;
} else if (Math.abs(self.vy) > Math.abs(self.vx) * 1.2) {
self.vy *= -PARTICLE_XY_DAMPING;
} else {
// Similar magnitude or started in wall, reflect both
self.vx *= -PARTICLE_XY_DAMPING;
self.vy *= -PARTICLE_XY_DAMPING;
}
}
self.bounces++;
}
// Calculate screen position and scale (similar to projectiles/monsters)
var dx = self.worldX - player.x;
var dy = self.worldY - player.y;
var distToPlayerPlane = Math.sqrt(dx * dx + dy * dy);
if (distToPlayerPlane < 0.1) {
distToPlayerPlane = 0.1;
} // Avoid division by zero / extreme scales
var angle = Math.atan2(dy, dx) - player.dir;
while (angle < -Math.PI) {
angle += Math.PI * 2;
}
while (angle > Math.PI) {
angle -= Math.PI * 2;
}
if (Math.abs(angle) < HALF_FOV && distToPlayerPlane < MAX_RENDER_DISTANCE_PARTICLES) {
self.visible = true;
// Screen X
self.x = 2048 / 2 + angle / HALF_FOV * (2048 / 2);
// Screen Y: based on horizon, distance, and particle's worldZ
var screenY_horizon = 2732 / 2;
var z_to_screen_pixels_factor = WALL_HEIGHT_FACTOR; // Factor for scaling worldZ to screen pixels, effectively how many screen pixels 1 world unit of height is at 1 world unit of distance.
var player_camera_height_projection_factor = WALL_HEIGHT_FACTOR * 0.5; // This factor determines how the floor plane "drops" from the horizon based on distance, simulating camera height.
// Using 0.5 of WALL_HEIGHT_FACTOR aligns it with how treasure bottoms are projected.
// Calculate the screen Y position for a point that is ON THE FLOOR (i.e., worldZ = 0)
// at the particle's current distance (distToPlayerPlane).
// Closer points on the floor will have a larger Y value (lower on screen).
var screenY_for_floor_at_dist = screenY_horizon + player_camera_height_projection_factor / distToPlayerPlane;
// Calculate the screen Y offset caused by the particle's actual height (self.worldZ) above the floor.
// This offset is relative to the screenY_for_floor_at_dist.
var screenY_offset_due_to_worldZ = self.worldZ * z_to_screen_pixels_factor / distToPlayerPlane;
// The final screen Y is the floor's projected Y minus the offset due to the particle's height.
self.y = screenY_for_floor_at_dist - screenY_offset_due_to_worldZ;
// Scale based on distance and particle's inherent visual size
var particleAssetBaseSize = 25.0; // From LK.init.shape('particleRed', {width:25 ...})
var effectiveScreenSize = PARTICLE_VISUAL_SIZE_AT_UNIT_DISTANCE * WALL_HEIGHT_FACTOR / distToPlayerPlane;
var screenScaleFactor = Math.max(0.05, effectiveScreenSize / particleAssetBaseSize);
graphics.scale.set(screenScaleFactor);
var lifeRatio = Math.max(0, self.life / self.maxLife);
graphics.alpha = lifeRatio * 0.8 + 0.2; // Fade out but maintain some visibility
} else {
self.visible = false;
}
self.life--;
if (self.life <= 0 || self.bounces >= PARTICLE_MAX_BOUNCES) {
self.visible = false;
return false; // Indicate inactive
}
return true; // Indicate active
};
return self;
});
var PowerUp = Container.expand(function (type) {
var self = Container.call(this);
self.powerUpType = type; // 'speed', 'defense', 'health', 'attack'
self.spawnScaleMultiplier = 1.0; // Used for spawn animation, defaults to full size
self.mapX = 0;
self.mapY = 0;
self.collected = false;
self.verticalOffset = 0; // World units for lift from chest
self.currentBobOffset = 0; // Screen pixels for bobbing motion
self.hasReachedBobHeight = false; // Flag to start bobbing
var assetId = '';
switch (self.powerUpType) {
case 'speed':
assetId = 'speedup';
break;
case 'defense':
assetId = 'armorup';
break;
case 'health':
assetId = 'healthup';
break;
case 'attack':
assetId = 'attackup';
break;
default:
console.error("Unknown power-up type: " + self.powerUpType);
assetId = 'treasure'; // Fallback, should not happen
break;
}
var powerUpSprite = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
self.startBobbingAnimation = function () {
if (self.collected || !self.parent || !self.hasReachedBobHeight) return;
var bobAmplitude = 15; // Screen pixels for bobbing up/down
var bobSpeed = 1800; // Milliseconds for a full bob cycle ( थोड़ा धीमा )
function animateUpInternal() {
if (self.collected || !self.parent) return; // Check again before starting tween
tween(self, {
currentBobOffset: -bobAmplitude
}, {
duration: bobSpeed / 2,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (self.collected || !self.parent) return;
animateDownInternal();
}
});
}
function animateDownInternal() {
if (self.collected || !self.parent) return; // Check again
tween(self, {
currentBobOffset: 0
}, {
// Bob back to its lifted base
duration: bobSpeed / 2,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (self.collected || !self.parent) return;
animateUpInternal();
}
});
}
animateUpInternal(); // Start the bobbing cycle
};
// Note: _animateBob() call removed, startBobbingAnimation will be triggered after lift.
self.applyAndRemove = function () {
if (self.collected) return;
self.collected = true;
// Apply power-up effect
switch (self.powerUpType) {
case 'health':
player.health = Math.min(player.health + 2, 5); // Heal 2 HP, max 5
updateUI();
break;
case 'speed':
if (player.speedBuffTimeout) LK.clearTimeout(player.speedBuffTimeout);
player.moveSpeedMultiplier = 1.5;
player.speedBuffTimeout = LK.setTimeout(function () {
player.moveSpeedMultiplier = 1.0;
player.speedBuffTimeout = null;
}, POWERUP_DURATION);
break;
case 'defense':
if (player.defenseBuffTimeout) LK.clearTimeout(player.defenseBuffTimeout);
player.defenseBuffActive = true;
player.defenseBuffTimeout = LK.setTimeout(function () {
player.defenseBuffActive = false;
player.defenseBuffTimeout = null;
}, POWERUP_DURATION);
break;
case 'attack':
if (player.attackBuffTimeout) LK.clearTimeout(player.attackBuffTimeout);
player.attackBuffActive = true;
player.attackBuffTimeout = LK.setTimeout(function () {
player.attackBuffActive = false;
player.attackBuffTimeout = null;
}, POWERUP_DURATION);
break;
}
LK.getSound('collect').play();
// Visual feedback for collection (quick scale out and fade)
tween(self, {
scaleX: self.scale.x * 0.1,
scaleY: self.scale.y * 0.1,
alpha: 0
}, {
duration: 300,
easing: tween.easeIn,
// Make it disappear inwards
onFinish: function onFinish() {
if (self.parent) {
self.parent.removeChild(self);
}
var index = powerUps.indexOf(self);
if (index !== -1) {
powerUps.splice(index, 1);
}
self.destroy(); // Explicitly destroy after removal
}
});
};
return self;
});
var Projectile = Container.expand(function () {
var self = Container.call(this);
var projectileSprite = self.attachAsset('projectile', {
anchorX: 0.5,
anchorY: 0.5
});
// World position and movement properties
self.worldX = 0;
self.worldY = 0;
self.dirX = 0;
self.dirY = 0;
self.speed = 0.0375; // World units per tick (reduced to 1/4 of original)
self.active = false;
self.distance = 0;
self.maxDistance = 10; // Maximum travel distance in world units
// Initialize projectile
self.fire = function (screenX, screenY) {
// Start at player position, slightly offset in the firing direction
self.worldX = player.x + Math.cos(player.dir) * 0.3;
self.worldY = player.y + Math.sin(player.dir) * 0.3;
// Direction is player's current facing direction
self.dirX = Math.cos(player.dir);
self.dirY = Math.sin(player.dir);
self.active = true;
self.distance = 0;
// Play attack sound
LK.getSound('attack').play();
// Scale for visual effect
projectileSprite.scale.set(0.2, 0.2);
// Store initial screen coordinates from hand
self.initialScreenX = screenX || 2048 / 2;
self.initialScreenY = screenY || 2732 - 300;
// Set initial position to hand location
self.x = self.initialScreenX;
self.y = self.initialScreenY;
self.visible = true;
};
// Update projectile position and check for collisions
self.update = function (deltaTime) {
if (!self.active) {
return false;
}
// Move projectile in world space
self.worldX += self.dirX * self.speed;
self.worldY += self.dirY * self.speed;
// Track distance traveled
self.distance += self.speed;
// Check for wall collision
var mapX = Math.floor(self.worldX);
var mapY = Math.floor(self.worldY);
// If hit wall or traveled max distance
if (mapX < 0 || mapX >= MAP_SIZE || mapY < 0 || mapY >= MAP_SIZE || map[mapY][mapX].type === 1 || self.distance >= self.maxDistance) {
return true; // Remove projectile
}
// Position on screen based on player view (raycasting principles)
self.updateScreenPosition();
return false; // Keep projectile
};
// Calculate screen position from world position
self.updateScreenPosition = function () {
// Vector from player to projectile
var dx = self.worldX - player.x;
var dy = self.worldY - player.y;
// Distance from player to projectile
var dist = Math.sqrt(dx * dx + dy * dy);
// Angle from player to projectile
var angle = Math.atan2(dy, dx) - player.dir;
// Normalize angle (-PI to PI)
while (angle < -Math.PI) {
angle += Math.PI * 2;
}
while (angle > Math.PI) {
angle -= Math.PI * 2;
}
// Check if projectile is in field of view
if (Math.abs(angle) < HALF_FOV) {
// Calculate screen X based on angle in FOV
self.x = 2048 / 2 + angle / HALF_FOV * (2048 / 2);
// Calculate target Y position (center of screen with slight adjustment)
var targetY = 2732 / 2 + 20 - WALL_HEIGHT_FACTOR / dist * 0.1;
// Calculate transition factor based on distance
// As distance increases, move closer to target Y
var transitionFactor = Math.min(1.0, self.distance * 1);
// Interpolate between initial hand Y and target Y
self.y = self.initialScreenY * (1 - transitionFactor) + targetY * transitionFactor;
// Scale based on distance
var scale = Math.max(0.1, 2 / dist);
projectileSprite.scale.set(scale, scale);
self.visible = true;
} else {
self.visible = false;
}
};
return self;
});
var RaycastStrip = Container.expand(function () {
var self = Container.call(this);
var activeWallSprite = null; // The currently displayed wall sprite instance
var activeWallSpriteTextureId = null; // Stores the asset name of the activeWallSprite's current texture
self.updateStrip = function (stripWidth, wallHeight, stripIdx, wallType, distance, textureX, side, tileIndex) {
// self.x is set in rayCasting for correct centering.
if (tileIndex < 1 || tileIndex > 64 || isNaN(tileIndex)) {
console.error("RaycastStrip: Invalid tileIndex: " + tileIndex + ". Clearing strip.");
self.clearStrip();
return;
}
var newTileAssetName = 'walltile' + tileIndex;
if (!activeWallSprite || activeWallSpriteTextureId !== newTileAssetName) {
// Need a new sprite instance or new texture for the current instance.
if (activeWallSprite) {
// Release the old sprite if it exists.
wallSpritePoolManager.releaseSprite(activeWallSprite);
self.removeChild(activeWallSprite);
// activeWallSprite will be replaced or re-assigned by getSprite.
}
activeWallSprite = wallSpritePoolManager.getSprite(newTileAssetName);
if (activeWallSprite) {
self.addChild(activeWallSprite);
activeWallSpriteTextureId = newTileAssetName; // Update local texture tracker
} else {
console.error("RaycastStrip: Failed to get sprite for " + newTileAssetName + " from pool.");
// If getSprite failed, ensure activeWallSprite is null and clear tracker.
activeWallSprite = null;
activeWallSpriteTextureId = null;
// Optionally, make the strip container invisible or handle error.
// self.visible = false; // Example: hide the strip
return; // Cannot render this strip without a sprite.
}
}
// At this point, activeWallSprite is valid and should have the correct texture.
// Configure the active sprite's properties:
activeWallSprite.width = stripWidth;
activeWallSprite.height = wallHeight;
activeWallSprite.x = 0; // Position relative to RaycastStrip container
activeWallSprite.y = (2732 - wallHeight) / 2; // Vertically center
var shade = Math.max(0.3, 1 - distance / MAX_RENDER_DISTANCE);
if (side === 1) {
// Darken side walls
shade *= 0.7;
}
activeWallSprite.alpha = shade;
activeWallSprite.visible = true;
};
self.clearStrip = function () {
if (activeWallSprite) {
wallSpritePoolManager.releaseSprite(activeWallSprite);
self.removeChild(activeWallSprite);
activeWallSprite = null;
activeWallSpriteTextureId = null; // Clear local texture tracker
}
// self.visible = false; // Making the strip container invisible if it's empty
};
return self;
});
var Treasure = Container.expand(function () {
var self = Container.call(this);
// Closed treasure sprite
var treasureSprite = self.attachAsset('treasure', {
anchorX: 0.5,
anchorY: 0.5
});
treasureSprite.tint = 0xdddddd; // Light grey tint
// Open treasure sprite (initially hidden)
var treasureOpenSprite = self.attachAsset('treasureopen', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
});
self.treasureSprite = treasureSprite;
self.treasureOpenSprite = treasureOpenSprite;
self.isOpen = false;
self.mapX = 0;
self.mapY = 0;
self.value = 1;
self.openTreasure = function () {
if (!self.isOpen) {
self.isOpen = true;
self.treasureSprite.alpha = 0;
self.treasureOpenSprite.alpha = 1;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x111111
});
/****
* Game Code
****/
var dynamicEntitiesContainer;
var wallSpritePoolManager = {
spritePool: [],
// Flat array of ALL sprites (pre-allocated and on-demand)
availableSprites: [],
// Array acting as a stack for available sprites.
preallocatedSpriteCount: 300,
// Target number of pre-allocated sprites
initialize: function initialize() {
this.spritePool = [];
this.availableSprites = [];
var initialTextureId = 'walltile1'; // A default valid texture for initialization
for (var i = 0; i < this.preallocatedSpriteCount; i++) {
var sprite = LK.getAsset(initialTextureId, {
anchorX: 0,
anchorY: 0,
visible: false
});
if (!sprite) {
console.error("WallSpritePoolManager: Failed to pre-allocate a sprite with " + initialTextureId);
continue;
}
// Store current texture ID on the sprite for efficient texture swapping checks
sprite.currentTextureId = initialTextureId;
this.spritePool.push(sprite);
this.availableSprites.push(sprite); // Add to available stack
}
},
getSprite: function getSprite(tileAssetName) {
var sprite = null;
if (this.availableSprites.length > 0) {
sprite = this.availableSprites.pop(); // Get from stack
// Ensure this reused sprite has the correct texture.
if (sprite.currentTextureId !== tileAssetName) {
var newTextureProviderAsset = LK.getAsset(tileAssetName, {});
if (newTextureProviderAsset && typeof newTextureProviderAsset.texture !== 'undefined') {
// Assuming sprite.texture can be directly assigned the texture from another asset.
sprite.texture = newTextureProviderAsset.texture;
sprite.currentTextureId = tileAssetName;
} else {
console.error("WallSpritePoolManager: Failed to get texture for " + tileAssetName + " to swap on reused sprite. Sprite will have old texture: " + sprite.currentTextureId);
// If texture swapping fails, the sprite will retain its old texture. This might lead to visual errors.
// A more robust solution might involve returning this sprite to the pool and creating a new one,
// but that complicates the pool logic and might defeat the purpose of reuse in error cases.
}
}
} else {
// Pool is empty, create a new sprite on demand, already with the correct texture.
sprite = LK.getAsset(tileAssetName, {
anchorX: 0,
anchorY: 0,
visible: false // RaycastStrip will manage visibility
});
if (!sprite) {
console.error("WallSpritePoolManager: Failed to create new sprite on demand for " + tileAssetName);
return null; // Cannot provide a sprite if asset creation fails
}
sprite.currentTextureId = tileAssetName; // Set its texture ID
this.spritePool.push(sprite); // Add to master list of all sprites
}
// Reset common properties to a known state before returning
sprite.visible = false;
sprite.alpha = 1.0;
sprite.scale.set(1.0, 1.0);
sprite.x = 0;
sprite.y = 0;
sprite.rotation = 0;
return sprite;
},
releaseSprite: function releaseSprite(sprite) {
if (!sprite) {
// console.warn("WallSpritePoolManager: Attempted to release an invalid (null/undefined) sprite.");
return;
}
// Reset sprite properties to a clean state for reuse
sprite.visible = false;
sprite.alpha = 1.0;
sprite.scale.set(1.0, 1.0);
sprite.rotation = 0;
sprite.x = 0;
sprite.y = 0;
// sprite.tint = 0xFFFFFF; // Reset tint if it were ever used on these sprites
this.availableSprites.push(sprite); // Add back to available stack
},
// The reset method is mostly for conceptual completeness if the manager's lifecycle was different.
// In LK, game resets typically re-run gamecode.js, re-initializing this object literal and its state.
// The initialize() method effectively serves as the reset mechanism when setupGame() is called.
reset: function reset() {
this.initialize(); // Re-initializes the pool to its default pre-allocated state.
}
};
// Game constants
var MAP_SIZE = 16;
var particlePoolManager;
var particleExplosionContainer; // Container for all active particles from explosions
var CELL_SIZE = 20;
var MINI_MAP_SCALE = 1;
var STRIP_WIDTH = 10; // Increase from 8 to 16 (half as many rays)
var NUM_RAYS = Math.ceil(2048 / STRIP_WIDTH);
var FOV = Math.PI / 3; // 60 degrees field of view
var HALF_FOV = FOV / 2;
var PLAYER_MOVE_SPEED = 0.002; // Reduced from 0.005 to make movement slower
var PLAYER_TURN_SPEED = 0.002; // Reduced from 0.005 to make turning slower
var WALL_HEIGHT_FACTOR = 600;
var MAX_RENDER_DISTANCE = 16;
var MONSTER_AGGRO_RANGE = 9.0; // Max distance at which monsters will notice and start chasing the player.
var MIN_MONSTER_PLAYER_DISTANCE = 0.6; // Monsters stop if they get closer than this (e.g., overshoot); this is within attack range.
var MAX_MONSTER_PLAYER_ENGAGEMENT_DISTANCE = 0.6;
var WALL_BUFFER = 0.18; // Minimum distance from player center to wall cell's effective edge
var MONSTER_WALL_BUFFER = 0.25; // Minimum distance from monster center to wall cell's effective edge
var MONSTER_COUNT = 8; // Increased by 50% from 5, rounded up
var TREASURE_COUNT = 10;
// Game state
var map = [];
var floorCaster;
var player = {
x: 1.5,
y: 1.5,
dir: 0,
health: 5,
score: 0,
level: 1,
// Buffs
moveSpeedMultiplier: 1.0,
defenseBuffActive: false,
attackBuffActive: false,
speedBuffTimeout: null,
defenseBuffTimeout: null,
attackBuffTimeout: null
};
var powerUps = [];
var POWERUP_COUNT = 3; // Number of power-ups to spawn per level
var POWERUP_DURATION = 15000; // 15 seconds for temporary buffs
var controls = {
forward: false,
backward: false,
left: false,
right: false,
attack: false
};
var monsters = [];
var treasures = [];
var projectiles = [];
var gate = null;
var wallSegments = [];
var lastWallCheck = [];
var lastTime = Date.now();
var canAttack = true;
var attackCooldown = 500; // 500 millisecond cooldown
// Joystick override state
var joystickOverrideActive = false;
var joystickOverrideX = 0;
var joystickOverrideY = 0;
// UI elements
var miniMap;
var rayCastView;
var healthText;
var scoreText;
var levelText;
var monsterText;
var controlButtons = {};
var playerMarker;
var globalRightHand; // Stores the right hand game object
var activeControlForGlobalHandlers = null; // Tracks which control is active for game.down/up/move
var renderableObjects = []; // Array to hold all objects (walls, entities) to be sorted by depth
// Create layer variables at the global scope
var gameLayer = new Container();
var projectileLayer = new Container();
var handLayer = new Container();
particlePoolManager = {
pool: [],
activeParticles: [],
maxParticles: 750,
// Increased from 300 to support more particles
// Increased max particles
getParticle: function getParticle() {
var particle;
if (this.pool.length > 0) {
particle = this.pool.pop();
} else {
particle = new Particle();
}
this.activeParticles.push(particle);
// The particle will be added to particleExplosionContainer by createParticleExplosion
return particle;
},
releaseParticle: function releaseParticle(particle) {
// Remove from activeParticles
var index = this.activeParticles.indexOf(particle);
if (index !== -1) {
this.activeParticles.splice(index, 1);
}
// Remove from its parent container (particleExplosionContainer)
if (particle.parent) {
particle.parent.removeChild(particle);
}
if (this.pool.length < this.maxParticles) {
this.pool.push(particle);
} else {
// If pool is full, LK will garbage collect if it has no parent.
// Explicitly calling destroy isn't standard in LK for pooled objects unless necessary.
}
},
updateActiveParticles: function updateActiveParticles() {
for (var i = this.activeParticles.length - 1; i >= 0; i--) {
var particle = this.activeParticles[i];
if (!particle.update()) {
// Particle.update returns false when life is over
this.releaseParticle(particle);
}
}
}
};
function createParticleExplosion(worldExplosionX, worldExplosionY, count) {
if (!particleExplosionContainer) {
particleExplosionContainer = new Container();
// Add to projectileLayer so particles appear above game world elements but potentially below UI
projectileLayer.addChild(particleExplosionContainer);
}
var worldExplosionZ = 0.5; // Assume explosion originates roughly half a unit above the floor
for (var i = 0; i < count; i++) {
var particle = particlePoolManager.getParticle();
// Calculate 3D spherical distribution for initial velocities
var phi = Math.random() * Math.PI * 2; // Angle in XY plane (0 to 2PI)
var theta = Math.acos(Math.random() * 2 - 1); // Angle from Z axis (0 to PI), for uniform sphere
var speed = (Math.random() * 0.03 + 0.015) * (player.level > 3 ? 1.5 : 1); // Base world speed (halved), faster for higher levels
var vx = Math.sin(theta) * Math.cos(phi) * speed;
var vy = Math.sin(theta) * Math.sin(phi) * speed;
var vz = Math.cos(theta) * speed + 0.03; // Add a slight general upward bias
// Randomize lifespan
var life = 360 + Math.random() * 240; // Life between ~6 to ~10 seconds, to match doubled maxLife
particle.init(worldExplosionX, worldExplosionY, worldExplosionZ, vx, vy, vz, life);
particleExplosionContainer.addChild(particle);
}
}
// Setup game
function setupGame() {
// Set up the layer system using the globally defined variables
// Add layers in the correct order (projectiles below hand)
game.addChild(gameLayer);
game.addChild(projectileLayer);
game.addChild(handLayer);
// Create the floor/ceiling caster first (should be below walls)
floorCaster = new FloorCaster();
gameLayer.addChild(floorCaster);
// Initialize the wall sprite pool manager
wallSpritePoolManager.initialize();
// Create the rayCast view container
// rayCastView = new Container(); // rayCastView is no longer used to hold strips directly
// gameLayer.addChild(rayCastView); // No longer add rayCastView if it's not used for strips
// Initialize wallSegments array to hold RaycastStrip instances
wallSegments = [];
// Create raycast strips
for (var i = 0; i < NUM_RAYS; i++) {
var strip = new RaycastStrip();
wallSegments.push(strip); // Store strips in an array, not in a display container yet
}
// Initialize container for depth-sorted dynamic entities (walls and entities)
dynamicEntitiesContainer = new Container();
gameLayer.addChild(dynamicEntitiesContainer);
// Create minimap container
miniMap = new Container();
miniMap.x = (2048 - MAP_SIZE * CELL_SIZE * MINI_MAP_SCALE) / 2; // Center horizontally
miniMap.y = 20; // Keep at top
gameLayer.addChild(miniMap);
// Generate map
generateMap();
// Create player marker
playerMarker = gameLayer.addChild(LK.getAsset('player', {
anchorX: 0.5,
anchorY: 0.5
}));
// Create UI elements
createUI();
// Create control buttons
createControlButtons();
// Start background music
LK.playMusic('dungeon');
}
function generateMap() {
// Clear existing map visuals, data structures
miniMap.removeChildren();
map = [];
// Remove existing monsters and treasures
for (var i = 0; i < monsters.length; i++) {
monsters[i].destroy();
}
monsters = [];
for (var i = 0; i < treasures.length; i++) {
treasures[i].destroy();
}
treasures = [];
// Clear projectiles
for (var i = 0; i < projectiles.length; i++) {
projectiles[i].destroy();
}
projectiles = [];
// Clear existing powerups
for (var i = 0; i < powerUps.length; i++) {
powerUps[i].destroy();
}
powerUps = [];
// --- Map type selection ---
// 0 = maze, 1 = arena with pillars, 2 = mixed
var mapType = Math.floor(Math.random() * 3);
// 1. Initialize the map: all cells are walls
for (var y = 0; y < MAP_SIZE; y++) {
map[y] = [];
for (var x = 0; x < MAP_SIZE; x++) {
var cell = new MapCell();
cell.x = x * CELL_SIZE * MINI_MAP_SCALE;
cell.y = y * CELL_SIZE * MINI_MAP_SCALE;
cell.setType(1); // Initialize as wall
map[y][x] = cell;
miniMap.addChild(cell); // Add to minimap
}
}
// --- Maze type ---
if (mapType === 0) {
// 2. Implement Recursive Backtracker (a form of Growing Tree) for maze generation
var stack = [];
var startX = 1; // Player's typical start X
var startY = 1; // Player's typical start Y
map[startY][startX].setType(0); // Mark starting cell as floor
stack.push({
x: startX,
y: startY
});
while (stack.length > 0) {
var current = stack[stack.length - 1]; // Get current cell (peek)
var potentialMoves = [{
dx: 0,
dy: -2,
wallXOffset: 0,
wallYOffset: -1
}, {
dx: 2,
dy: 0,
wallXOffset: 1,
wallYOffset: 0
}, {
dx: 0,
dy: 2,
wallXOffset: 0,
wallYOffset: 1
}, {
dx: -2,
dy: 0,
wallXOffset: -1,
wallYOffset: 0
}];
// Shuffle potential moves to ensure randomness
for (var i = potentialMoves.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = potentialMoves[i];
potentialMoves[i] = potentialMoves[j];
potentialMoves[j] = temp;
}
var moved = false;
for (var i = 0; i < potentialMoves.length; i++) {
var move = potentialMoves[i];
var nextX = current.x + move.dx;
var nextY = current.y + move.dy;
var wallBetweenX = current.x + move.wallXOffset;
var wallBetweenY = current.y + move.wallYOffset;
if (nextX >= 0 && nextX < MAP_SIZE && nextY >= 0 && nextY < MAP_SIZE && map[nextY][nextX].type === 1) {
map[wallBetweenY][wallBetweenX].setType(0);
map[nextY][nextX].setType(0);
stack.push({
x: nextX,
y: nextY
});
moved = true;
break;
}
}
if (!moved) {
stack.pop();
}
}
// 3. Explicitly set outer border walls.
for (y = 0; y < MAP_SIZE; y++) {
if (map[y][0].type === 0 && !(y === startY && startX === 0)) {
map[y][0].setType(1);
}
if (map[y][MAP_SIZE - 1].type === 0 && !(y === startY && startX === MAP_SIZE - 1)) {
map[y][MAP_SIZE - 1].setType(1);
}
}
for (x = 0; x < MAP_SIZE; x++) {
if (map[0][x].type === 0 && !(x === startX && startY === 0)) {
map[0][x].setType(1);
}
if (map[MAP_SIZE - 1][x].type === 0 && !(x === startX && startY === MAP_SIZE - 1)) {
map[MAP_SIZE - 1][x].setType(1);
}
}
map[startY][startX].setType(0);
ensureMapConnectivity();
// Reset player position
player.x = 1.5;
player.y = 1.5;
player.dir = 0;
} else if (mapType === 1) {
// --- Arena with pillars ---
// Clear a large open area in the center
var margin = 2;
for (var y = margin; y < MAP_SIZE - margin; y++) {
for (var x = margin; x < MAP_SIZE - margin; x++) {
map[y][x].setType(0);
}
}
// Place pillars in a grid pattern
for (var py = margin + 2; py < MAP_SIZE - margin - 1; py += 3) {
for (var px = margin + 2; px < MAP_SIZE - margin - 1; px += 3) {
map[py][px].setType(1);
}
}
// Player start near bottom left
player.x = margin + 1.5;
player.y = margin + 1.5;
player.dir = 0;
} else {
// --- Mixed: maze with open arena center and some pillars ---
// First, generate a maze as in type 0
var stack = [];
var startX = 1;
var startY = 1;
map[startY][startX].setType(0);
stack.push({
x: startX,
y: startY
});
while (stack.length > 0) {
var current = stack[stack.length - 1];
var potentialMoves = [{
dx: 0,
dy: -2,
wallXOffset: 0,
wallYOffset: -1
}, {
dx: 2,
dy: 0,
wallXOffset: 1,
wallYOffset: 0
}, {
dx: 0,
dy: 2,
wallXOffset: 0,
wallYOffset: 1
}, {
dx: -2,
dy: 0,
wallXOffset: -1,
wallYOffset: 0
}];
for (var i = potentialMoves.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = potentialMoves[i];
potentialMoves[i] = potentialMoves[j];
potentialMoves[j] = temp;
}
var moved = false;
for (var i = 0; i < potentialMoves.length; i++) {
var move = potentialMoves[i];
var nextX = current.x + move.dx;
var nextY = current.y + move.dy;
var wallBetweenX = current.x + move.wallXOffset;
var wallBetweenY = current.y + move.wallYOffset;
if (nextX >= 0 && nextX < MAP_SIZE && nextY >= 0 && nextY < MAP_SIZE && map[nextY][nextX].type === 1) {
map[wallBetweenY][wallBetweenX].setType(0);
map[nextY][nextX].setType(0);
stack.push({
x: nextX,
y: nextY
});
moved = true;
break;
}
}
if (!moved) {
stack.pop();
}
}
// Open up a central arena
var arenaMargin = 4;
for (var y = arenaMargin; y < MAP_SIZE - arenaMargin; y++) {
for (var x = arenaMargin; x < MAP_SIZE - arenaMargin; x++) {
map[y][x].setType(0);
}
}
// Add a few random pillars in the arena
for (var p = 0; p < 8; p++) {
var px = Math.floor(Math.random() * (MAP_SIZE - 2 * arenaMargin - 2)) + arenaMargin + 1;
var py = Math.floor(Math.random() * (MAP_SIZE - 2 * arenaMargin - 2)) + arenaMargin + 1;
map[py][px].setType(1);
}
// Player start near bottom left
player.x = arenaMargin + 1.5;
player.y = arenaMargin + 1.5;
player.dir = 0;
}
// 4. Ensure all parts of the map are connected after generation (for all types)
ensureMapConnectivity();
// Create monsters
var monstersToPlace = MONSTER_COUNT + Math.floor(player.level * 0.5);
for (var i = 0; i < monstersToPlace; i++) {
placeMonster();
}
// Create treasures
var treasuresToPlace = 1 + Math.floor(Math.random() * 4); // 1-4 treasures per level
for (var i = 0; i < treasuresToPlace; i++) {
placeTreasure();
}
// Place exit gate
gate = placeGate();
// Power-ups are now only spawned from opened treasures, not during map generation
}
function placePowerUp() {
var x, y;
var attempts = 0;
var powerUpTypes = ['speed', 'defense', 'health', 'attack'];
var randomType = powerUpTypes[Math.floor(Math.random() * powerUpTypes.length)];
do {
x = Math.floor(Math.random() * (MAP_SIZE - 2)) + 1;
y = Math.floor(Math.random() * (MAP_SIZE - 2)) + 1;
attempts++;
if (attempts > 100) {
break;
}
} while (map[y][x].type !== 0 || map[y][x].monster || map[y][x].treasure || map[y][x].gate || mapCellHasPowerUp(x, y));
if (attempts <= 100) {
var powerUp = new PowerUp(randomType);
powerUp.mapX = x + 0.5; // Center in cell
powerUp.mapY = y + 0.5; // Center in cell
powerUps.push(powerUp);
dynamicEntitiesContainer.addChild(powerUp);
}
}
function mapCellHasPowerUp(cellX, cellY) {
for (var i = 0; i < powerUps.length; i++) {
if (Math.floor(powerUps[i].mapX) === cellX && Math.floor(powerUps[i].mapY) === cellY) {
return true;
}
}
return false;
}
function placeMonster() {
// Find a random empty cell
var x, y;
var attempts = 0;
do {
x = Math.floor(Math.random() * (MAP_SIZE - 2)) + 1;
y = Math.floor(Math.random() * (MAP_SIZE - 2)) + 1;
attempts++;
// Make sure it's not too close to the player
var distToPlayer = Math.sqrt(Math.pow(x - player.x, 2) + Math.pow(y - player.y, 2));
if (attempts > 100) {
break;
} // Prevent infinite loop
} while (map[y][x].type !== 0 || map[y][x].monster || map[y][x].treasure || distToPlayer < 3);
if (attempts <= 100) {
map[y][x].addMonster();
var monster = new Monster();
// Spawn monster in the center of the cell
monster.mapX = x + 0.5;
monster.mapY = y + 0.5;
monster.health = 2 + Math.floor(player.level / 3); // Monsters get tougher with level
monsters.push(monster);
dynamicEntitiesContainer.addChild(monster);
}
}
function placeTreasure() {
var potentialSpots = [];
var deadEndSpots = [];
// Iterate through the map (excluding borders initially for simplicity in dead-end logic)
// to find all valid floor cells for treasure.
for (var y = 1; y < MAP_SIZE - 1; y++) {
for (var x = 1; x < MAP_SIZE - 1; x++) {
if (map[y] && map[y][x] && map[y][x].type === 0 && !map[y][x].monster && !map[y][x].treasure &&
// Check if cell already has a treasure (though addTreasure also checks)
!map[y][x].gate) {
potentialSpots.push({
x: x,
y: y
});
}
}
}
if (potentialSpots.length === 0) {
return; // No suitable spots found
}
// Identify dead ends from the list of potential spots
for (var i = 0; i < potentialSpots.length; i++) {
var spot = potentialSpots[i];
var openNeighbors = 0;
var neighbors = [{
dx: 0,
dy: -1
},
// North
{
dx: 1,
dy: 0
},
// East
{
dx: 0,
dy: 1
},
// South
{
dx: -1,
dy: 0
} // West
];
for (var j = 0; j < neighbors.length; j++) {
var nx = spot.x + neighbors[j].dx;
var ny = spot.y + neighbors[j].dy;
// Check bounds and if neighbor is a floor cell
if (nx >= 0 && nx < MAP_SIZE && ny >= 0 && ny < MAP_SIZE && map[ny] && map[ny][nx] && map[ny][nx].type === 0) {
openNeighbors++;
}
}
if (openNeighbors === 1) {
deadEndSpots.push(spot);
}
}
// Only spawn treasures in dead ends, and limit to 1-4 per level
var maxTreasures = 1 + Math.floor(Math.random() * 4); // 1 to 4 treasures
if (deadEndSpots.length === 0) {
return; // No dead ends found, do not spawn treasure
}
if (deadEndSpots.length > 1) {
// Shuffle deadEndSpots
for (var i = deadEndSpots.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = deadEndSpots[i];
deadEndSpots[i] = deadEndSpots[j];
deadEndSpots[j] = temp;
}
}
var treasuresPlaced = 0;
for (var i = 0; i < deadEndSpots.length && treasuresPlaced < maxTreasures; i++) {
var spot = deadEndSpots[i];
var cellX = spot.x;
var cellY = spot.y;
// Check if the spot is the player's current location
if (cellX === Math.floor(player.x) && cellY === Math.floor(player.y)) {
continue; // Skip this spot if it's where the player is
}
// Double-check if we can add treasure to this cell (MapCell's own logic)
if (map[cellY] && map[cellY][cellX] && map[cellY][cellX].addTreasure()) {
var treasure = new Treasure();
treasure.mapX = cellX + 0.5; // Center treasure in the cell
treasure.mapY = cellY + 0.5; // Center treasure in the cell
treasure.value = 1 + Math.floor(Math.random() * player.level);
treasures.push(treasure);
dynamicEntitiesContainer.addChild(treasure);
treasuresPlaced++;
}
}
}
function placeGate() {
// Place gate in a random valid location
var x, y;
var attempts = 0;
var validPositions = [];
// Collect all valid positions first
for (var i = 0; i < 100; i++) {
x = Math.floor(Math.random() * (MAP_SIZE - 2)) + 1;
y = Math.floor(Math.random() * (MAP_SIZE - 2)) + 1;
// Check if the cell is suitable
if (map[y][x].type === 0 && !map[y][x].monster && !map[y][x].treasure && !map[y][x].gate) {
// Make sure it's not too close to the player (at least 2 cells away)
var distToPlayer = Math.sqrt(Math.pow(x - player.x, 2) + Math.pow(y - player.y, 2));
if (distToPlayer > 2) {
// Add to valid positions
validPositions.push({
x: x,
y: y
});
}
}
}
// If we found valid spots, choose one randomly
if (validPositions.length > 0) {
// Pick a random position from the valid ones
var randomIndex = Math.floor(Math.random() * validPositions.length);
var chosenPos = validPositions[randomIndex];
var gateX = chosenPos.x;
var gateY = chosenPos.y;
// Place the gate
map[gateY][gateX].addGate();
var gate = new Gate();
gate.mapX = gateX;
gate.mapY = gateY;
dynamicEntitiesContainer.addChild(gate);
return gate;
}
return null;
}
function createUI() {
// Health display
healthText = new Text2('Health: ' + player.health, {
size: 40,
fill: 0xFF5555
});
healthText.anchor.set(0, 0);
LK.gui.topRight.addChild(healthText);
healthText.x = -200;
healthText.y = 20;
// Score display
scoreText = new Text2('Score: ' + player.score, {
size: 40,
fill: 0xFFFF55
});
scoreText.anchor.set(0, 0);
LK.gui.topRight.addChild(scoreText);
scoreText.x = -200;
scoreText.y = 80;
// Level display
levelText = new Text2('Level: ' + player.level, {
size: 40,
fill: 0x55FF55
});
levelText.anchor.set(0, 0);
LK.gui.topRight.addChild(levelText);
levelText.x = -200;
levelText.y = 140;
// Monster counter display
monsterText = new Text2('Monsters: 0', {
size: 40,
fill: 0xFF9955
});
monsterText.anchor.set(0, 0);
LK.gui.topRight.addChild(monsterText);
monsterText.x = -200;
monsterText.y = 200;
// Update UI displays
updateUI();
}
function updateUI() {
healthText.setText('Health: ' + player.health);
scoreText.setText('Score: ' + player.score);
levelText.setText('Level: ' + player.level);
monsterText.setText('Monsters: ' + monsters.length);
// Update score in LK system
LK.setScore(player.score);
}
function createControlButtons() {
// Create joystick control for movement
controlButtons.joystick = new JoystickController();
controlButtons.joystick.x = 400;
controlButtons.joystick.y = 2732 - 500;
gameLayer.addChild(controlButtons.joystick);
// Using the global layer system - no need to recreate layers here
// Create attack button more centered on the right side
controlButtons.attack = new ControlButton('attack');
controlButtons.attack.x = 2048 - 400;
controlButtons.attack.y = 2732 - 500;
gameLayer.addChild(controlButtons.attack);
// Add right hand at the bottom right for projectile firing
globalRightHand = LK.getAsset('rightHand', {
anchorX: 0.5,
anchorY: 0.9,
scaleX: 1.2,
scaleY: 1.2
});
globalRightHand.x = 2048 * 0.6; // Position just off right of middle
globalRightHand.y = 2732; // Bottom of the screen
handLayer.addChild(globalRightHand);
// Add pulse and float animation to give the hand some life
var _animateHand = function animateHand() {
// Get a small random x offset between -40 and 40 pixels
var randomXOffset = Math.random() * 80 - 40;
// Store original X position if not set yet
if (globalRightHand.originalX === undefined) {
globalRightHand.originalX = globalRightHand.x;
}
// Slow scale pulse animation with random left/right movement
tween(globalRightHand, {
scaleX: 1.1,
scaleY: 1.1,
x: globalRightHand.originalX + randomXOffset,
y: 2732 - 15 // Float up slightly from base position
}, {
duration: 1800,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Get another random x offset for the return animation
var returnRandomXOffset = Math.random() * 40 - 20;
tween(globalRightHand, {
scaleX: 1.1,
scaleY: 1.1,
x: globalRightHand.originalX + returnRandomXOffset,
y: 2732 // Return to original position
}, {
duration: 1800,
easing: tween.easeInOut,
onFinish: _animateHand
});
}
});
};
// Start the hand animation
_animateHand();
}
function castRayDDA(startX, startY, rayDirX, rayDirY) {
var mapX = Math.floor(startX);
var mapY = Math.floor(startY);
var deltaDistX = Math.abs(1 / rayDirX);
var deltaDistY = Math.abs(1 / rayDirY);
var hit = false;
var side; // 0 for vertical wall, 1 for horizontal wall
var stepX, stepY;
var sideDistX, sideDistY;
if (rayDirX < 0) {
stepX = -1;
sideDistX = (startX - mapX) * deltaDistX;
} else {
stepX = 1;
sideDistX = (mapX + 1.0 - startX) * deltaDistX;
}
if (rayDirY < 0) {
stepY = -1;
sideDistY = (startY - mapY) * deltaDistY;
} else {
stepY = 1;
sideDistY = (mapY + 1.0 - startY) * deltaDistY;
}
// Perform DDA
while (!hit) {
if (sideDistX < sideDistY) {
sideDistX += deltaDistX;
mapX += stepX;
side = 0;
} else {
sideDistY += deltaDistY;
mapY += stepY;
side = 1;
}
// Check if ray hit a wall or went out of bounds
if (mapX < 0 || mapX >= MAP_SIZE || mapY < 0 || mapY >= MAP_SIZE) {
hit = true;
} else if (map[mapY] && map[mapY][mapX] && map[mapY][mapX].type === 1) {
hit = true;
}
}
// Calculate distance
var distance;
if (side === 0) {
distance = (mapX - startX + (1 - stepX) / 2) / rayDirX;
} else {
distance = (mapY - startY + (1 - stepY) / 2) / rayDirY;
}
return {
wallHit: hit,
distance: distance,
side: side,
wallType: hit && mapX >= 0 && mapX < MAP_SIZE && mapY >= 0 && mapY < MAP_SIZE && map[mapY] && map[mapY][mapX] ? map[mapY][mapX].type : 1,
mapX: mapX,
mapY: mapY
};
}
function rayCasting() {
floorCaster.update(player.x, player.y, player.dir);
// renderableObjects is cleared in game.update before this function is called.
for (var rayIdx = 0; rayIdx < NUM_RAYS; rayIdx++) {
var rayAngle = player.dir - HALF_FOV + rayIdx / NUM_RAYS * FOV;
var rayDirX = Math.cos(rayAngle);
var rayDirY = Math.sin(rayAngle);
var hit = castRayDDA(player.x, player.y, rayDirX, rayDirY);
var strip = wallSegments[rayIdx]; // Get strip from the wallSegments array
if (hit.wallHit) {
var actualDistance = hit.distance * Math.cos(rayAngle - player.dir);
// Clamp wallHeight to avoid extreme values that cause scanlines/distortion
var unclampedWallHeight = WALL_HEIGHT_FACTOR / actualDistance;
var wallHeight = Math.max(STRIP_WIDTH, Math.min(2732, unclampedWallHeight));
// Lock texture to wall grid position
var wallX;
if (hit.side === 0) {
wallX = player.y + hit.distance * rayDirY;
} else {
wallX = player.x + hit.distance * rayDirX;
}
var texturePosition = wallX * 64;
var tileIndex = Math.floor(texturePosition) % 64 + 1;
if (hit.side === 0 && rayDirX > 0) {
tileIndex = 65 - tileIndex;
}
if (hit.side === 1 && rayDirY < 0) {
tileIndex = 65 - tileIndex;
}
// Calculate centered x position for the strip
var stripX = Math.round(rayIdx * STRIP_WIDTH + (2048 - NUM_RAYS * STRIP_WIDTH) / 2);
strip.x = stripX; // Set strip's screen position
strip.updateStrip(STRIP_WIDTH, wallHeight, rayIdx, hit.wallType, actualDistance, 0, hit.side, tileIndex);
strip.visible = true; // Ensure the strip container is visible if it has content
renderableObjects.push({
distance: actualDistance,
object: strip,
type: 'wall',
originalSortOrder: rayIdx
});
// Anti-scanline blending logic removed as it relied on direct adjacency in rayCastView.children
// and would be complex to reimplement with interleaved entities.
} else {
// No wall hit for this ray, so clear the strip
if (strip && strip.clearStrip) {
strip.clearStrip();
strip.visible = false; // Ensure the strip container is not visible
}
}
}
// renderEntities(); // Moved to game.update
}
function renderEntities() {
var allDynamicEntities = monsters.concat(treasures).concat(powerUps.filter(function (p) {
return !p.collected;
}));
if (gate) {
allDynamicEntities.push(gate);
}
// visibleEntities array and local sorting are no longer needed here.
// Entities will be added to the global renderableObjects array.
for (var i = 0; i < allDynamicEntities.length; i++) {
var entity = allDynamicEntities[i];
entity.visible = false; // Hide by default, will be set true if it should be rendered.
var dx = entity.mapX - player.x;
var dy = entity.mapY - player.y;
var dist = Math.sqrt(dx * dx + dy * dy);
entity.renderDist = dist; // Store distance for sorting
if (dist >= MAX_RENDER_DISTANCE) {
// Too far to render
continue;
}
var angle = Math.atan2(dy, dx) - player.dir;
// Normalize angle to be within -PI to PI range
while (angle < -Math.PI) {
angle += Math.PI * 2;
}
while (angle > Math.PI) {
angle -= Math.PI * 2;
}
if (Math.abs(angle) < HALF_FOV) {
// Check if entity is within Field of View
var rayHit = castRayToPoint(player.x, player.y, entity.mapX, entity.mapY);
// Check if there's a clear Line of Sight to the entity
// (dist - 0.5 is a small tolerance, e.g. for entity's own depth/size)
if (!rayHit.hit || rayHit.dist > dist - 0.5) {
entity.visible = true; // Mark as visible for rendering
var screenX = (0.5 + angle / FOV) * 2048; // Project to screen X
var height = WALL_HEIGHT_FACTOR / dist; // Calculate perceived height
var scale = height / 100; // Assuming base asset height is 100 for scaling
entity.x = screenX;
// Adjust Y position: Treasures and PowerUps are on the floor, Monsters/Gates are vertically centered
if (entity instanceof Treasure) {
entity.y = 2732 / 2 + height / 2;
} else if (entity instanceof PowerUp) {
var baseScreenY = 2732 / 2 + height / 2; // Y position on the floor plane
// verticalOffset is in world units. Convert to screen pixels based on distance.
var liftScreenYOffset = entity.verticalOffset * (WALL_HEIGHT_FACTOR / dist);
// currentBobOffset is already in screen pixels.
entity.y = baseScreenY - liftScreenYOffset + entity.currentBobOffset;
} else {
// Monster or Gate
entity.y = 2732 / 2;
}
if (entity instanceof PowerUp) {
var finalScale = scale * entity.spawnScaleMultiplier; // Apply spawn scale animation
entity.scale.set(finalScale, finalScale);
} else {
entity.scale.set(scale, scale); // For Treasure, Monster, Gate
}
// Add to global list for sorting with walls
renderableObjects.push({
distance: entity.renderDist,
object: entity,
type: 'entity'
});
}
}
}
// Sorting and adding to dynamicEntitiesContainer is now done in game.update,
// after both walls and entities have been added to renderableObjects.
// dynamicEntitiesContainer.removeChildren(); // Moved
// visibleEntities.sort(...); // Removed
// for (var j = 0; j < visibleEntities.length; j++) { // Removed
// dynamicEntitiesContainer.addChild(visibleEntities[j]);
// }
}
function castRayToPoint(startX, startY, targetX, targetY) {
var rayDirX = targetX - startX;
var rayDirY = targetY - startY;
var distance = Math.sqrt(rayDirX * rayDirX + rayDirY * rayDirY);
rayDirX /= distance;
rayDirY /= distance;
var mapCheckX = Math.floor(startX);
var mapCheckY = Math.floor(startY);
var stepSizeX = Math.abs(1 / rayDirX);
var stepSizeY = Math.abs(1 / rayDirY);
var stepX = rayDirX >= 0 ? 1 : -1;
var stepY = rayDirY >= 0 ? 1 : -1;
var sideDistX, sideDistY;
if (rayDirX < 0) {
sideDistX = (startX - mapCheckX) * stepSizeX;
} else {
sideDistX = (mapCheckX + 1.0 - startX) * stepSizeX;
}
if (rayDirY < 0) {
sideDistY = (startY - mapCheckY) * stepSizeY;
} else {
sideDistY = (mapCheckY + 1.0 - startY) * stepSizeY;
}
var hit = false;
var side = 0;
var distToWall = 0;
while (!hit && distToWall < distance) {
if (sideDistX < sideDistY) {
sideDistX += stepSizeX;
mapCheckX += stepX;
side = 0;
distToWall = sideDistX - stepSizeX;
} else {
sideDistY += stepSizeY;
mapCheckY += stepY;
side = 1;
distToWall = sideDistY - stepSizeY;
}
if (mapCheckX < 0 || mapCheckX >= MAP_SIZE || mapCheckY < 0 || mapCheckY >= MAP_SIZE || !map[mapCheckY] || !map[mapCheckY][mapCheckX]) {
break;
} else if (map[mapCheckY][mapCheckX].type === 1) {
hit = true;
}
}
return {
hit: hit,
dist: distToWall
};
}
function updateControls() {
var joystick = controlButtons.joystick;
var currentJoystickX, currentJoystickY, isJoystickConsideredActive;
if (joystickOverrideActive) {
currentJoystickX = joystickOverrideX;
currentJoystickY = joystickOverrideY;
isJoystickConsideredActive = true; // Movement continues based on pre-attack state
} else if (joystick && joystick.active) {
currentJoystickX = joystick.normalizedX;
currentJoystickY = joystick.normalizedY;
isJoystickConsideredActive = true;
} else {
currentJoystickX = 0;
currentJoystickY = 0;
isJoystickConsideredActive = false;
}
if (isJoystickConsideredActive) {
controls.forward = currentJoystickY < -0.3;
controls.backward = currentJoystickY > 0.3;
controls.left = currentJoystickX < -0.3;
controls.right = currentJoystickX > 0.3;
} else {
controls.forward = false;
controls.backward = false;
controls.left = false;
controls.right = false;
}
// Check if player is in front of an interactable object (treasure or power-up)
var showInteract = false;
var interactableObject = null; // Generic variable for treasure or power-up
// Priority 1: Check for treasures
for (var i = 0; i < treasures.length; i++) {
var t = treasures[i];
if (t.isOpen) continue;
var dx_t = t.mapX - player.x;
var dy_t = t.mapY - player.y;
var dist_t = Math.sqrt(dx_t * dx_t + dy_t * dy_t);
if (dist_t < 0.7) {
//{cN} // Interaction range
var angleToTreasure = Math.atan2(dy_t, dx_t);
var angleDiff_t = Math.abs((player.dir - angleToTreasure + Math.PI * 3) % (Math.PI * 2) - Math.PI);
if (angleDiff_t < Math.PI / 3) {
// 60-degree cone
showInteract = true;
interactableObject = t;
break; //{cO}
}
}
}
// Priority 2: If no treasure, check for power-ups
if (!showInteract) {
for (var i = 0; i < powerUps.length; i++) {
var p = powerUps[i];
if (p.collected) continue;
var dx_p = p.mapX - player.x;
var dy_p = p.mapY - player.y;
var dist_p = Math.sqrt(dx_p * dx_p + dy_p * dy_p);
if (dist_p < 0.7) {
// Same interaction range
var angleToPowerUp = Math.atan2(dy_p, dx_p);
var angleDiff_p = Math.abs((player.dir - angleToPowerUp + Math.PI * 3) % (Math.PI * 2) - Math.PI);
if (angleDiff_p < Math.PI / 3) {
// Same 60-degree cone
showInteract = true;
interactableObject = p;
break;
}
}
}
}
// Update attack button's interact state and target
controlButtons.attack.isInteract = showInteract;
controlButtons.attack.interactTarget = interactableObject; // Use the new generic property name
// Read from attack/interact button
controls.attack = controlButtons.attack.pressed;
}
function getDistanceToNearestWall(x, y) {
var minDist = Infinity;
// Check a larger area around the player
var checkRadius = 2; // Check 2 cells in each direction
var startX = Math.max(0, Math.floor(x) - checkRadius);
var endX = Math.min(MAP_SIZE - 1, Math.floor(x) + checkRadius);
var startY = Math.max(0, Math.floor(y) - checkRadius);
var endY = Math.min(MAP_SIZE - 1, Math.floor(y) + checkRadius);
for (var cellY = startY; cellY <= endY; cellY++) {
for (var cellX = startX; cellX <= endX; cellX++) {
if (map[cellY] && map[cellY][cellX] && map[cellY][cellX].type === 1) {
// This is a wall cell, calculate distance to the nearest edge of this cell
var wallLeft = cellX;
var wallRight = cellX + 1;
var wallTop = cellY;
var wallBottom = cellY + 1;
// Calculate distance to the nearest edge of the wall cell
var distX = Math.max(0, Math.max(wallLeft - x, x - wallRight));
var distY = Math.max(0, Math.max(wallTop - y, y - wallBottom));
var distToWall = Math.sqrt(distX * distX + distY * distY);
minDist = Math.min(minDist, distToWall);
}
}
}
return minDist;
}
function pushPlayerAwayFromWalls() {
var currentDist = getDistanceToNearestWall(player.x, player.y);
if (currentDist < WALL_BUFFER) {
// Player is too close to a wall, find the direction away from the nearest wall
var pushDistance = WALL_BUFFER - currentDist + 0.05; // Add small extra margin
// Calculate the gradient (direction of steepest distance increase)
var gradStep = 0.01;
var distRight = getDistanceToNearestWall(player.x + gradStep, player.y);
var distLeft = getDistanceToNearestWall(player.x - gradStep, player.y);
var distUp = getDistanceToNearestWall(player.x, player.y - gradStep);
var distDown = getDistanceToNearestWall(player.x, player.y + gradStep);
var gradX = (distRight - distLeft) / (2 * gradStep);
var gradY = (distDown - distUp) / (2 * gradStep);
// Normalize the gradient
var gradMag = Math.sqrt(gradX * gradX + gradY * gradY);
if (gradMag > 0) {
gradX /= gradMag;
gradY /= gradMag;
// Move in the direction of the gradient
var newX = player.x + gradX * pushDistance;
var newY = player.y + gradY * pushDistance;
if (canMoveTo(newX, newY)) {
player.x = newX;
player.y = newY;
} else {
// If gradient direction doesn't work, try radial push
var angles = [0, Math.PI / 4, Math.PI / 2, 3 * Math.PI / 4, Math.PI, 5 * Math.PI / 4, 3 * Math.PI / 2, 7 * Math.PI / 4];
for (var i = 0; i < angles.length; i++) {
var testX = player.x + Math.cos(angles[i]) * pushDistance;
var testY = player.y + Math.sin(angles[i]) * pushDistance;
if (canMoveTo(testX, testY)) {
player.x = testX;
player.y = testY;
break;
}
}
}
}
}
}
function canMoveTo(targetX, targetY) {
var cellX = Math.floor(targetX);
var cellY = Math.floor(targetY);
// Check bounds: if target is outside map, cannot move.
if (cellX < 0 || cellX >= MAP_SIZE || cellY < 0 || cellY >= MAP_SIZE || !map[cellY] || !map[cellY][cellX]) {
return false;
}
// Check if the target cell itself is a wall
if (map[cellY][cellX].type === 1) {
return false;
}
// Prevent walking through treasures (if any treasure is in this cell and not open)
for (var i = 0; i < treasures.length; i++) {
var t = treasures[i];
if (Math.floor(t.mapX) === cellX && Math.floor(t.mapY) === cellY && !t.isOpen) {
return false;
}
}
// Check if the player would be too close to any wall
var distToWall = getDistanceToNearestWall(targetX, targetY);
return distToWall >= WALL_BUFFER;
}
function canMonsterMoveTo(targetX, targetY, monster) {
var targetCellX = Math.floor(targetX);
var targetCellY = Math.floor(targetY);
// Check bounds: if target is outside map, cannot move.
if (targetCellX < 0 || targetCellX >= MAP_SIZE || targetCellY < 0 || targetCellY >= MAP_SIZE || !map[targetCellY] || !map[targetCellY][targetCellX]) {
return false;
}
// Check if the target cell itself is a wall
if (map[targetCellY][targetCellX].type === 1) {
return false;
}
// Check if another monster is already in the target cell
for (var i = 0; i < monsters.length; i++) {
var otherMonster = monsters[i];
if (otherMonster !== monster && Math.floor(otherMonster.mapX) === targetCellX && Math.floor(otherMonster.mapY) === targetCellY) {
return false; // Target cell occupied by another monster
}
}
// Check if the monster would be too close to any wall using its own buffer
var distToActualWall = getDistanceToNearestWall(targetX, targetY);
return distToActualWall >= MONSTER_WALL_BUFFER;
}
function updateMonsterPosition(monster, newMapX, newMapY) {
var oldCellX = Math.floor(monster.mapX);
var oldCellY = Math.floor(monster.mapY);
var newCellX = Math.floor(newMapX);
var newCellY = Math.floor(newMapY);
// Only update map cell occupancy if the monster is actually changing cells
if (oldCellX !== newCellX || oldCellY !== newCellY) {
if (map[oldCellY] && map[oldCellY][oldCellX]) {
// Check if old cell is valid
map[oldCellY][oldCellX].removeMonster();
}
// else: old cell was invalid or monster wasn't registered there.
if (map[newCellY] && map[newCellY][newCellX]) {
// Check if new cell is valid
map[newCellY][newCellX].addMonster();
} else {
// Fallback: If new cell is invalid (this implies an issue if canMonsterMoveTo passed)
// Re-register in old cell if it was valid, and don't move.
if (map[oldCellY] && map[oldCellY][oldCellX]) {
map[oldCellY][oldCellX].addMonster();
}
return; // Do not tween to an invalid position.
}
}
// Tween the monster's visual/logical position
tween(monster, {
mapX: newMapX,
mapY: newMapY
}, {
duration: 300,
// 300ms smooth animation
easing: function easing(t) {
return 1 - Math.pow(1 - t, 4);
} // quartOut easing
});
}
function updatePlayerMovement(deltaTime) {
var moveSpeed = PLAYER_MOVE_SPEED * deltaTime;
var turnSpeed = PLAYER_TURN_SPEED * deltaTime;
var didMove = false;
// Track player's last position to detect state changes
if (player.lastX === undefined) {
player.lastX = player.x;
}
if (player.lastY === undefined) {
player.lastY = player.y;
}
// Get joystick values for analog control
var joystick = controlButtons.joystick;
var turnAmount = 0;
var moveAmount = 0;
var currentJoystickX, currentJoystickY, isJoystickConsideredActiveForMovement;
if (joystickOverrideActive) {
currentJoystickX = joystickOverrideX;
currentJoystickY = joystickOverrideY;
isJoystickConsideredActiveForMovement = true;
} else if (joystick && joystick.active) {
currentJoystickX = joystick.normalizedX;
currentJoystickY = joystick.normalizedY;
isJoystickConsideredActiveForMovement = true;
} else {
currentJoystickX = 0;
currentJoystickY = 0;
isJoystickConsideredActiveForMovement = false;
}
// Handle rotation - use x-axis for turning
if (isJoystickConsideredActiveForMovement) {
var joystickMagnitudeX = Math.abs(currentJoystickX);
var rampedTurnValue = 0; // Initialize to 0, will be 0 if in dead zone
var JOYSTICK_TURN_DEAD_ZONE = 0.15; // Threshold below which joystick input for turning is minimal/zero
var JOYSTICK_TURN_RAMP_EXPONENT = 2.5; // Higher value means more ramping towards the edges
if (joystickMagnitudeX > JOYSTICK_TURN_DEAD_ZONE) {
// Remap the input from [JOYSTICK_TURN_DEAD_ZONE, 1.0] to [0.0, 1.0]
var normalizedInputX = (joystickMagnitudeX - JOYSTICK_TURN_DEAD_ZONE) / (1.0 - JOYSTICK_TURN_DEAD_ZONE);
// Apply ramping (power curve)
rampedTurnValue = Math.pow(normalizedInputX, JOYSTICK_TURN_RAMP_EXPONENT);
}
var rampedTurnAmount = Math.sign(currentJoystickX) * rampedTurnValue;
turnAmount = rampedTurnAmount * turnSpeed * 1.4; // Retain existing overall speed multiplier
player.dir += turnAmount;
while (player.dir < 0) {
player.dir += Math.PI * 2;
}
while (player.dir >= Math.PI * 2) {
player.dir -= Math.PI * 2;
}
}
// Also support digital controls for rotation
else if (controls.left) {
player.dir -= turnSpeed;
while (player.dir < 0) {
player.dir += Math.PI * 2;
}
} else if (controls.right) {
player.dir += turnSpeed;
while (player.dir >= Math.PI * 2) {
player.dir -= Math.PI * 2;
}
}
// Calculate movement vector
var dx = 0,
dy = 0;
// Handle movement - use y-axis for forward/backward
var actualMoveSpeed = moveSpeed * player.moveSpeedMultiplier;
if (isJoystickConsideredActiveForMovement) {
moveAmount = -currentJoystickY * actualMoveSpeed; // Negative because up is negative y
if (Math.abs(moveAmount) > 0.01) {
dx += Math.cos(player.dir) * moveAmount;
dy += Math.sin(player.dir) * moveAmount;
didMove = true;
}
}
// Also support digital controls for movement
else if (controls.forward) {
dx += Math.cos(player.dir) * actualMoveSpeed;
dy += Math.sin(player.dir) * actualMoveSpeed;
didMove = true;
} else if (controls.backward) {
dx -= Math.cos(player.dir) * actualMoveSpeed;
dy -= Math.sin(player.dir) * actualMoveSpeed;
didMove = true;
}
var inputMoveIntent = didMove;
didMove = false;
// Enhanced collision detection with proper wall sliding
if (dx !== 0 || dy !== 0) {
var currentX = player.x;
var currentY = player.y;
// Try moving to the exact target position first
var targetX = currentX + dx;
var targetY = currentY + dy;
if (canMoveTo(targetX, targetY)) {
// No collision, move normally
player.x = targetX;
player.y = targetY;
didMove = true;
} else {
// Collision detected, try wall sliding
var moved = false;
// Try moving only along X axis
if (dx !== 0 && canMoveTo(currentX + dx, currentY)) {
player.x = currentX + dx;
moved = true;
}
// Try moving only along Y axis
if (dy !== 0 && canMoveTo(currentX, currentY + dy)) {
player.y = currentY + dy;
moved = true;
}
// If basic sliding failed, try gradual movement
if (!moved) {
var maxSteps = 10;
for (var step = 1; step <= maxSteps; step++) {
var fraction = step / maxSteps;
// Try X movement with varying intensity
if (dx !== 0) {
var testX = currentX + dx * fraction;
if (canMoveTo(testX, currentY)) {
player.x = testX;
moved = true;
break;
}
}
// Try Y movement with varying intensity
if (dy !== 0) {
var testY = currentY + dy * fraction;
if (canMoveTo(currentX, testY)) {
player.y = testY;
moved = true;
break;
}
}
}
}
didMove = moved;
}
}
// Always ensure player maintains proper distance from walls
pushPlayerAwayFromWalls();
// Play walk sound if there was input intent AND actual movement occurred
if (didMove && inputMoveIntent && LK.ticks % 20 === 0) {
LK.getSound('walk').play();
}
// Only attempt to attack if attack button is pressed and we can attack
if (controls.attack && canAttack) {
attackAction();
}
// Check for collisions with monsters
checkMonsterCollisions();
// Check for collisions with treasures
checkTreasureCollisions();
// Check for gate collision
checkGateCollision();
// Check for collisions with power-ups
checkPowerUpCollisions();
// Update player marker on minimap
updateMiniMap();
// Update player's last position
player.lastX = player.x;
player.lastY = player.y;
}
function checkPowerUpCollisions() {
for (var i = powerUps.length - 1; i >= 0; i--) {
var powerUp = powerUps[i];
if (powerUp.collected) continue;
var dx = powerUp.mapX - player.x;
var dy = powerUp.mapY - player.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 0.6) {
// Power-ups are no longer collected by collision.
// This block is intentionally left empty or can be removed if no other proximity logic is needed.
// For now, we ensure no collection happens here.
}
}
}
function attackAction() {
// Check if attack is on cooldown
if (!canAttack) {
return;
}
// Set attack on cooldown
canAttack = false;
var currentAttackCooldown = attackCooldown;
if (player.attackBuffActive) {
currentAttackCooldown /= 2; // Halve cooldown if attack buff is active
}
// Create and fire projectile
var projectile = new Projectile();
projectile.fire(globalRightHand.x, globalRightHand.y - 400);
// Add hand recoil animation
tween(globalRightHand, {
y: 2732 - 50,
rotation: -0.1
}, {
duration: 100,
onFinish: function onFinish() {
tween(globalRightHand, {
y: 2732,
rotation: 0
}, {
duration: 300
});
}
});
// Add to projectile layer
projectiles.push(projectile);
projectileLayer.addChild(projectile);
// Update attack button visual
var attackButton = controlButtons.attack;
attackButton.updateCooldown(0);
// Cooldown animation
var _cooldownTick = function cooldownTick(progress) {
attackButton.updateCooldown(progress);
if (progress < 1) {
LK.setTimeout(function () {
_cooldownTick(progress + 0.05);
}, currentAttackCooldown / 20); // Use currentAttackCooldown
}
};
_cooldownTick(0);
// Reset cooldown after specified time
LK.setTimeout(function () {
canAttack = true;
}, currentAttackCooldown); // Use currentAttackCooldown
}
function updateProjectiles(deltaTime) {
for (var i = projectiles.length - 1; i >= 0; i--) {
var projectile = projectiles[i];
// Update projectile position
var remove = projectile.update(deltaTime);
// Check if projectile has gone off screen or should be removed
if (remove) {
// Remove projectile
projectile.destroy();
projectiles.splice(i, 1);
continue;
}
// Check if projectile hits a monster
var hitMonster = false;
var hitMonsterIndex = -1;
for (var j = 0; j < monsters.length; j++) {
var monster = monsters[j];
if (monster.visible) {
// Get the vector from player to monster in world space
var monsterDx = monster.mapX - player.x;
var monsterDy = monster.mapY - player.y;
// Calculate distance to monster in world space
var monsterDist = Math.sqrt(monsterDx * monsterDx + monsterDy * monsterDy);
// Calculate the projectile's travel distance in world units
var projectileWorldDist = projectile.distance;
// Calculate a hit window that gets smaller as monster is closer
// This is the reverse of what we had before - closer monsters need more precise hits
var depthAccuracy = Math.min(1.0, projectileWorldDist / monsterDist);
// Adjust hit window based on visual size of monster
// Monster scale is determined by height / 100 in renderEntities
var monsterScale = WALL_HEIGHT_FACTOR / (monsterDist * 100);
// Calculate hit window based on screen position and monster size
var screenFactor = 1 - Math.abs(monster.x - projectile.x) / (2048 / 2);
// Calculate hit threshold as difference between projectile world distance and monster distance
// Smaller difference = more likely hit
var distanceDifference = Math.abs(projectileWorldDist - monsterDist);
// Hit if projectile is close enough to monster's actual distance
// AND if projectile is visually aligned with monster on screen
if (distanceDifference < 0.5 && screenFactor > 0.7) {
hitMonster = true;
hitMonsterIndex = j;
break;
}
}
}
// Handle monster hit logic (unchanged)
if (hitMonster && hitMonsterIndex !== -1) {
var monster = monsters[hitMonsterIndex];
var killed = monster.takeDamage();
if (killed) {
// Create particle explosion at monster's world position
createParticleExplosion(monster.mapX, monster.mapY, 250); // Pass world X, Y
map[Math.floor(monster.mapY)][Math.floor(monster.mapX)].removeMonster();
monster.destroy();
monsters.splice(hitMonsterIndex, 1);
player.score += 10;
updateUI();
checkLevelCompletion();
}
projectile.destroy();
projectiles.splice(i, 1);
}
}
}
function checkMonsterCollisions() {
var currentTime = Date.now();
for (var i = 0; i < monsters.length; i++) {
var monster = monsters[i];
var dx = monster.mapX - player.x;
var dy = monster.mapY - player.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 0.5 && monster.canAttack) {
// Player hit by monster
var damageTaken = 1;
if (player.defenseBuffActive) {
damageTaken = 0.5; // Halve damage if defense buff is active
}
player.health -= damageTaken;
updateUI();
// Visual feedback
LK.effects.flashScreen(0xff0000, 300);
// Play sound
LK.getSound('hit').play();
// Push player back slightly
player.x -= dx * 0.3;
player.y -= dy * 0.3;
// Set monster attack on cooldown
monster.canAttack = false;
monster.lastAttackTime = currentTime;
// Reset monster attack after cooldown
LK.setTimeout(function () {
monster.canAttack = true;
}, monster.attackCooldown);
// Visual feedback for monster attack
tween(monster, {
alpha: 0.5
}, {
duration: 200,
onFinish: function onFinish() {
tween(monster, {
alpha: 1
}, {
duration: 200
});
}
});
// Check game over
if (player.health <= 0) {
LK.showGameOver();
}
break;
}
}
}
function checkTreasureCollisions() {
for (var i = treasures.length - 1; i >= 0; i--) {
var treasure = treasures[i];
var dx = treasure.mapX - player.x;
var dy = treasure.mapY - player.y;
var dist = Math.sqrt(dx * dx + dy * dy);
// No auto-collect, handled by interact button
}
}
function checkGateCollision() {
if (!gate) {
return;
}
var dx = gate.mapX - player.x;
var dy = gate.mapY - player.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 0.7) {
// Check if all monsters need to be defeated first
if (monsters.length > 0) {
// Display message that monsters need to be defeated
var warningText = new Text2('Defeat all monsters\nbefore exiting!', {
size: 60,
fill: 0xFF5555
});
warningText.anchor.set(0.5, 0.5);
warningText.x = 2048 / 2;
warningText.y = 2732 / 2;
gameLayer.addChild(warningText);
// Remove text after a few seconds
LK.setTimeout(function () {
warningText.destroy();
}, 2000);
return;
}
// Player reached the gate - complete level
// Play collect sound
LK.getSound('collect').play();
// Add points for completing level
player.score += 50 * player.level;
// Remove gate from map
map[Math.floor(gate.mapY)][Math.floor(gate.mapX)].removeGate();
gate.destroy();
gate = null;
// Level up
player.level++;
storage.level = player.level;
// Restore health
player.health = Math.min(player.health + 2, 5);
// Update UI
updateUI();
// Show level complete with gate messaging
var levelCompleteText = new Text2('Level ' + (player.level - 1) + ' Complete!\nYou found the exit!', {
size: 80,
fill: 0x00FF55
});
levelCompleteText.anchor.set(0.5, 0.5);
levelCompleteText.x = 2048 / 2;
levelCompleteText.y = 2732 / 2;
gameLayer.addChild(levelCompleteText);
// Generate new level after a delay
LK.setTimeout(function () {
levelCompleteText.destroy();
generateMap();
}, 2000);
}
}
function checkLevelCompletion() {
// Level is only considered "complete" if all monsters are defeated
// This allows the gate to activate
if (monsters.length === 0) {
// If gate is not visible, make it pulse more dramatically to draw attention
if (gate) {
tween(gate, {
alpha: 0.2
}, {
duration: 300,
onFinish: function onFinish() {
tween(gate, {
alpha: 1
}, {
duration: 300
});
}
});
// Show hint text
var gateHintText = new Text2('Find the exit gate!', {
size: 60,
fill: 0x00FF55
});
gateHintText.anchor.set(0.5, 0.5);
gateHintText.x = 2048 / 2;
gateHintText.y = 200;
gameLayer.addChild(gateHintText);
// Remove hint after a few seconds
LK.setTimeout(function () {
gateHintText.destroy();
}, 3000);
}
} else {
// Show hint text about defeating monsters first
if (gate && gate.visible && LK.ticks % 300 === 0) {
var monsterHintText = new Text2('Defeat all monsters to activate the exit!', {
size: 60,
fill: 0xFF5555
});
monsterHintText.anchor.set(0.5, 0.5);
monsterHintText.x = 2048 / 2;
monsterHintText.y = 200;
gameLayer.addChild(monsterHintText);
// Remove hint after a few seconds
LK.setTimeout(function () {
monsterHintText.destroy();
}, 3000);
}
}
}
function updateMiniMap() {
// Update player marker position on minimap
playerMarker.x = miniMap.x + player.x * CELL_SIZE * MINI_MAP_SCALE;
playerMarker.y = miniMap.y + player.y * CELL_SIZE * MINI_MAP_SCALE;
// Draw player direction indicator
var dirX = Math.cos(player.dir) * 15;
var dirY = Math.sin(player.dir) * 15;
}
// Game update method
game.update = function () {
var currentTime = Date.now();
var deltaTime = currentTime - lastTime;
lastTime = currentTime;
// Update controls
updateControls();
// Update player
updatePlayerMovement(deltaTime);
// --- Rendering Phase ---
renderableObjects = []; // Clear the list for the current frame
rayCasting(); // Populates renderableObjects with wall strips
renderEntities(); // Populates renderableObjects with dynamic entities
// Sort all collected objects by distance (farthest first)
// This ensures correct Z-ordering.
renderableObjects.sort(function (a, b) {
if (a.distance !== b.distance) {
return b.distance - a.distance; // Farthest objects (larger distance) come first in the array
}
// Tie-breaking for objects at the exact same distance:
// Render walls on top of entities if distances are equal.
// This means entities should come earlier in the sorted list (rendered first).
if (a.type === 'entity' && b.type === 'wall') {
return -1; // Entity (a) comes before wall (b)
}
if (a.type === 'wall' && b.type === 'entity') {
return 1; // Wall (a) comes after entity (b)
}
// For two walls at the same distance, maintain their original screen order (left to right)
if (a.type === 'wall' && b.type === 'wall') {
return a.originalSortOrder - b.originalSortOrder;
}
// For two entities at same distance, or other unhandled ties, default sort behavior (often stable)
return 0;
});
// Clear the main container for 3D scene elements and add sorted objects
dynamicEntitiesContainer.removeChildren();
for (var i = 0; i < renderableObjects.length; i++) {
var ro = renderableObjects[i];
// Only add the object if it's marked as visible.
// Note: ro.object.visible might have been set to false by rayCasting (for empty strips)
// or renderEntities (for occluded/off-FOV entities).
if (ro.object.visible) {
dynamicEntitiesContainer.addChild(ro.object);
}
}
// --- End of Rendering Phase ---
// Update monsters AI and animations
// Monster visibility (ro.object.visible) is now correctly set by renderEntities before this logic.
if (LK.ticks % 15 === 0) {
// Monster movement less frequent
for (var i = 0; i < monsters.length; i++) {
MonsterAI.moveTowardsPlayer(monsters[i], player.x, player.y, map);
}
}
for (var i = 0; i < monsters.length; i++) {
var monster = monsters[i];
// Check if monster is visible (set by renderEntities) and has moved
if (monster.visible && (monster.mapX !== monster.lastMoveX || monster.mapY !== monster.lastMoveY)) {
monster.updateAnimation();
// Store current position for next comparison
monster.lastMoveX = monster.mapX;
monster.lastMoveY = monster.mapY;
}
}
// Update projectiles
updateProjectiles(deltaTime);
// Update particle explosions
particlePoolManager.updateActiveParticles();
};
// Game initialization
setupGame();
// Event handlers
game.down = function (x, y, obj) {
activeControlForGlobalHandlers = null; // Reset at the start of a new touch
var eventObjForAttack = Object.assign({}, obj); // Fresh event object for attack button
eventObjForAttack.stopPropagation = false;
var attackBtn = controlButtons.attack;
var attackBtnLocalX = x - attackBtn.x;
var attackBtnLocalY = y - attackBtn.y;
// Use the same generous hit radius as in the original code
var attackBtnHitRadius = 150 * 3.5;
var attackBtnDistSq = attackBtnLocalX * attackBtnLocalX + attackBtnLocalY * attackBtnLocalY;
if (attackBtnDistSq <= attackBtnHitRadius * attackBtnHitRadius) {
activeControlForGlobalHandlers = attackBtn;
attackBtn.down(attackBtnLocalX, attackBtnLocalY, eventObjForAttack);
// If the touch is within the attack button's area, it's considered handled by the attack button,
// regardless of whether it internally decided to stop propagation (e.g. attack on cooldown).
// This prevents the joystick from also processing this touch.
return;
}
// If we reach here, the touch was NOT on the attack button.
// Now check for joystick interaction using original quadrant check.
var joystick = controlButtons.joystick;
if (x < 800 && y > 2732 - 800) {
activeControlForGlobalHandlers = joystick;
var eventObjForJoystick = Object.assign({}, obj); // Fresh event object for joystick
eventObjForJoystick.stopPropagation = false;
// Pass local coordinates to joystick.down
joystick.down(x - joystick.x, y - joystick.y, eventObjForJoystick);
}
};
game.up = function (x, y, obj) {
if (activeControlForGlobalHandlers === controlButtons.attack) {
var attackBtnLocalX = x - controlButtons.attack.x;
var attackBtnLocalY = y - controlButtons.attack.y;
controlButtons.attack.up(attackBtnLocalX, attackBtnLocalY, obj);
} else if (activeControlForGlobalHandlers === controlButtons.joystick) {
// Only call joystick.up if the joystick itself believes it's active
if (controlButtons.joystick.active) {
var joystickLocalX = x - controlButtons.joystick.x;
var joystickLocalY = y - controlButtons.joystick.y;
controlButtons.joystick.up(joystickLocalX, joystickLocalY, obj);
}
}
activeControlForGlobalHandlers = null; // Reset after touch ends
};
game.move = function (x, y, obj) {
// Handle general screen move
if (activeControlForGlobalHandlers === controlButtons.joystick) {
// Only call joystick.move if the joystick itself believes it's active
if (controlButtons.joystick.active) {
var joystickLocalX = x - controlButtons.joystick.x;
var joystickLocalY = y - controlButtons.joystick.y;
controlButtons.joystick.move(joystickLocalX, joystickLocalY, obj);
}
}
// Attack button doesn't typically have a .move action, so no changes needed for it here.
};
var MonsterAI = {
moveTowardsPlayer: function moveTowardsPlayer(monster, playerX, playerY, map) {
var monsterX = monster.mapX;
var monsterY = monster.mapY;
var dxToPlayer = playerX - monsterX;
var dyToPlayer = playerY - monsterY;
var distToPlayer = Math.sqrt(dxToPlayer * dxToPlayer + dyToPlayer * dyToPlayer);
// Only chase if within aggro range
if (distToPlayer > MONSTER_AGGRO_RANGE) {
return;
}
// Check if player is visible using ray casting
var rayHit = castRayToPoint(monsterX, monsterY, playerX, playerY);
if (rayHit.hit && rayHit.dist < distToPlayer - 0.5) {
// Wall is blocking line of sight, monster should stop or attempt alternative pathing.
// For now, stopping if direct LOS is blocked.
return;
}
// Maintain optimal distance from player
if (distToPlayer < MIN_MONSTER_PLAYER_DISTANCE) {
// Monster is too close, stop.
return;
} else if (distToPlayer <= MAX_MONSTER_PLAYER_ENGAGEMENT_DISTANCE) {
// Monster is within ideal engagement range, stop.
return;
}
// If monster is further than MAX_MONSTER_PLAYER_ENGAGEMENT_DISTANCE (but within AGGRO_RANGE and has LOS),
// it will proceed to move towards the player.
var moveSpeed = 0.2; // Monster movement speed
var dirX = 0;
var dirY = 0;
if (distToPlayer > 0) {
// Avoid division by zero if already at player (though other checks should prevent this)
dirX = dxToPlayer / distToPlayer;
dirY = dyToPlayer / distToPlayer;
}
var potentialNewX = monsterX + dirX * moveSpeed;
var potentialNewY = monsterY + dirY * moveSpeed;
// Try direct move first
if (canMonsterMoveTo(potentialNewX, potentialNewY, monster)) {
updateMonsterPosition(monster, potentialNewX, potentialNewY);
} else {
// Collision or too close to wall, try sliding
var slid = false;
// Try X-only movement
if (dirX !== 0 && canMonsterMoveTo(potentialNewX, monsterY, monster)) {
updateMonsterPosition(monster, potentialNewX, monsterY);
slid = true;
}
// Try Y-only movement (only if X-only didn't work or Y component is significant)
if (!slid && dirY !== 0 && canMonsterMoveTo(monsterX, potentialNewY, monster)) {
updateMonsterPosition(monster, monsterX, potentialNewY);
slid = true;
}
// If still no move (e.g. stuck in a corner), it will just stay put for this tick.
// More advanced pathfinding could be added here if needed.
}
}
};
function ensureMapConnectivity() {
// Flood fill from player starting position to check accessibility
var visited = [];
for (var y = 0; y < MAP_SIZE; y++) {
visited[y] = [];
for (var x = 0; x < MAP_SIZE; x++) {
visited[y][x] = false;
}
}
var queue = [];
// Start from player position (1,1)
queue.push({
x: 1,
y: 1
});
visited[1][1] = true;
// Perform flood fill
while (queue.length > 0) {
var current = queue.shift();
var x = current.x;
var y = current.y;
// Check all four neighbors
var neighbors = [{
x: x + 1,
y: y
}, {
x: x - 1,
y: y
}, {
x: x,
y: y + 1
}, {
x: x,
y: y - 1
}];
for (var i = 0; i < neighbors.length; i++) {
var nx = neighbors[i].x;
var ny = neighbors[i].y;
// Check if neighbor is valid and not visited
if (nx >= 0 && nx < MAP_SIZE && ny >= 0 && ny < MAP_SIZE && map[ny][nx].type === 0 && !visited[ny][nx]) {
visited[ny][nx] = true;
queue.push({
x: nx,
y: ny
});
}
}
}
// Check for unreachable areas and create paths to them
for (var y = 1; y < MAP_SIZE - 1; y++) {
for (var x = 1; x < MAP_SIZE - 1; x++) {
// If it's a floor tile but wasn't visited, it's unreachable
if (map[y][x].type === 0 && !visited[y][x]) {
// Find the nearest accessible cell
var nearestX = -1;
var nearestY = -1;
var minDist = MAP_SIZE * MAP_SIZE;
for (var cy = 1; cy < MAP_SIZE - 1; cy++) {
for (var cx = 1; cx < MAP_SIZE - 1; cx++) {
if (visited[cy][cx]) {
var dist = (cx - x) * (cx - x) + (cy - y) * (cy - y);
if (dist < minDist) {
minDist = dist;
nearestX = cx;
nearestY = cy;
}
}
}
}
// Create a path from the unreachable area to the nearest accessible area
if (nearestX !== -1) {
createPath(x, y, nearestX, nearestY);
// Update visited map by doing a mini flood fill from this newly connected point
var pathQueue = [{
x: x,
y: y
}];
visited[y][x] = true;
while (pathQueue.length > 0) {
var current = pathQueue.shift();
var px = current.x;
var py = current.y;
var pathNeighbors = [{
x: px + 1,
y: py
}, {
x: px - 1,
y: py
}, {
x: px,
y: py + 1
}, {
x: px,
y: py - 1
}];
for (var j = 0; j < pathNeighbors.length; j++) {
var nx = pathNeighbors[j].x;
var ny = pathNeighbors[j].y;
if (nx >= 0 && nx < MAP_SIZE && ny >= 0 && ny < MAP_SIZE && map[ny][nx].type === 0 && !visited[ny][nx]) {
visited[ny][nx] = true;
pathQueue.push({
x: nx,
y: ny
});
}
}
}
}
}
}
}
}
function createPath(startX, startY, endX, endY) {
// Determine direction (horizontal or vertical first)
if (Math.random() < 0.5) {
// Horizontal first, then vertical
var x = startX;
while (x !== endX) {
x += x < endX ? 1 : -1;
if (map[startY][x].type === 1) {
map[startY][x].setType(0); // Convert wall to floor
}
}
var y = startY;
while (y !== endY) {
y += y < endY ? 1 : -1;
if (map[y][endX].type === 1) {
map[y][endX].setType(0); // Convert wall to floor
}
}
} else {
// Vertical first, then horizontal
var y = startY;
while (y !== endY) {
y += y < endY ? 1 : -1;
if (map[y][startX].type === 1) {
map[y][startX].setType(0); // Convert wall to floor
}
}
var x = startX;
while (x !== endX) {
x += x < endX ? 1 : -1;
if (map[endY][x].type === 1) {
map[endY][x].setType(0); // Convert wall to floor
}
}
}
} ===================================================================
--- original.js
+++ change.js
@@ -854,70 +854,62 @@
});
var RaycastStrip = Container.expand(function () {
var self = Container.call(this);
var activeWallSprite = null; // The currently displayed wall sprite instance
- var currentTileAssetName = null; // Stores the asset name of activeWallSprite, e.g., "walltile5"
+ var activeWallSpriteTextureId = null; // Stores the asset name of the activeWallSprite's current texture
self.updateStrip = function (stripWidth, wallHeight, stripIdx, wallType, distance, textureX, side, tileIndex) {
- // self.x is now set in rayCasting for correct centering; do not set here
- // Validate tileIndex before constructing asset name
+ // self.x is set in rayCasting for correct centering.
if (tileIndex < 1 || tileIndex > 64 || isNaN(tileIndex)) {
- console.error("RaycastStrip: Invalid tileIndex received: " + tileIndex + ". Clearing strip.");
- self.clearStrip(); // Clear the strip if tileIndex is invalid
+ console.error("RaycastStrip: Invalid tileIndex: " + tileIndex + ". Clearing strip.");
+ self.clearStrip();
return;
}
var newTileAssetName = 'walltile' + tileIndex;
- // If the current sprite is active but not the correct type for the new tileIndex, release it.
- if (activeWallSprite && currentTileAssetName !== newTileAssetName) {
- wallSpritePoolManager.releaseSprite(activeWallSprite, currentTileAssetName);
- self.removeChild(activeWallSprite); // Detach from this strip's container
- activeWallSprite = null;
- currentTileAssetName = null; // Clear current asset name
- }
- // If no sprite is active (either first time, or after releasing/clearing), get one from the pool.
- if (!activeWallSprite) {
+ if (!activeWallSprite || activeWallSpriteTextureId !== newTileAssetName) {
+ // Need a new sprite instance or new texture for the current instance.
+ if (activeWallSprite) {
+ // Release the old sprite if it exists.
+ wallSpritePoolManager.releaseSprite(activeWallSprite);
+ self.removeChild(activeWallSprite);
+ // activeWallSprite will be replaced or re-assigned by getSprite.
+ }
activeWallSprite = wallSpritePoolManager.getSprite(newTileAssetName);
if (activeWallSprite) {
- self.addChild(activeWallSprite); // Add the new/reused sprite to this strip's container
- currentTileAssetName = newTileAssetName;
+ self.addChild(activeWallSprite);
+ activeWallSpriteTextureId = newTileAssetName; // Update local texture tracker
} else {
- // This can happen if wallSpritePoolManager.getSprite returns null (e.g., invalid asset name)
console.error("RaycastStrip: Failed to get sprite for " + newTileAssetName + " from pool.");
- self.clearStrip(); // Ensure strip is clean if sprite acquisition fails
- return; // Cannot render this strip without a sprite
+ // If getSprite failed, ensure activeWallSprite is null and clear tracker.
+ activeWallSprite = null;
+ activeWallSpriteTextureId = null;
+ // Optionally, make the strip container invisible or handle error.
+ // self.visible = false; // Example: hide the strip
+ return; // Cannot render this strip without a sprite.
}
}
- // Configure the active sprite's properties (position, size, appearance)
+ // At this point, activeWallSprite is valid and should have the correct texture.
+ // Configure the active sprite's properties:
activeWallSprite.width = stripWidth;
activeWallSprite.height = wallHeight;
- // Position sprite relative to the RaycastStrip container's origin
- activeWallSprite.x = 0;
- activeWallSprite.y = (2732 - wallHeight) / 2; // Vertically center the wall segment
- // Apply distance-based shading
+ activeWallSprite.x = 0; // Position relative to RaycastStrip container
+ activeWallSprite.y = (2732 - wallHeight) / 2; // Vertically center
var shade = Math.max(0.3, 1 - distance / MAX_RENDER_DISTANCE);
if (side === 1) {
- // Conventionally, side 1 walls (e.g., horizontal, further from light) are darker
+ // Darken side walls
shade *= 0.7;
}
activeWallSprite.alpha = shade;
- activeWallSprite.visible = true; // Ensure the sprite is visible
+ activeWallSprite.visible = true;
};
- // Clears the strip by releasing its active sprite back to the pool.
self.clearStrip = function () {
if (activeWallSprite) {
- wallSpritePoolManager.releaseSprite(activeWallSprite, currentTileAssetName);
- self.removeChild(activeWallSprite); // Detach from container
+ wallSpritePoolManager.releaseSprite(activeWallSprite);
+ self.removeChild(activeWallSprite);
activeWallSprite = null;
- currentTileAssetName = null;
+ activeWallSpriteTextureId = null; // Clear local texture tracker
}
- // Optionally, could make the RaycastStrip container itself invisible:
- // self.visible = false;
- // But simply having no visible children often suffices.
+ // self.visible = false; // Making the strip container invisible if it's empty
};
- // Note: LK's game reset mechanism (re-initializing Game class) typically handles
- // destruction of game objects. If RaycastStrip instances were managed in a way
- // that required manual cleanup of their sprites before game reset, a specific
- // destroy method could be added here. For now, clearStrip and parent destruction
- // should manage pooled sprites correctly.
return self;
});
var Treasure = Container.expand(function () {
var self = Container.call(this);
@@ -960,89 +952,95 @@
* Game Code
****/
var dynamicEntitiesContainer;
var wallSpritePoolManager = {
- pools: function () {
- // IIFE to pre-populate pools for each wall tile type, with a fixed number of pre-allocated sprites
- var p = {};
- var PREALLOCATE_PER_TILE = 48; // Increased from 12 to reduce pop-in by having more sprites readily available
- for (var i = 1; i <= 64; i++) {
- var assetName = 'walltile' + i;
- p[assetName] = [];
- for (var j = 0; j < PREALLOCATE_PER_TILE; j++) {
- var sprite = LK.getAsset(assetName, {
- anchorX: 0,
- anchorY: 0,
- visible: false
- });
- p[assetName].push(sprite);
+ spritePool: [],
+ // Flat array of ALL sprites (pre-allocated and on-demand)
+ availableSprites: [],
+ // Array acting as a stack for available sprites.
+ preallocatedSpriteCount: 300,
+ // Target number of pre-allocated sprites
+ initialize: function initialize() {
+ this.spritePool = [];
+ this.availableSprites = [];
+ var initialTextureId = 'walltile1'; // A default valid texture for initialization
+ for (var i = 0; i < this.preallocatedSpriteCount; i++) {
+ var sprite = LK.getAsset(initialTextureId, {
+ anchorX: 0,
+ anchorY: 0,
+ visible: false
+ });
+ if (!sprite) {
+ console.error("WallSpritePoolManager: Failed to pre-allocate a sprite with " + initialTextureId);
+ continue;
}
+ // Store current texture ID on the sprite for efficient texture swapping checks
+ sprite.currentTextureId = initialTextureId;
+ this.spritePool.push(sprite);
+ this.availableSprites.push(sprite); // Add to available stack
}
- return p;
- }(),
+ },
getSprite: function getSprite(tileAssetName) {
- // Validate tileAssetName and ensure its pool exists
- if (!this.pools[tileAssetName]) {
- var isValidTile = tileAssetName && tileAssetName.startsWith('walltile');
- var tileNumStr = isValidTile ? tileAssetName.substring(8) : "";
- var tileNum = parseInt(tileNumStr);
- isValidTile = isValidTile && !isNaN(tileNum) && tileNum >= 1 && tileNum <= 64;
- if (isValidTile) {
- this.pools[tileAssetName] = []; // Create pool if valid but missing
- console.warn("WallSpritePoolManager: Created pool on-the-fly for: " + tileAssetName);
- } else {
- console.error("WallSpritePoolManager: Attempted to get sprite for invalid asset name: " + tileAssetName);
- return null; // Invalid asset name, cannot provide a sprite
+ var sprite = null;
+ if (this.availableSprites.length > 0) {
+ sprite = this.availableSprites.pop(); // Get from stack
+ // Ensure this reused sprite has the correct texture.
+ if (sprite.currentTextureId !== tileAssetName) {
+ var newTextureProviderAsset = LK.getAsset(tileAssetName, {});
+ if (newTextureProviderAsset && typeof newTextureProviderAsset.texture !== 'undefined') {
+ // Assuming sprite.texture can be directly assigned the texture from another asset.
+ sprite.texture = newTextureProviderAsset.texture;
+ sprite.currentTextureId = tileAssetName;
+ } else {
+ console.error("WallSpritePoolManager: Failed to get texture for " + tileAssetName + " to swap on reused sprite. Sprite will have old texture: " + sprite.currentTextureId);
+ // If texture swapping fails, the sprite will retain its old texture. This might lead to visual errors.
+ // A more robust solution might involve returning this sprite to the pool and creating a new one,
+ // but that complicates the pool logic and might defeat the purpose of reuse in error cases.
+ }
}
- }
- if (this.pools[tileAssetName].length > 0) {
- var sprite = this.pools[tileAssetName].pop();
- // Sprites are now cleaned on release, so no need to reset alpha/scale here.
- // anchorX, anchorY are set at initial LK.getAsset and should persist.
- // Visibility will be managed by RaycastStrip.
- return sprite;
} else {
- // Pool is empty, create a new sprite on demand and return it
- var newSprite = LK.getAsset(tileAssetName, {
+ // Pool is empty, create a new sprite on demand, already with the correct texture.
+ sprite = LK.getAsset(tileAssetName, {
anchorX: 0,
anchorY: 0,
- visible: false
+ visible: false // RaycastStrip will manage visibility
});
- return newSprite;
+ if (!sprite) {
+ console.error("WallSpritePoolManager: Failed to create new sprite on demand for " + tileAssetName);
+ return null; // Cannot provide a sprite if asset creation fails
+ }
+ sprite.currentTextureId = tileAssetName; // Set its texture ID
+ this.spritePool.push(sprite); // Add to master list of all sprites
}
+ // Reset common properties to a known state before returning
+ sprite.visible = false;
+ sprite.alpha = 1.0;
+ sprite.scale.set(1.0, 1.0);
+ sprite.x = 0;
+ sprite.y = 0;
+ sprite.rotation = 0;
+ return sprite;
},
- releaseSprite: function releaseSprite(sprite, tileAssetName) {
- if (!sprite || !tileAssetName) {
- console.error("WallSpritePoolManager: Invalid sprite or tileAssetName for release.");
+ releaseSprite: function releaseSprite(sprite) {
+ if (!sprite) {
+ // console.warn("WallSpritePoolManager: Attempted to release an invalid (null/undefined) sprite.");
return;
}
- // Validate tileAssetName and ensure its pool exists for release
- if (!this.pools[tileAssetName]) {
- var isValidTile = tileAssetName && tileAssetName.startsWith('walltile');
- var tileNumStr = isValidTile ? tileAssetName.substring(8) : "";
- var tileNum = parseInt(tileNumStr);
- isValidTile = isValidTile && !isNaN(tileNum) && tileNum >= 1 && tileNum <= 64;
- if (isValidTile) {
- this.pools[tileAssetName] = []; // Create pool if valid but missing
- console.warn("WallSpritePoolManager: Releasing sprite to a newly created pool for: " + tileAssetName);
- } else {
- console.error("WallSpritePoolManager: Attempted to release sprite for invalid asset name: " + tileAssetName);
- // If not pooling (e.g. invalid asset), it might need explicit destruction.
- // However, standard behavior is just not to pool it.
- return;
- }
- }
- // Sprite is assumed to be already removed from its parent by RaycastStrip.
- // Thoroughly reset sprite properties to a clean state:
+ // Reset sprite properties to a clean state for reuse
sprite.visible = false;
sprite.alpha = 1.0;
sprite.scale.set(1.0, 1.0);
sprite.rotation = 0;
sprite.x = 0;
sprite.y = 0;
- // sprite.tint = 0xFFFFFF; // Reset tint if it were used on these sprites
- // Always push to pool, even if pool is larger than preallocated
- this.pools[tileAssetName].push(sprite);
+ // sprite.tint = 0xFFFFFF; // Reset tint if it were ever used on these sprites
+ this.availableSprites.push(sprite); // Add back to available stack
+ },
+ // The reset method is mostly for conceptual completeness if the manager's lifecycle was different.
+ // In LK, game resets typically re-run gamecode.js, re-initializing this object literal and its state.
+ // The initialize() method effectively serves as the reset mechanism when setupGame() is called.
+ reset: function reset() {
+ this.initialize(); // Re-initializes the pool to its default pre-allocated state.
}
};
// Game constants
var MAP_SIZE = 16;
@@ -1197,8 +1195,10 @@
game.addChild(handLayer);
// Create the floor/ceiling caster first (should be below walls)
floorCaster = new FloorCaster();
gameLayer.addChild(floorCaster);
+ // Initialize the wall sprite pool manager
+ wallSpritePoolManager.initialize();
// Create the rayCast view container
// rayCastView = new Container(); // rayCastView is no longer used to hold strips directly
// gameLayer.addChild(rayCastView); // No longer add rayCastView if it's not used for strips
// Initialize wallSegments array to hold RaycastStrip instances
Fullscreen modern App Store landscape banner, 16:9, high definition, for a game titled "RayCaster Dungeon Crawler" and with the description "A first-person dungeon crawler using ray casting technology to create a pseudo-3D experience. Navigate maze-like dungeons, defeat monsters, and collect treasures as you explore increasingly challenging levels with authentic retro visuals.". No text on banner!
Tan wall. In-Game asset. 2d. High contrast. No shadows
A blue glowing orb of magic. Pixel art. In-Game asset. 2d. High contrast. No shadows
A tile of grey and mossy dungeon stone floor. Pixel art.. In-Game asset. 2d. High contrast. No shadows
Arm up in the air.
A unlit metal cage sconce like you find on a dungeon wall. White candle inside. Pixel art.. In-Game asset. 2d. High contrast. No shadows
A white spider web. Pixelated retro.. In-Game asset. 2d. High contrast. No shadows
A round fireball projectile. Straight on view as if it’s coming straight towards the camera. Retro pixel art.. In-Game asset. 2d. High contrast. No shadows
A stone staircase icon. Side profile. Pixel art.. In-Game asset. 2d. High contrast. No shadows
Pixel art logo for a game called ‘Demon’s Depths’. Big demon head with the title of the game split on top and bottom. The words are made of flame. White background In-Game asset. 2d. High contrast. No shadows
Background image of gate leading into a dark dungeon. Walls are grey and mossy stones. Retro pixel art.. In-Game asset. 2d. High contrast. No shadows
SVG made of grey stone bricks that says ‘Enter’. Retro pixel art. In-Game asset. 2d. High contrast. No shadows
dungeon
Music
playerprojectile
Sound effect
wallhit
Sound effect
walk
Sound effect
impCry
Sound effect
playerhurt
Sound effect
enemyexplosion
Sound effect
pixeldrop
Sound effect
eyeball
Sound effect
treasureopen
Sound effect
fountainsplash
Sound effect
powerup
Sound effect
ogre
Sound effect
fireball
Sound effect
bosschant
Sound effect
demonlaugh
Sound effect