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The decorations don’t seem to be working. How come treasure chests show up but no spider webs?
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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.
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Sometimes when a player is loaded into a map, they are stuck and cannot move. Analyze and provide fix
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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.
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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.
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Analyze and Improve the efficiency of the wallspritepoolmanager
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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.
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Do not spawn treasure at the same location as the player.
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Treasure should only spawn in dead end areas. And reduce number of treasure per level to 1-4.
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Combine the scaling and rising animation for powerups and slow the animation down. A but
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Powerups should animate higher from the chest and then bob up and down in midair
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Powerups are no longer collectible by collision. They must have interact button pressed the same as chests.
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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
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I’m not seeing any power ups animating from chests. Analyze and fix.
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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
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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.
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Modify treasure placement to prefer dead ends/alcoves and center treasures within their cells.
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Let’s create a powerup collection system using the powerup, speedup, defense up and lifeup assets.
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Add a light grey tint to the treasure.
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Fix entity layering to allow corners to partially block monsters and treasures if they haven’t passed the wall coordinates.
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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
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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
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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 DecorationManager = Container.expand(function () { var self = Container.call(this); self.decorations = []; self.clearDecorations = function () { for (var i = 0; i < self.decorations.length; i++) { var deco = self.decorations[i]; // Clear from map cell if it was marked if (map && map[Math.floor(deco.mapY)] && map[Math.floor(deco.mapY)][Math.floor(deco.mapX)]) { if (map[Math.floor(deco.mapY)][Math.floor(deco.mapX)].decoration === deco) { map[Math.floor(deco.mapY)][Math.floor(deco.mapX)].decoration = null; } } if (deco.parent) { deco.parent.removeChild(deco); } deco.destroy(); } self.decorations = []; }; self.placeDecorations = function (currentMap, currentPlayer) { self.clearDecorations(); // Clear any old decorations first var mapData = currentMap; var playerObj = currentPlayer; var maxWebs = 2 + Math.floor(Math.random() * 3); // Place 2-4 webs var websPlaced = 0; for (var attempts = 0; attempts < 150 && websPlaced < maxWebs; attempts++) { var x = Math.floor(Math.random() * (MAP_SIZE - 2)) + 1; // Avoid map borders for anchor cell var y = Math.floor(Math.random() * (MAP_SIZE - 2)) + 1; if (mapData[y][x].type === 0 && // Must be a floor cell !mapData[y][x].monster && !mapData[y][x].treasure && !mapData[y][x].gate && !mapData[y][x].decoration && // Cell not already used for a decoration !(Math.floor(playerObj.x) === x && Math.floor(playerObj.y) === y)) { // Not player spawn var neighbors = [{ dx: 0, dy: -1, wallSide: 'N', rotation: 0 }, // Wall to North, web top points North { dx: 1, dy: 0, wallSide: 'E', rotation: Math.PI / 2 }, // Wall to East, web top points East { dx: 0, dy: 1, wallSide: 'S', rotation: Math.PI }, // Wall to South, web top points South { dx: -1, dy: 0, wallSide: 'W', rotation: -Math.PI / 2 } // Wall to West, web top points West ]; var adjacentWalls = []; for (var i = 0; i < neighbors.length; i++) { var nx = x + neighbors[i].dx; var ny = y + neighbors[i].dy; if (nx >= 0 && nx < MAP_SIZE && ny >= 0 && ny < MAP_SIZE && mapData[ny][nx].type === 1) { adjacentWalls.push(neighbors[i]); } } if (adjacentWalls.length > 0) { var web = new SpiderWeb(); web.mapX = x + 0.5; // Center of the floor cell web.mapY = y + 0.5; if (adjacentWalls.length === 1) { // Against a single flat wall web.rotation = adjacentWalls[0].rotation; } else { // Corner (2 or more adjacent walls) // Example: NW corner (North wall, West wall) var hasN = adjacentWalls.some(function (w) { return w.wallSide === 'N'; }); var hasS = adjacentWalls.some(function (w) { return w.wallSide === 'S'; }); var hasW = adjacentWalls.some(function (w) { return w.wallSide === 'W'; }); var hasE = adjacentWalls.some(function (w) { return w.wallSide === 'E'; }); if (hasN && hasW) web.rotation = -Math.PI / 4; // NW Corner else if (hasN && hasE) web.rotation = Math.PI / 4; // NE Corner else if (hasS && hasW) web.rotation = -3 * Math.PI / 4; // SW Corner else if (hasS && hasE) web.rotation = 3 * Math.PI / 4; // SE Corner else web.rotation = adjacentWalls[0].rotation; // Fallback to first wall } self.decorations.push(web); mapData[y][x].decoration = web; // Mark cell websPlaced++; } } } }; 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.decoration = null; // Property to hold a reference to a decoration 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.decoration) { 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 currentTileIndex = null; // Stores the numeric index of activeWallSprite, e.g., 5 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 (already a number) if (tileIndex < 1 || tileIndex > 64 || !Number.isInteger(tileIndex)) { console.error("RaycastStrip: Invalid tileIndex received: " + tileIndex + ". Clearing strip."); self.clearStrip(); // Clear the strip if tileIndex is invalid return; } // var newTileAssetName = 'walltile' + tileIndex; // No longer needed here // If the current sprite is active but not the correct type for the new tileIndex, release it. if (activeWallSprite && currentTileIndex !== tileIndex) { // Compare numeric indices wallSpritePoolManager.releaseSprite(activeWallSprite, currentTileIndex); // Pass numeric index self.removeChild(activeWallSprite); // Detach from this strip's container activeWallSprite = null; currentTileIndex = null; // Clear current numeric index } // If no sprite is active (either first time, or after releasing/clearing), get one from the pool. if (!activeWallSprite) { activeWallSprite = wallSpritePoolManager.getSprite(tileIndex); // Pass numeric index if (activeWallSprite) { self.addChild(activeWallSprite); // Add the new/reused sprite to this strip's container currentTileIndex = tileIndex; // Store numeric index } else { // This can happen if wallSpritePoolManager.getSprite returns null console.error("RaycastStrip: Failed to get sprite for tileIndex " + tileIndex + " from pool."); self.clearStrip(); // Ensure strip is clean if sprite acquisition fails return; // Cannot render this strip without a sprite } } // Configure the active sprite's properties (position, size, appearance) 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 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 shade *= 0.7; } activeWallSprite.alpha = shade; activeWallSprite.visible = true; // Ensure the sprite is visible }; // Clears the strip by releasing its active sprite back to the pool. self.clearStrip = function () { if (activeWallSprite && typeof currentTileIndex === 'number') { // Check if currentTileIndex is valid wallSpritePoolManager.releaseSprite(activeWallSprite, currentTileIndex); // Pass numeric index self.removeChild(activeWallSprite); // Detach from container activeWallSprite = null; currentTileIndex = null; } // Optionally, could make the RaycastStrip container itself invisible: // self.visible = false; // But simply having no visible children often suffices. }; // 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 SpiderWeb = Container.expand(function () { var self = Container.call(this); var webSprite = self.attachAsset('spiderweb', { // Asset ID: 682c87a4a922f1c4c4ea9c7b anchorX: 0.5, anchorY: 0.5 // Anchor at center }); webSprite.alpha = 0.8; // Make webs slightly transparent self.mapX = 0; self.mapY = 0; // self.mapZ could be used if webs had varying heights, but Y positioning in renderEntities will handle this. // Rotation will be set by DecorationManager based on placement. // No specific update logic needed per frame for a static web. 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 = { pools: function () { // IIFE to pre-populate pools for each wall tile type, using numeric keys. var p = {}; var PREALLOCATE_PER_TILE = 48; // Increased from 12 to reduce pop-in for (var i = 1; i <= 64; i++) { // Numeric index for pool key var assetNameForLK = 'walltile' + i; // String name for LK.getAsset var tilePool = []; // Cache the array for this specific tile index p[i] = tilePool; // Use numeric index i as the key for (var j = 0; j < PREALLOCATE_PER_TILE; j++) { var sprite = LK.getAsset(assetNameForLK, { // Use string name for LK anchorX: 0, anchorY: 0, visible: false }); tilePool.push(sprite); // Push to the cached array } } return p; }(), getSprite: function getSprite(tileIndex) { // Parameter is now tileIndex (number) // Validate tileIndex and ensure its pool exists if (!this.pools[tileIndex]) { var isValidTile = Number.isInteger(tileIndex) && tileIndex >= 1 && tileIndex <= 64; if (isValidTile) { this.pools[tileIndex] = []; // Create pool if valid but missing console.warn("WallSpritePoolManager: Created pool on-the-fly for tile index: " + tileIndex); } else { console.error("WallSpritePoolManager: Attempted to get sprite for invalid tile index: " + tileIndex); return null; // Invalid tile index } } var pool = this.pools[tileIndex]; if (pool.length > 0) { var sprite = pool.pop(); return sprite; } else { // Pool is empty, create a new sprite on demand // Need to construct the string asset name for LK.getAsset var assetNameForLK = 'walltile' + tileIndex; var newSprite = LK.getAsset(assetNameForLK, { anchorX: 0, anchorY: 0, visible: false }); return newSprite; } }, releaseSprite: function releaseSprite(sprite, tileIndex) { // Parameter is now tileIndex (number) if (!sprite || typeof tileIndex !== 'number') { console.error("WallSpritePoolManager: Invalid sprite or tileIndex for release. tileIndex: " + tileIndex); return; } // Validate tileIndex and ensure its pool exists for release if (!this.pools[tileIndex]) { var isValidTile = Number.isInteger(tileIndex) && tileIndex >= 1 && tileIndex <= 64; if (isValidTile) { this.pools[tileIndex] = []; // Create pool if valid but missing console.warn("WallSpritePoolManager: Releasing sprite to a newly created pool for tile index: " + tileIndex); } else { console.error("WallSpritePoolManager: Attempted to release sprite for invalid tile index: " + tileIndex); return; } } // Sprite is assumed to be already removed from its parent by RaycastStrip. // Thoroughly reset sprite properties to a clean state: 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 this.pools[tileIndex].push(sprite); } }; // 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 decorationManager; // Declare decoration manager instance 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); // 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(); // Initialize Decoration Manager decorationManager = new DecorationManager(); // 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(); } 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 position will be set later // player.y = margin + 1.5; // Player position will be set later // player.dir = 0;//{8K} // Player position will be set later } 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 position will be set later // player.y = arenaMargin + 1.5; // Player position will be set later // player.dir = 0;//{9M} // Player position will be set later } // 4. Ensure all parts of the map are connected after generation (for all types) ensureMapConnectivity(); // --- Player Spawn Logic --- var intendedPlayerX, intendedPlayerY; if (mapType === 0) { // Maze intendedPlayerX = 1.5; intendedPlayerY = 1.5; } else if (mapType === 1) { // Arena var margin = 2; // Variable 'margin' is defined in the Arena mapType block intendedPlayerX = margin + 1.5; intendedPlayerY = margin + 1.5; } else { // Mixed (mapType === 2) var arenaMargin = 4; // Variable 'arenaMargin' is defined in the Mixed mapType block intendedPlayerX = arenaMargin + 1.5; intendedPlayerY = arenaMargin + 1.5; } var spawnIsValid = false; // Check if intendedPlayerX/Y are within map cell indices for array access var intendedCellX = Math.floor(intendedPlayerX); var intendedCellY = Math.floor(intendedPlayerY); if (intendedCellX >= 0 && intendedCellX < MAP_SIZE && intendedCellY >= 0 && intendedCellY < MAP_SIZE) { if (map[intendedCellY][intendedCellX].type === 0 && getDistanceToNearestWall(intendedPlayerX, intendedPlayerY) >= WALL_BUFFER) { spawnIsValid = true; player.x = intendedPlayerX; player.y = intendedPlayerY; } } if (!spawnIsValid) { console.warn("Intended player spawn point was invalid. Searching for an alternative..."); var alternativeSpawns = []; // Search the entire map, excluding borders, for a valid spawn point for (var y_scan = 1; y_scan < MAP_SIZE - 1; y_scan++) { for (var x_scan = 1; x_scan < MAP_SIZE - 1; x_scan++) { var currentSpawnCandidateX = x_scan + 0.5; var currentSpawnCandidateY = y_scan + 0.5; if (map[y_scan][x_scan].type === 0 && getDistanceToNearestWall(currentSpawnCandidateX, currentSpawnCandidateY) >= WALL_BUFFER) { alternativeSpawns.push({ x: currentSpawnCandidateX, y: currentSpawnCandidateY }); } } } if (alternativeSpawns.length > 0) { var randomIndex = Math.floor(Math.random() * alternativeSpawns.length); player.x = alternativeSpawns[randomIndex].x; player.y = alternativeSpawns[randomIndex].y; console.log("Player spawn adjusted to a valid alternative: (" + player.x + ", " + player.y + ")"); } else { // This is a critical failure case - no valid spawn point found anywhere. // Default to a common, possibly unsafe, point and log an error. console.error("CRITICAL: No valid player spawn point found anywhere in the map. Defaulting to (1.5, 1.5). Player may be stuck."); player.x = 1.5; player.y = 1.5; } } player.dir = 0; // Ensure player direction is reset // --- End Player Spawn Logic --- // 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(); // Place decorations if (decorationManager) { decorationManager.placeDecorations(map, player); } // 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); } if (decorationManager && decorationManager.decorations) { allDynamicEntities = allDynamicEntities.concat(decorationManager.decorations); } // 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 canSeeEntity = false; if (entity instanceof SpiderWeb) { // For spiderwebs, if they are in FOV and range, assume they are visible // as they are attached to walls/ceilings. The standard LOS check to their // floor-based mapX/mapY anchor point isn't appropriate for their visual height. canSeeEntity = true; } else { 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) { canSeeEntity = true; } } if (canSeeEntity) { 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; // treasure y } 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 if (entity instanceof SpiderWeb) { // Spiderwebs are high, near the ceiling. 'height' is perceived wall height. // Position its center slightly below the ceiling line. entity.y = 2732 / 2 - height * 0.35; // Center of web is 35% of wall height above horizon } 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, SpiderWeb } // 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 depth difference: projectile must be at a similar depth to the monster. var distanceDifference = Math.abs(projectileWorldDist - monsterDist); var depthHit = distanceDifference < 0.5; // Projectile within 0.5 world units of monster's depth. // Calculate horizontal collision based on monster's apparent width. // monster.width is its current scaled width on screen (approximately WALL_HEIGHT_FACTOR / monsterDist). var horizontalDifference = Math.abs(projectile.x - monster.x); // The collision zone is a factor of the monster's full apparent width. // A factor of 0.6 means the projectile's center needs to be within 0.6 * monster.width of the monster's screen center X. // If monster.width is its visual width (e.g. 100px), this means horizontalDifference < 60px. // The monster's visual half-width is monster.width / 2 (e.g. 50px). // So, this allows the projectile's center to be (0.6 - 0.5) = 0.1 * monster.width (e.g. 10px) outside the visual edge. var COLLISION_WIDTH_FACTOR = 0.6; // Adjust this for more/less generous horizontal collision. var horizontalHit = horizontalDifference < monster.width * COLLISION_WIDTH_FACTOR; // Hit if projectile is close enough in depth AND horizontally aligned considering monster's perceived width. if (depthHit && horizontalHit) { 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
@@ -2083,12 +2083,23 @@
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) {
+ var canSeeEntity = false;
+ if (entity instanceof SpiderWeb) {
+ // For spiderwebs, if they are in FOV and range, assume they are visible
+ // as they are attached to walls/ceilings. The standard LOS check to their
+ // floor-based mapX/mapY anchor point isn't appropriate for their visual height.
+ canSeeEntity = true;
+ } else {
+ 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) {
+ canSeeEntity = true;
+ }
+ }
+ if (canSeeEntity) {
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
@@ -2104,11 +2115,8 @@
entity.y = baseScreenY - liftScreenYOffset + entity.currentBobOffset;
} else if (entity instanceof SpiderWeb) {
// Spiderwebs are high, near the ceiling. 'height' is perceived wall height.
// Position its center slightly below the ceiling line.
- // Ceiling line is at (2732 / 2) - (height / 2)
- // Web visual center Y = (Ceiling Line) + (Web's scaled_half_height * some_offset_factor)
- // A simpler approach: position relative to horizon, higher up.
entity.y = 2732 / 2 - height * 0.35; // Center of web is 35% of wall height above horizon
} else {
// Monster or Gate
entity.y = 2732 / 2;
@@ -2116,9 +2124,9 @@
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
+ entity.scale.set(scale, scale); // For Treasure, Monster, Gate, SpiderWeb
}
// Add to global list for sorting with walls
renderableObjects.push({
distance: entity.renderDist,
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