Code edit (18 edits merged)
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Please fix the bug: 'backgroundLayer is not defined' in or related to this line: 'game.addChild(backgroundLayer);' Line Number: 581
Code edit (1 edits merged)
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update as needed with: self.update = function (playerX, playerY, playerDir) { // ... // ✅ NEW: Create fresh sprites each time var floorSprite = LK.getAsset('floorTile', { anchorX: 0, anchorY: 0 }); var ceilingSprite = LK.getAsset('ceilingTile', { anchorX: 0, anchorY: 0 }); // Set position and size floorSprite.x = x; floorSprite.width = stepSize; floorSprite.height = 2; ceilingSprite.x = x; ceilingSprite.width = stepSize; ceilingSprite.height = 2; // Apply distance-based shading var shade = Math.max(0.3, 1 - realDistance / MAX_RENDER_DISTANCE); floorSprite.alpha = shade * 0.8; ceilingSprite.alpha = shade * 0.7; // Add to appropriate row floorRows[y].addChild(floorSprite); ceilingRows[y].addChild(ceilingSprite);
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update with: // Apply distance-based shading (increased for visibility) var shade = Math.max(0.5, 1 - realDistance / MAX_RENDER_DISTANCE); floorSprite.alpha = shade * 1.0; // Full alpha for testing ceilingSprite.alpha = shade * 1.0; // Full alpha for testing
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update with: // Add floor and ceiling tiles var floorSprite = floorTexture.clone(); floorSprite.x = x; floorSprite.width = stepSize; floorSprite.height = 2; // Apply texture offset floorSprite.texture.frame.x = tx; floorSprite.texture.frame.y = ty; var ceilingSprite = ceilingTexture.clone(); ceilingSprite.x = x; ceilingSprite.width = stepSize; ceilingSprite.height = 2; // Apply texture offset ceilingSprite.texture.frame.x = tx; ceilingSprite.texture.frame.y = ty;
Code edit (8 edits merged)
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Create a completely new system for the floor and ceiling: These surfaces aren’t rendered by raycasting; they need floor casting, which projects each screen row into the world based on player position and viewing angle.
User prompt
Create a completely new system for the floor and ceiling: These surfaces aren’t rendered by raycasting; they need floor casting, which projects each screen row into the world based on player position and viewing angle. Make sure we don’t crash the game.
User prompt
Create a completely new system for the floor and ceiling: These surfaces aren’t rendered by raycasting; they need floor casting, which projects each screen row into the world based on player position and viewing angle.
User prompt
Create a completely new system for the floor and ceiling: These surfaces aren’t rendered by raycasting; they need floor casting, which projects each screen row into the world based on player position and viewing angle.
User prompt
Create a completely new system for the floor and ceiling: These surfaces aren’t rendered by raycasting; they need floor casting, which projects each screen row into the world based on player position and viewing angle.
User prompt
Create a completely new system for the floor and ceiling: These surfaces aren’t rendered by raycasting; they need floor casting, which projects each screen row into the world based on player position and viewing angle.
User prompt
Design a new system for floor and ceiling casting using something like: for (let y = screenMiddle + 1; y < screenHeight; y++) { let rayDistance = screenHeight / (2.0 * y - screenHeight); let floorX = playerX + rayDistance * cosRayAngle; let floorY = playerY + rayDistance * sinRayAngle; let tileX = Math.floor(floorX); let tileY = Math.floor(floorY); let texX = Math.floor((floorX - tileX) * textureWidth); let texY = Math.floor((floorY - tileY) * textureHeight); // Draw pixel at (x, y) with texture[texX][texY] }
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: floorLayer' in or related to this line: 'floorLayer.addChild(floorTexture);' Line Number: 942
User prompt
Here’s how I want to handle the floors and ceilings: design a system like: for (let y = screenMiddle + 1; y < screenHeight; y++) { let rayDistance = screenHeight / (2.0 * y - screenHeight); let floorX = playerX + rayDistance * cosRayAngle; let floorY = playerY + rayDistance * sinRayAngle; let tileX = Math.floor(floorX); let tileY = Math.floor(floorY); let texX = Math.floor((floorX - tileX) * textureWidth); let texY = Math.floor((floorY - tileY) * textureHeight); // Draw pixel at (x, y) with texture[texX][texY] }
User prompt
Adjust texture mapping using slices of the asset tile to reassemble the asset in its original form
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'wall.texture.height')' in or related to this line: 'wall.crop = new Rectangle(textureOffset, 0, textureStripWidth, wall.texture.height);' Line Number: 424
User prompt
Add texture mapping to the walls.
User prompt
Design a complete refactor for the raycasting system to use tiles for the walls, floors and ceiling to better represent a faux 3D environment.
Code edit (1 edits merged)
Please save this source code
Code edit (2 edits merged)
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User prompt
Projectiles are spawning right at screen center when they should spawn from the the hand position.
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Lower the Y spawn position of projectiles by 10%
User prompt
Slow down projectile speed by a quarter.
/****
* 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') {
// 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' && canAttack) {
// 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;
}
attackAction();
}
};
self.up = function (x, y, obj) {
self.pressed = false;
if (self.direction === 'attack') {
// Clear joystick override when attack button is released
joystickOverrideActive = false;
if (!canAttack) {
buttonSprite.alpha = 0.3; // Show as disabled
} else {
buttonSprite.alpha = 1;
}
} else {
buttonSprite.alpha = 1;
}
};
return self;
});
var FloorCaster = Container.expand(function () {
var self = Container.call(this);
// Create containers for floor and ceiling textures
var floorContainer = new Container();
var ceilingContainer = new Container();
self.addChild(floorContainer);
self.addChild(ceilingContainer);
// Store references to floor and ceiling rows
var floorRows = [];
var ceilingRows = [];
// Initialize floor and ceiling rows
self.initialize = function () {
// Clear existing rows
floorContainer.removeChildren();
ceilingContainer.removeChildren();
floorRows = [];
ceilingRows = [];
// Create floor/ceiling rows
var screenHeight = 2732;
var midY = screenHeight / 2;
// Only create rows for the bottom/top half of the screen
var numRows = Math.floor(midY / 2); // Create rows with 2px height
for (var y = 0; y < numRows; y++) {
// Create floor row
var floorRow = new Container();
floorRow.y = midY + y * 2; // Position below center line
floorContainer.addChild(floorRow);
floorRows.push(floorRow);
// Create ceiling row
var ceilingRow = new Container();
ceilingRow.y = midY - y * 2 - 2; // Position above center line
ceilingContainer.addChild(ceilingRow);
ceilingRows.push(ceilingRow);
}
};
// Update floor and ceiling rendering
self.update = function (playerX, playerY, playerDir) {
// Clear rows only occasionally to improve performance
for (var i = 0; i < floorRows.length; i++) {
floorRows[i].removeChildren();
ceilingRows[i].removeChildren();
}
var screenWidth = 2048;
var screenHeight = 2732;
var midY = screenHeight / 2;
// Direction vectors for the camera plane
var dirX = Math.cos(playerDir);
var dirY = Math.sin(playerDir);
var planeX = Math.sin(playerDir) * (FOV / 2);
var planeY = -Math.cos(playerDir) * (FOV / 2);
// Render floor/ceiling for multiple rows (not just row 10)
for (var row = 0; row < Math.min(200, floorRows.length); row++) {
// Skip rows too close to center (where walls dominate)
if (row < 20) continue;
// Current y position compared to center of screen
var rowDistance = (row * 2 + 2) / midY;
var realDistance = WALL_HEIGHT_FACTOR / rowDistance;
// Limit distance to prevent extreme values
if (realDistance > MAX_RENDER_DISTANCE) continue;
// Create sprites across the WIDTH of the screen
var stepSize = 64; // Fixed step size for now
for (var x = 0; x < screenWidth; x += stepSize) {
// Calculate screen coordinate (-1 to 1)
var screenX = x / screenWidth * 2 - 1;
// Calculate world position for this pixel
var worldX = playerX + dirX * realDistance + planeX * screenX * realDistance;
var worldY = playerY + dirY * realDistance + planeY * screenX * realDistance;
// Create floor sprite
var floorSprite = LK.getAsset('floorTile', {
anchorX: 0,
anchorY: 0
});
floorSprite.x = x;
floorSprite.width = stepSize;
floorSprite.height = 4; // Make taller so visible
floorSprite.alpha = 0.8;
// Add to floor row (if it exists)
if (floorRows[row]) {
floorRows[row].addChild(floorSprite);
}
// Create ceiling sprite
var ceilingSprite = LK.getAsset('floorTile', {
anchorX: 0,
anchorY: 0
});
ceilingSprite.x = x;
ceilingSprite.width = stepSize;
ceilingSprite.height = 4;
ceilingSprite.alpha = 0.6;
ceilingSprite.tint = 0x888888; // Gray for ceiling
// Add to ceiling row (if it exists)
if (ceilingRows[row]) {
ceilingRows[row].addChild(ceilingSprite);
}
}
}
};
return self;
});
var Gate = Container.expand(function () {
var self = Container.call(this);
// Create gate visual using existing wall asset but with a different color
var gateSprite = self.attachAsset('wall', {
anchorX: 0.5,
anchorY: 0.5
});
// Make the gate distinct with a green tint
gateSprite.tint = 0x00FF00;
self.mapX = 0;
self.mapY = 0;
// Pulse animation to make gate more visible
var _animateGate = function animateGate() {
tween(gateSprite, {
alpha: 0.7,
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 1000,
onFinish: function onFinish() {
tween(gateSprite, {
alpha: 1,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 1000,
onFinish: _animateGate
});
}
});
};
// Start the pulsing animation
_animateGate();
return self;
});
var JoystickController = Container.expand(function () {
var self = Container.call(this);
// Create joystick base
var baseRadius = 150;
var baseSprite = self.attachAsset('controlButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 5.0,
scaleY: 5.0,
alpha: 0.4
});
// Create joystick handle
var handleRadius = 100;
var handleSprite = self.attachAsset('controlButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3.0,
scaleY: 3.0
});
// Initialize variables
self.active = false;
self.startX = 0;
self.startY = 0;
self.maxDistance = baseRadius;
self.normalizedX = 0;
self.normalizedY = 0;
// Reset the joystick handle position
self.resetHandle = function () {
handleSprite.x = 0;
handleSprite.y = 0;
self.normalizedX = 0;
self.normalizedY = 0;
self.active = false;
};
// Handle touch down event
self.down = function (x, y, obj) {
self.active = true;
self.startX = x;
self.startY = y;
};
// Handle touch move event
self.move = function (x, y, obj) {
if (!self.active) {
return;
}
// Calculate distance from start position
var dx = x - self.startX;
var dy = y - self.startY;
var distance = Math.sqrt(dx * dx + dy * dy);
// Normalize the distance to get direction vector
if (distance > 0) {
// Clamp to max distance
if (distance > self.maxDistance) {
dx = dx * self.maxDistance / distance;
dy = dy * self.maxDistance / distance;
distance = self.maxDistance;
}
// Set handle position
handleSprite.x = dx;
handleSprite.y = dy;
// Calculate normalized values (-1 to 1)
self.normalizedX = dx / self.maxDistance;
self.normalizedY = dy / self.maxDistance;
} else {
self.resetHandle();
}
};
// Handle touch up event
self.up = function (x, y, obj) {
self.resetHandle();
};
// Initialize with handle at center
self.resetHandle();
return self;
});
var MapCell = Container.expand(function () {
var self = Container.call(this);
self.type = 0; // 0 = floor, 1 = wall
self.monster = null;
self.treasure = null;
self.gate = null;
self.setType = function (type) {
self.type = type;
self.updateVisual();
};
self.updateVisual = function () {
self.removeChildren();
if (self.type === 1) {
self.attachAsset('mapWall', {
anchorX: 0,
anchorY: 0
});
} else {
self.attachAsset('mapFloor', {
anchorX: 0,
anchorY: 0
});
}
};
self.addMonster = function () {
if (self.type === 0 && !self.monster && !self.treasure) {
self.monster = true;
return true;
}
return false;
};
self.addTreasure = function () {
if (self.type === 0 && !self.monster && !self.treasure) {
self.treasure = true;
return true;
}
return false;
};
self.removeMonster = function () {
self.monster = null;
};
self.removeTreasure = function () {
self.treasure = null;
};
self.addGate = function () {
if (self.type === 0 && !self.monster && !self.treasure && !self.gate) {
self.gate = true;
return true;
}
return false;
};
self.removeGate = function () {
self.gate = null;
};
return self;
});
var Monster = Container.expand(function () {
var self = Container.call(this);
var monsterSprite = self.attachAsset('monster', {
anchorX: 0.5,
anchorY: 0.5
});
self.mapX = 0;
self.mapY = 0;
self.health = 3;
self.takeDamage = function () {
self.health -= 1;
LK.getSound('hit').play();
// Visual feedback for hit
tween(monsterSprite, {
alpha: 0.2
}, {
duration: 100,
onFinish: function onFinish() {
tween(monsterSprite, {
alpha: 1
}, {
duration: 100
});
}
});
return self.health <= 0;
};
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 wall = self.attachAsset('wall', {
anchorX: 0,
anchorY: 0
});
self.updateStrip = function (stripWidth, wallHeight, stripIdx, wallType, distance) {
// Wall setup
wall.width = stripWidth;
wall.height = wallHeight;
wall.y = (2732 - wallHeight) / 2;
// Adjust positions
self.x = stripIdx * stripWidth;
// Add distance shading effect
var shade = Math.max(0.3, 1 - distance / 10);
wall.alpha = shade;
};
return self;
});
var Treasure = Container.expand(function () {
var self = Container.call(this);
var treasureSprite = self.attachAsset('treasure', {
anchorX: 0.5,
anchorY: 0.5
});
self.mapX = 0;
self.mapY = 0;
self.value = 1;
// Animate the treasure to make it more appealing
var _animateTreasure = function animateTreasure() {
// Animation removed to stop spinning
};
// No longer calling animation
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x111111
});
/****
* Game Code
****/
// Game constants
var MAP_SIZE = 16;
var CELL_SIZE = 20;
var MINI_MAP_SCALE = 1;
var STRIP_WIDTH = 8;
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_COUNT = 5;
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
};
var controls = {
forward: false,
backward: false,
left: false,
right: false,
attack: false
};
var monsters = [];
var treasures = [];
var projectiles = [];
var gate = null;
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
// Create layer variables at the global scope
var backgroundLayer = new Container();
var gameLayer = new Container();
var projectileLayer = new Container();
var handLayer = new Container();
// 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(backgroundLayer);
game.addChild(gameLayer);
game.addChild(projectileLayer);
game.addChild(handLayer);
// Create the floor/ceiling caster first (should be below walls)
floorCaster = new FloorCaster();
backgroundLayer.addChild(floorCaster); // ✅ Now behind walls
floorCaster.initialize();
var testRect = LK.getAsset('mapFloor', {
anchorX: 0,
anchorY: 0
});
testRect.width = 500;
testRect.height = 500;
testRect.x = 100;
testRect.y = 100;
testRect.tint = 0xFF0000; // Bright red
testRect.alpha = 1.0;
floorCaster.addChild(testRect);
// Create the rayCast view container
rayCastView = new Container();
gameLayer.addChild(rayCastView);
// Create raycast strips
for (var i = 0; i < NUM_RAYS; i++) {
var strip = new RaycastStrip();
rayCastView.addChild(strip);
}
// Create minimap container
miniMap = new Container();
miniMap.x = (2048 - MAP_SIZE * CELL_SIZE * MINI_MAP_SCALE) / 2; // Center horizontally
miniMap.y = 20; // Keep at top
gameLayer.addChild(miniMap);
// Generate map
generateMap();
// Create player marker
playerMarker = gameLayer.addChild(LK.getAsset('player', {
anchorX: 0.5,
anchorY: 0.5
}));
// Create UI elements
createUI();
// Create control buttons
createControlButtons();
// Start background music
LK.playMusic('dungeon');
}
function generateMap() {
// Clear existing map
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 = [];
// Generate base map with borders
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;
// Create outer walls
if (x === 0 || y === 0 || x === MAP_SIZE - 1 || y === MAP_SIZE - 1) {
cell.setType(1); // Wall
} else {
// Random interior walls based on level difficulty
var wallChance = 0.2 + player.level * 0.03;
if (Math.random() < wallChance && !(x === 1 && y === 1)) {
// Ensure starting position is clear
cell.setType(1); // Wall
} else {
cell.setType(0); // Floor
}
}
map[y][x] = cell;
miniMap.addChild(cell);
}
}
// Check map connectivity and fix walled-off areas
ensureMapConnectivity();
// Create monsters
var monstersToPlace = MONSTER_COUNT + Math.floor(player.level * 0.5);
for (var i = 0; i < monstersToPlace; i++) {
placeMonster();
}
// Create treasures
var treasuresToPlace = TREASURE_COUNT;
for (var i = 0; i < treasuresToPlace; i++) {
placeTreasure();
}
// Reset player position
player.x = 1.5;
player.y = 1.5;
player.dir = 0;
// Place exit gate
gate = placeGate();
}
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();
monster.mapX = x;
monster.mapY = y;
monster.health = 2 + Math.floor(player.level / 3); // Monsters get tougher with level
monsters.push(monster);
gameLayer.addChild(monster);
}
}
function placeTreasure() {
// 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++;
if (attempts > 100) {
break;
} // Prevent infinite loop
} while (map[y][x].type !== 0 || map[y][x].monster || map[y][x].treasure || map[y][x].gate);
if (attempts <= 100) {
map[y][x].addTreasure();
var treasure = new Treasure();
treasure.mapX = x;
treasure.mapY = y;
treasure.value = 1 + Math.floor(Math.random() * player.level);
treasures.push(treasure);
gameLayer.addChild(treasure);
}
}
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;
gameLayer.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 rayCasting() {
// First render floor and ceiling using the floorCaster
floorCaster.update(player.x, player.y, player.dir);
var rayAngle, distToWall, rayDirX, rayDirY, mapCheckX, mapCheckY;
var distX, distY;
var rayStartX = player.x;
var rayStartY = player.y;
for (var rayIdx = 0; rayIdx < NUM_RAYS; rayIdx++) {
// Calculate ray angle (center ray + offset based on ray index)
rayAngle = player.dir - HALF_FOV + rayIdx / NUM_RAYS * FOV;
// Get direction vector
rayDirX = Math.cos(rayAngle);
rayDirY = Math.sin(rayAngle);
// Distance to wall
distToWall = 0;
hitWall = false;
// Step size for ray casting
var stepSizeX = Math.abs(1 / rayDirX);
var stepSizeY = Math.abs(1 / rayDirY);
// Which block we're checking
mapCheckX = Math.floor(rayStartX);
mapCheckY = Math.floor(rayStartY);
// Length of ray from current position to next x or y-side
var sideDistX, sideDistY;
// Direction to step in x or y direction (either +1 or -1)
var stepX = rayDirX >= 0 ? 1 : -1;
var stepY = rayDirY >= 0 ? 1 : -1;
// Calculate distance to first x and y side
if (rayDirX < 0) {
sideDistX = (rayStartX - mapCheckX) * stepSizeX;
} else {
sideDistX = (mapCheckX + 1.0 - rayStartX) * stepSizeX;
}
if (rayDirY < 0) {
sideDistY = (rayStartY - mapCheckY) * stepSizeY;
} else {
sideDistY = (mapCheckY + 1.0 - rayStartY) * stepSizeY;
}
// Perform DDA (Digital Differential Analysis)
var hit = false;
var side = 0; // 0 for x-side, 1 for y-side
var maxDistance = MAX_RENDER_DISTANCE;
while (!hit && distToWall < maxDistance) {
// Jump to next map square
if (sideDistX < sideDistY) {
sideDistX += stepSizeX;
mapCheckX += stepX;
side = 0;
} else {
sideDistY += stepSizeY;
mapCheckY += stepY;
side = 1;
}
// Check if ray has hit a wall
if (mapCheckX < 0 || mapCheckX >= MAP_SIZE || mapCheckY < 0 || mapCheckY >= MAP_SIZE || !map[mapCheckY] || !map[mapCheckY][mapCheckX]) {
hit = true;
distToWall = maxDistance;
} else if (map[mapCheckY][mapCheckX].type === 1) {
hit = true;
// Calculate exact distance to avoid fisheye effect
if (side === 0) {
distToWall = (mapCheckX - rayStartX + (1 - stepX) / 2) / rayDirX;
} else {
distToWall = (mapCheckY - rayStartY + (1 - stepY) / 2) / rayDirY;
}
}
}
// Calculate height of wall based on distance
var wallHeight = Math.min(2732, WALL_HEIGHT_FACTOR / distToWall);
// Update the strip
var strip = rayCastView.children[rayIdx];
strip.updateStrip(STRIP_WIDTH, wallHeight, rayIdx, 1, distToWall);
}
// Render monsters and treasures
renderEntities();
}
function renderEntities() {
// First, hide all entities
for (var i = 0; i < monsters.length; i++) {
monsters[i].visible = false;
}
for (var i = 0; i < treasures.length; i++) {
treasures[i].visible = false;
}
// Hide gate initially
if (gate) {
gate.visible = false;
}
// Calculate entity positions relative to player
for (var i = 0; i < monsters.length; i++) {
var monster = monsters[i];
// Vector from player to monster
var dx = monster.mapX - player.x;
var dy = monster.mapY - player.y;
// Distance to monster
var dist = Math.sqrt(dx * dx + dy * dy);
// Angle between player's direction and monster
var angle = Math.atan2(dy, dx) - player.dir;
// Normalize angle
while (angle < -Math.PI) {
angle += Math.PI * 2;
}
while (angle > Math.PI) {
angle -= Math.PI * 2;
}
// Check if monster is in field of view
if (Math.abs(angle) < HALF_FOV && dist < MAX_RENDER_DISTANCE) {
// Check if there's a wall between player and monster
var rayDirX = Math.cos(player.dir + angle);
var rayDirY = Math.sin(player.dir + angle);
var rayHit = castRayToPoint(player.x, player.y, monster.mapX, monster.mapY);
if (!rayHit.hit || rayHit.dist > dist - 0.5) {
// Monster is visible
monster.visible = true;
// Calculate screen position
var screenX = (0.5 + angle / FOV) * 2048;
// Calculate height based on distance
var height = WALL_HEIGHT_FACTOR / dist;
// Position monster
monster.x = screenX;
monster.y = 2732 / 2;
// Scale monster based on distance
var scale = height / 100;
monster.scale.set(scale, scale);
}
}
}
// Render treasures with the same logic
for (var i = 0; i < treasures.length; 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);
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 && dist < MAX_RENDER_DISTANCE) {
var rayHit = castRayToPoint(player.x, player.y, treasure.mapX, treasure.mapY);
if (!rayHit.hit || rayHit.dist > dist - 0.5) {
treasure.visible = true;
var screenX = (0.5 + angle / FOV) * 2048;
var height = WALL_HEIGHT_FACTOR / dist;
treasure.x = screenX;
treasure.y = 2732 / 2;
var scale = height / 100;
treasure.scale.set(scale, scale);
}
}
}
// Render gate with the same logic as treasures and monsters
if (gate) {
var dx = gate.mapX - player.x;
var dy = gate.mapY - player.y;
var dist = Math.sqrt(dx * dx + dy * dy);
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 && dist < MAX_RENDER_DISTANCE) {
var rayHit = castRayToPoint(player.x, player.y, gate.mapX, gate.mapY);
if (!rayHit.hit || rayHit.dist > dist - 0.5) {
gate.visible = true;
var screenX = (0.5 + angle / FOV) * 2048;
var height = WALL_HEIGHT_FACTOR / dist;
gate.x = screenX;
gate.y = 2732 / 2;
var scale = height / 100;
gate.scale.set(scale, scale);
}
}
}
}
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;
}
// Read from attack button
controls.attack = controlButtons.attack.pressed;
}
function updatePlayerMovement(deltaTime) {
var moveSpeed = PLAYER_MOVE_SPEED * deltaTime;
var turnSpeed = PLAYER_TURN_SPEED * deltaTime;
var dx = 0,
dy = 0;
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) {
turnAmount = currentJoystickX * turnSpeed;
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 (these are now secondary if joystick was primary)
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;
}
}
// 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 (secondary)
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;
}
// Collision detection
var newX = player.x + dx;
var newY = player.y + dy;
var cellX = Math.floor(newX);
var cellY = Math.floor(newY);
// Check if we can move to the new position
if (cellX >= 0 && cellX < MAP_SIZE && cellY >= 0 && cellY < MAP_SIZE && map[cellY] && map[cellY][cellX]) {
if (map[cellY][cellX].type === 0) {
player.x = newX;
player.y = newY;
if (didMove && 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;
}
function attackAction() {
// Check if attack is on cooldown
if (!canAttack) {
return;
}
// Set attack on cooldown
canAttack = false;
// 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);
}, attackCooldown / 20);
}
};
_cooldownTick(0);
// Reset cooldown after specified time
LK.setTimeout(function () {
canAttack = true;
}, attackCooldown);
}
function updateProjectiles(deltaTime) {
for (var i = projectiles.length - 1; i >= 0; i--) {
var projectile = projectiles[i];
// Update projectile position
var remove = projectile.update(deltaTime);
// Check if projectile has gone off screen or should be removed
if (remove) {
// Remove projectile
projectile.destroy();
projectiles.splice(i, 1);
continue;
}
// Check if projectile hits a monster
var hitMonster = false;
var hitMonsterIndex = -1;
for (var j = 0; j < monsters.length; j++) {
var monster = monsters[j];
if (monster.visible) {
// Get the vector from player to monster in world space
var monsterDx = monster.mapX - player.x;
var monsterDy = monster.mapY - player.y;
// Calculate distance to monster in world space
var monsterDist = Math.sqrt(monsterDx * monsterDx + monsterDy * monsterDy);
// Calculate the projectile's travel distance in world units
var projectileWorldDist = projectile.distance;
// Calculate a hit window that gets smaller as monster is closer
// This is the reverse of what we had before - closer monsters need more precise hits
var depthAccuracy = Math.min(1.0, projectileWorldDist / monsterDist);
// Adjust hit window based on visual size of monster
// Monster scale is determined by height / 100 in renderEntities
var monsterScale = WALL_HEIGHT_FACTOR / (monsterDist * 100);
// Calculate hit window based on screen position and monster size
var screenFactor = 1 - Math.abs(monster.x - projectile.x) / (2048 / 2);
// Calculate hit threshold as difference between projectile world distance and monster distance
// Smaller difference = more likely hit
var distanceDifference = Math.abs(projectileWorldDist - monsterDist);
// Hit if projectile is close enough to monster's actual distance
// AND if projectile is visually aligned with monster on screen
if (distanceDifference < 0.5 && screenFactor > 0.7) {
hitMonster = true;
hitMonsterIndex = j;
break;
}
}
}
// Handle monster hit logic (unchanged)
if (hitMonster && hitMonsterIndex !== -1) {
var monster = monsters[hitMonsterIndex];
var killed = monster.takeDamage();
if (killed) {
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() {
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) {
// Player hit by monster
player.health--;
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;
// 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);
if (dist < 0.5) {
// Collect treasure
player.score += treasure.value * 5;
updateUI();
// Play sound
LK.getSound('collect').play();
// Remove treasure
map[Math.floor(treasure.mapY)][Math.floor(treasure.mapX)].removeTreasure();
treasure.destroy();
treasures.splice(i, 1);
// Check level completion
checkLevelCompletion();
}
}
}
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);
// Update monsters (only move every few ticks to make movement slower)
if (LK.ticks % 20 === 0) {
for (var i = 0; i < monsters.length; i++) {
MonsterAI.moveTowardsPlayer(monsters[i], player.x, player.y, map);
}
}
// Update projectiles
updateProjectiles(deltaTime);
// Update raycast view
rayCasting();
};
// 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) {
// If monster is not visible (no line of sight or out of FOV/range), it shouldn't attempt to move.
// monster.visible is set by the renderEntities function, which includes line-of-sight checks.
if (!monster.visible) {
return;
}
// Get monster's map position
var monsterX = monster.mapX;
var monsterY = monster.mapY;
// Vector from monster to player
var dx = playerX - monsterX;
var dy = playerY - monsterY;
// Only move if monster is within a certain distance to the player (aggro range)
// This check is in addition to the visibility/LoS check.
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 8) {
return;
} // Don't move if too far away (but still visible)
// Normalize direction vector
var length = Math.sqrt(dx * dx + dy * dy);
if (length > 0) {
dx /= length;
dy /= length;
}
// Movement speed (slower than player)
var moveSpeed = 0.05; // Increased for smoother animation
// Calculate potential new position
var newX = monsterX + dx * moveSpeed;
var newY = monsterY + dy * moveSpeed;
// Round to get map cell coordinates
var cellX = Math.floor(newX);
var cellY = Math.floor(newY);
// Check if new position is valid (not a wall or another monster)
if (cellX >= 0 && cellX < MAP_SIZE && cellY >= 0 && cellY < MAP_SIZE) {
if (map[cellY][cellX].type === 0 && !map[cellY][cellX].monster) {
// Update map cell references
map[Math.floor(monsterY)][Math.floor(monsterX)].removeMonster();
map[cellY][cellX].addMonster();
// Update monster position with smooth animation
tween(monster, {
mapX: newX,
mapY: newY
}, {
duration: 300,
// 300ms smooth animation
easing: function easing(t) {
return 1 - Math.pow(1 - t, 4);
} // quartOut implementation
});
}
}
}
};
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
@@ -117,41 +117,66 @@
}
};
// Update floor and ceiling rendering
self.update = function (playerX, playerY, playerDir) {
- // DON'T clear rows - let sprites accumulate for testing
- // for (var i = 0; i < floorRows.length; i++) {
- // floorRows[i].removeChildren();
- // ceilingRows[i].removeChildren();
- // }
- // Only create sprites once
- if (floorRows.length > 10 && floorRows[10].children.length === 0) {
- console.log("=== CREATING FLOOR SPRITE (ONCE) ===");
- var floorSprite = LK.getAsset('floorTile', {
- anchorX: 0,
- anchorY: 0
- });
- floorSprite.x = 0;
- floorSprite.width = 500;
- floorSprite.height = 50;
- floorSprite.alpha = 1.0;
- floorSprite.visible = true;
- floorRows[10].addChild(floorSprite);
- console.log("Floor sprite created and should now be visible!");
+ // Clear rows only occasionally to improve performance
+ for (var i = 0; i < floorRows.length; i++) {
+ floorRows[i].removeChildren();
+ ceilingRows[i].removeChildren();
}
- // Do the same for ceiling
- if (ceilingRows.length > 10 && ceilingRows[10].children.length === 0) {
- var ceilingSprite = LK.getAsset('floorTile', {
- anchorX: 0,
- anchorY: 0
- });
- ceilingSprite.x = 0;
- ceilingSprite.width = 500;
- ceilingSprite.height = 50;
- ceilingSprite.alpha = 1.0;
- ceilingSprite.tint = 0xFF0000; // Red to distinguish
- ceilingRows[10].addChild(ceilingSprite);
- console.log("Ceiling sprite created!");
+ var screenWidth = 2048;
+ var screenHeight = 2732;
+ var midY = screenHeight / 2;
+ // Direction vectors for the camera plane
+ var dirX = Math.cos(playerDir);
+ var dirY = Math.sin(playerDir);
+ var planeX = Math.sin(playerDir) * (FOV / 2);
+ var planeY = -Math.cos(playerDir) * (FOV / 2);
+ // Render floor/ceiling for multiple rows (not just row 10)
+ for (var row = 0; row < Math.min(200, floorRows.length); row++) {
+ // Skip rows too close to center (where walls dominate)
+ if (row < 20) continue;
+ // Current y position compared to center of screen
+ var rowDistance = (row * 2 + 2) / midY;
+ var realDistance = WALL_HEIGHT_FACTOR / rowDistance;
+ // Limit distance to prevent extreme values
+ if (realDistance > MAX_RENDER_DISTANCE) continue;
+ // Create sprites across the WIDTH of the screen
+ var stepSize = 64; // Fixed step size for now
+ for (var x = 0; x < screenWidth; x += stepSize) {
+ // Calculate screen coordinate (-1 to 1)
+ var screenX = x / screenWidth * 2 - 1;
+ // Calculate world position for this pixel
+ var worldX = playerX + dirX * realDistance + planeX * screenX * realDistance;
+ var worldY = playerY + dirY * realDistance + planeY * screenX * realDistance;
+ // Create floor sprite
+ var floorSprite = LK.getAsset('floorTile', {
+ anchorX: 0,
+ anchorY: 0
+ });
+ floorSprite.x = x;
+ floorSprite.width = stepSize;
+ floorSprite.height = 4; // Make taller so visible
+ floorSprite.alpha = 0.8;
+ // Add to floor row (if it exists)
+ if (floorRows[row]) {
+ floorRows[row].addChild(floorSprite);
+ }
+ // Create ceiling sprite
+ var ceilingSprite = LK.getAsset('floorTile', {
+ anchorX: 0,
+ anchorY: 0
+ });
+ ceilingSprite.x = x;
+ ceilingSprite.width = stepSize;
+ ceilingSprite.height = 4;
+ ceilingSprite.alpha = 0.6;
+ ceilingSprite.tint = 0x888888; // Gray for ceiling
+ // Add to ceiling row (if it exists)
+ if (ceilingRows[row]) {
+ ceilingRows[row].addChild(ceilingSprite);
+ }
+ }
}
};
return self;
});
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