Code edit (1 edits merged)
Please save this source code
User prompt
Adjust particle system to use ‘particle’ asset and adjust tint dynamically. Red for monster particles and a light blue for particles from projectile wall hits.
User prompt
Adjust projectile collision with wall to allow projectiles to get closer before registering a hit and add a little bit of particle feedback when collision happens
User prompt
Add a dynamic lighting effect to projectiles as they travel to affect tinting on walls and entities.
User prompt
Make sure projectiles are only hitting monsters once per projectile.
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'entity.powerUpSprite.tint = finalEntityTint')' in or related to this line: 'entity.powerUpSprite.tint = finalEntityTint;' Line Number: 2451
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'entity.gateSprite.tint = finalEntityTint')' in or related to this line: 'entity.gateSprite.tint = finalEntityTint;' Line Number: 2461
User prompt
Implement a dynamic tinting system to match up with the floor and ceiling shading and make farther away walls and entities look darker.
User prompt
I want to lower probectile top height a little but keep it flying straight.
User prompt
Lower projectile travel height a little.
Code edit (1 edits merged)
Please save this source code
User prompt
Start floor and ceiling shading even sooner.
User prompt
Update with: 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(); // Enhanced shading parameters var SHADE_START_FACTOR = 0.7; // Start shading sooner (0.7 instead of 1.0) var FLOOR_MIN_SHADE = 0.28; // Slightly darker minimum for floor var CEILING_MIN_SHADE = 0.18; // Darker minimum for ceiling var WALL_BASE_GRADIENT = 0.15; // Add gradient near walls // 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 enhanced shade based on distance (darker = further) var distanceRatio = worldDistance / MAX_RENDER_DISTANCE; var shadeFactor = Math.max(FLOOR_MIN_SHADE, 1 - (distanceRatio / SHADE_START_FACTOR)); // Wall base gradient - darker near the horizon/walls var horizonProximity = 1 - (distanceFromHorizon / (HORIZON_Y * 0.3)); if (horizonProximity > 0) { shadeFactor -= horizonProximity * WALL_BASE_GRADIENT; } // 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 enhanced shade for ceiling (darker than floor) var distanceRatio = worldDistance / MAX_RENDER_DISTANCE; var shadeFactor = Math.max(CEILING_MIN_SHADE, 1 - (distanceRatio / SHADE_START_FACTOR)); // Add subtle gradient near ceiling/walls var horizonProximity = 1 - (distanceFromHorizon / (HORIZON_Y * 0.3)); if (horizonProximity > 0) { shadeFactor -= horizonProximity * WALL_BASE_GRADIENT; } // 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; });
Code edit (1 edits merged)
Please save this source code
User prompt
Reduce top height of powerup animation by 15%
Code edit (1 edits merged)
Please save this source code
User prompt
Let’s try using strip 6-35
Code edit (1 edits merged)
Please save this source code
User prompt
Okay now try it with 3-35
User prompt
Don’t remove any assets from initialization, but show me what the wall textures would look like if we just used slices 3-19 and repeated for wall texture instead of using all 64
User prompt
Remove eyeball bobbing animation.
User prompt
Update with: // In the renderEntities function, replace the EyeballMonster section with: else if (entity instanceof EyeballMonster) { // The problem is likely in how we calculate and apply the bobbing offset // We need to make sure it's properly scaled with distance for perspective // Calculate base Y position first (where the monster would be without bobbing) var baseScreenY = screenY_horizon; // Apply the bob directly to the Y position as a screen-space offset // Scale it proportionally to the monster's rendered size for correct perspective var bobScreenOffset = entity.currentBobbingYOffset * (height / 100); // Apply the final position entity.y = baseScreenY - bobScreenOffset; }
User prompt
Update with: // In the MonsterAI.moveTowardsPlayer function // Add a check to not interrupt the bobbing animation if (monster instanceof EyeballMonster && monster.parent) { // Update position without disrupting the tween-based bobbing updateMonsterPosition(monster, potentialNewX, potentialNewY); // Don't restart bobbing if it's already active }
User prompt
Update with: // Add a check to not interrupt the bobbing animation if (monster instanceof EyeballMonster && monster.parent) { // Update position without disrupting the tween-based bobbing updateMonsterPosition(monster, potentialNewX, potentialNewY); // Don't restart bobbing if it's already active }
/****
* 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: 0.15 // Lift by 0.34 world units (reduced by 15%)
}, {
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 EyeballMonster = Container.expand(function () {
var self = Container.call(this);
self.flySprite = self.attachAsset('eyeballfly', {
anchorX: 0.5,
anchorY: 0.5
});
self.attackSprite = self.attachAsset('eyeballattack', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
});
self.health = 2; // Fixed health as per requirement
self.mapX = 0;
self.mapY = 0;
self.moveSpeed = 0.25; // Eyeballs move a bit faster than default monsters
// Properties for attack visuals and game logic compatibility
self.isAttacking = false; // True if currently in attack animation
self.attackDuration = 600; // Duration of the attack visual animation in ms
self.attackCooldown = 2000; // Cooldown for dealing damage (used by checkMonsterCollisions)
self.lastAttackTime = 0; // Timestamp of last damage dealt (used by checkMonsterCollisions)
self.canAttack = true; // Whether this monster can deal damage (used by checkMonsterCollisions)
// Bobbing properties
self.baseWorldYOffset = 0.4; // Base height above ground (world units)
// currentBobbingYOffset, bobAmplitude, and bobSpeed removed as bobbing is disabled.
// For MonsterAI compatibility (canSeePlayer, pathToPlayer might be set by AI)
self.canSeePlayer = false;
self.pathToPlayer = [];
self.lastMoveTime = 0; // For AI movement frequency or other logic
// startBobbing method removed as bobbing animation is disabled.
// This function is called by MonsterAI to trigger the attack *animation*
self.performAttackAnimation = function () {
if (self.isAttacking || !self.parent) {
// Already visually attacking or destroyed
return;
}
self.isAttacking = true;
// tween.stop for currentBobbingYOffset removed as bobbing is disabled.
// Switch to attack sprite by directly setting alpha
self.attackSprite.alpha = 1;
self.flySprite.alpha = 0;
// After attack visual duration, revert to fly sprite
LK.setTimeout(function () {
if (!self.parent) {
return;
} // Check if still exists
// Revert to fly sprite by directly setting alpha
self.attackSprite.alpha = 0;
self.flySprite.alpha = 1;
self.isAttacking = false;
// self.startBobbing() call removed as bobbing is disabled.
}, self.attackDuration);
};
self.takeDamage = function (damageAmount) {
self.health -= damageAmount;
LK.getSound('hit').play();
// Flash the whole container (both sprites are children)
LK.effects.flashObject(self, 0xff0000, 400);
if (self.health <= 0) {
// tween.stop for currentBobbingYOffset removed as bobbing is disabled.
// Ensure attack sprite is hidden if dying mid-attack animation
if (self.attackSprite) {
self.attackSprite.alpha = 0;
}
if (self.flySprite) {
self.flySprite.alpha = 0;
} // Or make it fade out
return true; // Monster is killed
}
return false; // Monster survived
};
// This is called by the main game loop's monster iteration.
// For EyeballMonster, its primary "idle" animation (bobbing) is tween-based and self-managed.
// The attack animation is triggered by performAttackAnimation.
// So, this can be empty or used for other per-tick logic if needed.
self.updateAnimation = function () {
// Bobbing is handled by tweens started in startBobbing.
// Attack sprite switching is handled by performAttackAnimation.
};
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();
// Enhanced shading parameters
var SHADE_START_FACTOR = 0.3; // Start shading even sooner (0.5 instead of 0.7)
var FLOOR_MIN_SHADE = 0.28; // Slightly darker minimum for floor
var CEILING_MIN_SHADE = 0.18; // Darker minimum for ceiling
var WALL_BASE_GRADIENT = 0.20; // Add gradient near walls
// 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 enhanced shade based on distance (darker = further)
var distanceRatio = worldDistance / MAX_RENDER_DISTANCE;
var shadeFactor = Math.max(FLOOR_MIN_SHADE, 1 - distanceRatio / SHADE_START_FACTOR);
// Wall base gradient - darker near the horizon/walls
var horizonProximity = 1 - distanceFromHorizon / (HORIZON_Y * 0.3);
if (horizonProximity > 0) {
shadeFactor -= horizonProximity * WALL_BASE_GRADIENT;
}
// 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 enhanced shade for ceiling (darker than floor)
var distanceRatio = worldDistance / MAX_RENDER_DISTANCE;
var shadeFactor = Math.max(CEILING_MIN_SHADE, 1 - distanceRatio / SHADE_START_FACTOR);
// Add subtle gradient near ceiling/walls
var horizonProximity = 1 - distanceFromHorizon / (HORIZON_Y * 0.3);
if (horizonProximity > 0) {
shadeFactor -= horizonProximity * WALL_BASE_GRADIENT;
}
// 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.gateSprite = gateSprite;
self.mapX = 0;
self.mapY = 0;
// Pulse animation to make gate more visible
var _animateGate = function animateGate() {
tween(gateSprite, {
alpha: 0.7,
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 1000,
onFinish: function onFinish() {
tween(gateSprite, {
alpha: 1,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 1000,
onFinish: _animateGate
});
}
});
};
// Start the pulsing animation
_animateGate();
return self;
});
var JoystickController = Container.expand(function () {
var self = Container.call(this);
// Create joystick base
var baseRadius = 150;
var baseSprite = self.attachAsset('controlButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 5.0,
scaleY: 5.0,
alpha: 0.4
});
// Create joystick handle
var handleRadius = 100;
var handleSprite = self.attachAsset('controlButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3.0,
scaleY: 3.0
});
// Initialize variables
self.active = false;
self.startX = 0;
self.startY = 0;
self.maxDistance = baseRadius;
self.normalizedX = 0;
self.normalizedY = 0;
// Reset the joystick handle position
self.resetHandle = function () {
handleSprite.x = 0;
handleSprite.y = 0;
self.normalizedX = 0;
self.normalizedY = 0;
self.active = false;
};
// Handle touch down event
self.down = function (x, y, obj) {
self.active = true;
self.startX = x;
self.startY = y;
};
// Handle touch move event
self.move = function (x, y, obj) {
if (!self.active) {
return;
}
// Calculate distance from start position
var dx = x - self.startX;
var dy = y - self.startY;
var distance = Math.sqrt(dx * dx + dy * dy);
// Normalize the distance to get direction vector
if (distance > 0) {
// Clamp to max distance
if (distance > self.maxDistance) {
dx = dx * self.maxDistance / distance;
dy = dy * self.maxDistance / distance;
distance = self.maxDistance;
}
// Set handle position
handleSprite.x = dx;
handleSprite.y = dy;
// Calculate normalized values (-1 to 1)
self.normalizedX = dx / self.maxDistance;
self.normalizedY = dy / self.maxDistance;
} else {
self.resetHandle();
}
};
// Handle touch up event
self.up = function (x, y, obj) {
self.resetHandle();
};
// Initialize with handle at center
self.resetHandle();
return self;
});
var MapCell = Container.expand(function () {
var self = Container.call(this);
self.type = 0; // 0 = floor, 1 = wall
self.monster = null;
self.treasure = null;
self.gate = null;
self.setType = function (type) {
self.type = type;
self.updateVisual();
};
self.updateVisual = function () {
self.removeChildren();
if (self.type === 1) {
self.attachAsset('mapWall', {
anchorX: 0,
anchorY: 0
});
} else {
self.attachAsset('mapFloor', {
anchorX: 0,
anchorY: 0
});
}
};
self.addMonster = function () {
if (self.type === 0 && !self.monster && !self.treasure) {
self.monster = true;
return true;
}
return false;
};
self.addTreasure = function () {
if (self.type === 0 && !self.monster && !self.treasure) {
self.treasure = true;
return true;
}
return false;
};
self.removeMonster = function () {
self.monster = null;
};
self.removeTreasure = function () {
self.treasure = null;
};
self.addGate = function () {
if (self.type === 0 && !self.monster && !self.treasure && !self.gate) {
self.gate = true;
return true;
}
return false;
};
self.removeGate = function () {
self.gate = null;
};
return self;
});
var Monster = Container.expand(function () {
var self = Container.call(this);
// Create animation frame container
var frameContainer = new Container();
self.addChild(frameContainer);
// Create monster animation frames
var monsterFrame1 = LK.getAsset('demonOgreWalk1', {
anchorX: 0.5,
anchorY: 0.5
});
var monsterFrame2 = LK.getAsset('demonOgreWalk2', {
anchorX: 0.5,
anchorY: 0.5
});
// Add frames to container
frameContainer.addChild(monsterFrame1);
frameContainer.addChild(monsterFrame2);
// Set initial visibility
monsterFrame1.alpha = 1;
monsterFrame2.alpha = 0;
// Initialize animation state
self.currentFrame = 1;
self.animationTick = 0;
self.mapX = 0;
self.mapY = 0;
self.health = 6;
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 (damageAmount) {
self.health -= damageAmount;
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('particle', {
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;
self.tintColor = 0xFFFFFF; // Default tint
// 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, tintColor) {
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;
self.tintColor = tintColor || 0xFFFFFF; // Store and apply tint
graphics.tint = self.tintColor;
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 = 100.0; // Updated for 'particle' asset (100x100)
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.powerUpSprite = powerUpSprite; // Expose the sprite
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;
var effectMessage = "";
// Apply power-up effect (now permanent)
switch (self.powerUpType) {
case 'health':
player.maxHealth += 1;
player.health = Math.min(player.health + 1, player.maxHealth);
effectMessage = "Max Health +1\nHealth Refilled +1";
updateUI();
break;
case 'speed':
player.moveSpeedMultiplier += 0.15; // Smaller, incremental speed boost
effectMessage = "Movement Speed Increased!";
break;
case 'defense':
player.defenseBuffActive = true; // Permanent defense buff
effectMessage = "Defense Increased!";
break;
case 'attack':
player.attackPower += 1; // Increase attack power
// player.attackBuffActive is no longer set by this power-up, as it affects power not speed/cooldown.
effectMessage = "Attack Power Increased!";
break;
}
if (effectMessage) {
showPowerUpEffectText(effectMessage);
}
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;
self.hitMonsters = []; // Initialize list to track hit monsters
// 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);
var shouldRemove = false;
var hitActualMapWall = false;
if (self.distance >= self.maxDistance) {
shouldRemove = true;
} else if (mapX < 0 || mapX >= MAP_SIZE || mapY < 0 || mapY >= MAP_SIZE) {
// Projectile went out of bounds
shouldRemove = true;
// We could optionally treat out-of-bounds as a wall hit for particles,
// but typically particles are for hitting actual geometry.
} else if (map[mapY] && map[mapY][mapX] && map[mapY][mapX].type === 1) {
// Projectile hit an actual map wall
shouldRemove = true;
hitActualMapWall = true;
}
if (shouldRemove) {
if (hitActualMapWall) {
// Spawn particle feedback at the point of impact
createParticleExplosion(self.worldX, self.worldY, PROJECTILE_WALL_HIT_PARTICLE_COUNT, 0x87CEFA); // Light Blue Tint
}
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 + 40 - WALL_HEIGHT_FACTOR / dist * 0.1; // Adjusted +20 to +40 to lower target height
// 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, wallMapX, wallMapY) {
// 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;
}
// Use direct lookup instead of string concatenation
var newTileAssetName = wallTextureLookup[tileIndex];
// If the current sprite is active but not the correct type for the new tileIndex, release it.
// Note: We still use currentTileIndex (numeric) for the pool key, but use newTileAssetName for LK.getAsset if needed.
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) {
// wallSpritePoolManager.getSprite now expects the numeric tileIndex and internally uses the lookup for asset name if creating new.
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 using asset name: " + newTileAssetName);
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 tinting
var SHADE_START_FACTOR_WALLS = 0.3; // Match floor/ceiling behavior
var MIN_SHADE_WALLS = 0.2; // General minimum shade for distant walls
var distanceRatio = distance / MAX_RENDER_DISTANCE;
var shadeFactor = Math.max(MIN_SHADE_WALLS, 1 - distanceRatio / SHADE_START_FACTOR_WALLS);
// --- Apply projectile light ---
var totalProjectileLightInfluence = 0;
var wallWorldCenterX = wallMapX + 0.5;
var wallWorldCenterY = wallMapY + 0.5;
for (var k = 0; k < projectiles.length; k++) {
var proj = projectiles[k];
if (proj.active) {
var dxProj = proj.worldX - wallWorldCenterX;
var dyProj = proj.worldY - wallWorldCenterY;
var distToProjectileSq = dxProj * dxProj + dyProj * dyProj; // Use squared distance for check
if (distToProjectileSq < PROJECTILE_LIGHT_RADIUS * PROJECTILE_LIGHT_RADIUS) {
var distToProjectile = Math.sqrt(distToProjectileSq);
var distRatioProj = distToProjectile / PROJECTILE_LIGHT_RADIUS;
var falloff = Math.pow(Math.max(0, 1 - distRatioProj), PROJECTILE_LIGHT_FALLOFF_EXPONENT);
totalProjectileLightInfluence += PROJECTILE_LIGHT_MAX_CONTRIBUTION * falloff;
}
}
}
shadeFactor = Math.min(1.0, shadeFactor + totalProjectileLightInfluence);
// --- End projectile light ---
if (side === 1) {
// Conventionally, side 1 walls (e.g., horizontal, further from light) are darker
shadeFactor *= 0.7; // Apply side shadow multiplicatively
// Ensure side shadow doesn't make it darker than a very low bound
shadeFactor = Math.max(MIN_SHADE_WALLS * 0.5, shadeFactor); // e.g. max(0.1, shadeFactor)
}
// Calculate tint based on shadeFactor
var baseWallTint = 0xFFFFFF; // Assuming walls are not pre-tinted by default in assets
var r_wall = baseWallTint >> 16 & 0xFF;
var g_wall = baseWallTint >> 8 & 0xFF;
var b_wall = baseWallTint & 0xFF;
r_wall = Math.floor(r_wall * shadeFactor);
g_wall = Math.floor(g_wall * shadeFactor);
b_wall = Math.floor(b_wall * shadeFactor);
activeWallSprite.tint = r_wall << 16 | g_wall << 8 | b_wall;
activeWallSprite.alpha = 1.0; // Use tint for darkness, keep alpha full for wall segments
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 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;
// At start of game, create a texture lookup table
var wallTextureLookup = new Array(65);
for (var i = 1; i <= 64; i++) {
wallTextureLookup[i] = 'walltile' + i;
}
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 = wallTextureLookup[i]; // Use lookup table for asset name
if (!assetNameForLK) {
console.error("WallSpritePoolManager (init pools): No asset name found in lookup for tileIndex: " + i);
continue; // Skip if asset name is not found
}
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 from lookup 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
// Use the lookup table to get the asset name string
var assetNameForLK = wallTextureLookup[tileIndex];
if (!assetNameForLK) {
console.error("WallSpritePoolManager: No asset name found in lookup for tileIndex: " + tileIndex);
return null;
}
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 as it's now being used for shading
this.pools[tileIndex].push(sprite);
}
};
// Game constants
var PROJECTILE_LIGHT_RADIUS = 5.0; // World units for how far projectile light reaches
var PROJECTILE_LIGHT_MAX_CONTRIBUTION = 0.6; // Max brightness projectile can add (0 to 1)
var PROJECTILE_LIGHT_FALLOFF_EXPONENT = 2.0; // Power for light falloff (e.g., 2 for quadratic)
var MAP_SIZE = 16;
var PROJECTILE_WALL_HIT_PARTICLE_COUNT = 8; // Number of particles for projectile wall impact
var particlePoolManager;
var particleExplosionContainer; // Container for all active particles from explosions
var CELL_SIZE = 20;
var MINI_MAP_SCALE = 1;
var STRIP_WIDTH = 5; // Increase from 8 to 16 (half as many rays)
var NUM_RAYS = Math.ceil(2048 / STRIP_WIDTH);
// Pre-allocate ray result objects to avoid garbage collection
var rayResults = new Array(NUM_RAYS);
for (var i = 0; i < NUM_RAYS; i++) {
rayResults[i] = {
wallHit: false,
distance: 0,
// perpWallDist from DDA
actualDistance: 0,
// distance corrected for FOV, used for shading and strip height
side: 0,
wallType: 0,
mapX: 0,
// from DDA
mapY: 0,
// from DDA
screenX: 0,
// strip's screen X position
wallHeight: 0,
// calculated wall height
textureIndex: 0 // calculated texture/tile index
};
}
var FOV = Math.PI / 3; // 60 degrees field of view
// Variables for raycasting optimization
var lastPlayerX = -999;
var lastPlayerY = -999;
var lastPlayerDir = -999;
var shouldRaycast = true; // Ensure first frame does a full raycast
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 = 700;
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,
// Current health
maxHealth: 5,
// Maximum health, starts at 5
score: 0,
level: 1,
// Permanent Stats Enhanced by Power-ups
moveSpeedMultiplier: 1.0,
// Base is 1.0, increases with speed power-ups
defenseBuffActive: false,
// Remains a boolean toggle, activated by defense power-up
attackPower: 1 // Base attack power is 1, increases with attack power-ups
// Buff timeouts are removed as effects are permanent
};
var powerUps = [];
var POWERUP_COUNT = 3; // Number of power-ups to spawn per level
// POWERUP_DURATION is no longer needed as buffs are permanent until new game
var controls = {
forward: false,
backward: false,
left: false,
right: false,
attack: false
};
var monsters = [];
var treasures = [];
var projectiles = [];
var gate = null;
var wallSegments = [];
var lastWallCheck = [];
var lastTime = Date.now();
var canAttack = true;
var attackCooldown = 500; // 500 millisecond cooldown
// Joystick override state
var joystickOverrideActive = false;
var joystickOverrideX = 0;
var joystickOverrideY = 0;
// UI elements
var miniMap;
var rayCastView;
var healthText;
var scoreText;
var levelText;
var monsterText;
var controlButtons = {};
var playerMarker;
var globalRightHand; // Stores the right hand game object
var activeControlForGlobalHandlers = null; // Tracks which control is active for game.down/up/move
var renderableObjects = []; // Array to hold all objects (walls, entities) to be sorted by depth
// Create layer variables at the global scope
var gameLayer = new Container();
var projectileLayer = new Container();
var handLayer = new Container();
particlePoolManager = {
pool: [],
activeParticles: [],
maxParticles: 750,
// Increased from 300 to support more particles
// Increased max particles
getParticle: function getParticle() {
var particle;
if (this.pool.length > 0) {
particle = this.pool.pop();
} else {
particle = new Particle();
}
this.activeParticles.push(particle);
// The particle will be added to particleExplosionContainer by createParticleExplosion
return particle;
},
releaseParticle: function releaseParticle(particle) {
// Remove from activeParticles
var index = this.activeParticles.indexOf(particle);
if (index !== -1) {
this.activeParticles.splice(index, 1);
}
// Remove from its parent container (particleExplosionContainer)
if (particle.parent) {
particle.parent.removeChild(particle);
}
if (this.pool.length < this.maxParticles) {
this.pool.push(particle);
} else {
// If pool is full, LK will garbage collect if it has no parent.
// Explicitly calling destroy isn't standard in LK for pooled objects unless necessary.
}
},
updateActiveParticles: function updateActiveParticles() {
for (var i = this.activeParticles.length - 1; i >= 0; i--) {
var particle = this.activeParticles[i];
if (!particle.update()) {
// Particle.update returns false when life is over
this.releaseParticle(particle);
}
}
}
};
function createParticleExplosion(worldExplosionX, worldExplosionY, count, tintColor) {
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, tintColor);
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();
// 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
// Ensure player doesn't start facing a wall
var initialPlayerDirForRotationCheck = player.dir; // Store initial to potentially revert
var playerRotationAttempts = 0;
while (playerRotationAttempts < 4) {
// Max 4 attempts for 0, 90, 180, 270 degrees
var lookAheadDist = 1.0; // Check one cell ahead
var cellInFrontMapX = Math.floor(player.x + Math.cos(player.dir) * lookAheadDist);
var cellInFrontMapY = Math.floor(player.y + Math.sin(player.dir) * lookAheadDist);
// Check if the cell in front is within map boundaries and is a floor tile
if (cellInFrontMapX >= 0 && cellInFrontMapX < MAP_SIZE && cellInFrontMapY >= 0 && cellInFrontMapY < MAP_SIZE && map[cellInFrontMapY] && map[cellInFrontMapY][cellInFrontMapX] && map[cellInFrontMapY][cellInFrontMapX].type === 0) {
// Found an open space to face
break;
}
// If facing a wall or out of bounds, rotate player by 90 degrees clockwise
player.dir += Math.PI / 2;
// Normalize direction to be within [0, 2*PI)
if (player.dir >= Math.PI * 2) {
player.dir -= Math.PI * 2;
}
playerRotationAttempts++;
}
if (playerRotationAttempts === 4) {
console.warn("Player could not be rotated to face an open space after 4 attempts. Reverting to original direction: " + initialPlayerDirForRotationCheck);
player.dir = initialPlayerDirForRotationCheck;
// A more robust fallback could be to find ANY open adjacent cell and face it,
// but for now, reverting or keeping the last attempted direction is acceptable.
}
// --- 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
placeTreasure(); // Call once to place 1-3 treasures in total per map
// Place exit gate
gate = placeGate();
// Power-ups are now only spawned from opened treasures, not during map generation
}
function placePowerUp() {
var x, y;
var attempts = 0;
var powerUpTypes = ['speed', 'defense', 'health', 'attack'];
var randomType = powerUpTypes[Math.floor(Math.random() * powerUpTypes.length)];
do {
x = Math.floor(Math.random() * (MAP_SIZE - 2)) + 1;
y = Math.floor(Math.random() * (MAP_SIZE - 2)) + 1;
attempts++;
if (attempts > 100) {
break;
}
} while (map[y][x].type !== 0 || map[y][x].monster || map[y][x].treasure || map[y][x].gate || mapCellHasPowerUp(x, y));
if (attempts <= 100) {
var powerUp = new PowerUp(randomType);
powerUp.mapX = x + 0.5; // Center in cell
powerUp.mapY = y + 0.5; // Center in cell
powerUps.push(powerUp);
dynamicEntitiesContainer.addChild(powerUp);
}
}
function mapCellHasPowerUp(cellX, cellY) {
for (var i = 0; i < powerUps.length; i++) {
if (Math.floor(powerUps[i].mapX) === cellX && Math.floor(powerUps[i].mapY) === cellY) {
return true;
}
}
return false;
}
function placeMonster() {
// Find a random empty cell
var x, y;
var attempts = 0;
do {
x = Math.floor(Math.random() * (MAP_SIZE - 2)) + 1;
y = Math.floor(Math.random() * (MAP_SIZE - 2)) + 1;
attempts++;
// Make sure it's not too close to the player
var distToPlayer = Math.sqrt(Math.pow(x - player.x, 2) + Math.pow(y - player.y, 2));
if (attempts > 100) {
break;
} // Prevent infinite loop
} while (map[y][x].type !== 0 || map[y][x].monster || map[y][x].treasure || distToPlayer < 3);
if (attempts <= 100) {
map[y][x].addMonster();
var monster;
// Randomly decide to spawn a regular Monster or an EyeballMonster
if (Math.random() < 0.4) {
// 40% chance for an EyeballMonster
monster = new EyeballMonster();
monster.health = 2; // EyeballMonster has fixed 2 HP
// monster.startBobbing(); // Call removed as bobbing is disabled
} else {
monster = new Monster();
monster.health = 2 + Math.floor(player.level / 3); // Regular monster health scaling
}
// Common monster setup
monster.mapX = x + 0.5; // Center in cell
monster.mapY = y + 0.5; // Center in cell
// Initialize attack cooldown properties for all monster types
// These might be defined in individual monster classes but ensuring they exist for MonsterAI
if (monster.attackCooldown === undefined) {
monster.attackCooldown = 2000;
} // Default if not set
if (monster.lastAttackTime === undefined) {
monster.lastAttackTime = 0;
}
if (monster.canAttack === undefined) {
monster.canAttack = true;
}
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 1-3 per map (total)
var maxTreasures = 1 + Math.floor(Math.random() * 3); // 1 to 3 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 castRayDDAInto(startX, startY, rayDirX, rayDirY, result) {
// Pre-compute map coordinates only once
var mapX = Math.floor(startX);
var mapY = Math.floor(startY);
// Early bounds check to avoid unnecessary computation
if (mapX < 0 || mapX >= MAP_SIZE || mapY < 0 || mapY >= MAP_SIZE) {
result.wallHit = true;
result.distance = MAX_RENDER_DISTANCE;
result.side = 0;
result.wallType = 1; // Default wall type if out of bounds
result.mapX = mapX;
result.mapY = mapY;
return;
}
// Pre-compute these reciprocals once to avoid division in the loop
var deltaDistX = Math.abs(rayDirX) < 0.0001 ? 9999999 : Math.abs(1 / rayDirX);
var deltaDistY = Math.abs(rayDirY) < 0.0001 ? 9999999 : Math.abs(1 / rayDirY);
var stepX, stepY, sideDistX, sideDistY;
// Optimize direction calculations with ternary operators
stepX = rayDirX < 0 ? -1 : 1;
sideDistX = rayDirX < 0 ? (startX - mapX) * deltaDistX : (mapX + 1.0 - startX) * deltaDistX;
stepY = rayDirY < 0 ? -1 : 1;
sideDistY = rayDirY < 0 ? (startY - mapY) * deltaDistY : (mapY + 1.0 - startY) * deltaDistY;
// Use a maximum iteration count to prevent potential infinite loops
var hit = false;
var side = 0;
var maxIterations = MAP_SIZE * 2; // Maximum map traversal
var iterations = 0;
// Main DDA loop with iteration limit
while (!hit && iterations < maxIterations) {
// Store the smaller of the two side distances for optimization
if (sideDistX < sideDistY) {
sideDistX += deltaDistX;
mapX += stepX;
side = 0;
} else {
sideDistY += deltaDistY;
mapY += stepY;
side = 1;
}
// Fast bounds check
if (mapX < 0 || mapX >= MAP_SIZE || mapY < 0 || mapY >= MAP_SIZE) {
hit = true; // Ray went out of bounds
continue;
}
// Fast wall check - avoid accessing map if possible
if (map[mapY] && map[mapY][mapX] && map[mapY][mapX].type === 1) {
hit = true;
}
iterations++;
}
// Calculate distance precisely for the current ray hit
var perpWallDist;
if (hit) {
// Only calculate precise distance if a wall was hit (or went out of bounds)
if (side === 0) {
perpWallDist = (mapX - startX + (1 - stepX) / 2) / rayDirX;
} else {
perpWallDist = (mapY - startY + (1 - stepY) / 2) / rayDirY;
}
// Clamp distance
perpWallDist = Math.max(0.001, Math.min(MAX_RENDER_DISTANCE, perpWallDist));
} else {
// No wall hit within maxIterations, treat as max distance
perpWallDist = MAX_RENDER_DISTANCE;
}
result.wallHit = hit;
result.distance = perpWallDist;
result.side = side;
// Determine wallType only if hit and within bounds
if (hit && mapX >= 0 && mapX < MAP_SIZE && mapY >= 0 && mapY < MAP_SIZE && map[mapY] && map[mapY][mapX]) {
result.wallType = map[mapY][mapX].type;
} else {
result.wallType = 1; // Default or out-of-bounds wall type
}
result.mapX = mapX;
result.mapY = mapY;
}
// Separate the raycasting logic from the visual updates
function fullRayCasting() {
floorCaster.update(player.x, player.y, player.dir);
// Pre-calculate values needed for all rays
var playerX = player.x;
var playerY = player.y;
var playerDir = player.dir;
// Process all rays at once
for (var rayIdx = 0; rayIdx < NUM_RAYS; rayIdx++) {
var rayResult = rayResults[rayIdx]; // Use pre-allocated object
// Calculate ray angle and direction
var rayAngle = playerDir - HALF_FOV + rayIdx / NUM_RAYS * FOV;
var rayDirX = Math.cos(rayAngle);
var rayDirY = Math.sin(rayAngle);
// Get ray hit info - populates rayResult
castRayDDAInto(playerX, playerY, rayDirX, rayDirY, rayResult);
// rayResult.distance is perpWallDist
if (rayResult.wallHit) {
// Calculate final strip properties and store in rayResult
rayResult.actualDistance = rayResult.distance * Math.cos(rayAngle - playerDir);
rayResult.wallHeight = Math.max(STRIP_WIDTH, Math.min(2732, WALL_HEIGHT_FACTOR / rayResult.actualDistance));
var wallX;
if (rayResult.side === 0) {
wallX = playerY + rayResult.distance * rayDirY;
} else {
wallX = playerX + rayResult.distance * rayDirX;
}
var texturePos = wallX * 64; // This scales wallX so one unit of wallX effectively spans 64 original texture slices.
// New logic for selecting from slices 6-35 repeating
// Original calculation provided an index from 0 to 63 for a 64-slice block.
var baseIndexOriginal64 = Math.floor(texturePos) % 64;
var numNewSlices = 30; // Slices 6 through 35 inclusive (35 - 6 + 1 = 30 textures)
// Map the 0-63 original index to a 0-29 index for our new 30-slice repeating block.
var newSliceIndexInRepeatingBlock = baseIndexOriginal64 % numNewSlices;
// Offset this 0-29 index to match the desired range of 6-35.
var tileIndex = 6 + newSliceIndexInRepeatingBlock; // tileIndex will be from 6 to 35 (e.g. walltile6 to walltile35)
// Apply reflection based on side and ray direction, similar to original.
// The reflection should map within the new range [6, 35].
var minTexIdNewRange = 6;
var maxTexIdNewRange = 35;
if (rayResult.side === 0 && rayDirX > 0) {
// Reflects: e.g., if min=6, max=35: 6 maps to 35, 7 to 34, ..., 35 to 6.
// Formula: new_min + (new_max - current_value_in_new_range)
tileIndex = minTexIdNewRange + (maxTexIdNewRange - tileIndex);
}
if (rayResult.side === 1 && rayDirY < 0) {
// Same reflection logic for this case.
tileIndex = minTexIdNewRange + (maxTexIdNewRange - tileIndex);
}
rayResult.textureIndex = tileIndex;
rayResult.screenX = Math.round(rayIdx * STRIP_WIDTH + (2048 - NUM_RAYS * STRIP_WIDTH) / 2);
// Update strip with calculated values
var strip = wallSegments[rayIdx];
strip.x = rayResult.screenX;
strip.updateStrip(STRIP_WIDTH, rayResult.wallHeight, rayIdx, rayResult.wallType, rayResult.actualDistance, 0, rayResult.side, rayResult.textureIndex, rayResult.mapX, rayResult.mapY);
strip.visible = true;
// Add to renderableObjects (cleared each frame in game.update, so always push)
renderableObjects.push({
distance: rayResult.actualDistance,
object: strip,
type: 'wall',
originalSortOrder: rayIdx
});
} else {
// Clear strip if no wall was hit
var strip = wallSegments[rayIdx];
if (strip && strip.clearStrip) {
strip.clearStrip();
strip.visible = false;
}
// Ensure wallHit is false for updateRaycastVisuals
rayResult.wallHit = false;
}
}
}
function updateRaycastVisuals() {
// floorCaster.update is handled by the main rayCasting function if this optimization path is taken.
// Or, if floor/ceiling should update even on minor moves, it can be called here too.
// For now, following prompt implies floor/ceiling only updates on fullRayCasting.
// Process all rays using cached data
for (var rayIdx = 0; rayIdx < NUM_RAYS; rayIdx++) {
var rayResult = rayResults[rayIdx]; // Use cached data
if (rayResult.wallHit) {
// Check cached wallHit
// Update strip with cached values
var strip = wallSegments[rayIdx];
strip.x = rayResult.screenX;
strip.updateStrip(STRIP_WIDTH, rayResult.wallHeight, rayIdx, rayResult.wallType, rayResult.actualDistance, 0, rayResult.side, rayResult.textureIndex, rayResult.mapX, rayResult.mapY);
strip.visible = true;
// Add to renderableObjects using cached distance (cleared each frame in game.update, so always push)
renderableObjects.push({
distance: rayResult.actualDistance,
object: strip,
type: 'wall',
originalSortOrder: rayIdx
});
} else {
// Clear strip if no wall was hit (based on cache)
var strip = wallSegments[rayIdx];
if (strip && strip.clearStrip) {
strip.clearStrip();
strip.visible = false;
}
}
}
}
function rayCasting() {
// Check if player has moved enough to require new raycasting
// A small threshold helps prevent floating point inaccuracies from triggering constant raycasts.
var playerMoved = Math.abs(player.x - lastPlayerX) > 0.001 || Math.abs(player.y - lastPlayerY) > 0.001 || Math.abs(player.dir - lastPlayerDir) > 0.001;
// Only perform full raycasting if needed
if (playerMoved || shouldRaycast) {
// Perform full raycasting (this also updates floor/ceiling via floorCaster.update)
fullRayCasting();
// Update cached player position and state
lastPlayerX = player.x;
lastPlayerY = player.y;
lastPlayerDir = player.dir;
shouldRaycast = false; // Reset flag until next explicit request or significant move
} else {
// Just update the visual rendering of walls with already calculated ray data
// Floor/ceiling are NOT updated in this path, as per optimization.
updateRaycastVisuals();
}
}
function renderEntities() {
var allDynamicEntities = monsters.concat(treasures).concat(powerUps.filter(function (p) {
return !p.collected;
}));
if (gate) {
allDynamicEntities.push(gate);
}
// visibleEntities array and local sorting are no longer needed here.
// Entities will be added to the global renderableObjects array.
for (var i = 0; i < allDynamicEntities.length; i++) {
var entity = allDynamicEntities[i];
entity.visible = false; // Hide by default, will be set true if it should be rendered.
var dx = entity.mapX - player.x;
var dy = entity.mapY - player.y;
var dist = Math.sqrt(dx * dx + dy * dy);
entity.renderDist = dist; // Store distance for sorting
if (dist >= MAX_RENDER_DISTANCE) {
// Too far to render
continue;
}
var angle = Math.atan2(dy, dx) - player.dir;
// Normalize angle to be within -PI to PI range
while (angle < -Math.PI) {
angle += Math.PI * 2;
}
while (angle > Math.PI) {
angle -= Math.PI * 2;
}
if (Math.abs(angle) < HALF_FOV) {
// Check if entity is within Field of View
var rayHit = castRayToPoint(player.x, player.y, entity.mapX, entity.mapY);
// Check if there's a clear Line of Sight to the entity
// (dist - 0.5 is a small tolerance, e.g. for entity's own depth/size)
if (!rayHit.hit || rayHit.dist > dist - 0.5) {
entity.visible = true; // Mark as visible for rendering
var screenX = (0.5 + angle / FOV) * 2048; // Project to screen X
var height = WALL_HEIGHT_FACTOR / dist; // Calculate perceived height
var scale = height / 100; // Assuming base asset height is 100 for scaling
entity.x = screenX;
// Y position calculation
var screenY_horizon = 2732 / 2;
var player_camera_height_projection_factor = WALL_HEIGHT_FACTOR * 0.5; // Simulates camera height
var screenY_for_floor_at_dist = screenY_horizon + player_camera_height_projection_factor / dist;
var z_to_screen_pixels_factor = WALL_HEIGHT_FACTOR;
if (entity instanceof Treasure) {
// Treasures are on the floor. Their anchor is 0.5 (center).
// To place the bottom of the treasure on the 'screenY_for_floor_at_dist' line,
// its center (entity.y) must be 'screenY_for_floor_at_dist - actualRenderedHeight / 2'.
// 'scale' is (WALL_HEIGHT_FACTOR / dist) / 100, calculated a few lines above.
// 'texture.height' is the original asset height.
var currentSprite = entity.isOpen ? entity.treasureOpenSprite : entity.treasureSprite;
// Per LK guidelines, .width and .height on an asset provide its original dimensions.
// The error indicates currentSprite.texture is undefined, so we use currentSprite.height instead.
var currentSpriteOriginalHeight = currentSprite.height;
var actualRenderedHeight = currentSpriteOriginalHeight * scale; // 'scale' is the calculated scale for this frame
// Adjusted from actualRenderedHeight / 2 (which is * 0.5) to * 0.45
// This subtracts a slightly smaller amount, making entity.y larger (lower on screen).
entity.y = screenY_for_floor_at_dist - actualRenderedHeight * 0.2;
} else if (entity instanceof PowerUp) {
var powerUpWorldZ = entity.verticalOffset; // PowerUps have verticalOffset from chest
var screenY_offset_due_to_worldZ = powerUpWorldZ * z_to_screen_pixels_factor / dist;
// currentBobOffset for PowerUp is in screen pixels.
entity.y = screenY_for_floor_at_dist - screenY_offset_due_to_worldZ + entity.currentBobOffset - height / 2;
} else if (entity instanceof EyeballMonster) {
var eyeballWorldZ = entity.baseWorldYOffset; // currentBobbingYOffset removed
var screenY_offset_due_to_worldZ = eyeballWorldZ * z_to_screen_pixels_factor / dist;
entity.y = screenY_for_floor_at_dist - screenY_offset_due_to_worldZ; // Eyeball anchor is 0.5, already centered.
} else if (entity instanceof Monster || entity instanceof Gate) {
// Regular Monsters and Gates are vertically centered at the horizon line for their distance.
// Their perceived height 'height' is centered on this line.
entity.y = screenY_horizon;
} else {
// Fallback for any other entity type (should ideally be handled above)
entity.y = screenY_horizon;
}
// Scale adjustments
if (entity instanceof PowerUp) {
var finalScale = scale * entity.spawnScaleMultiplier; // Apply spawn scale animation
entity.scale.set(finalScale, finalScale);
} else {
// Covers Treasure, Monster, EyeballMonster, Gate (except PowerUp handled above for spawnScaleMultiplier)
entity.scale.set(scale, scale);
}
// Apply distance-based tinting to entities
var SHADE_START_FACTOR_ENTITIES = 0.3; // Match floor/ceiling behavior
var MIN_SHADE_ENTITIES = 0.2; // General minimum shade for distant entities
var distanceRatioEntities = dist / MAX_RENDER_DISTANCE;
var entityShadeFactor = Math.max(MIN_SHADE_ENTITIES, 1 - distanceRatioEntities / SHADE_START_FACTOR_ENTITIES);
// --- Apply projectile light to entities ---
var totalProjectileLightInfluenceEntity = 0;
for (var k = 0; k < projectiles.length; k++) {
var proj = projectiles[k];
if (proj.active) {
var dxProjEntity = proj.worldX - entity.mapX;
var dyProjEntity = proj.worldY - entity.mapY;
var distToProjectileEntitySq = dxProjEntity * dxProjEntity + dyProjEntity * dyProjEntity;
if (distToProjectileEntitySq < PROJECTILE_LIGHT_RADIUS * PROJECTILE_LIGHT_RADIUS) {
var distToProjectileEntity = Math.sqrt(distToProjectileEntitySq);
var distRatioProjEntity = distToProjectileEntity / PROJECTILE_LIGHT_RADIUS;
var falloffEntity = Math.pow(Math.max(0, 1 - distRatioProjEntity), PROJECTILE_LIGHT_FALLOFF_EXPONENT);
totalProjectileLightInfluenceEntity += PROJECTILE_LIGHT_MAX_CONTRIBUTION * falloffEntity;
}
}
}
entityShadeFactor = Math.min(1.0, entityShadeFactor + totalProjectileLightInfluenceEntity);
// --- End projectile light for entities ---
var finalEntityTint;
if (entity instanceof Monster || entity instanceof EyeballMonster) {
// For Monster and EyeballMonster, 'entity' is the main container.
// Assuming tinting the container affects its children sprites. Base tint is white (0xFFFFFF).
var r_ge = Math.floor(0xFF * entityShadeFactor);
var g_ge = Math.floor(0xFF * entityShadeFactor);
var b_ge = Math.floor(0xFF * entityShadeFactor);
finalEntityTint = r_ge << 16 | g_ge << 8 | b_ge;
entity.tint = finalEntityTint;
// Alpha is managed by internal sprite animations or visibility logic.
} else if (entity instanceof Treasure) {
var baseTreasureTint = 0xdddddd; // Treasure has a specific base tint
var r_t = baseTreasureTint >> 16 & 0xFF;
var g_t = baseTreasureTint >> 8 & 0xFF;
var b_t = baseTreasureTint & 0xFF;
r_t = Math.floor(r_t * entityShadeFactor);
g_t = Math.floor(g_t * entityShadeFactor);
b_t = Math.floor(b_t * entityShadeFactor);
finalEntityTint = r_t << 16 | g_t << 8 | b_t;
var targetSprite = entity.isOpen ? entity.treasureOpenSprite : entity.treasureSprite;
targetSprite.tint = finalEntityTint;
// Preserve targetSprite.alpha for open/close animation.
} else if (entity instanceof PowerUp) {
// PowerUp sprite base tint is white (0xFFFFFF).
var r_p = Math.floor(0xFF * entityShadeFactor);
var g_p = Math.floor(0xFF * entityShadeFactor);
var b_p = Math.floor(0xFF * entityShadeFactor);
finalEntityTint = r_p << 16 | g_p << 8 | b_p;
entity.powerUpSprite.tint = finalEntityTint;
// Preserve entity.powerUpSprite.alpha for collection animation.
} else if (entity instanceof Gate) {
var baseGateTint = 0x00FF00; // Gate is tinted green
var r_ga = baseGateTint >> 16 & 0xFF;
var g_ga = baseGateTint >> 8 & 0xFF;
var b_ga = baseGateTint & 0xFF;
r_ga = Math.floor(r_ga * entityShadeFactor);
g_ga = Math.floor(g_ga * entityShadeFactor);
b_ga = Math.floor(b_ga * entityShadeFactor);
finalEntityTint = r_ga << 16 | g_ga << 8 | b_ga;
entity.gateSprite.tint = finalEntityTint;
// Preserve entity.gateSprite.alpha for its pulse animation.
}
// 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) {
// NEW: Check if this projectile has already hit this specific monster
if (projectile.hitMonsters.indexOf(monster) !== -1) {
continue; // Already hit this monster, check the next one
}
// If not, this is a new monster for this projectile. Record the hit.
projectile.hitMonsters.push(monster);
hitMonster = true;
hitMonsterIndex = j;
break; //{i2} // Found a new monster to hit, break from monster loop
}
}
}
// Handle monster hit logic (unchanged)
if (hitMonster && hitMonsterIndex !== -1) {
var monster = monsters[hitMonsterIndex];
var killed = monster.takeDamage(player.attackPower); // Use player.attackPower
if (killed) {
// Create particle explosion at monster's world position
createParticleExplosion(monster.mapX, monster.mapY, 200, 0xFF0000); // Red Tint
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, respecting new maxHealth
player.health = Math.min(player.health + 2, player.maxHealth);
// 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();
};
// Global function to display power-up effect text messages
var powerUpEffectTextDisplaying = null; // To manage one text at a time
function showPowerUpEffectText(message) {
// If a text is already displaying, remove it first
if (powerUpEffectTextDisplaying && powerUpEffectTextDisplaying.parent) {
tween.stop(powerUpEffectTextDisplaying); // Stop any ongoing tween
powerUpEffectTextDisplaying.parent.removeChild(powerUpEffectTextDisplaying);
powerUpEffectTextDisplaying.destroy();
powerUpEffectTextDisplaying = null;
}
var effectText = new Text2(message, {
size: 80,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 7,
align: 'center',
wordWrap: true,
wordWrapWidth: 1800
});
effectText.anchor.set(0.5, 0.5);
effectText.x = 2048 / 2;
effectText.y = 2732 / 3; // Positioned higher on the screen
effectText.alpha = 1.0;
gameLayer.addChild(effectText); // Assuming gameLayer is accessible globally
powerUpEffectTextDisplaying = effectText;
LK.setTimeout(function () {
if (effectText && effectText.parent) {
// Check if still valid
tween(effectText, {
alpha: 0
}, {
duration: 500,
// Fade out over 0.5 seconds
easing: tween.linear,
onFinish: function onFinish() {
if (effectText.parent) {
effectText.parent.removeChild(effectText);
}
effectText.destroy();
if (powerUpEffectTextDisplaying === effectText) {
powerUpEffectTextDisplaying = null;
}
}
});
}
}, 2500); // Start fade-out after 2.5 seconds
}
// 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, consider attacking if able, then stop.
if (monster.canAttack) {
// Generic damage cooldown check
if (monster instanceof EyeballMonster && !monster.isAttacking) {
monster.performAttackAnimation();
}
// Other monster types could have their attack animations triggered here too.
}
return;
} else if (distToPlayer <= MAX_MONSTER_PLAYER_ENGAGEMENT_DISTANCE) {
// Monster is within ideal engagement range, consider attacking if able, then stop.
if (monster.canAttack) {
// Generic damage cooldown check
if (monster instanceof EyeballMonster && !monster.isAttacking) {
monster.performAttackAnimation();
}
// Other monster types could have their attack animations triggered here too.
}
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 effectiveMoveSpeed = typeof monster.moveSpeed !== 'undefined' ? monster.moveSpeed : 0.2; // Use monster's speed or default
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 * effectiveMoveSpeed;
var potentialNewY = monsterY + dirY * effectiveMoveSpeed;
// 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
@@ -3002,9 +3002,9 @@
var monster = monsters[hitMonsterIndex];
var killed = monster.takeDamage(player.attackPower); // Use player.attackPower
if (killed) {
// Create particle explosion at monster's world position
- createParticleExplosion(monster.mapX, monster.mapY, 250, 0xFF0000); // Red Tint
+ createParticleExplosion(monster.mapX, monster.mapY, 200, 0xFF0000); // Red Tint
map[Math.floor(monster.mapY)][Math.floor(monster.mapX)].removeMonster();
monster.destroy();
monsters.splice(hitMonsterIndex, 1);
player.score += 10;
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