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Intenta solucionar todos los problemas que se puedan surgir por las paredes
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Soluciónalo
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Quita el efecto de basio
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Quita la textura Sun
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Ahora vamos a usar el método Raycasting
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Cambia la línea del medio por una textura que casi no se vea
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Has la línea del medio invisible sin afectar sus funciones
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crea un apartado solo para las paredes y pon la textura Sun
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Utiliza la textura Sun para poner esos espacios negros
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Pon que las paredes sean de color amarillo
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Vamos a migrar todo al método de Raycasting 2D
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Has una versión mejorada de pseude-3D
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Ponle textura a las paredes
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Optimiza y mejora el método que utiliza pseude-3D para crear paredes y profundidad
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'self.wallColumns[i]')' in or related to this line: 'self.wallColumns[i].visible = false;' Line Number: 257
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Has eso por favor
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Has que las texturas de la pared sean cuadradas
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Please fix the bug: 'wallRenderer.generateWalls is not a function. (In 'wallRenderer.generateWalls()', 'wallRenderer.generateWalls' is undefined)' in or related to this line: 'wallRenderer.generateWalls();' Line Number: 731
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Para generar las paredes usa muchas imágenes de la textura haz que solo 1 textura para evitar lag u problemas visuales
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No sé cómo hacer las paredes te dejo a decisión tuya para hacerlas
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De ves de líneas haz que las paredes sean cuadrados
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Haz que se pueda mirar hacia arriba y hacia abajo
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limítalo a 1
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Haz que las paredes no sigan al jugador si no que miren a un punto fijo como el punto central al donde están y disminuye la cantidad de paredes que caben en una línea limítalo a 10
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Haz una textura nueva para añadir color a la pared
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var CeilingTileRenderer = Container.expand(function () { var self = Container.call(this); self.tiles = []; // Generate ceiling tiles in safe positions (away from corners and walls) self.generateTiles = function () { for (var x = 2; x < worldGrid.width - 2; x++) { for (var y = 2; y < worldGrid.height - 2; y++) { // Only place tiles in open areas (not near walls or corners) if (!worldGrid.hasWallAt(x * worldGrid.cellSize, y * worldGrid.cellSize) && !self.isNearCorner(x, y) && self.isSafePosition(x, y)) { var tile = { worldX: x * worldGrid.cellSize + worldGrid.cellSize / 2, worldY: y * worldGrid.cellSize + worldGrid.cellSize / 2, sprite: null }; self.tiles.push(tile); } } } }; // Check if position is near a corner self.isNearCorner = function (gridX, gridY) { // Check 3x3 area around position for wall density var wallCount = 0; for (var dx = -1; dx <= 1; dx++) { for (var dy = -1; dy <= 1; dy++) { var checkX = gridX + dx; var checkY = gridY + dy; if (checkX >= 0 && checkX < worldGrid.width && checkY >= 0 && checkY < worldGrid.height) { if (worldGrid.walls[checkX][checkY]) { wallCount++; } } } } return wallCount >= 3; // Near corner if 3+ walls nearby }; // Check if position is safe (center of open areas) self.isSafePosition = function (gridX, gridY) { // Ensure there's open space in all 4 cardinal directions var directions = [{ x: 0, y: -1 }, { x: 1, y: 0 }, { x: 0, y: 1 }, { x: -1, y: 0 }]; for (var i = 0; i < directions.length; i++) { var checkX = gridX + directions[i].x; var checkY = gridY + directions[i].y; if (checkX >= 0 && checkX < worldGrid.width && checkY >= 0 && checkY < worldGrid.height) { if (worldGrid.walls[checkX][checkY]) { return false; } } } return true; }; self.render = function (player) { // Clear existing sprites for (var i = 0; i < self.tiles.length; i++) { if (self.tiles[i].sprite) { self.tiles[i].sprite.visible = false; } } var visibleTiles = []; // Calculate which tiles are visible and their screen positions for (var i = 0; i < self.tiles.length; i++) { var tile = self.tiles[i]; var dx = tile.worldX - player.x; var dy = tile.worldY - player.y; var distance = Math.sqrt(dx * dx + dy * dy); // Only render tiles within reasonable distance if (distance < 800) { // Calculate angle relative to player's view direction var tileAngle = Math.atan2(dy, dx); var angleDiff = tileAngle - player.angle; // Normalize angle difference while (angleDiff > Math.PI) angleDiff -= 2 * Math.PI; while (angleDiff < -Math.PI) angleDiff += 2 * Math.PI; // Check if tile is within field of view var fov = Math.PI / 3; if (Math.abs(angleDiff) < fov / 2) { // Calculate screen X position var screenX = 1024 + angleDiff / (fov / 2) * 1024; if (screenX >= 0 && screenX <= 2048) { // Apply pitch offset to ceiling tiles var pitchOffset = player.pitch * 400; visibleTiles.push({ tile: tile, distance: distance, screenX: screenX, screenY: 400 - 200 * (1000 / (distance + 100)) + pitchOffset // Project to ceiling with pitch }); } } } } // Sort by distance (farthest first) visibleTiles.sort(function (a, b) { return b.distance - a.distance; }); // Render visible tiles for (var i = 0; i < visibleTiles.length; i++) { var visibleTile = visibleTiles[i]; var tile = visibleTile.tile; if (!tile.sprite) { tile.sprite = self.addChild(LK.getAsset('ceilingTile', { anchorX: 0.5, anchorY: 0.5 })); } tile.sprite.x = visibleTile.screenX; tile.sprite.y = visibleTile.screenY; tile.sprite.visible = true; // Scale based on distance var scale = Math.max(0.1, 20 / (visibleTile.distance + 20)); tile.sprite.scaleX = scale; tile.sprite.scaleY = scale; } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); self.x = 1024; self.y = 1366; self.angle = 0; self.pitch = 0; // Vertical look angle (up/down) self.speed = 3; self.rotSpeed = 0.1; // Smooth interpolation properties self.targetX = 1024; self.targetY = 1366; self.targetAngle = 0; self.targetPitch = 0; self.smoothingFactor = 0.15; // Player visual for debugging (will be hidden in first person) var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); playerGraphics.visible = false; // Hide for first person view self.moveForward = function () { var newX = self.targetX + Math.cos(self.targetAngle) * self.speed; var newY = self.targetY + Math.sin(self.targetAngle) * self.speed; // Constrain Y coordinate to not go below 0 if (newY < 0) { newY = 0; } // Check collision with world grid using improved collision detection if (!worldGrid.checkCollision(newX, newY)) { self.targetX = newX; self.targetY = newY; } }; self.moveBackward = function () { var newX = self.targetX - Math.cos(self.targetAngle) * self.speed; var newY = self.targetY - Math.sin(self.targetAngle) * self.speed; // Constrain Y coordinate to not go below 0 if (newY < 0) { newY = 0; } // Check collision with world grid using improved collision detection if (!worldGrid.checkCollision(newX, newY)) { self.targetX = newX; self.targetY = newY; } }; self.turnLeft = function () { self.targetAngle -= self.rotSpeed; }; self.turnRight = function () { self.targetAngle += self.rotSpeed; }; self.lookUp = function () { self.targetPitch = Math.max(-Math.PI / 3, self.targetPitch - self.rotSpeed); // Limit to -60 degrees }; self.lookDown = function () { self.targetPitch = Math.min(Math.PI / 3, self.targetPitch + self.rotSpeed); // Limit to +60 degrees }; self.updateSmooth = function () { // Smooth interpolation for position self.x += (self.targetX - self.x) * self.smoothingFactor; self.y += (self.targetY - self.y) * self.smoothingFactor; // Smooth interpolation for rotation with angle wrapping var angleDiff = self.targetAngle - self.angle; // Handle angle wrapping (ensure shortest rotation path) if (angleDiff > Math.PI) angleDiff -= 2 * Math.PI; if (angleDiff < -Math.PI) angleDiff += 2 * Math.PI; self.angle += angleDiff * self.smoothingFactor; // Smooth interpolation for pitch var pitchDiff = self.targetPitch - self.pitch; self.pitch += pitchDiff * self.smoothingFactor; }; return self; }); var RaycastRenderer = Container.expand(function () { var self = Container.call(this); // True 2D raycasting system with DDA algorithm self.wallColumns = []; self.columnCount = 512; // High resolution for smooth raycasting self.maxRenderDistance = 1200; self.fogStart = 600; self.wallHeight = 800; // Base wall height for perspective // Initialize wall column system for raycasting self.initColumns = function () { if (self.wallColumns.length === 0) { for (var i = 0; i < self.columnCount; i++) { var column = self.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 1.0 // Anchor at bottom for proper ground positioning })); column.x = i * (2048 / self.columnCount); // Distribute across screen width column.y = 1366; // Ground level column.visible = false; self.wallColumns.push(column); } } }; // True 2D raycasting renderer using DDA algorithm self.render = function (player) { self.initColumns(); var fov = Math.PI / 3; // 60 degree field of view var halfFov = fov / 2; var screenHeight = 2732; var screenCenter = screenHeight / 2; var pitchOffset = player.pitch * 300; // Pitch sensitivity // Cast rays for each screen column for (var screenX = 0; screenX < self.columnCount; screenX++) { // Calculate ray angle using screen column position var cameraX = 2 * screenX / self.columnCount - 1; // [-1, 1] range var rayAngle = player.angle + Math.atan(cameraX * Math.tan(halfFov)); // Cast ray using DDA algorithm var rayResult = self.castRayDDA(player.x, player.y, rayAngle); var column = self.wallColumns[screenX]; if (rayResult.distance < self.maxRenderDistance) { // Fix fisheye effect by using perpendicular distance var perpDistance = rayResult.distance * Math.cos(rayAngle - player.angle); // Calculate wall height based on perpendicular distance var lineHeight = Math.floor(self.wallHeight / perpDistance); lineHeight = Math.max(20, Math.min(lineHeight, screenHeight * 2)); // Calculate wall boundaries with pitch var drawStart = Math.floor(screenCenter - lineHeight / 2 + pitchOffset); var drawEnd = Math.floor(screenCenter + lineHeight / 2 + pitchOffset); // Position and scale the wall column column.y = drawEnd; // Anchor at bottom column.height = lineHeight; column.width = Math.max(1, 2048 / self.columnCount + 0.5); // Prevent gaps // Calculate lighting based on wall side and distance var lightIntensity = 1.0; if (rayResult.wallSide === 1) { lightIntensity = 0.7; // Darken north-south walls } // Apply distance-based fog var fogFactor = Math.max(0.1, 1.0 - (rayResult.distance - self.fogStart) / (self.maxRenderDistance - self.fogStart)); lightIntensity *= fogFactor; // Apply lighting to column with yellow base color var brightness = Math.floor(255 * lightIntensity); brightness = Math.max(20, Math.min(255, brightness)); var yellowTintColor = brightness << 16 | brightness << 8 | 0; // Yellow: full red, full green, no blue column.tint = yellowTintColor; column.alpha = Math.max(0.3, fogFactor); // Texture coordinate for wall variation var wallX = rayResult.wallX; var textureShift = Math.floor(wallX * 32) % 8 - 4; // Subtle texture variation column.x = screenX * (2048 / self.columnCount) + textureShift * 0.2; column.visible = true; } else { column.visible = false; } } }; // DDA (Digital Differential Analyzer) raycasting algorithm self.castRayDDA = function (startX, startY, rayAngle) { // Current position var rayX = startX; var rayY = startY; // Which grid cell we're in var mapX = Math.floor(rayX / worldGrid.cellSize); var mapY = Math.floor(rayY / worldGrid.cellSize); // Ray direction var rayDirX = Math.cos(rayAngle); var rayDirY = Math.sin(rayAngle); // Length of ray from current position to next x or y side var sideDistX, sideDistY; // Length of ray from one grid crossing to the next var deltaDistX = Math.abs(1 / rayDirX); var deltaDistY = Math.abs(1 / rayDirY); // Calculate step and initial sideDist var stepX, stepY; if (rayDirX < 0) { stepX = -1; sideDistX = (rayX / worldGrid.cellSize - mapX) * deltaDistX; } else { stepX = 1; sideDistX = (mapX + 1.0 - rayX / worldGrid.cellSize) * deltaDistX; } if (rayDirY < 0) { stepY = -1; sideDistY = (rayY / worldGrid.cellSize - mapY) * deltaDistY; } else { stepY = 1; sideDistY = (mapY + 1.0 - rayY / worldGrid.cellSize) * deltaDistY; } // Perform DDA var hit = 0; // Was a wall hit? var side = 0; // Was it a NS or EW wall hit? var distance = 0; while (hit === 0 && distance < self.maxRenderDistance / worldGrid.cellSize) { // Jump to next map square, either in x-direction, or in y-direction if (sideDistX < sideDistY) { sideDistX += deltaDistX; mapX += stepX; side = 0; } else { sideDistY += deltaDistY; mapY += stepY; side = 1; } // Check if ray has hit a wall if (mapX < 0 || mapX >= worldGrid.width || mapY < 0 || mapY >= worldGrid.height || worldGrid.walls[mapX][mapY]) { hit = 1; } distance += 1; } // Calculate distance var perpWallDist; if (side === 0) { perpWallDist = (mapX - rayX / worldGrid.cellSize + (1 - stepX) / 2) / rayDirX; } else { perpWallDist = (mapY - rayY / worldGrid.cellSize + (1 - stepY) / 2) / rayDirY; } // Calculate wall X coordinate for texture mapping var wallX; if (side === 0) { wallX = rayY / worldGrid.cellSize + perpWallDist * rayDirY; } else { wallX = rayX / worldGrid.cellSize + perpWallDist * rayDirX; } wallX = wallX - Math.floor(wallX); // Get fractional part return { distance: perpWallDist * worldGrid.cellSize, hitX: mapX * worldGrid.cellSize, hitY: mapY * worldGrid.cellSize, wallSide: side, wallX: wallX }; }; // Generate walls method (required by game code) self.generateWalls = function () { self.initColumns(); }; return self; }); var Renderer3D = Container.expand(function () { var self = Container.call(this); self.wallColumns = []; self.floorColumns = []; self.ceilingColumns = []; self.zBuffer = []; // Track depth for each column // Create pseudo-3D rendering columns (walls handled by WallRenderer) for (var i = 0; i < 512; i++) { var wallCol = self.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 1.0 })); wallCol.x = i * 4; wallCol.y = 1366; wallCol.visible = false; // Disable to prevent conflicts self.wallColumns.push(wallCol); var floorCol = self.addChild(LK.getAsset('piso', { anchorX: 0.5, anchorY: 0.5 })); floorCol.x = i * 4; floorCol.y = 1366; self.floorColumns.push(floorCol); var ceilCol = self.addChild(LK.getAsset('ceilingStrip', { anchorX: 0.5, anchorY: 0.5 })); ceilCol.x = i * 4; ceilCol.y = 700; self.ceilingColumns.push(ceilCol); } self.render = function (player) { var fov = Math.PI / 3; // 60 degrees field of view var halfFov = fov / 2; var screenHeight = 2732; var screenCenter = screenHeight / 2; // Center line at Y = 1366 // Calculate pitch offset for vertical look var pitchOffset = player.pitch * 400; // Scale pitch to screen movement // Store column data for depth sorting var columnData = []; for (var i = 0; i < 512; i++) { var rayAngle = player.angle - halfFov + i / 512 * fov; var rayData = self.castRayWithCoords(player.x, player.y, rayAngle); var distance = rayData.distance; var hitX = rayData.hitX; var hitY = rayData.hitY; // Store column data with distance for sorting columnData.push({ index: i, distance: distance, hitX: hitX, hitY: hitY, rayAngle: rayAngle }); } // Sort columns by distance (farthest first for proper depth) columnData.sort(function (a, b) { return b.distance - a.distance; }); // Initialize z-buffer for this frame for (var k = 0; k < 512; k++) { self.zBuffer[k] = 1000; // Start with maximum distance } // First pass: Update z-buffer with closest distances for (var j = 0; j < columnData.length; j++) { var data = columnData[j]; var i = data.index; var distance = data.distance; // Only update z-buffer if this is closer if (distance < self.zBuffer[i]) { self.zBuffer[i] = distance; } } // Second pass: Render only if at closest distance for (var j = 0; j < columnData.length; j++) { var data = columnData[j]; var i = data.index; var distance = data.distance; var hitX = data.hitX; var hitY = data.hitY; // Only render if this column is at the closest distance if (Math.abs(distance - self.zBuffer[i]) < 1) { // Calculate wall height to maintain square aspect ratio var baseWallSize = 400; // Base size for square walls var wallHeight = Math.max(100, baseWallSize * (1000 / (distance + 100))); var halfWallHeight = wallHeight / 2; // Calculate wall boundaries for floor/ceiling positioning var wallTop = screenCenter - halfWallHeight + pitchOffset; var wallBottom = screenCenter + halfWallHeight + pitchOffset; // Hide wall columns completely - using dedicated RaycastRenderer instead self.wallColumns[i].visible = false; // FLOOR: Bottom section (from screen center to screen bottom) with pitch offset var floorTop = screenCenter + pitchOffset; var floorHeight = screenHeight - floorTop; self.floorColumns[i].y = floorTop + floorHeight / 2; // Center floor in bottom section self.floorColumns[i].height = Math.max(2, floorHeight); self.floorColumns[i].visible = true; // CEILING: Top section (from screen top to screen center) with pitch offset var ceilingBottom = screenCenter + pitchOffset; var ceilingHeight = ceilingBottom; self.ceilingColumns[i].y = ceilingHeight / 2; // Center ceiling in top section self.ceilingColumns[i].height = Math.max(2, ceilingHeight); self.ceilingColumns[i].visible = true; } else { // Hide columns that are behind walls self.wallColumns[i].visible = false; self.floorColumns[i].visible = false; self.ceilingColumns[i].visible = false; } } }; self.castRay = function (startX, startY, angle) { var rayData = self.castRayWithCoords(startX, startY, angle); return rayData.distance; }; self.castRayWithCoords = function (startX, startY, angle) { var rayX = startX; var rayY = startY; var deltaX = Math.cos(angle) * 2; var deltaY = Math.sin(angle) * 2; var distance = 0; // Raycast using world coordinate system while (distance < 1000) { rayX += deltaX; rayY += deltaY; distance += 2; // Check for walls using world grid if (worldGrid.hasWallAt(rayX, rayY)) { break; } } // Align hit coordinates to grid boundaries for straight walls var gridX = Math.floor(rayX / worldGrid.cellSize); var gridY = Math.floor(rayY / worldGrid.cellSize); var alignedHitX = gridX * worldGrid.cellSize; var alignedHitY = gridY * worldGrid.cellSize; return { distance: distance, hitX: alignedHitX, hitY: alignedHitY }; }; return self; }); var SensitivityConfig = Container.expand(function () { var self = Container.call(this); // Load saved sensitivity or default to 50 self.sensitivity = storage.sensitivity || 50; self.isVisible = false; // Create background panel var background = self.addChild(LK.getAsset('untexturedArea', { anchorX: 0, anchorY: 0, width: 300, height: 200, alpha: 0.8 })); background.tint = 0x222222; // Create title text var titleText = new Text2('Sensitivity', { size: 40, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0); titleText.x = 150; titleText.y = 20; self.addChild(titleText); // Create sensitivity value text var valueText = new Text2(self.sensitivity.toString(), { size: 35, fill: 0xFFFFFF }); valueText.anchor.set(0.5, 0); valueText.x = 150; valueText.y = 70; self.addChild(valueText); // Create decrease button (larger for mobile) var decreaseBtn = self.addChild(LK.getAsset('untexturedArea', { anchorX: 0.5, anchorY: 0.5, width: 70, height: 60 })); decreaseBtn.x = 80; decreaseBtn.y = 130; decreaseBtn.tint = 0x666666; var decreaseText = new Text2('-', { size: 40, fill: 0xFFFFFF }); decreaseText.anchor.set(0.5, 0.5); decreaseText.x = 80; decreaseText.y = 130; self.addChild(decreaseText); // Create increase button (larger for mobile) var increaseBtn = self.addChild(LK.getAsset('untexturedArea', { anchorX: 0.5, anchorY: 0.5, width: 70, height: 60 })); increaseBtn.x = 220; increaseBtn.y = 130; increaseBtn.tint = 0x666666; var increaseText = new Text2('+', { size: 40, fill: 0xFFFFFF }); increaseText.anchor.set(0.5, 0.5); increaseText.x = 220; increaseText.y = 130; self.addChild(increaseText); // Update sensitivity display self.updateDisplay = function () { valueText.setText(self.sensitivity.toString()); // Save to storage storage.sensitivity = self.sensitivity; }; // Toggle visibility self.toggle = function () { self.isVisible = !self.isVisible; self.visible = self.isVisible; }; // Handle decrease button with visual feedback decreaseBtn.down = function (x, y, obj) { decreaseBtn.tint = 0x888888; // Lighten on press if (self.sensitivity > 0) { self.sensitivity = Math.max(0, self.sensitivity - 5); self.updateDisplay(); } }; decreaseBtn.up = function (x, y, obj) { decreaseBtn.tint = 0x666666; // Reset color on release }; // Handle increase button with visual feedback increaseBtn.down = function (x, y, obj) { increaseBtn.tint = 0x888888; // Lighten on press if (self.sensitivity < 100) { self.sensitivity = Math.min(100, self.sensitivity + 5); self.updateDisplay(); } }; increaseBtn.up = function (x, y, obj) { increaseBtn.tint = 0x666666; // Reset color on release }; // Add background click handler to prevent game interactions background.down = function (x, y, obj) { // Prevent event from bubbling to game return true; }; background.up = function (x, y, obj) { // Prevent event from bubbling to game return true; }; background.move = function (x, y, obj) { // Prevent event from bubbling to game return true; }; // Initially hidden self.visible = false; return self; }); var WallBackgroundRenderer = Container.expand(function () { var self = Container.call(this); self.backgroundColumns = []; self.columnCount = 512; // Initialize background columns for Sun texture self.initBackgroundColumns = function () { if (self.backgroundColumns.length === 0) { for (var i = 0; i < self.columnCount; i++) { var column = self.addChild(LK.getAsset('wallBackground', { anchorX: 0.5, anchorY: 0.5 })); column.x = i * (2048 / self.columnCount); column.y = 1366; // Center of screen column.height = 2732; // Full screen height column.width = 2048 / self.columnCount + 1; // Prevent gaps column.visible = true; self.backgroundColumns.push(column); } } }; // Render Sun texture background self.render = function (player) { self.initBackgroundColumns(); // Simple parallax effect for Sun texture based on player rotation var parallaxOffset = player.angle * 100; // Subtle movement with rotation for (var i = 0; i < self.columnCount; i++) { var column = self.backgroundColumns[i]; // Apply subtle parallax movement column.x = i * (2048 / self.columnCount) + parallaxOffset % 2048; // Ensure column wraps around screen if (column.x > 2048) { column.x -= 2048; } if (column.x < -column.width) { column.x += 2048; } // Apply subtle brightness variation for atmosphere var brightness = 0.8 + Math.sin(player.angle + i * 0.1) * 0.2; brightness = Math.max(0.6, Math.min(1.0, brightness)); var tintValue = Math.floor(255 * brightness); column.tint = tintValue << 16 | tintValue << 8 | tintValue; column.visible = true; } }; return self; }); /**** * Initialize Game ****/ // Create player var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // World coordinate system - grid-based layout var worldGrid = { cellSize: 200, width: 20, // 20x20 grid height: 20, walls: [], // Will store wall positions // Initialize world grid with walls initializeGrid: function initializeGrid() { for (var x = 0; x < this.width; x++) { this.walls[x] = []; for (var y = 0; y < this.height; y++) { // Create backrooms-style layout var isWall = false; // Outer boundaries are always walls if (x === 0 || x === this.width - 1 || y === 0 || y === this.height - 1) { isWall = true; } // Create maze-like structure typical of backrooms else if (x % 3 === 0 && y % 3 === 0 || x % 4 === 0 && y % 2 === 0 || y % 4 === 0 && x % 2 === 0) { isWall = true; } this.walls[x][y] = isWall; } } }, // Check if a world position has a wall hasWallAt: function hasWallAt(worldX, worldY) { var gridX = Math.floor(worldX / this.cellSize); var gridY = Math.floor(worldY / this.cellSize); if (gridX < 0 || gridX >= this.width || gridY < 0 || gridY >= this.height) { return true; // Outside bounds = wall } return this.walls[gridX][gridY]; }, // Check collision with wall boundaries (with player radius) checkCollision: function checkCollision(worldX, worldY, radius) { radius = radius || 20; // Default player radius var gridX = Math.floor(worldX / this.cellSize); var gridY = Math.floor(worldY / this.cellSize); // Check the four corners of the player's bounding box var corners = [{ x: worldX - radius, y: worldY - radius }, { x: worldX + radius, y: worldY - radius }, { x: worldX - radius, y: worldY + radius }, { x: worldX + radius, y: worldY + radius }]; for (var i = 0; i < corners.length; i++) { var corner = corners[i]; var cornerGridX = Math.floor(corner.x / this.cellSize); var cornerGridY = Math.floor(corner.y / this.cellSize); // Check bounds if (cornerGridX < 0 || cornerGridX >= this.width || cornerGridY < 0 || cornerGridY >= this.height) { return true; } // Check wall collision if (this.walls[cornerGridX][cornerGridY]) { return true; } } return false; }, // Convert screen coordinates to world coordinates screenToWorld: function screenToWorld(screenX, screenY) { return { x: screenX, y: screenY }; }, // Convert world coordinates to screen coordinates worldToScreen: function worldToScreen(worldX, worldY) { return { x: worldX, y: worldY }; } }; // Initialize the world grid worldGrid.initializeGrid(); // Add wall line completion system worldGrid.completeWallLines = function () { // Trace horizontal lines and complete them for (var y = 0; y < this.height; y++) { var wallStart = -1; var wallEnd = -1; // Find wall segments in this row for (var x = 0; x < this.width; x++) { if (this.walls[x][y]) { if (wallStart === -1) { wallStart = x; // Start of wall segment } wallEnd = x; // Update end of wall segment } else { // If we found a wall segment, complete the line between start and end if (wallStart !== -1 && wallEnd !== -1 && wallEnd > wallStart) { for (var fillX = wallStart; fillX <= wallEnd; fillX++) { this.walls[fillX][y] = true; // Fill the gap } } wallStart = -1; // Reset for next segment wallEnd = -1; } } // Complete any remaining segment at end of row if (wallStart !== -1 && wallEnd !== -1 && wallEnd > wallStart) { for (var fillX = wallStart; fillX <= wallEnd; fillX++) { this.walls[fillX][y] = true; } } } // Trace vertical lines and complete them for (var x = 0; x < this.width; x++) { var wallStart = -1; var wallEnd = -1; // Find wall segments in this column for (var y = 0; y < this.height; y++) { if (this.walls[x][y]) { if (wallStart === -1) { wallStart = y; // Start of wall segment } wallEnd = y; // Update end of wall segment } else { // If we found a wall segment, complete the line between start and end if (wallStart !== -1 && wallEnd !== -1 && wallEnd > wallStart) { for (var fillY = wallStart; fillY <= wallEnd; fillY++) { this.walls[x][fillY] = true; // Fill the gap } } wallStart = -1; // Reset for next segment wallEnd = -1; } } // Complete any remaining segment at end of column if (wallStart !== -1 && wallEnd !== -1 && wallEnd > wallStart) { for (var fillY = wallStart; fillY <= wallEnd; fillY++) { this.walls[x][fillY] = true; } } } }; // Apply wall line completion after initial generation worldGrid.completeWallLines(); // Create wall background renderer (Sun texture behind walls) var wallBackgroundRenderer = new WallBackgroundRenderer(); game.addChild(wallBackgroundRenderer); // Create raycasting renderer var wallRenderer = new RaycastRenderer(); game.addChild(wallRenderer); wallRenderer.generateWalls(); // Create ceiling tile renderer var ceilingTileRenderer = new CeilingTileRenderer(); game.addChild(ceilingTileRenderer); ceilingTileRenderer.generateTiles(); // Create player var player = new Player(); // Position player at a valid starting location in the world grid player.x = worldGrid.cellSize * 1.5; // Start in cell (1,1) player.y = worldGrid.cellSize * 1.5; game.addChild(player); // Create 3D renderer var renderer3D = new Renderer3D(); game.addChild(renderer3D); // Create coordinate display text var coordXText = new Text2('X: 0', { size: 60, fill: 0xFFFFFF }); coordXText.anchor.set(0, 0); coordXText.x = 120; // Avoid top-left 100x100 area coordXText.y = 120; LK.gui.addChild(coordXText); var coordZText = new Text2('Z: 0', { size: 60, fill: 0xFFFFFF }); coordZText.anchor.set(0, 0); coordZText.x = 120; // Avoid top-left 100x100 area coordZText.y = 200; LK.gui.addChild(coordZText); // Create settings button in top-right corner (larger for mobile) var settingsButton = LK.getAsset('untexturedArea', { anchorX: 1, anchorY: 0, width: 120, height: 120 }); settingsButton.tint = 0x444444; settingsButton.alpha = 0.7; LK.gui.topRight.addChild(settingsButton); var settingsText = new Text2('⚙', { size: 60, fill: 0xFFFFFF }); settingsText.anchor.set(0.5, 0.5); settingsText.x = -60; settingsText.y = 60; LK.gui.topRight.addChild(settingsText); // Create sensitivity configuration panel var sensitivityConfig = new SensitivityConfig(); sensitivityConfig.x = 2048 - 320; sensitivityConfig.y = 100; LK.gui.addChild(sensitivityConfig); // Movement flags var moveForward = false; var moveBackward = false; var turnLeft = false; var turnRight = false; var lookUp = false; var lookDown = false; // Touch controls for movement var touchStartX = 0; var touchStartY = 0; var touchActive = false; // Settings button click handler settingsButton.down = function (x, y, obj) { sensitivityConfig.toggle(); }; game.down = function (x, y, obj) { touchStartX = x; touchStartY = y; touchActive = true; // Forward movement on touch moveForward = true; }; game.up = function (x, y, obj) { touchActive = false; moveForward = false; moveBackward = false; turnLeft = false; turnRight = false; lookUp = false; lookDown = false; }; game.move = function (x, y, obj) { if (!touchActive) return; var deltaX = x - touchStartX; var deltaY = y - touchStartY; // Horizontal movement for turning if (Math.abs(deltaX) > 50) { if (deltaX > 0) { turnRight = true; turnLeft = false; } else { turnLeft = true; turnRight = false; } } else { turnLeft = false; turnRight = false; } // Vertical movement - split between forward/backward and look up/down if (Math.abs(deltaY) > 50) { // If touch is in upper part of screen, use for looking up/down if (y < 1366) { // Upper half of screen for vertical look if (deltaY < 0) { lookUp = true; lookDown = false; } else { lookDown = true; lookUp = false; } moveForward = false; moveBackward = false; } else { // Lower half of screen for movement if (deltaY < 0) { moveForward = true; moveBackward = false; } else { moveBackward = true; moveForward = false; } lookUp = false; lookDown = false; } } else { lookUp = false; lookDown = false; } }; game.update = function () { // Update player rotation speed based on sensitivity (0-100 maps to 0.05-0.2) var sensitivityValue = sensitivityConfig.sensitivity; player.rotSpeed = 0.05 + sensitivityValue / 100 * 0.15; // Handle movement if (moveForward) { player.moveForward(); } if (moveBackward) { player.moveBackward(); } if (turnLeft) { player.turnLeft(); } if (turnRight) { player.turnRight(); } if (lookUp) { player.lookUp(); } if (lookDown) { player.lookDown(); } // Apply smooth interpolation player.updateSmooth(); // Render in optimal order: Sun background, floor/ceiling, then raycasted walls, then ceiling details wallBackgroundRenderer.render(player); // Sun texture background renderer3D.render(player); // Handles floor and ceiling strips wallRenderer.render(player); // True 2D raycasting wall rendering ceilingTileRenderer.render(player); // Ceiling decorations on top // Update coordinate display var gridX = Math.floor(player.x / worldGrid.cellSize); var gridZ = Math.floor(player.y / worldGrid.cellSize); coordXText.setText('X: ' + gridX); coordZText.setText('Z: ' + gridZ); };
===================================================================
--- original.js
+++ change.js
@@ -457,16 +457,17 @@
var wallTop = screenCenter - halfWallHeight + pitchOffset;
var wallBottom = screenCenter + halfWallHeight + pitchOffset;
// Hide wall columns completely - using dedicated RaycastRenderer instead
self.wallColumns[i].visible = false;
- // FLOOR: Bottom section (from wall bottom to screen bottom) with pitch offset
- var floorTop = wallBottom;
+ // FLOOR: Bottom section (from screen center to screen bottom) with pitch offset
+ var floorTop = screenCenter + pitchOffset;
var floorHeight = screenHeight - floorTop;
self.floorColumns[i].y = floorTop + floorHeight / 2; // Center floor in bottom section
self.floorColumns[i].height = Math.max(2, floorHeight);
self.floorColumns[i].visible = true;
- // CEILING: Top section (from screen top to wall top) with pitch offset
- var ceilingHeight = wallTop;
+ // CEILING: Top section (from screen top to screen center) with pitch offset
+ var ceilingBottom = screenCenter + pitchOffset;
+ var ceilingHeight = ceilingBottom;
self.ceilingColumns[i].y = ceilingHeight / 2; // Center ceiling in top section
self.ceilingColumns[i].height = Math.max(2, ceilingHeight);
self.ceilingColumns[i].visible = true;
} else {