User prompt
Estas cometiendo un error con el piso
User prompt
Haz que el piso tenga sombreado si el personaje está serca es más claro pero si se alega se oscurece recuerda que tenemos separación de piso, medio y arriba crea el sombreado en el área de piso ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que el piso tenga el mismo sombreado que las paredes
User prompt
Haz que el piso tenga el efecto de sombra si el jugador está cerca este se ve más claro pero si esta lejos se oscurece ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Has que el movimiento de la cámara sea de juego de terror ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Crea una cruceta para el movimiento
User prompt
Has que las paredes no se salga de lo ancho de la pantalla visible
User prompt
Has que ya no se carguen las cosas que se salgan de la longitud horizontal
User prompt
Has que el juego sea horizontal de ves de vertical
User prompt
Vamos a cambiar al sistema Raycasting 2D
User prompt
Crea una versión propia de paredes para que no use tanta texturas de fotos
User prompt
Haz un contador de fps
User prompt
Reducir la cantidad de imágenes de las paredes para optimizar
User prompt
Tienes que las paredes miren un punto fijo por ejemplo que este esté mirando el punto de medio como textura ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Corrige eso por favor ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'worldGrid.walls[gridX][gridY]')' in or related to this line: 'if (worldGrid.walls[gridX][gridY]) {' Line Number: 562
User prompt
Has las paredes cuadrados
User prompt
Mejora todos eso ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Optimízalo para dispositivos móviles
User prompt
Optimiza las paredes
User prompt
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: 733
User prompt
Pues usar este método? Raycasting falso + sprites en plano 3D (pseudo-3D)
User prompt
Migra todo a este método
User prompt
Vamos a probar el método Scaling y distorsión por sprites
User prompt
Las paredes todavía tienen pedazos en blanco soluciónalo
/****
* 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 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 wall bottom to screen bottom) with pitch offset
var floorTop = wallBottom;
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;
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 SpriteScalingRenderer = Container.expand(function () {
var self = Container.call(this);
// Sprite-based scaling and distortion system
self.wallSprites = [];
self.maxRenderDistance = 1200;
self.fogStart = 600;
self.spritePool = []; // Pool of reusable sprites
self.activeSprites = []; // Currently active sprites
self.poolSize = 100; // Maximum sprites in pool
// Initialize sprite pool for performance
self.initSpritePool = function () {
for (var i = 0; i < self.poolSize; i++) {
var sprite = self.addChild(LK.getAsset('wall', {
anchorX: 0.5,
anchorY: 1.0 // Anchor at bottom for ground positioning
}));
sprite.visible = false;
self.spritePool.push(sprite);
}
};
// Get sprite from pool or create new one
self.getSprite = function () {
if (self.spritePool.length > 0) {
return self.spritePool.pop();
} else {
var sprite = self.addChild(LK.getAsset('wall', {
anchorX: 0.5,
anchorY: 1.0
}));
return sprite;
}
};
// Return sprite to pool
self.returnSprite = function (sprite) {
sprite.visible = false;
sprite.scaleX = 1;
sprite.scaleY = 1;
sprite.rotation = 0;
sprite.alpha = 1;
sprite.tint = 0xFFFFFF;
if (self.spritePool.length < self.poolSize) {
self.spritePool.push(sprite);
}
};
// Sprite-based scaling renderer with distortion effects
self.render = function (player) {
// Return all active sprites to pool
for (var i = 0; i < self.activeSprites.length; i++) {
self.returnSprite(self.activeSprites[i]);
}
self.activeSprites = [];
// Scan for visible walls using world grid
var scanRadius = 8; // Grid cells to scan around player
var playerGridX = Math.floor(player.x / worldGrid.cellSize);
var playerGridY = Math.floor(player.y / worldGrid.cellSize);
var fov = Math.PI / 3; // 60 degree field of view
var wallsToRender = [];
// Find all walls within scan radius
for (var dx = -scanRadius; dx <= scanRadius; dx++) {
for (var dy = -scanRadius; dy <= scanRadius; dy++) {
var gridX = playerGridX + dx;
var gridY = playerGridY + dy;
// Check bounds
if (gridX >= 0 && gridX < worldGrid.width && gridY >= 0 && gridY < worldGrid.height) {
if (worldGrid.walls[gridX][gridY]) {
var wallWorldX = gridX * worldGrid.cellSize + worldGrid.cellSize / 2;
var wallWorldY = gridY * worldGrid.cellSize + worldGrid.cellSize / 2;
var deltaX = wallWorldX - player.x;
var deltaY = wallWorldY - player.y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
// Only consider walls within render distance
if (distance < self.maxRenderDistance) {
// Calculate angle to wall
var wallAngle = Math.atan2(deltaY, deltaX);
var angleDiff = wallAngle - player.angle;
// Normalize angle difference
while (angleDiff > Math.PI) angleDiff -= 2 * Math.PI;
while (angleDiff < -Math.PI) angleDiff += 2 * Math.PI;
// Check if wall is within field of view (with some padding)
if (Math.abs(angleDiff) < fov / 2 + 0.5) {
wallsToRender.push({
gridX: gridX,
gridY: gridY,
worldX: wallWorldX,
worldY: wallWorldY,
distance: distance,
angleDiff: angleDiff,
deltaX: deltaX,
deltaY: deltaY
});
}
}
}
}
}
}
// Sort walls by distance (farthest first for proper depth)
wallsToRender.sort(function (a, b) {
return b.distance - a.distance;
});
// Render each visible wall as a scaled sprite
for (var i = 0; i < wallsToRender.length && i < self.poolSize; i++) {
var wall = wallsToRender[i];
var sprite = self.getSprite();
self.activeSprites.push(sprite);
// Calculate screen position
var screenX = 1024 + wall.angleDiff / (fov / 2) * 1024;
// Calculate sprite scaling based on distance with perspective distortion
var baseScale = 600 / (wall.distance + 100);
var perspectiveScale = Math.max(0.1, Math.min(baseScale, 3.0));
// Apply vertical distortion based on viewing angle
var distortionFactor = 1.0 + Math.abs(wall.angleDiff) * 0.3;
var verticalScale = perspectiveScale * distortionFactor;
var horizontalScale = perspectiveScale;
// Apply pitch-based distortion
var pitchDistortion = 1.0 + Math.abs(player.pitch) * 0.5;
verticalScale *= pitchDistortion;
// Position sprite with pitch offset
var pitchOffset = player.pitch * 400;
var baseY = 1366 - verticalScale * 100 / 2; // Adjust for sprite height
sprite.x = screenX;
sprite.y = baseY + pitchOffset;
// Apply scaling with distortion
sprite.scaleX = horizontalScale * 2; // Make walls wider
sprite.scaleY = verticalScale * 4; // Make walls taller
// Apply perspective rotation distortion
var rotationDistortion = wall.angleDiff * 0.1; // Subtle rotation based on viewing angle
sprite.rotation = rotationDistortion;
// Calculate lighting and fog
var lightIntensity = 1.0;
// Determine wall orientation for lighting
var isVerticalWall = Math.abs(wall.deltaX) > Math.abs(wall.deltaY);
if (!isVerticalWall) {
lightIntensity = 0.7; // Darken horizontal walls
}
// Apply distance-based fog
var fogFactor = Math.max(0.1, 1.0 - (wall.distance - self.fogStart) / (self.maxRenderDistance - self.fogStart));
lightIntensity *= fogFactor;
// Apply lighting with yellow tint
var brightness = Math.floor(255 * lightIntensity);
brightness = Math.max(20, Math.min(255, brightness));
var yellowTint = brightness << 16 | brightness << 8 | 0; // Yellow color
sprite.tint = yellowTint;
sprite.alpha = Math.max(0.3, fogFactor);
// Apply additional distortion effects based on distance
if (wall.distance > 400) {
// Add shimmering effect for distant walls
var shimmer = Math.sin(LK.ticks * 0.1 + wall.gridX + wall.gridY) * 0.1;
sprite.scaleX += shimmer;
sprite.scaleY += shimmer * 0.5;
}
sprite.visible = true;
}
};
// Generate walls method (required by game code)
self.generateWalls = function () {
self.initSpritePool();
};
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 sprite scaling renderer
var wallRenderer = new SpriteScalingRenderer();
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 barely visible crosshair in center of screen
var crosshair = LK.getAsset('Sun', {
anchorX: 0.5,
anchorY: 0.5,
width: 20,
height: 20
});
crosshair.alpha = 0.05; // Almost invisible
crosshair.x = 1024; // Center X of screen
crosshair.y = 1366; // Center Y of screen
LK.gui.addChild(crosshair);
// 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
@@ -208,180 +208,8 @@
self.pitch += pitchDiff * self.smoothingFactor;
};
return self;
});
-var RaycastRenderer = Container.expand(function () {
- var self = Container.call(this);
- // Enhanced 2D raycasting system with optimized DDA algorithm
- self.wallColumns = [];
- self.columnCount = 1024; // Higher resolution for smoother raycasting
- self.maxRenderDistance = 1500;
- self.fogStart = 800;
- self.wallHeight = 1000; // Increased base wall height for better 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);
- }
- }
- };
- // Enhanced 2D raycasting renderer using optimized DDA algorithm
- self.render = function (player) {
- self.initColumns();
- var fov = Math.PI / 2.5; // Slightly wider field of view for better immersion
- var halfFov = fov / 2;
- var screenHeight = 2732;
- var screenCenter = screenHeight / 2;
- var pitchOffset = player.pitch * 400; // Enhanced pitch sensitivity
- // Cast rays for each screen column using true raycasting method
- for (var screenX = 0; screenX < self.columnCount; screenX++) {
- // Calculate precise ray angle using camera plane method
- var cameraPlaneX = 2 * screenX / self.columnCount - 1; // [-1, 1] range
- var rayAngle = player.angle + Math.atan(cameraPlaneX * Math.tan(halfFov));
- // Cast ray using enhanced DDA algorithm
- var rayResult = self.castRayDDA(player.x, player.y, rayAngle);
- var column = self.wallColumns[screenX];
- if (rayResult.hit && rayResult.distance < self.maxRenderDistance) {
- // Apply fisheye correction using perpendicular distance
- var perpDistance = rayResult.distance * Math.cos(rayAngle - player.angle);
- // Calculate wall projection height based on distance
- var projectedHeight = Math.floor(self.wallHeight * (400 / perpDistance));
- projectedHeight = Math.max(10, Math.min(projectedHeight, screenHeight * 3));
- // Calculate wall boundaries with pitch adjustment
- var wallTop = Math.floor(screenCenter - projectedHeight / 2 + pitchOffset);
- var wallBottom = Math.floor(screenCenter + projectedHeight / 2 + pitchOffset);
- // Position and scale the wall column
- column.y = wallBottom; // Anchor at bottom
- column.height = projectedHeight;
- column.width = Math.ceil(2048 / self.columnCount) + 2; // Ensure full coverage with overlap
- // Enhanced lighting system based on wall orientation and distance
- var lightIntensity = 1.0;
- // Different lighting for different wall orientations
- if (rayResult.wallSide === 0) {
- lightIntensity = 0.9; // East-West walls slightly darker
- } else {
- lightIntensity = 0.7; // North-South walls darker for depth perception
- }
- // Apply distance-based atmospheric fog with more generous minimum
- var fogFactor = Math.max(0.3, 1.0 - Math.pow(Math.max(0, rayResult.distance - self.fogStart) / (self.maxRenderDistance - self.fogStart), 1.2));
- lightIntensity *= fogFactor;
- // Apply enhanced lighting with higher minimum brightness
- var finalIntensity = Math.max(0.4, Math.min(1.0, lightIntensity));
- var brightness = Math.floor(255 * finalIntensity);
- // Ensure minimum brightness to prevent completely black walls
- brightness = Math.max(80, brightness);
- // Create realistic wall color with proper depth and warmth
- var redComponent = Math.min(255, brightness);
- var greenComponent = Math.min(255, Math.floor(brightness * 0.9));
- var blueComponent = Math.min(255, Math.floor(brightness * 0.7));
- var wallColor = redComponent << 16 | greenComponent << 8 | blueComponent;
- column.tint = wallColor;
- column.alpha = Math.max(0.4, fogFactor);
- // Advanced texture coordinate calculation for wall detail
- var wallX = rayResult.wallX;
- var textureOffset = Math.floor(wallX * 64) % 16 - 8; // More detailed texture variation
- column.x = Math.floor(screenX * (2048 / self.columnCount)) + textureOffset * 0.1;
- column.visible = true;
- } else {
- column.visible = false;
- }
- }
- };
- // Enhanced DDA (Digital Differential Analyzer) raycasting algorithm
- self.castRayDDA = function (startX, startY, rayAngle) {
- // Convert world coordinates to grid coordinates
- var rayX = startX / worldGrid.cellSize;
- var rayY = startY / worldGrid.cellSize;
- // Which grid cell we're in
- var mapX = Math.floor(rayX);
- var mapY = Math.floor(rayY);
- // Ray direction vector
- var rayDirX = Math.cos(rayAngle);
- var rayDirY = Math.sin(rayAngle);
- // Prevent division by zero
- if (Math.abs(rayDirX) < 0.000001) rayDirX = 0.000001;
- if (Math.abs(rayDirY) < 0.000001) rayDirY = 0.000001;
- // Length of ray from current position to next grid line
- var deltaDistX = Math.abs(1 / rayDirX);
- var deltaDistY = Math.abs(1 / rayDirY);
- // Calculate step and initial sideDist
- var stepX, stepY, sideDistX, sideDistY;
- if (rayDirX < 0) {
- stepX = -1;
- sideDistX = (rayX - mapX) * deltaDistX;
- } else {
- stepX = 1;
- sideDistX = (mapX + 1.0 - rayX) * deltaDistX;
- }
- if (rayDirY < 0) {
- stepY = -1;
- sideDistY = (rayY - mapY) * deltaDistY;
- } else {
- stepY = 1;
- sideDistY = (mapY + 1.0 - rayY) * deltaDistY;
- }
- // Perform optimized DDA
- var hit = false;
- var side = 0; // 0 for X-side, 1 for Y-side
- var maxSteps = Math.floor(self.maxRenderDistance / worldGrid.cellSize);
- var steps = 0;
- while (!hit && steps < maxSteps) {
- // Jump to next map square
- if (sideDistX < sideDistY) {
- sideDistX += deltaDistX;
- mapX += stepX;
- side = 0;
- } else {
- sideDistY += deltaDistY;
- mapY += stepY;
- side = 1;
- }
- // Check if ray has hit a wall or boundary
- if (mapX < 0 || mapX >= worldGrid.width || mapY < 0 || mapY >= worldGrid.height) {
- hit = true; // Hit boundary
- } else if (worldGrid.walls[mapX][mapY]) {
- hit = true; // Hit wall
- }
- steps++;
- }
- // Calculate precise distance
- var perpWallDist;
- if (side === 0) {
- perpWallDist = (mapX - rayX + (1 - stepX) / 2) / rayDirX;
- } else {
- perpWallDist = (mapY - rayY + (1 - stepY) / 2) / rayDirY;
- }
- // Calculate wall X coordinate for texture mapping
- var wallX;
- if (side === 0) {
- wallX = rayY + perpWallDist * rayDirY;
- } else {
- wallX = rayX + perpWallDist * rayDirX;
- }
- wallX = wallX - Math.floor(wallX); // Get fractional part
- return {
- hit: hit,
- 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 = [];
@@ -641,8 +469,168 @@
// Initially hidden
self.visible = false;
return self;
});
+var SpriteScalingRenderer = Container.expand(function () {
+ var self = Container.call(this);
+ // Sprite-based scaling and distortion system
+ self.wallSprites = [];
+ self.maxRenderDistance = 1200;
+ self.fogStart = 600;
+ self.spritePool = []; // Pool of reusable sprites
+ self.activeSprites = []; // Currently active sprites
+ self.poolSize = 100; // Maximum sprites in pool
+ // Initialize sprite pool for performance
+ self.initSpritePool = function () {
+ for (var i = 0; i < self.poolSize; i++) {
+ var sprite = self.addChild(LK.getAsset('wall', {
+ anchorX: 0.5,
+ anchorY: 1.0 // Anchor at bottom for ground positioning
+ }));
+ sprite.visible = false;
+ self.spritePool.push(sprite);
+ }
+ };
+ // Get sprite from pool or create new one
+ self.getSprite = function () {
+ if (self.spritePool.length > 0) {
+ return self.spritePool.pop();
+ } else {
+ var sprite = self.addChild(LK.getAsset('wall', {
+ anchorX: 0.5,
+ anchorY: 1.0
+ }));
+ return sprite;
+ }
+ };
+ // Return sprite to pool
+ self.returnSprite = function (sprite) {
+ sprite.visible = false;
+ sprite.scaleX = 1;
+ sprite.scaleY = 1;
+ sprite.rotation = 0;
+ sprite.alpha = 1;
+ sprite.tint = 0xFFFFFF;
+ if (self.spritePool.length < self.poolSize) {
+ self.spritePool.push(sprite);
+ }
+ };
+ // Sprite-based scaling renderer with distortion effects
+ self.render = function (player) {
+ // Return all active sprites to pool
+ for (var i = 0; i < self.activeSprites.length; i++) {
+ self.returnSprite(self.activeSprites[i]);
+ }
+ self.activeSprites = [];
+ // Scan for visible walls using world grid
+ var scanRadius = 8; // Grid cells to scan around player
+ var playerGridX = Math.floor(player.x / worldGrid.cellSize);
+ var playerGridY = Math.floor(player.y / worldGrid.cellSize);
+ var fov = Math.PI / 3; // 60 degree field of view
+ var wallsToRender = [];
+ // Find all walls within scan radius
+ for (var dx = -scanRadius; dx <= scanRadius; dx++) {
+ for (var dy = -scanRadius; dy <= scanRadius; dy++) {
+ var gridX = playerGridX + dx;
+ var gridY = playerGridY + dy;
+ // Check bounds
+ if (gridX >= 0 && gridX < worldGrid.width && gridY >= 0 && gridY < worldGrid.height) {
+ if (worldGrid.walls[gridX][gridY]) {
+ var wallWorldX = gridX * worldGrid.cellSize + worldGrid.cellSize / 2;
+ var wallWorldY = gridY * worldGrid.cellSize + worldGrid.cellSize / 2;
+ var deltaX = wallWorldX - player.x;
+ var deltaY = wallWorldY - player.y;
+ var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
+ // Only consider walls within render distance
+ if (distance < self.maxRenderDistance) {
+ // Calculate angle to wall
+ var wallAngle = Math.atan2(deltaY, deltaX);
+ var angleDiff = wallAngle - player.angle;
+ // Normalize angle difference
+ while (angleDiff > Math.PI) angleDiff -= 2 * Math.PI;
+ while (angleDiff < -Math.PI) angleDiff += 2 * Math.PI;
+ // Check if wall is within field of view (with some padding)
+ if (Math.abs(angleDiff) < fov / 2 + 0.5) {
+ wallsToRender.push({
+ gridX: gridX,
+ gridY: gridY,
+ worldX: wallWorldX,
+ worldY: wallWorldY,
+ distance: distance,
+ angleDiff: angleDiff,
+ deltaX: deltaX,
+ deltaY: deltaY
+ });
+ }
+ }
+ }
+ }
+ }
+ }
+ // Sort walls by distance (farthest first for proper depth)
+ wallsToRender.sort(function (a, b) {
+ return b.distance - a.distance;
+ });
+ // Render each visible wall as a scaled sprite
+ for (var i = 0; i < wallsToRender.length && i < self.poolSize; i++) {
+ var wall = wallsToRender[i];
+ var sprite = self.getSprite();
+ self.activeSprites.push(sprite);
+ // Calculate screen position
+ var screenX = 1024 + wall.angleDiff / (fov / 2) * 1024;
+ // Calculate sprite scaling based on distance with perspective distortion
+ var baseScale = 600 / (wall.distance + 100);
+ var perspectiveScale = Math.max(0.1, Math.min(baseScale, 3.0));
+ // Apply vertical distortion based on viewing angle
+ var distortionFactor = 1.0 + Math.abs(wall.angleDiff) * 0.3;
+ var verticalScale = perspectiveScale * distortionFactor;
+ var horizontalScale = perspectiveScale;
+ // Apply pitch-based distortion
+ var pitchDistortion = 1.0 + Math.abs(player.pitch) * 0.5;
+ verticalScale *= pitchDistortion;
+ // Position sprite with pitch offset
+ var pitchOffset = player.pitch * 400;
+ var baseY = 1366 - verticalScale * 100 / 2; // Adjust for sprite height
+ sprite.x = screenX;
+ sprite.y = baseY + pitchOffset;
+ // Apply scaling with distortion
+ sprite.scaleX = horizontalScale * 2; // Make walls wider
+ sprite.scaleY = verticalScale * 4; // Make walls taller
+ // Apply perspective rotation distortion
+ var rotationDistortion = wall.angleDiff * 0.1; // Subtle rotation based on viewing angle
+ sprite.rotation = rotationDistortion;
+ // Calculate lighting and fog
+ var lightIntensity = 1.0;
+ // Determine wall orientation for lighting
+ var isVerticalWall = Math.abs(wall.deltaX) > Math.abs(wall.deltaY);
+ if (!isVerticalWall) {
+ lightIntensity = 0.7; // Darken horizontal walls
+ }
+ // Apply distance-based fog
+ var fogFactor = Math.max(0.1, 1.0 - (wall.distance - self.fogStart) / (self.maxRenderDistance - self.fogStart));
+ lightIntensity *= fogFactor;
+ // Apply lighting with yellow tint
+ var brightness = Math.floor(255 * lightIntensity);
+ brightness = Math.max(20, Math.min(255, brightness));
+ var yellowTint = brightness << 16 | brightness << 8 | 0; // Yellow color
+ sprite.tint = yellowTint;
+ sprite.alpha = Math.max(0.3, fogFactor);
+ // Apply additional distortion effects based on distance
+ if (wall.distance > 400) {
+ // Add shimmering effect for distant walls
+ var shimmer = Math.sin(LK.ticks * 0.1 + wall.gridX + wall.gridY) * 0.1;
+ sprite.scaleX += shimmer;
+ sprite.scaleY += shimmer * 0.5;
+ }
+ sprite.visible = true;
+ }
+ };
+ // Generate walls method (required by game code)
+ self.generateWalls = function () {
+ self.initSpritePool();
+ };
+ return self;
+});
var WallBackgroundRenderer = Container.expand(function () {
var self = Container.call(this);
self.backgroundColumns = [];
self.columnCount = 512;
@@ -850,11 +838,13 @@
}
};
// Apply wall line completion after initial generation
worldGrid.completeWallLines();
-// Wall background renderer removed
-// Create raycasting renderer
-var wallRenderer = new RaycastRenderer();
+// Create wall background renderer (Sun texture behind walls)
+var wallBackgroundRenderer = new WallBackgroundRenderer();
+game.addChild(wallBackgroundRenderer);
+// Create sprite scaling renderer
+var wallRenderer = new SpriteScalingRenderer();
game.addChild(wallRenderer);
wallRenderer.generateWalls();
// Create ceiling tile renderer
var ceilingTileRenderer = new CeilingTileRenderer();
@@ -868,9 +858,19 @@
game.addChild(player);
// Create 3D renderer
var renderer3D = new Renderer3D();
game.addChild(renderer3D);
-// Crosshair removed
+// Create barely visible crosshair in center of screen
+var crosshair = LK.getAsset('Sun', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: 20,
+ height: 20
+});
+crosshair.alpha = 0.05; // Almost invisible
+crosshair.x = 1024; // Center X of screen
+crosshair.y = 1366; // Center Y of screen
+LK.gui.addChild(crosshair);
// Create coordinate display text
var coordXText = new Text2('X: 0', {
size: 60,
fill: 0xFFFFFF
@@ -1013,10 +1013,11 @@
player.lookDown();
}
// Apply smooth interpolation
player.updateSmooth();
- // Render in optimal order: floor/ceiling, then raycasted walls, then ceiling details
- renderer3D.render(player); // Handles floor and ceiling strips
+ // 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);