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Estas cometiendo un error con el piso
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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
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Crea una cruceta para el movimiento
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Has que las paredes no se salga de lo ancho de la pantalla visible
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Has que ya no se carguen las cosas que se salgan de la longitud horizontal
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Has que el juego sea horizontal de ves de vertical
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Vamos a cambiar al sistema Raycasting 2D
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Crea una versión propia de paredes para que no use tanta texturas de fotos
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Haz un contador de fps
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Reducir la cantidad de imágenes de las paredes para optimizar
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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
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Corrige eso por favor ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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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
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Has las paredes cuadrados
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Mejora todos eso ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Optimízalo para dispositivos móviles
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Optimiza las paredes
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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: 733
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Pues usar este método? Raycasting falso + sprites en plano 3D (pseudo-3D)
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Migra todo a este método
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Vamos a probar el método Scaling y distorsión por sprites
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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 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 UnifiedSpriteRenderer = Container.expand(function () { var self = Container.call(this); // Unified sprite-based rendering system for walls, floors, and ceilings self.wallSprites = []; self.floorSprites = []; self.ceilingSprites = []; self.maxRenderDistance = 1200; self.fogStart = 600; self.wallPool = []; // Pool of reusable wall sprites self.floorPool = []; // Pool of reusable floor sprites self.ceilingPool = []; // Pool of reusable ceiling sprites self.activeWallSprites = []; // Currently active wall sprites self.activeFloorSprites = []; // Currently active floor sprites self.activeCeilingSprites = []; // Currently active ceiling sprites self.poolSize = 200; // Maximum sprites in each pool // Initialize sprite pools for performance self.initSpritePools = function () { // Initialize wall sprite pool for (var i = 0; i < self.poolSize; i++) { var wallSprite = self.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 1.0 // Anchor at bottom for ground positioning })); wallSprite.visible = false; self.wallPool.push(wallSprite); var floorSprite = self.addChild(LK.getAsset('piso', { anchorX: 0.5, anchorY: 0.5 })); floorSprite.visible = false; self.floorPool.push(floorSprite); var ceilingSprite = self.addChild(LK.getAsset('ceilingStrip', { anchorX: 0.5, anchorY: 0.5 })); ceilingSprite.visible = false; self.ceilingPool.push(ceilingSprite); } }; // Get sprite from appropriate pool self.getWallSprite = function () { if (self.wallPool.length > 0) { return self.wallPool.pop(); } else { return self.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 1.0 })); } }; self.getFloorSprite = function () { if (self.floorPool.length > 0) { return self.floorPool.pop(); } else { return self.addChild(LK.getAsset('piso', { anchorX: 0.5, anchorY: 0.5 })); } }; self.getCeilingSprite = function () { if (self.ceilingPool.length > 0) { return self.ceilingPool.pop(); } else { return self.addChild(LK.getAsset('ceilingStrip', { anchorX: 0.5, anchorY: 0.5 })); } }; // Return sprites to pools self.returnWallSprite = function (sprite) { sprite.visible = false; sprite.scaleX = 1; sprite.scaleY = 1; sprite.rotation = 0; sprite.alpha = 1; sprite.tint = 0xFFFFFF; if (self.wallPool.length < self.poolSize) { self.wallPool.push(sprite); } }; self.returnFloorSprite = function (sprite) { sprite.visible = false; sprite.scaleX = 1; sprite.scaleY = 1; sprite.rotation = 0; sprite.alpha = 1; sprite.tint = 0xFFFFFF; if (self.floorPool.length < self.poolSize) { self.floorPool.push(sprite); } }; self.returnCeilingSprite = function (sprite) { sprite.visible = false; sprite.scaleX = 1; sprite.scaleY = 1; sprite.rotation = 0; sprite.alpha = 1; sprite.tint = 0xFFFFFF; if (self.ceilingPool.length < self.poolSize) { self.ceilingPool.push(sprite); } }; // Unified sprite-based renderer with distortion effects self.render = function (player) { // Return all active sprites to pools for (var i = 0; i < self.activeWallSprites.length; i++) { self.returnWallSprite(self.activeWallSprites[i]); } for (var i = 0; i < self.activeFloorSprites.length; i++) { self.returnFloorSprite(self.activeFloorSprites[i]); } for (var i = 0; i < self.activeCeilingSprites.length; i++) { self.returnCeilingSprite(self.activeCeilingSprites[i]); } self.activeWallSprites = []; self.activeFloorSprites = []; self.activeCeilingSprites = []; // 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 floors and ceilings first (behind walls) self.renderFloorAndCeiling(player, wallsToRender); // Render each visible wall as a scaled sprite for (var i = 0; i < wallsToRender.length && i < self.poolSize / 3; i++) { var wall = wallsToRender[i]; var sprite = self.getWallSprite(); self.activeWallSprites.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; } }; // Render floor and ceiling sprites with perspective distortion self.renderFloorAndCeiling = function (player, wallsToRender) { var fov = Math.PI / 3; var screenHeight = 2732; var screenCenter = screenHeight / 2; var pitchOffset = player.pitch * 400; // Create floor and ceiling strips across the screen for (var x = 0; x < 2048; x += 32) { // Render every 32 pixels for performance var screenX = x; var rayAngle = player.angle - fov / 2 + x / 2048 * fov; // Cast ray to find distance for floor/ceiling perspective var rayData = self.castRayWithCoords(player.x, player.y, rayAngle); var distance = rayData.distance; // Calculate wall height for floor/ceiling boundaries var baseWallSize = 400; var wallHeight = Math.max(100, baseWallSize * (1000 / (distance + 100))); var halfWallHeight = wallHeight / 2; var wallTop = screenCenter - halfWallHeight + pitchOffset; var wallBottom = screenCenter + halfWallHeight + pitchOffset; // Render floor sprite var floorSprite = self.getFloorSprite(); self.activeFloorSprites.push(floorSprite); floorSprite.x = screenX; floorSprite.y = wallBottom + (screenHeight - wallBottom) / 2; floorSprite.width = 32; floorSprite.height = Math.max(2, screenHeight - wallBottom); var floorFogFactor = Math.max(0.3, 1.0 - distance / self.maxRenderDistance); floorSprite.alpha = floorFogFactor; floorSprite.visible = true; // Render ceiling sprite var ceilingSprite = self.getCeilingSprite(); self.activeCeilingSprites.push(ceilingSprite); ceilingSprite.x = screenX; ceilingSprite.y = wallTop / 2; ceilingSprite.width = 32; ceilingSprite.height = Math.max(2, wallTop); var ceilingFogFactor = Math.max(0.3, 1.0 - distance / self.maxRenderDistance); ceilingSprite.alpha = ceilingFogFactor; ceilingSprite.tint = 0x1a1a15; // Darker ceiling ceilingSprite.visible = true; } }; // Raycast helper method 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 }; }; // Generate method (required by game code) self.generateWalls = function () { self.initSpritePools(); }; 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 unified sprite renderer for walls, floors, and ceilings var unifiedRenderer = new UnifiedSpriteRenderer(); game.addChild(unifiedRenderer); unifiedRenderer.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 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, unified sprite rendering (walls/floors/ceilings), then ceiling details wallBackgroundRenderer.render(player); // Sun texture background unifiedRenderer.render(player); // Unified sprite-based rendering for walls, floors, and ceilings 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
@@ -208,151 +208,8 @@
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;
@@ -469,59 +326,127 @@
// Initially hidden
self.visible = false;
return self;
});
-var SpriteScalingRenderer = Container.expand(function () {
+var UnifiedSpriteRenderer = Container.expand(function () {
var self = Container.call(this);
- // Sprite-based scaling and distortion system
+ // Unified sprite-based rendering system for walls, floors, and ceilings
self.wallSprites = [];
+ self.floorSprites = [];
+ self.ceilingSprites = [];
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 () {
+ self.wallPool = []; // Pool of reusable wall sprites
+ self.floorPool = []; // Pool of reusable floor sprites
+ self.ceilingPool = []; // Pool of reusable ceiling sprites
+ self.activeWallSprites = []; // Currently active wall sprites
+ self.activeFloorSprites = []; // Currently active floor sprites
+ self.activeCeilingSprites = []; // Currently active ceiling sprites
+ self.poolSize = 200; // Maximum sprites in each pool
+ // Initialize sprite pools for performance
+ self.initSpritePools = function () {
+ // Initialize wall sprite pool
for (var i = 0; i < self.poolSize; i++) {
- var sprite = self.addChild(LK.getAsset('wall', {
+ var wallSprite = self.addChild(LK.getAsset('wall', {
anchorX: 0.5,
anchorY: 1.0 // Anchor at bottom for ground positioning
}));
- sprite.visible = false;
- self.spritePool.push(sprite);
+ wallSprite.visible = false;
+ self.wallPool.push(wallSprite);
+ var floorSprite = self.addChild(LK.getAsset('piso', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }));
+ floorSprite.visible = false;
+ self.floorPool.push(floorSprite);
+ var ceilingSprite = self.addChild(LK.getAsset('ceilingStrip', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }));
+ ceilingSprite.visible = false;
+ self.ceilingPool.push(ceilingSprite);
}
};
- // Get sprite from pool or create new one
- self.getSprite = function () {
- if (self.spritePool.length > 0) {
- return self.spritePool.pop();
+ // Get sprite from appropriate pool
+ self.getWallSprite = function () {
+ if (self.wallPool.length > 0) {
+ return self.wallPool.pop();
} else {
- var sprite = self.addChild(LK.getAsset('wall', {
+ return self.addChild(LK.getAsset('wall', {
anchorX: 0.5,
anchorY: 1.0
}));
- return sprite;
}
};
- // Return sprite to pool
- self.returnSprite = function (sprite) {
+ self.getFloorSprite = function () {
+ if (self.floorPool.length > 0) {
+ return self.floorPool.pop();
+ } else {
+ return self.addChild(LK.getAsset('piso', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }));
+ }
+ };
+ self.getCeilingSprite = function () {
+ if (self.ceilingPool.length > 0) {
+ return self.ceilingPool.pop();
+ } else {
+ return self.addChild(LK.getAsset('ceilingStrip', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }));
+ }
+ };
+ // Return sprites to pools
+ self.returnWallSprite = 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);
+ if (self.wallPool.length < self.poolSize) {
+ self.wallPool.push(sprite);
}
};
- // Sprite-based scaling renderer with distortion effects
+ self.returnFloorSprite = function (sprite) {
+ sprite.visible = false;
+ sprite.scaleX = 1;
+ sprite.scaleY = 1;
+ sprite.rotation = 0;
+ sprite.alpha = 1;
+ sprite.tint = 0xFFFFFF;
+ if (self.floorPool.length < self.poolSize) {
+ self.floorPool.push(sprite);
+ }
+ };
+ self.returnCeilingSprite = function (sprite) {
+ sprite.visible = false;
+ sprite.scaleX = 1;
+ sprite.scaleY = 1;
+ sprite.rotation = 0;
+ sprite.alpha = 1;
+ sprite.tint = 0xFFFFFF;
+ if (self.ceilingPool.length < self.poolSize) {
+ self.ceilingPool.push(sprite);
+ }
+ };
+ // Unified sprite-based 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]);
+ // Return all active sprites to pools
+ for (var i = 0; i < self.activeWallSprites.length; i++) {
+ self.returnWallSprite(self.activeWallSprites[i]);
}
- self.activeSprites = [];
+ for (var i = 0; i < self.activeFloorSprites.length; i++) {
+ self.returnFloorSprite(self.activeFloorSprites[i]);
+ }
+ for (var i = 0; i < self.activeCeilingSprites.length; i++) {
+ self.returnCeilingSprite(self.activeCeilingSprites[i]);
+ }
+ self.activeWallSprites = [];
+ self.activeFloorSprites = [];
+ self.activeCeilingSprites = [];
// 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);
@@ -569,13 +494,15 @@
// Sort walls by distance (farthest first for proper depth)
wallsToRender.sort(function (a, b) {
return b.distance - a.distance;
});
+ // Render floors and ceilings first (behind walls)
+ self.renderFloorAndCeiling(player, wallsToRender);
// Render each visible wall as a scaled sprite
- for (var i = 0; i < wallsToRender.length && i < self.poolSize; i++) {
+ for (var i = 0; i < wallsToRender.length && i < self.poolSize / 3; i++) {
var wall = wallsToRender[i];
- var sprite = self.getSprite();
- self.activeSprites.push(sprite);
+ var sprite = self.getWallSprite();
+ self.activeWallSprites.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);
@@ -623,11 +550,82 @@
}
sprite.visible = true;
}
};
- // Generate walls method (required by game code)
+ // Render floor and ceiling sprites with perspective distortion
+ self.renderFloorAndCeiling = function (player, wallsToRender) {
+ var fov = Math.PI / 3;
+ var screenHeight = 2732;
+ var screenCenter = screenHeight / 2;
+ var pitchOffset = player.pitch * 400;
+ // Create floor and ceiling strips across the screen
+ for (var x = 0; x < 2048; x += 32) {
+ // Render every 32 pixels for performance
+ var screenX = x;
+ var rayAngle = player.angle - fov / 2 + x / 2048 * fov;
+ // Cast ray to find distance for floor/ceiling perspective
+ var rayData = self.castRayWithCoords(player.x, player.y, rayAngle);
+ var distance = rayData.distance;
+ // Calculate wall height for floor/ceiling boundaries
+ var baseWallSize = 400;
+ var wallHeight = Math.max(100, baseWallSize * (1000 / (distance + 100)));
+ var halfWallHeight = wallHeight / 2;
+ var wallTop = screenCenter - halfWallHeight + pitchOffset;
+ var wallBottom = screenCenter + halfWallHeight + pitchOffset;
+ // Render floor sprite
+ var floorSprite = self.getFloorSprite();
+ self.activeFloorSprites.push(floorSprite);
+ floorSprite.x = screenX;
+ floorSprite.y = wallBottom + (screenHeight - wallBottom) / 2;
+ floorSprite.width = 32;
+ floorSprite.height = Math.max(2, screenHeight - wallBottom);
+ var floorFogFactor = Math.max(0.3, 1.0 - distance / self.maxRenderDistance);
+ floorSprite.alpha = floorFogFactor;
+ floorSprite.visible = true;
+ // Render ceiling sprite
+ var ceilingSprite = self.getCeilingSprite();
+ self.activeCeilingSprites.push(ceilingSprite);
+ ceilingSprite.x = screenX;
+ ceilingSprite.y = wallTop / 2;
+ ceilingSprite.width = 32;
+ ceilingSprite.height = Math.max(2, wallTop);
+ var ceilingFogFactor = Math.max(0.3, 1.0 - distance / self.maxRenderDistance);
+ ceilingSprite.alpha = ceilingFogFactor;
+ ceilingSprite.tint = 0x1a1a15; // Darker ceiling
+ ceilingSprite.visible = true;
+ }
+ };
+ // Raycast helper method
+ 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
+ };
+ };
+ // Generate method (required by game code)
self.generateWalls = function () {
- self.initSpritePool();
+ self.initSpritePools();
};
return self;
});
var WallBackgroundRenderer = Container.expand(function () {
@@ -841,12 +839,12 @@
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 unified sprite renderer for walls, floors, and ceilings
+var unifiedRenderer = new UnifiedSpriteRenderer();
+game.addChild(unifiedRenderer);
+unifiedRenderer.generateWalls();
// Create ceiling tile renderer
var ceilingTileRenderer = new CeilingTileRenderer();
game.addChild(ceilingTileRenderer);
ceilingTileRenderer.generateTiles();
@@ -855,11 +853,8 @@
// 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,
@@ -1013,12 +1008,11 @@
player.lookDown();
}
// Apply smooth interpolation
player.updateSmooth();
- // Render in optimal order: Sun background, floor/ceiling, then raycasted walls, then ceiling details
+ // Render in optimal order: Sun background, unified sprite rendering (walls/floors/ceilings), 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
+ unifiedRenderer.render(player); // Unified sprite-based rendering for walls, floors, and ceilings
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);