User prompt
Has que todas las texturas desaparezcan al salirse de ese límite de pantalla si se sale déjalo de renderizar contará como que el jugador no lo está viendo
User prompt
Haz un sistema verificador de errores
User prompt
Añade un límite de renderisado para la pantalla horizontal, las paredes se salen de la pantalla
User prompt
Tiene un botón para mirar hacia arriba y hacia abajo
User prompt
Quita el efecto de oscuridad de todo
User prompt
Has que el techo no tenga los efectos de oscuridad
User prompt
Bueno has lo que te pedí siguiendo esas reglas
User prompt
Crea las luces en cualquier parte
User prompt
Vuelve hacer el techo y crea dls texturas un cuadrado chico para una luz blanca y la otra textura que va a hacer el techo normal
User prompt
Please fix the bug: 'undefined is not an object (evaluating 'tile.worldX')' in or related to this line: 'light.x = tile.worldX;' Line Number: 52
User prompt
En el techo pon una luz en el medio de las habitaciones
User prompt
Please fix the bug: 'this.isFloor is not a function. (In 'this.isFloor(pointGridX, pointGridY)', 'this.isFloor' is undefined)' in or related to this line: 'if (this.walls[pointGridX][pointGridY] && !this.isFloor(pointGridX, pointGridY)) {' Line Number: 1884
User prompt
El piso no cuenta como pared
User prompt
Has que el piso entre más oscuro sea más nítido
User prompt
Has dos texturas una textura de sombra y otra textura normal para dar la simulación de sombreado
User prompt
Dale sombreado al piso
User prompt
Quita el sistema de iluminación del piso
User prompt
Has que el floorStrip este en toda el área de piso
User prompt
Elimina el piso
User prompt
Crea otro piso de color marrón
User prompt
Crea un nuevo sistema de piso
User prompt
El piso no sigue la lógica el piso debe d estar en el Área baja del personaje
User prompt
Pon piso debajo del personaje
User prompt
Quita las lises dinámica al piso
User prompt
Porque el piso se ve en debajo de las paredes de ves de abajo del personaje
/****
* 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)) {
// Initialize tile before using its properties
var tile = {
worldX: x * worldGrid.cellSize + worldGrid.cellSize / 2,
worldY: y * worldGrid.cellSize + worldGrid.cellSize / 2,
sprite: null
};
// Add a light in the middle of the room
var light = self.addChild(LK.getAsset('smallLight', {
anchorX: 0.5,
anchorY: 0.5
}));
light.x = tile.worldX;
light.y = tile.worldY;
light.visible = true;
// Add ceilingTile as a light texture in random positions away from corners
var ceilingTile = self.addChild(LK.getAsset('ceilingTile', {
anchorX: 0.5,
anchorY: 0.5
}));
ceilingTile.x = tile.worldX + (Math.random() * 400 - 200);
ceilingTile.y = tile.worldY + (Math.random() * 400 - 200);
ceilingTile.visible = true;
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 && worldGrid.walls[checkX] && 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 && worldGrid.walls[checkX] && 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 = 1366 + angleDiff / (fov / 2) * 1366;
// Only add tiles that are within strict horizontal screen bounds (no margin)
if (screenX >= 0 && screenX <= 2732) {
// 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('normalCeiling', {
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 ErrorChecker = Container.expand(function () {
var self = Container.call(this);
self.errorLog = [];
self.maxLogSize = 50;
self.checkInterval = 60; // Check every 60 frames
self.lastCheckTime = 0;
// Add error to log with timestamp
self.logError = function (type, message, severity) {
var error = {
type: type,
message: message,
severity: severity || 'warning',
// 'error', 'warning', 'info'
timestamp: Date.now(),
frame: LK.ticks
};
self.errorLog.push(error);
// Keep log size manageable
if (self.errorLog.length > self.maxLogSize) {
self.errorLog.shift();
}
// Log to console based on severity
if (severity === 'error') {
console.error('[ERROR]', type + ':', message);
} else if (severity === 'warning') {
console.warn('[WARNING]', type + ':', message);
} else {
console.log('[INFO]', type + ':', message);
}
};
// Check player state for errors
self.checkPlayerState = function () {
if (!player) {
self.logError('Player', 'Player object is null or undefined', 'error');
return false;
}
// Check position bounds
if (player.x < 0 || player.x >= worldGrid.width * worldGrid.cellSize || player.y < 0 || player.y >= worldGrid.height * worldGrid.cellSize) {
self.logError('Player', 'Player position out of world bounds: (' + Math.floor(player.x) + ', ' + Math.floor(player.y) + ')', 'warning');
}
// Check for NaN values
if (isNaN(player.x) || isNaN(player.y) || isNaN(player.angle)) {
self.logError('Player', 'Player has NaN values - x:' + player.x + ' y:' + player.y + ' angle:' + player.angle, 'error');
return false;
}
// Check if player is stuck in walls
if (worldGrid.checkCollision && worldGrid.checkCollision(player.x, player.y)) {
self.logError('Player', 'Player is stuck inside wall at (' + Math.floor(player.x) + ', ' + Math.floor(player.y) + ')', 'warning');
}
return true;
};
// Check world grid integrity
self.checkWorldGrid = function () {
if (!worldGrid) {
self.logError('WorldGrid', 'WorldGrid object is null or undefined', 'error');
return false;
}
if (!worldGrid.walls) {
self.logError('WorldGrid', 'WorldGrid walls array is null or undefined', 'error');
return false;
}
// Check grid dimensions
if (worldGrid.width <= 0 || worldGrid.height <= 0) {
self.logError('WorldGrid', 'Invalid grid dimensions: ' + worldGrid.width + 'x' + worldGrid.height, 'error');
return false;
}
// Check for corrupted wall data
var wallErrors = 0;
for (var x = 0; x < Math.min(worldGrid.width, 10); x++) {
if (!worldGrid.walls[x]) {
wallErrors++;
continue;
}
for (var y = 0; y < Math.min(worldGrid.height, 10); y++) {
if (typeof worldGrid.walls[x][y] !== 'boolean') {
wallErrors++;
}
}
}
if (wallErrors > 0) {
self.logError('WorldGrid', 'Found ' + wallErrors + ' corrupted wall data points', 'warning');
}
return true;
};
// Check renderer states
self.checkRenderers = function () {
// Check wall renderer
if (!wallRenderer) {
self.logError('Renderer', 'Wall renderer is null or undefined', 'error');
return false;
}
if (wallRenderer.wallStrips && wallRenderer.wallStrips.length === 0) {
self.logError('Renderer', 'Wall renderer has no wall strips initialized', 'warning');
}
// Check raycast renderer
if (!raycastRenderer) {
self.logError('Renderer', 'Raycast renderer is null or undefined', 'error');
return false;
}
if (raycastRenderer.wallColumns && raycastRenderer.wallColumns.length === 0) {
self.logError('Renderer', 'Raycast renderer has no columns initialized', 'warning');
}
return true;
};
// Check memory usage and performance
self.checkPerformance = function () {
// Check FPS
if (fpsDisplay < 20) {
self.logError('Performance', 'Low FPS detected: ' + fpsDisplay, 'warning');
}
// Check object counts
var totalChildren = 0;
if (game && game.children) {
totalChildren = game.children.length;
}
if (totalChildren > 1000) {
self.logError('Performance', 'High object count: ' + totalChildren + ' children in game', 'warning');
}
// Check error log size
if (self.errorLog.length > self.maxLogSize * 0.8) {
self.logError('Performance', 'Error log is getting full: ' + self.errorLog.length + '/' + self.maxLogSize, 'info');
}
};
// Check asset integrity
self.checkAssets = function () {
// Check if critical assets exist
var criticalAssets = ['wallSegment', 'floorStrip', 'ceilingStrip', 'player'];
for (var i = 0; i < criticalAssets.length; i++) {
var asset = criticalAssets[i];
try {
var testAsset = LK.getAsset(asset, {});
if (!testAsset) {
self.logError('Assets', 'Critical asset missing: ' + asset, 'error');
}
} catch (e) {
self.logError('Assets', 'Error loading asset ' + asset + ': ' + e.message, 'error');
}
}
};
// Check procedural generation state
self.checkProcGen = function () {
if (!procGen) {
self.logError('ProcGen', 'Procedural generator is null or undefined', 'error');
return false;
}
// Check if chunks are being generated
if (procGen.generatedChunks) {
var chunkCount = Object.keys(procGen.generatedChunks).length;
if (chunkCount === 0) {
self.logError('ProcGen', 'No chunks have been generated', 'warning');
} else if (chunkCount > 100) {
self.logError('ProcGen', 'Large number of chunks generated: ' + chunkCount, 'info');
}
}
return true;
};
// Run comprehensive error check
self.runFullCheck = function () {
var startTime = Date.now();
var checksRun = 0;
var errorsBefore = self.errorLog.length;
try {
if (self.checkPlayerState()) checksRun++;
if (self.checkWorldGrid()) checksRun++;
if (self.checkRenderers()) checksRun++;
if (self.checkProcGen()) checksRun++;
self.checkPerformance();
checksRun++;
self.checkAssets();
checksRun++;
} catch (e) {
self.logError('ErrorChecker', 'Exception during error check: ' + e.message, 'error');
}
var endTime = Date.now();
var newErrors = self.errorLog.length - errorsBefore;
if (newErrors > 0) {
self.logError('ErrorChecker', 'Found ' + newErrors + ' new issues in ' + checksRun + ' checks (' + (endTime - startTime) + 'ms)', 'info');
}
};
// Get error summary
self.getErrorSummary = function () {
var summary = {
total: self.errorLog.length,
errors: 0,
warnings: 0,
info: 0,
recent: 0
};
var recentTime = Date.now() - 5000; // Last 5 seconds
for (var i = 0; i < self.errorLog.length; i++) {
var error = self.errorLog[i];
if (error.severity === 'error') summary.errors++;else if (error.severity === 'warning') summary.warnings++;else summary.info++;
if (error.timestamp > recentTime) summary.recent++;
}
return summary;
};
// Clear error log
self.clearLog = function () {
self.errorLog = [];
self.logError('ErrorChecker', 'Error log cleared', 'info');
};
// Check if system is healthy
self.isSystemHealthy = function () {
var summary = self.getErrorSummary();
return summary.errors === 0 && summary.warnings < 5;
};
// Update method called every frame
self.update = function () {
// Run checks at specified interval
if (LK.ticks % self.checkInterval === 0) {
self.runFullCheck();
}
// Emergency checks every frame for critical issues
if (player && (isNaN(player.x) || isNaN(player.y))) {
self.logError('Critical', 'Player position is NaN - emergency check', 'error');
}
};
return self;
});
var GeometricWallRenderer = Container.expand(function () {
var self = Container.call(this);
// Simplified wall rendering with geometric shapes
self.wallStrips = [];
self.numStrips = 64; // Further reduced for better performance
self.maxWalls = 32; // Maximum number of wall strips to render
// Initialize wall strips pool
self.initWallStrips = function () {
for (var i = 0; i < self.maxWalls; i++) {
var wallStrip = self.addChild(LK.getAsset('wallSegment', {
anchorX: 0.5,
anchorY: 0.5
}));
wallStrip.visible = false;
self.wallStrips.push(wallStrip);
}
};
// Get available wall strip from pool
self.getWallStrip = function () {
for (var i = 0; i < self.wallStrips.length; i++) {
if (!self.wallStrips[i].visible) {
return self.wallStrips[i];
}
}
return null;
};
// Render walls using simplified column-based approach
self.render = function (player) {
// Initialize strips if not done
if (self.wallStrips.length === 0) {
self.initWallStrips();
}
// Hide all wall strips
for (var j = 0; j < self.wallStrips.length; j++) {
self.wallStrips[j].visible = false;
}
var fov = Math.PI / 3; // 60 degrees field of view
var halfFov = fov / 2;
var screenCenter = 1024; // Y center of screen
var pitchOffset = player.pitch * 300; // Apply pitch for vertical look
var stripWidth = 2732 / self.numStrips;
var wallsRendered = 0;
// Cast rays and render wall strips
for (var i = 0; i < self.numStrips && wallsRendered < self.maxWalls; i++) {
var rayAngle = player.angle - halfFov + i / self.numStrips * fov;
var rayData = self.castSimpleRay(player.x, player.y, rayAngle);
if (rayData.hit) {
var distance = rayData.distance;
// Apply fish-eye correction
var correctedDistance = distance * Math.cos(rayAngle - player.angle);
// Calculate screen X position for horizontal bounds checking
var screenX = i * stripWidth + stripWidth / 2;
// Only render if within strict horizontal screen bounds
if (screenX >= 0 && screenX <= 2732) {
// Get wall strip from pool
var wallStrip = self.getWallStrip();
if (wallStrip) {
// Calculate wall height based on distance
var baseWallSize = worldGrid.cellSize;
var wallHeight = Math.max(60, baseWallSize * (500 / (correctedDistance + 50)));
// Position wall strip within screen bounds
wallStrip.width = stripWidth + 2; // Add small overlap
wallStrip.height = wallHeight;
wallStrip.x = screenX; // Use exact screen position
wallStrip.y = screenCenter + pitchOffset;
wallStrip.visible = true;
// Apply distance-based shading
var shadingFactor = Math.max(0.2, 1.0 - correctedDistance / 600);
var tintValue = 0xFFFFFF;
wallStrip.tint = tintValue;
// Add slight variation based on position for texture effect
var positionVariation = (rayData.hitX + rayData.hitY) % 40;
if (positionVariation < 20) {
tintValue = Math.floor(tintValue * 0.9); // Slightly darker
wallStrip.tint = tintValue << 16 | tintValue << 8 | tintValue;
}
wallsRendered++;
}
} else {
// Hide any wall strip that would be outside bounds
var wallStrip = self.getWallStrip();
if (wallStrip) {
wallStrip.visible = false;
}
}
}
}
};
// Simplified raycasting for geometric walls
self.castSimpleRay = function (startX, startY, angle) {
var rayX = startX;
var rayY = startY;
var deltaX = Math.cos(angle) * 8; // Larger steps for performance
var deltaY = Math.sin(angle) * 8;
var distance = 0;
var maxDistance = 600;
var stepSize = 8;
// Raycast until wall hit or max distance
while (distance < maxDistance) {
rayX += deltaX;
rayY += deltaY;
distance += stepSize;
// Check for wall collision
if (worldGrid.hasWallAt(rayX, rayY)) {
return {
hit: true,
distance: distance,
hitX: rayX,
hitY: rayY
};
}
}
return {
hit: false,
distance: maxDistance,
hitX: rayX,
hitY: rayY
};
};
return self;
});
var LightManager = Container.expand(function () {
var self = Container.call(this);
self.lights = [];
// Method to add a light at a specific world position
self.addLight = function (worldX, worldY) {
var light = self.addChild(LK.getAsset('smallLight', {
anchorX: 0.5,
anchorY: 0.5
}));
light.x = worldX;
light.y = worldY;
light.visible = true;
self.lights.push(light);
};
// Method to clear all lights
self.clearLights = function () {
for (var i = 0; i < self.lights.length; i++) {
self.lights[i].visible = false;
}
self.lights = [];
};
return self;
});
var MovementCrosshair = Container.expand(function () {
var self = Container.call(this);
self.isActive = false;
self.activeButton = null;
// Create base circle
var base = self.attachAsset('crosshairBase', {
anchorX: 0.5,
anchorY: 0.5
});
base.alpha = 0.6;
// Create directional buttons
var upButton = self.attachAsset('crosshairUp', {
anchorX: 0.5,
anchorY: 0.5
});
upButton.x = 0;
upButton.y = -70;
upButton.alpha = 0.7;
var downButton = self.attachAsset('crosshairDown', {
anchorX: 0.5,
anchorY: 0.5
});
downButton.x = 0;
downButton.y = 70;
downButton.alpha = 0.7;
var leftButton = self.attachAsset('crosshairLeft', {
anchorX: 0.5,
anchorY: 0.5
});
leftButton.x = -70;
leftButton.y = 0;
leftButton.alpha = 0.7;
var rightButton = self.attachAsset('crosshairRight', {
anchorX: 0.5,
anchorY: 0.5
});
rightButton.x = 70;
rightButton.y = 0;
rightButton.alpha = 0.7;
var centerButton = self.attachAsset('crosshairCenter', {
anchorX: 0.5,
anchorY: 0.5
});
centerButton.alpha = 0.8;
// Movement state tracking
self.movementState = {
forward: false,
backward: false,
left: false,
right: false
};
// Button press handlers
upButton.down = function (x, y, obj) {
upButton.alpha = 1.0;
self.movementState.forward = true;
self.activeButton = 'up';
};
upButton.up = function (x, y, obj) {
upButton.alpha = 0.7;
self.movementState.forward = false;
if (self.activeButton === 'up') {
self.activeButton = null;
}
};
downButton.down = function (x, y, obj) {
downButton.alpha = 1.0;
self.movementState.backward = true;
self.activeButton = 'down';
};
downButton.up = function (x, y, obj) {
downButton.alpha = 0.7;
self.movementState.backward = false;
if (self.activeButton === 'down') {
self.activeButton = null;
}
};
leftButton.down = function (x, y, obj) {
leftButton.alpha = 1.0;
self.movementState.left = true;
self.activeButton = 'left';
};
leftButton.up = function (x, y, obj) {
leftButton.alpha = 0.7;
self.movementState.left = false;
if (self.activeButton === 'left') {
self.activeButton = null;
}
};
rightButton.down = function (x, y, obj) {
rightButton.alpha = 1.0;
self.movementState.right = true;
self.activeButton = 'right';
};
rightButton.up = function (x, y, obj) {
rightButton.alpha = 0.7;
self.movementState.right = false;
if (self.activeButton === 'right') {
self.activeButton = null;
}
};
// Get current movement state
self.getMovementState = function () {
return self.movementState;
};
// Reset all movement states
self.resetMovement = function () {
self.movementState.forward = false;
self.movementState.backward = false;
self.movementState.left = false;
self.movementState.right = false;
self.activeButton = null;
upButton.alpha = 0.7;
downButton.alpha = 0.7;
leftButton.alpha = 0.7;
rightButton.alpha = 0.7;
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
self.x = 1366;
self.y = 1024;
self.angle = 0;
self.pitch = 0; // Vertical look angle (up/down)
self.speed = 3;
self.rotSpeed = 0.1;
// Smooth interpolation properties
self.targetX = 1366;
self.targetY = 1024;
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;
} else {
// Wall sliding - try to move along walls instead of stopping completely
// Try moving only horizontally if vertical movement is blocked
if (!worldGrid.checkCollision(newX, self.targetY)) {
self.targetX = newX;
}
// Try moving only vertically if horizontal movement is blocked
else if (!worldGrid.checkCollision(self.targetX, newY)) {
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;
} else {
// Wall sliding - try to move along walls instead of stopping completely
// Try moving only horizontally if vertical movement is blocked
if (!worldGrid.checkCollision(newX, self.targetY)) {
self.targetX = newX;
}
// Try moving only vertically if horizontal movement is blocked
else if (!worldGrid.checkCollision(self.targetX, newY)) {
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 ProcGen = Container.expand(function () {
var self = Container.call(this);
self.generatedChunks = {};
self.chunkSize = 6; // Much smaller chunks for tighter room placement
self.roomMinSize = 1;
self.roomMaxSize = 2;
self.hallwayWidth = 1; // Keep narrow hallways for claustrophobic effect
// Generate a procedural chunk at given chunk coordinates
self.generateChunk = function (chunkX, chunkY) {
var chunkKey = chunkX + ',' + chunkY;
if (self.generatedChunks[chunkKey]) {
return; // Already generated
}
self.generatedChunks[chunkKey] = true;
// Calculate world grid offset for this chunk
var offsetX = chunkX * self.chunkSize;
var offsetY = chunkY * self.chunkSize;
// Generate Backrooms-style layout for this chunk
self.generateBackroomsChunk(offsetX, offsetY);
};
// Generate Backrooms-style layout with guaranteed connectivity and multiple exits
self.generateBackroomsChunk = function (offsetX, offsetY) {
// First, fill entire chunk with walls
for (var x = offsetX; x < offsetX + self.chunkSize; x++) {
for (var y = offsetY; y < offsetY + self.chunkSize; y++) {
if (x >= 0 && x < worldGrid.width && y >= 0 && y < worldGrid.height) {
worldGrid.walls[x][y] = true;
}
}
}
// Create main room in center of chunk with irregular shape
var mainRoomSize = 2; // Smaller main room for claustrophobic effect
var mainRoomX = offsetX + Math.floor((self.chunkSize - mainRoomSize) / 2);
var mainRoomY = offsetY + Math.floor((self.chunkSize - mainRoomSize) / 2);
self.carveIrregularRoom(mainRoomX, mainRoomY, mainRoomSize, mainRoomSize);
// Create 3-5 additional rooms for higher density and claustrophobic feel
var numRooms = Math.floor(Math.random() * 3) + 3; // 3-5 rooms
var rooms = [{
x: mainRoomX,
y: mainRoomY,
width: mainRoomSize,
height: mainRoomSize,
centerX: mainRoomX + Math.floor(mainRoomSize / 2),
centerY: mainRoomY + Math.floor(mainRoomSize / 2)
}];
for (var i = 0; i < numRooms; i++) {
var attempts = 0;
while (attempts < 30) {
// Determine room size based on probabilities
var roomSizes = self.getRoomSizeByProbability();
var roomW = roomSizes.width;
var roomH = roomSizes.height;
var roomX = offsetX + Math.floor(Math.random() * (self.chunkSize - roomW - 2)) + 1;
var roomY = offsetY + Math.floor(Math.random() * (self.chunkSize - roomH - 2)) + 1;
var newRoom = {
x: roomX,
y: roomY,
width: roomW,
height: roomH,
centerX: roomX + Math.floor(roomW / 2),
centerY: roomY + Math.floor(roomH / 2)
};
if (!self.roomOverlaps(newRoom, rooms)) {
self.carveIrregularRoom(roomX, roomY, roomW, roomH);
rooms.push(newRoom);
// Connect this room to multiple existing rooms for guaranteed connectivity
self.connectToMultipleRooms(newRoom, rooms);
break;
}
attempts++;
}
}
// Create guaranteed multiple exits to adjacent chunks
self.createMultipleChunkExits(offsetX, offsetY, rooms);
// Create dead-end corridors for exploration variety
self.createDeadEndCorridors(offsetX, offsetY, rooms);
// Add some random pillars for atmosphere
self.addRandomPillars(offsetX, offsetY);
// Add pillars specifically in medium and large rooms
self.addPillarsToRooms(offsetX, offsetY, rooms);
// Validate and ensure all rooms are connected
self.validateRoomConnectivity(rooms, offsetX, offsetY);
};
// Carve out a room (remove walls)
self.carveRoom = function (x, y, width, height) {
for (var roomX = x; roomX < x + width; roomX++) {
for (var roomY = y; roomY < y + height; roomY++) {
if (roomX >= 0 && roomX < worldGrid.width && roomY >= 0 && roomY < worldGrid.height) {
worldGrid.walls[roomX][roomY] = false;
}
}
}
};
// Carve out an irregular room shape with random variations
self.carveIrregularRoom = function (x, y, width, height) {
var roomType = Math.random();
var centerX = x + Math.floor(width / 2);
var centerY = y + Math.floor(height / 2);
if (roomType < 0.4) {
// Circular/oval room
var radiusX = Math.floor(width / 2);
var radiusY = Math.floor(height / 2);
for (var roomX = x; roomX < x + width; roomX++) {
for (var roomY = y; roomY < y + height; roomY++) {
if (roomX >= 0 && roomX < worldGrid.width && roomY >= 0 && roomY < worldGrid.height) {
var dx = roomX - centerX;
var dy = roomY - centerY;
// Create elliptical shape with some randomness
var distanceSquared = dx * dx / (radiusX * radiusX) + dy * dy / (radiusY * radiusY);
if (distanceSquared <= 1.0 + Math.random() * 0.3 - 0.15) {
worldGrid.walls[roomX][roomY] = false;
}
}
}
}
} else if (roomType < 0.7) {
// L-shaped room
self.carveRoom(x, y, width, Math.floor(height / 2) + 1);
self.carveRoom(x + Math.floor(width / 2), y + Math.floor(height / 2), Math.floor(width / 2) + 1, Math.floor(height / 2) + 1);
} else if (roomType < 0.9) {
// Cross-shaped room
var halfW = Math.floor(width / 2);
var halfH = Math.floor(height / 2);
// Vertical bar
self.carveRoom(centerX - 1, y, 2, height);
// Horizontal bar
self.carveRoom(x, centerY - 1, width, 2);
} else {
// Regular rectangular room with random indentations
self.carveRoom(x, y, width, height);
// Add random indentations
var indentations = Math.floor(Math.random() * 3) + 1;
for (var i = 0; i < indentations; i++) {
var indentX = x + Math.floor(Math.random() * width);
var indentY = y + Math.floor(Math.random() * height);
var indentSize = Math.floor(Math.random() * 2) + 1;
for (var ix = 0; ix < indentSize; ix++) {
for (var iy = 0; iy < indentSize; iy++) {
var wallX = indentX + ix;
var wallY = indentY + iy;
if (wallX >= 0 && wallX < worldGrid.width && wallY >= 0 && wallY < worldGrid.height) {
worldGrid.walls[wallX][wallY] = true;
}
}
}
}
}
};
// Check if room overlaps with existing rooms
self.roomOverlaps = function (room, existingRooms) {
for (var i = 0; i < existingRooms.length; i++) {
var existing = existingRooms[i];
// Minimal padding between rooms for claustrophobic effect - only 1 cell apart
if (room.x < existing.x + existing.width + 1 && room.x + room.width + 1 > existing.x && room.y < existing.y + existing.height + 1 && room.y + room.height + 1 > existing.y) {
return true;
}
}
return false;
};
// Connect room to nearest existing room
self.connectToNearestRoom = function (newRoom, existingRooms) {
var nearestRoom = existingRooms[0];
var minDistance = Infinity;
// Find nearest room
for (var i = 0; i < existingRooms.length; i++) {
if (existingRooms[i] !== newRoom) {
var dx = newRoom.centerX - existingRooms[i].centerX;
var dy = newRoom.centerY - existingRooms[i].centerY;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < minDistance) {
minDistance = distance;
nearestRoom = existingRooms[i];
}
}
}
// Create L-shaped corridor
self.createCorridor(newRoom.centerX, newRoom.centerY, nearestRoom.centerX, nearestRoom.centerY);
};
// Connect room to multiple existing rooms for guaranteed connectivity
self.connectToMultipleRooms = function (newRoom, existingRooms) {
// Sort rooms by distance to find nearest connections
var roomDistances = [];
for (var i = 0; i < existingRooms.length; i++) {
if (existingRooms[i] !== newRoom) {
var dx = newRoom.centerX - existingRooms[i].centerX;
var dy = newRoom.centerY - existingRooms[i].centerY;
var distance = Math.sqrt(dx * dx + dy * dy);
roomDistances.push({
room: existingRooms[i],
distance: distance
});
}
}
// Sort by distance
roomDistances.sort(function (a, b) {
return a.distance - b.distance;
});
// Always connect to at least 2 rooms for guaranteed multiple exits
var minConnections = Math.min(2, roomDistances.length);
var maxConnections = Math.min(3, roomDistances.length); // Up to 3 connections
var connectionsToMake = Math.floor(Math.random() * (maxConnections - minConnections + 1)) + minConnections;
for (var i = 0; i < connectionsToMake; i++) {
self.createCurvedCorridor(newRoom.centerX, newRoom.centerY, roomDistances[i].room.centerX, roomDistances[i].room.centerY);
}
// Add one more connection with 40% probability for extra connectivity
if (Math.random() < 0.4 && roomDistances.length > connectionsToMake) {
self.createCurvedCorridor(newRoom.centerX, newRoom.centerY, roomDistances[connectionsToMake].room.centerX, roomDistances[connectionsToMake].room.centerY);
}
};
// Connect room to nearest existing room with curved corridor (legacy method for compatibility)
self.connectToNearestRoomCurved = function (newRoom, existingRooms) {
// Use the new multiple connections method
self.connectToMultipleRooms(newRoom, existingRooms);
};
// Create multiple guaranteed exits to adjacent chunks for better connectivity
self.createMultipleChunkExits = function (offsetX, offsetY, rooms) {
var midX = offsetX + Math.floor(self.chunkSize / 2);
var midY = offsetY + Math.floor(self.chunkSize / 2);
// Find main room (usually the first/largest)
var mainRoom = rooms[0];
for (var i = 1; i < rooms.length; i++) {
if (rooms[i].width * rooms[i].height > mainRoom.width * mainRoom.height) {
mainRoom = rooms[i];
}
}
// Ensure at least 2-3 exits for multiple pathways
var possibleExits = [];
// Check which exits are possible
if (offsetX > 0) {
possibleExits.push('left');
}
if (offsetX + self.chunkSize < worldGrid.width) {
possibleExits.push('right');
}
if (offsetY > 0) {
possibleExits.push('top');
}
if (offsetY + self.chunkSize < worldGrid.height) {
possibleExits.push('bottom');
}
// Guarantee at least 2 exits if possible, 3 if we have 4 sides available
var minExits = Math.min(2, possibleExits.length);
var maxExits = Math.min(3, possibleExits.length);
var exitsToCreate = Math.floor(Math.random() * (maxExits - minExits + 1)) + minExits;
// Shuffle possible exits for randomness
for (var i = possibleExits.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = possibleExits[i];
possibleExits[i] = possibleExits[j];
possibleExits[j] = temp;
}
// Create the guaranteed exits
for (var i = 0; i < exitsToCreate; i++) {
var exitDirection = possibleExits[i];
// Connect from different rooms for variety
var sourceRoom = rooms[i % rooms.length];
if (exitDirection === 'left') {
self.createCorridor(sourceRoom.centerX, sourceRoom.centerY, offsetX, midY);
} else if (exitDirection === 'right') {
self.createCorridor(sourceRoom.centerX, sourceRoom.centerY, offsetX + self.chunkSize - 1, midY);
} else if (exitDirection === 'top') {
self.createCorridor(sourceRoom.centerX, sourceRoom.centerY, midX, offsetY);
} else if (exitDirection === 'bottom') {
self.createCorridor(sourceRoom.centerX, sourceRoom.centerY, midX, offsetY + self.chunkSize - 1);
}
}
// Create additional exits with 50% probability for extra connectivity
for (var i = exitsToCreate; i < possibleExits.length; i++) {
if (Math.random() < 0.5) {
var exitDirection = possibleExits[i];
var sourceRoom = rooms[Math.floor(Math.random() * rooms.length)];
if (exitDirection === 'left') {
self.createCorridor(sourceRoom.centerX, sourceRoom.centerY, offsetX, midY);
} else if (exitDirection === 'right') {
self.createCorridor(sourceRoom.centerX, sourceRoom.centerY, offsetX + self.chunkSize - 1, midY);
} else if (exitDirection === 'top') {
self.createCorridor(sourceRoom.centerX, sourceRoom.centerY, midX, offsetY);
} else if (exitDirection === 'bottom') {
self.createCorridor(sourceRoom.centerX, sourceRoom.centerY, midX, offsetY + self.chunkSize - 1);
}
}
}
};
// Create dead-end corridors for exploration variety
self.createDeadEndCorridors = function (offsetX, offsetY, rooms) {
// First, check each room for exits and potentially add passages
for (var i = 0; i < rooms.length; i++) {
var room = rooms[i];
var hasExit = self.checkRoomHasExit(room, offsetX, offsetY);
// If room has no exits, add a passage with 20% probability
if (!hasExit && Math.random() < 0.2) {
self.createRoomPassage(room, offsetX, offsetY);
}
}
// Create 2-4 dead-end corridors per chunk
var numDeadEnds = Math.floor(Math.random() * 3) + 2; // 2-4 dead ends
for (var i = 0; i < numDeadEnds; i++) {
// Choose a random room as starting point
var sourceRoom = rooms[Math.floor(Math.random() * rooms.length)];
// Choose a random direction for the dead-end
var directions = [{
dx: 1,
dy: 0
},
// East
{
dx: -1,
dy: 0
},
// West
{
dx: 0,
dy: 1
},
// South
{
dx: 0,
dy: -1
} // North
];
var direction = directions[Math.floor(Math.random() * directions.length)];
// Create dead-end corridor of random length (2-5 cells)
var corridorLength = Math.floor(Math.random() * 4) + 2;
var startX = sourceRoom.centerX;
var startY = sourceRoom.centerY;
// Find a good starting point on the room edge
var edgeStartX = startX;
var edgeStartY = startY;
// Move to room edge
if (direction.dx !== 0) {
edgeStartX = direction.dx > 0 ? sourceRoom.x + sourceRoom.width : sourceRoom.x - 1;
} else {
edgeStartY = direction.dy > 0 ? sourceRoom.y + sourceRoom.height : sourceRoom.y - 1;
}
// Create the dead-end corridor
self.createDeadEndPath(edgeStartX, edgeStartY, direction.dx, direction.dy, corridorLength, offsetX, offsetY);
}
};
// Check if a room has any exits (passages leading out)
self.checkRoomHasExit = function (room, chunkOffsetX, chunkOffsetY) {
// Check the perimeter of the room for any open passages
var directions = [{
dx: 1,
dy: 0
},
// East
{
dx: -1,
dy: 0
},
// West
{
dx: 0,
dy: 1
},
// South
{
dx: 0,
dy: -1
} // North
];
// Check each edge of the room
for (var x = room.x; x < room.x + room.width; x++) {
for (var y = room.y; y < room.y + room.height; y++) {
// Skip if this position is a wall
if (x >= 0 && x < worldGrid.width && y >= 0 && y < worldGrid.height && worldGrid.walls[x][y]) {
continue;
}
// Check adjacent cells for passages
for (var d = 0; d < directions.length; d++) {
var checkX = x + directions[d].dx;
var checkY = y + directions[d].dy;
// Check bounds
if (checkX >= 0 && checkX < worldGrid.width && checkY >= 0 && checkY < worldGrid.height) {
// If adjacent cell is open and outside the room bounds, it's an exit
if (!worldGrid.walls[checkX][checkY] && (checkX < room.x || checkX >= room.x + room.width || checkY < room.y || checkY >= room.y + room.height)) {
return true; // Found an exit
}
}
}
}
}
return false; // No exits found
};
// Create a passage for a room without exits
self.createRoomPassage = function (room, chunkOffsetX, chunkOffsetY) {
// Determine the best direction for the passage
var directions = [{
dx: 1,
dy: 0,
name: 'east'
}, {
dx: -1,
dy: 0,
name: 'west'
}, {
dx: 0,
dy: 1,
name: 'south'
}, {
dx: 0,
dy: -1,
name: 'north'
}];
var bestDirection = directions[Math.floor(Math.random() * directions.length)];
// Create passage from room center in chosen direction
var startX = room.centerX;
var startY = room.centerY;
// Move to room edge
var edgeX = startX;
var edgeY = startY;
if (bestDirection.dx !== 0) {
edgeX = bestDirection.dx > 0 ? room.x + room.width : room.x - 1;
} else {
edgeY = bestDirection.dy > 0 ? room.y + room.height : room.y - 1;
}
// Create passage large enough for player (width of 2-3 cells)
var passageLength = Math.floor(Math.random() * 3) + 3; // 3-5 cells long
self.createPlayerSizedPassage(edgeX, edgeY, bestDirection.dx, bestDirection.dy, passageLength, chunkOffsetX, chunkOffsetY);
};
// Create a passage sized for player movement
self.createPlayerSizedPassage = function (startX, startY, dirX, dirY, length, chunkOffsetX, chunkOffsetY) {
for (var i = 0; i <= length; i++) {
var passageX = startX + dirX * i;
var passageY = startY + dirY * i;
// Ensure passage coordinates are valid and within chunk bounds
if (passageX >= chunkOffsetX && passageX < chunkOffsetX + self.chunkSize && passageY >= chunkOffsetY && passageY < chunkOffsetY + self.chunkSize && passageX >= 0 && passageX < worldGrid.width && passageY >= 0 && passageY < worldGrid.height) {
// Clear main passage cell
worldGrid.walls[passageX][passageY] = false;
// Create wider passage (2-3 cells wide) for better player movement
if (dirX !== 0) {
// Horizontal passage - add vertical width
if (passageY + 1 < worldGrid.height && passageY + 1 < chunkOffsetY + self.chunkSize) {
worldGrid.walls[passageX][passageY + 1] = false;
}
if (passageY - 1 >= 0 && passageY - 1 >= chunkOffsetY) {
worldGrid.walls[passageX][passageY - 1] = false;
}
// Occasionally add third row for wider passage
if (Math.random() < 0.5 && passageY + 2 < worldGrid.height && passageY + 2 < chunkOffsetY + self.chunkSize) {
worldGrid.walls[passageX][passageY + 2] = false;
}
} else {
// Vertical passage - add horizontal width
if (passageX + 1 < worldGrid.width && passageX + 1 < chunkOffsetX + self.chunkSize) {
worldGrid.walls[passageX + 1][passageY] = false;
}
if (passageX - 1 >= 0 && passageX - 1 >= chunkOffsetX) {
worldGrid.walls[passageX - 1][passageY] = false;
}
// Occasionally add third column for wider passage
if (Math.random() < 0.5 && passageX + 2 < worldGrid.width && passageX + 2 < chunkOffsetX + self.chunkSize) {
worldGrid.walls[passageX + 2][passageY] = false;
}
}
}
}
};
// Create a single dead-end corridor path
self.createDeadEndPath = function (startX, startY, dirX, dirY, length, chunkOffsetX, chunkOffsetY) {
var currentX = startX;
var currentY = startY;
// Create corridor cells
for (var i = 0; i < length; i++) {
currentX += dirX;
currentY += dirY;
// Check bounds - stop if we're going outside the chunk or world
if (currentX < chunkOffsetX + 1 || currentX >= chunkOffsetX + self.chunkSize - 1 || currentY < chunkOffsetY + 1 || currentY >= chunkOffsetY + self.chunkSize - 1 || currentX < 0 || currentX >= worldGrid.width || currentY < 0 || currentY >= worldGrid.height) {
break;
}
// Carve out the corridor cell
worldGrid.walls[currentX][currentY] = false;
// Add some width to the corridor (occasionally)
if (Math.random() < 0.3) {
// Add perpendicular width
var perpDirX = dirY; // Perpendicular direction
var perpDirY = -dirX;
var widthX = currentX + perpDirX;
var widthY = currentY + perpDirY;
if (widthX >= chunkOffsetX && widthX < chunkOffsetX + self.chunkSize && widthY >= chunkOffsetY && widthY < chunkOffsetY + self.chunkSize && widthX >= 0 && widthX < worldGrid.width && widthY >= 0 && widthY < worldGrid.height) {
worldGrid.walls[widthX][widthY] = false;
}
}
// Occasionally branch the dead-end
if (i > 1 && Math.random() < 0.2) {
// Create a short branch (1-2 cells)
var branchLength = Math.floor(Math.random() * 2) + 1;
var branchDirX = Math.random() < 0.5 ? dirY : -dirY; // Perpendicular directions
var branchDirY = Math.random() < 0.5 ? -dirX : dirX;
self.createDeadEndPath(currentX, currentY, branchDirX, branchDirY, branchLength, chunkOffsetX, chunkOffsetY);
}
}
// Create a small room at the end of some dead-ends (30% chance)
if (Math.random() < 0.3) {
self.createDeadEndRoom(currentX, currentY, chunkOffsetX, chunkOffsetY);
}
};
// Create a small room at the end of a dead-end corridor
self.createDeadEndRoom = function (centerX, centerY, chunkOffsetX, chunkOffsetY) {
// Create a small 2x2 or 3x3 room
var roomSize = Math.floor(Math.random() * 2) + 2; // 2x2 or 3x3
var halfSize = Math.floor(roomSize / 2);
for (var dx = -halfSize; dx <= halfSize; dx++) {
for (var dy = -halfSize; dy <= halfSize; dy++) {
var roomX = centerX + dx;
var roomY = centerY + dy;
// Check bounds
if (roomX >= chunkOffsetX && roomX < chunkOffsetX + self.chunkSize && roomY >= chunkOffsetY && roomY < chunkOffsetY + self.chunkSize && roomX >= 0 && roomX < worldGrid.width && roomY >= 0 && roomY < worldGrid.height) {
worldGrid.walls[roomX][roomY] = false;
}
}
}
};
// Create guaranteed exits to adjacent chunks (legacy method for compatibility)
self.createChunkExits = function (offsetX, offsetY, mainRoom) {
// Use the new multiple exits method
self.createMultipleChunkExits(offsetX, offsetY, [mainRoom]);
};
// Create L-shaped corridor between two points with much shorter segments
self.createCorridor = function (x1, y1, x2, y2) {
// Create narrower corridors for shorter navigation paths
var halfWidth = Math.floor(self.hallwayWidth / 2);
// Calculate distance and limit corridor length to make them much shorter
var dx = Math.abs(x2 - x1);
var dy = Math.abs(y2 - y1);
var maxCorridorLength = 3; // Maximum corridor segment length
// If distance is too long, create intermediate points for shorter segments
if (dx > maxCorridorLength || dy > maxCorridorLength) {
var midX = x1 + Math.sign(x2 - x1) * Math.min(maxCorridorLength, dx);
var midY = y1 + Math.sign(y2 - y1) * Math.min(maxCorridorLength, dy);
// Create first short segment
self.createShortSegment(x1, y1, midX, y1, halfWidth);
// Create second short segment
self.createShortSegment(midX, y1, midX, midY, halfWidth);
// If we haven't reached the destination, create final segment
if (midX !== x2 || midY !== y2) {
self.createShortSegment(midX, midY, x2, y2, halfWidth);
}
} else {
// Choose random direction for short L-shaped corridor
if (Math.random() < 0.5) {
// Horizontal first, then vertical - but keep it short
self.createShortSegment(x1, y1, x2, y1, halfWidth);
self.createShortSegment(x2, y1, x2, y2, halfWidth);
} else {
// Vertical first, then horizontal - but keep it short
self.createShortSegment(x1, y1, x1, y2, halfWidth);
self.createShortSegment(x1, y2, x2, y2, halfWidth);
}
}
};
// Create a short corridor segment with limited length
self.createShortSegment = function (x1, y1, x2, y2, halfWidth) {
var startX = Math.min(x1, x2);
var endX = Math.max(x1, x2);
var startY = Math.min(y1, y2);
var endY = Math.max(y1, y2);
// Limit segment length to make corridors extremely short for claustrophobic effect
var maxSegmentLength = 1;
endX = Math.min(endX, startX + maxSegmentLength);
endY = Math.min(endY, startY + maxSegmentLength);
for (var x = startX; x <= endX; x++) {
for (var y = startY; y <= endY; y++) {
for (var w = -halfWidth; w <= halfWidth; w++) {
var corridorX = x + (x1 === x2 ? w : 0);
var corridorY = y + (y1 === y2 ? w : 0);
if (corridorX >= 0 && corridorX < worldGrid.width && corridorY >= 0 && corridorY < worldGrid.height) {
worldGrid.walls[corridorX][corridorY] = false;
}
}
}
}
};
// Create curved and winding corridor between two points
self.createCurvedCorridor = function (x1, y1, x2, y2) {
var corridorType = Math.random();
var halfWidth = Math.floor(self.hallwayWidth / 2);
if (corridorType < 0.3) {
// S-shaped curve
var midX = Math.floor((x1 + x2) / 2) + Math.floor(Math.random() * 4) - 2;
var midY = Math.floor((y1 + y2) / 2) + Math.floor(Math.random() * 4) - 2;
self.createSmoothPath(x1, y1, midX, midY);
self.createSmoothPath(midX, midY, x2, y2);
} else if (corridorType < 0.6) {
// Zigzag corridor
var steps = Math.floor(Math.abs(x2 - x1) + Math.abs(y2 - y1)) / 3;
var currentX = x1;
var currentY = y1;
var stepX = (x2 - x1) / steps;
var stepY = (y2 - y1) / steps;
for (var i = 0; i < steps; i++) {
var nextX = Math.floor(currentX + stepX + Math.random() * 2 - 1);
var nextY = Math.floor(currentY + stepY + Math.random() * 2 - 1);
self.createSmoothPath(Math.floor(currentX), Math.floor(currentY), nextX, nextY);
currentX = nextX;
currentY = nextY;
}
self.createSmoothPath(Math.floor(currentX), Math.floor(currentY), x2, y2);
} else {
// Wide curved path with multiple control points
var controlPoints = [];
controlPoints.push({
x: x1,
y: y1
});
// Add 1-2 random control points
var numControls = Math.floor(Math.random() * 2) + 1;
for (var i = 0; i < numControls; i++) {
var t = (i + 1) / (numControls + 1);
var controlX = Math.floor(x1 + (x2 - x1) * t + Math.random() * 6 - 3);
var controlY = Math.floor(y1 + (y2 - y1) * t + Math.random() * 6 - 3);
controlPoints.push({
x: controlX,
y: controlY
});
}
controlPoints.push({
x: x2,
y: y2
});
// Connect all control points
for (var i = 0; i < controlPoints.length - 1; i++) {
self.createSmoothPath(controlPoints[i].x, controlPoints[i].y, controlPoints[i + 1].x, controlPoints[i + 1].y);
}
}
};
// Create smooth path between two points with width - much shorter segments
self.createSmoothPath = function (x1, y1, x2, y2) {
var dx = x2 - x1;
var dy = y2 - y1;
var distance = Math.sqrt(dx * dx + dy * dy);
// Limit path length to make corridors extremely short for claustrophobic effect
var maxPathLength = 2;
if (distance > maxPathLength) {
// Create shorter intermediate path
var ratio = maxPathLength / distance;
x2 = Math.floor(x1 + dx * ratio);
y2 = Math.floor(y1 + dy * ratio);
dx = x2 - x1;
dy = y2 - y1;
distance = maxPathLength;
}
var steps = Math.min(Math.floor(distance) + 1, 2); // Very limited steps for tight spaces
var halfWidth = Math.floor(self.hallwayWidth / 2);
for (var i = 0; i <= steps; i++) {
var t = i / steps;
var x = Math.floor(x1 + dx * t);
var y = Math.floor(y1 + dy * t);
// Carve corridor with width
for (var w = -halfWidth; w <= halfWidth; w++) {
for (var h = -halfWidth; h <= halfWidth; h++) {
var corridorX = x + w;
var corridorY = y + h;
if (corridorX >= 0 && corridorX < worldGrid.width && corridorY >= 0 && corridorY < worldGrid.height) {
worldGrid.walls[corridorX][corridorY] = false;
}
}
}
}
};
// Add random pillars for atmosphere
self.addRandomPillars = function (offsetX, offsetY) {
for (var x = offsetX + 2; x < offsetX + self.chunkSize - 2; x++) {
for (var y = offsetY + 2; y < offsetY + self.chunkSize - 2; y++) {
if (x >= 0 && x < worldGrid.width && y >= 0 && y < worldGrid.height) {
// Only add pillars in open areas with low probability
if (!worldGrid.walls[x][y] && Math.random() < 0.008) {
// Check if surrounded by enough open space (3x3 area)
var canPlace = true;
for (var dx = -1; dx <= 1; dx++) {
for (var dy = -1; dy <= 1; dy++) {
var checkX = x + dx;
var checkY = y + dy;
if (checkX >= 0 && checkX < worldGrid.width && checkY >= 0 && checkY < worldGrid.height) {
if (worldGrid.walls[checkX][checkY]) {
canPlace = false;
break;
}
}
}
if (!canPlace) {
break;
}
}
if (canPlace) {
worldGrid.walls[x][y] = true;
}
}
}
}
}
};
// Validate that all rooms are connected and fix any isolated rooms
self.validateRoomConnectivity = function (rooms, offsetX, offsetY) {
if (rooms.length <= 1) {
return;
} // Single room doesn't need validation
// Use flood fill to check connectivity from main room
var visited = [];
for (var i = 0; i < rooms.length; i++) {
visited[i] = false;
}
// Start flood fill from main room (first room)
var connected = [0]; // Start with main room
visited[0] = true;
var changed = true;
// Keep checking until no new connections are found
while (changed) {
changed = false;
for (var i = 0; i < connected.length; i++) {
var currentRoom = rooms[connected[i]];
// Check if any unvisited room is connected to this room
for (var j = 0; j < rooms.length; j++) {
if (!visited[j] && self.areRoomsConnected(currentRoom, rooms[j])) {
visited[j] = true;
connected.push(j);
changed = true;
}
}
}
}
// Connect any isolated rooms
for (var i = 0; i < rooms.length; i++) {
if (!visited[i]) {
// This room is isolated, connect it to the nearest connected room
var nearestConnectedRoom = rooms[connected[0]];
var minDistance = Infinity;
for (var j = 0; j < connected.length; j++) {
var connectedRoom = rooms[connected[j]];
var dx = rooms[i].centerX - connectedRoom.centerX;
var dy = rooms[i].centerY - connectedRoom.centerY;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < minDistance) {
minDistance = distance;
nearestConnectedRoom = connectedRoom;
}
}
// Force connection to prevent isolation
self.createCurvedCorridor(rooms[i].centerX, rooms[i].centerY, nearestConnectedRoom.centerX, nearestConnectedRoom.centerY);
}
}
};
// Check if two rooms are connected via corridors
self.areRoomsConnected = function (room1, room2) {
// Use simple pathfinding to check if rooms are connected
var visited = [];
for (var x = 0; x < worldGrid.width; x++) {
visited[x] = [];
for (var y = 0; y < worldGrid.height; y++) {
visited[x][y] = false;
}
}
var stack = [{
x: room1.centerX,
y: room1.centerY
}];
while (stack.length > 0) {
var current = stack.pop();
var gridX = Math.floor(current.x / worldGrid.cellSize) * worldGrid.cellSize;
var gridY = Math.floor(current.y / worldGrid.cellSize) * worldGrid.cellSize;
var arrayX = Math.floor(current.x / worldGrid.cellSize);
var arrayY = Math.floor(current.y / worldGrid.cellSize);
if (arrayX < 0 || arrayX >= worldGrid.width || arrayY < 0 || arrayY >= worldGrid.height) {
continue;
}
if (visited[arrayX][arrayY] || worldGrid.walls[arrayX][arrayY]) {
continue;
}
visited[arrayX][arrayY] = true;
// Check if we reached room2
if (Math.abs(current.x - room2.centerX) < worldGrid.cellSize && Math.abs(current.y - room2.centerY) < worldGrid.cellSize) {
return true; // Rooms are connected
}
// Add adjacent cells
var directions = [{
dx: 1,
dy: 0
}, {
dx: -1,
dy: 0
}, {
dx: 0,
dy: 1
}, {
dx: 0,
dy: -1
}];
for (var d = 0; d < directions.length; d++) {
stack.push({
x: current.x + directions[d].dx * worldGrid.cellSize,
y: current.y + directions[d].dy * worldGrid.cellSize
});
}
}
return false; // No connection found
};
// Get room size based on probability distribution - heavily favor small rooms for claustrophobia
// Small rooms: 75%, Medium rooms: 20%, Large rooms: 5%
self.getRoomSizeByProbability = function () {
var random = Math.random() * 100;
if (random < 75) {
// Small rooms (75% probability) - 1x1 to 2x2 (mostly tiny)
var size = Math.floor(Math.random() * 2) + 1;
return {
width: size,
height: size
};
} else if (random < 95) {
// Medium rooms (20% probability) - 2x2 to 3x3 (reduced max size)
var size = Math.floor(Math.random() * 2) + 2;
return {
width: size,
height: size
};
} else {
// Large rooms (5% probability) - 3x3 to 4x4 (much smaller than before)
var size = Math.floor(Math.random() * 2) + 3;
return {
width: size,
height: size
};
}
};
// Generate chunks around player position
self.generateAroundPlayer = function (playerX, playerY) {
var playerChunkX = Math.floor(playerX / (worldGrid.cellSize * self.chunkSize));
var playerChunkY = Math.floor(playerY / (worldGrid.cellSize * self.chunkSize));
// Generate chunks in a 3x3 area around player
for (var dx = -1; dx <= 1; dx++) {
for (var dy = -1; dy <= 1; dy++) {
var chunkX = playerChunkX + dx;
var chunkY = playerChunkY + dy;
self.generateChunk(chunkX, chunkY);
}
}
};
// Add pillars to small, medium, and large rooms procedurally
self.addPillarsToRooms = function (offsetX, offsetY, rooms) {
for (var i = 0; i < rooms.length; i++) {
var room = rooms[i];
var roomArea = room.width * room.height;
var pillarCount = 0;
// Determine number of pillars based on room size - now includes small rooms
if (roomArea >= 9) {
// Large rooms (9+ cells): 2-4 pillars
pillarCount = Math.floor(Math.random() * 3) + 2;
} else if (roomArea >= 4) {
// Medium rooms (4-8 cells): 1-2 pillars
pillarCount = Math.floor(Math.random() * 2) + 1;
} else if (roomArea >= 2) {
// Small rooms (2-3 cells): 0-1 pillar with 40% probability
if (Math.random() < 0.4) {
pillarCount = 1;
}
}
// Place pillars in the room
for (var p = 0; p < pillarCount; p++) {
var attempts = 0;
while (attempts < 20) {
// Try to place pillar in room, avoiding edges and center
var pillarX = room.x + Math.floor(Math.random() * room.width);
var pillarY = room.y + Math.floor(Math.random() * room.height);
// For very small rooms, be more flexible with placement
if (roomArea < 4) {
// Small rooms: allow edge placement but avoid exact center
var roomCenterX = room.x + Math.floor(room.width / 2);
var roomCenterY = room.y + Math.floor(room.height / 2);
if (pillarX === roomCenterX && pillarY === roomCenterY) {
// Move pillar away from exact center
if (room.width > 1) pillarX = pillarX === room.x ? room.x + room.width - 1 : room.x;
if (room.height > 1) pillarY = pillarY === room.y ? room.y + room.height - 1 : room.y;
}
}
// Check if position is valid and not too close to room center or other pillars
if (self.canPlacePillar(pillarX, pillarY, room, rooms)) {
if (pillarX >= 0 && pillarX < worldGrid.width && pillarY >= 0 && pillarY < worldGrid.height) {
worldGrid.walls[pillarX][pillarY] = true;
break;
}
}
attempts++;
}
}
}
};
// Check if a pillar can be placed at the given position
self.canPlacePillar = function (pillarX, pillarY, room, allRooms) {
var roomArea = room.width * room.height;
// For small rooms (area < 4), be more flexible with placement rules
if (roomArea < 4) {
// Check that position is currently open (not already a wall)
if (pillarX >= 0 && pillarX < worldGrid.width && pillarY >= 0 && pillarY < worldGrid.height) {
if (worldGrid.walls[pillarX][pillarY]) {
return false; // Already a wall
}
}
// For very small rooms, only check immediate neighbors to avoid clustering
for (var dx = -1; dx <= 1; dx++) {
for (var dy = -1; dy <= 1; dy++) {
if (dx === 0 && dy === 0) continue; // Skip center position
var checkX = pillarX + dx;
var checkY = pillarY + dy;
if (checkX >= 0 && checkX < worldGrid.width && checkY >= 0 && checkY < worldGrid.height) {
if (worldGrid.walls[checkX][checkY] && checkX >= room.x && checkX < room.x + room.width && checkY >= room.y && checkY < room.y + room.height) {
// Found another pillar too close
return false;
}
}
}
}
return true;
}
// For medium and large rooms, use stricter placement rules
// Don't place in room center (leave space for movement)
var centerX = room.x + Math.floor(room.width / 2);
var centerY = room.y + Math.floor(room.height / 2);
var distanceFromCenter = Math.abs(pillarX - centerX) + Math.abs(pillarY - centerY);
// Avoid room center (Manhattan distance of at least 2)
if (distanceFromCenter < 2) {
return false;
}
// Don't place on room edges (preserve doorways)
if (pillarX === room.x || pillarX === room.x + room.width - 1 || pillarY === room.y || pillarY === room.y + room.height - 1) {
return false;
}
// Check that position is currently open (not already a wall)
if (pillarX >= 0 && pillarX < worldGrid.width && pillarY >= 0 && pillarY < worldGrid.height) {
if (worldGrid.walls[pillarX][pillarY]) {
return false; // Already a wall
}
}
// Ensure minimum distance from other pillars in the same room
for (var i = 0; i < allRooms.length; i++) {
var otherRoom = allRooms[i];
// Check 3x3 area around proposed pillar position for existing pillars
for (var dx = -1; dx <= 1; dx++) {
for (var dy = -1; dy <= 1; dy++) {
var checkX = pillarX + dx;
var checkY = pillarY + dy;
if (checkX >= 0 && checkX < worldGrid.width && checkY >= 0 && checkY < worldGrid.height) {
if (worldGrid.walls[checkX][checkY] && checkX >= room.x && checkX < room.x + room.width && checkY >= room.y && checkY < room.y + room.height) {
// Found another pillar too close
return false;
}
}
}
}
}
return true;
};
return self;
});
var RaycastRenderer = Container.expand(function () {
var self = Container.call(this);
self.screenWidth = 2732;
self.screenHeight = 2048;
self.numRays = 128; // Number of rays to cast
self.wallColumns = [];
self.floorColumns = [];
self.ceilingColumns = [];
// Initialize rendering columns
for (var i = 0; i < self.numRays; i++) {
var stripWidth = self.screenWidth / self.numRays;
// Wall column
var wallCol = self.addChild(LK.getAsset('wallSegment', {
anchorX: 0.5,
anchorY: 0.5
}));
wallCol.x = i * stripWidth + stripWidth / 2;
wallCol.y = self.screenHeight / 2;
wallCol.width = stripWidth + 1; // Small overlap to prevent gaps
wallCol.visible = false;
self.wallColumns.push(wallCol);
// Floor column
var floorCol = self.addChild(LK.getAsset('floorStrip', {
anchorX: 0.5,
anchorY: 0
}));
floorCol.x = i * stripWidth + stripWidth / 2;
floorCol.width = stripWidth + 1;
floorCol.visible = false;
self.floorColumns.push(floorCol);
// Ceiling column
var ceilCol = self.addChild(LK.getAsset('ceilingStrip', {
anchorX: 0.5,
anchorY: 1
}));
ceilCol.x = i * stripWidth + stripWidth / 2;
ceilCol.width = stripWidth + 1;
ceilCol.visible = false;
self.ceilingColumns.push(ceilCol);
}
self.render = function (player) {
var fov = Math.PI / 2; // 90 degrees field of view for classic raycasting
var halfFov = fov / 2;
var stripWidth = self.screenWidth / self.numRays;
var screenCenter = self.screenHeight / 2;
var pitchOffset = player.pitch * 300;
// Cast rays across the field of view
for (var i = 0; i < self.numRays; i++) {
var rayAngle = player.angle - halfFov + i / self.numRays * fov;
var rayData = self.castRay(player.x, player.y, rayAngle);
var distance = rayData.distance;
var wallHeight = 0;
var wallCol = self.wallColumns[i];
var floorCol = self.floorColumns[i];
floorCol.height = self.screenHeight - wallHeight; // Extend floor strip to cover entire floor area
var ceilCol = self.ceilingColumns[i];
// Check if column is within strict horizontal screen bounds
var columnX = wallCol.x;
var withinBounds = columnX >= 0 && columnX <= self.screenWidth;
if (rayData.hit && withinBounds) {
// Fish-eye correction
var correctedDistance = distance * Math.cos(rayAngle - player.angle);
// Calculate wall height based on distance
wallHeight = Math.max(50, worldGrid.cellSize * 800 / (correctedDistance + 1));
// Wall rendering
wallCol.height = wallHeight;
wallCol.x = columnX; // Use exact column position
wallCol.y = screenCenter + pitchOffset;
wallCol.visible = true;
// Distance-based shading
var shadingFactor = Math.max(0.15, 1.0 - correctedDistance / 800);
var tintValue = 0xFFFFFF;
wallCol.tint = tintValue;
// Floor rendering with distance-based shading
var wallBottom = screenCenter + wallHeight / 2 + pitchOffset;
var floorHeight = self.screenHeight - wallBottom;
floorCol.y = wallBottom;
floorCol.height = Math.max(1, floorHeight);
floorCol.visible = withinBounds;
// Apply distance-based shading to the floor
var floorShadingFactor = Math.max(0.2, 1.0 - correctedDistance / 800);
floorCol.tint = 0xFFFFFF;
// Ceiling rendering
var ceilHeight = screenCenter - wallHeight / 2 + pitchOffset;
ceilCol.y = ceilHeight;
ceilCol.height = Math.max(1, ceilHeight);
ceilCol.visible = withinBounds;
ceilCol.tint = 0xFFFFFF;
} else {
// No wall hit or outside bounds - hide columns
wallCol.visible = false;
floorCol.visible = false;
ceilCol.visible = false;
}
}
};
// DDA (Digital Differential Analyzer) raycasting algorithm
self.castRay = function (startX, startY, angle) {
var rayX = startX;
var rayY = startY;
var rayDirX = Math.cos(angle);
var rayDirY = Math.sin(angle);
// Which grid cell we're in
var mapX = Math.floor(rayX / worldGrid.cellSize);
var mapY = Math.floor(rayY / worldGrid.cellSize);
// Length of ray from current position to x or y side
var deltaDistX = Math.abs(1 / rayDirX);
var deltaDistY = Math.abs(1 / rayDirY);
// Calculate step and initial sideDist
var stepX, sideDistX;
var stepY, sideDistY;
if (rayDirX < 0) {
stepX = -1;
sideDistX = (rayX / worldGrid.cellSize - mapX) * deltaDistX;
} else {
stepX = 1;
sideDistX = (mapX + 1.0 - rayX / worldGrid.cellSize) * deltaDistX;
}
if (rayDirY < 0) {
stepY = -1;
sideDistY = (rayY / worldGrid.cellSize - mapY) * deltaDistY;
} else {
stepY = 1;
sideDistY = (mapY + 1.0 - rayY / worldGrid.cellSize) * deltaDistY;
}
// Perform DDA
var hit = false;
var side = 0; // 0 if x-side, 1 if y-side
var maxSteps = 100;
var steps = 0;
while (!hit && steps < maxSteps) {
steps++;
// Jump to next map square, either in x-direction, or in y-direction
if (sideDistX < sideDistY) {
sideDistX += deltaDistX;
mapX += stepX;
side = 0;
} else {
sideDistY += deltaDistY;
mapY += stepY;
side = 1;
}
// Check if ray has hit a wall
if (worldGrid.hasWallAt(mapX * worldGrid.cellSize, mapY * worldGrid.cellSize)) {
hit = true;
}
}
var distance = 0;
if (hit) {
// Calculate distance
if (side === 0) {
distance = (mapX - rayX / worldGrid.cellSize + (1 - stepX) / 2) / rayDirX;
} else {
distance = (mapY - rayY / worldGrid.cellSize + (1 - stepY) / 2) / rayDirY;
}
distance = Math.abs(distance * worldGrid.cellSize);
}
return {
hit: hit,
distance: distance,
side: side,
mapX: mapX,
mapY: mapY
};
};
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;
});
/****
* Initialize Game
****/
// Create player
var game = new LK.Game({
backgroundColor: 0x000000,
orientation: 'landscape'
});
/****
* Game Code
****/
// World coordinate system - grid-based layout with procedural generation
var worldGrid = {
cellSize: 200,
width: 100,
// Expanded world size for infinite generation
height: 100,
walls: [],
// Will store wall positions
// Initialize world grid with walls
initializeGrid: function initializeGrid() {
// Initialize walls array first - fill entire world with walls initially
this.walls = [];
for (var x = 0; x < this.width; x++) {
this.walls[x] = [];
for (var y = 0; y < this.height; y++) {
// Start with all walls - procedural generation will carve out spaces
this.walls[x][y] = true;
}
}
// Create a starting room around spawn point (3x3 room)
var spawnX = Math.floor(this.width / 2);
var spawnY = Math.floor(this.height / 2);
for (var x = spawnX - 1; x <= spawnX + 1; x++) {
for (var y = spawnY - 1; y <= spawnY + 1; y++) {
if (x >= 0 && x < this.width && y >= 0 && y < this.height) {
this.walls[x][y] = false;
}
}
}
},
// Check if a grid position is a floor
isFloor: function isFloor(gridX, gridY) {
// Define logic to determine if a grid position is a floor
// For now, assume any position not marked as a wall is a floor
return !this.walls[gridX][gridY];
},
// 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) - improved precision
checkCollision: function checkCollision(worldX, worldY, radius) {
radius = radius || 20; // Default player radius
// Enhanced bounds checking with safety margin
if (worldX < radius || worldX >= this.width * this.cellSize - radius || worldY < radius || worldY >= this.height * this.cellSize - radius) {
return true; // Outside safe bounds = collision
}
// More comprehensive collision check - check multiple points around player circle
var checkPoints = [
// Center point
{
x: worldX,
y: worldY
},
// Cardinal directions (primary edges)
{
x: worldX - radius,
y: worldY
},
// Left
{
x: worldX + radius,
y: worldY
},
// Right
{
x: worldX,
y: worldY - radius
},
// Top
{
x: worldX,
y: worldY + radius
},
// Bottom
// Diagonal corners for better corner collision detection
{
x: worldX - radius * 0.7,
y: worldY - radius * 0.7
},
// Top-left
{
x: worldX + radius * 0.7,
y: worldY - radius * 0.7
},
// Top-right
{
x: worldX - radius * 0.7,
y: worldY + radius * 0.7
},
// Bottom-left
{
x: worldX + radius * 0.7,
y: worldY + radius * 0.7
},
// Bottom-right
// Additional edge points for smoother wall sliding
{
x: worldX - radius * 0.5,
y: worldY
},
// Half-left
{
x: worldX + radius * 0.5,
y: worldY
},
// Half-right
{
x: worldX,
y: worldY - radius * 0.5
},
// Half-top
{
x: worldX,
y: worldY + radius * 0.5
} // Half-bottom
];
for (var i = 0; i < checkPoints.length; i++) {
var point = checkPoints[i];
var pointGridX = Math.floor(point.x / this.cellSize);
var pointGridY = Math.floor(point.y / this.cellSize);
// Enhanced bounds check
if (pointGridX < 0 || pointGridX >= this.width || pointGridY < 0 || pointGridY >= this.height) {
return true;
}
// Check wall collision
if (this.walls[pointGridX][pointGridY] && !this.isFloor(pointGridX, pointGridY)) {
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
};
},
// Enhanced collision checking with distance-based precision
checkPreciseCollision: function checkPreciseCollision(worldX, worldY, radius, direction) {
radius = radius || 20;
// Calculate multiple check points based on movement direction
var checkPoints = [];
var numPoints = 8; // More points for better precision
// Add center point
checkPoints.push({
x: worldX,
y: worldY
});
// Add circular check points around player
for (var i = 0; i < numPoints; i++) {
var angle = i / numPoints * Math.PI * 2;
checkPoints.push({
x: worldX + Math.cos(angle) * radius,
y: worldY + Math.sin(angle) * radius
});
}
// Check each point for collision
for (var i = 0; i < checkPoints.length; i++) {
var point = checkPoints[i];
if (this.hasWallAt(point.x, point.y)) {
return true;
}
}
return false;
},
// Check if player can move to position with wall sliding support
canMoveTo: function canMoveTo(fromX, fromY, toX, toY, radius) {
radius = radius || 20;
// Direct movement check
if (!this.checkCollision(toX, toY, radius)) {
return {
canMove: true,
newX: toX,
newY: toY
};
}
// Try wall sliding - horizontal only
if (!this.checkCollision(toX, fromY, radius)) {
return {
canMove: true,
newX: toX,
newY: fromY
};
}
// Try wall sliding - vertical only
if (!this.checkCollision(fromX, toY, radius)) {
return {
canMove: true,
newX: fromX,
newY: toY
};
}
// No valid movement
return {
canMove: false,
newX: fromX,
newY: fromY
};
}
};
// Initialize the world grid
worldGrid.initializeGrid();
// Create procedural generator
var procGen = new ProcGen();
// Generate initial chunks around spawn point
procGen.generateAroundPlayer(worldGrid.width * worldGrid.cellSize / 2, worldGrid.height * worldGrid.cellSize / 2);
// 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();
// Add dead-end detection system that preserves room connectivity
worldGrid.detectAndFillDeadEnds = function () {
// Find small isolated areas (not connected to main network) and mark them as walls
var visited = [];
// Initialize visited array
for (var x = 0; x < this.width; x++) {
visited[x] = [];
for (var y = 0; y < this.height; y++) {
visited[x][y] = false;
}
}
// Function to check if an area is a meaningful connected space
var isSignificantArea = function isSignificantArea(startX, startY) {
if (worldGrid.walls[startX][startY]) {
return true;
} // Wall positions are fine
if (visited[startX][startY]) {
return true;
} // Already processed
var localVisited = [];
for (var x = 0; x < worldGrid.width; x++) {
localVisited[x] = [];
for (var y = 0; y < worldGrid.height; y++) {
localVisited[x][y] = false;
}
}
var area = [];
var stack = [{
x: startX,
y: startY
}];
var hasChunkExit = false;
// Flood fill to find connected area
while (stack.length > 0) {
var current = stack.pop();
var x = current.x;
var y = current.y;
if (x < 0 || x >= worldGrid.width || y < 0 || y >= worldGrid.height) {
continue;
}
if (localVisited[x][y] || worldGrid.walls[x][y]) {
continue;
}
localVisited[x][y] = true;
visited[x][y] = true; // Mark as processed in main visited array
area.push({
x: x,
y: y
});
// Check if this area connects to chunk boundaries (significant exit)
if (x <= 1 || x >= worldGrid.width - 2 || y <= 1 || y >= worldGrid.height - 2) {
hasChunkExit = true;
}
// Add adjacent cells
var directions = [{
dx: 1,
dy: 0
}, {
dx: -1,
dy: 0
}, {
dx: 0,
dy: 1
}, {
dx: 0,
dy: -1
}];
for (var d = 0; d < directions.length; d++) {
stack.push({
x: x + directions[d].dx,
y: y + directions[d].dy
});
}
}
// Only fill small areas (less than 8 cells) that don't connect to chunk boundaries
if (area.length < 8 && !hasChunkExit) {
for (var i = 0; i < area.length; i++) {
worldGrid.walls[area[i].x][area[i].y] = true;
}
return false; // Area was filled
}
return true; // Area is significant and kept
};
// Check all open areas for significance
for (var x = 0; x < this.width; x++) {
for (var y = 0; y < this.height; y++) {
if (!visited[x][y] && !this.walls[x][y]) {
isSignificantArea(x, y);
}
}
}
};
// Apply dead-end detection after wall completion
worldGrid.detectAndFillDeadEnds();
// Add passage recognition system
worldGrid.passageRecognition = function () {
// Find all isolated rooms (areas without proper exits)
var isolatedRooms = this.findIsolatedRooms();
// Create passages for isolated rooms
for (var i = 0; i < isolatedRooms.length; i++) {
this.createPassageForRoom(isolatedRooms[i]);
}
};
// Find rooms that don't have adequate exits
worldGrid.findIsolatedRooms = function () {
var visited = [];
var isolatedRooms = [];
// Initialize visited array
for (var x = 0; x < this.width; x++) {
visited[x] = [];
for (var y = 0; y < this.height; y++) {
visited[x][y] = false;
}
}
// Check each open area for connectivity
for (var x = 1; x < this.width - 1; x++) {
for (var y = 1; y < this.height - 1; y++) {
if (!this.walls[x][y] && !visited[x][y]) {
var room = this.analyzeRoom(x, y, visited);
if (room && room.area.length >= 4) {
// Only consider rooms with at least 4 cells
var exitCount = this.countRoomExits(room);
if (exitCount === 0) {
isolatedRooms.push(room);
}
}
}
}
}
return isolatedRooms;
};
// Analyze a room starting from given coordinates
worldGrid.analyzeRoom = function (startX, startY, visited) {
var room = {
area: [],
bounds: {
minX: startX,
maxX: startX,
minY: startY,
maxY: startY
},
center: {
x: 0,
y: 0
}
};
var stack = [{
x: startX,
y: startY
}];
while (stack.length > 0) {
var current = stack.pop();
var x = current.x;
var y = current.y;
if (x < 0 || x >= this.width || y < 0 || y >= this.height) {
continue;
}
if (visited[x][y] || this.walls[x][y]) {
continue;
}
visited[x][y] = true;
room.area.push({
x: x,
y: y
});
// Update bounds
room.bounds.minX = Math.min(room.bounds.minX, x);
room.bounds.maxX = Math.max(room.bounds.maxX, x);
room.bounds.minY = Math.min(room.bounds.minY, y);
room.bounds.maxY = Math.max(room.bounds.maxY, y);
// Add adjacent cells
var directions = [{
dx: 1,
dy: 0
}, {
dx: -1,
dy: 0
}, {
dx: 0,
dy: 1
}, {
dx: 0,
dy: -1
}];
for (var d = 0; d < directions.length; d++) {
stack.push({
x: x + directions[d].dx,
y: y + directions[d].dy
});
}
}
// Calculate center
if (room.area.length > 0) {
var centerX = Math.floor((room.bounds.minX + room.bounds.maxX) / 2);
var centerY = Math.floor((room.bounds.minY + room.bounds.maxY) / 2);
room.center = {
x: centerX,
y: centerY
};
}
return room.area.length > 0 ? room : null;
};
// Count the number of exits a room has
worldGrid.countRoomExits = function (room) {
var exits = 0;
var checkedPositions = [];
// Check room perimeter for connections to other areas
for (var i = 0; i < room.area.length; i++) {
var cell = room.area[i];
var directions = [{
dx: 1,
dy: 0
}, {
dx: -1,
dy: 0
}, {
dx: 0,
dy: 1
}, {
dx: 0,
dy: -1
}];
for (var d = 0; d < directions.length; d++) {
var checkX = cell.x + directions[d].dx;
var checkY = cell.y + directions[d].dy;
// Skip if out of bounds
if (checkX < 0 || checkX >= this.width || checkY < 0 || checkY >= this.height) {
continue;
}
// If we find an open area that's not part of this room, it's a potential exit
if (!this.walls[checkX][checkY]) {
var isPartOfRoom = false;
for (var j = 0; j < room.area.length; j++) {
if (room.area[j].x === checkX && room.area[j].y === checkY) {
isPartOfRoom = true;
break;
}
}
if (!isPartOfRoom) {
// Check if this exit position was already counted
var posKey = checkX + ',' + checkY;
var alreadyCounted = false;
for (var k = 0; k < checkedPositions.length; k++) {
if (checkedPositions[k] === posKey) {
alreadyCounted = true;
break;
}
}
if (!alreadyCounted) {
exits++;
checkedPositions.push(posKey);
}
}
}
}
}
return exits;
};
// Create a passage for an isolated room
worldGrid.createPassageForRoom = function (room) {
if (!room || room.area.length === 0) {
return;
}
// Find the best direction to create a passage
var directions = [{
dx: 1,
dy: 0,
name: 'east'
}, {
dx: -1,
dy: 0,
name: 'west'
}, {
dx: 0,
dy: 1,
name: 'south'
}, {
dx: 0,
dy: -1,
name: 'north'
}];
var bestDirection = null;
var shortestDistance = Infinity;
// For each direction, find the shortest path to open space
for (var d = 0; d < directions.length; d++) {
var dir = directions[d];
var distance = this.findDistanceToOpenSpace(room.center.x, room.center.y, dir.dx, dir.dy);
if (distance < shortestDistance && distance > 0) {
shortestDistance = distance;
bestDirection = dir;
}
}
// Create passage in the best direction
if (bestDirection && shortestDistance <= 5) {
// Limit passage length
this.createPassageInDirection(room.center.x, room.center.y, bestDirection.dx, bestDirection.dy, shortestDistance);
} else {
// If no good direction found, create a passage to the nearest chunk boundary
this.createPassageToChunkBoundary(room);
}
};
// Find distance to open space in a given direction
worldGrid.findDistanceToOpenSpace = function (startX, startY, dirX, dirY) {
var distance = 0;
var maxDistance = 6; // Limit search distance
for (var i = 1; i <= maxDistance; i++) {
var checkX = startX + dirX * i;
var checkY = startY + dirY * i;
// Check bounds
if (checkX < 1 || checkX >= this.width - 1 || checkY < 1 || checkY >= this.height - 1) {
return maxDistance + 1; // Out of bounds
}
// If we find open space, return distance
if (!this.walls[checkX][checkY]) {
return i;
}
distance = i;
}
return distance;
};
// Create a passage in the specified direction
worldGrid.createPassageInDirection = function (startX, startY, dirX, dirY, length) {
for (var i = 0; i <= length; i++) {
var passageX = startX + dirX * i;
var passageY = startY + dirY * i;
// Ensure passage coordinates are valid
if (passageX >= 0 && passageX < this.width && passageY >= 0 && passageY < this.height) {
this.walls[passageX][passageY] = false;
// Create wider passage (2 cells wide) for better navigation
if (dirX !== 0) {
// Horizontal passage
if (passageY + 1 < this.height) {
this.walls[passageX][passageY + 1] = false;
}
if (passageY - 1 >= 0) {
this.walls[passageX][passageY - 1] = false;
}
} else {
// Vertical passage
if (passageX + 1 < this.width) {
this.walls[passageX + 1][passageY] = false;
}
if (passageX - 1 >= 0) {
this.walls[passageX - 1][passageY] = false;
}
}
}
}
};
// Create passage to chunk boundary if no nearby open space
worldGrid.createPassageToChunkBoundary = function (room) {
var centerX = room.center.x;
var centerY = room.center.y;
// Find closest chunk boundary
var distanceToLeft = centerX;
var distanceToRight = this.width - 1 - centerX;
var distanceToTop = centerY;
var distanceToBottom = this.height - 1 - centerY;
var minDistance = Math.min(distanceToLeft, distanceToRight, distanceToTop, distanceToBottom);
if (minDistance === distanceToLeft) {
// Create passage to left boundary
this.createPassageInDirection(centerX, centerY, -1, 0, distanceToLeft);
} else if (minDistance === distanceToRight) {
// Create passage to right boundary
this.createPassageInDirection(centerX, centerY, 1, 0, distanceToRight);
} else if (minDistance === distanceToTop) {
// Create passage to top boundary
this.createPassageInDirection(centerX, centerY, 0, -1, distanceToTop);
} else {
// Create passage to bottom boundary
this.createPassageInDirection(centerX, centerY, 0, 1, distanceToBottom);
}
};
// Apply passage recognition system after dead-end detection
worldGrid.passageRecognition();
// Add method to check for isolated areas near player and create passages
worldGrid.checkPlayerProximityForPassages = function (playerX, playerY) {
var playerGridX = Math.floor(playerX / this.cellSize);
var playerGridY = Math.floor(playerY / this.cellSize);
var checkRadius = 8; // Check 8 grid cells around player
// Check areas around player for potential isolation
for (var dx = -checkRadius; dx <= checkRadius; dx++) {
for (var dy = -checkRadius; dy <= checkRadius; dy++) {
var checkX = playerGridX + dx;
var checkY = playerGridY + dy;
// Skip if out of bounds
if (checkX < 1 || checkX >= this.width - 1 || checkY < 1 || checkY >= this.height - 1) {
continue;
}
// If this is an open area, check if it needs a passage
if (!this.walls[checkX][checkY]) {
var needsPassage = this.checkIfAreaNeedsPassage(checkX, checkY, playerGridX, playerGridY);
if (needsPassage) {
this.createEmergencyPassage(checkX, checkY, playerGridX, playerGridY);
}
}
}
}
};
// Check if an area needs an emergency passage
worldGrid.checkIfAreaNeedsPassage = function (areaX, areaY, playerX, playerY) {
// Quick flood fill to check if this area has limited connectivity
var visited = [];
for (var x = 0; x < this.width; x++) {
visited[x] = [];
for (var y = 0; y < this.height; y++) {
visited[x][y] = false;
}
}
var reachableCells = [];
var stack = [{
x: areaX,
y: areaY
}];
var hasChunkExit = false;
while (stack.length > 0 && reachableCells.length < 50) {
// Limit search for performance
var current = stack.pop();
var x = current.x;
var y = current.y;
if (x < 0 || x >= this.width || y < 0 || y >= this.height) {
continue;
}
if (visited[x][y] || this.walls[x][y]) {
continue;
}
visited[x][y] = true;
reachableCells.push({
x: x,
y: y
});
// Check if area connects to chunk boundaries
if (x <= 2 || x >= this.width - 3 || y <= 2 || y >= this.height - 3) {
hasChunkExit = true;
}
// Add adjacent cells
var directions = [{
dx: 1,
dy: 0
}, {
dx: -1,
dy: 0
}, {
dx: 0,
dy: 1
}, {
dx: 0,
dy: -1
}];
for (var d = 0; d < directions.length; d++) {
stack.push({
x: x + directions[d].dx,
y: y + directions[d].dy
});
}
}
// If area is small and doesn't connect to chunk boundaries, it needs a passage
return reachableCells.length < 20 && !hasChunkExit;
};
// Create an emergency passage from isolated area toward player or main areas
worldGrid.createEmergencyPassage = function (areaX, areaY, playerX, playerY) {
// Calculate direction toward player
var dirToPlayerX = playerX - areaX;
var dirToPlayerY = playerY - areaY;
// Normalize direction
var dirX = dirToPlayerX > 0 ? 1 : dirToPlayerX < 0 ? -1 : 0;
var dirY = dirToPlayerY > 0 ? 1 : dirToPlayerY < 0 ? -1 : 0;
// Create passage toward player or toward center
var targetX = dirX !== 0 ? areaX + dirX * 3 : areaX;
var targetY = dirY !== 0 ? areaY + dirY * 3 : areaY;
// Ensure target is within bounds
targetX = Math.max(1, Math.min(this.width - 2, targetX));
targetY = Math.max(1, Math.min(this.height - 2, targetY));
// Create L-shaped passage to target
this.createSimplePassage(areaX, areaY, targetX, targetY);
};
// Create a simple passage between two points
worldGrid.createSimplePassage = function (x1, y1, x2, y2) {
// Create horizontal segment first
var minX = Math.min(x1, x2);
var maxX = Math.max(x1, x2);
for (var x = minX; x <= maxX; x++) {
if (x >= 0 && x < this.width && y1 >= 0 && y1 < this.height) {
this.walls[x][y1] = false;
}
}
// Create vertical segment
var minY = Math.min(y1, y2);
var maxY = Math.max(y1, y2);
for (var y = minY; y <= maxY; y++) {
if (x2 >= 0 && x2 < this.width && y >= 0 && y < this.height) {
this.walls[x2][y] = false;
}
}
};
// Create geometric wall renderer
var wallRenderer = new GeometricWallRenderer();
game.addChild(wallRenderer);
// Create ceiling tile renderer
var ceilingTileRenderer = new CeilingTileRenderer();
game.addChild(ceilingTileRenderer);
ceilingTileRenderer.generateTiles();
// Create light manager
var lightManager = new LightManager();
game.addChild(lightManager);
// Add lights at random positions
for (var i = 0; i < 10; i++) {
var randomX = Math.random() * worldGrid.width * worldGrid.cellSize;
var randomY = Math.random() * worldGrid.height * worldGrid.cellSize;
lightManager.addLight(randomX, randomY);
}
// Function to find a safe spawn position
function findSafeSpawnPosition(startX, startY, searchRadius) {
searchRadius = searchRadius || 5;
// First check if starting position is safe
if (!worldGrid.checkCollision(startX, startY)) {
return {
x: startX,
y: startY
};
}
// Search in expanding circles for a safe position
for (var radius = 1; radius <= searchRadius; radius++) {
for (var angle = 0; angle < Math.PI * 2; angle += Math.PI / 8) {
var testX = startX + Math.cos(angle) * radius * worldGrid.cellSize;
var testY = startY + Math.sin(angle) * radius * worldGrid.cellSize;
// Check bounds
if (testX >= worldGrid.cellSize && testX < (worldGrid.width - 1) * worldGrid.cellSize && testY >= worldGrid.cellSize && testY < (worldGrid.height - 1) * worldGrid.cellSize) {
if (!worldGrid.checkCollision(testX, testY)) {
return {
x: testX,
y: testY
};
}
}
}
}
// If no safe position found in search radius, force create one
var fallbackX = Math.floor(worldGrid.width / 2) * worldGrid.cellSize;
var fallbackY = Math.floor(worldGrid.height / 2) * worldGrid.cellSize;
// Clear a 3x3 area around fallback position
var fallbackGridX = Math.floor(fallbackX / worldGrid.cellSize);
var fallbackGridY = Math.floor(fallbackY / worldGrid.cellSize);
for (var dx = -1; dx <= 1; dx++) {
for (var dy = -1; dy <= 1; dy++) {
var clearX = fallbackGridX + dx;
var clearY = fallbackGridY + dy;
if (clearX >= 0 && clearX < worldGrid.width && clearY >= 0 && clearY < worldGrid.height) {
worldGrid.walls[clearX][clearY] = false;
}
}
}
return {
x: fallbackX,
y: fallbackY
};
}
// Create player
var player = new Player();
// Find safe spawn position
var spawnCenter = {
x: worldGrid.width * worldGrid.cellSize / 2,
y: worldGrid.height * worldGrid.cellSize / 2
};
var safeSpawn = findSafeSpawnPosition(spawnCenter.x, spawnCenter.y, 10);
// Position player at safe spawn location
player.x = safeSpawn.x;
player.y = safeSpawn.y;
player.targetX = safeSpawn.x;
player.targetY = safeSpawn.y;
game.addChild(player);
// Create raycasting renderer
var raycastRenderer = new RaycastRenderer();
game.addChild(raycastRenderer);
// FPS counter variables
var fpsCounter = 0;
var fpsDisplay = 0;
var lastFpsTime = Date.now();
// 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 FPS display text
var fpsText = new Text2('FPS: 60', {
size: 60,
fill: 0x00FF00
});
fpsText.anchor.set(0, 0);
fpsText.x = 120; // Avoid top-left 100x100 area
fpsText.y = 280;
LK.gui.addChild(fpsText);
// Create error checker instance
var errorChecker = new ErrorChecker();
game.addChild(errorChecker);
// Create error status display
var errorStatusText = new Text2('System OK', {
size: 50,
fill: 0x00FF00
});
errorStatusText.anchor.set(0, 0);
errorStatusText.x = 120; // Avoid top-left 100x100 area
errorStatusText.y = 520;
LK.gui.addChild(errorStatusText);
// Create detailed error display (hidden by default)
var errorDetailsText = new Text2('', {
size: 40,
fill: 0xFFFFFF
});
errorDetailsText.anchor.set(0, 0);
errorDetailsText.x = 120;
errorDetailsText.y = 600;
errorDetailsText.visible = false;
LK.gui.addChild(errorDetailsText);
// Create movement status display
var movementText = new Text2('Standing Still', {
size: 60,
fill: 0xFFFFFF
});
movementText.anchor.set(0, 0);
movementText.x = 120; // Avoid top-left 100x100 area
movementText.y = 360;
LK.gui.addChild(movementText);
// Create movement distance display
var distanceText = new Text2('Distance: 0.0', {
size: 50,
fill: 0xFFFFFF
});
distanceText.anchor.set(0, 0);
distanceText.x = 120; // Avoid top-left 100x100 area
distanceText.y = 440;
LK.gui.addChild(distanceText);
// 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 = 2732 - 320;
sensitivityConfig.y = 100;
LK.gui.addChild(sensitivityConfig);
// Create movement crosshair for better mobile controls
var movementCrosshair = new MovementCrosshair();
movementCrosshair.x = 200; // Position on left side
movementCrosshair.y = 2048 - 200; // Bottom left area
LK.gui.addChild(movementCrosshair);
// Create look up button (right side of screen)
var lookUpButton = LK.getAsset('untexturedArea', {
anchorX: 0.5,
anchorY: 0.5,
width: 150,
height: 100
});
lookUpButton.tint = 0x444444;
lookUpButton.alpha = 0.7;
lookUpButton.x = 2732 - 200; // Right side
lookUpButton.y = 2048 - 400; // Above look down button
LK.gui.addChild(lookUpButton);
var lookUpText = new Text2('▲', {
size: 50,
fill: 0xFFFFFF
});
lookUpText.anchor.set(0.5, 0.5);
lookUpText.x = 2732 - 200;
lookUpText.y = 2048 - 400;
LK.gui.addChild(lookUpText);
// Create look down button (right side of screen)
var lookDownButton = LK.getAsset('untexturedArea', {
anchorX: 0.5,
anchorY: 0.5,
width: 150,
height: 100
});
lookDownButton.tint = 0x444444;
lookDownButton.alpha = 0.7;
lookDownButton.x = 2732 - 200; // Right side
lookDownButton.y = 2048 - 200; // Bottom right area
LK.gui.addChild(lookDownButton);
var lookDownText = new Text2('▼', {
size: 50,
fill: 0xFFFFFF
});
lookDownText.anchor.set(0.5, 0.5);
lookDownText.x = 2732 - 200;
lookDownText.y = 2048 - 200;
LK.gui.addChild(lookDownText);
// Look up button handlers
lookUpButton.down = function (x, y, obj) {
lookUpButton.alpha = 1.0; // Visual feedback
lookUp = true;
};
lookUpButton.up = function (x, y, obj) {
lookUpButton.alpha = 0.7; // Reset visual
lookUp = false;
};
// Look down button handlers
lookDownButton.down = function (x, y, obj) {
lookDownButton.alpha = 1.0; // Visual feedback
lookDown = true;
};
lookDownButton.up = function (x, y, obj) {
lookDownButton.alpha = 0.7; // Reset visual
lookDown = false;
};
// Movement flags
var moveForward = false;
var moveBackward = false;
var turnLeft = false;
var turnRight = false;
var lookUp = false;
var lookDown = false;
// Player movement recognition system
var playerMovementRecognition = {
lastX: 0,
lastY: 0,
lastAngle: 0,
isMoving: false,
wasMoving: false,
movementStartTime: 0,
movementDistance: 0,
movementDirection: {
x: 0,
y: 0
},
rotationAmount: 0
};
// 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();
};
// Error status click handler for detailed view
errorStatusText.down = function (x, y, obj) {
if (errorChecker.errorLog.length > 0) {
// Toggle error details visibility
errorDetailsText.visible = !errorDetailsText.visible;
// Show last few errors
var lastErrors = [];
for (var i = Math.max(0, errorChecker.errorLog.length - 5); i < errorChecker.errorLog.length; i++) {
var error = errorChecker.errorLog[i];
var timeAgo = Math.floor((Date.now() - error.timestamp) / 1000);
lastErrors.push('[' + timeAgo + 's] ' + error.type + ': ' + error.message.substring(0, 50));
}
errorDetailsText.setText(lastErrors.join('\n'));
} else {
// Clear log if no errors
errorChecker.clearLog();
errorDetailsText.visible = false;
}
};
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;
// Reset crosshair if not actively being used
if (!movementCrosshair.activeButton) {
movementCrosshair.resetMovement();
}
};
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 < 1024) {
// 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 () {
// Initialize movement recognition on first frame
if (playerMovementRecognition.lastX === 0 && playerMovementRecognition.lastY === 0) {
playerMovementRecognition.lastX = player.x;
playerMovementRecognition.lastY = player.y;
playerMovementRecognition.lastAngle = player.angle;
}
// 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;
// Get movement state from crosshair
var crosshairState = movementCrosshair.getMovementState();
// Handle movement (combine touch controls and crosshair)
if (moveForward || crosshairState.forward) {
player.moveForward();
}
if (moveBackward || crosshairState.backward) {
player.moveBackward();
}
if (turnLeft || crosshairState.left) {
player.turnLeft();
}
if (turnRight || crosshairState.right) {
player.turnRight();
}
if (lookUp) {
player.lookUp();
}
if (lookDown) {
player.lookDown();
}
// Apply smooth interpolation
player.updateSmooth();
// Movement Recognition System
var currentTime = Date.now();
// Calculate movement deltas
var deltaX = player.x - playerMovementRecognition.lastX;
var deltaY = player.y - playerMovementRecognition.lastY;
var deltaAngle = player.angle - playerMovementRecognition.lastAngle;
// Handle angle wrapping for rotation detection
if (deltaAngle > Math.PI) {
deltaAngle -= 2 * Math.PI;
}
if (deltaAngle < -Math.PI) {
deltaAngle += 2 * Math.PI;
}
// Calculate movement distance and rotation
var movementDistance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
var rotationAmount = Math.abs(deltaAngle);
// Update movement direction
if (movementDistance > 0.1) {
playerMovementRecognition.movementDirection.x = deltaX / movementDistance;
playerMovementRecognition.movementDirection.y = deltaY / movementDistance;
}
// Determine if player is currently moving (position or rotation)
var movementThreshold = 0.5; // Minimum movement to be considered "moving"
var rotationThreshold = 0.01; // Minimum rotation to be considered "turning"
var isCurrentlyMoving = movementDistance > movementThreshold || rotationAmount > rotationThreshold;
// Update movement state
playerMovementRecognition.wasMoving = playerMovementRecognition.isMoving;
playerMovementRecognition.isMoving = isCurrentlyMoving;
// Track movement start time
if (!playerMovementRecognition.wasMoving && playerMovementRecognition.isMoving) {
// Movement just started
playerMovementRecognition.movementStartTime = currentTime;
playerMovementRecognition.movementDistance = 0;
// Start looping footstep sound
LK.playMusic('4');
}
// Stop footstep sound when movement stops
if (playerMovementRecognition.wasMoving && !playerMovementRecognition.isMoving) {
// Movement just stopped - stop footstep loop
LK.stopMusic();
}
// Accumulate total movement distance
if (playerMovementRecognition.isMoving) {
playerMovementRecognition.movementDistance += movementDistance;
}
// Update movement display
var movementStatus = "Standing Still";
var movementColor = 0xFFFFFF;
if (playerMovementRecognition.isMoving) {
if (movementDistance > rotationAmount * 10) {
// More movement than rotation
if (deltaX > 0.1) {
movementStatus = "Moving East";
} else if (deltaX < -0.1) {
movementStatus = "Moving West";
} else if (deltaY > 0.1) {
movementStatus = "Moving South";
} else if (deltaY < -0.1) {
movementStatus = "Moving North";
} else {
movementStatus = "Moving";
}
movementColor = 0x00FF00; // Green for movement
} else {
// More rotation than movement
if (deltaAngle > 0.01) {
movementStatus = "Turning Right";
} else if (deltaAngle < -0.01) {
movementStatus = "Turning Left";
} else {
movementStatus = "Turning";
}
movementColor = 0x00FFFF; // Cyan for rotation
}
} else if (playerMovementRecognition.wasMoving) {
// Just stopped moving
movementStatus = "Stopped";
movementColor = 0xFFFF00; // Yellow for just stopped
}
// Update display texts
movementText.setText(movementStatus);
movementText.fill = movementColor;
// Update distance display (rounded to 1 decimal place)
var totalDistance = Math.round(playerMovementRecognition.movementDistance * 10) / 10;
distanceText.setText('Distance: ' + totalDistance);
// Store current position and angle for next frame
playerMovementRecognition.lastX = player.x;
playerMovementRecognition.lastY = player.y;
playerMovementRecognition.lastAngle = player.angle;
playerMovementRecognition.rotationAmount = rotationAmount;
// Generate new chunks as player moves
if (LK.ticks % 30 === 0) {
// Check every 30 frames for performance
procGen.generateAroundPlayer(player.x, player.y);
// Check for isolated areas near player and create passages proactively
worldGrid.checkPlayerProximityForPassages(player.x, player.y);
}
// Render the raycasted view
raycastRenderer.render(player);
// Render walls
wallRenderer.render(player);
// Render ceiling tiles
ceilingTileRenderer.render(player);
// Update FPS counter
fpsCounter++;
var currentTime = Date.now();
if (currentTime - lastFpsTime >= 1000) {
// Update every second
fpsDisplay = fpsCounter;
fpsCounter = 0;
lastFpsTime = currentTime;
// Color code FPS display based on performance
var fpsColor = 0x00FF00; // Green for good FPS (60+)
if (fpsDisplay < 30) {
fpsColor = 0xFF0000; // Red for poor FPS
} else if (fpsDisplay < 50) {
fpsColor = 0xFFFF00; // Yellow for moderate FPS
}
fpsText.fill = fpsColor;
fpsText.setText('FPS: ' + fpsDisplay);
}
// Keep sound 1 playing continuously (check every 60 frames)
if (LK.ticks % 60 === 0) {
// Restart sound 1 if it's not playing to maintain continuous loop
LK.getSound('1').play();
}
// 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);
// Update error checker status
var errorSummary = errorChecker.getErrorSummary();
var statusText = 'System OK';
var statusColor = 0x00FF00;
if (errorSummary.errors > 0) {
statusText = 'ERRORS: ' + errorSummary.errors;
statusColor = 0xFF0000;
} else if (errorSummary.warnings > 0) {
statusText = 'WARNINGS: ' + errorSummary.warnings;
statusColor = 0xFFFF00;
} else if (errorSummary.recent > 0) {
statusText = 'RECENT: ' + errorSummary.recent;
statusColor = 0x00FFFF;
}
errorStatusText.setText(statusText);
errorStatusText.fill = statusColor;
// Show error details on touch (every 120 frames to avoid spam)
if (LK.ticks % 120 === 0 && errorSummary.total > 0) {
var recentErrors = [];
var currentTime = Date.now();
for (var i = errorChecker.errorLog.length - 1; i >= 0 && recentErrors.length < 3; i--) {
var error = errorChecker.errorLog[i];
if (currentTime - error.timestamp < 10000) {
// Last 10 seconds
recentErrors.push(error.type + ': ' + error.message.substring(0, 40));
}
}
if (recentErrors.length > 0) {
errorDetailsText.setText(recentErrors.join('\n'));
errorDetailsText.visible = true;
} else {
errorDetailsText.visible = false;
}
} else if (errorSummary.total === 0) {
errorDetailsText.visible = false;
}
};
// Play background music (song 2)
LK.playMusic('2');
// Play sound 3 as a loop
LK.playMusic('3');
// Play sound 1 as looping sound separate from music
LK.getSound('1').play();
worldGrid.isFloor = function (gridX, gridY) {
// Define logic to determine if a grid position is a floor
// For now, assume any position not marked as a wall is a floor
return !this.walls[gridX][gridY];
}; ===================================================================
--- original.js
+++ change.js
@@ -117,10 +117,10 @@
var fov = Math.PI / 3;
if (Math.abs(angleDiff) < fov / 2) {
// Calculate screen X position
var screenX = 1366 + angleDiff / (fov / 2) * 1366;
- // Only add tiles that are within horizontal screen bounds with margin
- if (screenX >= -50 && screenX <= 2782) {
+ // Only add tiles that are within strict horizontal screen bounds (no margin)
+ if (screenX >= 0 && screenX <= 2732) {
// Apply pitch offset to ceiling tiles
var pitchOffset = player.pitch * 400;
visibleTiles.push({
tile: tile,
@@ -438,9 +438,9 @@
var wallHeight = Math.max(60, baseWallSize * (500 / (correctedDistance + 50)));
// Position wall strip within screen bounds
wallStrip.width = stripWidth + 2; // Add small overlap
wallStrip.height = wallHeight;
- wallStrip.x = Math.max(0, Math.min(2732, screenX)); // Strictly clamp to screen bounds
+ wallStrip.x = screenX; // Use exact screen position
wallStrip.y = screenCenter + pitchOffset;
wallStrip.visible = true;
// Apply distance-based shading
var shadingFactor = Math.max(0.2, 1.0 - correctedDistance / 600);
@@ -453,8 +453,14 @@
wallStrip.tint = tintValue << 16 | tintValue << 8 | tintValue;
}
wallsRendered++;
}
+ } else {
+ // Hide any wall strip that would be outside bounds
+ var wallStrip = self.getWallStrip();
+ if (wallStrip) {
+ wallStrip.visible = false;
+ }
}
}
}
};
@@ -1747,9 +1753,9 @@
// Calculate wall height based on distance
wallHeight = Math.max(50, worldGrid.cellSize * 800 / (correctedDistance + 1));
// Wall rendering
wallCol.height = wallHeight;
- wallCol.x = Math.max(0, Math.min(self.screenWidth, wallCol.x)); // Clamp X position to screen bounds
+ wallCol.x = columnX; // Use exact column position
wallCol.y = screenCenter + pitchOffset;
wallCol.visible = true;
// Distance-based shading
var shadingFactor = Math.max(0.15, 1.0 - correctedDistance / 800);
@@ -1759,17 +1765,17 @@
var wallBottom = screenCenter + wallHeight / 2 + pitchOffset;
var floorHeight = self.screenHeight - wallBottom;
floorCol.y = wallBottom;
floorCol.height = Math.max(1, floorHeight);
- floorCol.visible = true;
+ floorCol.visible = withinBounds;
// Apply distance-based shading to the floor
var floorShadingFactor = Math.max(0.2, 1.0 - correctedDistance / 800);
floorCol.tint = 0xFFFFFF;
// Ceiling rendering
var ceilHeight = screenCenter - wallHeight / 2 + pitchOffset;
ceilCol.y = ceilHeight;
ceilCol.height = Math.max(1, ceilHeight);
- ceilCol.visible = true;
+ ceilCol.visible = withinBounds;
ceilCol.tint = 0xFFFFFF;
} else {
// No wall hit or outside bounds - hide columns
wallCol.visible = false;