diff options
Diffstat (limited to 'html/rogue')
550 files changed, 2044 insertions, 1451 deletions
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0000000..2d8d026 --- /dev/null +++ b/html/rogue/assets/itch/FreeCatCharacterAnimations/3_Cat_Jump-Sheet.png Binary files differdiff --git a/html/rogue/assets/itch/FreeCatCharacterAnimations/4_Cat_Fall-Sheet.png b/html/rogue/assets/itch/FreeCatCharacterAnimations/4_Cat_Fall-Sheet.png new file mode 100644 index 0000000..83d8e1f --- /dev/null +++ b/html/rogue/assets/itch/FreeCatCharacterAnimations/4_Cat_Fall-Sheet.png Binary files differdiff --git a/html/rogue/assets/itch/FreeCatCharacterAnimations/Contact.txt b/html/rogue/assets/itch/FreeCatCharacterAnimations/Contact.txt new file mode 100644 index 0000000..b5d14c7 --- /dev/null +++ b/html/rogue/assets/itch/FreeCatCharacterAnimations/Contact.txt @@ -0,0 +1,4 @@ +You can contact me at: + +email + oboropixelart@gmail.com \ No newline at end of file diff --git a/html/rogue/assets/itch/FreeCatCharacterAnimations/License.txt b/html/rogue/assets/itch/FreeCatCharacterAnimations/License.txt new file mode 100644 index 0000000..f6c32f2 --- /dev/null +++ b/html/rogue/assets/itch/FreeCatCharacterAnimations/License.txt @@ -0,0 +1,5 @@ +You can use this asset for personal and commercial purpose, +you can modify this object to your needs. +Credit is not required but would be appreciated + +You can NOT redistribute or resell it. \ No newline at end of file diff --git a/html/rogue/assets/itch/Minifantasy_Creatures_v3.2_Free_Version/FreeLicense.txt b/html/rogue/assets/itch/Minifantasy_Creatures_v3.2_Free_Version/FreeLicense.txt new file mode 100644 index 0000000..704fccf --- /dev/null +++ b/html/rogue/assets/itch/Minifantasy_Creatures_v3.2_Free_Version/FreeLicense.txt @@ -0,0 +1,33 @@ +*** Minifantasy - Creatures v3.2 Free Version *** + +Minifantasy is an original idea by Krishna Palacio + +--- + +By acquiring this asset pack: + + +1) You are allowed to: + +a) Use all the assets included in this pack only in your own non-commercial projects. + +b) Edit and alter the assets included in this pack with the purpose of including them in your own non-commercial projects. + + +2) You are not allowed to: + +a) Use any of the assets included in this pack in any kind of commercial projects. + +b) Re-distribute or re-sell any of the assets included in this pack, or any altered versions of them, as games assets, images or NFTs. + + +3) You must: + +a) Credit me (Krishna Palacio) in your video game or audio-visual digital project credits. + +b) Send me a link to the project upon completion. + +--- + +Thank you for your support! + diff --git a/html/rogue/assets/itch/Minifantasy_Creatures_v3.2_Free_Version/Minifantasy_Creatures_Assets/Base_Humanoids/Dwarf/Base_Dwarf/DwarfAttack.png b/html/rogue/assets/itch/Minifantasy_Creatures_v3.2_Free_Version/Minifantasy_Creatures_Assets/Base_Humanoids/Dwarf/Base_Dwarf/DwarfAttack.png new file mode 100644 index 0000000..76cfe45 --- /dev/null +++ b/html/rogue/assets/itch/Minifantasy_Creatures_v3.2_Free_Version/Minifantasy_Creatures_Assets/Base_Humanoids/Dwarf/Base_Dwarf/DwarfAttack.png Binary files differdiff --git a/html/rogue/assets/itch/Minifantasy_Creatures_v3.2_Free_Version/Minifantasy_Creatures_Assets/Base_Humanoids/Dwarf/Base_Dwarf/DwarfChargedAttack.png b/html/rogue/assets/itch/Minifantasy_Creatures_v3.2_Free_Version/Minifantasy_Creatures_Assets/Base_Humanoids/Dwarf/Base_Dwarf/DwarfChargedAttack.png new file mode 100644 index 0000000..dc98630 --- /dev/null +++ b/html/rogue/assets/itch/Minifantasy_Creatures_v3.2_Free_Version/Minifantasy_Creatures_Assets/Base_Humanoids/Dwarf/Base_Dwarf/DwarfChargedAttack.png Binary files differdiff --git a/html/rogue/assets/itch/Minifantasy_Creatures_v3.2_Free_Version/Minifantasy_Creatures_Assets/Base_Humanoids/Dwarf/Base_Dwarf/DwarfDmg.png b/html/rogue/assets/itch/Minifantasy_Creatures_v3.2_Free_Version/Minifantasy_Creatures_Assets/Base_Humanoids/Dwarf/Base_Dwarf/DwarfDmg.png new file mode 100644 index 0000000..887954e --- /dev/null +++ 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b/html/rogue/assets/itch/Minifantasy_Creatures_v3.2_Free_Version/Minifantasy_Creatures_Assets/Base_Humanoids/Dwarf/Base_Dwarf/DwarfWalk.png new file mode 100644 index 0000000..9141c24 --- /dev/null +++ b/html/rogue/assets/itch/Minifantasy_Creatures_v3.2_Free_Version/Minifantasy_Creatures_Assets/Base_Humanoids/Dwarf/Base_Dwarf/DwarfWalk.png Binary files differdiff --git a/html/rogue/assets/itch/Minifantasy_Creatures_v3.2_Free_Version/Minifantasy_Creatures_Assets/Base_Humanoids/Dwarf/Base_Dwarf/_AnimationInfo.txt b/html/rogue/assets/itch/Minifantasy_Creatures_v3.2_Free_Version/Minifantasy_Creatures_Assets/Base_Humanoids/Dwarf/Base_Dwarf/_AnimationInfo.txt new file mode 100644 index 0000000..624520c --- /dev/null +++ b/html/rogue/assets/itch/Minifantasy_Creatures_v3.2_Free_Version/Minifantasy_Creatures_Assets/Base_Humanoids/Dwarf/Base_Dwarf/_AnimationInfo.txt @@ -0,0 +1,10 @@ +*Frame size* + +- 32x32px: For all the animations. + + +*Frame Duration* + +- 100ms: Attack, Jump, Die and Dmg. + 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differdiff --git a/html/rogue/assets/itch/Minifantasy_Creatures_v3.2_Free_Version/Minifantasy_Creatures_Assets/Undead/Zombie/_Shadows/ZombieWalkShadow.png b/html/rogue/assets/itch/Minifantasy_Creatures_v3.2_Free_Version/Minifantasy_Creatures_Assets/Undead/Zombie/_Shadows/ZombieWalkShadow.png new file mode 100644 index 0000000..b363aa1 --- /dev/null +++ b/html/rogue/assets/itch/Minifantasy_Creatures_v3.2_Free_Version/Minifantasy_Creatures_Assets/Undead/Zombie/_Shadows/ZombieWalkShadow.png Binary files differdiff --git a/html/rogue/assets/itch/Minifantasy_Creatures_v3.2_Free_Version/Patreon_Minifantasy.url b/html/rogue/assets/itch/Minifantasy_Creatures_v3.2_Free_Version/Patreon_Minifantasy.url new file mode 100644 index 0000000..5c5e0c9 --- /dev/null +++ b/html/rogue/assets/itch/Minifantasy_Creatures_v3.2_Free_Version/Patreon_Minifantasy.url @@ -0,0 +1,5 @@ +[{000214A0-0000-0000-C000-000000000046}] +Prop3=19,11 +[InternetShortcut] +IDList= +URL=https://www.patreon.com/krishna_palacio diff --git a/html/rogue/index.html b/html/rogue/index.html index ef37885..655c4cb 100644 --- a/html/rogue/index.html +++ b/html/rogue/index.html @@ -1,10 +1,15 @@ <!DOCTYPE html> -<html> +<html lang="en"> <head> + <meta charset="UTF-8"> + <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Rogue</title> <style> - body { + body, html { margin: 0; + padding: 0; + width: 100%; + height: 100%; overflow: hidden; } canvas { @@ -14,13 +19,19 @@ </head> <body> <canvas id="gameCanvas"></canvas> - <!-- Load config first since other files depend on it --> <script src="js/config.js"></script> - <script src="js/renderer.js"></script> - <script src="js/input.js"></script> - <script src="js/world.js"></script> - <script src="js/player.js"></script> + <script src="js/animation.js"></script> + <script src="js/hex.js"></script> <script src="js/camera.js"></script> - <script src="js/rogue.js"></script> + <script src="js/fow.js"></script> + <script src="js/items.js"></script> + <script src="js/inventory-ui.js"></script> + <script src="js/player.js"></script> + <script src="js/debug.js"></script> + <script src="js/game.js"></script> + <script src="js/utils.js"></script> + <script src="js/state.js"></script> + <script src="js/renderer.js"></script> + <script src="js/events.js"></script> </body> -</html> +</html> \ No newline at end of file diff --git a/html/rogue/js/animation.js b/html/rogue/js/animation.js new file mode 100644 index 0000000..d682b01 --- /dev/null +++ b/html/rogue/js/animation.js @@ -0,0 +1,53 @@ +const Animation = { + // Track loaded images with their paths as keys + images: new Map(), + + // Load an image and return a promise + loadImage(path) { + if (this.images.has(path)) { + return Promise.resolve(this.images.get(path)); + } + + return new Promise((resolve, reject) => { + const img = new Image(); + img.onload = () => { + this.images.set(path, img); + resolve(img); + }; + img.onerror = () => reject(new Error(`Failed to load image: ${path}`)); + img.src = path; + }); + }, + + // Animation class to handle sprite animations + createAnimation(frames, frameTime) { + return { + frames, + frameTime, + currentFrame: 0, + lastFrameTime: 0, + + update(currentTime) { + if (currentTime - this.lastFrameTime >= this.frameTime) { + this.currentFrame = (this.currentFrame + 1) % this.frames.length; + this.lastFrameTime = currentTime; + } + return this.frames[this.currentFrame]; + } + }; + }, + + // Add this new method to scale sprites to fit within bounds + scaleToFit(image, maxWidth, maxHeight) { + const scale = Math.min( + maxWidth / image.width, + maxHeight / image.height + ); + + return { + width: image.width * scale, + height: image.height * scale, + scale + }; + } +}; \ No newline at end of file diff --git a/html/rogue/js/camera.js b/html/rogue/js/camera.js index e5d5d14..05e0f28 100644 --- a/html/rogue/js/camera.js +++ b/html/rogue/js/camera.js @@ -1,56 +1,93 @@ -const createCamera = (x, y) => ({ - x, - y, - width: window.innerWidth, - height: window.innerHeight, - // Define the dead zone (the area where camera won't move) - deadZone: { - x: window.innerWidth * 0.3, // 30% of screen width - y: window.innerHeight * 0.3, // 30% of screen height - } -}); - -const updateCamera = (camera, target) => { - // Calculate the center point of the screen - const screenCenterX = camera.x + camera.width / 2; - const screenCenterY = camera.y + camera.height / 2; - - // Calculate the distance from the target to the screen center - const distanceX = target.x - screenCenterX; - const distanceY = target.y - screenCenterY; - - // Calculate the dead zone boundaries - const deadZoneLeft = -camera.deadZone.x / 2; - const deadZoneRight = camera.deadZone.x / 2; - const deadZoneTop = -camera.deadZone.y / 2; - const deadZoneBottom = camera.deadZone.y / 2; - - // Calculate new camera position with smooth following - let newX = camera.x; - let newY = camera.y; +const Camera = { + x: 0, + y: 0, + + centerOn(hex) { + const pixelCoord = HexGrid.toPixel(hex); + + // Calculate desired camera position + this.x = pixelCoord.x - state.canvas.width / 2; + this.y = pixelCoord.y - state.canvas.height / 2; + + // Calculate grid dimensions + const gridPixelWidth = Config.hex.GRID_SIZE * Config.hex.WIDTH; + const gridPixelHeight = Config.hex.GRID_SIZE * Config.hex.HEIGHT; + + // Calculate grid bounds (accounting for centered grid) + const minX = -gridPixelWidth / 2; + const maxX = gridPixelWidth / 2 - state.canvas.width; + const minY = -gridPixelHeight / 2; + const maxY = gridPixelHeight / 2 - state.canvas.height; + + // Keep camera within grid bounds + this.x = Math.max(minX, Math.min(this.x, maxX)); + this.y = Math.max(minY, Math.min(this.y, maxY)); + + // Round to prevent sub-pixel rendering + this.x = Math.round(this.x); + this.y = Math.round(this.y); + }, - // Horizontal camera movement - if (distanceX < deadZoneLeft) { - newX += distanceX - deadZoneLeft; - } else if (distanceX > deadZoneRight) { - newX += distanceX - deadZoneRight; + smoothFollow(target) { + const targetPixel = HexGrid.toPixel(target); + const screenX = Math.round(targetPixel.x - this.x); + const screenY = Math.round(targetPixel.y - this.y); + + const centerX = state.canvas.width / 2; + const centerY = state.canvas.height / 2; + + // Determine if we're on a narrow screen + const isNarrowScreen = state.canvas.width <= Config.camera.NARROW_SCREEN_THRESHOLD; + + // Calculate dynamic deadzones based on screen size + const deadzoneX = Math.min( + Math.max( + state.canvas.width * ( + isNarrowScreen ? + Config.camera.DEADZONE_RATIO_X.NARROW : + Config.camera.DEADZONE_RATIO_X.WIDE + ), + Config.camera.MIN_DEADZONE + ), + Config.camera.MAX_DEADZONE + ); + + const deadzoneY = Math.min( + Math.max(state.canvas.height * Config.camera.DEADZONE_RATIO_Y, + Config.camera.MIN_DEADZONE + ), + Config.camera.MAX_DEADZONE + ); + + const deltaX = screenX - centerX; + const deltaY = screenY - centerY; + + // Use more aggressive follow speed for narrow screens + const followSpeed = isNarrowScreen ? + Config.camera.FOLLOW_SPEED * 1.5 : + Config.camera.FOLLOW_SPEED; + + // Ensure camera moves if player is near screen edges + if (Math.abs(deltaX) > deadzoneX) { + const adjustX = deltaX - (deltaX > 0 ? deadzoneX : -deadzoneX); + this.x += Math.round(adjustX * followSpeed); + } + + if (Math.abs(deltaY) > deadzoneY) { + const adjustY = deltaY - (deltaY > 0 ? deadzoneY : -deadzoneY); + this.y += Math.round(adjustY * followSpeed); + } + + // Calculate grid bounds (accounting for centered grid) + const gridPixelWidth = Config.hex.GRID_SIZE * Config.hex.WIDTH; + const gridPixelHeight = Config.hex.GRID_SIZE * Config.hex.HEIGHT; + const minX = -gridPixelWidth / 2; + const maxX = gridPixelWidth / 2 - state.canvas.width; + const minY = -gridPixelHeight / 2; + const maxY = gridPixelHeight / 2 - state.canvas.height; + + // Keep camera within grid bounds + this.x = Math.max(minX, Math.min(this.x, maxX)); + this.y = Math.max(minY, Math.min(this.y, maxY)); } - - // Vertical camera movement - if (distanceY < deadZoneTop) { - newY += distanceY - deadZoneTop; - } else if (distanceY > deadZoneBottom) { - newY += distanceY - deadZoneBottom; - } - - // Add subtle smoothing to camera movement - const smoothing = 0.1; - newX = camera.x + (newX - camera.x) * smoothing; - newY = camera.y + (newY - camera.y) * smoothing; - - return { - ...camera, - x: newX, - y: newY - }; -}; +}; \ No newline at end of file diff --git a/html/rogue/js/config.js b/html/rogue/js/config.js index 77100e1..6ed925f 100644 --- a/html/rogue/js/config.js +++ b/html/rogue/js/config.js @@ -1,32 +1,97 @@ -const CONFIG = { +const Config = { + colors: { + BACKGROUND: 'rgba(135, 207, 235, 1)', + GRID: 'rgba(0, 0, 0, 0.25)', + PLAYER: 'red', + HEX_FILL: '#ffffff', + FOG: { + HIDDEN: 'rgba(0, 0, 0, 1)', + REVEALED: 'rgba(0, 0, 0, 0.25)', + GRID_DIM: 'rgba(0, 0, 0, 0.0)' + }, + UI: { + INVENTORY: { + BACKGROUND: 'rgba(0, 0, 0, 0.7)', + WINDOW: '#ffffff', + TEXT: '#000000' + } + }, + ITEMS: { + COIN: '#FFD700', + GEM: '#50C878' + } + }, + + hex: { + SIZE: 40, // Size of a single hex + GRID_SIZE: 30, // Number of hexes in the grid (width/height) + get WIDTH() { // Computed hex width + return this.SIZE * 2; + }, + get HEIGHT() { // Computed hex height + return Math.sqrt(3) * this.SIZE; + } + }, + + game: { + FPS: 60, + get FRAME_TIME() { + return 1000 / this.FPS; + } + }, + player: { - width: 32, - height: 48, - speed: 5, - jumpForce: 12, - gravity: 0.5, - color: '#ff0000' + MOVE_SPEED: 0.1, + SIZE_RATIO: 1/3, + VISION_RANGE: 3, + SPRITE_SCALE: 0.8, + ANIMATION_SPEED: 500 }, - world: { - groundHeight: 12, - wilderness: { - vegetation: { - grass: { - colors: ['#3a5', '#294'], - hatch: { - angle: Math.PI / 4, - variation: Math.PI / 6, - spacing: 4, - length: 8, - margin: 2 - } - } + + camera: { + FOLLOW_SPEED: 0.1, + DEADZONE_RATIO_X: { + NARROW: 0.1, + WIDE: 0.2 + }, + DEADZONE_RATIO_Y: 0.2, + MIN_DEADZONE: 30, + MAX_DEADZONE: 200, + NARROW_SCREEN_THRESHOLD: 600 + }, + + ui: { + inventory: { + PADDING: 20, + WIDTH: 300, + HEIGHT: 400, + TITLE_FONT: '20px Arial', + ITEM_FONT: '16px Arial', + ITEM_SPACING: 30, + TITLE_OFFSET: 20, + ITEMS_START_OFFSET: 60 + } + }, + + items: { + SPAWN_COUNT: 10, + types: { + COIN: { + name: 'Coin', + size: 0.2 + }, + GEM: { + name: 'Gem', + size: 0.25 } } }, - camera: { - width: window.innerWidth, - height: window.innerHeight, - followSpeed: 0.1 + + fog: { + states: { + HIDDEN: { alpha: 1.0 }, + REVEALED: { alpha: 0.5 }, + VISIBLE: { alpha: 0 } + } } }; \ No newline at end of file diff --git a/html/rogue/js/debug.js b/html/rogue/js/debug.js new file mode 100644 index 0000000..f2e0b02 --- /dev/null +++ b/html/rogue/js/debug.js @@ -0,0 +1,113 @@ +const Debug = { + isEnabled: false, + lastFrameTime: performance.now(), + frameCount: 0, + fps: 0, + fpsUpdateInterval: 500, // Update FPS display every 500ms + lastFpsUpdate: 0, + + init() { + // Add keyboard listener for debug toggle + window.addEventListener('keydown', (e) => { + if (e.key.toLowerCase() === 'd') { + this.isEnabled = !this.isEnabled; + } + }); + }, + + update(currentTime) { + if (!this.isEnabled) return; + + this.frameCount++; + + // Update FPS counter every 500ms + if (currentTime - this.lastFpsUpdate >= this.fpsUpdateInterval) { + this.fps = Math.round((this.frameCount * 1000) / (currentTime - this.lastFpsUpdate)); + this.frameCount = 0; + this.lastFpsUpdate = currentTime; + } + + this.lastFrameTime = currentTime; + }, + + draw(ctx) { + if (!this.isEnabled) return; + + const padding = 30; + const lineHeight = 20; + let y = padding; + + // Save context state + ctx.save(); + + // Set up debug text style + ctx.fillStyle = 'rgba(0, 0, 0, 0.7)'; + ctx.fillRect(0, 0, 300, 200); + ctx.font = '14px monospace'; + ctx.fillStyle = '#00FF00'; + + // Display debug information + const debugInfo = [ + `FPS: ${this.fps}`, + `Camera: (${Math.round(Camera.x)}, ${Math.round(Camera.y)})`, + `Player Hex: (${player.position.q}, ${player.position.r})`, + `Screen: ${state.canvas.width}x${state.canvas.height}`, + `Inventory Items: ${player.inventory.length}`, + `Revealed Hexes: ${FogOfWar.revealed.size}`, + `Moving: ${player.target ? 'Yes' : 'No'}`, + `Narrow Screen: ${state.canvas.width <= Config.camera.NARROW_SCREEN_THRESHOLD}` + ]; + + debugInfo.forEach(info => { + ctx.fillText(info, padding, y); + y += lineHeight; + }); + + // Draw deadzone visualization + if (player.target) { + const isNarrowScreen = state.canvas.width <= Config.camera.NARROW_SCREEN_THRESHOLD; + const deadzoneX = Math.min( + Math.max( + state.canvas.width * ( + isNarrowScreen ? + Config.camera.DEADZONE_RATIO_X.NARROW : + Config.camera.DEADZONE_RATIO_X.WIDE + ), + Config.camera.MIN_DEADZONE + ), + Config.camera.MAX_DEADZONE + ); + const deadzoneY = Math.min( + Math.max(state.canvas.height * Config.camera.DEADZONE_RATIO_Y, + Config.camera.MIN_DEADZONE + ), + Config.camera.MAX_DEADZONE + ); + + // Draw camera deadzone + ctx.strokeStyle = 'rgba(255, 162, 0, 1)'; + ctx.lineWidth = 2; + ctx.strokeRect( + state.canvas.width/2 - deadzoneX, + state.canvas.height/2 - deadzoneY, + deadzoneX * 2, + deadzoneY * 2 + ); + + // Draw a small cross at the center of the camera deadzone + const centerX = state.canvas.width / 2; + const centerY = state.canvas.height / 2; + const crossSize = 10; // Size of the cross arms + + ctx.beginPath(); + ctx.moveTo(centerX - crossSize, centerY); + ctx.lineTo(centerX + crossSize, centerY); + ctx.moveTo(centerX, centerY - crossSize); + ctx.lineTo(centerX, centerY + crossSize); + ctx.stroke(); + } + + // Restore context state + ctx.restore(); + } +}; \ No newline at end of file diff --git a/html/rogue/js/events.js b/html/rogue/js/events.js new file mode 100644 index 0000000..9ae8241 --- /dev/null +++ b/html/rogue/js/events.js @@ -0,0 +1,16 @@ +const EventSystem = { + listeners: new Map(), + + on(event, callback) { + if (!this.listeners.has(event)) { + this.listeners.set(event, new Set()); + } + this.listeners.get(event).add(callback); + }, + + emit(event, data) { + if (this.listeners.has(event)) { + this.listeners.get(event).forEach(callback => callback(data)); + } + } +}; \ No newline at end of file diff --git a/html/rogue/js/fow.js b/html/rogue/js/fow.js new file mode 100644 index 0000000..291c862 --- /dev/null +++ b/html/rogue/js/fow.js @@ -0,0 +1,85 @@ +const FogOfWar = { + // Set of revealed hex coordinates (as strings) + revealed: new Set(), + + // Configuration + VISION_RANGE: Config.player.VISION_RANGE, + + init() { + this.revealed.clear(); + this.updateVisibility(player.position); + }, + + // Convert hex to string key for Set storage + hexToKey(hex) { + return `${hex.q},${hex.r}`; + }, + + // Check if a hex is currently visible + isVisible(hex) { + const playerPos = player.getCurrentPosition(); + const distance = this.getHexDistance(hex, playerPos); + return distance <= this.VISION_RANGE; + }, + + // Check if a hex has been revealed + isRevealed(hex) { + return this.revealed.has(this.hexToKey(hex)); + }, + + // Calculate distance between two hexes + getHexDistance(a, b) { + return Math.max( + Math.abs(a.q - b.q), + Math.abs(a.r - b.r), + Math.abs((a.q + a.r) - (b.q + b.r)) + ); + }, + + // Update visibility based on player position + updateVisibility(center) { + // Get all hexes within vision range + for (let q = -this.VISION_RANGE; q <= this.VISION_RANGE; q++) { + for (let r = -this.VISION_RANGE; r <= this.VISION_RANGE; r++) { + const hex = { + q: center.q + q, + r: center.r + r + }; + + if (this.getHexDistance(center, hex) <= this.VISION_RANGE) { + this.revealed.add(this.hexToKey(hex)); + } + } + } + }, + + getFogState(hex) { + if (!this.isRevealed(hex)) return Config.fog.states.HIDDEN; + if (!this.isVisible(hex)) return Config.fog.states.REVEALED; + return Config.fog.states.VISIBLE; + }, + + // Draw fog of war effect + draw(ctx) { + HexGrid.getViewportHexes().forEach(hex => { + const fogState = this.getFogState(hex); + if (fogState.alpha > 0) { + const screen = HexGrid.toScreenCoordinates(hex, Camera); + + // Draw fog fill + ctx.fillStyle = fogState === Config.fog.states.HIDDEN ? + Config.colors.FOG.HIDDEN : + Config.colors.FOG.REVEALED; + HexGrid.drawHexPath(ctx, screen.x, screen.y, HexGrid.SIZE, 1); + ctx.fill(); + + // Draw grid lines only for revealed but not visible hexes + if (fogState === Config.fog.states.REVEALED) { + ctx.strokeStyle = Config.colors.FOG.GRID_DIM; + ctx.lineWidth = 1; + ctx.stroke(); + } + } + }); + } +}; \ No newline at end of file diff --git a/html/rogue/js/game.js b/html/rogue/js/game.js new file mode 100644 index 0000000..48133d8 --- /dev/null +++ b/html/rogue/js/game.js @@ -0,0 +1,121 @@ +const FPS = 60; +const FRAME_TIME = 1000 / FPS; +let lastFrameTime = 0; + +const state = { + canvas: null, + ctx: null +}; + +async function init() { + state.canvas = document.getElementById('gameCanvas'); + state.ctx = state.canvas.getContext('2d'); + + await player.init(); + Debug.init(); + + function resize() { + state.canvas.width = window.innerWidth; + state.canvas.height = window.innerHeight; + Camera.centerOn(player.position); + } + + window.addEventListener('resize', resize); + resize(); + state.canvas.addEventListener('click', handleClick); + + requestAnimationFrame(gameLoop); + FogOfWar.init(); + Items.init(); +} + +function drawHex(ctx, x, y, hex) { + const screen = HexGrid.toScreenCoordinates(hex, Camera); + + // Only draw if hex is visible on screen (with padding) + if (!HexGrid.isInViewport(screen.x, screen.y, state.canvas)) { + return; + } + + // Skip drawing completely if hex hasn't been revealed + if (!FogOfWar.isRevealed(hex)) { + return; + } + + // Draw the hex fill + HexGrid.drawHexPath(ctx, screen.x, screen.y); + ctx.fillStyle = Config.colors.HEX_FILL; + ctx.fill(); + + // Only draw grid lines for currently visible hexes + // (fog of war will handle the grid lines for revealed but not visible hexes) + if (FogOfWar.isVisible(hex)) { + ctx.strokeStyle = Config.colors.GRID; + ctx.lineWidth = 1; + ctx.stroke(); + } +} + +function gameLoop(currentTime) { + requestAnimationFrame(gameLoop); + + if (currentTime - lastFrameTime < Config.game.FRAME_TIME) { + return; + } + + const deltaTime = Math.min(currentTime - lastFrameTime, Config.game.FRAME_TIME * 2); + lastFrameTime = currentTime; + + // Update debug information + Debug.update(currentTime); + + // Clear with background + state.ctx.fillStyle = Config.colors.BACKGROUND; + state.ctx.fillRect(0, 0, state.canvas.width, state.canvas.height); + + // Round camera position to prevent sub-pixel rendering + Camera.x = Math.round(Camera.x); + Camera.y = Math.round(Camera.y); + + player.update(); + Camera.smoothFollow(player.getCurrentPosition()); + + if (player.hasMoved) { + FogOfWar.updateVisibility(player.position); + player.hasMoved = false; + } + + // Draw everything in one pass to prevent flicker + HexGrid.getViewportHexes().forEach(hex => { + const pixel = HexGrid.toPixel(hex); + drawHex(state.ctx, Math.round(pixel.x), Math.round(pixel.y), hex); + }); + + Items.draw(state.ctx, HexGrid.toPixel.bind(HexGrid), Camera, HexGrid.SIZE); + player.draw(state.ctx, HexGrid.toPixel.bind(HexGrid), Camera, HexGrid.SIZE); + FogOfWar.draw(state.ctx); + InventoryUI.draw(state.ctx); + Debug.draw(state.ctx); +} + +function handleClick(event) { + if (InventoryUI.isOpen) { + InventoryUI.toggleInventory(); + return; + } + + const rect = state.canvas.getBoundingClientRect(); + const x = event.clientX - rect.left; + const y = event.clientY - rect.top; + + const hexCoord = HexGrid.fromPixel(x + Camera.x, y + Camera.y); + + // Check if clicking on player's position + if (hexCoord.q === player.position.q && hexCoord.r === player.position.r) { + InventoryUI.toggleInventory(); + } else { + player.moveTo(hexCoord); + } +} + +init().catch(console.error); \ No newline at end of file diff --git a/html/rogue/js/hex.js b/html/rogue/js/hex.js new file mode 100644 index 0000000..fa08e3d --- /dev/null +++ b/html/rogue/js/hex.js @@ -0,0 +1,98 @@ +// This that witchy shit -- we be hexin! + +const HexGrid = { + get SIZE() { return Config.hex.SIZE }, + get WIDTH() { return Config.hex.WIDTH }, + get HEIGHT() { return Config.hex.HEIGHT }, + get GRID_SIZE() { return Config.hex.GRID_SIZE }, + COLOR: Config.colors.GRID, + + // hex to pixel + toPixel(hex) { + const x = this.SIZE * (3/2 * hex.q); + const y = this.SIZE * (Math.sqrt(3)/2 * hex.q + Math.sqrt(3) * hex.r); + return {x, y}; + }, + + // pixel to hex + fromPixel(x, y) { + const q = (2/3 * x) / this.SIZE; + const r = (-1/3 * x + Math.sqrt(3)/3 * y) / this.SIZE; + return this.round(q, r); + }, + + // Round hex coordinates to nearest hex + round(q, r) { + let x = q; + let z = r; + let y = -x-z; + + let rx = Math.round(x); + let ry = Math.round(y); + let rz = Math.round(z); + + const x_diff = Math.abs(rx - x); + const y_diff = Math.abs(ry - y); + const z_diff = Math.abs(rz - z); + + if (x_diff > y_diff && x_diff > z_diff) { + rx = -ry-rz; + } else if (y_diff > z_diff) { + ry = -rx-rz; + } else { + rz = -rx-ry; + } + + return {q: rx, r: rz}; + }, + + // Is this hex in the viewport? + getViewportHexes() { + const hexes = []; + const halfGrid = Math.floor(this.GRID_SIZE / 2); + + for (let r = -halfGrid; r < halfGrid; r++) { + for (let q = -halfGrid; q < halfGrid; q++) { + hexes.push({q, r}); + } + } + return hexes; + }, + + // Check if a hex is passable + isPassable(hex) { + const halfGrid = Math.floor(this.GRID_SIZE / 2); + return Math.abs(hex.q) <= halfGrid && Math.abs(hex.r) <= halfGrid; + }, + + // Centralized hex drawing function + drawHexPath(ctx, x, y, size = this.SIZE, padding = 0) { + ctx.beginPath(); + for (let i = 0; i < 6; i++) { + const angle = 2 * Math.PI / 6 * i; + const xPos = Math.round(x + (size + padding) * Math.cos(angle)); + const yPos = Math.round(y + (size + padding) * Math.sin(angle)); + if (i === 0) { + ctx.moveTo(xPos, yPos); + } else { + ctx.lineTo(xPos, yPos); + } + } + ctx.closePath(); + }, + + toScreenCoordinates(hex, camera) { + const pixel = this.toPixel(hex); + return { + x: Math.round(pixel.x - camera.x), + y: Math.round(pixel.y - camera.y) + }; + }, + + isInViewport(screenX, screenY, canvas) { + return !(screenX < -this.WIDTH || + screenX > canvas.width + this.WIDTH || + screenY < -this.HEIGHT || + screenY > canvas.height + this.HEIGHT); + } +}; \ No newline at end of file diff --git a/html/rogue/js/input.js b/html/rogue/js/input.js deleted file mode 100644 index 047321c..0000000 --- a/html/rogue/js/input.js +++ /dev/null @@ -1,19 +0,0 @@ -const setupInputHandlers = (canvas, gameState) => { - let mouseMoveThrottle; - - canvas.addEventListener('mousemove', (e) => { - if (!mouseMoveThrottle) { - mouseMoveThrottle = setTimeout(() => { - gameState.debug.mouseX = e.clientX + gameState.camera.x; - gameState.debug.mouseY = e.clientY + gameState.camera.y; - mouseMoveThrottle = null; - }, 16); - } - }); - - window.addEventListener('keydown', (e) => { - if (e.key === 'd') { - gameState.debug.enabled = !gameState.debug.enabled; - } - }); -}; \ No newline at end of file diff --git a/html/rogue/js/inventory-ui.js b/html/rogue/js/inventory-ui.js new file mode 100644 index 0000000..c7ce63c --- /dev/null +++ b/html/rogue/js/inventory-ui.js @@ -0,0 +1,63 @@ +const InventoryUI = { + isOpen: false, + + toggleInventory() { + this.isOpen = !this.isOpen; + }, + + // Helper function to count items by type + getItemCounts() { + const counts = new Map(); + + player.inventory.forEach(item => { + const itemName = item.type.name; + counts.set(itemName, (counts.get(itemName) || 0) + 1); + }); + + return counts; + }, + + draw(ctx) { + if (!this.isOpen) return; + + // Draw semi-transparent background + ctx.fillStyle = Config.colors.UI.INVENTORY.BACKGROUND; + ctx.fillRect(0, 0, state.canvas.width, state.canvas.height); + + // Calculate positions ensuring integer values + const padding = Config.ui.inventory.PADDING; + const width = Config.ui.inventory.WIDTH; + const height = Config.ui.inventory.HEIGHT; + const x = Math.round((state.canvas.width - width) / 2); + const y = Math.round((state.canvas.height - height) / 2); + + // Draw window background + ctx.fillStyle = Config.colors.UI.INVENTORY.WINDOW; + ctx.fillRect(x, y, width, height); + + // Set text rendering properties for sharper text + ctx.textBaseline = 'top'; + ctx.textAlign = 'left'; + ctx.imageSmoothingEnabled = false; + + // Draw title + ctx.fillStyle = Config.colors.UI.INVENTORY.TEXT; + ctx.font = Config.ui.inventory.TITLE_FONT; + const titleX = Math.round(x + padding); + const titleY = Math.round(y + padding); + ctx.fillText('Inventory', titleX, titleY); + + // Get item counts and draw items with quantities + const itemCounts = this.getItemCounts(); + let index = 0; + + itemCounts.forEach((count, itemName) => { + const itemX = Math.round(x + padding); + const itemY = Math.round(y + Config.ui.inventory.ITEMS_START_OFFSET + + (index * Config.ui.inventory.ITEM_SPACING)); + ctx.font = Config.ui.inventory.ITEM_FONT; + ctx.fillText(`${itemName} x${count}`, itemX, itemY); + index++; + }); + } +}; \ No newline at end of file diff --git a/html/rogue/js/items.js b/html/rogue/js/items.js new file mode 100644 index 0000000..dc6dc1e --- /dev/null +++ b/html/rogue/js/items.js @@ -0,0 +1,63 @@ +const Items = { + items: new Map(), // Map of items on the grid, key is "q,r" + + // Item types + TYPES: { + COIN: { + name: 'Coin', + color: '#FFD700', + size: 0.2 // Size relative to hex + }, + GEM: { + name: 'Gem', + color: '#50C878', + size: 0.25 + } + }, + + // Initialize items on the map + init() { + this.items.clear(); + + // Add some random items + for (let i = 0; i < 10; i++) { + const q = Math.floor(Math.random() * HexGrid.GRID_SIZE - HexGrid.GRID_SIZE/2); + const r = Math.floor(Math.random() * HexGrid.GRID_SIZE - HexGrid.GRID_SIZE/2); + + // Don't place items at player start position + if (q !== 0 || r !== 0) { + const type = Math.random() < 0.5 ? this.TYPES.COIN : this.TYPES.GEM; + this.addItem(q, r, type); + } + } + }, + + // Add an item to the map + addItem(q, r, type) { + this.items.set(`${q},${r}`, { type, q, r }); + }, + + // Remove an item from the map + removeItem(q, r) { + return this.items.delete(`${q},${r}`); + }, + + // Get item at position + getItem(q, r) { + return this.items.get(`${q},${r}`); + }, + + // Draw all items + draw(ctx, hexToPixel, camera, HEX_SIZE) { + this.items.forEach(item => { + const pixelPos = hexToPixel({ q: item.q, r: item.r }); + const screenX = pixelPos.x - camera.x; + const screenY = pixelPos.y - camera.y; + + ctx.fillStyle = item.type.color; + ctx.beginPath(); + ctx.arc(screenX, screenY, HEX_SIZE * item.type.size, 0, Math.PI * 2); + ctx.fill(); + }); + } +}; \ No newline at end of file diff --git a/html/rogue/js/player.js b/html/rogue/js/player.js index 270b26f..efecbdf 100644 --- a/html/rogue/js/player.js +++ b/html/rogue/js/player.js @@ -1,64 +1,241 @@ -const createPlayer = (x, y) => ({ - x, - y, - width: 32, - height: 32, - velocityX: 0, - velocityY: 0, - speed: 300, - jumping: false -}); +// Player state and controls +const player = { + position: { q: 0, r: 0 }, // Current hex position + target: null, // Target hex to move to + path: [], // Array of hex coordinates to follow + movementProgress: 0, // Progress of current movement (0 to 1) + moveSpeed: Config.player.MOVE_SPEED, // Movement speed (0 to 1 per frame) + inventory: [], + + // Animation properties + animation: null, + sprites: [], + + // Initialize player + async init() { + this.position = { q: 0, r: 0 }; + this.target = null; + this.path = []; + this.inventory = []; + + // Load sprites + try { + const [sprite1, sprite2] = await Promise.all([ + Animation.loadImage('assets/home/goblin-01.png'), + Animation.loadImage('assets/home/goblin-02.png') + ]); + + this.sprites = [sprite1, sprite2]; + this.animation = Animation.createAnimation(this.sprites, 500); // 500ms per frame + } catch (error) { + console.error('Failed to load player sprites:', error); + } + + return this; + }, -const updatePlayer = (player, deltaTime) => { - const keys = getKeys(); - const seconds = deltaTime / 1000; + // Check if a hex coordinate is within grid bounds + isValidHex(hex) { + const halfGrid = Math.floor(HexGrid.GRID_SIZE / 2); + return Math.abs(hex.q) <= halfGrid && Math.abs(hex.r) <= halfGrid; + }, - let velocityX = 0; - let velocityY = player.velocityY; + // Get neighbors that share an edge with the given hex + getEdgeNeighbors(hex) { + const directions = [ + {q: 1, r: 0}, // East + {q: 0, r: 1}, // Southeast + {q: -1, r: 1}, // Southwest + {q: -1, r: 0}, // West + {q: 0, r: -1}, // Northwest + {q: 1, r: -1} // Northeast + ]; + + // Only return neighbors that are within grid bounds + return directions + .map(dir => ({ + q: hex.q + dir.q, + r: hex.r + dir.r + })) + .filter(hex => this.isValidHex(hex)); + }, - // Horizontal movement - if (keys.ArrowLeft) velocityX -= player.speed; - if (keys.ArrowRight) velocityX += player.speed; + // Find path from current position to target + findPath(targetHex) { + const start = this.position; + const goal = targetHex; + + // Simple breadth-first search + const queue = [[start]]; + const visited = new Set(); + const key = hex => `${hex.q},${hex.r}`; + visited.add(key(start)); + + while (queue.length > 0) { + const path = queue.shift(); + const current = path[path.length - 1]; + + if (current.q === goal.q && current.r === goal.r) { + return path; + } + + const neighbors = this.getEdgeNeighbors(current); + for (const neighbor of neighbors) { + const neighborKey = key(neighbor); + if (!visited.has(neighborKey)) { + visited.add(neighborKey); + queue.push([...path, neighbor]); + } + } + } + + return null; // No path found + }, - // Simple jumping (can be improved) - if (keys.ArrowUp && !player.jumping) { - velocityY = -500; - } - - // Apply gravity - velocityY += 980 * seconds; // 980 pixels/second² + // Start moving to a target hex + moveTo(targetHex) { + // Only start new movement if we're not already moving and target is valid + if (!this.target) { + // Check if target is within grid bounds + if (!this.isValidHex(targetHex)) { + return; // Ignore movement request if target is out of bounds + } - // Update position - const x = player.x + velocityX * seconds; - const y = player.y + velocityY * seconds; + const path = this.findPath(targetHex); + if (path) { + // Filter out any path points that would go out of bounds + this.path = path.slice(1).filter(hex => this.isValidHex(hex)); + if (this.path.length > 0) { + this.target = this.path.shift(); + this.movementProgress = 0; + } + } + } + }, - // Create updated player state - let updatedPlayer = { - ...player, - x, - y, - velocityX, - velocityY - }; + // Add item to inventory + addToInventory(item) { + this.inventory.push(item); + }, - // Handle collisions with the world - return handleWorldCollisions(updatedPlayer, window.gameState.world); -}; + // Check for and collect items + checkForItems() { + const item = Items.getItem(this.position.q, this.position.r); + if (item) { + Items.removeItem(this.position.q, this.position.r); + this.addToInventory(item); + } + }, -const renderPlayer = (ctx, player) => { - ctx.fillStyle = '#f00'; - ctx.fillRect(player.x, player.y, player.width, player.height); -}; + // Update player position + update() { + if (this.target) { + this.movementProgress += this.moveSpeed; + + if (this.movementProgress >= 1) { + this.position = this.target; + this.target = null; + this.movementProgress = 0; + this.hasMoved = true; + + // Check for items when reaching new position + this.checkForItems(); + + if (this.path.length > 0) { + this.target = this.path.shift(); + this.movementProgress = 0; + } + } + } + }, -// Key handling -const keys = {}; + // Get current interpolated position + getCurrentPosition() { + if (!this.target) { + return this.position; + } -window.addEventListener('keydown', (e) => { - keys[e.key] = true; -}); + // Interpolate between current position and target + return { + q: this.position.q + (this.target.q - this.position.q) * this.movementProgress, + r: this.position.r + (this.target.r - this.position.r) * this.movementProgress + }; + }, -window.addEventListener('keyup', (e) => { - keys[e.key] = false; -}); + // Draw the player + draw(ctx, hexToPixel, camera, HEX_SIZE) { + const currentPos = this.getCurrentPosition(); + const pixelPos = hexToPixel(currentPos); + const screenX = pixelPos.x - camera.x; + const screenY = pixelPos.y - camera.y; -const getKeys = () => ({...keys}); + if (this.animation && this.sprites.length > 0) { + // Get current sprite from animation + const currentSprite = this.animation.update(performance.now()); + + // Scale sprite to fit within hex + // Use slightly smaller than hex size to ensure it fits visually + const hexInnerSize = HEX_SIZE * 0.8; // 80% of hex size + const { width, height, scale } = Animation.scaleToFit( + currentSprite, + hexInnerSize * 2, // width + hexInnerSize * Math.sqrt(3) // height (hex height) + ); + + // Calculate position to center the sprite in the hex + const spriteX = screenX - width / 2; + const spriteY = screenY - height / 2; + + // Save context state + ctx.save(); + + // Optional: add a small bounce effect when moving + if (this.target) { + const bounce = Math.sin(performance.now() / 100) * 2; + ctx.translate(spriteX, spriteY + bounce); + } else { + ctx.translate(spriteX, spriteY); + } + + // Draw the sprite + ctx.drawImage( + currentSprite, + 0, 0, + width, + height + ); + + // Restore context state + ctx.restore(); + + // Debug: draw hex bounds if debug is enabled + if (Debug.isEnabled) { + ctx.strokeStyle = 'rgba(255, 0, 0, 0.5)'; + ctx.beginPath(); + HexGrid.drawHexPath(ctx, screenX, screenY, HEX_SIZE * 0.8); + ctx.stroke(); + } + } else { + // Fallback to circle if sprites aren't loaded + ctx.fillStyle = Config.colors.PLAYER; + ctx.beginPath(); + ctx.arc(screenX, screenY, HEX_SIZE * Config.player.SIZE_RATIO, 0, Math.PI * 2); + ctx.fill(); + } + + // Draw path if needed + if (this.path.length > 0) { + ctx.strokeStyle = Config.colors.PLAYER + '4D'; + ctx.beginPath(); + let lastPos = this.target || this.position; + this.path.forEach(point => { + const from = hexToPixel(lastPos); + const to = hexToPixel(point); + ctx.moveTo(from.x - camera.x, from.y - camera.y); + ctx.lineTo(to.x - camera.x, to.y - camera.y); + lastPos = point; + }); + ctx.stroke(); + } + } +}; \ No newline at end of file diff --git a/html/rogue/js/renderer.js b/html/rogue/js/renderer.js index 617b4c7..3e64666 100644 --- a/html/rogue/js/renderer.js +++ b/html/rogue/js/renderer.js @@ -1,97 +1,29 @@ -// Rendering constants -const RENDER_CONSTANTS = { - VIEWPORT_BUFFER: 100, - SKY_COLORS: { - TOP: '#1a1a2e', - UPPER_MID: '#2d1b3d', - LOWER_MID: '#462639', - BOTTOM: '#1f1f2f' +const Renderer = { + drawHex(ctx, hex, x, y, size, fillStyle, strokeStyle) { + ctx.beginPath(); + for (let i = 0; i < 6; i++) { + const angle = 2 * Math.PI / 6 * i; + const xPos = x + size * Math.cos(angle); + const yPos = y + size * Math.sin(angle); + if (i === 0) ctx.moveTo(xPos, yPos); + else ctx.lineTo(xPos, yPos); + } + ctx.closePath(); + + if (fillStyle) { + ctx.fillStyle = fillStyle; + ctx.fill(); + } + if (strokeStyle) { + ctx.strokeStyle = strokeStyle; + ctx.stroke(); + } }, - GROUND_COLOR: '#4a4', - DEBUG_FONT: '14px monospace', - DEBUG_COLOR: '#ffffff' -}; - -// Helper functions for rendering -const createSkyGradient = (ctx, groundY) => { - const gradient = ctx.createLinearGradient(0, 0, 0, groundY); - gradient.addColorStop(0, RENDER_CONSTANTS.SKY_COLORS.TOP); - gradient.addColorStop(0.4, RENDER_CONSTANTS.SKY_COLORS.UPPER_MID); - gradient.addColorStop(0.7, RENDER_CONSTANTS.SKY_COLORS.LOWER_MID); - gradient.addColorStop(1, RENDER_CONSTANTS.SKY_COLORS.BOTTOM); - return gradient; -}; - -const getViewBounds = (camera) => ({ - left: camera.x - RENDER_CONSTANTS.VIEWPORT_BUFFER, - right: camera.x + camera.width + RENDER_CONSTANTS.VIEWPORT_BUFFER, - top: camera.y - RENDER_CONSTANTS.VIEWPORT_BUFFER, - bottom: camera.y + camera.height + RENDER_CONSTANTS.VIEWPORT_BUFFER -}); - -const isInView = (x, viewBounds) => - x > viewBounds.left && x < viewBounds.right; - -// Layer rendering functions -const renderBackground = (ctx, state, groundY, viewBounds) => { - // Save the current transform - ctx.save(); - // Reset transform for viewport-fixed sky and initial black fill - ctx.setTransform(1, 0, 0, 1, 0, 0); - - // Sky (fixed to viewport) - ctx.fillStyle = state.cachedGradient; - ctx.fillRect(0, 0, ctx.canvas.width, groundY); - - // Initial black fill for the bottom of the viewport - ctx.fillStyle = '#000000'; - ctx.fillRect(0, groundY, ctx.canvas.width, ctx.canvas.height - groundY + 1); - - // Restore transform for world-space rendering - ctx.restore(); - - // Additional black fill that follows the camera (extends far to left and right) - ctx.fillStyle = '#000000'; - ctx.fillRect( - viewBounds.left - 2000, - groundY, - viewBounds.right - viewBounds.left + 4000, - ctx.canvas.height - ); -}; - -const renderBackgroundObjects = (ctx, state, groundY, viewBounds) => { - state.world.backgroundTrees - .filter(tree => isInView(tree.x, viewBounds)) - .forEach(tree => renderTree(ctx, tree, groundY)); - - state.world.backgroundRocks - .filter(rock => isInView(rock.x, viewBounds)) - .forEach(rock => renderRock(ctx, rock, groundY)); - - state.world.backgroundGrass - .filter(grass => isInView(grass.x, viewBounds)) - .forEach(grass => renderGrass(ctx, grass, groundY, state.time)); -}; - -const renderForegroundObjects = (ctx, state, groundY, viewBounds) => { - state.world.foregroundTrees - .filter(tree => isInView(tree.x, viewBounds)) - .forEach(tree => renderTree(ctx, tree, groundY)); - - state.world.foregroundRocks - .filter(rock => isInView(rock.x, viewBounds)) - .forEach(rock => renderRock(ctx, rock, groundY)); - - state.world.foregroundGrass - .filter(grass => isInView(grass.x, viewBounds)) - .forEach(grass => renderGrass(ctx, grass, groundY, state.time)); -}; - -const renderDebugInfo = (ctx, state) => { - ctx.fillStyle = RENDER_CONSTANTS.DEBUG_COLOR; - ctx.font = RENDER_CONSTANTS.DEBUG_FONT; - const text = `x: ${Math.round(state.debug.mouseX)}, y: ${Math.round(state.debug.mouseY)}`; - ctx.fillText(text, 10, ctx.canvas.height - 20); + drawCircle(ctx, x, y, radius, fillStyle) { + ctx.fillStyle = fillStyle; + ctx.beginPath(); + ctx.arc(x, y, radius, 0, Math.PI * 2); + ctx.fill(); + } }; \ No newline at end of file diff --git a/html/rogue/js/rogue.js b/html/rogue/js/rogue.js deleted file mode 100644 index 64716a4..0000000 --- a/html/rogue/js/rogue.js +++ /dev/null @@ -1,144 +0,0 @@ -window.gameState = null; - -const initGame = () => { - const canvas = document.getElementById('gameCanvas'); - const ctx = canvas.getContext('2d'); - - // Target frame rate - const FPS = 60; - const FRAME_TIME = 1000 / FPS; - let lastFrameTime = 0; - - // Set canvas to full viewport size - const resizeCanvas = () => { - canvas.width = window.innerWidth; - canvas.height = window.innerHeight; - // Clear any cached gradients when resizing - if (window.gameState) { - window.gameState.cachedGradient = null; - } - }; - - window.addEventListener('resize', resizeCanvas); - resizeCanvas(); - - // Calculate initial player position at ground level - const groundY = canvas.height - CONFIG.world.groundHeight; - const initialPlayerY = groundY - CONFIG.player.height; - - // Game state - let gameState = { - time: 0, - player: createPlayer(100, initialPlayerY), - camera: createCamera(0, 0), - world: createWorld(), - debug: { - enabled: false, - mouseX: 0, - mouseY: 0 - } - }; - - // Make gameState globally accessible - window.gameState = gameState; - - // Set up input handlers - setupInputHandlers(canvas, gameState); - - // Game loop - const gameLoop = (timestamp) => { - // Check if enough time has passed since last frame - if (timestamp - lastFrameTime < FRAME_TIME) { - requestAnimationFrame(gameLoop); - return; - } - - // Calculate delta time (capped at 1 second to prevent huge jumps) - const deltaTime = Math.min(timestamp - lastFrameTime, 1000); - lastFrameTime = timestamp; - gameState.time = timestamp; - - // Clear the entire canvas - ctx.clearRect(0, 0, canvas.width, canvas.height); - - // Update - gameState = updateGame(gameState, deltaTime); - - // Render - render(ctx, gameState); - - // Schedule next frame - requestAnimationFrame(gameLoop); - }; - - // Start the game loop - lastFrameTime = performance.now(); - requestAnimationFrame(gameLoop); -}; - -const updateGame = (state, deltaTime) => { - const updatedPlayer = updatePlayer(state.player, deltaTime); - const updatedCamera = updateCamera(state.camera, updatedPlayer); - - return { - ...state, - player: updatedPlayer, - camera: updatedCamera - }; -}; - -const render = (ctx, state) => { - const groundY = ctx.canvas.height - state.world.groundHeight; - - // Cache sky gradient - if (!state.cachedGradient) { - state.cachedGradient = createSkyGradient(ctx, groundY); - } - - const viewBounds = getViewBounds(state.camera); - - // Apply camera transform - ctx.save(); - ctx.translate(-state.camera.x, -state.camera.y); - - // Clear the transformed canvas area - ctx.clearRect( - viewBounds.left, - 0, - viewBounds.right - viewBounds.left, - ctx.canvas.height - ); - - // Render layers - renderBackground(ctx, state, groundY, viewBounds); - renderBackgroundObjects(ctx, state, groundY, viewBounds); - - // Render platforms - state.world.platforms.forEach(platform => { - ctx.fillStyle = platform.color; - ctx.fillRect(platform.x, platform.y, platform.width, platform.height); - }); - - renderPlayer(ctx, state.player); - renderForegroundObjects(ctx, state, groundY, viewBounds); - - // Render ground line - ctx.fillStyle = RENDER_CONSTANTS.GROUND_COLOR; - ctx.fillRect( - state.camera.x - 1000, - groundY, - ctx.canvas.width + 2000, - 1 - ); - - // Handle debug rendering - if (state.debug.enabled) { - ctx.restore(); - renderDebugInfo(ctx, state); - } else { - ctx.restore(); - } -}; - -// Initialize the game when the window loads -window.addEventListener('load', initGame); diff --git a/html/rogue/js/state.js b/html/rogue/js/state.js new file mode 100644 index 0000000..f5c713d --- /dev/null +++ b/html/rogue/js/state.js @@ -0,0 +1,17 @@ +const GameState = { + canvas: null, + ctx: null, + lastFrameTime: 0, + + init() { + this.canvas = document.getElementById('gameCanvas'); + this.ctx = this.canvas.getContext('2d'); + this.lastFrameTime = 0; + }, + + resize() { + this.canvas.width = window.innerWidth; + this.canvas.height = window.innerHeight; + Camera.centerOn(player.position); + } +}; \ No newline at end of file diff --git a/html/rogue/js/utils.js b/html/rogue/js/utils.js new file mode 100644 index 0000000..bd329fb --- /dev/null +++ b/html/rogue/js/utils.js @@ -0,0 +1,25 @@ +const Utils = { + hexToKey(hex) { + return `${hex.q},${hex.r}`; + }, + + keyToHex(key) { + const [q, r] = key.split(',').map(Number); + return { q, r }; + }, + + // Screen/canvas coordinate utilities + screenToCanvas(x, y, camera) { + return { + x: x + camera.x, + y: y + camera.y + }; + }, + + canvasToScreen(x, y, camera) { + return { + x: x - camera.x, + y: y - camera.y + }; + } +}; \ No newline at end of file diff --git a/html/rogue/js/world.js b/html/rogue/js/world.js deleted file mode 100644 index 2b2529a..0000000 --- a/html/rogue/js/world.js +++ /dev/null @@ -1,1054 +0,0 @@ -// Color palettes and configurations -const NATURE_COLORS = { - GREENS: [ - '#11aa33', // Darker forest green - '#22bb44', // Medium forest green - '#33cc55', // Bright forest green - '#118844', // Deep sea green - '#22aa66', // Sage green - '#11bb55', // Deep pine - '#229955', // Ocean green - '#33bb66', // Fresh spring green - '#117744', // Dark emerald - ], - TRUNK_COLORS: { - LIGHT: '#664422', - MEDIUM: '#553311', - DARK: '#442200' - } -}; - -const GRASS_CONFIG = { - MIN_BLADES: 4, - MAX_BLADES: 8, - SPREAD_FACTOR: 0.7, - RUSTLE_SPEED: 300, - WAVE_SPEED: 1000, - GLOW_SPEED: 500, - BASE_BLADE_WIDTH: 5 -}; - -const FIR_CONFIG = { - ROW_COUNT: 40, - FEATHERS_PER_ROW: 24, - EDGE_FEATHER_COUNT: 40, - FEATHER_WIDTH: 2, - TAPER_POWER: 0.8, - CENTER_NEEDLES: 5, // Number of needles in center column - NEEDLE_SPACING: 1.5, // Spacing between center needles - UPWARD_TILT: 0.1, // Amount of upward tilt (in radians) - ANGLE_VARIATION: 0.05, // Variation in needle angles - LENGTH_MULTIPLIER: 0.8 // Base length multiplier for needles -}; - -// Define world object types -const WORLD_OBJECTS = { - PLATFORM: 'platform', - FIR_BACKGROUND: 'fir_background', - FIR_FOREGROUND: 'fir_foreground', - MAPLE_BACKGROUND: 'maple_background', - MAPLE_FOREGROUND: 'maple_foreground', - ROCK_BACKGROUND: 'rock_background', - ROCK_FOREGROUND: 'rock_foreground', - GRASS_BACKGROUND: 'grass_background', - GRASS_FOREGROUND: 'grass_foreground' -}; - -// Separate configurations for different tree types -const FIR_TYPES = { - SMALL: { - type: 'fir', - width: 100, - height: 230, - canopyOffset: 45, - canopyColor: '#22aa44', - trunkColor: '#553311' - }, - LARGE: { - type: 'fir', - width: 150, - height: 320, - canopyOffset: 65, - canopyColor: '#11aa44', - trunkColor: '#442200' - } -}; - -const MAPLE_TYPES = { - SMALL: { - type: 'maple', - width: 100, - height: 330, - trunkHeight: 60, - canopyRadius: 35, - leafClusters: 5, - canopyColor: '#33aa22', // Bright green - trunkColor: '#664422' - }, - MEDIUM: { - type: 'maple', - width: 130, - height: 360, - trunkHeight: 70, - canopyRadius: 45, - leafClusters: 6, - canopyColor: '#228833', // Deep forest green - trunkColor: '#553311' - }, - LARGE: { - type: 'maple', - width: 160, - height: 400, - trunkHeight: 85, - canopyRadius: 55, - leafClusters: 7, - canopyColor: '#115522', // Dark green - trunkColor: '#553311' - }, - BRIGHT: { - type: 'maple', - width: 140, - height: 380, - trunkHeight: 75, - canopyRadius: 50, - leafClusters: 6, - canopyColor: '#44bb33', // Vibrant green - trunkColor: '#664422' - }, - SAGE: { - type: 'maple', - width: 150, - height: 490, - trunkHeight: 80, - canopyRadius: 52, - leafClusters: 6, - canopyColor: '#225544', // Sage green - trunkColor: '#553311' - } -}; - -// Rock configurations -const ROCK_TYPES = { - SMALL: { - width: 40, - height: 30, - color: '#666', - highlights: '#888' - }, - MEDIUM: { - width: 70, - height: 45, - color: '#555', - highlights: '#777' - }, - LARGE: { - width: 100, - height: 60, - color: '#444', - highlights: '#666' - } -}; - -// Add grass configurations -const GRASS_TYPES = { - TALL: { - type: 'grass', - width: 30, - height: 40, - color: '#33aa55', - shadowColor: '#229944' - }, - SHORT: { - type: 'grass', - width: 20, - height: 25, - color: '#33bb66', - shadowColor: '#22aa55' - }, - GOLDEN_TALL: { - type: 'grass', - width: 30, - height: 40, - color: '#eebb33', - shadowColor: '#cc9922' - }, - GOLDEN_SHORT: { - type: 'grass', - width: 20, - height: 25, - color: '#ffcc44', - shadowColor: '#ddaa33' - }, - BLUE_TALL: { - type: 'grass', - width: 30, - height: 40, - color: '#44aaff', - shadowColor: '#2299ff', - glowing: true - }, - BLUE_SHORT: { - type: 'grass', - width: 20, - height: 25, - color: '#55bbff', - shadowColor: '#33aaff', - glowing: true - } -}; - -// Utility functions -const utils = { - getRandomColorFromPalette: (palette, seed1, seed2) => { - const colorIndex = Math.floor(seededRandom(seed1, seed2) * palette.length); - return palette[colorIndex]; - }, - - getBladeCount: (x, height) => { - const randomValue = Math.abs(seededRandom(x, height)); - return GRASS_CONFIG.MIN_BLADES + - Math.round(randomValue * (GRASS_CONFIG.MAX_BLADES - GRASS_CONFIG.MIN_BLADES)); - }, - - calculateTaper: (t) => Math.pow(1 - t, FIR_CONFIG.TAPER_POWER) -}; - -// Create a world with platforms, trees, and rocks -const createWorld = () => { - const world = { - groundHeight: 12, - // Separate arrays for different layers - backgroundTrees: [ - // Far left trees - { - type: WORLD_OBJECTS.FIR_BACKGROUND, - x: -1500, - config: FIR_TYPES.LARGE - }, - { - type: WORLD_OBJECTS.MAPLE_BACKGROUND, - x: -1200, - config: MAPLE_TYPES.SAGE - }, - { - type: WORLD_OBJECTS.FIR_BACKGROUND, - x: -900, - config: FIR_TYPES.SMALL - }, - // Existing trees - { - type: WORLD_OBJECTS.FIR_BACKGROUND, - x: -400, - config: FIR_TYPES.LARGE - }, - { - type: WORLD_OBJECTS.MAPLE_BACKGROUND, - x: -250, - config: MAPLE_TYPES.BRIGHT - }, - { - type: WORLD_OBJECTS.FIR_BACKGROUND, - x: 50, - config: FIR_TYPES.LARGE - }, - { - type: WORLD_OBJECTS.MAPLE_BACKGROUND, - x: 250, - config: MAPLE_TYPES.MEDIUM - }, - { - type: WORLD_OBJECTS.FIR_BACKGROUND, - x: 500, - config: FIR_TYPES.SMALL - }, - { - type: WORLD_OBJECTS.MAPLE_BACKGROUND, - x: 650, - config: MAPLE_TYPES.SMALL - }, - { - type: WORLD_OBJECTS.FIR_BACKGROUND, - x: 900, - config: FIR_TYPES.LARGE - }, - { - type: WORLD_OBJECTS.MAPLE_BACKGROUND, - x: 1100, - config: MAPLE_TYPES.LARGE - }, - // Far right trees - { - type: WORLD_OBJECTS.MAPLE_BACKGROUND, - x: 1400, - config: MAPLE_TYPES.LARGE - }, - { - type: WORLD_OBJECTS.FIR_BACKGROUND, - x: 1700, - config: FIR_TYPES.SMALL - }, - { - type: WORLD_OBJECTS.MAPLE_BACKGROUND, - x: 2000, - config: MAPLE_TYPES.LARGE - } - ], - backgroundRocks: [ - // Far left rocks - { - type: WORLD_OBJECTS.ROCK_BACKGROUND, - x: -1300, - config: ROCK_TYPES.LARGE - }, - { - type: WORLD_OBJECTS.ROCK_BACKGROUND, - x: -1000, - config: ROCK_TYPES.SMALL - }, - { - type: WORLD_OBJECTS.ROCK_BACKGROUND, - x: -300, - config: ROCK_TYPES.MEDIUM - }, - { - type: WORLD_OBJECTS.ROCK_BACKGROUND, - x: -100, - config: ROCK_TYPES.SMALL - }, - { - type: WORLD_OBJECTS.ROCK_BACKGROUND, - x: 150, - config: ROCK_TYPES.LARGE - }, - { - type: WORLD_OBJECTS.ROCK_BACKGROUND, - x: 400, - config: ROCK_TYPES.SMALL - }, - { - type: WORLD_OBJECTS.ROCK_BACKGROUND, - x: 750, - config: ROCK_TYPES.MEDIUM - }, - { - type: WORLD_OBJECTS.ROCK_BACKGROUND, - x: 1000, - config: ROCK_TYPES.SMALL - }, - // Far right rocks - { - type: WORLD_OBJECTS.ROCK_BACKGROUND, - x: 1600, - config: ROCK_TYPES.MEDIUM - }, - { - type: WORLD_OBJECTS.ROCK_BACKGROUND, - x: 1900, - config: ROCK_TYPES.SMALL - } - ], - platforms: [ - // { - // type: WORLD_OBJECTS.PLATFORM, - // x: 300, - // y: 300, - // width: 200, - // height: 20, - // color: '#484' - // }, - // { - // type: WORLD_OBJECTS.PLATFORM, - // x: 600, - // y: 200, - // width: 200, - // height: 20, - // color: '#484' - // }, - // { - // type: WORLD_OBJECTS.PLATFORM, - // x: -200, - // y: 250, - // width: 200, - // height: 20, - // color: '#484' - // } - ], - foregroundTrees: [ - // Far left trees - { - type: WORLD_OBJECTS.FIR_FOREGROUND, - x: -1400, - config: FIR_TYPES.LARGE - }, - { - type: WORLD_OBJECTS.MAPLE_FOREGROUND, - x: -1100, - config: MAPLE_TYPES.SMALL - }, - // Existing trees - { - type: WORLD_OBJECTS.MAPLE_FOREGROUND, - x: -150, - config: MAPLE_TYPES.BRIGHT - }, - { - type: WORLD_OBJECTS.FIR_FOREGROUND, - x: 200, - config: FIR_TYPES.SMALL - }, - { - type: WORLD_OBJECTS.MAPLE_FOREGROUND, - x: 450, - config: MAPLE_TYPES.SAGE - }, - { - type: WORLD_OBJECTS.FIR_FOREGROUND, - x: 800, - config: FIR_TYPES.LARGE - }, - { - type: WORLD_OBJECTS.MAPLE_FOREGROUND, - x: 1200, - config: MAPLE_TYPES.SMALL - }, - // Far right trees - { - type: WORLD_OBJECTS.FIR_FOREGROUND, - x: 1500, - config: FIR_TYPES.LARGE - }, - { - type: WORLD_OBJECTS.MAPLE_FOREGROUND, - x: 1800, - config: MAPLE_TYPES.SMALL - } - ], - foregroundRocks: [ - // Far left rocks - { - type: WORLD_OBJECTS.ROCK_FOREGROUND, - x: -1000, - config: ROCK_TYPES.MEDIUM - }, - { - type: WORLD_OBJECTS.ROCK_FOREGROUND, - x: 0, - config: ROCK_TYPES.SMALL - }, - { - type: WORLD_OBJECTS.ROCK_FOREGROUND, - x: 300, - config: ROCK_TYPES.MEDIUM - }, - { - type: WORLD_OBJECTS.ROCK_FOREGROUND, - x: 700, - config: ROCK_TYPES.SMALL - }, - { - type: WORLD_OBJECTS.ROCK_FOREGROUND, - x: 950, - config: ROCK_TYPES.LARGE - }, - // Far right rocks - { - type: WORLD_OBJECTS.ROCK_FOREGROUND, - x: 1500, - config: ROCK_TYPES.LARGE - } - ], - backgroundGrass: [ - // Far left grass - { type: WORLD_OBJECTS.GRASS_BACKGROUND, x: -1400, config: GRASS_TYPES.BLUE_TALL }, - { type: WORLD_OBJECTS.GRASS_BACKGROUND, x: -1100, config: GRASS_TYPES.GOLDEN_SHORT }, - { type: WORLD_OBJECTS.GRASS_BACKGROUND, x: -950, config: GRASS_TYPES.TALL }, - { type: WORLD_OBJECTS.GRASS_BACKGROUND, x: -350, config: GRASS_TYPES.SHORT }, - { type: WORLD_OBJECTS.GRASS_BACKGROUND, x: -180, config: GRASS_TYPES.GOLDEN_TALL }, - { type: WORLD_OBJECTS.GRASS_BACKGROUND, x: 100, config: GRASS_TYPES.TALL }, - { type: WORLD_OBJECTS.GRASS_BACKGROUND, x: 320, config: GRASS_TYPES.BLUE_SHORT }, - { type: WORLD_OBJECTS.GRASS_BACKGROUND, x: 580, config: GRASS_TYPES.GOLDEN_SHORT }, - { type: WORLD_OBJECTS.GRASS_BACKGROUND, x: 750, config: GRASS_TYPES.BLUE_TALL }, - { type: WORLD_OBJECTS.GRASS_BACKGROUND, x: 950, config: GRASS_TYPES.TALL }, - { type: WORLD_OBJECTS.GRASS_BACKGROUND, x: 1050, config: GRASS_TYPES.GOLDEN_TALL }, - // Far right grass - { type: WORLD_OBJECTS.GRASS_BACKGROUND, x: 1500, config: GRASS_TYPES.BLUE_SHORT }, - { type: WORLD_OBJECTS.GRASS_BACKGROUND, x: 1750, config: GRASS_TYPES.GOLDEN_TALL }, - { type: WORLD_OBJECTS.GRASS_BACKGROUND, x: 1850, config: GRASS_TYPES.SHORT } - ], - foregroundGrass: [ - // Far left grass - { type: WORLD_OBJECTS.GRASS_FOREGROUND, x: -1250, config: GRASS_TYPES.TALL }, - { type: WORLD_OBJECTS.GRASS_FOREGROUND, x: -1050, config: GRASS_TYPES.BLUE_SHORT }, - { type: WORLD_OBJECTS.GRASS_FOREGROUND, x: -280, config: GRASS_TYPES.BLUE_TALL }, - { type: WORLD_OBJECTS.GRASS_FOREGROUND, x: -50, config: GRASS_TYPES.GOLDEN_SHORT }, - { type: WORLD_OBJECTS.GRASS_FOREGROUND, x: 150, config: GRASS_TYPES.TALL }, - { type: WORLD_OBJECTS.GRASS_FOREGROUND, x: 420, config: GRASS_TYPES.BLUE_SHORT }, - { type: WORLD_OBJECTS.GRASS_FOREGROUND, x: 680, config: GRASS_TYPES.GOLDEN_TALL }, - { type: WORLD_OBJECTS.GRASS_FOREGROUND, x: 880, config: GRASS_TYPES.SHORT }, - { type: WORLD_OBJECTS.GRASS_FOREGROUND, x: 1150, config: GRASS_TYPES.BLUE_TALL }, - // Far right grass - { type: WORLD_OBJECTS.GRASS_FOREGROUND, x: 1650, config: GRASS_TYPES.GOLDEN_TALL }, - { type: WORLD_OBJECTS.GRASS_FOREGROUND, x: 1850, config: GRASS_TYPES.BLUE_SHORT } - ], - // Track grass animation states - grassStates: {}, - // Add methods for quick spatial lookups - getObjectsInView: function(bounds) { - return { - backgroundTrees: this.backgroundTrees.filter(tree => - tree.x > bounds.left && tree.x < bounds.right - ), - // ... similar for other object types - }; - } - }; - - return world; -}; - -// Add seededRandom function -const seededRandom = (x, y) => { - const dot = x * 12.9898 + y * 78.233; - return (Math.sin(dot) * 43758.5453123) % 1; -}; - -// Add hatching helper function -const addHatchingPattern = (ctx, x, y, width, height, color) => { - const spacing = 4; // Space between hatch lines - const length = 10; // Length of each hatch line - const margin = 4; // Increased margin from edges - const baseAngle = Math.PI * 1.5; // Vertical angle (pointing down) - const angleVariation = Math.PI / 12; // Reduced angle variation - - // Define darker brown shades - const brownShades = [ - '#442211', // Dark brown - '#553322', // Medium dark brown - '#443311', // Reddish dark brown - '#332211', // Very dark brown - '#554422', // Warm dark brown - ]; - - // Create clipping path for trunk - ctx.save(); - ctx.beginPath(); - ctx.rect( - x - width/2, - y - height, - width, - height - ); - ctx.clip(); - - // Calculate bounds with increased safety margin - const bounds = { - minX: x - width/2 + margin, - maxX: x + width/2 - margin, - minY: y - height + margin, - maxY: y - margin - }; - - // Draw hatching - ctx.lineWidth = 1; - for (let hatchX = bounds.minX; hatchX < bounds.maxX; hatchX += spacing) { - for (let hatchY = bounds.minY; hatchY < bounds.maxY; hatchY += spacing) { - // Use position for random variation - const seed1 = hatchX * 13.37; - const seed2 = hatchY * 7.89; - - // Random variations with reduced range - const variation = { - x: (seededRandom(seed1, seed2) - 0.5) * 1.5, // Reduced variation - y: (seededRandom(seed2, seed1) - 0.5) * 1.5, // Reduced variation - angle: baseAngle + (seededRandom(seed1 + seed2, seed2 - seed1) - 0.5) * angleVariation - }; - - // Pick a random brown shade - const colorIndex = Math.floor(seededRandom(seed1 * seed2, seed2 * seed1) * brownShades.length); - ctx.strokeStyle = brownShades[colorIndex]; - - // Draw hatch line - ctx.beginPath(); - ctx.moveTo( - hatchX + variation.x, - hatchY + variation.y - ); - ctx.lineTo( - hatchX + Math.cos(variation.angle) * length + variation.x, - hatchY + Math.sin(variation.angle) * length + variation.y - ); - ctx.stroke(); - } - } - - ctx.restore(); -}; - -class FirTreeRenderer { - static renderTrunk(ctx, x, width, height, groundY, trunkColor) { - const trunkWidth = width/4; - const trunkHeight = height; - - ctx.fillStyle = trunkColor; - ctx.fillRect( - x - trunkWidth/2, - groundY - trunkHeight, - trunkWidth, - trunkHeight - ); - - addHatchingPattern(ctx, x, groundY, trunkWidth, trunkHeight, trunkColor); - } - - static renderCenterNeedles(ctx, x, rowY, taper, featherLength, greenColors) { - for (let i = -FIR_CONFIG.CENTER_NEEDLES; i <= FIR_CONFIG.CENTER_NEEDLES; i++) { - const offset = i * (FIR_CONFIG.NEEDLE_SPACING * 1.5); - - // Left needle - FirTreeRenderer.renderSingleNeedle( - ctx, x + offset, rowY, Math.PI, taper, featherLength, greenColors - ); - - // Right needle - FirTreeRenderer.renderSingleNeedle( - ctx, x + offset, rowY, 0, taper, featherLength, greenColors - ); - } - } - - static renderSingleNeedle(ctx, x, y, baseAngle, taper, length, colors) { - const angleVar = Math.PI * 0.02; - const angle = baseAngle + (angleVar * seededRandom(x, y) - angleVar/2); - - ctx.strokeStyle = utils.getRandomColorFromPalette(colors, x, y); - ctx.beginPath(); - ctx.moveTo(x, y); - ctx.lineTo( - x + Math.cos(angle) * length * taper, - y + Math.sin(angle) * length * taper - ); - ctx.stroke(); - } - - static renderRowNeedles(ctx, x, rowY, rowWidth, featherCount, t, taper, featherLength, greenColors) { - for (let i = 0; i < featherCount; i++) { - const featherT = i / (featherCount - 1); - const startX = x - rowWidth/2 + rowWidth * featherT; - - if (Math.abs(startX - x) < 1) continue; - - const relativeX = (startX - x) / (rowWidth/2); - const baseAngle = relativeX < 0 ? Math.PI : 0; - const upwardTilt = Math.PI * FIR_CONFIG.UPWARD_TILT * t; - const angle = baseAngle + - (FIR_CONFIG.ANGLE_VARIATION * seededRandom(startX, rowY) - FIR_CONFIG.ANGLE_VARIATION/2) - - upwardTilt; - - const lengthMultiplier = FIR_CONFIG.LENGTH_MULTIPLIER + (1 - t) * 0.3; - const finalLength = featherLength * lengthMultiplier * taper * - (0.9 + seededRandom(startX * rowY, rowY) * 0.2); - - ctx.strokeStyle = utils.getRandomColorFromPalette(greenColors, startX, rowY); - ctx.beginPath(); - ctx.moveTo(startX, rowY); - ctx.lineTo( - startX + Math.cos(angle) * finalLength, - rowY + Math.sin(angle) * finalLength - ); - ctx.stroke(); - } - } - - static renderEdgeNeedles(ctx, x, baseWidth, baseY, tipY, featherLength, greenColors) { - for (let i = 0; i < FIR_CONFIG.EDGE_FEATHER_COUNT; i++) { - const t = i / (FIR_CONFIG.EDGE_FEATHER_COUNT - 1); - const taper = utils.calculateTaper(t); - - if (taper <= 0.1) continue; - - // Left edge - FirTreeRenderer.renderEdgeNeedle( - ctx, x, baseWidth, baseY, tipY, t, taper, - featherLength, Math.PI, greenColors, true - ); - - // Right edge - FirTreeRenderer.renderEdgeNeedle( - ctx, x, baseWidth, baseY, tipY, t, taper, - featherLength, 0, greenColors, false - ); - } - } - - static renderEdgeNeedle(ctx, x, baseWidth, baseY, tipY, t, taper, length, baseAngle, colors, isLeft) { - const sign = isLeft ? -1 : 1; - const needleX = x + sign * (baseWidth/2 * taper - (baseWidth/2 * taper) * t); - const needleY = baseY - (baseY - tipY) * t; - - const upwardTilt = Math.PI * 0.1 * t; - const angle = baseAngle + - (Math.PI * 0.05 * seededRandom(needleX, needleY) - Math.PI * 0.025) - - upwardTilt; - - ctx.strokeStyle = utils.getRandomColorFromPalette(colors, needleX, needleY); - ctx.beginPath(); - ctx.moveTo(needleX, needleY); - ctx.lineTo( - needleX + Math.cos(angle) * length * taper * 1.2, - needleY + Math.sin(angle) * length * taper * 1.2 - ); - ctx.stroke(); - } -} - -// Helper function to darken/lighten colors -const shadeColor = (color, percent) => { - const num = parseInt(color.replace('#', ''), 16); - const amt = Math.round(2.55 * percent); - const R = (num >> 16) + amt; - const G = (num >> 8 & 0x00FF) + amt; - const B = (num & 0x0000FF) + amt; - return '#' + (0x1000000 + - (R < 255 ? (R < 1 ? 0 : R) : 255) * 0x10000 + - (G < 255 ? (G < 1 ? 0 : G) : 255) * 0x100 + - (B < 255 ? (B < 1 ? 0 : B) : 255) - ).toString(16).slice(1); -}; - -// Add new maple tree render function -const renderMapleTree = (ctx, tree, groundY) => { - const { x, config } = tree; - const { - width, height, trunkHeight, canopyRadius, - leafClusters, trunkColor, canopyColor - } = config; - - // Draw trunk base with narrower width (changed from width/4 to width/5) - const trunkWidth = width/5.5; - ctx.fillStyle = trunkColor; - ctx.fillRect( - x - trunkWidth/2, - groundY - trunkHeight, - trunkWidth, - trunkHeight - ); - - // Add trunk hatching with updated width - addHatchingPattern( - ctx, - x, - groundY, - trunkWidth, - trunkHeight, - trunkColor - ); - - // Function to create an irregular polygon - const createIrregularPolygon = (centerX, centerY, radius, sides, seed1, seed2) => { - ctx.beginPath(); - - // Create points array first to allow smoothing - const points = []; - for (let i = 0; i < sides; i++) { - const angle = (i / sides) * Math.PI * 2; - - // Even more subtle variation range (0.95-1.05) - const radiusVariation = 0.95 + seededRandom(seed1 * i, seed2 * i) * 0.10; - const pointRadius = radius * radiusVariation; - - points.push({ - x: centerX + Math.cos(angle) * pointRadius, - y: centerY + Math.sin(angle) * pointRadius - }); - } - - // Start the path - ctx.moveTo(points[0].x, points[0].y); - - // Draw smooth curves through all points - for (let i = 0; i < points.length; i++) { - const current = points[i]; - const next = points[(i + 1) % points.length]; - const nextNext = points[(i + 2) % points.length]; - - // Calculate control points for bezier curve with more smoothing - const cp1x = current.x + (next.x - points[(i - 1 + points.length) % points.length].x) / 4; - const cp1y = current.y + (next.y - points[(i - 1 + points.length) % points.length].y) / 4; - const cp2x = next.x - (nextNext.x - current.x) / 4; - const cp2y = next.y - (nextNext.y - current.y) / 4; - - // Draw bezier curve - ctx.bezierCurveTo(cp1x, cp1y, cp2x, cp2y, next.x, next.y); - } - - ctx.closePath(); - }; - - // Draw single canopy as irregular polygon - const sides = Math.floor(48 + seededRandom(x, groundY) * 16); // 48-64 sides - const mainY = groundY - trunkHeight - canopyRadius; - - ctx.fillStyle = canopyColor; - createIrregularPolygon( - x, - mainY, - canopyRadius * 1.4, // Increased size - sides, - x, - groundY - ); - ctx.fill(); -}; - -// Main tree render function that handles both types -const renderTree = (ctx, tree, groundY) => { - if (tree.config.type === 'fir') { - renderFirTree(ctx, tree, groundY); - } else if (tree.config.type === 'maple') { - renderMapleTree(ctx, tree, groundY); - } -}; - -const renderRock = (ctx, rock, groundY) => { - const { x, config } = rock; - const { width, height, color, highlights } = config; - - // Draw main rock shape (slightly irregular pentagon) - ctx.fillStyle = color; - ctx.beginPath(); - ctx.moveTo(x - width/2, groundY); - ctx.lineTo(x - width/2 + width/6, groundY - height); - ctx.lineTo(x + width/3, groundY - height); - ctx.lineTo(x + width/2, groundY - height/2); - ctx.lineTo(x + width/2, groundY); - ctx.closePath(); - ctx.fill(); - - // Add highlights - ctx.fillStyle = highlights; - ctx.beginPath(); - ctx.moveTo(x - width/4, groundY - height); - ctx.lineTo(x, groundY - height); - ctx.lineTo(x + width/6, groundY - height/2); - ctx.lineTo(x - width/6, groundY - height/2); - ctx.closePath(); - ctx.fill(); -}; - -// Add grass rendering function -const renderGrass = (ctx, grass, groundY, time) => { - const { x, config } = grass; - const { width, height, color, shadowColor, glowing } = config; - - // Initialize or get grass state - const stateKey = `grass_${x}`; - if (!window.gameState.world.grassStates[stateKey]) { - window.gameState.world.grassStates[stateKey] = GrassState.create(x, height); - } - const state = GrassState.validate(window.gameState.world.grassStates[stateKey]); - - // Update interaction - const player = window.gameState.player; - const distanceToPlayer = Math.abs(player.x + player.width / 2 - x); - GrassState.update(state, distanceToPlayer, width); - - // Handle rendering - setupGlowEffect(ctx, glowing, color, time); - renderGrassBlades(ctx, state, x, width, height, groundY, time, color, shadowColor); - resetGlowEffect(ctx, glowing); -}; - -const setupGlowEffect = (ctx, glowing, color, time) => { - if (glowing) { - ctx.save(); - ctx.shadowColor = color; - ctx.shadowBlur = 10 + Math.sin(time/GRASS_CONFIG.GLOW_SPEED) * 3; - } -}; - -const resetGlowEffect = (ctx, glowing) => { - if (glowing) { - ctx.restore(); - } -}; - -const renderGrassBlades = (ctx, state, x, width, height, groundY, time, color, shadowColor) => { - const bladeWidth = width / GRASS_CONFIG.BASE_BLADE_WIDTH * 0.7; - - for (let i = 0; i < state.bladeCount; i++) { - renderSingleBlade( - ctx, i, state, x, width, height, groundY, time, - bladeWidth, color, shadowColor - ); - } -}; - -const renderSingleBlade = ( - ctx, index, state, x, width, height, groundY, time, - bladeWidth, color, shadowColor -) => { - const centerOffset = (index - (state.bladeCount - 1) / 2) * - (width * GRASS_CONFIG.SPREAD_FACTOR / state.bladeCount); - const bladeX = x + centerOffset; - - const rustleOffset = Math.sin(time / GRASS_CONFIG.RUSTLE_SPEED + index) * 5 * state.rustleAmount; - const baseWave = Math.sin(time / GRASS_CONFIG.WAVE_SPEED + index) * 2; - - drawBladeCurve( - ctx, bladeX, groundY, height, rustleOffset, baseWave, - bladeWidth, index % 2 === 0 ? color : shadowColor - ); -}; - -const drawBladeCurve = ( - ctx, bladeX, groundY, height, rustleOffset, baseWave, - bladeWidth, color -) => { - const cp1x = bladeX + rustleOffset + baseWave; - const cp1y = groundY - height / 2; - const cp2x = bladeX + rustleOffset * 1.5 + baseWave; - const cp2y = groundY - height; - - ctx.fillStyle = color; - ctx.beginPath(); - ctx.moveTo(bladeX, groundY); - ctx.quadraticCurveTo(cp1x, cp1y, cp2x, cp2y); - ctx.quadraticCurveTo(cp1x + bladeWidth, cp1y, bladeX + bladeWidth, groundY); - ctx.fill(); -}; - -// Collision detection helper -const checkCollision = (player, platform) => { - return player.x < platform.x + platform.width && - player.x + player.width > platform.x && - player.y < platform.y + platform.height && - player.y + player.height > platform.y; -}; - -// World physics helper -const handleWorldCollisions = (player, world) => { - let onGround = false; - - // Check ground collision first - const groundY = window.innerHeight - world.groundHeight; - if (player.y + player.height > groundY) { - player.y = groundY - player.height; - player.velocityY = 0; - onGround = true; - } - - // Then check platform collisions - for (const platform of world.platforms) { - if (checkCollision(player, platform)) { - // Calculate overlap on each axis - const overlapX = Math.min( - player.x + player.width - platform.x, - platform.x + platform.width - player.x - ); - const overlapY = Math.min( - player.y + player.height - platform.y, - platform.y + platform.height - player.y - ); - - // Resolve collision on the axis with smallest overlap - if (overlapX < overlapY) { - // Horizontal collision - if (player.x < platform.x) { - player.x = platform.x - player.width; - } else { - player.x = platform.x + platform.width; - } - player.velocityX = 0; - } else { - // Vertical collision - if (player.y < platform.y) { - player.y = platform.y - player.height; - player.velocityY = 0; - onGround = true; - } else { - player.y = platform.y + platform.height; - player.velocityY = 0; - } - } - } - } - - return { ...player, jumping: !onGround }; -}; - -class GrassState { - static create(x, height) { - return { - rustleAmount: 0, - rustleDecay: 0.95, - bladeCount: utils.getBladeCount(x, height) - }; - } - - static validate(state) { - if (!state.bladeCount || state.bladeCount < GRASS_CONFIG.MIN_BLADES) { - state.bladeCount = GRASS_CONFIG.MIN_BLADES; - } - return state; - } - - static update(state, distanceToPlayer, interactionDistance) { - if (distanceToPlayer < interactionDistance) { - state.rustleAmount = Math.min(1, state.rustleAmount + 0.3); - } else { - state.rustleAmount *= state.rustleDecay; - } - } -} - -const renderFirTree = (ctx, tree, groundY) => { - const { x, config } = tree; - const { width, height, canopyOffset, trunkColor, canopyColor } = config; - - // Setup - const greenColors = NATURE_COLORS.GREENS.filter(color => color !== canopyColor); - ctx.lineWidth = FIR_CONFIG.FEATHER_WIDTH; - - // Render trunk - FirTreeRenderer.renderTrunk( - ctx, x, width, height - (height - canopyOffset)/2, - groundY, trunkColor - ); - - const drawFeatheredTree = (baseWidth, baseY, tipY) => { - const featherLength = baseWidth * 0.3; - - for (let row = 0; row < FIR_CONFIG.ROW_COUNT; row++) { - const t = row / (FIR_CONFIG.ROW_COUNT - 1); - const rowY = baseY - (baseY - tipY) * t; - - const taper = utils.calculateTaper(t); - const rowWidth = baseWidth * taper; - - if (rowWidth < 2) continue; - - const featherCount = Math.max(2, Math.floor(FIR_CONFIG.FEATHERS_PER_ROW * taper)); - - // Render center column of needles - FirTreeRenderer.renderCenterNeedles(ctx, x, rowY, taper, featherLength, greenColors); - - // Render row needles - FirTreeRenderer.renderRowNeedles( - ctx, x, rowY, rowWidth, featherCount, t, - taper, featherLength, greenColors - ); - } - - // Render edge needles - FirTreeRenderer.renderEdgeNeedles( - ctx, x, baseWidth, baseY, tipY, featherLength, greenColors - ); - }; - - // Draw complete tree - drawFeatheredTree( - width * 1.2, - groundY - canopyOffset, - groundY - height * 1.1 - ); -}; |