Start implementing torches and light and add some new tiles

This commit is contained in:
jwinterm
2025-05-26 07:55:03 -04:00
parent 32a7201548
commit ab67728fb2
11 changed files with 467 additions and 33 deletions
+9 -4
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@@ -141,7 +141,9 @@ var GameState = {
for (let y_scan = 0; y_scan < screenHeight; y_scan++) {
if (this._map[y_scan]) {
for (let x_scan = 0; x_scan < screenWidth; x_scan++) {
if (this._map[y_scan][x_scan] === 0) { // Find first floor tile
const tile = this._map[y_scan][x_scan];
// Check for both legacy (0) and new ("'1", "'2") floor tiles
if (tile === 0 || tile === "'1" || tile === "'2") {
this._player.x = x_scan;
this._player.y = y_scan;
console.warn(`Player moved to fallback position: (${this._player.x}, ${this._player.y})`);
@@ -167,8 +169,9 @@ var GameState = {
if (!this._map[y] || this._map[y][x] === undefined) {
return false; // Unknown tiles block light
}
// Tile type 0 = floor (transparent), 1 = wall (blocks light)
return this._map[y][x] === 0;
const tile = this._map[y][x];
// Check for both legacy (0) and new ("'1", "'2") floor tiles
return tile === 0 || tile === "'1" || tile === "'2";
}.bind(this));
// If map was NOT built from initialVisibleTiles, compute FOV now
@@ -355,7 +358,9 @@ var GameState = {
this._visibleTiles = {};
const fov = new ROT.FOV.PreciseShadowcasting(function(x, y) {
return this._map[y] && this._map[y][x] === 0; // 0 = passable, 1 = wall
const tile = this._map[y] && this._map[y][x];
// Check for both legacy (0) and new ("'1", "'2") floor tiles
return tile === 0 || tile === "'1" || tile === "'2";
}.bind(this));
fov.compute(this._player.x, this._player.y, 6, function(x, y, r, visibility) {
+59 -4
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@@ -20,16 +20,39 @@ var options = {
tileWidth: 32, // Width of a single tile in pixels
tileHeight: 32, // Height of a single tile in pixels
tileSet: tileSet,
// GAME CONFIGURATION - Change these to select different assets
gameConfig: {
playerType: "@", // Options: "@", "@2"
treasureType: "$W", // Options: "$W" (Wownero), "$M" (Monero), "$B" (Bitcoin), "$" (Regular)
monsterType: "~", // Options: "~", "~2"
// Floor tile configuration
primaryFloor: "'1", // Main floor tile (99% of floors)
secondaryFloor: "'2", // Alt floor tile (1% of floors)
floorVariation: 0.01, // Percentage of secondary floor tiles (0.01 = 1%)
// Torch configuration
torchEnabled: true, // Enable/disable torch placement
torchDensity: 0.15, // Percentage of wall tiles that get torches (0.15 = 15%)
torchTile: "torch" // Torch tile identifier
},
tileMap: {
// Keep your existing tile mappings
"'": [0, 0], // Floor
"'1": [0, 0], // Floor
">": [32, 0], // Exit
"@": [64, 0], // Player
"~": [96, 0], // Monster
"$W": [960, 0], // Wownero Treasure
"$M": [992, 0], // Monero Treasure
"'2": [1024, 0], // Alt floor
"<": [0, 32], // Entrance
"=": [32, 32], // Monster Entrance
"#": [64, 32], // Wall
"$": [96, 32], // Treasure
"$B": [96, 32], // Bitcoin Treasure
"@2": [960, 32], // Player Alt
"~2": [992, 32], // Monster Alt
"torch": [1024, 32], // Torch
// ... include all other necessary character mappings ...
"a": [128, 0],
"b": [160, 0],
@@ -109,11 +132,13 @@ var options = {
"^": [736, 64],
")": [768, 64],
"[": [800, 64],
"]": [832, 64],
"$": [832, 64], // remap to regular dollar sign
"{": [864, 64],
"%": [896, 64],
"^": [928, 64],
" ": [992, 64]
"\'": [960, 64], // New quotes mapping
"\"": [992, 64],
" ": [1024, 64]
}
};
@@ -121,3 +146,33 @@ var options = {
window.tileSet = tileSet;
window.tileMap = options.tileMap;
window.options = options;
// Helper functions to get configured tile types
window.GameTiles = {
getPlayerTile: function() {
return options.gameConfig.playerType;
},
getTreasureTile: function() {
return options.gameConfig.treasureType;
},
getMonsterTile: function() {
return options.gameConfig.monsterType;
},
getFloorTile: function(useVariation = false) {
if (useVariation && Math.random() < options.gameConfig.floorVariation) {
return options.gameConfig.secondaryFloor;
}
return options.gameConfig.primaryFloor;
},
getTorchTile: function() {
return options.gameConfig.torchTile;
},
shouldPlaceTorch: function() {
return options.gameConfig.torchEnabled && Math.random() < options.gameConfig.torchDensity;
}
};
+41 -12
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@@ -24,10 +24,17 @@ var RenderEngine = {
const entrance = gameState.entrance;
const exit = gameState.exit;
const treasure = gameState.treasure;
const torches = gameState.torches || []; // New torch positions
const visibleTiles = gameState.visibleTiles || {};
const exploredTiles = gameState.exploredTiles || {};
const message = gameState.message;
// Get configured tile types from options
const playerTile = window.GameTiles ? window.GameTiles.getPlayerTile() : '@';
const treasureTile = window.GameTiles ? window.GameTiles.getTreasureTile() : '$W';
const monsterTile = window.GameTiles ? window.GameTiles.getMonsterTile() : '~';
const torchTile = window.GameTiles ? window.GameTiles.getTorchTile() : 'torch';
const playerWX = player.x;
const playerWY = player.y;
const centerX = Math.floor(this._screenWidth / 2);
@@ -54,26 +61,40 @@ var RenderEngine = {
tileType = visibleTiles[wy][wx];
baseFg = this.defaultFg;
if (tileType === 1) {
// Handle new string-based tile system
if (tileType === '#') {
baseChar = '#'; // Wall
} else if (tileType === "'1" || tileType === "'2") {
baseChar = tileType; // Use the specific floor tile type
} else if (tileType === 'torch') {
baseChar = '#'; // Torch tiles are walls with torches on top
} else if (tileType === 1) {
baseChar = '#'; // Legacy wall support
} else if (tileType === 0) {
baseChar = "'"; // Floor
baseChar = "'1"; // Legacy floor support - use primary floor
} else {
baseChar = "'"; // Default to floor for safety
tileType = 0;
// Use the tile type directly if it's a string
baseChar = tileType || "'1"; // Default to primary floor for safety
}
} else if (exploredTiles[wy] && exploredTiles[wy][wx] !== undefined) {
tileType = exploredTiles[wy][wx];
baseFg = this.defaultFg;
if (tileType === 1) {
// Handle new string-based tile system for explored tiles
if (tileType === '#') {
baseChar = '#'; // Wall
} else if (tileType === "'1" || tileType === "'2") {
baseChar = tileType; // Use the specific floor tile type
} else if (tileType === 'torch') {
baseChar = '#'; // Torch tiles are walls with torches on top
} else if (tileType === 1) {
baseChar = '#'; // Legacy wall support
} else if (tileType === 0) {
baseChar = "'"; // Floor
baseChar = "'1"; // Legacy floor support - use primary floor
} else {
baseChar = "'"; // Default to floor for safety
tileType = 0;
// Use the tile type directly if it's a string
baseChar = tileType || "'1"; // Default to primary floor for safety
}
} else {
// No visible or explored tile - render empty space
@@ -125,21 +146,28 @@ var RenderEngine = {
// Render treasure
if (treasure && treasure[0] === wx && treasure[1] === wy && this.isVisible(wx, wy, visibleTiles)) {
charStack.push('$');
charStack.push(treasureTile);
fgStack.push("transparent"); // Use transparent for now
bgStack.push("transparent");
}
// Render torches (check if this tile has a torch)
if (this.isVisible(wx, wy, visibleTiles) && visibleTiles[wy][wx] === 'torch') {
charStack.push(torchTile);
fgStack.push("transparent"); // Use transparent for now
bgStack.push("transparent");
}
// Render monster
if (monster && monster.x === wx && monster.y === wy && this.isVisible(wx, wy, visibleTiles)) {
charStack.push('~');
charStack.push(monsterTile);
fgStack.push("transparent"); // Use transparent for now
bgStack.push("transparent");
}
// Render player (always on top)
if (wx === playerWX && wy === playerWY) {
charStack.push('@');
charStack.push(playerTile);
fgStack.push("transparent"); // Use transparent for now
bgStack.push("transparent");
}
@@ -152,7 +180,8 @@ var RenderEngine = {
// Validate characters are in tileMap
for (let i = 0; i < charStack.length; i++) {
if (!charStack[i] || (window.options?.tileMap && !window.options.tileMap.hasOwnProperty(charStack[i]))) {
charStack[i] = "'";
// Default to primary floor if tile not found
charStack[i] = "'1";
}
if (!fgStack[i]) fgStack[i] = "transparent";
if (!bgStack[i]) bgStack[i] = "transparent";
+1 -1
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@@ -45,7 +45,7 @@ const UI = {
// After animations are complete, set static text
setTimeout(function() {
$('#banner, #bannercursor').fadeOut(500, function() {
$('#staticbanner').text("THE WOWNGEON");
$('#staticbanner').text("WOWGUE - A Wownero Roguelike").fadeIn(500);
});
}, 14000);
},
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