Files
jwinterm fad2a695bd Wownerogue
A browser-based roguelike synchronized with crypto block timing. A run is a race
against the next block: reach the exit before the block lands, or the house wins.
The same codebase runs the solo dungeon, the social Tavern, and operator-selected
PvP and race rulesets, with separate free and paid leaderboards.

Self-hostable under the MIT License. See README.md to run it, docs/ARCHITECTURE.md
for the design, and docs/DEPLOY.md to operate an instance.
2026-07-27 08:23:01 -04:00

658 lines
33 KiB
JavaScript

// IsoRenderer: canvas isometric projection using Kenney's Isometric Miniature Dungeon pack.
// It draws the same Scene as the top-down renderers, preserving the shared Room contract.
(function (root) {
'use strict';
function IsoRenderer(host, opts) {
opts = opts || {};
this.name = 'iso';
this.host = host;
this.assets = (root.RK && ((RK.activeIsoAssets && RK.activeIsoAssets()) || RK.isoAssets)) || {};
this.tileW = opts.tileW || (this.assets.tile && this.assets.tile.w) || 84;
this.tileH = opts.tileH || (this.assets.tile && this.assets.tile.h) || 42;
this.imageW = opts.imageW || (this.assets.tile && this.assets.tile.imageW) || 92;
this.imageH = opts.imageH || (this.assets.tile && this.assets.tile.imageH) || 184;
this.canvas = document.createElement('canvas');
this.canvas.className = 'rk-canvas';
this.ctx = this.canvas.getContext('2d');
this.cache = {};
this.tintCache = {};
this.shadeCache = {};
this.boundsCache = {};
this.last = {};
this.lastScene = null;
this.enabled = !(root.RK && RK.canUsePack && this.assets.pack && !RK.canUsePack(this.assets.pack));
this._raf = null;
this._animating = false;
host.appendChild(this.canvas);
if (this.enabled) this._preload();
}
IsoRenderer.prototype._load = function (url) {
if (!url) return null;
if (this.cache[url]) return this.cache[url];
var rec = this.cache[url] = { ready: false, img: new Image() };
var self = this;
rec.img.onload = function () { rec.ready = true; self._invalidate(); };
rec.img.onerror = function () { rec.error = true; };
rec.img.src = url;
return rec;
};
IsoRenderer.prototype._invalidate = function () {
if (this._raf || !this.lastScene) return;
var self = this;
this._raf = requestAnimationFrame(function () {
self._raf = null;
if (self.lastScene) self.render(self.lastScene);
});
};
IsoRenderer.prototype._preload = function () {
var tiles = this.assets.tiles || {};
for (var k in tiles) this._load(tiles[k]);
var self = this;
function loadCharacter(ch) {
if (!ch) return;
self._load(ch.idle);
(ch.run || []).forEach(self._load.bind(self));
}
var ch = this.assets.character || {};
loadCharacter(ch);
var dirs = this.assets.directions || {};
for (var d in dirs) loadCharacter(dirs[d]);
};
IsoRenderer.prototype._project = function (x, y, originX, originY) {
return {
x: originX + (x - y) * this.tileW / 2,
y: originY + (x + y) * this.tileH / 2
};
};
IsoRenderer.prototype._drawImage = function (img, cx, baseY, w, h) {
this.ctx.drawImage(img, cx - w / 2, baseY - h, w, h);
};
// Map a dungeon FEATURE entity (entrance/exit/treasure/item) to a pack tile: stairs for the
// entrance/exit, a chest for treasure/items. Null if the pack has no fitting tile, which falls
// back to a glyph.
IsoRenderer.prototype._featureTileUrl = function (e) {
var tiles = this.assets.tiles || {};
var c = e.char;
if (c === '<' || c === '>') return tiles.stairs || null;
if (c === '$' || c === '$W' || c === '$M') return tiles.chestClosed || tiles.chest || null;
return null;
};
// Stroked iso diamond outline, used to flag the floor cells the player can actually step to so
// ambiguous wall gaps are never mistaken for openings.
IsoRenderer.prototype._diamondOutline = function (cx, cy, color) {
var ctx = this.ctx, hw = this.tileW / 2, hh = this.tileH / 2;
ctx.save();
ctx.beginPath();
ctx.moveTo(cx, cy - hh); ctx.lineTo(cx + hw, cy); ctx.lineTo(cx, cy + hh); ctx.lineTo(cx - hw, cy);
ctx.closePath();
ctx.lineWidth = 2.5;
ctx.strokeStyle = color;
ctx.stroke();
ctx.restore();
};
// Draw a text glyph centered at a projected cell (feature fallback when no pack tile fits).
IsoRenderer.prototype._glyph = function (cx, cy, ch, color) {
var ctx = this.ctx;
ctx.save();
ctx.font = 'bold ' + Math.round(this.tileH * 0.95) + "px monospace";
ctx.textAlign = 'center'; ctx.textBaseline = 'middle';
ctx.fillStyle = color || '#fff';
ctx.fillText(ch, cx, cy);
ctx.restore();
};
// Flat iso diamond in the legend colour: the placeholder a tile draws while its pack image loads
// (or if an image is missing), so the view shows the dungeon shape instead of going black.
IsoRenderer.prototype._diamond = function (cx, cy, color) {
var ctx = this.ctx, hw = this.tileW / 2, hh = this.tileH / 2;
ctx.beginPath();
ctx.moveTo(cx, cy - hh); ctx.lineTo(cx + hw, cy); ctx.lineTo(cx, cy + hh); ctx.lineTo(cx - hw, cy);
ctx.closePath();
ctx.fillStyle = color; ctx.fill();
ctx.strokeStyle = 'rgba(0,0,0,0.28)'; ctx.lineWidth = 1; ctx.stroke();
};
// Soft contact shadow grounds props/characters so they don't float on the floor.
IsoRenderer.prototype._contactShadow = function (cx, cy, rx, ry) {
var ctx = this.ctx;
ctx.save();
ctx.globalAlpha = 0.28;
ctx.fillStyle = '#000';
ctx.beginPath();
ctx.ellipse(cx, cy, rx, ry, 0, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
};
// Warm pool of light cast onto the scene by a torch, the player's lantern or a beacon. Drawn
// additively after the tiles so it lights the floor, the props and the characters standing in
// it, which is what separates a lit room from a flat sprite collage.
IsoRenderer.prototype._lightPool = function (cx, cy, radius, inner, outer) {
var ctx = this.ctx;
// A non-finite emitter throws out of createRadialGradient and abandons the frame half-drawn.
// Lighting is decoration, so skip the bad pool and keep the dungeon.
if (!isFinite(cx) || !isFinite(cy) || !isFinite(radius) || radius <= 0) return;
var g = ctx.createRadialGradient(cx, cy, 0, cx, cy, radius);
g.addColorStop(0, inner);
g.addColorStop(0.45, outer);
g.addColorStop(1, 'rgba(0,0,0,0)');
ctx.save();
ctx.globalCompositeOperation = 'lighter';
ctx.fillStyle = g;
// The pool is squashed to the iso ground plane so it reads as light ON the floor rather
// than a sphere floating in front of the camera.
ctx.translate(cx, cy);
ctx.scale(1, this.tileH / this.tileW);
ctx.translate(-cx, -cy);
ctx.beginPath();
ctx.arc(cx, cy, radius, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
};
// Embers rising off a flame. Deterministic per torch (seeded by cell) so they don't reshuffle
// every frame; only the phase advances.
IsoRenderer.prototype._embers = function (cx, cy, seed, now) {
var ctx = this.ctx;
ctx.save();
ctx.globalCompositeOperation = 'lighter';
for (var i = 0; i < 4; i++) {
var phase = ((now / 1400) + (seed + i * 37) / 97) % 1;
var driftX = Math.sin((seed + i * 11) * 1.7 + phase * 6.28) * 7;
var y = cy - phase * 34;
var a = (1 - phase) * 0.5;
ctx.fillStyle = 'rgba(255,' + (150 + Math.floor(phase * 70)) + ',90,' + a.toFixed(3) + ')';
ctx.beginPath();
ctx.arc(cx + driftX, y, 1.5 * (1 - phase * 0.5), 0, Math.PI * 2);
ctx.fill();
}
ctx.restore();
};
// Crevice darkening on floor cells that touch a wall: a cheap ambient-occlusion cue. The
// gradient is clear in the middle of the cell and dark at its rim, so tiles tucked into a corner
// sit in shadow instead of looking like stickers laid on top of the ground.
IsoRenderer.prototype._wallAO = function (cx, cy, strength) {
var ctx = this.ctx, hw = this.tileW / 2, hh = this.tileH / 2;
var g = ctx.createRadialGradient(cx, cy, hw * 0.15, cx, cy, hw);
g.addColorStop(0, 'rgba(0,0,0,0)');
g.addColorStop(1, 'rgba(0,0,0,' + strength.toFixed(3) + ')');
ctx.save();
ctx.beginPath();
ctx.moveTo(cx, cy - hh); ctx.lineTo(cx + hw, cy); ctx.lineTo(cx, cy + hh); ctx.lineTo(cx - hw, cy);
ctx.closePath();
ctx.clip();
ctx.fillStyle = g;
ctx.fillRect(cx - hw, cy - hh, this.tileW, this.tileH);
ctx.restore();
};
// Warm radial vignette: an ambient tavern glow that darkens the edges and lifts the centre, so
// the flat canvas feels lit rather than pasted.
IsoRenderer.prototype._vignette = function () {
var ctx = this.ctx, w = this.canvas.width, h = this.canvas.height;
var g = ctx.createRadialGradient(w / 2, h * 0.46, Math.min(w, h) * 0.18,
w / 2, h * 0.46, Math.max(w, h) * 0.62);
g.addColorStop(0, 'rgba(255, 214, 150, 0.06)');
g.addColorStop(0.5, 'rgba(0, 0, 0, 0)');
g.addColorStop(1, 'rgba(0, 0, 0, 0.58)');
ctx.save();
ctx.globalCompositeOperation = 'source-over';
ctx.fillStyle = g;
ctx.fillRect(0, 0, w, h);
ctx.restore();
};
IsoRenderer.prototype._imageBounds = function (img) {
if (!img) return null;
var key = img.src || img._rkBoundsKey || null;
if (key && this.boundsCache[key]) return this.boundsCache[key];
var w = img.naturalWidth || img.width;
var h = img.naturalHeight || img.height;
var cv = document.createElement('canvas');
cv.width = w;
cv.height = h;
var ctx = cv.getContext('2d');
ctx.drawImage(img, 0, 0);
var data = ctx.getImageData(0, 0, w, h).data;
var minX = w, minY = h, maxX = -1, maxY = -1;
for (var y = 0; y < h; y++) {
for (var x = 0; x < w; x++) {
if (data[(y * w + x) * 4 + 3] < 8) continue;
if (x < minX) minX = x;
if (y < minY) minY = y;
if (x > maxX) maxX = x;
if (y > maxY) maxY = y;
}
}
var bounds = maxX < minX ? { x: 0, y: 0, w: w, h: h } : { x: minX, y: minY, w: maxX - minX + 1, h: maxY - minY + 1 };
if (key) this.boundsCache[key] = bounds;
return bounds;
};
IsoRenderer.prototype._drawSpriteImage = function (img, cx, baseY, h) {
var b = this._imageBounds(img);
if (!b) return;
var w = h * (b.w / b.h);
this.ctx.drawImage(img, b.x, b.y, b.w, b.h, cx - w / 2, baseY - h, w, h);
};
IsoRenderer.prototype._tintedImage = function (img, tint) {
if (!img || !tint) return img;
var key = img.src + '|' + tint;
if (this.tintCache[key]) return this.tintCache[key];
var cv = document.createElement('canvas');
cv.width = img.naturalWidth || img.width;
cv.height = img.naturalHeight || img.height;
var ctx = cv.getContext('2d');
ctx.drawImage(img, 0, 0);
ctx.globalCompositeOperation = 'source-atop';
ctx.globalAlpha = 0.42;
ctx.fillStyle = tint;
ctx.fillRect(0, 0, cv.width, cv.height);
ctx.globalAlpha = 1;
ctx.globalCompositeOperation = 'source-over';
cv._rkBoundsKey = key;
this.tintCache[key] = cv;
return cv;
};
// Darkened copy of a tile image, cached at quantized levels. Fog-of-war multiplies the sprite's
// own pixels toward black rather than dimming with globalAlpha: alpha makes remembered walls
// translucent, so the tiles behind them show through and the dungeon reads as a haze of
// overlapping ghosts. Shading keeps every tile opaque and merely unlit.
IsoRenderer.prototype._shadedImage = function (img, level) {
if (!img) return img;
var step = Math.max(0, Math.min(5, Math.round(level * 5)));
if (step >= 5) return img;
var key = (img.src || img._rkBoundsKey || '') + '|s' + step;
if (this.shadeCache[key]) return this.shadeCache[key];
var cv = document.createElement('canvas');
cv.width = img.naturalWidth || img.width;
cv.height = img.naturalHeight || img.height;
if (!cv.width || !cv.height) return img;
var ctx = cv.getContext('2d');
ctx.drawImage(img, 0, 0);
ctx.globalCompositeOperation = 'source-atop';
// A touch of blue in the shadow rather than flat black, so unlit stone reads cold.
ctx.fillStyle = 'rgba(6,10,20,' + (1 - step / 5).toFixed(3) + ')';
ctx.fillRect(0, 0, cv.width, cv.height);
ctx.globalCompositeOperation = 'source-over';
cv._rkBoundsKey = key;
this.shadeCache[key] = cv;
return cv;
};
IsoRenderer.prototype._skinTintFor = function (visual) {
var ap = visual && visual.appearance;
var skin = ap && ap.colors && ap.colors.skin;
if (!skin || skin === 'natural') return null;
var tones = root.RK && RK.CHAR_SKIN_TONES;
var tone = tones && tones[skin];
return (tone && tone.color) || null;
};
IsoRenderer.prototype._tileUrl = function (kind) {
var tiles = this.assets.tiles || {};
return tiles[kind] || tiles.fallback || tiles.floor;
};
// Deterministic per-cell hash: no RNG, so it is stable across frames and reloads.
function cellHash(x, y) {
var h = (x * 73856093) ^ (y * 19349663);
h = (h ^ (h >>> 13)) >>> 0;
return h / 4294967295;
}
// Wall-family kinds share edge-run detection so a window/door in a wall counts as wall.
var WALLISH = { wall: 1, window: 1, door: 1, archway: 1 };
IsoRenderer.prototype._isWall = function (scene, x, y) {
if (x < 0 || y < 0 || y >= scene.rows || x >= scene.cols) return false;
return !!WALLISH[scene.grid[y][x]];
};
// Iso walls have a facing. A segment running along grid-x uses the base (_S) rotation; one
// running along grid-y uses the perpendicular (`<kind>Y`, _W) rotation; a true corner (both
// axes present) uses the corner tile. Without the per-axis rotation, enclosing walls read as
// thin disconnected slabs on the y-running edges instead of continuous faces.
IsoRenderer.prototype._wallVariant = function (scene, x, y, kind) {
var tiles = this.assets.tiles || {};
var xRun = this._isWall(scene, x - 1, y) || this._isWall(scene, x + 1, y);
var yRun = this._isWall(scene, x, y - 1) || this._isWall(scene, x, y + 1);
if (xRun && yRun && kind === 'wall' && tiles.wallCorner) return 'wallCorner';
if (yRun && !xRun && tiles[kind + 'Y']) return kind + 'Y';
return kind;
};
// Sprinkle floor variants deterministically so the ground isn't a flat identical sea.
IsoRenderer.prototype._floorVariant = function (kind, x, y) {
var tiles = this.assets.tiles || {};
var r = cellHash(x, y);
if (kind === 'floor' && tiles.floorAlt && r > 0.86) return 'floorAlt';
if (kind === 'floor2' && tiles.stoneTile && r > 0.6) return 'stoneTile';
if (kind === 'floor2' && tiles.floor2Alt && r > 0.82) return 'floor2Alt';
return kind;
};
IsoRenderer.prototype._visualFor = function (e) {
var appearance = (e && e.appearance) || { avatar: (e && e.avatar) || 'default' };
if (root.RK && RK.avatarVisuals && RK.avatarVisuals.resolve) {
return RK.avatarVisuals.resolve(appearance, { projection: 'iso', context: 'tavern', entity: e });
}
if (root.RK && RK.resolveAppearance) return RK.resolveAppearance(e, 'iso');
return null;
};
IsoRenderer.prototype._charFrame = function (e, now) {
var visual = this._visualFor(e);
if (visual && visual.allowed === false) return null;
var dirs = this.assets.directions || {};
var key = e.id || 'anon';
var st = this.last[key] || (this.last[key] = { x: e.x, y: e.y, t: 0, facing: 'down' });
if (st.x !== e.x || st.y !== e.y) {
// Facing is inferred from the movement delta because the SP game does not send
// player.facing; only the tavern does. Explicit e.facing (tavern) wins below.
var ddx = e.x - st.x, ddy = e.y - st.y;
if (Math.abs(ddx) >= Math.abs(ddy)) st.facing = ddx > 0 ? 'right' : 'left';
else st.facing = ddy > 0 ? 'down' : 'up';
st.x = e.x; st.y = e.y; st.t = now;
}
var facing = (e && e.facing) || st.facing || 'down';
var moving = (now - st.t) < 360;
var ch = dirs[facing] || (visual && visual.character) || (this.assets.character || {});
if (!moving || !ch.run || ch.run.length === 0) return { url: ch.idle, character: ch, visual: visual };
this._animating = true;
return { url: ch.run[Math.floor(now / 80) % ch.run.length], character: ch, visual: visual };
};
IsoRenderer.prototype.render = function (scene) {
if (!scene) return;
this.lastScene = scene;
this._animating = false;
var margin = 28;
var originX = margin + scene.rows * this.tileW / 2 + this.tileW;
var originY = margin + this.imageH;
var wantW = Math.ceil((scene.cols + scene.rows) * this.tileW / 2 + margin * 2 + this.tileW * 2);
var wantH = Math.ceil((scene.cols + scene.rows) * this.tileH / 2 + this.imageH + margin * 2);
// Assign width/height only when they actually change. Assigning either one reallocates and
// clears the whole backing buffer, and this renderer re-runs every animation frame (the
// walkable pulse and the flames keep `_animating` set), so an unconditional assignment
// re-allocates a multi-megapixel canvas 60 times a second.
if (this.canvas.width !== wantW || this.canvas.height !== wantH) {
this.canvas.width = wantW;
this.canvas.height = wantH;
}
var ctx = this.ctx;
ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
ctx.fillStyle = scene.background || '#0a0c0f';
ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
ctx.imageSmoothingEnabled = true;
// Furniture kinds draw a floor tile as the base + the prop sprite on top (same idea as the
// tiled renderer's `over` compositing). Everything else is a plain ground/wall tile.
var PROP = { bar: 1, table: 1, chair: 1, keg: 1, shelf: 1, barrel: 1, crate: 1, chest: 1 };
var legend = scene.legend || {};
var items = [], x, y, kind, p, def;
for (y = 0; y < scene.rows; y++) {
for (x = 0; x < scene.cols; x++) {
kind = scene.grid[y][x];
def = legend[kind];
p = this._project(x, y, originX, originY);
items.push({ type: 'tile', kind: kind, x: x, y: y, sx: p.x, sy: p.y, depth: x + y });
if (PROP[kind]) {
items.push({ type: 'prop', kind: kind, x: x, y: y, sx: p.x, sy: p.y, depth: x + y + 0.25 });
}
// Fire fixtures (torch/hearth) and hazard tiles (lava/poison/spikes): a floor tile is
// the base, drawn above via fallback; RK.fx paints the animated flame or pulse.
if (def && (def.fx === 'fire' || def.hazard)) {
items.push({ type: 'fx', def: def, x: x, y: y, sx: p.x, sy: p.y, depth: x + y + 0.3 });
}
}
}
for (var i = 0; i < scene.entities.length; i++) {
var e = scene.entities[i];
p = this._project(e.x, e.y, originX, originY);
items.push({ type: 'entity', e: e, sx: p.x, sy: p.y, depth: e.x + e.y + 0.55 });
// Sticky camera target: the last value is kept if the player is momentarily absent.
// Multiplayer scenes mark one racer as cameraTarget so a later rival cannot steal it.
if (e.you || e.cameraTarget) { this.focusPoint = { x: p.x, y: p.y + this.tileH }; this._plx = e.x; this._ply = e.y; }
}
items.sort(function (a, b) { return a.depth === b.depth ? (a.y || 0) - (b.y || 0) : a.depth - b.depth; });
var now = Date.now();
// Light emitters collected while drawing, applied additively in one pass afterwards so the
// pools land on the floor, the props and the characters standing in them.
var lights = [];
for (i = 0; i < items.length; i++) {
var it = items[i];
if (it.type === 'tile') {
// Fog of war: unexplored cells are never rendered. They would otherwise fall back to
// the floor tile (`_tileUrl('dark')` resolves to tiles.floor) and reveal the whole map.
if (it.kind === 'dark') continue;
var tileKind = PROP[it.kind] ? 'floor' : it.kind;
if (WALLISH[tileKind]) tileKind = this._wallVariant(scene, it.x, it.y, tileKind);
else tileKind = this._floorVariant(tileKind, it.x, it.y);
var rec = this._load(this._tileUrl(tileKind));
// Cutaway: fade the walls sitting between the camera and the player (higher x+y, toward
// the SE camera, within a few cells) so they don't hide the player or the openings right
// in front of them. Iso occlusion otherwise makes near hallways impossible to read.
var cut = WALLISH[it.kind] && this._plx != null &&
it.x >= this._plx && it.y >= this._ply &&
(it.x + it.y) > (this._plx + this._ply) &&
((it.x - this._plx) + (it.y - this._ply)) <= 3;
// Fog fade: dim explored-but-distant tiles toward the near-black background so the
// remembered area melts into the dark with distance, matching the 2D modes.
var lb = (scene.lightGrid && scene.lightGrid[it.y] && scene.lightGrid[it.y][it.x] != null) ? scene.lightGrid[it.y][it.x] : 1;
// Cutaway walls stay alpha-faded so the floor shows through them. Everything else is
// shaded opaque, so distant stone is dark stone rather than a ghost.
ctx.globalAlpha = cut ? 0.28 : 1;
if (rec && rec.ready) {
var img = cut ? rec.img : this._shadedImage(rec.img, Math.max(0.16, lb));
this._drawImage(img, it.sx, it.sy + this.tileH, this.imageW, this.imageH);
} else {
ctx.globalAlpha = cut ? 0.28 : Math.max(0.16, lb);
this._diamond(it.sx, it.sy + this.tileH * 0.5, (legend[it.kind] && legend[it.kind].color) || '#3a4048');
}
// Walkable-floor pip: every visible floor cell gets a soft dot so walkable ground is
// explicit everywhere. A dark gap with no pip is unambiguously not floor, which stops
// iso wall gaps and voids from reading as holes you can walk into.
if (it.kind === 'floor' || it.kind === 'floor2') {
// Crevice shadow where this floor cell abuts stone. Cheap AO: the more walls
// around it, the deeper the cell sits in shadow.
var adj = (this._isWall(scene, it.x - 1, it.y) ? 1 : 0) + (this._isWall(scene, it.x + 1, it.y) ? 1 : 0) +
(this._isWall(scene, it.x, it.y - 1) ? 1 : 0) + (this._isWall(scene, it.x, it.y + 1) ? 1 : 0);
if (adj) {
ctx.globalAlpha = Math.max(0.14, lb);
this._wallAO(it.sx, it.sy + this.tileH * 0.5, Math.min(0.42, 0.14 * adj));
}
ctx.globalAlpha = Math.max(0.14, lb) * 0.5;
ctx.fillStyle = 'rgba(150,215,255,1)';
ctx.beginPath();
ctx.arc(it.sx, it.sy + this.tileH * 0.5, 2.4, 0, Math.PI * 2);
ctx.fill();
}
ctx.globalAlpha = 1;
} else if (it.type === 'prop') {
this._contactShadow(it.sx, it.sy + this.tileH * 1.4, 22, 9);
rec = this._load(this._tileUrl(it.kind));
if (rec && rec.ready) this._drawImage(rec.img, it.sx, it.sy + this.tileH, this.imageW, this.imageH);
} else if (it.type === 'fx' && root.RK && RK.fx) {
this._animating = true; // keep the RAF alive so the flame/pulse animates
var fcx = it.sx, fgy = it.sy + this.tileH * 1.15;
if (it.def.hazard) {
var hw = this.tileW / 2, hh = this.tileH / 2, hy = it.sy + this.tileH;
RK.fx.hazard(ctx, it.def.hazard, fcx, hy, this.tileW * 0.5, now, function (c) {
c.beginPath();
c.moveTo(fcx, hy - hh); c.lineTo(fcx + hw, hy);
c.lineTo(fcx, hy + hh); c.lineTo(fcx - hw, hy); c.closePath();
});
} else {
var fscale = this.tileW * (it.def.fxScale || 0.34) * 0.7;
RK.fx.fire(ctx, fcx, fgy, fscale, now, (it.x * 7 + it.y * 13) % 97);
var seed = (it.x * 7 + it.y * 13) % 97;
this._embers(fcx, fgy - this.tileH * 0.2, seed, now);
// Torch flames flicker, so the pool they cast has to flicker with them.
var flick = 0.82 + Math.sin(now / 95 + seed) * 0.12 + Math.sin(now / 41 + seed * 2) * 0.06;
lights.push({
x: fcx, y: it.sy + this.tileH, r: this.tileW * 1.75 * flick,
inner: 'rgba(255,168,74,' + (0.15 * flick).toFixed(3) + ')',
outer: 'rgba(196,96,26,' + (0.045 * flick).toFixed(3) + ')'
});
}
} else if (it.type === 'entity') {
// Dungeon features and items (entrance/exit/treasure/items) draw as tiles or glyphs,
// not avatars. The iso renderer is shared with the tavern, where every entity is an
// avatar, so without this branch the entrance draws as a character sprite.
if (it.e.kind === 'feature' || it.e.kind === 'item') {
var furl = this._featureTileUrl(it.e);
var frec = furl && this._load(furl);
if (frec && frec.ready) this._drawImage(frec.img, it.sx, it.sy + this.tileH, this.imageW, this.imageH);
else this._glyph(it.sx, it.sy + this.tileH * 0.4, it.e.char || '?', it.e.color || '#fff');
// Objectives beacon. Stairs and treasure are the only two things in the dungeon
// worth crossing a room for, so they get a slow breathing glow in their own
// colour: findable from across a dark hall without leaking the layout.
var beaconRGB = it.e.char === '<' ? '63,185,80'
: it.e.char === '>' ? '210,153,34'
: it.e.char && it.e.char.charAt(0) === '$' ? '251,191,36' : null;
if (beaconRGB) {
this._animating = true;
// Entity items carry the cell on `it.e`; `it.x` is set only on tile items, so
// reading it here would give a NaN radius.
var breathe = 0.55 + Math.sin(now / 620 + it.e.x) * 0.45;
lights.push({
x: it.sx, y: it.sy + this.tileH, r: this.tileW * (1.1 + breathe * 0.35),
inner: 'rgba(' + beaconRGB + ',' + (0.10 + breathe * 0.12).toFixed(3) + ')',
outer: 'rgba(' + beaconRGB + ',' + (0.03 + breathe * 0.04).toFixed(3) + ')'
});
}
continue;
}
this._contactShadow(it.sx, it.sy + this.tileH * 1.15, 18, 7);
var frame = this._charFrame(it.e, now);
rec = this._load(frame && frame.url);
if (rec && rec.ready) {
var ch = frame.character || this.assets.character || {};
// Monsters use the same character art, so they are tinted red to avoid reading as
// a second player following you around.
var tint = it.e.kind === 'monster' ? '#f85149' : this._skinTintFor(frame.visual);
this._drawSpriteImage(this._tintedImage(rec.img, tint), it.sx, it.sy + this.tileH * 0.95, ch.imageH || 92);
} else {
ctx.beginPath();
ctx.arc(it.sx, it.sy, 8, 0, Math.PI * 2);
ctx.fillStyle = it.e.color || '#d7dbe0';
ctx.fill();
}
if (it.e.you) {
ctx.strokeStyle = 'rgba(255,255,255,0.85)';
ctx.lineWidth = 2;
ctx.beginPath();
ctx.ellipse(it.sx, it.sy + this.tileH * 0.7, 20, 8, 0, 0, Math.PI * 2);
ctx.stroke();
}
if (it.e.label) {
ctx.fillStyle = '#d7dbe0';
ctx.font = '11px monospace';
ctx.textAlign = 'center';
ctx.fillText(it.e.label, it.sx, it.sy - 62);
}
}
}
// Walkability affordance: the iso wall tiles leave ambiguous gaps that read as doorways, so
// the floor cells the player can actually step to (orthogonally adjacent, walkable and
// explored) get a soft pulsing outline. That cue holds regardless of how the walls render.
if (this._plx != null) {
var pulse = 0.30 + Math.sin(now / 320) * 0.18;
var nbrs = [[0, -1], [0, 1], [-1, 0], [1, 0]];
for (var ni = 0; ni < nbrs.length; ni++) {
var nx = this._plx + nbrs[ni][0], ny = this._ply + nbrs[ni][1];
if (ny < 0 || nx < 0 || !scene.grid[ny] || nx >= scene.cols) continue;
var nk = scene.grid[ny][nx];
if (nk === 'wall' || nk === 'dark' || nk === 'torch' || nk === undefined) continue;
var np = this._project(nx, ny, originX, originY);
this._diamondOutline(np.x, np.y + this.tileH * 0.5, 'rgba(130,220,255,' + pulse + ')');
}
this._animating = true; // keep the pulse animating between game updates
}
// The player carries a lantern. Its pool is drawn last of the emitters so it always wins in
// the cell you actually occupy, and it breathes slightly so a still player isn't a static image.
if (this.focusPoint) {
var lantern = 0.9 + Math.sin(now / 170) * 0.07 + Math.sin(now / 73) * 0.03;
lights.push({
x: this.focusPoint.x, y: this.focusPoint.y, r: this.tileW * 2.7 * lantern,
inner: 'rgba(255,214,158,' + (0.115 * lantern).toFixed(3) + ')',
outer: 'rgba(210,140,70,' + (0.04 * lantern).toFixed(3) + ')'
});
this._animating = true;
}
for (var lg = 0; lg < lights.length; lg++) {
var L = lights[lg];
this._lightPool(L.x, L.y, L.r, L.inner, L.outer);
}
// Colour-temperature separation: everything the player can currently see is warm torchlight,
// while explored-but-remembered parts get a cold blue wash. Alpha alone reads as "far away";
// the temperature shift reads as "remembered".
this._memoryWash(scene, originX, originY);
this._vignette();
if (this._animating) this._invalidate();
};
// Cold blue overlay on explored-but-not-currently-visible cells.
IsoRenderer.prototype._memoryWash = function (scene, originX, originY) {
var light = scene.lightGrid;
if (!light) return;
var ctx = this.ctx, hw = this.tileW / 2, hh = this.tileH / 2;
ctx.save();
ctx.globalCompositeOperation = 'source-atop';
// The wash must be a dark blue. A mid-tone blue lifts the already-darkened memory tiles
// brighter than the torchlit centre, inverting the depth hierarchy so remembered rooms glow
// and the room the player stands in recedes.
ctx.fillStyle = 'rgba(16,28,52,1)';
for (var y = 0; y < scene.rows; y++) {
for (var x = 0; x < scene.cols; x++) {
var kind = scene.grid[y] && scene.grid[y][x];
if (!kind || kind === 'dark') continue;
var lb = (light[y] && light[y][x] != null) ? light[y][x] : 1;
if (lb >= 0.3) continue; // currently lit, so leave it warm
var p = this._project(x, y, originX, originY), cy = p.y + hh;
ctx.globalAlpha = 0.45 * (1 - lb / 0.3);
ctx.beginPath();
ctx.moveTo(p.x, cy - hh); ctx.lineTo(p.x + hw, cy);
ctx.lineTo(p.x, cy + hh); ctx.lineTo(p.x - hw, cy);
ctx.closePath();
ctx.fill();
}
}
ctx.restore();
};
IsoRenderer.prototype.destroy = function () {
if (this._raf) cancelAnimationFrame(this._raf);
if (this.canvas && this.canvas.parentNode) this.canvas.parentNode.removeChild(this.canvas);
this.canvas = null;
this.ctx = null;
this.cache = {};
this.tintCache = {};
this.shadeCache = {};
this.boundsCache = {};
this.last = {};
this.lastScene = null;
};
root.RK = root.RK || {};
root.RK.IsoRenderer = IsoRenderer;
})(window);