Files
wownerogue/html/js/render/spGameRenderer.js
T
jwinterm e9650f9843 fix(render): reliable SP camera fill, clean wall torches, subtler wait juice
Camera: mount the render-kit host with inset:0 (fill #game-display) instead of
min(100%,78vh)+translate(-50%) centering. #game-display is grid-bounded (container is
100vh/overflow-hidden), so filling it gives the camera reliable clientWidth/Height every
frame — fixes the intermittent "player stranded in a top band, black below" off-centering.

Torches (in-game): drop the pack torch SPRITE composite — several sheets place it off-center/
rotated, reading as misaligned. Keep wall base + procedural RK.fx flame: a clean wall-mounted
torch that looks right in every pack.

Wait animations: shrink the juice bursts (18-24 -> 6-7 particles, spread 1.8-2.4 -> 0.6-0.7)
and remove the red death/caught bursts, so a grab/escape reads as a tight glint on the hero
instead of an explosion spraying onto the wall torches.
2026-07-12 21:08:16 -04:00

190 lines
8.1 KiB
JavaScript

// SP game render bridge (RK.SPGame) — renders the single-player DUNGEON through the render kit
// (Tiled / ASCII / Iso / 3D + unlocked packs) instead of the legacy ROT display, so a pack you
// bought applies in actual gameplay, not just the tavern. It mounts a renderer in a dedicated host
// inside #game-display and hides the legacy ROT canvases while a game is live; the retro splash /
// win / lose text screens still use ROT. If anything here is unavailable it returns false and the
// caller falls back to the legacy RenderEngine, so the live game can never hard-break.
(function (root) {
'use strict';
var RK = root.RK = root.RK || {};
var SP = RK.SPGame = RK.SPGame || {};
SP._renderer = null;
SP._mode = null;
SP._live = false;
function doc() { return root.document; }
function gameDisplay() { return doc() && doc().getElementById('game-display'); }
// A dedicated, SELF-SIZING child host so the RK canvas doesn't collide with the ROT canvas and
// doesn't depend on the ROT canvas for its dimensions (it's an aspect-ratio viewport the camera
// transform is clipped to).
function rkHost() {
var gd = gameDisplay();
if (!gd) return null;
var host = doc().getElementById('rk-game-host');
if (!host) {
host = doc().createElement('div');
host.id = 'rk-game-host';
// FILL #game-display exactly (inset:0). #game-display is a definite, grid-bounded height
// (the .container is height:100vh; overflow:hidden), so filling it gives the camera
// reliable clientWidth/clientHeight every frame. The earlier `min(78vh)` + translate(-50%)
// centering could resolve to a wrong/transient size, stranding the view in a top band.
host.style.cssText = 'display:none; position:absolute; inset:0;' +
' overflow:hidden; background:#0a0c0f; z-index:6; touch-action:none; cursor:grab;';
gd.appendChild(host);
}
return host;
}
SP.available = function () {
return !!(RK.createRenderer && RK.sceneFromGameState && gameDisplay());
};
SP.mode = function () {
if (!SP._mode) {
var m = (RK.loadMode && RK.loadMode('tiles')) || 'tiles';
SP._mode = (RK.canUseMode && !RK.canUseMode(m)) ? 'tiles' : m;
}
return SP._mode;
};
SP.setMode = function (mode) {
if (RK.canUseMode && !RK.canUseMode(mode)) return false;
SP._mode = mode;
if (RK.saveMode) RK.saveMode(mode);
SP._destroyRenderer();
if (SP._live && SP._lastState) SP.render(SP._lastState, SP._lastOpts);
return true;
};
// Re-mount after a pack switch (same mode, new active pack/assets).
SP.refreshPack = function () {
SP._destroyRenderer();
if (SP._live && SP._lastState) SP.render(SP._lastState, SP._lastOpts);
};
SP._destroyRenderer = function () {
if (SP._renderer && SP._renderer.destroy) { try { SP._renderer.destroy(); } catch (_) {} }
SP._renderer = null;
};
SP._ensureRenderer = function () {
if (SP._renderer) return SP._renderer;
var host = rkHost();
if (!host || !RK.createRenderer) return null;
SP._renderer = RK.createRenderer(SP.mode(), host, { cell: 24 });
// The camera owns the canvas transform (centre on the player), so position it absolutely
// and let it overflow — do NOT use RK.attachZoom (it fights this transform).
if (SP._renderer && SP._renderer.canvas) {
var c = SP._renderer.canvas;
c.style.position = 'absolute'; c.style.top = '0'; c.style.left = '0';
// Beat `.rotdis canvas { max-width:100% !important }` so the camera controls the size.
c.style.setProperty('max-width', 'none', 'important');
c.style.setProperty('image-rendering', 'pixelated', 'important');
}
if (!host._rkZoomBound) {
host._rkZoomBound = true;
host.addEventListener('wheel', function (ev) {
ev.preventDefault();
SP._zoom = Math.max(0.6, Math.min(4, (SP._zoom || 1.7) * Math.exp(-ev.deltaY * 0.0015)));
SP._applyCamera();
}, { passive: false });
}
return SP._renderer;
};
// Centre the (whole-scene) canvas on the player via a CSS transform, clipped to the host —
// renderer-agnostic (works for tiled / iso / 3d, each of which reports its own focusPoint).
SP._applyCamera = function () {
var r = SP._renderer;
var host = doc() && doc().getElementById('rk-game-host');
if (!r || !r.canvas || !host) return;
var scale = SP._zoom || 1.7;
var fp = r.focusPoint;
r.canvas.style.transformOrigin = '0 0';
if (!fp) { r.canvas.style.transform = 'scale(' + scale + ')'; return; }
var w = host.clientWidth || 640, h = host.clientHeight || 400;
var tx = w / 2 - fp.x * scale, ty = h / 2 - fp.y * scale;
// Smooth follow: glide toward the target so single steps aren't jerky; SNAP on a big jump
// (level-change teleport / a stale-then-updated focus) rather than slowly panning the map.
if (SP._camX == null || Math.abs(tx - SP._camX) > w || Math.abs(ty - SP._camY) > h) {
SP._camX = tx; SP._camY = ty;
} else {
SP._camX += (tx - SP._camX) * 0.3;
SP._camY += (ty - SP._camY) * 0.3;
}
r.canvas.style.transform = 'translate(' + SP._camX + 'px,' + SP._camY + 'px) scale(' + scale + ')';
};
function toggleLegacy(hide) {
var gd = gameDisplay();
if (!gd) return;
var kids = gd.children;
for (var i = 0; i < kids.length; i++) {
if (kids[i].id === 'rk-game-host') continue;
kids[i].style.display = hide ? 'none' : '';
}
}
// Show the render-kit view (hide the ROT splash canvases). Call on game start.
SP.show = function () {
if (!SP.available()) return false;
var host = rkHost();
if (!host) return false;
host.style.display = 'block';
toggleLegacy(true);
SP._live = true;
SP._camX = null; // snap-center on the first frame of a new game
SP._startCameraLoop();
return true;
};
// Re-apply the camera every frame while live — robust against the renderer resizing its canvas
// or a transient focusPoint, which was making the view snap to the corner mid-run.
SP._startCameraLoop = function () {
if (SP._camRaf != null) return;
function tick() {
if (!SP._live) { SP._camRaf = null; return; }
SP._applyCamera();
SP._camRaf = root.requestAnimationFrame(tick);
}
SP._camRaf = root.requestAnimationFrame(tick);
};
// Back to the ROT view (splash / win / lose). Call on game end.
SP.hide = function () {
SP._live = false;
SP._destroyRenderer();
var host = doc() && doc().getElementById('rk-game-host');
if (host) host.style.display = 'none';
toggleLegacy(false);
};
// Build the Scene from the SP client render-state and draw it. Returns true if it rendered
// (caller then skips the legacy renderer). Non-destructive on failure.
SP.render = function (clientState, opts) {
if (!SP._live || !SP.available()) return false;
var r = SP._ensureRenderer();
if (!r) return false;
opts = opts || {};
SP._lastState = clientState;
SP._lastOpts = opts;
try {
var scene = RK.sceneFromGameState(clientState, {
cryptoType: opts.cryptoType,
playerAppearance: opts.playerAppearance,
isSpectating: opts.isSpectating
});
r.render(scene);
SP._applyCamera();
return true;
} catch (e) {
if (root.console) console.warn('SPGame render failed; falling back to legacy:', e && e.message);
return false;
}
};
if (typeof module !== 'undefined' && module.exports) module.exports = SP;
})(typeof window !== 'undefined' ? window : this);