Render actual generated dungeons through the AI pipeline — both top-down and first-person (Eye-of-the-Beholder style) — instead of synthetic test depth. All renderer-side: derived from the envelope's tiles+regions+theme, the core stores none of it. - depth.js: top-down height-field depth exporter (walls raised, pools recessed, pillars as bumps, subtle per-theme relief), calibrated to the proven room_depth levels so one tall room can't crush every floor dark. - fpv.js: first-person depth via a Wolfenstein-style grid raycaster (16:9), reports straight-ahead distance for opening detection. - explore.js: room->room nav graph derived from REAL tile openings (scan boundary gaps, bin by cardinal, flood the corridor to the destination room) — nav + open share one source of truth with the rendered passages. - bake_atlas.py: bakes per-room x4-facing pixel-art frames; per-theme + per-facing (wall vs passage) prompts, fixed diffusion seed for cross-frame style coherence, per-run unique prefixes so re-bakes don't silently skip. - explore.html + explore-viewer.js: WASD first-person dungeon explorer (room-to-room movement, turning, minimap), integer-pixel fullscreen. - serve.py: stdlib dev server — static web root + /out tree + POST /save, no-store. - main.js/render.js/style.css: export hooks, the depth button, distanceToWall export. - tools/README.md: Stage 0/1/2/3 docs; .dev/2026-06-01-fpv-prompts.md: prompt research (cfg-1 negatives are inert; trigger words summon hands; empty-ruin reframe; fixed seed = consistency). Proven end-to-end on seed 7 (17 rooms). Outputs organized under git-ignored tools/out/. Control strength: 0.80-0.85 top-down, 0.85 first-person. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
506 lines
22 KiB
JavaScript
506 lines
22 KiB
JavaScript
// render.js — atmospheric Canvas 2D renderer for reikhelm map envelopes.
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//
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// This module is a *renderer*: it reads the JSON envelope the WASM bridge
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// produces (tiles as integer codes, regions, edges) and paints it. It holds NO
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// generation logic and knows nothing about how a dungeon is built — exactly the
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// same contract the Rust renderers honor. All art (color, light, depth) lives
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// here; the core stores none of it.
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const WALL = 0, FLOOR = 1, DOOR = 2, PILLAR = 3, WATER = 4, LAVA = 5;
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// Palette — renderer-owned. Warm stone on near-black, amber thresholds.
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const PAL = {
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bg: '#07070a',
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stoneWarm: [158, 144, 118],
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stoneCool: [118, 122, 136],
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wallBody: [40, 37, 47], // visible dark slate (distinct from the void bg)
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wallTop: [92, 84, 100], // lit top edge of a raised wall block
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wallFace: [58, 53, 64], // lit vertical face at the base of a wall
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wallRim: [120, 110, 128], // rim where stone meets carved floor
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doorWarm: [212, 165, 74],
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doorDark: [120, 84, 32],
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pillarTop: [122, 112, 100], // lit top-left of a stone column
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pillarBody: [60, 54, 54], // shadowed lower-right
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waterDeep: [30, 70, 104], // deep pool
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waterShallow: [66, 120, 152], // sheen
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lavaCrust: [120, 32, 10], // cooled crust
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lavaHot: [255, 152, 48], // molten core
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entrance: [96, 214, 124], // green beacon
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exit: [96, 200, 232], // cyan portal
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treasure: [242, 202, 92], // gold
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monster: [226, 84, 72], // crimson
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outlineRoom: 'rgba(122, 184, 240, 0.85)',
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outlineCorr: 'rgba(150, 150, 170, 0.40)',
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edge: 'rgba(232, 96, 84, 0.85)',
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grid: 'rgba(255,255,255,0.045)',
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};
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// Room themes — renderer-owned palette keyed by the wire theme id. Each theme
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// retints a room's floor (`floor`) and wall rim (`accent`) and biases its torch
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// warmth (`warm`, where 0.5 reproduces the untinted baseline). All floor values
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// sit in the ~90..170/channel band so the lighting model reads unchanged —
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// themes shift hue/temperature, never brightness. `glyph`/`label` feed the page
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// legend. Tuned by eye against the warm-stone base.
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export const THEMES = {
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forge: { floor: [150, 98, 70], accent: [228, 118, 50], warm: 1.0, glyph: '🔥', label: 'Forge' },
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cistern: { floor: [98, 116, 134], accent: [84, 148, 178], warm: 0.12, glyph: '💧', label: 'Cistern' },
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hall: { floor: [144, 136, 118], accent: [190, 162, 104], warm: 0.6, glyph: '🏛', label: 'Hall' },
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throne: { floor: [120, 100, 140], accent: [202, 142, 200], warm: 0.5, glyph: '👑', label: 'Throne' },
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threshold: { floor: [126, 138, 128], accent: [116, 192, 148], warm: 0.42, glyph: '🚪', label: 'Threshold' },
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vault: { floor: [142, 132, 102], accent: [216, 184, 92], warm: 0.6, glyph: '💰', label: 'Vault' },
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library: { floor: [138, 120, 94], accent: [120, 90, 60], warm: 0.68, glyph: '📜', label: 'Library' },
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den: { floor: [120, 96, 90], accent: [186, 92, 80], warm: 0.4, glyph: '⚔', label: 'Den' },
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crypt: { floor: [106, 112, 130], accent: [126, 138, 168], warm: 0.08, glyph: '💀', label: 'Crypt' },
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stone: { floor: [138, 133, 127], accent: [120, 110, 128], warm: 0.5, glyph: '⛏', label: 'Stone' },
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};
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// Lighting tunables (tweaked by eye via screenshots).
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const LIGHT = {
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ambient: 0.44, // floor brightness with no room glow
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corridorFloor: 0.36, // ambient for cells in no room (corridors)
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glow: 0.78, // peak extra brightness at a room's lit core
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aoFloor: 0.64, // brightness multiplier right next to a wall
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aoDepth: 2.6, // cells from wall at which AO is fully open
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maxB: 1.2, // clamp so highlights don't blow out
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vignette: 0.30, // strength of the screen-edge darkening
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lavaGlow: 0.75, // brightness lava adds to nearby floor
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lavaRadius: 6, // how far (cells) lava light reaches
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};
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// --- small helpers -------------------------------------------------------
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function lerp(a, b, t) { return a + (b - a) * t; }
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function lerp3(a, b, t) { return [lerp(a[0], b[0], t), lerp(a[1], b[1], t), lerp(a[2], b[2], t)]; }
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function scale3(c, s) { return [c[0] * s, c[1] * s, c[2] * s]; }
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function rgb(c) { return `rgb(${c[0] | 0},${c[1] | 0},${c[2] | 0})`; }
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// Deterministic per-cell value noise in [0,1) — stable floor texture.
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function hash2(x, y) {
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let h = (Math.imul(x | 0, 374761393) + Math.imul(y | 0, 668265263)) >>> 0;
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h = (Math.imul(h ^ (h >>> 13), 1274126177)) >>> 0;
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return (h >>> 0) % 1000 / 1000;
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}
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// Resolve the stage to draw: snapshots[stage], defaulting to the final stage.
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export function getStage(env, stage) {
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const snaps = env.snapshots || [];
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if (snaps.length === 0) {
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return { tiles: env.tiles, regions: env.regions, edges: env.edges, label: 'final' };
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}
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const i = Math.max(0, Math.min(snaps.length - 1, stage ?? snaps.length - 1));
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return snaps[i];
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}
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// --- precomputed fields --------------------------------------------------
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// Multi-source BFS distance (in cells) from every floor cell to the nearest
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// wall. Wall cells are 0; open cells grow outward. Drives ambient occlusion
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// here, and crevice AO in the depth-map exporter (depth.js) — hence exported.
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export function distanceToWall(tiles, w, h) {
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const dist = new Float32Array(w * h).fill(Infinity);
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const q = new Int32Array(w * h);
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let tail = 0;
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for (let y = 0; y < h; y++) {
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for (let x = 0; x < w; x++) {
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if (tiles[y][x] === WALL) { dist[y * w + x] = 0; q[tail++] = y * w + x; }
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}
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}
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let head = 0;
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while (head < tail) {
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const idx = q[head++];
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const d = dist[idx];
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const x = idx % w, y = (idx / w) | 0;
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if (x > 0) { const n = idx - 1; if (dist[n] > d + 1) { dist[n] = d + 1; q[tail++] = n; } }
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if (x < w - 1) { const n = idx + 1; if (dist[n] > d + 1) { dist[n] = d + 1; q[tail++] = n; } }
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if (y > 0) { const n = idx - w; if (dist[n] > d + 1) { dist[n] = d + 1; q[tail++] = n; } }
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if (y < h - 1) { const n = idx + w; if (dist[n] > d + 1) { dist[n] = d + 1; q[tail++] = n; } }
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}
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return dist;
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}
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// Per-cell room glow in [0,1]: bright at each room's core, fading to its edge.
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// Applied per-region over that region's own cells, so light never bleeds
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// through a wall into the next room — cheap, and it makes rooms pool light.
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function roomGlow(regions, w, h) {
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const glow = new Float32Array(w * h).fill(0);
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for (const r of regions) {
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if (r.kind !== 'Room' || !r.cells || r.cells.length === 0) continue;
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let cx = 0, cy = 0;
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for (const [x, y] of r.cells) { cx += x; cy += y; }
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cx /= r.cells.length; cy /= r.cells.length;
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const radius = Math.max(2.2, Math.sqrt(r.cells.length) * 0.78);
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for (const [x, y] of r.cells) {
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const dx = x - cx, dy = y - cy;
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const dd = Math.sqrt(dx * dx + dy * dy);
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const g = Math.max(0, 1 - dd / (radius * 1.7));
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const i = y * w + x;
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if (g > glow[i]) glow[i] = g;
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}
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}
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return glow;
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}
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// Per-cell theme lookup: map every cell of a themed Room region to its theme
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// object (from THEMES), null elsewhere (corridors, unthemed rooms, pre-themer
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// snapshot stages). Rooms don't overlap, so the assignment is unambiguous.
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function themeField(regions, w, h) {
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const field = new Array(w * h).fill(null);
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for (const r of regions) {
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if (r.kind !== 'Room' || !r.theme || !r.cells) continue;
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const th = THEMES[r.theme];
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if (!th) continue;
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for (const [x, y] of r.cells) {
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if (x >= 0 && y >= 0 && x < w && y < h) field[y * w + x] = th;
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}
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}
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return field;
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}
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// Multi-source BFS distance (in cells) from lava to each open cell — lava light
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// pools out through open space and is blocked by walls. Returns null if there's
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// no lava (so the caller can skip the warm-light contribution entirely).
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function lavaLightField(tiles, w, h) {
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const dist = new Float32Array(w * h).fill(Infinity);
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const q = new Int32Array(w * h);
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let tail = 0;
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for (let y = 0; y < h; y++) {
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for (let x = 0; x < w; x++) {
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if (tiles[y][x] === LAVA) { dist[y * w + x] = 0; q[tail++] = y * w + x; }
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}
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}
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if (tail === 0) return null;
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let head = 0;
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while (head < tail) {
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const idx = q[head++];
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const d = dist[idx];
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if (d >= LIGHT.lavaRadius) continue; // cap how far the glow travels
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const x = idx % w, y = (idx / w) | 0;
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const step = (nx, ny) => {
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if (nx < 0 || ny < 0 || nx >= w || ny >= h || tiles[ny][nx] === WALL) return;
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const n = ny * w + nx;
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if (dist[n] > d + 1) { dist[n] = d + 1; q[tail++] = n; }
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};
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step(x + 1, y); step(x - 1, y); step(x, y + 1); step(x, y - 1);
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}
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return dist;
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}
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// --- main entry ----------------------------------------------------------
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// Draw `env` at stage `opts.stage` into a `vw`×`vh` viewport (CSS pixels).
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export function renderMap(ctx, vw, vh, env, opts = {}) {
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const { tiles, regions, edges } = getStage(env, opts.stage);
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const w = env.width, h = env.height;
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ctx.fillStyle = PAL.bg;
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ctx.fillRect(0, 0, vw, vh);
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if (!tiles || w === 0 || h === 0) return null;
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// Layout: integer cell size, centered (letterboxed).
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const pad = 18;
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const cell = Math.max(2, Math.floor(Math.min((vw - pad * 2) / w, (vh - pad * 2) / h)));
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const gw = cell * w, gh = cell * h;
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const ox = Math.floor((vw - gw) / 2);
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const oy = Math.floor((vh - gh) / 2);
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const layout = { cell, ox, oy, w, h };
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const lit = opts.lighting !== false;
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const dist = lit ? distanceToWall(tiles, w, h) : null;
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const glow = lit ? roomGlow(regions, w, h) : null;
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const lavaField = lit ? lavaLightField(tiles, w, h) : null;
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const tfield = opts.themes !== false ? themeField(regions, w, h) : null;
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const px = (x) => ox + x * cell;
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const py = (y) => oy + y * cell;
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const isFloor = (x, y) => x >= 0 && y >= 0 && x < w && y < h && tiles[y][x] !== WALL;
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const isWall = (x, y) => x < 0 || y < 0 || x >= w || y >= h || tiles[y][x] === WALL;
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// 1) Terrain: lit stone for floor/door/pillar-underlay, plus water and lava
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// pools. Lava is self-lit and also throws warm light onto nearby floor.
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for (let y = 0; y < h; y++) {
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for (let x = 0; x < w; x++) {
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const t = tiles[y][x];
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if (t === WALL) continue;
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const i = y * w + x;
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const X = px(x), Y = py(y);
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// Lava: molten rock, drawn bright regardless of ambient light.
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if (t === LAVA) {
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const f = hash2(x * 7 + 2, y * 5 + 9);
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ctx.fillStyle = rgb(lerp3(PAL.lavaHot, PAL.lavaCrust, 0.2 + 0.6 * f));
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ctx.fillRect(X, Y, cell, cell);
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continue;
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}
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let b, g = 0, lavaB = 0;
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if (lit) {
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const ao = Math.min(1, dist[i] / LIGHT.aoDepth);
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const aoMul = lerp(LIGHT.aoFloor, 1, ao);
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g = glow[i];
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if (lavaField) lavaB = Math.max(0, 1 - lavaField[i] / LIGHT.lavaRadius);
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const ambient = g > 0 ? LIGHT.ambient : LIGHT.corridorFloor;
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b = Math.min(LIGHT.maxB, (ambient + LIGHT.glow * g + LIGHT.lavaGlow * lavaB) * aoMul);
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} else {
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b = 0.85;
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}
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// Water: a cool, reflective pool — darker than stone with a faint sheen.
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if (t === WATER) {
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const f = hash2(x * 5 + 1, y * 9 + 4);
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const base = lerp3(PAL.waterDeep, PAL.waterShallow, 0.35 + 0.4 * f);
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ctx.fillStyle = rgb(scale3(base, 0.7 + 0.5 * b));
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ctx.fillRect(X, Y, cell, cell);
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continue;
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}
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// Floor / door / pillar underlay: lit stone, warmed by torch + lava light.
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// A themed room substitutes its own floor hue (and scales the torch warmth
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// by its `warm`); unthemed cells keep the cool↔warm stone lerp.
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const th = tfield ? tfield[i] : null;
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const coarse = hash2((x >> 2) + 11, (y >> 2) + 7);
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const grain = 0.93 + 0.09 * hash2(x, y);
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const stone = th ? th.floor : lerp3(PAL.stoneCool, PAL.stoneWarm, 0.5 + 0.4 * coarse);
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let col = scale3(stone, b * grain);
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if (lit) {
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const warmScale = th ? 0.5 + th.warm : 1; // warm=0.5 ⇒ unchanged baseline
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const warm = g * 58 * warmScale + lavaB * 95; // torch + lava both pool warm
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col = [col[0] + warm, col[1] + warm * 0.5, col[2] + warm * 0.1];
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}
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ctx.fillStyle = rgb(col);
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ctx.fillRect(X, Y, cell, cell);
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// Shadow cast by a wall to the north, falling onto this floor cell.
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if (lit && isWall(x, y - 1)) {
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const grd = ctx.createLinearGradient(0, Y, 0, Y + cell * 0.7);
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grd.addColorStop(0, 'rgba(0,0,0,0.45)');
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grd.addColorStop(1, 'rgba(0,0,0,0)');
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ctx.fillStyle = grd;
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ctx.fillRect(X, Y, cell, Math.ceil(cell * 0.7));
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}
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}
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}
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// 2) Walls that border open space, drawn as raised stone blocks for depth.
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const rim = Math.max(1, Math.round(cell * 0.12));
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for (let y = 0; y < h; y++) {
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for (let x = 0; x < w; x++) {
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if (tiles[y][x] !== WALL) continue;
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// Only paint walls adjacent to floor (interior rock stays background).
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let visible = false;
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for (let dy = -1; dy <= 1 && !visible; dy++)
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for (let dx = -1; dx <= 1; dx++)
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if ((dx || dy) && isFloor(x + dx, y + dy)) { visible = true; break; }
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if (!visible) continue;
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const X = px(x), Y = py(y);
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const grain = 0.82 + 0.34 * hash2(x * 5 + 3, y * 9 + 1);
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if (isFloor(x, y + 1)) {
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// Floor to the south: this is a room's north wall, presenting a face to
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// the lit room. Light the top (the block's top surface), shadow the base.
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const grd = ctx.createLinearGradient(0, Y, 0, Y + cell);
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grd.addColorStop(0, rgb(scale3(PAL.wallTop, grain)));
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grd.addColorStop(0.45, rgb(scale3(PAL.wallBody, grain)));
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grd.addColorStop(1, rgb(scale3(PAL.wallBody, grain * 0.78)));
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ctx.fillStyle = grd;
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} else {
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ctx.fillStyle = rgb(scale3(PAL.wallBody, grain));
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}
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ctx.fillRect(X, Y, cell, cell);
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// Rim-light every edge where this stone meets carved floor, so the room
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// boundary reads crisply on all sides (catches the floor's glow). Each rim
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// segment takes the accent of the themed room it borders (else plain rim).
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const rimColor = (nx, ny) => {
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const th = tfield ? tfield[ny * w + nx] : null;
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return rgb(scale3(th ? th.accent : PAL.wallRim, 0.6 * grain));
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};
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if (isFloor(x, y - 1)) { ctx.fillStyle = rimColor(x, y - 1); ctx.fillRect(X, Y, cell, rim); }
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if (isFloor(x, y + 1)) { ctx.fillStyle = rimColor(x, y + 1); ctx.fillRect(X, Y + cell - rim, cell, rim); }
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if (isFloor(x - 1, y)) { ctx.fillStyle = rimColor(x - 1, y); ctx.fillRect(X, Y, rim, cell); }
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if (isFloor(x + 1, y)) { ctx.fillStyle = rimColor(x + 1, y); ctx.fillRect(X + cell - rim, Y, rim, cell); }
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}
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}
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// 3) Doors — amber threshold slabs with jamb posts; archways stay plain floor.
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for (let y = 0; y < h; y++) {
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for (let x = 0; x < w; x++) {
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if (tiles[y][x] !== DOOR) continue;
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const horizontal = isWall(x, y - 1) && isWall(x, y + 1); // jambs N/S → door faces E/W
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const cx = px(x), cy = py(y);
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const grd = ctx.createLinearGradient(cx, cy, cx + cell, cy + cell);
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grd.addColorStop(0, rgb(PAL.doorWarm));
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grd.addColorStop(1, rgb(PAL.doorDark));
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ctx.fillStyle = grd;
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const inset = Math.max(1, cell * 0.12);
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ctx.fillRect(cx + inset, cy + inset, cell - inset * 2, cell - inset * 2);
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// Jamb posts on the wall sides.
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ctx.fillStyle = rgb(scale3(PAL.doorWarm, 0.5));
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const t = Math.max(1, cell * 0.16);
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||
if (horizontal) {
|
||
ctx.fillRect(cx, cy, cell, t);
|
||
ctx.fillRect(cx, cy + cell - t, cell, t);
|
||
} else {
|
||
ctx.fillRect(cx, cy, t, cell);
|
||
ctx.fillRect(cx + cell - t, cy, t, cell);
|
||
}
|
||
}
|
||
}
|
||
|
||
// 3.5) Pillars — free-standing stone columns standing on the lit floor (the
|
||
// floor under them was already painted in pass 1).
|
||
for (let y = 0; y < h; y++) {
|
||
for (let x = 0; x < w; x++) {
|
||
if (tiles[y][x] !== PILLAR) continue;
|
||
const cxp = px(x) + cell / 2, cyp = py(y) + cell / 2;
|
||
const r = cell * 0.36;
|
||
// Contact shadow pooled at the base.
|
||
ctx.fillStyle = 'rgba(0,0,0,0.45)';
|
||
ctx.beginPath();
|
||
ctx.ellipse(cxp, cyp + cell * 0.18, r * 1.05, r * 0.62, 0, 0, Math.PI * 2);
|
||
ctx.fill();
|
||
// Column body, lit from the top-left.
|
||
const grd = ctx.createRadialGradient(cxp - r * 0.4, cyp - r * 0.45, r * 0.1, cxp, cyp, r * 1.1);
|
||
grd.addColorStop(0, rgb(PAL.pillarTop));
|
||
grd.addColorStop(1, rgb(PAL.pillarBody));
|
||
ctx.fillStyle = grd;
|
||
ctx.beginPath();
|
||
ctx.arc(cxp, cyp, r, 0, Math.PI * 2);
|
||
ctx.fill();
|
||
}
|
||
}
|
||
|
||
// 4) Vignette over the whole grid for mood.
|
||
if (lit && LIGHT.vignette > 0) {
|
||
const cxp = ox + gw / 2, cyp = oy + gh / 2;
|
||
const grd = ctx.createRadialGradient(cxp, cyp, Math.min(gw, gh) * 0.30, cxp, cyp, Math.max(gw, gh) * 0.72);
|
||
grd.addColorStop(0, 'rgba(0,0,0,0)');
|
||
grd.addColorStop(1, `rgba(0,0,0,${LIGHT.vignette})`);
|
||
ctx.fillStyle = grd;
|
||
ctx.fillRect(ox, oy, gw, gh);
|
||
}
|
||
|
||
// 5) Optional semantic overlays.
|
||
if (opts.outlines) drawOutlines(ctx, regions, layout);
|
||
if (opts.graph) drawGraph(ctx, regions, edges, layout);
|
||
if (opts.grid) drawGrid(ctx, layout);
|
||
|
||
// 6) Entities (entrance/exit/treasure/monsters) — only exist on the final
|
||
// stage, drawn on top of everything as the dungeon's inhabitants.
|
||
const lastStage = (env.snapshots?.length ?? 1) - 1;
|
||
const isFinal = (opts.stage ?? lastStage) >= lastStage;
|
||
if (isFinal && opts.entities !== false && env.entities) {
|
||
drawEntities(ctx, env.entities, layout);
|
||
}
|
||
|
||
return layout;
|
||
}
|
||
|
||
// Draw each entity as an iconic marker centered in its cell, with a soft glow so
|
||
// it reads over the lit floor.
|
||
function drawEntities(ctx, entities, { cell, ox, oy }) {
|
||
const r = Math.max(2.5, cell * 0.3);
|
||
const center = (e) => [ox + e.at[0] * cell + cell / 2, oy + e.at[1] * cell + cell / 2];
|
||
const glow = (cx, cy, col, rad) => {
|
||
const g = ctx.createRadialGradient(cx, cy, 0, cx, cy, rad);
|
||
g.addColorStop(0, `rgba(${col[0]},${col[1]},${col[2]},0.55)`);
|
||
g.addColorStop(1, `rgba(${col[0]},${col[1]},${col[2]},0)`);
|
||
ctx.fillStyle = g;
|
||
ctx.beginPath();
|
||
ctx.arc(cx, cy, rad, 0, Math.PI * 2);
|
||
ctx.fill();
|
||
};
|
||
|
||
for (const e of entities) {
|
||
const [cx, cy] = center(e);
|
||
switch (e.kind) {
|
||
case 'Entrance': {
|
||
glow(cx, cy, PAL.entrance, r * 2.4);
|
||
ctx.fillStyle = rgb(PAL.entrance);
|
||
ctx.beginPath(); ctx.arc(cx, cy, r, 0, Math.PI * 2); ctx.fill();
|
||
ctx.fillStyle = 'rgba(255,255,255,0.92)';
|
||
ctx.beginPath(); ctx.arc(cx, cy, r * 0.42, 0, Math.PI * 2); ctx.fill();
|
||
break;
|
||
}
|
||
case 'Exit': {
|
||
glow(cx, cy, PAL.exit, r * 2.6);
|
||
ctx.strokeStyle = rgb(PAL.exit);
|
||
ctx.lineWidth = Math.max(1.5, r * 0.34);
|
||
ctx.beginPath(); ctx.arc(cx, cy, r, 0, Math.PI * 2); ctx.stroke();
|
||
ctx.beginPath(); ctx.arc(cx, cy, r * 0.45, 0, Math.PI * 2); ctx.stroke();
|
||
break;
|
||
}
|
||
case 'Treasure': {
|
||
glow(cx, cy, PAL.treasure, r * 2.0);
|
||
ctx.save();
|
||
ctx.translate(cx, cy);
|
||
ctx.rotate(Math.PI / 4); // diamond
|
||
ctx.fillStyle = rgb(PAL.treasure);
|
||
const s = r * 1.25;
|
||
ctx.fillRect(-s / 2, -s / 2, s, s);
|
||
ctx.fillStyle = 'rgba(255,255,255,0.85)';
|
||
ctx.fillRect(-s / 2, -s / 2, s * 0.32, s * 0.32);
|
||
ctx.restore();
|
||
break;
|
||
}
|
||
case 'Monster': {
|
||
glow(cx, cy, PAL.monster, r * 1.9);
|
||
ctx.fillStyle = rgb(PAL.monster);
|
||
ctx.beginPath(); ctx.arc(cx, cy, r * 0.92, 0, Math.PI * 2); ctx.fill();
|
||
// two dark "eyes"
|
||
ctx.fillStyle = 'rgba(20,8,8,0.92)';
|
||
const eye = Math.max(0.7, r * 0.2);
|
||
ctx.beginPath(); ctx.arc(cx - r * 0.34, cy - r * 0.12, eye, 0, Math.PI * 2); ctx.fill();
|
||
ctx.beginPath(); ctx.arc(cx + r * 0.34, cy - r * 0.12, eye, 0, Math.PI * 2); ctx.fill();
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// Trace each region's true cell-set boundary (shows polygonal room shapes).
|
||
function drawOutlines(ctx, regions, { cell, ox, oy }) {
|
||
for (const r of regions) {
|
||
if (!r.cells || r.cells.length === 0) continue;
|
||
const inRegion = new Set(r.cells.map(([x, y]) => x + ',' + y));
|
||
ctx.strokeStyle = r.kind === 'Room' ? PAL.outlineRoom : PAL.outlineCorr;
|
||
ctx.lineWidth = Math.max(1, cell * 0.1);
|
||
ctx.beginPath();
|
||
for (const [x, y] of r.cells) {
|
||
const X = ox + x * cell, Y = oy + y * cell;
|
||
if (!inRegion.has(x + ',' + (y - 1))) { ctx.moveTo(X, Y); ctx.lineTo(X + cell, Y); }
|
||
if (!inRegion.has(x + ',' + (y + 1))) { ctx.moveTo(X, Y + cell); ctx.lineTo(X + cell, Y + cell); }
|
||
if (!inRegion.has((x - 1) + ',' + y)) { ctx.moveTo(X, Y); ctx.lineTo(X, Y + cell); }
|
||
if (!inRegion.has((x + 1) + ',' + y)) { ctx.moveTo(X + cell, Y); ctx.lineTo(X + cell, Y + cell); }
|
||
}
|
||
ctx.stroke();
|
||
}
|
||
}
|
||
|
||
// Draw the connectivity graph: a line between each edge's region centers.
|
||
function drawGraph(ctx, regions, edges, { cell, ox, oy }) {
|
||
if (!edges) return;
|
||
const center = (r) => [ox + (r.bounds.x + r.bounds.w / 2) * cell, oy + (r.bounds.y + r.bounds.h / 2) * cell];
|
||
ctx.strokeStyle = PAL.edge;
|
||
ctx.lineWidth = Math.max(1.5, cell * 0.14);
|
||
ctx.fillStyle = PAL.edge;
|
||
for (const e of edges) {
|
||
const ra = regions[e.a], rb = regions[e.b];
|
||
if (!ra || !rb) continue;
|
||
const [ax, ay] = center(ra), [bx, by] = center(rb);
|
||
ctx.beginPath(); ctx.moveTo(ax, ay); ctx.lineTo(bx, by); ctx.stroke();
|
||
}
|
||
for (const r of regions) {
|
||
const [x, y] = center(r);
|
||
ctx.beginPath(); ctx.arc(x, y, Math.max(2, cell * 0.18), 0, Math.PI * 2); ctx.fill();
|
||
}
|
||
}
|
||
|
||
function drawGrid(ctx, { cell, ox, oy, w, h }) {
|
||
ctx.strokeStyle = PAL.grid;
|
||
ctx.lineWidth = 1;
|
||
ctx.beginPath();
|
||
for (let x = 0; x <= w; x++) { ctx.moveTo(ox + x * cell, oy); ctx.lineTo(ox + x * cell, oy + h * cell); }
|
||
for (let y = 0; y <= h; y++) { ctx.moveTo(ox, oy + y * cell); ctx.lineTo(ox + w * cell, oy + y * cell); }
|
||
ctx.stroke();
|
||
}
|