This commit is contained in:
Kim Ravn Hansen
2025-10-04 16:09:59 +02:00
parent 4a1439f14d
commit 8fb279cdbb
6 changed files with 96 additions and 475 deletions

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@@ -1,382 +0,0 @@
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Simple 3D Dungeon Crawler</title>
<style>
body {
margin: 0;
overflow: hidden;
font-family:
-apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, Oxygen, Ubuntu, Cantarell, "Open Sans",
"Helvetica Neue", sans-serif;
background-color: #111;
color: #fff;
display: flex;
flex-direction: column;
align-items: center;
}
#info-container {
position: absolute;
top: 10px;
left: 10px;
background-color: rgba(0, 0, 0, 0.7);
padding: 15px;
border-radius: 10px;
max-width: 350px;
border: 1px solid #444;
}
h1 {
margin-top: 0;
font-size: 1.2em;
}
p,
li {
font-size: 0.9em;
line-height: 1.5;
}
ul {
padding-left: 20px;
}
#crosshair {
position: absolute;
top: 50%;
left: 50%;
width: 4px;
height: 4px;
background-color: white;
border-radius: 50%;
transform: translate(-50%, -50%);
pointer-events: none; /* So it doesn't interfere with mouse lock */
}
#game-canvas {
display: block;
}
</style>
</head>
<body>
<div id="info-container">
<h1>First-Person Dungeon Crawler</h1>
<p>Create a <strong>map.txt</strong> file to load your own dungeon:</p>
<ul>
<li><code>#</code> = Wall</li>
<li><code>&nbsp;</code> (space) = Floor</li>
<li><code>P</code> = Player Start</li>
</ul>
<p><strong>Controls:</strong></p>
<ul>
<li><strong>Click Screen:</strong> Lock mouse for camera control</li>
<li><strong>W / S:</strong> Move Forward / Backward</li>
<li><strong>A / D:</strong> Strafe Left / Right</li>
<li><strong>Mouse:</strong> Look Around</li>
<li><strong>ESC:</strong> Unlock mouse</li>
</ul>
<input type="file" id="map-upload" accept=".txt" />
</div>
<div id="crosshair"></div>
<canvas id="game-canvas"></canvas>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script>
/**
* This type represents configuration settings of `AsciiEffect`.
*
* @typedef {Object} AsciiEffect~Options
* @property {number} [resolution=0.15] - A higher value leads to more details.
* @property {number} [scale=1] - The scale of the effect.
* @property {boolean} [color=false] - Whether colors should be enabled or not. Better quality but slows down rendering.
* @property {boolean} [alpha=false] - Whether transparency should be enabled or not.
* @property {boolean} [block=false] - Whether blocked characters should be enabled or not.
* @property {boolean} [invert=false] - Whether colors should be inverted or not.
* @property {('low'|'medium'|'high')} [strResolution='low'] - The string resolution.
**/
// --- Basic Setup ---
let scene, camera, renderer;
let mapData = [],
mapWidth,
mapHeight;
const TILE_SIZE = 5; // Size of each grid square in the world
const WALL_HEIGHT = 5;
// --- Player State ---
const player = {
height: WALL_HEIGHT / 2,
speed: 0.15,
turnSpeed: 0.05,
velocity: new THREE.Vector3(),
controls: {
moveForward: false,
moveBackward: false,
moveLeft: false,
moveRight: false,
},
};
// --- Initialization ---
function init() {
// Scene
scene = new THREE.Scene();
scene.background = new THREE.Color(0x1a1a1a);
scene.fog = new THREE.Fog(0x1a1a1a, 10, 50);
// Camera (First-person view)
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.y = player.height;
// Renderer
renderer = new THREE.WebGLRenderer({ canvas: document.getElementById("game-canvas"), antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
document.body.appendChild(renderer.domElement);
// Lighting
const ambientLight = new THREE.AmbientLight(0x404040, 2);
scene.add(ambientLight);
const pointLight = new THREE.PointLight(0xffffff, 1.5, 100);
pointLight.position.set(0, WALL_HEIGHT * 1.5, 0); // Light is attached to player
camera.add(pointLight); // Attach light to camera
scene.add(camera); // Add camera to scene to ensure light is added
// Event Listeners
document.getElementById("map-upload").addEventListener("change", handleMapUpload);
window.addEventListener("resize", onWindowResize);
document.addEventListener("keydown", onKeyDown);
document.addEventListener("keyup", onKeyUp);
// Mouse Look Controls
setupPointerLock();
// Load a default map
loadMap(getDefaultMap());
// Start the game loop
animate();
}
// --- Map Handling ---
function getDefaultMap() {
return [
"##########",
"#P # #",
"# # ### #",
"#### # # #",
"# # #",
"# ###### #",
"# # #",
"# # ######",
"# # #",
"##########",
].join("\n");
}
function handleMapUpload(event) {
const file = event.target.files[0];
if (!file) return;
const reader = new FileReader();
reader.onload = (e) => {
loadMap(e.target.result);
};
reader.readAsText(file);
}
function loadMap(data) {
// Clear existing map objects from scene
const objectsToRemove = [];
scene.children.forEach((child) => {
if (child.userData.isMapTile) {
objectsToRemove.push(child);
}
});
objectsToRemove.forEach((obj) => scene.remove(obj));
// Parse new map data
mapData = data.split("\n").map((row) => row.split(""));
mapHeight = mapData.length;
mapWidth = mapData[0].length;
// Create geometry and materials once
const wallGeometry = new THREE.BoxGeometry(TILE_SIZE, WALL_HEIGHT, TILE_SIZE);
const wallMaterial = new THREE.MeshStandardMaterial({ color: 0x888888, roughness: 0.8 });
const floorGeometry = new THREE.PlaneGeometry(TILE_SIZE, TILE_SIZE);
const floorMaterial = new THREE.MeshStandardMaterial({ color: 0x444444, side: THREE.DoubleSide });
// Build the scene from the map data
for (let y = 0; y < mapHeight; y++) {
for (let x = 0; x < mapWidth; x++) {
const char = mapData[y][x];
const worldX = (x - mapWidth / 2) * TILE_SIZE;
const worldZ = (y - mapHeight / 2) * TILE_SIZE;
if (char === "#") {
const wall = new THREE.Mesh(wallGeometry, wallMaterial);
wall.position.set(worldX, WALL_HEIGHT / 2, worldZ);
wall.userData.isMapTile = true;
scene.add(wall);
} else {
// Add floor for every non-wall tile
const floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.rotation.x = -Math.PI / 2;
floor.position.set(worldX, 0, worldZ);
floor.userData.isMapTile = true;
scene.add(floor);
}
if (char === "@") {
camera.position.x = worldX;
camera.position.z = worldZ;
}
}
}
// Add a ceiling
const ceilingGeometry = new THREE.PlaneGeometry(mapWidth * TILE_SIZE, mapHeight * TILE_SIZE);
const ceilingMaterial = new THREE.MeshStandardMaterial({ color: 0x555555, side: THREE.DoubleSide });
const ceiling = new THREE.Mesh(ceilingGeometry, ceilingMaterial);
ceiling.rotation.x = Math.PI / 2;
ceiling.position.y = WALL_HEIGHT;
ceiling.userData.isMapTile = true;
scene.add(ceiling);
}
function isWall(x, z) {
const mapX = Math.floor(x / TILE_SIZE + mapWidth / 2);
const mapY = Math.floor(z / TILE_SIZE + mapHeight / 2);
if (mapX < 0 || mapX >= mapWidth || mapY < 0 || mapY >= mapHeight) {
return true; // Treat out of bounds as a wall
}
return mapData[mapY][mapX] === "#";
}
// --- Controls & Movement ---
function setupPointerLock() {
const canvas = renderer.domElement;
canvas.addEventListener("click", () => {
canvas.requestPointerLock();
});
document.addEventListener("pointerlockchange", () => {
if (document.pointerLockElement === canvas) {
document.addEventListener("mousemove", onMouseMove);
} else {
document.removeEventListener("mousemove", onMouseMove);
}
});
}
function onMouseMove(event) {
if (document.pointerLockElement !== renderer.domElement) return;
const movementX = event.movementX || 0;
camera.rotation.y -= movementX * 0.002;
}
function onKeyDown(event) {
switch (event.code) {
case "KeyW":
case "ArrowUp":
player.controls.moveForward = true;
break;
case "KeyS":
case "ArrowDown":
player.controls.moveBackward = true;
break;
case "KeyA":
case "ArrowLeft":
player.controls.moveLeft = true;
break;
case "KeyD":
case "ArrowRight":
player.controls.moveRight = true;
break;
}
}
function onKeyUp(event) {
switch (event.code) {
case "KeyW":
case "ArrowUp":
player.controls.moveForward = false;
break;
case "KeyS":
case "ArrowDown":
player.controls.moveBackward = false;
break;
case "KeyA":
case "ArrowLeft":
player.controls.moveLeft = false;
break;
case "KeyD":
case "ArrowRight":
player.controls.moveRight = false;
break;
}
}
function updatePlayerPosition() {
const direction = new THREE.Vector3();
camera.getWorldDirection(direction);
const right = new THREE.Vector3();
right.crossVectors(camera.up, direction).normalize();
player.velocity.set(0, 0, 0);
if (player.controls.moveForward) {
player.velocity.add(direction);
}
if (player.controls.moveBackward) {
player.velocity.sub(direction);
}
if (player.controls.moveLeft) {
player.velocity.add(right);
}
if (player.controls.moveRight) {
player.velocity.sub(right);
}
if (player.velocity.length() > 0) {
player.velocity.normalize().multiplyScalar(player.speed);
}
// Collision detection
const collisionMargin = TILE_SIZE / 4;
let moveX = true,
moveZ = true;
if (isWall(camera.position.x + player.velocity.x * collisionMargin, camera.position.z)) {
moveX = false;
}
if (isWall(camera.position.x, camera.position.z + player.velocity.z * collisionMargin)) {
moveZ = false;
}
if (moveX) camera.position.x += player.velocity.x;
if (moveZ) camera.position.z += player.velocity.z;
}
// --- Main Loop ---
function animate() {
requestAnimationFrame(animate);
updatePlayerPosition();
renderer.render(scene, camera);
}
// --- Utility ---
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
// --- Start everything ---
init();
</script>
</body>
</html>

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@@ -11,7 +11,6 @@
background-color: #000;
color: #ccc;
font-family: "Courier New", monospace;
overflow: hidden;
}
#gameContainer {
@@ -20,7 +19,7 @@
#viewport {
font-size: 10px;
line-height: 8px;
line-height: 7px;
white-space: pre;
border: 2px solid #0f0;
display: inline-block;
@@ -30,12 +29,11 @@
}
#minimap {
font-size: 12px;
line-height: 12px;
line-height: 11.5px;
white-space: pre;
display: inline-block;
padding: 2px;
border: 5px solid #666;
/* color: #666; */
background-color: black;
}
@@ -46,6 +44,8 @@
#mapInput {
margin-top: 20px;
overflow-x: scroll;
overflow-wrap: normal;
}
textarea {
@@ -80,15 +80,15 @@
<div id="mapInput">
←→↑↓
<br />
<textarea id="mapText" rows="10" cols="50">
<textarea id="mapText" rows="10" cols="120" wrap="off">
############################################################
############################################################
############################################################
## ################# ########################
## # ################# # ## ########################
## #P Z###############Z # ## ################ ::: P(north) Z(channel_1) Z(channel_1) // Comments
## # # ################# # ## #### ####
### #E # # ## # #### # # #### ::: E(gnoll)
## # ################# ########################
#### # ################### # ## ########################
## P Z###############Z # ## ################ ::: P(east) Z(a, b, west) Z(b, a, east) // Comments
## ######################## # ## #### ####
### E # # ## # #### # # #### ::: E(gnoll)
#### ################## ## #### # ####
##### ################### # ## # # #### ####
######E#################### # #### ::: E(Goblins, gnoll) // These are comments
@@ -101,21 +101,21 @@
###### #################### # ############################
######E#################### # ############################ ::: E(gnoll)
###### ## ##### ## ############################ :::
###### ## Z#### ## # # ############################ ::: Z(2) // Channel 2
###### ## ####Z ## ######## ############ ::: Z(2) // Channel 2
###### ## Z#### ## # # ############################ ::: Z(c, d, west)
###### ## ####Z ## ######## ############ ::: Z(d, c, east)
###### ## ## # ########### ## ######## ############
######E## # #E ############ ::: E(Dwarves, gnoll) ; E(Gelatinous_Cube, gnoll)
###### # # # ############
######### # ## ########### # ######### # ############
######### # # ########### # ######### # # ############
######### ########### # ######### ############
###########O############### # ######### #### ############### ::: O(1)
###########Z############### # ######### #### ############### ::: Z(e, f, null)
########################### # ######### #### ###############
########################### # ######### #### ###############
########################### # ######### #### ###############
########################### # #### ###############
######################### # #### # # # ######## ###
########################o # # ######## # ### ::: o(2)
########################Z # # ######## # ### ::: Z(f, null, east) // you can teleport here, but you cannot teleport back
######################### # ##### # # # # ######## ###
######################### # # ###
######################### ####################### # ###

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@@ -12,6 +12,8 @@ export const DefaultRendererOptions = {
ceilingColor: 0x555555,
commitToDOM: true,
fillChar: "#",
};
export class FirstPersonRenderer {
@@ -40,6 +42,7 @@ export class FirstPersonRenderer {
this.floorColor = options.floorColor ?? DefaultRendererOptions.floorColor;
this.ceilingColor = options.ceilingColor ?? DefaultRendererOptions.ceilingColor;
this.commitToDOM = options.commitToDOM ?? DefaultRendererOptions.commitToDOM;
this.fillChar = options.fillChar ?? DefaultRendererOptions.fillChar;
//
// THREE variables
@@ -216,9 +219,6 @@ export class FirstPersonRenderer {
}),
wallPlanes.length,
);
instancedMesh.userData.pastelMaterial = new THREE.MeshBasicMaterial({
color: 0xffffff,
});
instancedMesh.userData.parimaryMaterial = instancedMesh.material;
this.scene.add(instancedMesh);
@@ -366,7 +366,7 @@ export class FirstPersonRenderer {
g.toString(16).padStart(2, "0") +
b.toString(16).padStart(2, "0");
this.window.put(x, y, "#", cssColor);
this.window.put(x, y, this.fillChar, cssColor);
idx += 4;
}

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@@ -4,7 +4,7 @@ import { AsciiWindow } from "./ascii_window.js";
export class MiniMap {
/**
* @param {AsciiWindow} aWindow
* @param {AsciiWindowInterface} aWindow
* @param {TileMap} map
*/
constructor(aWindow, map) {
@@ -174,10 +174,10 @@ export class MiniMap {
//
y = startY;
for (let mapY = minY; mapY < maxY; mapY++) {
for (let mapY = minY; mapY <= maxY; mapY++) {
//
x = startX;
for (let mapX = minX; mapX < maxX; mapX++) {
for (let mapX = minX; mapX <= maxX; mapX++) {
//
const [putX, putY] = switchXY ? [y, x] : [x, y];
@@ -186,13 +186,12 @@ export class MiniMap {
this.window.put(putX, putY, tile.minimapChar, tile.minimapColor);
} else {
// this.window.put(putX, putY, "░", "#666");
this.window.put(putX, putY, " ", "#666");
this.window.put(putX, putY, "", "#222");
}
x += dX;
}
y += dY;
}
this.window.put(this.distance, this.distance, "@", "#4f4fff");
this.window.commitToDOM();
}

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@@ -2,10 +2,23 @@ import { ParsedCall } from "../utils/callParser";
import { Orientation, Vector2i } from "./ascii_types";
export class Tile {
/** @type {string} How should this tile be rendered on the minimap.*/
/** @type {string|number} What is the id of this tile - only interactive tiles have IDs */
id;
/** @type {string} Icon char of tile */
minimapChar;
/** @type {string} How should this tile be rendered on the minimap.*/
/** @type {string} Icon char of tile after tile's secrets have been revealed */
revealedMinimapChar;
/** @type {string} Icon of tile */
minimapColor;
/** @type {string} Icon char of tile after tile's secrets have been revealed */
revealedMinimapColor;
/** @type {boolean} Is this a portal exit and/or entry */
isPortal;
/** @type {string|number} Where is the player transported if they enter the portal */
portalTargetId;
/** @type {boolean} Should this be rendered as a wall? */
looksLikeWall;
/** @type {boolean} Can the player walk here? */
@@ -14,25 +27,22 @@ export class Tile {
isEncounter;
/** @type {boolean} Is this where they player starts? */
isStartLocation;
/** @type {boolean} Is this a two-way portal entry/exit */
isTwoWayPortal;
/** @type {boolean} Is this a one-way portal entry */
isOneWayPortalEntry;
/** @type {boolean} Is this a one-way portal exit */
isOneWayPortalExit;
/** @type {boolean} Has the secret properties of this tile been uncovered? */
isUncovered;
/** @type {boolean} Has the secret properties of this tile been revealed? */
isRevealed;
/** @type {string|number} */
hasBumpEvent;
/** @type {string|number} The portals "channel" - each tile in a portal pair must have the same channel */
channel;
/** @type {number|string} id of texture to use */
textureId;
/** @type {number|string} id the encounter located on this tile */
encounterId;
/** @type {number|string} id of texture to use after the secrets of this tile has been revealed */
revealedTextureId;
/** @type {number|string} type of encounter located on this tile. May or may not be unique*/
encounterType;
/** @type {boolean} Can/does this tile wander around on empty tiles? */
isRoaming;
/** @type {Orientation} */
orientation;
/** @type {number} If this is a roaming tile, what is its current x-position on the map */
currentPosX;
/** @type {number} If this is a roaming tile, what is its current y-position on the map*/
@@ -64,21 +74,32 @@ export class Tile {
if (char === " ") return new FloorTile();
if (char === "#") return new WallTile();
if (char === "P") return new PlayerStartTile(opt.getValue("orientation", 0));
if (char === "E") return new EncounterTile(x, y, opt.getValue("encounterId", 0), opt.getValue("textureId", 1));
if (char === "O") return new SecretOneWayPortalEntryTile(opt.getValue("channel", 0));
if (char === "o") return new SecretOneWayPortalExitTile(opt.getValue("channel", 0));
if (char === "Z") return new SecretTwoWayPortalTile(opt.getValue("channel", 0));
if (char === "E")
return new EncounterTile(x, y, opt.getValue("encounterType", 0), opt.getValue("textureId", 1));
if (char === "Z")
return new SecretPortalTile(
opt.getValue("id", 0),
opt.getValue("destinationid", 1),
opt.getValue("orientation", 3),
);
console.warn("Unknown character", { char, options: opt });
return new FloorTile();
}
hasTexture() {
if (this.textureId === "") {
return false;
if (typeof this.textureId === "number") {
return true;
}
if (typeof this.textureId === "string" && this.textureId !== "") {
return true;
}
return typeof this.textureId === "number" || typeof this.textureId === "string";
return false;
}
getBumpEvent() {
return null;
}
clone() {
@@ -118,67 +139,42 @@ export class EncounterTile extends Tile {
isEncounter = true;
isRoaming = true;
minimapChar = "†";
minimapColor = "#faa";
minimapColor = "#f44";
hasBumpEvent = true;
constructor(x, y, encounterId, textureId) {
/**
* @param {number} x x-component of the encounter's initial position
* @param {number} y y-component of the encounter's initial position
* @param {string|number} encounterType name/id of the encounter that will be triggered when player bumps into this tile
* @param {string|number} textureId id of the texture to use.
*/
constructor(x, y, encounterType, textureId) {
super();
this.textureId = textureId ?? encounterId;
this.encounterId = encounterId;
this.textureId = textureId ?? encounterType;
this.encounterType = encounterType;
this.currentPosX = x;
this.currentPosY = y;
this.id = `E_${encounterType}_${x}_${y}`;
console.info("creating encounter", { encounter: this });
}
}
export class SpriteTile extends Tile {
isTraversable = true;
constructor(textureId, orientation) {
console.debug({ textureId, orientation });
super({ textureId, orientation: orientation ?? Orientation.NORTH });
getBumpEvent() {
return ["attack", { encounterType: this.encounterType }];
}
}
/**
* One-way portal entries look exactly like walls. You need to
* probe for them, or otherwise unlock their location.
* You can walk into them, and then the magic happens
*/
export class SecretOneWayPortalEntryTile extends WallTile {
textureId = 0;
looksLikeWall = true;
isTraversable = true; // we can walk in to it?
isOneWayPortalEntry = true;
internalMapChar = "O";
isUncovered = false;
export class SecretPortalTile extends WallTile {
revealedTextureId = "secretTwoWayPortal";
isPortal = true;
internalMapChar = "Z";
isRevealed = false;
revealedMinimapChar = "Ω";
revealedMinimapColor = "#4f4";
// Change minimap char once the tile's secret has been uncovered.
constructor(channel) {
super({ channel });
}
}
export class SecretOneWayPortalExitTile extends FloorTile {
isOneWayPortalExit = true;
internalMapChar = "o";
isUncovered = false;
//
// Change minimap char once the tile's secret has been uncovered.
constructor(channel) {
super({ channel });
}
}
export class SecretTwoWayPortalTile extends WallTile {
isTraversable = true;
isTwoWayPortalEntry = true;
internalMapChar = "0";
isUncovered = false;
// Change minimap char once the tile's secret has been uncovered.
constructor(channel) {
super({ channel });
constructor(id, portalTargetId, orientation) {
super({ id, portalTargetId, orientation });
}
}

View File

@@ -50,6 +50,14 @@ export class AsciiWindow {
this.initializeCanvaas();
}
fill(char = " ", color = "#000") {
for (let y = 0; y < this.height; y++) {
for (let x = 0; x < this.width; x++) {
this.put(x, y, char, color);
}
}
}
/**
* Create the html elements that make up the canvas,
* as well as a buffer that holds a copy of the data