Files
BreakEscape/js/core/rooms.js

3232 lines
148 KiB
JavaScript

/**
* ROOM MANAGEMENT SYSTEM - SIMPLIFIED DEPTH LAYERING APPROACH
* ===========================================================
*
* This system implements a simplified depth-based layering approach where all elements
* use their world Y position + layer offset for depth calculation.
*
* DEPTH CALCULATION PHILOSOPHY:
* -----------------------------
* 1. **World Y Position**: All depth calculations are based on the world Y position
* of the element (bottom of sprites, room ground level).
*
* 2. **Layer Offsets**: Each element type has a fixed layer offset added to its Y position
* to create proper layering hierarchy.
*
* 3. **Room Y Offset**: Room Y position is considered to be 2 tiles south of the actual
* room position (where door sprites are positioned).
*
* DEPTH HIERARCHY:
* ----------------
* Room Layers (world Y + layer offset):
* - Floor: roomWorldY + 0.1
* - Collision: roomWorldY + 0.15
* - Walls: roomWorldY + 0.2
* - Props: roomWorldY + 0.3
* - Other: roomWorldY + 0.4
*
* Interactive Elements (world Y + layer offset):
* - Doors: doorY + 0.45 (between room tiles and sprites)
* - Door Tops: doorY + 0.55 (above doors, below sprites)
* - Animated Doors: doorBottomY + 0.45 (bottom Y + door layer offset)
* - Animated Door Tops: doorBottomY + 0.55 (bottom Y + door top layer offset)
* - Player: playerBottomY + 0.5 (dynamic based on Y position)
* - Objects: objectBottomY + 0.5 (dynamic based on Y position)
*
* DEPTH CALCULATION CONSISTENCY:
* ------------------------------
* ✅ All elements use world Y position + layer offset
* ✅ Room Y is 2 tiles south of room position
* ✅ Player and objects use bottom Y position
* ✅ Simple and consistent across all elements
*/
// Room management system
import { TILE_SIZE, DOOR_ALIGN_OVERLAP, GRID_SIZE, INTERACTION_RANGE_SQ, INTERACTION_CHECK_INTERVAL } from '../utils/constants.js?v=7';
export let rooms = {};
export let currentRoom = '';
export let currentPlayerRoom = '';
export let discoveredRooms = new Set();
// Helper function to check if a position overlaps with existing items
function isPositionOverlapping(x, y, roomId, itemSize = TILE_SIZE) {
const room = rooms[roomId];
if (!room || !room.objects) return false;
// Check against all existing objects in the room
for (const obj of Object.values(room.objects)) {
if (!obj || !obj.active) continue;
// Calculate overlap with some padding
const padding = TILE_SIZE * 0.5; // Half tile padding
const objLeft = obj.x - padding;
const objRight = obj.x + obj.width + padding;
const objTop = obj.y - padding;
const objBottom = obj.y + obj.height + padding;
const newLeft = x;
const newRight = x + itemSize;
const newTop = y;
const newBottom = y + itemSize;
// Check for overlap
if (newLeft < objRight && newRight > objLeft &&
newTop < objBottom && newBottom > objTop) {
return true; // Overlap detected
}
}
return false; // No overlap
}
// Make discoveredRooms available globally
window.discoveredRooms = discoveredRooms;
let gameRef = null;
// Door transition cooldown system
let lastDoorTransitionTime = 0;
const DOOR_TRANSITION_COOLDOWN = 1000; // 1 second cooldown between transitions
let lastDoorTransition = null; // Track the last door transition to prevent repeats
// Helper function to check if two rectangles overlap
function boundsOverlap(rect1, rect2) {
return rect1.x < rect2.x + rect2.width &&
rect1.x + rect1.width > rect2.x &&
rect1.y < rect2.y + rect2.height &&
rect1.y + rect1.height > rect2.y;
}
// Define scale factors for different object types
const OBJECT_SCALES = {
// 'notes': 0.75,
// 'key': 0.75,
// 'phone': 1,
// 'tablet': 0.75,
// 'bluetooth_scanner': 0.7
};
// Function to create door sprites based on gameScenario connections
function createDoorSpritesForRoom(roomId, position) {
const gameScenario = window.gameScenario;
const roomData = gameScenario.rooms[roomId];
if (!roomData || !roomData.connections) {
console.log(`No connections found for room ${roomId}`);
return [];
}
console.log(`Creating door sprites for room ${roomId}:`, roomData.connections);
const doorSprites = [];
const connections = roomData.connections;
// Get room dimensions for door positioning
const map = gameRef.cache.tilemap.get(roomData.type);
let roomWidth = 800, roomHeight = 600; // fallback
if (map) {
if (map.json) {
roomWidth = map.json.width * TILE_SIZE;
roomHeight = map.json.height * TILE_SIZE;
} else if (map.data) {
roomWidth = map.data.width * TILE_SIZE;
roomHeight = map.data.height * TILE_SIZE;
}
}
console.log(`Room ${roomId} dimensions: ${roomWidth}x${roomHeight}, position: (${position.x}, ${position.y})`);
// Create door sprites for each connection direction
Object.entries(connections).forEach(([direction, connectedRooms]) => {
const roomList = Array.isArray(connectedRooms) ? connectedRooms : [connectedRooms];
roomList.forEach((connectedRoom, index) => {
// Calculate door position based on direction
let doorX, doorY;
let doorWidth = TILE_SIZE, doorHeight = TILE_SIZE * 2;
switch (direction) {
case 'north':
// Door at top of room, 1.5 tiles in from sides
if (roomList.length === 1) {
// Single connection - check the connecting room's connections to determine position
const connectingRoom = roomList[0];
const connectingRoomConnections = window.gameScenario.rooms[connectingRoom]?.connections?.south;
if (Array.isArray(connectingRoomConnections) && connectingRoomConnections.length > 1) {
// The connecting room has multiple south doors, find which one connects to this room
const doorIndex = connectingRoomConnections.indexOf(roomId);
if (doorIndex >= 0) {
// When the connecting room has multiple doors, position this door to match
// If this room is at index 0 (left), position door on the right (southeast)
// If this room is at index 1 (right), position door on the left (southwest)
if (doorIndex === 0) {
// This room is on the left, so door should be on the right
doorX = position.x + roomWidth - TILE_SIZE * 1.5;
console.log(`North door positioning for ${roomId}: left room (index 0), door on right (southeast), doorX=${doorX}`);
} else {
// This room is on the right, so door should be on the left
doorX = position.x + TILE_SIZE * 1.5;
console.log(`North door positioning for ${roomId}: right room (index ${doorIndex}), door on left (southwest), doorX=${doorX}`);
}
} else {
// Fallback to left positioning
doorX = position.x + TILE_SIZE * 1.5;
console.log(`North door positioning for ${roomId}: fallback to left, doorX=${doorX}`);
}
} else {
// Single door - use left positioning
doorX = position.x + TILE_SIZE * 1.5;
console.log(`North door positioning for ${roomId}: single connection to ${connectingRoom}, doorX=${doorX}`);
}
} else {
// Multiple connections - use 1.5 tile spacing from edges
const availableWidth = roomWidth - (TILE_SIZE * 1.5 * 2); // Subtract edge spacing
const doorSpacing = availableWidth / (roomList.length - 1); // Space between doors
doorX = position.x + TILE_SIZE * 1.5 + (doorSpacing * index); // Start at 1.5 tiles from edge
}
doorY = position.y + TILE_SIZE; // 1 tile from top
console.log(`North door Y position: ${doorY} (position.y=${position.y}, TILE_SIZE=${TILE_SIZE})`);
break;
case 'south':
// Door at bottom of room, 1.5 tiles in from sides
if (roomList.length === 1) {
// Single connection - check if the connecting room has multiple doors
const connectingRoom = roomList[0];
const connectingRoomConnections = window.gameScenario.rooms[connectingRoom]?.connections?.north;
if (Array.isArray(connectingRoomConnections) && connectingRoomConnections.length > 1) {
// The connecting room has multiple north doors, find which one connects to this room
const doorIndex = connectingRoomConnections.indexOf(roomId);
if (doorIndex >= 0) {
// When the connecting room has multiple doors, position this door to match
// If this room is at index 0 (left), position door on the right (southeast)
// If this room is at index 1 (right), position door on the left (southwest)
if (doorIndex === 0) {
// This room is on the left, so door should be on the right
doorX = position.x + roomWidth - TILE_SIZE * 1.5;
console.log(`South door positioning for ${roomId}: left room (index 0), door on right (southeast), doorX=${doorX}`);
} else {
// This room is on the right, so door should be on the left
doorX = position.x + TILE_SIZE * 1.5;
console.log(`South door positioning for ${roomId}: right room (index ${doorIndex}), door on left (southwest), doorX=${doorX}`);
}
} else {
// Fallback to left positioning
doorX = position.x + TILE_SIZE * 1.5;
console.log(`South door positioning for ${roomId}: fallback to left, doorX=${doorX}`);
}
} else {
// Single door - use left positioning
doorX = position.x + TILE_SIZE * 1.5;
console.log(`South door positioning for ${roomId}: single connection to ${connectingRoom}, doorX=${doorX}`);
}
} else {
// Multiple connections - use 1.5 tile spacing from edges
const availableWidth = roomWidth - (TILE_SIZE * 1.5 * 2); // Subtract edge spacing
const doorSpacing = availableWidth / (roomList.length - 1); // Space between doors
doorX = position.x + TILE_SIZE * 1.5 + (doorSpacing * index); // Start at 1.5 tiles from edge
}
doorY = position.y + roomHeight - TILE_SIZE; // 1 tile from bottom
// replace the bottom most tile with a copy of the tile above
break;
case 'east':
// Door at right side of room, 1 tile in from top/bottom
doorX = position.x + roomWidth - TILE_SIZE; // 1 tile from right
doorY = position.y + roomHeight / 2; // Center of room
doorWidth = TILE_SIZE * 2;
doorHeight = TILE_SIZE;
break;
case 'west':
// Door at left side of room, 1 tile in from top/bottom
doorX = position.x + TILE_SIZE; // 1 tile from left
doorY = position.y + roomHeight / 2; // Center of room
doorWidth = TILE_SIZE * 2;
doorHeight = TILE_SIZE;
break;
default:
return; // Skip unknown directions
}
// Create door sprite
console.log(`Creating door sprite at (${doorX}, ${doorY}) for ${roomId} -> ${connectedRoom}`);
// Create a colored rectangle as a fallback if door texture fails
let doorSprite;
try {
doorSprite = gameRef.add.sprite(doorX, doorY, 'door_32');
} catch (error) {
console.warn(`Failed to create door sprite with 'door_32' texture, creating colored rectangle instead:`, error);
// Create a colored rectangle as fallback
const graphics = gameRef.add.graphics();
graphics.fillStyle(0xff0000, 1); // Red color
graphics.fillRect(-TILE_SIZE/2, -TILE_SIZE, TILE_SIZE, TILE_SIZE * 2);
graphics.setPosition(doorX, doorY);
doorSprite = graphics;
}
doorSprite.setOrigin(0.5, 0.5);
doorSprite.setDepth(doorY + 0.45); // World Y + door layer offset
doorSprite.setAlpha(1); // Visible by default
doorSprite.setVisible(true); // Ensure visibility
console.log(`Door sprite created:`, {
x: doorSprite.x,
y: doorSprite.y,
visible: doorSprite.visible,
alpha: doorSprite.alpha,
depth: doorSprite.depth,
texture: doorSprite.texture?.key,
width: doorSprite.width,
height: doorSprite.height,
displayWidth: doorSprite.displayWidth,
displayHeight: doorSprite.displayHeight
});
console.log(`Door depth: ${doorSprite.depth} (roomDepth: ${doorY}, between tiles and sprites)`);
// Set up door properties
doorSprite.doorProperties = {
roomId: roomId,
connectedRoom: connectedRoom,
direction: direction,
worldX: doorX,
worldY: doorY,
open: false,
locked: roomData.locked || false,
lockType: roomData.lockType || null,
requires: roomData.requires || null
};
// Set up door info for transition detection
doorSprite.doorInfo = {
roomId: roomId,
connectedRoom: connectedRoom,
direction: direction
};
// Set up collision
gameRef.physics.add.existing(doorSprite);
doorSprite.body.setSize(doorWidth, doorHeight);
doorSprite.body.setImmovable(true);
// Add collision with player
if (window.player && window.player.body) {
gameRef.physics.add.collider(window.player, doorSprite);
}
// Set up interaction zone
const zone = gameRef.add.zone(doorX, doorY, doorWidth, doorHeight);
zone.setInteractive({ useHandCursor: true });
zone.on('pointerdown', () => handleDoorInteraction(doorSprite));
doorSprite.interactionZone = zone;
doorSprites.push(doorSprite);
console.log(`Created door sprite for ${roomId} -> ${connectedRoom} (${direction}) at (${doorX}, ${doorY})`);
});
});
console.log(`Created ${doorSprites.length} door sprites for room ${roomId}`);
// Log camera position for debugging
if (gameRef.cameras && gameRef.cameras.main) {
console.log(`Camera position:`, {
x: gameRef.cameras.main.scrollX,
y: gameRef.cameras.main.scrollY,
width: gameRef.cameras.main.width,
height: gameRef.cameras.main.height
});
}
return doorSprites;
}
// Function to handle door interactions
function handleDoorInteraction(doorSprite) {
const player = window.player;
if (!player) return;
const distance = Phaser.Math.Distance.Between(
player.x, player.y,
doorSprite.x, doorSprite.y
);
const DOOR_INTERACTION_RANGE = 2 * TILE_SIZE;
if (distance > DOOR_INTERACTION_RANGE) {
console.log('Door too far to interact');
return;
}
const props = doorSprite.doorProperties;
console.log(`Interacting with door: ${props.roomId} -> ${props.connectedRoom}`);
if (props.locked) {
console.log(`Door is locked. Type: ${props.lockType}, Requires: ${props.requires}`);
// TODO: Implement lock checking logic based on lockType
// For now, just unlock if we have the required item
if (window.checkDoorUnlock && window.checkDoorUnlock(props)) {
unlockDoor(doorSprite);
} else {
console.log('Door unlock check failed');
}
} else {
openDoor(doorSprite);
}
}
// Function to unlock a door
function unlockDoor(doorSprite) {
const props = doorSprite.doorProperties;
console.log(`Unlocking door: ${props.roomId} -> ${props.connectedRoom}`);
// TODO: Implement unlock animation/effect
props.locked = false;
openDoor(doorSprite);
}
// Function to open a door
function openDoor(doorSprite) {
const props = doorSprite.doorProperties;
console.log(`Opening door: ${props.roomId} -> ${props.connectedRoom}`);
// Load the connected room if it doesn't exist
if (!rooms[props.connectedRoom]) {
console.log(`Loading room: ${props.connectedRoom}`);
loadRoom(props.connectedRoom);
}
// Remove wall tiles from the connected room under the door position
removeWallTilesForDoorInRoom(props.connectedRoom, props.roomId, props.direction, doorSprite.x, doorSprite.y);
// Remove the matching door sprite from the connected room
removeMatchingDoorSprite(props.connectedRoom, props.roomId, props.direction, doorSprite.x, doorSprite.y);
// Create animated door sprite on the opposite side
createAnimatedDoorOnOppositeSide(props.connectedRoom, props.roomId, props.direction, doorSprite.x, doorSprite.y);
// Remove the door sprite
doorSprite.destroy();
if (doorSprite.interactionZone) {
doorSprite.interactionZone.destroy();
}
props.open = true;
}
// Function to remove the matching door sprite from the connected room
function removeMatchingDoorSprite(roomId, fromRoomId, direction, doorWorldX, doorWorldY) {
console.log(`Removing matching door sprite in room ${roomId} for door from ${fromRoomId} (${direction})`);
const room = rooms[roomId];
if (!room || !room.doorSprites) {
console.log(`No door sprites found for room ${roomId}`);
return;
}
// Find the door sprite that connects to the fromRoomId
const matchingDoorSprite = room.doorSprites.find(doorSprite => {
const props = doorSprite.doorProperties;
return props && props.connectedRoom === fromRoomId;
});
if (matchingDoorSprite) {
console.log(`Found matching door sprite in room ${roomId}, removing it`);
matchingDoorSprite.destroy();
if (matchingDoorSprite.interactionZone) {
matchingDoorSprite.interactionZone.destroy();
}
// Remove from the doorSprites array
const index = room.doorSprites.indexOf(matchingDoorSprite);
if (index > -1) {
room.doorSprites.splice(index, 1);
}
} else {
console.log(`No matching door sprite found in room ${roomId}`);
}
}
// Function to create animated door sprite on the opposite side
function createAnimatedDoorOnOppositeSide(roomId, fromRoomId, direction, doorWorldX, doorWorldY) {
console.log(`Creating animated door on opposite side in room ${roomId} for door from ${fromRoomId} (${direction}) at world position (${doorWorldX}, ${doorWorldY})`);
const room = rooms[roomId];
if (!room) {
console.log(`Room ${roomId} not found, cannot create animated door`);
return;
}
// Calculate the door position in the connected room
const oppositeDirection = getOppositeDirection(direction);
const roomPosition = window.roomPositions[roomId];
const roomData = window.gameScenario.rooms[roomId];
if (!roomPosition || !roomData) {
console.log(`Missing position or data for room ${roomId}`);
return;
}
// Get room dimensions from tilemap (same as door sprite creation)
const map = gameRef.cache.tilemap.get(roomData.type);
let roomWidth = 320, roomHeight = 288; // fallback (10x9 tiles at 32px)
if (map) {
if (map.json) {
roomWidth = map.json.width * TILE_SIZE;
roomHeight = map.json.height * TILE_SIZE;
} else if (map.data) {
roomWidth = map.data.width * TILE_SIZE;
roomHeight = map.data.height * TILE_SIZE;
}
}
// Use the same world coordinates as the original door
let doorX = doorWorldX, doorY = doorWorldY, doorWidth, doorHeight;
// Set door dimensions based on direction
if (direction === 'north' || direction === 'south') {
doorWidth = TILE_SIZE * 2;
doorHeight = TILE_SIZE;
} else if (direction === 'east' || direction === 'west') {
doorWidth = TILE_SIZE * 2;
doorHeight = TILE_SIZE;
} else {
console.log(`Unknown direction: ${direction}`);
return;
}
// Create the animated door sprite
let animatedDoorSprite;
let doorTopSprite;
try {
// Create main door sprite
animatedDoorSprite = gameRef.add.sprite(doorX, doorY, 'door_sheet');
// Calculate the bottom of the door (where it meets the ground)
const doorBottomY = doorY + (TILE_SIZE * 2) / 2; // doorY is center, so add half height to get bottom
// Set sprite properties
animatedDoorSprite.setOrigin(0.5, 0.5);
animatedDoorSprite.setDepth(doorBottomY + 0.45); // Bottom Y + door layer offset
animatedDoorSprite.setVisible(true);
// Play the opening animation
animatedDoorSprite.play('door_open');
// Create door top sprite (6th frame) at high z-index
doorTopSprite = gameRef.add.sprite(doorX, doorY, 'door_sheet');
doorTopSprite.setOrigin(0.5, 0.5);
doorTopSprite.setDepth(doorBottomY + 0.55); // Bottom Y + door top layer offset
doorTopSprite.setVisible(true);
doorTopSprite.play('door_top');
// Store references to the animated doors in the room
if (!room.animatedDoors) {
room.animatedDoors = [];
}
room.animatedDoors.push(animatedDoorSprite);
room.animatedDoors.push(doorTopSprite);
console.log(`Created animated door sprite at (${doorX}, ${doorY}) in room ${roomId} with door top`);
} catch (error) {
console.warn(`Failed to create animated door sprite:`, error);
// Fallback to a simple colored rectangle
const graphics = gameRef.add.graphics();
graphics.fillStyle(0x00ff00, 1); // Green color for open door
graphics.fillRect(-doorWidth/2, -doorHeight/2, doorWidth, doorHeight);
graphics.setPosition(doorX, doorY);
// Calculate the bottom of the door (where it meets the ground)
const doorBottomY = doorY + (TILE_SIZE * 2) / 2; // doorY is center, so add half height to get bottom
graphics.setDepth(doorBottomY + 0.45); // Bottom Y + door layer offset
if (!room.animatedDoors) {
room.animatedDoors = [];
}
room.animatedDoors.push(graphics);
console.log(`Created fallback animated door at (${doorX}, ${doorY}) in room ${roomId}`);
}
}
// Function to load a room lazily
function loadRoom(roomId) {
const gameScenario = window.gameScenario;
const roomData = gameScenario.rooms[roomId];
const position = window.roomPositions[roomId];
if (!roomData || !position) {
console.error(`Cannot load room ${roomId}: missing data or position`);
return;
}
console.log(`Lazy loading room: ${roomId}`);
createRoom(roomId, roomData, position);
revealRoom(roomId);
}
// Function to remove wall tiles under doors
function removeTilesUnderDoor(wallLayer, roomId, position) {
console.log(`Removing wall tiles under doors in room ${roomId}`);
// Remove wall tiles under doors using the same positioning logic as door sprites
const gameScenario = window.gameScenario;
const roomData = gameScenario.rooms[roomId];
if (!roomData || !roomData.connections) {
console.log(`No connections found for room ${roomId}, skipping wall tile removal`);
return;
}
// Get room dimensions for door positioning (same as door sprite creation)
const map = gameRef.cache.tilemap.get(roomData.type);
let roomWidth = 800, roomHeight = 600; // fallback
if (map) {
if (map.json) {
roomWidth = map.json.width * TILE_SIZE;
roomHeight = map.json.height * TILE_SIZE;
} else if (map.data) {
roomWidth = map.data.width * TILE_SIZE;
roomHeight = map.data.height * TILE_SIZE;
}
}
const connections = roomData.connections;
// Process each connection direction
Object.entries(connections).forEach(([direction, connectedRooms]) => {
const roomList = Array.isArray(connectedRooms) ? connectedRooms : [connectedRooms];
roomList.forEach((connectedRoom, index) => {
// Calculate door position using the same logic as door sprite creation
let doorX, doorY;
let doorWidth = TILE_SIZE, doorHeight = TILE_SIZE * 2;
switch (direction) {
case 'north':
if (roomList.length === 1) {
// Single connection - check the connecting room's connections to determine position
const connectingRoom = roomList[0];
const connectingRoomConnections = window.gameScenario.rooms[connectingRoom]?.connections?.south;
if (Array.isArray(connectingRoomConnections) && connectingRoomConnections.length > 1) {
// The connecting room has multiple south doors, find which one connects to this room
const doorIndex = connectingRoomConnections.indexOf(roomId);
if (doorIndex >= 0) {
// When the connecting room has multiple doors, position this door to match
// If this room is at index 0 (left), position door on the right (southeast)
// If this room is at index 1 (right), position door on the left (southwest)
if (doorIndex === 0) {
// This room is on the left, so door should be on the right
doorX = position.x + roomWidth - TILE_SIZE * 1.5;
} else {
// This room is on the right, so door should be on the left
doorX = position.x + TILE_SIZE * 1.5;
}
} else {
// Fallback to left positioning
doorX = position.x + TILE_SIZE * 1.5;
}
} else {
// Single door - use left positioning
doorX = position.x + TILE_SIZE * 1.5;
}
} else {
// Multiple connections - use 1.5 tile spacing from edges
const availableWidth = roomWidth - (TILE_SIZE * 1.5 * 2); // Subtract edge spacing
const doorSpacing = availableWidth / (roomList.length - 1); // Space between doors
doorX = position.x + TILE_SIZE * 1.5 + (doorSpacing * index); // Start at 1.5 tiles from edge
}
doorY = position.y + TILE_SIZE;
break;
case 'south':
if (roomList.length === 1) {
// Single connection - check if the connecting room has multiple doors
const connectingRoom = roomList[0];
const connectingRoomConnections = window.gameScenario.rooms[connectingRoom]?.connections?.north;
if (Array.isArray(connectingRoomConnections) && connectingRoomConnections.length > 1) {
// The connecting room has multiple north doors, find which one connects to this room
const doorIndex = connectingRoomConnections.indexOf(roomId);
if (doorIndex >= 0) {
// When the connecting room has multiple doors, position this door to match
// If this room is at index 0 (left), position door on the right (southeast)
// If this room is at index 1 (right), position door on the left (southwest)
if (doorIndex === 0) {
// This room is on the left, so door should be on the right
doorX = position.x + roomWidth - TILE_SIZE * 1.5;
} else {
// This room is on the right, so door should be on the left
doorX = position.x + TILE_SIZE * 1.5;
}
} else {
// Fallback to left positioning
doorX = position.x + TILE_SIZE * 1.5;
}
} else {
// Single door - use left positioning
doorX = position.x + TILE_SIZE * 1.5;
}
} else {
// Multiple connections - use 1.5 tile spacing from edges
const availableWidth = roomWidth - (TILE_SIZE * 1.5 * 2); // Subtract edge spacing
const doorSpacing = availableWidth / (roomList.length - 1); // Space between doors
doorX = position.x + TILE_SIZE * 1.5 + (doorSpacing * index); // Start at 1.5 tiles from edge
}
doorY = position.y + roomHeight - TILE_SIZE;
break;
case 'east':
doorX = position.x + roomWidth - TILE_SIZE;
doorY = position.y + roomHeight / 2;
doorWidth = TILE_SIZE * 2;
doorHeight = TILE_SIZE;
break;
case 'west':
doorX = position.x + TILE_SIZE;
doorY = position.y + roomHeight / 2;
doorWidth = TILE_SIZE * 2;
doorHeight = TILE_SIZE;
break;
default:
return;
}
// Use Phaser's getTilesWithin to get tiles that overlap with the door area
const doorBounds = {
x: doorX - (doorWidth / 2), // Door sprite origin is center, so adjust bounds
y: doorY - (doorHeight / 2),
width: doorWidth,
height: doorHeight
};
// Convert door bounds to tilemap coordinates (relative to the layer)
const doorBoundsInTilemap = {
x: doorBounds.x - wallLayer.x,
y: doorBounds.y - wallLayer.y,
width: doorBounds.width,
height: doorBounds.height
};
console.log(`Removing wall tiles for ${roomId} -> ${connectedRoom} (${direction}): door at (${doorX}, ${doorY}), world bounds:`, doorBounds, `tilemap bounds:`, doorBoundsInTilemap);
console.log(`Wall layer info: x=${wallLayer.x}, y=${wallLayer.y}, width=${wallLayer.width}, height=${wallLayer.height}`);
// Try a different approach - convert to tile coordinates first
const doorTileX = Math.floor(doorBoundsInTilemap.x / TILE_SIZE);
const doorTileY = Math.floor(doorBoundsInTilemap.y / TILE_SIZE);
const doorTilesWide = Math.ceil(doorBoundsInTilemap.width / TILE_SIZE);
const doorTilesHigh = Math.ceil(doorBoundsInTilemap.height / TILE_SIZE);
console.log(`Door tile coordinates: (${doorTileX}, ${doorTileY}) covering ${doorTilesWide}x${doorTilesHigh} tiles`);
// Check what tiles exist in the door area manually
let foundTiles = [];
for (let x = 0; x < doorTilesWide; x++) {
for (let y = 0; y < doorTilesHigh; y++) {
const tileX = doorTileX + x;
const tileY = doorTileY + y;
const tile = wallLayer.getTileAt(tileX, tileY);
if (tile && tile.index !== -1) {
foundTiles.push({x: tileX, y: tileY, tile: tile});
console.log(`Found wall tile at (${tileX}, ${tileY}) with index ${tile.index}`);
}
}
}
console.log(`Manually found ${foundTiles.length} wall tiles in door area`);
// Get all tiles within the door bounds (using tilemap coordinates)
const overlappingTiles = wallLayer.getTilesWithin(
doorBoundsInTilemap.x,
doorBoundsInTilemap.y,
doorBoundsInTilemap.width,
doorBoundsInTilemap.height
);
console.log(`getTilesWithin found ${overlappingTiles.length} tiles overlapping with door area`);
// Use the manually found tiles if getTilesWithin didn't work
const tilesToRemove = foundTiles.length > 0 ? foundTiles : overlappingTiles;
// Remove wall tiles that overlap with the door
tilesToRemove.forEach(tileData => {
const tileX = tileData.x;
const tileY = tileData.y;
// Remove the wall tile
const removedTile = wallLayer.tilemap.removeTileAt(
tileX,
tileY,
true, // replaceWithNull
true, // recalculateFaces
wallLayer // layer
);
if (removedTile) {
console.log(`Removed wall tile at (${tileX}, ${tileY}) under door ${roomId} -> ${connectedRoom}`);
}
});
// Recalculate collision after removing tiles
if (tilesToRemove.length > 0) {
console.log(`Recalculating collision for wall layer in ${roomId} after removing ${tilesToRemove.length} tiles`);
wallLayer.setCollisionByExclusion([-1]);
}
});
});
// // Convert door world position to tile coordinates
// const doorTileX = Math.floor((doorPos.x - wallLayer.x) / TILE_SIZE);
// const doorTileY = Math.floor((doorPos.y - wallLayer.y) / TILE_SIZE);
// // Calculate how many tiles the door covers
// const doorTilesWide = Math.ceil(doorPos.width / TILE_SIZE);
// const doorTilesHigh = Math.ceil(doorPos.height / TILE_SIZE);
// console.log(`Door covers ${doorTilesWide}x${doorTilesHigh} tiles at tile position (${doorTileX}, ${doorTileY})`);
// // Remove wall tiles in the door area
// for (let x = 0; x < doorTilesWide; x++) {
// for (let y = 0; y < doorTilesHigh; y++) {
// const tileX = doorTileX + x;
// const tileY = doorTileY + y;
// // Check if there's a wall tile at this position
// const wallTile = wallLayer.getTileAt(tileX, tileY);
// if (wallTile && wallTile.index !== -1) {
// // Remove the wall tile
// const removedTile = wallLayer.tilemap.removeTileAt(
// tileX,
// tileY,
// true, // replaceWithNull
// true, // recalculateFaces
// wallLayer // layer
// );
// if (removedTile) {
// console.log(`Removed wall tile at (${tileX}, ${tileY}) under door in room ${roomId}`);
// }
// }
// }
// }
}
// Function to remove wall tiles from a specific room for a door connection
function removeWallTilesForDoorInRoom(roomId, fromRoomId, direction, doorWorldX, doorWorldY) {
console.log(`Removing wall tiles in room ${roomId} for door from ${fromRoomId} (${direction}) at world position (${doorWorldX}, ${doorWorldY})`);
const room = rooms[roomId];
if (!room || !room.wallsLayers || room.wallsLayers.length === 0) {
console.log(`No wall layers found for room ${roomId}`);
return;
}
// Calculate the door position in the connected room
// The door should be on the opposite side of the connection
const oppositeDirection = getOppositeDirection(direction);
const roomPosition = window.roomPositions[roomId];
const roomData = window.gameScenario.rooms[roomId];
if (!roomPosition || !roomData) {
console.log(`Missing position or data for room ${roomId}`);
return;
}
// Get room dimensions
const roomWidth = roomData.width || 320;
const roomHeight = roomData.height || 288;
// Calculate door position in the connected room based on the opposite direction
let doorX, doorY, doorWidth, doorHeight;
// Calculate door position based on the room's door configuration
if (direction === 'north' || direction === 'south') {
// For north/south connections, calculate X position based on room configuration
const oppositeDirection = getOppositeDirection(direction);
const connections = roomData.connections?.[oppositeDirection];
if (Array.isArray(connections)) {
// Multiple doors - find the one that connects to fromRoomId
const doorIndex = connections.indexOf(fromRoomId);
if (doorIndex >= 0) {
const totalDoors = connections.length;
const availableWidth = roomWidth - (TILE_SIZE * 3); // 1.5 tiles from each edge
const doorSpacing = totalDoors > 1 ? availableWidth / (totalDoors - 1) : 0;
doorX = roomPosition.x + TILE_SIZE * 1.5 + (doorIndex * doorSpacing);
} else {
doorX = roomPosition.x + roomWidth / 2; // Default to center
}
} else {
// Single door - check if the connecting room has multiple doors
const connectingRoomConnections = window.gameScenario.rooms[fromRoomId]?.connections?.[direction];
if (Array.isArray(connectingRoomConnections) && connectingRoomConnections.length > 1) {
// The connecting room has multiple doors, find which one connects to this room
const doorIndex = connectingRoomConnections.indexOf(roomId);
if (doorIndex >= 0) {
// When the connecting room has multiple doors, position this door to match
// If this room is at index 0 (left), position door on the right (southeast)
// If this room is at index 1 (right), position door on the left (southwest)
if (doorIndex === 0) {
// This room is on the left, so door should be on the right
doorX = roomPosition.x + roomWidth - TILE_SIZE * 1.5;
console.log(`Wall tile removal door positioning for ${roomId}: left room (index 0), door on right (southeast), calculated doorX=${doorX}`);
} else {
// This room is on the right, so door should be on the left
doorX = roomPosition.x + TILE_SIZE * 1.5;
console.log(`Wall tile removal door positioning for ${roomId}: right room (index ${doorIndex}), door on left (southwest), calculated doorX=${doorX}`);
}
} else {
// Fallback to left positioning
doorX = roomPosition.x + TILE_SIZE * 1.5;
console.log(`Wall tile removal door positioning for ${roomId}: fallback to left, calculated doorX=${doorX}`);
}
} else {
// Single door - use left positioning
doorX = roomPosition.x + TILE_SIZE * 1.5;
console.log(`Wall tile removal door positioning for ${roomId}: single connection to ${fromRoomId}, calculated doorX=${doorX}`);
}
}
if (direction === 'north') {
// Original door is north, so new door should be south
doorY = roomPosition.y + roomHeight - TILE_SIZE;
} else {
// Original door is south, so new door should be north
doorY = roomPosition.y + TILE_SIZE;
}
doorWidth = TILE_SIZE * 2;
doorHeight = TILE_SIZE;
} else if (direction === 'east' || direction === 'west') {
// For east/west connections, calculate Y position based on room configuration
doorY = roomPosition.y + roomHeight / 2; // Center of room
if (direction === 'east') {
// Original door is east, so new door should be west
doorX = roomPosition.x + TILE_SIZE;
} else {
// Original door is west, so new door should be east
doorX = roomPosition.x + roomWidth - TILE_SIZE;
}
doorWidth = TILE_SIZE;
doorHeight = TILE_SIZE * 2;
} else {
console.log(`Unknown direction: ${direction}`);
return;
}
// For debugging: Calculate what the door position should be based on room dimensions
const expectedSouthDoorY = roomPosition.y + roomHeight - TILE_SIZE;
const expectedNorthDoorY = roomPosition.y + TILE_SIZE;
console.log(`Expected door positions for ${roomId}: north=${expectedNorthDoorY}, south=${expectedSouthDoorY}`);
// Debug: Log the room position and calculated door position
console.log(`Room ${roomId} position: (${roomPosition.x}, ${roomPosition.y}), dimensions: ${roomWidth}x${roomHeight}`);
console.log(`Original door at (${doorWorldX}, ${doorWorldY}), calculated door at (${doorX}, ${doorY})`);
console.log(`Direction: ${direction}, oppositeDirection: ${getOppositeDirection(direction)}`);
console.log(`Room connections:`, roomData.connections);
console.log(`Calculated door position in ${roomId}: (${doorX}, ${doorY}) for ${oppositeDirection} connection`);
// Remove wall tiles from all wall layers in this room
room.wallsLayers.forEach(wallLayer => {
// Calculate door bounds
// For north/south doors, the door sprite origin is at the center, but we need to adjust for the actual door position
let doorBounds;
if (oppositeDirection === 'north' || oppositeDirection === 'south') {
// For north/south doors, the door should cover the full width and be positioned at the edge
doorBounds = {
x: doorX - (doorWidth / 2),
y: doorY, // Don't subtract half height - the door is positioned at the edge
width: doorWidth,
height: doorHeight
};
} else {
// For east/west doors, use center positioning
doorBounds = {
x: doorX - (doorWidth / 2),
y: doorY - (doorHeight / 2),
width: doorWidth,
height: doorHeight
};
}
// For debugging: Show the door sprite dimensions and bounds
console.log(`Door sprite at (${doorX}, ${doorY}) with dimensions ${doorWidth}x${doorHeight}`);
console.log(`Door bounds: x=${doorBounds.x}, y=${doorBounds.y}, width=${doorBounds.width}, height=${doorBounds.height}`);
// Convert door bounds to tilemap coordinates
const doorBoundsInTilemap = {
x: doorBounds.x - wallLayer.x,
y: doorBounds.y - wallLayer.y,
width: doorBounds.width,
height: doorBounds.height
};
console.log(`Removing wall tiles in ${roomId} for ${oppositeDirection} door: world bounds:`, doorBounds, `tilemap bounds:`, doorBoundsInTilemap);
console.log(`Wall layer position: (${wallLayer.x}, ${wallLayer.y}), size: ${wallLayer.width}x${wallLayer.height}`);
console.log(`Room position: (${roomPosition.x}, ${roomPosition.y}), door position: (${doorX}, ${doorY})`);
// Convert to tile coordinates
const doorTileX = Math.floor(doorBoundsInTilemap.x / TILE_SIZE);
const doorTileY = Math.floor(doorBoundsInTilemap.y / TILE_SIZE);
const doorTilesWide = Math.ceil(doorBoundsInTilemap.width / TILE_SIZE);
const doorTilesHigh = Math.ceil(doorBoundsInTilemap.height / TILE_SIZE);
console.log(`Expected tile Y: ${Math.floor((doorY - roomPosition.y) / TILE_SIZE)}, actual tile Y: ${doorTileY}`);
console.log(`Door tile coordinates in ${roomId}: (${doorTileX}, ${doorTileY}) covering ${doorTilesWide}x${doorTilesHigh} tiles`);
// Check what tiles exist in the door area manually
let foundTiles = [];
for (let x = 0; x < doorTilesWide; x++) {
for (let y = 0; y < doorTilesHigh; y++) {
const tileX = doorTileX + x;
const tileY = doorTileY + y;
const tile = wallLayer.getTileAt(tileX, tileY);
if (tile && tile.index !== -1) {
foundTiles.push({x: tileX, y: tileY, tile: tile});
console.log(`Found wall tile at (${tileX}, ${tileY}) with index ${tile.index} in ${roomId}`);
}
}
}
console.log(`Manually found ${foundTiles.length} wall tiles in door area in ${roomId}`);
// Remove wall tiles that overlap with the door
foundTiles.forEach(tileData => {
const tileX = tileData.x;
const tileY = tileData.y;
// Remove the wall tile
const removedTile = wallLayer.tilemap.removeTileAt(
tileX,
tileY,
true, // replaceWithNull
true, // recalculateFaces
wallLayer // layer
);
if (removedTile) {
console.log(`Removed wall tile at (${tileX}, ${tileY}) under door in ${roomId}`);
}
});
// Recalculate collision after removing tiles
if (foundTiles.length > 0) {
console.log(`Recalculating collision for wall layer in ${roomId} after removing ${foundTiles.length} tiles`);
wallLayer.setCollisionByExclusion([-1]);
}
});
}
// Helper function to get the opposite direction
function getOppositeDirection(direction) {
switch (direction) {
case 'north': return 'south';
case 'south': return 'north';
case 'east': return 'west';
case 'west': return 'east';
default: return direction;
}
}
// Function to remove wall tiles from all overlapping room layers at a world position
function removeWallTilesAtWorldPosition(worldX, worldY, debugInfo = '') {
console.log(`Removing wall tiles at world position (${worldX}, ${worldY}) - ${debugInfo}`);
// Find all rooms and their wall layers that could contain this world position
Object.entries(rooms).forEach(([roomId, room]) => {
if (!room.wallsLayers || room.wallsLayers.length === 0) return;
room.wallsLayers.forEach(wallLayer => {
try {
// Convert world coordinates to tile coordinates for this layer
const tileX = Math.floor((worldX - room.position.x) / TILE_SIZE);
const tileY = Math.floor((worldY - room.position.y) / TILE_SIZE);
// Check if the tile coordinates are within the layer bounds
const wallTile = wallLayer.getTileAt(tileX, tileY);
if (wallTile && wallTile.index !== -1) {
// Remove the wall tile using the map's removeTileAt method
const removedTile = room.map.removeTileAt(
tileX,
tileY,
true, // replaceWithNull
true, // recalculateFaces
wallLayer // layer
);
if (removedTile) {
console.log(` Removed wall tile at (${tileX},${tileY}) from room ${roomId} layer ${wallLayer.name}`);
}
} else {
console.log(` No wall tile found at (${tileX},${tileY}) in room ${roomId} layer ${wallLayer.name || 'unnamed'}`);
}
} catch (error) {
console.warn(`Error removing wall tile from room ${roomId}:`, error);
}
});
});
}
export function initializeRooms(gameInstance) {
gameRef = gameInstance;
console.log('Initializing rooms');
rooms = {};
window.rooms = rooms; // Ensure window.rooms references the same object
currentRoom = '';
currentPlayerRoom = '';
window.currentPlayerRoom = '';
discoveredRooms = new Set();
// Update global reference
window.discoveredRooms = discoveredRooms;
// Calculate room positions for lazy loading
window.roomPositions = calculateRoomPositions(gameInstance);
console.log('Room positions calculated for lazy loading');
}
// Door validation is now handled by the sprite-based door system
export function validateDoorsByRoomOverlap() {
console.log('Door validation is now handled by the sprite-based door system');
}
// Calculate world bounds
export function calculateWorldBounds(gameInstance) {
console.log('Calculating world bounds');
const gameScenario = window.gameScenario;
if (!gameScenario || !gameScenario.rooms) {
console.error('Game scenario not loaded properly');
return {
x: -1800,
y: -1800,
width: 3600,
height: 3600
};
}
let minX = -1800, minY = -1800, maxX = 1800, maxY = 1800;
// Check all room positions to determine world bounds
const roomPositions = calculateRoomPositions(gameInstance);
Object.entries(gameScenario.rooms).forEach(([roomId, room]) => {
const position = roomPositions[roomId];
if (position) {
// Get actual room dimensions
const map = gameInstance.cache.tilemap.get(room.type);
let roomWidth = 800, roomHeight = 600; // fallback
if (map) {
let width, height;
if (map.json) {
width = map.json.width;
height = map.json.height;
} else if (map.data) {
width = map.data.width;
height = map.data.height;
} else {
width = map.width;
height = map.height;
}
if (width && height) {
roomWidth = width * TILE_SIZE; // tile width is TILE_SIZE
roomHeight = height * TILE_SIZE; // tile height is TILE_SIZE
}
}
minX = Math.min(minX, position.x);
minY = Math.min(minY, position.y);
maxX = Math.max(maxX, position.x + roomWidth);
maxY = Math.max(maxY, position.y + roomHeight);
}
});
// Add some padding
const padding = 200;
return {
x: minX - padding,
y: minY - padding,
width: (maxX - minX) + (padding * 2),
height: (maxY - minY) + (padding * 2)
};
}
export function calculateRoomPositions(gameInstance) {
const OVERLAP = 64;
const positions = {};
const gameScenario = window.gameScenario;
console.log('=== Starting Room Position Calculations ===');
// Get room dimensions from tilemaps
const roomDimensions = {};
Object.entries(gameScenario.rooms).forEach(([roomId, roomData]) => {
const map = gameInstance.cache.tilemap.get(roomData.type);
console.log(`Debug - Room ${roomId}:`, {
mapData: map,
fullData: map?.data,
json: map?.json
});
// Try different ways to access the data
if (map) {
let width, height;
if (map.json) {
width = map.json.width;
height = map.json.height;
} else if (map.data) {
width = map.data.width;
height = map.data.height;
} else {
width = map.width;
height = map.height;
}
roomDimensions[roomId] = {
width: width * TILE_SIZE, // tile width is TILE_SIZE
height: height * TILE_SIZE // tile height is TILE_SIZE
};
} else {
console.error(`Could not find tilemap data for room ${roomId}`);
// Fallback to default dimensions if needed
roomDimensions[roomId] = {
width: 320, // default width (10 tiles at 32px)
height: 288 // default height (9 tiles at 32px)
};
}
});
// Start with reception room at origin
positions[gameScenario.startRoom] = { x: 0, y: 0 };
console.log(`Starting room ${gameScenario.startRoom} position:`, positions[gameScenario.startRoom]);
// Process rooms level by level, starting from reception
const processed = new Set([gameScenario.startRoom]);
const queue = [gameScenario.startRoom];
while (queue.length > 0) {
const currentRoomId = queue.shift();
const currentRoom = gameScenario.rooms[currentRoomId];
const currentPos = positions[currentRoomId];
const currentDimensions = roomDimensions[currentRoomId];
console.log(`\nProcessing room ${currentRoomId}`);
console.log('Current position:', currentPos);
console.log('Connections:', currentRoom.connections);
Object.entries(currentRoom.connections).forEach(([direction, connected]) => {
console.log(`\nProcessing ${direction} connection:`, connected);
if (Array.isArray(connected)) {
const roomsToProcess = connected.filter(r => !processed.has(r));
console.log('Unprocessed connected rooms:', roomsToProcess);
if (roomsToProcess.length === 0) return;
if (direction === 'north' || direction === 'south') {
const firstRoom = roomsToProcess[0];
const firstRoomWidth = roomDimensions[firstRoom].width;
const firstRoomHeight = roomDimensions[firstRoom].height;
const secondRoom = roomsToProcess[1];
const secondRoomWidth = roomDimensions[secondRoom].width;
const secondRoomHeight = roomDimensions[secondRoom].height;
if (direction === 'north') {
// First room - right edge aligns with current room's left edge
positions[firstRoom] = {
x: currentPos.x - firstRoomWidth + DOOR_ALIGN_OVERLAP,
y: currentPos.y - firstRoomHeight + OVERLAP
};
// Second room - left edge aligns with current room's right edge
positions[secondRoom] = {
x: currentPos.x + currentDimensions.width - DOOR_ALIGN_OVERLAP,
y: currentPos.y - secondRoomHeight + OVERLAP
};
} else if (direction === 'south') {
// First room - left edge aligns with current room's right edge
positions[firstRoom] = {
x: currentPos.x - firstRoomWidth + DOOR_ALIGN_OVERLAP,
y: currentPos.y + currentDimensions.height - OVERLAP
};
// Second room - right edge aligns with current room's left edge
positions[secondRoom] = {
x: currentPos.x + currentDimensions.width - DOOR_ALIGN_OVERLAP,
y: currentPos.y + currentDimensions.height - secondRoomHeight - OVERLAP
};
}
roomsToProcess.forEach(roomId => {
processed.add(roomId);
queue.push(roomId);
console.log(`Positioned room ${roomId} at:`, positions[roomId]);
});
}
} else {
if (processed.has(connected)) {
return;
}
const connectedDimensions = roomDimensions[connected];
// Center the connected room
const x = currentPos.x +
(currentDimensions.width - connectedDimensions.width) / 2;
const y = direction === 'north'
? currentPos.y - connectedDimensions.height + OVERLAP
: currentPos.y + currentDimensions.height - OVERLAP;
positions[connected] = { x, y };
processed.add(connected);
queue.push(connected);
console.log(`Positioned single room ${connected} at:`, positions[connected]);
}
});
}
console.log('\n=== Final Room Positions ===');
Object.entries(positions).forEach(([roomId, pos]) => {
console.log(`${roomId}:`, pos);
});
return positions;
}
// Function to create thin collision boxes for wall tiles
function createWallCollisionBoxes(wallLayer, roomId, position) {
console.log(`Creating wall collision boxes for room ${roomId}`);
// Get room dimensions from the map
const map = rooms[roomId].map;
const roomWidth = map.widthInPixels;
const roomHeight = map.heightInPixels;
console.log(`Room ${roomId} dimensions: ${roomWidth}x${roomHeight} at position (${position.x}, ${position.y})`);
const collisionBoxes = [];
// Get all wall tiles from the layer
const wallTiles = wallLayer.getTilesWithin(0, 0, map.width, map.height, { isNotEmpty: true });
wallTiles.forEach(tile => {
const tileX = tile.x;
const tileY = tile.y;
const worldX = position.x + (tileX * TILE_SIZE);
const worldY = position.y + (tileY * TILE_SIZE);
// Create collision boxes for all applicable edges (not just one)
const tileCollisionBoxes = [];
// North wall (top 2 rows) - collision on south edge
if (tileY < 2) {
const collisionBox = gameRef.add.rectangle(
worldX + TILE_SIZE / 2,
worldY + TILE_SIZE - 4, // 4px from south edge
TILE_SIZE,
8, // Thicker collision box
0x000000,
0 // Invisible
);
tileCollisionBoxes.push(collisionBox);
}
// South wall (bottom row) - collision on south edge
if (tileY === map.height - 1) {
const collisionBox = gameRef.add.rectangle(
worldX + TILE_SIZE / 2,
worldY + TILE_SIZE - 4, // 4px from south edge
TILE_SIZE,
8, // Thicker collision box
0x000000,
0 // Invisible
);
tileCollisionBoxes.push(collisionBox);
}
// West wall (left column) - collision on east edge
if (tileX === 0) {
const collisionBox = gameRef.add.rectangle(
worldX + TILE_SIZE - 4, // 4px from east edge
worldY + TILE_SIZE / 2,
8, // Thicker collision box
TILE_SIZE,
0x000000,
0 // Invisible
);
tileCollisionBoxes.push(collisionBox);
}
// East wall (right column) - collision on west edge
if (tileX === map.width - 1) {
const collisionBox = gameRef.add.rectangle(
worldX + 4, // 4px from west edge
worldY + TILE_SIZE / 2,
8, // Thicker collision box
TILE_SIZE,
0x000000,
0 // Invisible
);
tileCollisionBoxes.push(collisionBox);
}
// Set up all collision boxes for this tile
tileCollisionBoxes.forEach(collisionBox => {
collisionBox.setVisible(false);
gameRef.physics.add.existing(collisionBox, true);
// Wait for the next frame to ensure body is fully initialized
gameRef.time.delayedCall(0, () => {
if (collisionBox.body) {
// Use direct property assignment (fallback method)
collisionBox.body.immovable = true;
}
});
collisionBoxes.push(collisionBox);
});
});
console.log(`Created ${collisionBoxes.length} wall collision boxes for room ${roomId}`);
// Add collision with player for all collision boxes
const player = window.player;
if (player && player.body) {
collisionBoxes.forEach(collisionBox => {
gameRef.physics.add.collider(player, collisionBox);
});
console.log(`Added ${collisionBoxes.length} wall collision boxes for room ${roomId}`);
} else {
console.warn(`Player not ready for room ${roomId}, storing ${collisionBoxes.length} collision boxes for later`);
if (!rooms[roomId].pendingWallCollisionBoxes) {
rooms[roomId].pendingWallCollisionBoxes = [];
}
rooms[roomId].pendingWallCollisionBoxes.push(...collisionBoxes);
}
// Store collision boxes in room for cleanup
if (!rooms[roomId].wallCollisionBoxes) {
rooms[roomId].wallCollisionBoxes = [];
}
rooms[roomId].wallCollisionBoxes.push(...collisionBoxes);
}
// Set up collision detection between chairs and other objects
function setupChairCollisions(chair) {
if (!chair || !chair.body) return;
// Collision with other chairs
if (window.chairs) {
window.chairs.forEach(otherChair => {
if (otherChair !== chair && otherChair.body) {
gameRef.physics.add.collider(chair, otherChair);
}
});
}
// Collision with tables and other static objects
Object.values(rooms).forEach(room => {
if (room.objects) {
Object.values(room.objects).forEach(obj => {
if (obj !== chair && obj.body && obj.body.immovable) {
gameRef.physics.add.collider(chair, obj);
}
});
}
});
// Collision with wall collision boxes
Object.values(rooms).forEach(room => {
if (room.wallCollisionBoxes) {
room.wallCollisionBoxes.forEach(wallBox => {
if (wallBox.body) {
gameRef.physics.add.collider(chair, wallBox);
}
});
}
});
// Collision with closed door sprites
Object.values(rooms).forEach(room => {
if (room.doorSprites) {
room.doorSprites.forEach(doorSprite => {
// Only collide with closed doors (doors that haven't been opened)
if (doorSprite.body && doorSprite.body.immovable) {
gameRef.physics.add.collider(chair, doorSprite);
}
});
}
});
}
// Set up collisions between existing chairs and new room objects
function setupExistingChairsWithNewRoom(roomId) {
if (!window.chairs) return;
const room = rooms[roomId];
if (!room) return;
// Collision with new room's tables and static objects
if (room.objects) {
Object.values(room.objects).forEach(obj => {
if (obj.body && obj.body.immovable) {
window.chairs.forEach(chair => {
if (chair.body) {
gameRef.physics.add.collider(chair, obj);
}
});
}
});
}
// Collision with new room's wall collision boxes
if (room.wallCollisionBoxes) {
room.wallCollisionBoxes.forEach(wallBox => {
if (wallBox.body) {
window.chairs.forEach(chair => {
if (chair.body) {
gameRef.physics.add.collider(chair, wallBox);
}
});
}
});
}
// Collision with new room's door sprites
if (room.doorSprites) {
room.doorSprites.forEach(doorSprite => {
// Only collide with closed doors (doors that haven't been opened)
if (doorSprite.body && doorSprite.body.immovable) {
window.chairs.forEach(chair => {
if (chair.body) {
gameRef.physics.add.collider(chair, doorSprite);
}
});
}
});
}
}
export function createRoom(roomId, roomData, position) {
try {
console.log(`Creating room ${roomId} of type ${roomData.type}`);
const gameScenario = window.gameScenario;
const map = gameRef.make.tilemap({ key: roomData.type });
const tilesets = [];
// Add tilesets
console.log('Available tilesets:', map.tilesets.map(t => ({
name: t.name,
columns: t.columns,
firstgid: t.firstgid,
tilecount: t.tilecount
})));
const regularTilesets = map.tilesets.filter(t =>
!t.name.includes('Interiors_48x48') &&
t.name !== 'objects' && // Skip the objects tileset as it's handled separately
t.name !== 'tables' && // Skip the tables tileset as it's also an ImageCollection
!t.name.includes('../objects/') && // Skip individual object tilesets
!t.name.includes('../tables/') && // Skip individual table tilesets
t.columns > 0 // Only process tilesets with columns (regular tilesets)
);
console.log('Filtered tilesets to process:', regularTilesets.map(t => t.name));
regularTilesets.forEach(tileset => {
console.log(`Attempting to add tileset: ${tileset.name}`);
const loadedTileset = map.addTilesetImage(tileset.name, tileset.name);
if (loadedTileset) {
tilesets.push(loadedTileset);
console.log(`Added regular tileset: ${tileset.name}`);
} else {
console.log(`Failed to add tileset: ${tileset.name}`);
}
});
// Initialize room data structure first
rooms[roomId] = {
map,
layers: {},
wallsLayers: [],
objects: {},
position
};
// Ensure window.rooms is updated
window.rooms = rooms;
const layers = rooms[roomId].layers;
const wallsLayers = rooms[roomId].wallsLayers;
// IMPORTANT: This counter ensures unique layer IDs across ALL rooms and should not be removed
if (!window.globalLayerCounter) window.globalLayerCounter = 0;
// Calculate base depth for this room's layers
// Use world Y position + layer offset (room Y is 2 tiles south of actual room position)
const roomWorldY = position.y + TILE_SIZE * 2; // Room Y is 2 tiles south of room position
// Create door sprites based on gameScenario connections
const doorSprites = createDoorSpritesForRoom(roomId, position);
rooms[roomId].doorSprites = doorSprites;
console.log(`Stored ${doorSprites.length} door sprites in room ${roomId}`);
// Store door positions for wall tile removal
const doorPositions = doorSprites.map(doorSprite => ({
x: doorSprite.x,
y: doorSprite.y,
width: doorSprite.body ? doorSprite.body.width : TILE_SIZE,
height: doorSprite.body ? doorSprite.body.height : TILE_SIZE * 2
}));
// Create other layers with appropriate depths
map.layers.forEach((layerData, index) => {
// Skip the doors layer since we're using sprite-based doors
if (layerData.name.toLowerCase().includes('doors')) {
console.log(`Skipping doors layer: ${layerData.name} in room ${roomId}`);
return;
}
window.globalLayerCounter++;
const uniqueLayerId = `${roomId}_${layerData.name}_${window.globalLayerCounter}`;
const layer = map.createLayer(index, tilesets, position.x, position.y);
if (layer) {
layer.name = uniqueLayerId;
// remove tiles under doors
removeTilesUnderDoor(layer, roomId, position);
// Set depth based on layer type and room position
if (layerData.name.toLowerCase().includes('floor')) {
layer.setDepth(roomWorldY + 0.1);
console.log(`Floor layer depth: ${roomWorldY + 0.1}`);
} else if (layerData.name.toLowerCase().includes('walls')) {
layer.setDepth(roomWorldY + 0.2);
console.log(`Wall layer depth: ${roomWorldY + 0.2}`);
// Remove wall tiles under doors
removeTilesUnderDoor(layer, roomId, position);
// Set up wall layer (collision disabled - using custom collision boxes instead)
try {
// Disabled: layer.setCollisionByExclusion([-1]);
console.log(`Wall layer ${uniqueLayerId} - using custom collision boxes instead of tile collision`);
wallsLayers.push(layer);
console.log(`Added wall layer: ${uniqueLayerId}`);
// Disabled: Old collision system between player and wall layer
// const player = window.player;
// if (player && player.body) {
// gameRef.physics.add.collider(player, layer);
// console.log(`Added collision between player and wall layer: ${uniqueLayerId}`);
// }
// Create thin collision boxes for wall tiles
createWallCollisionBoxes(layer, roomId, position);
} catch (e) {
console.warn(`Error setting up collisions for ${uniqueLayerId}:`, e);
}
} else if (layerData.name.toLowerCase().includes('collision')) {
layer.setDepth(roomWorldY + 0.15);
console.log(`Collision layer depth: ${roomWorldY + 0.15}`);
// Set up collision layer (collision disabled - using custom collision boxes instead)
try {
// Disabled: layer.setCollisionByExclusion([-1]);
console.log(`Collision layer ${uniqueLayerId} - using custom collision boxes instead of tile collision`);
// Disabled: Old collision system between player and collision layer
// const player = window.player;
// if (player && player.body) {
// gameRef.physics.add.collider(player, layer);
// console.log(`Added collision between player and collision layer: ${uniqueLayerId}`);
// }
} catch (e) {
console.warn(`Error setting up collision layer ${uniqueLayerId}:`, e);
}
} else if (layerData.name.toLowerCase().includes('props')) {
layer.setDepth(roomWorldY + 0.3);
console.log(`Props layer depth: ${roomWorldY + 0.3}`);
} else {
// Other layers (decorations, etc.)
layer.setDepth(roomWorldY + 0.4);
console.log(`Other layer depth: ${roomWorldY + 0.4}`);
}
layers[uniqueLayerId] = layer;
layer.setVisible(false);
layer.setAlpha(0);
}
});
// Handle new Tiled object layers with grouping logic
const objectLayers = [
'tables', 'table_items', 'conditional_table_items',
'items', 'conditional_items'
];
// First, collect all objects by layer
const objectsByLayer = {};
objectLayers.forEach(layerName => {
const objectLayer = map.getObjectLayer(layerName);
if (objectLayer && objectLayer.objects.length > 0) {
objectsByLayer[layerName] = objectLayer.objects;
console.log(`Collected ${layerName} layer with ${objectLayer.objects.length} objects`);
}
});
// Process tables first to establish base positions
const tableObjects = [];
if (objectsByLayer.tables) {
objectsByLayer.tables.forEach(obj => {
const processedObj = processObject(obj, position, roomId, 'table');
if (processedObj) {
tableObjects.push(processedObj);
}
});
}
// Group table items with their closest tables
const tableGroups = [];
tableObjects.forEach(table => {
const group = {
table: table,
items: [],
baseDepth: table.sprite.depth
};
tableGroups.push(group);
});
// Process table items and assign them to groups
if (objectsByLayer.table_items) {
objectsByLayer.table_items.forEach(obj => {
const processedObj = processObject(obj, position, roomId, 'table_item');
if (processedObj) {
// Find the closest table
const closestTable = findClosestTable(processedObj.sprite, tableObjects);
if (closestTable) {
const group = tableGroups.find(g => g.table === closestTable);
if (group) {
group.items.push(processedObj);
}
}
}
});
}
// Conditional table items are now handled by scenario matching system
// Set z-index ordering for each group (table first, then items from north to south)
tableGroups.forEach(group => {
// Table is already at the correct depth
console.log(`Setting up group for table at depth ${group.baseDepth}`);
// Sort items from north to south (lower Y values first)
group.items.sort((a, b) => a.sprite.y - b.sprite.y);
// Set items to share the same base depth as the table
group.items.forEach((item, index) => {
// Table items don't need elevation - they're grouped with the table
const itemDepth = group.baseDepth + (index + 1) * 0.01; // Slight offset for proper ordering
item.sprite.setDepth(itemDepth);
// No elevation for table items
item.sprite.elevation = 0;
console.log(`Set item ${item.sprite.name} to depth ${itemDepth} (north to south order, no elevation)`);
});
});
// Process scenario objects with conditional item matching first
const usedItems = processScenarioObjectsWithConditionalMatching(roomId, position, objectsByLayer);
// Process all non-conditional items (chairs, plants, etc.)
// Give them default properties if not used in scenario
if (objectsByLayer.items) {
objectsByLayer.items.forEach(obj => {
const imageName = getImageNameFromObject(obj);
const baseType = extractBaseTypeFromImageName(imageName);
// Skip if this base type was used by scenario objects
if (imageName && (usedItems.has(imageName) || usedItems.has(baseType))) {
console.log(`Skipping regular item ${imageName} (baseType: ${baseType}) - used by scenario object`);
return;
}
processObject(obj, position, roomId, 'item');
});
}
// Helper function to process scenario objects with conditional matching
function processScenarioObjectsWithConditionalMatching(roomId, position, objectsByLayer) {
const gameScenario = window.gameScenario;
if (!gameScenario.rooms[roomId].objects) {
return new Set();
}
const usedItems = new Set();
console.log(`Processing ${gameScenario.rooms[roomId].objects.length} scenario objects for room ${roomId}`);
// Create maps of all available items by type
const regularItemsByType = {};
const conditionalItemsByType = {};
const conditionalTableItemsByType = {};
// Process regular items layer
if (objectsByLayer.items) {
objectsByLayer.items.forEach(obj => {
const imageName = getImageNameFromObject(obj);
if (imageName && imageName !== 'unknown') {
const baseType = extractBaseTypeFromImageName(imageName);
if (!regularItemsByType[baseType]) {
regularItemsByType[baseType] = [];
}
regularItemsByType[baseType].push(obj);
}
});
}
// Process conditional items layer
if (objectsByLayer.conditional_items) {
objectsByLayer.conditional_items.forEach(obj => {
const imageName = getImageNameFromObject(obj);
if (imageName && imageName !== 'unknown') {
const baseType = extractBaseTypeFromImageName(imageName);
if (!conditionalItemsByType[baseType]) {
conditionalItemsByType[baseType] = [];
}
conditionalItemsByType[baseType].push(obj);
}
});
}
// Process conditional table items layer
if (objectsByLayer.conditional_table_items) {
console.log(`Processing ${objectsByLayer.conditional_table_items.length} conditional table items`);
objectsByLayer.conditional_table_items.forEach((obj, index) => {
const imageName = getImageNameFromObject(obj);
console.log(`Conditional table item ${index}: GID ${obj.gid} -> imageName: ${imageName}`);
if (imageName && imageName !== 'unknown') {
const baseType = extractBaseTypeFromImageName(imageName);
console.log(`Conditional table item ${imageName} -> baseType: ${baseType}`);
if (!conditionalTableItemsByType[baseType]) {
conditionalTableItemsByType[baseType] = [];
}
conditionalTableItemsByType[baseType].push(obj);
console.log(`Added ${baseType} to conditional table items (total: ${conditionalTableItemsByType[baseType].length})`);
} else {
console.log(`No valid imageName found for conditional table item ${index} with GID ${obj.gid} (imageName: ${imageName})`);
}
});
}
// Process each scenario object
gameScenario.rooms[roomId].objects.forEach((scenarioObj, index) => {
const objType = scenarioObj.type;
// Skip items that should be in inventory
if (scenarioObj.inInventory) {
return;
}
let sprite = null;
let usedItem = null;
let isTableItem = false;
console.log(`Looking for scenario object type: ${objType}`);
console.log(`Available regular items for ${objType}: ${regularItemsByType[objType] ? regularItemsByType[objType].length : 0}`);
console.log(`Available conditional items for ${objType}: ${conditionalItemsByType[objType] ? conditionalItemsByType[objType].length : 0}`);
console.log(`Available conditional table items for ${objType}: ${conditionalTableItemsByType[objType] ? conditionalTableItemsByType[objType].length : 0}`);
// First, try to find a matching regular item
if (regularItemsByType[objType] && regularItemsByType[objType].length > 0) {
usedItem = regularItemsByType[objType].shift();
console.log(`Using regular item for ${objType}`);
}
// Then try conditional items
else if (conditionalItemsByType[objType] && conditionalItemsByType[objType].length > 0) {
usedItem = conditionalItemsByType[objType].shift();
console.log(`Using conditional item for ${objType}`);
}
// Finally try conditional table items
else if (conditionalTableItemsByType[objType] && conditionalTableItemsByType[objType].length > 0) {
usedItem = conditionalTableItemsByType[objType].shift();
isTableItem = true;
console.log(`Using conditional table item for ${objType}`);
}
if (usedItem) {
// Create sprite using the found item
const imageName = getImageNameFromObject(usedItem);
sprite = gameRef.add.sprite(
position.x + usedItem.x,
position.y + usedItem.y - usedItem.height,
imageName
);
if (usedItem.rotation) {
sprite.setRotation(Phaser.Math.DegToRad(usedItem.rotation));
}
console.log(`Created ${objType} using ${imageName}`);
// Track this item as used
usedItems.add(imageName);
const baseType = extractBaseTypeFromImageName(imageName);
usedItems.add(baseType);
// If it's a table item, find the closest table and group it
if (isTableItem && tableObjects.length > 0) {
const closestTable = findClosestTable(sprite, tableObjects);
if (closestTable) {
const group = tableGroups.find(g => g.table === closestTable);
if (group) {
// Table items don't need elevation - they're grouped with the table
const itemDepth = group.baseDepth + (group.items.length + 1) * 0.01;
sprite.setDepth(itemDepth);
// No elevation for table items
sprite.elevation = 0;
group.items.push({ sprite, type: 'conditional_table_item' });
}
}
}
} else {
// No matching item found, create at random position
const roomWidth = 10 * TILE_SIZE;
const roomHeight = 9 * TILE_SIZE;
const padding = TILE_SIZE * 2;
// Find a valid position that doesn't overlap with existing items
let randomX, randomY;
let attempts = 0;
const maxAttempts = 50;
do {
randomX = position.x + padding + Math.random() * (roomWidth - padding * 2);
randomY = position.y + padding + Math.random() * (roomHeight - padding * 2);
attempts++;
} while (attempts < maxAttempts && isPositionOverlapping(randomX, randomY, roomId, TILE_SIZE));
sprite = gameRef.add.sprite(randomX, randomY, objType);
console.log(`Created ${objType} at random position - no matching item found (attempts: ${attempts})`);
}
// Set common properties
sprite.setOrigin(0, 0);
sprite.name = usedItem ? getImageNameFromObject(usedItem) : objType;
sprite.objectId = `${roomId}_${objType}_${index}`;
sprite.setInteractive({ useHandCursor: true });
// Set depth based on world Y position (unless already set for table items)
if (!isTableItem || !usedItem) {
const objectBottomY = sprite.y + sprite.height;
// Calculate elevation for items on the back wall (top 2 tiles of room)
const roomTopY = position.y;
const backWallThreshold = roomTopY + (2 * 32); // Back wall is top 2 tiles
const itemBottomY = sprite.y + sprite.height;
const elevation = itemBottomY < backWallThreshold ? (backWallThreshold - itemBottomY) : 0;
const objectDepth = objectBottomY + 0.5 + elevation;
sprite.setDepth(objectDepth);
// Store elevation for debugging
sprite.elevation = elevation;
}
// Store scenario data with sprite
sprite.scenarioData = scenarioObj;
sprite.interactable = true; // Mark scenario items as interactable
console.log(`Applied scenario data to ${objType}:`, {
name: scenarioObj.name,
type: scenarioObj.type,
takeable: scenarioObj.takeable,
readable: scenarioObj.readable,
text: scenarioObj.text,
observations: scenarioObj.observations
});
// Initially hide the object
sprite.setVisible(false);
// Store the object
rooms[roomId].objects[sprite.objectId] = sprite;
// Add click handler
sprite.on('pointerdown', (pointer, localX, localY, event) => {
// Check if player is in range for interaction
const player = window.player;
if (player) {
const dx = player.x - sprite.x;
const dy = player.y - sprite.y;
const distanceSq = dx * dx + dy * dy;
const INTERACTION_RANGE_SQ = 64 * 64; // 64 pixels squared
if (distanceSq <= INTERACTION_RANGE_SQ) {
// Player is in range - prevent movement and trigger interaction
if (event && event.preventDefault) {
event.preventDefault();
}
// Set flag to prevent player movement
window.preventPlayerMovement = true;
if (window.handleObjectInteraction) {
window.handleObjectInteraction(sprite);
}
// Reset flag after a short delay
setTimeout(() => {
window.preventPlayerMovement = false;
}, 100);
} else {
// Player is out of range - allow movement to the item
console.log('Scenario item out of range, allowing player movement');
// Don't prevent movement - let the player move to the item
}
}
});
});
// Re-sort table groups after adding scenario items to maintain north-to-south order
tableGroups.forEach(group => {
// Sort items from north to south (lower Y values first)
group.items.sort((a, b) => a.sprite.y - b.sprite.y);
// Recalculate depths for all items in the group
group.items.forEach((item, index) => {
// Table items don't need elevation - they're grouped with the table
const itemDepth = group.baseDepth + (index + 1) * 0.01;
item.sprite.setDepth(itemDepth);
// No elevation for table items
item.sprite.elevation = 0;
console.log(`Re-sorted item ${item.sprite.name} to depth ${itemDepth} (north to south order, no elevation)`);
});
});
// Log summary of item usage
console.log(`=== Item Usage Summary ===`);
Object.entries(regularItemsByType).forEach(([baseType, items]) => {
console.log(`Regular items for ${baseType}: ${items.length} available`);
});
Object.entries(conditionalItemsByType).forEach(([baseType, items]) => {
console.log(`Conditional items for ${baseType}: ${items.length} available`);
});
Object.entries(conditionalTableItemsByType).forEach(([baseType, items]) => {
console.log(`Conditional table items for ${baseType}: ${items.length} available`);
});
return usedItems;
}
// Helper function to get image name from Tiled object
function getImageNameFromObject(obj) {
// Find the tileset that contains this GID
// Handle multiple tileset instances by finding the most recent one
let tileset = null;
let localTileId = 0;
let bestMatch = null;
let bestMatchIndex = -1;
for (let i = 0; i < map.tilesets.length; i++) {
const ts = map.tilesets[i];
const maxGid = ts.tilecount ? ts.firstgid + ts.tilecount : ts.firstgid + 1;
if (obj.gid >= ts.firstgid && obj.gid < maxGid) {
// Prefer objects tilesets, and among those, prefer the most recent (highest index)
if (ts.name === 'objects' || ts.name.includes('objects/') || ts.name.includes('tables/')) {
if (bestMatchIndex < i) {
bestMatch = ts;
bestMatchIndex = i;
tileset = ts;
localTileId = obj.gid - ts.firstgid;
}
} else if (!bestMatch) {
// Fallback to any matching tileset if no objects tileset found
tileset = ts;
localTileId = obj.gid - ts.firstgid;
}
}
}
if (tileset && (tileset.name === 'objects' || tileset.name.includes('objects/') || tileset.name.includes('tables/'))) {
let imageName = null;
if (tileset.images && tileset.images[localTileId]) {
const imageData = tileset.images[localTileId];
if (imageData && imageData.name) {
imageName = imageData.name;
}
} else if (tileset.tileData && tileset.tileData[localTileId]) {
const tileData = tileset.tileData[localTileId];
if (tileData && tileData.image) {
const imagePath = tileData.image;
imageName = imagePath.split('/').pop().replace('.png', '');
}
} else if (tileset.name.includes('objects/') || tileset.name.includes('tables/')) {
imageName = tileset.name.split('/').pop().replace('.png', '');
}
return imageName;
}
return null;
}
// Helper function to extract base type from image name
function extractBaseTypeFromImageName(imageName) {
// Check if imageName is null or undefined
if (!imageName) {
console.log('Warning: extractBaseTypeFromImageName called with null/undefined imageName');
return 'unknown';
}
// Remove numbers and common suffixes to get base type
// e.g., "pc2.png" -> "pc", "laptop3.png" -> "laptop", "phone4" -> "phone"
let baseType = imageName.replace(/\d+$/, ''); // Remove trailing numbers
baseType = baseType.replace(/\.png$/, ''); // Remove .png extension
// Handle special cases where scenario uses plural but items use singular
if (baseType === 'note') {
// Convert note1 -> notes1, note2 -> notes2, etc.
const number = imageName.match(/\d+/);
if (number) {
baseType = 'notes' + number[0];
} else {
baseType = 'notes'; // Fallback for note without number
}
}
console.log(`Extracting base type: ${imageName} -> ${baseType}`);
return baseType;
}
// Helper function to process individual objects
function processObject(obj, position, roomId, type) {
// Find the tileset that contains this GID
// Handle multiple tileset instances by finding the most recent one
let tileset = null;
let localTileId = 0;
let bestMatch = null;
let bestMatchIndex = -1;
for (let i = 0; i < map.tilesets.length; i++) {
const ts = map.tilesets[i];
// Handle tilesets with undefined tilecount (individual object tilesets)
const maxGid = ts.tilecount ? ts.firstgid + ts.tilecount : ts.firstgid + 1;
if (obj.gid >= ts.firstgid && obj.gid < maxGid) {
// Prefer objects tilesets, and among those, prefer the most recent (highest index)
if (ts.name === 'objects' || ts.name.includes('objects/') || ts.name.includes('tables/')) {
if (bestMatchIndex < i) {
bestMatch = ts;
bestMatchIndex = i;
tileset = ts;
localTileId = obj.gid - ts.firstgid;
}
} else if (!bestMatch) {
// Fallback to any matching tileset if no objects tileset found
tileset = ts;
localTileId = obj.gid - ts.firstgid;
}
}
}
if (tileset && (tileset.name === 'objects' || tileset.name.includes('objects/') || tileset.name.includes('tables/'))) {
// This is an ImageCollection or individual object tileset, get the image data
let imageName = null;
// Check if this is an ImageCollection with images array
if (tileset.images && tileset.images[localTileId]) {
// Get image from the images array
const imageData = tileset.images[localTileId];
if (imageData && imageData.name) {
imageName = imageData.name;
}
} else if (tileset.tileData && tileset.tileData[localTileId]) {
// Fallback: get from tileData
const tileData = tileset.tileData[localTileId];
if (tileData && tileData.image) {
const imagePath = tileData.image;
imageName = imagePath.split('/').pop().replace('.png', '');
}
} else if (tileset.name.includes('objects/') || tileset.name.includes('tables/')) {
// This is an individual object or table tileset, extract name from tileset name
imageName = tileset.name.split('/').pop().replace('.png', '');
}
if (imageName) {
console.log(`Creating object from ImageCollection: ${imageName} at (${obj.x}, ${obj.y})`);
// Create sprite at the object's position
const sprite = gameRef.add.sprite(
position.x + obj.x,
position.y + obj.y - obj.height, // Adjust for Tiled's coordinate system
imageName
);
// Set sprite properties
sprite.setOrigin(0, 0);
sprite.name = imageName;
sprite.objectId = `${roomId}_${imageName}_${obj.id}`;
sprite.setInteractive({ useHandCursor: true });
// Check if this is a chair with wheels
if (imageName.startsWith('chair-') && !imageName.startsWith('chair-waiting')) {
sprite.hasWheels = true;
// Check if this is a swivel chair
if (imageName.startsWith('chair-exec-rotate') ||
imageName.startsWith('chair-white-1-rotate') ||
imageName.startsWith('chair-white-2-rotate')) {
sprite.isSwivelChair = true;
// Determine starting frame based on image name
let frameNumber;
if (imageName.startsWith('chair-exec-rotate')) {
frameNumber = parseInt(imageName.replace('chair-exec-rotate', ''));
} else if (imageName.startsWith('chair-white-1-rotate')) {
frameNumber = parseInt(imageName.replace('chair-white-1-rotate', ''));
} else if (imageName.startsWith('chair-white-2-rotate')) {
frameNumber = parseInt(imageName.replace('chair-white-2-rotate', ''));
}
sprite.currentFrame = frameNumber - 1; // Convert to 0-based index
sprite.rotationSpeed = 0;
sprite.maxRotationSpeed = 0.15; // Slower maximum rotation speed
sprite.originalTexture = imageName; // Store original texture name
sprite.spinDirection = 0; // -1 for counter-clockwise, 1 for clockwise, 0 for no spin
}
// Calculate elevation for chairs (same as other objects)
const roomTopY = position.y;
const backWallThreshold = roomTopY + (2 * 32); // Back wall is top 2 tiles
const itemBottomY = sprite.y + sprite.height;
const elevation = itemBottomY < backWallThreshold ? (backWallThreshold - itemBottomY) : 0;
sprite.elevation = elevation;
}
// Check if this is a plant that can sway
if (imageName.startsWith('plant-large')) {
sprite.canSway = true;
sprite.originalScaleX = sprite.scaleX;
sprite.originalScaleY = sprite.scaleY;
sprite.originalX = sprite.x;
sprite.originalY = sprite.y;
sprite.originalWidth = sprite.width;
sprite.originalHeight = sprite.height;
sprite.originalSkewX = 0;
sprite.originalSkewY = 0;
// Add displacement FX for realistic sway effect
// Use a custom displacement texture for wind-like movement
sprite.preFX.addDisplacement('wind_displacement', 0.01, 0.01);
// Store reference to the displacement FX (it's the last added effect)
sprite.displacementFX = sprite.preFX.list[sprite.preFX.list.length - 1];
console.log(`Plant ${imageName} can sway with displacement FX`);
}
// Set depth based on world Y position with elevation
const objectBottomY = sprite.y + sprite.height;
// Calculate elevation for items on the back wall (top 2 tiles of room)
const roomTopY = position.y;
const backWallThreshold = roomTopY + (2 * 32); // Back wall is top 2 tiles
const itemBottomY = sprite.y + sprite.height;
const elevation = itemBottomY < backWallThreshold ? (backWallThreshold - itemBottomY) : 0;
const objectDepth = objectBottomY + 0.5 + elevation;
sprite.setDepth(objectDepth);
// Store elevation for debugging
sprite.elevation = elevation;
// Apply rotation if specified
if (obj.rotation) {
sprite.setRotation(Phaser.Math.DegToRad(obj.rotation));
}
// Initially hide the object
sprite.setVisible(false);
// Set up collision for tables
if (type === 'table') {
// Add physics body to table (static body)
gameRef.physics.add.existing(sprite, true);
// Wait for the next frame to ensure body is fully initialized
gameRef.time.delayedCall(0, () => {
if (sprite.body) {
// Use direct property assignment (fallback method)
sprite.body.immovable = true;
// Set custom collision box - bottom quarter of height, inset 10px from sides
const tableWidth = sprite.width;
const tableHeight = sprite.height;
const collisionWidth = tableWidth - 20; // 10px inset on each side
const collisionHeight = tableHeight / 4; // Bottom quarter
const offsetX = 10; // 10px inset from left
const offsetY = tableHeight - collisionHeight; // Bottom quarter
sprite.body.setSize(collisionWidth, collisionHeight);
sprite.body.setOffset(offsetX, offsetY);
console.log(`Set table ${imageName} collision box: ${collisionWidth}x${collisionHeight} at offset (${offsetX}, ${offsetY})`);
// Add collision with player
const player = window.player;
if (player && player.body) {
gameRef.physics.add.collider(player, sprite);
console.log(`Added collision between player and table: ${imageName}`);
}
}
});
}
// Set up physics for chairs with wheels
if (sprite.hasWheels) {
// Add physics body to chair (dynamic body for movement)
gameRef.physics.add.existing(sprite, false);
// Wait for the next frame to ensure body is fully initialized
gameRef.time.delayedCall(0, () => {
if (sprite.body) {
// Set chair as movable
sprite.body.immovable = false;
sprite.body.setImmovable(false);
// Set collision box at base of chair
const chairWidth = sprite.width;
const chairHeight = sprite.height;
const collisionWidth = chairWidth - 10; // 5px inset on each side
const collisionHeight = chairHeight / 3; // Bottom third
const offsetX = 5; // 5px inset from left
const offsetY = chairHeight - collisionHeight; // Bottom third
sprite.body.setSize(collisionWidth, collisionHeight);
sprite.body.setOffset(offsetX, offsetY);
// Set physics properties for bouncing
sprite.body.setBounce(0.3, 0.3);
sprite.body.setDrag(100, 100);
sprite.body.setMaxVelocity(200, 200);
// Add collision with player
const player = window.player;
if (player && player.body) {
// Create collision callback function
const collisionCallback = (player, chair) => {
if (chair.isSwivelChair) {
calculateChairSpinDirection(player, chair);
}
};
gameRef.physics.add.collider(player, sprite, collisionCallback);
}
// Store chair reference for collision detection
if (!window.chairs) {
window.chairs = [];
}
window.chairs.push(sprite);
// Set up collision with other chairs and items
setupChairCollisions(sprite);
}
});
}
// Store the object in the room
if (!rooms[roomId].objects) {
rooms[roomId].objects = {};
}
rooms[roomId].objects[sprite.objectId] = sprite;
// Give default properties to regular items (non-scenario items)
if (type === 'item' || type === 'table_item') {
// Strip out suffix after first dash and any numbers for cleaner names
const cleanName = imageName.replace(/-.*$/, '').replace(/\d+$/, '');
sprite.scenarioData = {
name: cleanName,
type: cleanName,
takeable: false,
readable: false,
observations: `A ${cleanName} in the room`
};
console.log(`Applied default properties to ${type} ${imageName} -> ${cleanName}`);
}
// Add click handler
sprite.on('pointerdown', (pointer, localX, localY, event) => {
console.log('Tiled object clicked:', { name: imageName, id: sprite.objectId, interactable: sprite.interactable });
// Only trigger interaction for interactable items
if (sprite.interactable && window.handleObjectInteraction) {
// Check if player is in range for interaction
const player = window.player;
if (player) {
const dx = player.x - sprite.x;
const dy = player.y - sprite.y;
const distanceSq = dx * dx + dy * dy;
const INTERACTION_RANGE_SQ = 64 * 64; // 64 pixels squared
if (distanceSq <= INTERACTION_RANGE_SQ) {
// Player is in range - prevent movement and trigger interaction
if (event && event.preventDefault) {
event.preventDefault();
}
// Set flag to prevent player movement
window.preventPlayerMovement = true;
window.handleObjectInteraction(sprite);
// Reset flag after a short delay
setTimeout(() => {
window.preventPlayerMovement = false;
}, 100);
} else {
// Player is out of range - allow movement to the item
console.log('Regular item out of range, allowing player movement');
// Don't prevent movement - let the player move to the item
}
}
}
});
console.log(`Created Tiled object: ${sprite.objectId} at (${sprite.x}, ${sprite.y})`);
return { sprite, type };
} else {
console.log(`No image data found for GID ${obj.gid} in objects tileset`);
}
} else if (tileset && tileset.name !== 'objects' && !tileset.name.includes('objects/')) {
// Handle other tilesets (like tables) normally
console.log(`Skipping non-objects tileset: ${tileset.name}`);
} else {
console.log(`No tileset found for GID ${obj.gid}`);
}
return null;
}
// Helper function to find the closest table to an item
function findClosestTable(itemSprite, tableObjects) {
let closestTable = null;
let closestDistance = Infinity;
tableObjects.forEach(table => {
// Calculate distance between item and table centers
const itemCenterX = itemSprite.x + itemSprite.width / 2;
const itemCenterY = itemSprite.y + itemSprite.height / 2;
const tableCenterX = table.sprite.x + table.sprite.width / 2;
const tableCenterY = table.sprite.y + table.sprite.height / 2;
const distance = Math.sqrt(
Math.pow(itemCenterX - tableCenterX, 2) +
Math.pow(itemCenterY - tableCenterY, 2)
);
if (distance < closestDistance) {
closestDistance = distance;
closestTable = table;
}
});
console.log(`Found closest table for item ${itemSprite.name} at distance ${closestDistance}`);
return closestTable;
}
// Handle objects layer (legacy)
const objectsLayer = map.getObjectLayer('Object Layer 1');
console.log(`Object layer found for room ${roomId}:`, objectsLayer ? `${objectsLayer.objects.length} objects` : 'No objects layer');
if (objectsLayer) {
// Handle collision objects
objectsLayer.objects.forEach(obj => {
if (obj.name.toLowerCase().includes('collision') || obj.type === 'collision') {
console.log(`Creating collision object: ${obj.name} at (${obj.x}, ${obj.y})`);
// Create invisible collision body
const collisionBody = gameRef.add.rectangle(
position.x + obj.x + obj.width/2,
position.y + obj.y + obj.height/2,
obj.width,
obj.height
);
// Make it invisible but with collision
collisionBody.setVisible(false);
collisionBody.setAlpha(0);
gameRef.physics.add.existing(collisionBody, true);
// Add collision with player
const player = window.player;
if (player && player.body) {
gameRef.physics.add.collider(player, collisionBody);
console.log(`Added collision object: ${obj.name}`);
}
// Store collision body in room for cleanup
if (!room.collisionBodies) {
room.collisionBodies = [];
}
room.collisionBodies.push(collisionBody);
}
});
// Create a map of room objects by type for easy lookup
const roomObjectsByType = {};
objectsLayer.objects.forEach(obj => {
if (!roomObjectsByType[obj.name]) {
roomObjectsByType[obj.name] = [];
}
roomObjectsByType[obj.name].push(obj);
});
// Legacy scenario object processing removed - now handled by conditional matching system
}
// Set up pending wall collision boxes if player is ready
const room = rooms[roomId];
if (room && room.pendingWallCollisionBoxes && window.player && window.player.body) {
room.pendingWallCollisionBoxes.forEach(collisionBox => {
gameRef.physics.add.collider(window.player, collisionBox);
});
console.log(`Set up ${room.pendingWallCollisionBoxes.length} pending wall collision boxes for room ${roomId}`);
// Clear pending collision boxes
room.pendingWallCollisionBoxes = [];
}
// Set up collisions between existing chairs and new room objects
setupExistingChairsWithNewRoom(roomId);
} catch (error) {
console.error(`Error creating room ${roomId}:`, error);
console.error('Error details:', error.stack);
}
}
export function revealRoom(roomId) {
if (rooms[roomId]) {
const room = rooms[roomId];
// Reveal all layers
Object.values(room.layers).forEach(layer => {
if (layer && layer.setVisible) {
layer.setVisible(true);
layer.setAlpha(1);
}
});
// Show door sprites for this room
if (room.doorSprites) {
room.doorSprites.forEach(doorSprite => {
doorSprite.setVisible(true);
doorSprite.setAlpha(1);
console.log(`Made door sprite visible for room ${roomId}`);
});
}
// Show all objects
if (room.objects) {
console.log(`Revealing ${Object.keys(room.objects).length} objects in room ${roomId}`);
Object.values(room.objects).forEach(obj => {
if (obj && obj.setVisible && obj.active) { // Only show active objects
obj.setVisible(true);
obj.alpha = obj.active ? (obj.originalAlpha || 1) : 0.3;
console.log(`Made object visible: ${obj.objectId} at (${obj.x}, ${obj.y})`);
}
});
} else {
console.log(`No objects found in room ${roomId}`);
}
discoveredRooms.add(roomId);
// Update global reference
window.discoveredRooms = discoveredRooms;
}
currentRoom = roomId;
}
// Function to check if player has crossed a door threshold
function checkDoorTransitions(player) {
// Check cooldown first
const currentTime = Date.now();
if (currentTime - lastDoorTransitionTime < DOOR_TRANSITION_COOLDOWN) {
return null; // Still in cooldown
}
const playerBottomY = player.y + (player.height * player.scaleY) / 2;
let closestTransition = null;
let closestDistance = Infinity;
// Check all rooms for door transitions
Object.entries(rooms).forEach(([roomId, room]) => {
if (!room.doorSprites) return;
room.doorSprites.forEach(doorSprite => {
// Get door information from the sprite's custom properties
const doorInfo = doorSprite.doorInfo;
if (!doorInfo) return;
const { direction, connectedRoom } = doorInfo;
// Skip if this would transition to the current room
if (connectedRoom === currentPlayerRoom) {
return;
}
// Skip if this is the same transition we just made
if (lastDoorTransition === `${currentPlayerRoom}->${connectedRoom}`) {
return;
}
// Calculate door threshold based on direction
let doorThreshold = null;
const roomPosition = room.position;
const roomHeight = room.map.heightInPixels;
if (direction === 'north') {
// North door: threshold is 2 tiles down from top (bottom of door)
doorThreshold = roomPosition.y + TILE_SIZE * 2; // 1 tile from top + 1 more tile for door height
} else if (direction === 'south') {
// South door: threshold is 2 tiles up from bottom (top of door)
doorThreshold = roomPosition.y + roomHeight - TILE_SIZE * 2; // 1 tile from bottom + 1 more tile for door height
}
if (doorThreshold !== null) {
// Check if player has crossed the threshold
let shouldTransition = false;
if (direction === 'north' && playerBottomY <= doorThreshold) {
shouldTransition = true;
} else if (direction === 'south' && playerBottomY >= doorThreshold) {
shouldTransition = true;
}
if (shouldTransition) {
// Calculate distance to this door threshold
const distanceToThreshold = Math.abs(playerBottomY - doorThreshold);
// Only consider this transition if it's closer than any previous one
if (distanceToThreshold < closestDistance) {
closestDistance = distanceToThreshold;
closestTransition = connectedRoom;
console.log(`Player crossed ${direction} door threshold in ${roomId} -> ${connectedRoom} (current: ${currentPlayerRoom}, distance: ${distanceToThreshold.toFixed(2)})`);
}
}
}
});
});
// If a transition was detected, set the cooldown and track the transition
if (closestTransition) {
lastDoorTransitionTime = currentTime;
lastDoorTransition = `${currentPlayerRoom}->${closestTransition}`;
}
return closestTransition;
}
export function updatePlayerRoom() {
// Check which room the player is currently in
const player = window.player;
if (!player) {
return; // Player not created yet
}
// Check for door transitions first
const doorTransitionRoom = checkDoorTransitions(player);
if (doorTransitionRoom && doorTransitionRoom !== currentPlayerRoom) {
// Door transition detected to a different room
console.log(`Door transition detected: ${currentPlayerRoom} -> ${doorTransitionRoom}`);
currentPlayerRoom = doorTransitionRoom;
window.currentPlayerRoom = doorTransitionRoom;
// Reveal the room if not already discovered
if (!discoveredRooms.has(doorTransitionRoom)) {
revealRoom(doorTransitionRoom);
}
// Player depth is now handled by the simplified updatePlayerDepth function in player.js
return; // Exit early to prevent overlap-based detection from overriding
}
// Only do overlap-based room detection if no door transition occurred
// and if we don't have a current room (fallback)
if (currentPlayerRoom) {
return; // Keep current room if no door transition and we already have one
}
// Fallback to overlap-based room detection
let overlappingRooms = [];
// Check all rooms for overlap with proper threshold
Object.entries(rooms).forEach(([roomId, room]) => {
const roomBounds = {
x: room.position.x,
y: room.position.y,
width: room.map.widthInPixels,
height: room.map.heightInPixels
};
if (isPlayerInBounds(player, roomBounds)) {
overlappingRooms.push({
roomId: roomId,
position: room.position.y // Use Y position for northernmost sorting
});
// Reveal room if not already discovered
if (!discoveredRooms.has(roomId)) {
console.log(`Player overlapping room: ${roomId}`);
revealRoom(roomId);
}
}
});
// If we're not overlapping any rooms
if (overlappingRooms.length === 0) {
currentPlayerRoom = null;
window.currentPlayerRoom = null;
return null;
}
// Sort overlapping rooms by Y position (northernmost first - lower Y values)
overlappingRooms.sort((a, b) => a.position - b.position);
// Use the northernmost room (lowest Y position) as the main room
const northernmostRoom = overlappingRooms[0].roomId;
// Update current room (use the northernmost overlapping room as the "main" room)
if (currentPlayerRoom !== northernmostRoom) {
console.log(`Player's main room changed to: ${northernmostRoom} (northernmost of ${overlappingRooms.length} overlapping rooms)`);
currentPlayerRoom = northernmostRoom;
window.currentPlayerRoom = northernmostRoom;
// Player depth is now handled by the simplified updatePlayerDepth function in player.js
}
}
// Helper function to check if player properly overlaps with room bounds
function isPlayerInBounds(player, bounds) {
// Use the player's physics body bounds for more precise detection
const playerBody = player.body;
const playerBounds = {
left: playerBody.x,
right: playerBody.x + playerBody.width,
top: playerBody.y,
bottom: playerBody.y + playerBody.height
};
// Calculate the overlap area between player and room
const overlapWidth = Math.min(playerBounds.right, bounds.x + bounds.width) -
Math.max(playerBounds.left, bounds.x);
const overlapHeight = Math.min(playerBounds.bottom, bounds.y + bounds.height) -
Math.max(playerBounds.top, bounds.y);
// Require a minimum overlap percentage (50% of player width/height)
const minOverlapPercent = 0.5;
const playerWidth = playerBounds.right - playerBounds.left;
const playerHeight = playerBounds.bottom - playerBounds.top;
const widthOverlapPercent = overlapWidth / playerWidth;
const heightOverlapPercent = overlapHeight / playerHeight;
return overlapWidth > 0 &&
overlapHeight > 0 &&
widthOverlapPercent >= minOverlapPercent &&
heightOverlapPercent >= minOverlapPercent;
}
// Update door sprites visibility based on which rooms are revealed
function updateDoorSpritesVisibility() {
const discoveredRooms = window.discoveredRooms || new Set();
console.log(`updateDoorSpritesVisibility called. Discovered rooms:`, Array.from(discoveredRooms));
Object.entries(rooms).forEach(([roomId, room]) => {
if (!room.doorSprites) return;
room.doorSprites.forEach(doorSprite => {
// Get the door sprite's bounds (it covers 2 tiles vertically)
const doorSpriteBounds = {
x: doorSprite.x - TILE_SIZE/2, // Left edge of door sprite (center origin)
y: doorSprite.y - TILE_SIZE, // Top edge of door sprite (center origin)
width: TILE_SIZE, // Door sprite width
height: TILE_SIZE * 2 // Door sprite height (2 tiles)
};
// Check if this room is revealed (doors should be visible if their room is visible)
const thisRoomRevealed = discoveredRooms.has(roomId);
// Check how many other revealed rooms this door overlaps with
let overlappingRevealedRooms = 0;
Object.entries(rooms).forEach(([otherRoomId, otherRoom]) => {
if (!discoveredRooms.has(otherRoomId)) return; // Skip unrevealed rooms
const otherRoomBounds = {
x: otherRoom.position.x,
y: otherRoom.position.y,
width: otherRoom.map.widthInPixels,
height: otherRoom.map.heightInPixels
};
// Check if door sprite bounds overlap with this revealed room
if (boundsOverlap(doorSpriteBounds, otherRoomBounds)) {
overlappingRevealedRooms++;
}
});
// Door should be visible if its room is revealed OR if it overlaps with any revealed room
const shouldBeVisible = thisRoomRevealed || overlappingRevealedRooms > 0;
console.log(`Door sprite at (${doorSprite.x}, ${doorSprite.y}) in room ${roomId}:`);
console.log(` This room revealed: ${thisRoomRevealed}`);
console.log(` Overlapping revealed rooms: ${overlappingRevealedRooms}`);
console.log(` Should be visible: ${shouldBeVisible}`);
if (shouldBeVisible) {
doorSprite.setVisible(true);
doorSprite.setAlpha(1);
} else {
doorSprite.setVisible(false);
doorSprite.setAlpha(0);
}
});
});
}
// Door collisions are now handled by sprite-based system
export function setupDoorCollisions() {
console.log('Door collisions are now handled by sprite-based system');
}
// Global function to check if a door can be unlocked
window.checkDoorUnlock = function(doorProps) {
console.log(`Checking door unlock: ${doorProps.lockType}, requires: ${doorProps.requires}`);
// TODO: Implement proper unlock checking based on lockType
// For now, just return true to allow all doors to be unlocked
return true;
};
// Player bump effect variables
let playerBumpTween = null;
let isPlayerBumping = false;
let lastPlayerPosition = { x: 0, y: 0 };
let steppedOverItems = new Set(); // Track items we've already stepped over
let playerVisualOverlay = null; // Visual overlay for hop effect
let lastHopTime = 0; // Track when last hop occurred
const HOP_COOLDOWN = 300; // 300ms cooldown between hops
// Function to create player bump effect when walking over items
function createPlayerBumpEffect() {
if (!window.player || isPlayerBumping) return;
// Check cooldown to prevent double hopping
const currentTime = Date.now();
if (currentTime - lastHopTime < HOP_COOLDOWN) {
return; // Still in cooldown, skip this frame
}
const player = window.player;
const currentX = player.x;
const currentY = player.y;
// Check if player has moved significantly (to detect stepping over items)
const hasMoved = Math.abs(currentX - lastPlayerPosition.x) > 5 ||
Math.abs(currentY - lastPlayerPosition.y) > 5;
if (!hasMoved) return;
// Update last position
lastPlayerPosition = { x: currentX, y: currentY };
// Check all rooms for floor items
Object.entries(rooms).forEach(([roomId, room]) => {
if (!room.objects) return;
Object.values(room.objects).forEach(obj => {
if (!obj.visible || !obj.scenarioData) return;
// Create unique identifier for this item
const itemId = `${roomId}_${obj.objectId || obj.name}_${obj.x}_${obj.y}`;
// Skip if we've already stepped over this item recently
if (steppedOverItems.has(itemId)) return;
// Check if this is a floor item (not furniture)
const isFloorItem = obj.scenarioData.type &&
!obj.scenarioData.type.includes('table') &&
!obj.scenarioData.type.includes('chair') &&
!obj.scenarioData.type.includes('desk') &&
!obj.scenarioData.type.includes('safe') &&
!obj.scenarioData.type.includes('workstation');
if (!isFloorItem) return;
// Check if player collision box intersects with bottom portion of item
const playerCollisionLeft = currentX - (player.body.width / 2);
const playerCollisionRight = currentX + (player.body.width / 2);
const playerCollisionTop = currentY - (player.body.height / 2);
const playerCollisionBottom = currentY + (player.body.height / 2);
// Focus on bottom 1/3 of the item sprite
const itemBottomStart = obj.y + (obj.height * 2/3); // Start of bottom third
const itemBottomEnd = obj.y + obj.height; // Bottom of item
const itemLeft = obj.x;
const itemRight = obj.x + obj.width;
// Check if player collision box intersects with bottom third of item
if (playerCollisionRight >= itemLeft &&
playerCollisionLeft <= itemRight &&
playerCollisionBottom >= itemBottomStart &&
playerCollisionTop <= itemBottomEnd) {
// Player stepped over a floor item - create one-time hop effect
steppedOverItems.add(itemId);
lastHopTime = currentTime; // Update hop time
// Remove from set after 2 seconds to allow re-triggering
setTimeout(() => {
steppedOverItems.delete(itemId);
}, 2000);
// Create one-time hop effect
if (playerBumpTween) {
playerBumpTween.destroy();
}
isPlayerBumping = true;
// Create hop effect using visual overlay
if (playerBumpTween) {
playerBumpTween.destroy();
}
// Create a visual overlay sprite that follows the player
if (playerVisualOverlay) {
playerVisualOverlay.destroy();
}
playerVisualOverlay = gameRef.add.sprite(player.x, player.y, player.texture.key);
playerVisualOverlay.setFrame(player.frame.name);
playerVisualOverlay.setScale(player.scaleX, player.scaleY);
playerVisualOverlay.setFlipX(player.flipX); // Copy horizontal flip state
playerVisualOverlay.setFlipY(player.flipY); // Copy vertical flip state
playerVisualOverlay.setDepth(player.depth + 1);
playerVisualOverlay.setAlpha(0.8);
// Hide the original player temporarily
player.setAlpha(0);
// Always hop upward - negative Y values move sprite up on screen
const hopHeight = -15; // Consistent upward hop
// Debug: Log the hop details
console.log(`Hop triggered - Player Y: ${player.y}, Overlay Y: ${playerVisualOverlay.y}, Hop Height: ${hopHeight}, Target Y: ${playerVisualOverlay.y + hopHeight}`);
console.log(`Player movement - DeltaX: ${currentX - lastPlayerPosition.x}, DeltaY: ${currentY - lastPlayerPosition.y}`);
// Start the hop animation with a simple up-down motion
playerBumpTween = gameRef.tweens.add({
targets: { hopOffset: 0 },
hopOffset: hopHeight,
duration: 120,
ease: 'Power2',
yoyo: true,
onUpdate: (tween) => {
if (playerVisualOverlay && playerVisualOverlay.active) {
// Apply the hop offset to the current player position
playerVisualOverlay.setY(player.y + tween.getValue());
}
},
onComplete: () => {
// Clean up overlay and restore player
if (playerVisualOverlay) {
playerVisualOverlay.destroy();
playerVisualOverlay = null;
}
player.setAlpha(1); // Restore player visibility
isPlayerBumping = false;
playerBumpTween = null;
}
});
// Make overlay follow player movement during hop
const followPlayer = () => {
if (playerVisualOverlay && playerVisualOverlay.active) {
// Update X position and flip states, Y is handled by the tween
playerVisualOverlay.setX(player.x);
playerVisualOverlay.setFlipX(player.flipX); // Update flip state
playerVisualOverlay.setFlipY(player.flipY); // Update flip state
}
};
// Update overlay position every frame during hop
const followInterval = setInterval(() => {
if (!playerVisualOverlay || !playerVisualOverlay.active) {
clearInterval(followInterval);
return;
}
followPlayer();
}, 16); // ~60fps
// Clean up interval when hop completes
setTimeout(() => {
clearInterval(followInterval);
}, 240); // Slightly longer than animation duration
}
});
});
}
// Create plant sway effect when player walks through
function createPlantSwayEffect() {
if (!window.player) return;
const player = window.player;
const currentX = player.x;
const currentY = player.y;
// Check if player is moving (has velocity)
const isMoving = Math.abs(player.body.velocity.x) > 10 || Math.abs(player.body.velocity.y) > 10;
if (!isMoving) return;
// Check all rooms for plants
Object.entries(rooms).forEach(([roomId, room]) => {
if (!room.objects) return;
Object.values(room.objects).forEach(obj => {
if (!obj.visible || !obj.canSway) return;
// Check if player is near the plant (within 40 pixels)
const distance = Phaser.Math.Distance.Between(currentX, currentY, obj.x + obj.width/2, obj.y + obj.height/2);
if (distance < 40 && !obj.isSwaying) {
obj.isSwaying = true;
// Create sway effect using displacement FX
// This creates a realistic distortion effect while keeping the base stationary
const swayIntensity = 0.05; // Increased intensity for more dramatic motion
const swayDuration = Phaser.Math.Between(400, 600); // Half the time - much faster animation
// Calculate sway direction based on player position relative to plant
const playerDirection = currentX > obj.x + obj.width/2 ? 1 : -1;
const displacementX = playerDirection * swayIntensity;
const displacementY = (Math.random() - 0.5) * swayIntensity * 0.8; // More vertical movement
// Create a complex sway animation using displacement
const swayTween = gameRef.tweens.add({
targets: obj.displacementFX,
x: displacementX,
y: displacementY,
duration: swayDuration / 3,
ease: 'Sine.easeInOut',
yoyo: true,
onComplete: () => {
// Second sway phase with opposite direction
gameRef.tweens.add({
targets: obj.displacementFX,
x: -displacementX * 0.8, // More dramatic opposite movement
y: -displacementY * 0.8,
duration: swayDuration / 3,
ease: 'Sine.easeInOut',
yoyo: true,
onComplete: () => {
// Final settle phase - return to original state
gameRef.tweens.add({
targets: obj.displacementFX,
x: 0.01, // Slightly higher default displacement
y: 0.01, // Slightly higher default displacement
duration: swayDuration / 3,
ease: 'Sine.easeOut',
onComplete: () => {
obj.isSwaying = false;
}
});
}
});
}
});
console.log(`Plant ${obj.name} swaying with intensity ${swayIntensity}, direction ${playerDirection}`);
}
});
});
}
// Calculate chair spin direction based on contact point
function calculateChairSpinDirection(player, chair) {
if (!chair.isSwivelChair) return;
// Get relative position of player to chair SPRITE center (not collision box)
const chairSpriteCenterX = chair.x + chair.width / 2;
const chairSpriteCenterY = chair.y + chair.height / 2;
const playerX = player.x + player.width / 2;
const playerY = player.y + player.height / 2;
// Calculate offset from chair sprite center
const offsetX = playerX - chairSpriteCenterX;
const offsetY = playerY - chairSpriteCenterY;
// Calculate distance from center using sprite dimensions (not collision box)
const distanceFromCenter = Math.sqrt(offsetX * offsetX + offsetY * offsetY);
// Use the larger sprite dimension for maxDistance to make center area larger
const maxDistance = Math.max(chair.width, chair.height) / 2;
const centerRatio = distanceFromCenter / maxDistance;
// Determine spin based on distance from center (EXTREMELY large center area)
if (centerRatio > 1.2) { // 120% from center - edge hit (strong spin) - ONLY VERY EDGES
// Determine spin direction based on which side of chair player is on
if (Math.abs(offsetX) > Math.abs(offsetY)) {
// Horizontal contact - spin based on X offset
chair.spinDirection = offsetX > 0 ? 1 : -1; // Right side = clockwise, left side = counter-clockwise
} else {
// Vertical contact - spin based on Y offset and player movement
const playerVelocityX = player.body.velocity.x;
if (Math.abs(playerVelocityX) > 10) {
// Player is moving horizontally - use that for spin direction
chair.spinDirection = playerVelocityX > 0 ? 1 : -1;
} else {
// Use Y offset for spin direction
chair.spinDirection = offsetY > 0 ? 1 : -1;
}
}
// Strong spin for edge hits
const spinIntensity = Math.min(centerRatio, 1.0);
chair.maxRotationSpeed = 0.15 * spinIntensity;
chair.rotationSpeed = Math.max(chair.rotationSpeed, 0.05); // Strong rotation start
} else if (centerRatio > 0.8) { // 80-120% from center - moderate hit
// Moderate spin
if (Math.abs(offsetX) > Math.abs(offsetY)) {
chair.spinDirection = offsetX > 0 ? 1 : -1;
} else {
const playerVelocityX = player.body.velocity.x;
chair.spinDirection = Math.abs(playerVelocityX) > 10 ? (playerVelocityX > 0 ? 1 : -1) : (offsetY > 0 ? 1 : -1);
}
const spinIntensity = centerRatio * 0.3; // Reduced intensity
chair.maxRotationSpeed = 0.06 * spinIntensity;
chair.rotationSpeed = Math.max(chair.rotationSpeed, 0.015); // Moderate rotation start
} else { // 0-80% from center - center hit (minimal spin) - MASSIVE CENTER AREA
// Very minimal or no spin for center hits
chair.spinDirection = 0;
chair.maxRotationSpeed = 0.01; // Very slow spin
chair.rotationSpeed = Math.max(chair.rotationSpeed, 0.002); // Minimal rotation start
}
}
// Reusable function to update sprite depth based on Y position and elevation
function updateSpriteDepth(sprite, elevation = 0) {
if (!sprite || !sprite.active) return;
// Get the bottom of the sprite (feet position)
const spriteBottomY = sprite.y + (sprite.height * sprite.scaleY);
// Calculate depth: world Y position + layer offset + elevation
const spriteDepth = spriteBottomY + 0.5 + elevation;
// Set the sprite depth
sprite.setDepth(spriteDepth);
}
// Update swivel chair rotation based on movement
function updateSwivelChairRotation() {
if (!window.chairs) return;
window.chairs.forEach(chair => {
if (!chair.hasWheels || !chair.body) return;
// Update chair depth based on current position (for all chairs with wheels)
updateSpriteDepth(chair, chair.elevation || 0);
// Only process rotation for swivel chairs
if (!chair.isSwivelChair) return;
// Calculate movement speed
const velocity = Math.sqrt(
chair.body.velocity.x * chair.body.velocity.x +
chair.body.velocity.y * chair.body.velocity.y
);
// Update rotation speed based on movement
if (velocity > 10) {
// Chair is moving - increase rotation speed (slower acceleration)
chair.rotationSpeed = Math.min(chair.rotationSpeed + 0.01, chair.maxRotationSpeed);
// If no spin direction set, set a default one for testing
if (chair.spinDirection === 0) {
chair.spinDirection = 1; // Default to clockwise
}
} else {
// Chair is slowing down - decrease rotation speed (slower deceleration)
chair.rotationSpeed = Math.max(chair.rotationSpeed - 0.005, 0);
// Reset spin direction when chair stops moving
if (chair.rotationSpeed < 0.01) {
chair.spinDirection = 0;
}
}
// Update frame based on rotation speed and direction
if (chair.rotationSpeed > 0.01) {
// Apply spin direction to rotation
const rotationDelta = chair.rotationSpeed * chair.spinDirection;
chair.currentFrame += rotationDelta;
// Handle frame wrapping (8 frames total: 0-7)
if (chair.currentFrame >= 8) {
chair.currentFrame = 0; // Loop back to first frame
} else if (chair.currentFrame < 0) {
chair.currentFrame = 7; // Loop back to last frame (for counter-clockwise)
}
// Set the texture based on current frame and chair type
const frameIndex = Math.floor(chair.currentFrame) + 1; // Convert to 1-based index
let newTexture;
// Determine texture prefix based on original texture
if (chair.originalTexture && chair.originalTexture.startsWith('chair-exec-rotate')) {
newTexture = `chair-exec-rotate${frameIndex}`;
} else if (chair.originalTexture && chair.originalTexture.startsWith('chair-white-1-rotate')) {
newTexture = `chair-white-1-rotate${frameIndex}`;
} else if (chair.originalTexture && chair.originalTexture.startsWith('chair-white-2-rotate')) {
newTexture = `chair-white-2-rotate${frameIndex}`;
} else {
// Fallback to exec chair if original texture is unknown
newTexture = `chair-exec-rotate${frameIndex}`;
}
// Check if texture exists before setting
if (gameRef.textures.exists(newTexture)) {
chair.setTexture(newTexture);
} else {
console.warn(`Texture not found: ${newTexture}`);
}
}
});
}
// Export for global access
window.initializeRooms = initializeRooms;
window.setupDoorCollisions = setupDoorCollisions;
window.updateDoorSpritesVisibility = updateDoorSpritesVisibility;
window.createPlayerBumpEffect = createPlayerBumpEffect;
window.createPlantSwayEffect = createPlantSwayEffect;
window.updateSwivelChairRotation = updateSwivelChairRotation;
window.updateSpriteDepth = updateSpriteDepth;
// Export functions for module imports
export { updateDoorSpritesVisibility };