refactor: migrate world rendering from programmatic sprites to PNG assets

Replace pixel-art drawing with pre-rendered PNG map backgrounds and
character/NPC sprite images from pokemon-js reference. Maps now use
coordinate-based wall arrays instead of tile grids.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Jose Luis
2026-03-20 16:02:44 +01:00
parent e4cf35701e
commit c836ccbb21
24 changed files with 479 additions and 989 deletions

View File

@@ -1,7 +1,10 @@
// worldRenderer.js - Renders the tile-based game world on canvas
import { drawPlayer, drawTile, drawNPC, drawInteractionPrompt, drawDialogBox, TILE_SIZE, SCALE } from './sprites.js';
// worldRenderer.js - Renders PNG-based game world on canvas
import {
drawMapImage, drawPlayer, drawNPC, drawInteractionPrompt,
drawDialogBox, preloadAssets, TILE_PX, SCALE
} from './sprites.js';
import { worldState } from './worldState.js';
import { getMap, getTile, getInteraction, getNPC } from './maps.js';
import { getMap, getInteraction, getNPC } from './maps.js';
import { updateMovement } from './worldInput.js';
let canvas = null;
@@ -9,14 +12,11 @@ let ctx = null;
let animFrameId = null;
let lastTime = 0;
const TILE_PX = TILE_SIZE * SCALE; // 48px per tile on screen
export function initWorldRenderer() {
canvas = document.getElementById('canvas');
ctx = canvas.getContext('2d');
resizeCanvas();
window.addEventListener('resize', resizeCanvas);
return true;
}
function resizeCanvas() {
@@ -25,36 +25,30 @@ function resizeCanvas() {
canvas.height = canvas.offsetHeight || window.innerHeight;
}
/** Convert tile coords → screen pixel coords (camera-relative) */
export function worldToScreen(tileX, tileY) {
// ==================== Camera ====================
/** Get the pixel offset to draw the map so the player is centered */
function getCameraOffset() {
const p = worldState.player;
const cx = canvas.width / 2;
const cy = canvas.height / 2;
// Player world position with interpolation
const pwx = (p.x + p.px) * TILE_PX;
const pwy = (p.y + p.py) * TILE_PX;
const playerWorldX = (p.x + p.px) * TILE_PX;
const playerWorldY = (p.y + p.py) * TILE_PX;
return {
x: cx + (tileX * TILE_PX - pwx),
y: cy + (tileY * TILE_PX - pwy)
x: canvas.width / 2 - playerWorldX - TILE_PX / 2,
y: canvas.height / 2 - playerWorldY - TILE_PX / 2
};
}
/** Visible tile range for culling */
function getVisibleBounds() {
const p = worldState.player;
const halfW = canvas.width / 2;
const halfH = canvas.height / 2;
const pwx = (p.x + p.px) * TILE_PX;
const pwy = (p.y + p.py) * TILE_PX;
/** Convert tile position to screen position */
function tileToScreen(tileX, tileY) {
const cam = getCameraOffset();
return {
minX: Math.floor((pwx - halfW) / TILE_PX) - 1,
minY: Math.floor((pwy - halfH) / TILE_PX) - 1,
maxX: Math.ceil((pwx + halfW) / TILE_PX) + 1,
maxY: Math.ceil((pwy + halfH) / TILE_PX) + 1
x: tileX * TILE_PX + cam.x,
y: tileY * TILE_PX + cam.y
};
}
/** Tile the player is facing */
// ==================== Facing tile ====================
function getFacingTile() {
const p = worldState.player;
let x = p.x, y = p.y;
@@ -65,12 +59,13 @@ function getFacingTile() {
return { x, y };
}
/** Main render frame */
// ==================== Main render ====================
export function renderWorld(timestamp) {
const dt = (timestamp - lastTime) / 1000;
lastTime = timestamp;
// Update movement interpolation
// Update movement
updateMovement(dt);
// Resize check
@@ -85,34 +80,34 @@ export function renderWorld(timestamp) {
const map = getMap(worldState.currentMap);
if (!map) return;
const bounds = getVisibleBounds();
const cam = getCameraOffset();
// === Layer 1: Tiles ===
for (let ty = bounds.minY; ty <= bounds.maxY; ty++) {
for (let tx = bounds.minX; tx <= bounds.maxX; tx++) {
const tileType = getTile(worldState.currentMap, tx, ty);
if (tileType === null) continue;
const pos = worldToScreen(tx, ty);
drawTile(ctx, pos.x, pos.y, tileType);
}
}
// === Layer 1: Map background (PNG) ===
drawMapImage(ctx, map.image, cam.x, cam.y);
// === Layer 2: NPCs ===
if (map.npcs) {
for (const npc of map.npcs) {
const pos = worldToScreen(npc.x, npc.y);
drawNPC(ctx, pos.x, pos.y, npc.type, 0);
const pos = tileToScreen(npc.x, npc.y);
drawNPC(ctx, pos.x, pos.y, npc.facing || 'down');
}
}
// === Layer 3: Player ===
const pp = worldToScreen(worldState.player.x + worldState.player.px,
worldState.player.y + worldState.player.py);
// Adjust: worldToScreen already offsets from player, so player is always at center
const pcx = canvas.width / 2 - TILE_PX / 2;
const pcy = canvas.height / 2 - TILE_PX / 2;
const frame = worldState.player.moving ? (Math.floor(Date.now() / 120) % 2) : 0;
drawPlayer(ctx, pcx, pcy, worldState.player.direction, frame);
// Character sprite is 32x32 native (2 tiles tall)
// Position so bottom half aligns with player tile, top half overlaps above
const playerScreen = tileToScreen(
worldState.player.x + worldState.player.px,
worldState.player.y + worldState.player.py
);
// Offset upward by 1 tile since character is 2 tiles tall
const playerDrawX = playerScreen.x;
const playerDrawY = playerScreen.y - TILE_PX;
const walkFrame = worldState.player.moving
? (Math.floor(Date.now() / 150) % 2) + 1 // alternates 1, 2
: 0;
drawPlayer(ctx, playerDrawX, playerDrawY, worldState.player.direction, walkFrame);
// === Layer 4: Interaction prompt ===
if (!worldState.dialog && !worldState.player.moving) {
@@ -120,12 +115,12 @@ export function renderWorld(timestamp) {
const inter = getInteraction(worldState.currentMap, ft.x, ft.y);
const npc = getNPC(worldState.currentMap, ft.x, ft.y);
if (inter || npc) {
const pos = worldToScreen(ft.x, ft.y);
const pos = tileToScreen(ft.x, ft.y);
drawInteractionPrompt(ctx, pos.x, pos.y);
}
}
// === Layer 5: Dialog box ===
// === Layer 5: Dialog ===
if (worldState.dialog) {
const line = worldState.dialog.lines[worldState.dialog.currentLine] || '';
const speaker = worldState.dialog.speakerName || '';
@@ -133,11 +128,10 @@ export function renderWorld(timestamp) {
}
// === HUD ===
drawHUD();
drawHUD(map);
}
function drawHUD() {
const map = getMap(worldState.currentMap);
function drawHUD(map) {
const mapName = map ? map.name : worldState.currentMap;
// Background bar
@@ -164,7 +158,12 @@ function drawHUD() {
ctx.fillText('WASD: Move | E: Interact | TAB: Workshop', canvas.width / 2, 16);
}
export function startWorldLoop() {
// ==================== Loop control ====================
export async function startWorldLoop() {
// Ensure assets are loaded before starting
await preloadAssets();
lastTime = performance.now();
function loop(ts) {
renderWorld(ts);