Refine perspective joins and remove room texture seams
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parent
809db4836f
commit
fc0b12e17c
96
src/main.js
96
src/main.js
@ -372,25 +372,21 @@ class HouseScene extends Phaser.Scene {
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return shape.createGeometryMask()
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}
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addMaskedTile(room, texture, points, depth, tileScale = 0.7, tint = null) {
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const tile = this.add.tileSprite(
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room.x + 7,
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room.y + 7,
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room.width - 14,
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room.height - 14,
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addMaskedImage(room, texture, points, depth, tint = null) {
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const image = this.add.image(
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room.x + room.width / 2,
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room.y + room.height / 2,
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texture
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)
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.setOrigin(0, 0)
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.setDisplaySize(room.width - 12, room.height - 12)
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.setDepth(depth)
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tile.setTileScale(tileScale, tileScale)
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tile.setMask(this.createPolygonMask(points))
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.setMask(this.createPolygonMask(points))
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if (tint !== null) {
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tile.setTint(tint)
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image.setTint(tint)
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}
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return tile
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return image
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}
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drawHouse() {
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@ -408,66 +404,62 @@ class HouseScene extends Phaser.Scene {
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for (const room of ROOMS) {
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const skin = ROOM_SKINS[room.id]
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const inset = 7
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const sideInset = Math.round(room.width * 0.18)
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const sideInset = Math.round(room.width * 0.20)
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const wallTop = room.y + 9
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const backTop = wallTop + Math.max(10, Math.round(FLOOR_H * 0.04))
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const horizonY = room.walkBand.minY
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const backTop = room.y + Math.max(14, Math.round(FLOOR_H * 0.08))
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const horizonY = room.y + Math.round(FLOOR_H * 0.60)
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const bottomY = room.y + room.height - 8
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const left = room.x + inset
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const right = room.x + room.width - inset
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const backLeft = room.x + sideInset
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const backRight = room.x + room.width - sideInset
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// Base backing remains rectangular so room selection and hold feedback
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// always have a clean silhouette.
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graphics.fillStyle(room.color, 1)
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graphics.fillRoundedRect(room.x, room.y, room.width, room.height, 14)
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// Back wall: deliberately narrower than the room to create depth.
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const backWall = this.add.tileSprite(
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backLeft,
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backTop,
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backRight - backLeft,
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Math.max(30, horizonY - backTop),
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// Back wall: a single fitted image avoids TileSprite repeat seams.
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this.add.image(
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room.x + room.width / 2,
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backTop + (horizonY - backTop) / 2,
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skin.wallpaper
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)
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.setOrigin(0, 0)
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.setDisplaySize(
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backRight - backLeft,
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Math.max(30, horizonY - backTop)
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)
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.setDepth(1)
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backWall.setTileScale(0.67, 0.67)
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// Angled side walls. They use the same wallpaper with subtle opposite
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// tints so the corner reads clearly without needing baked perspective art.
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this.addMaskedTile(
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// Left and right walls use the same source image, clipped into true
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// room-side polygons. Their lower edges meet the floor exactly.
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this.addMaskedImage(
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room,
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skin.wallpaper,
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[
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{ x: left, y: wallTop },
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{ x: backLeft, y: backTop },
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{ x: backLeft, y: horizonY },
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{ x: left, y: horizonY + Math.round(FLOOR_H * 0.08) }
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{ x: left, y: bottomY }
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],
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2,
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0.67,
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0xffeaf3
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0xffedf5
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)
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this.addMaskedTile(
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this.addMaskedImage(
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room,
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skin.wallpaper,
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[
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{ x: backRight, y: backTop },
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{ x: right, y: wallTop },
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{ x: right, y: horizonY + Math.round(FLOOR_H * 0.08) },
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{ x: right, y: bottomY },
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{ x: backRight, y: horizonY }
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],
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2,
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0.67,
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0xf0f4ff
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0xf2f6ff
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)
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// Perspective floor: narrow at the back, full-width at the front.
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this.addMaskedTile(
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// The floor fills the complete perspective trapezoid right to the
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// room's front corners, so no base-color wedges can peek through.
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this.addMaskedImage(
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room,
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skin.floor,
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[
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@ -476,12 +468,19 @@ class HouseScene extends Phaser.Scene {
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{ x: right, y: bottomY },
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{ x: left, y: bottomY }
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],
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3,
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0.54
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3
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)
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// Ceiling and skirting architecture. The central trims stay straight,
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// while perspective guide lines make the side walls/floor read in 3D.
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// Subtle depth/shadow where the rear wall meets the floor.
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graphics.fillStyle(0x6d4c61, 0.12)
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graphics.fillRect(
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backLeft,
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horizonY - 2,
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backRight - backLeft,
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5
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)
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// Shared architecture strips.
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this.add.image(
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room.x + room.width / 2,
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backTop,
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@ -506,19 +505,12 @@ class HouseScene extends Phaser.Scene {
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.setDisplaySize(room.width - 10, 15)
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.setDepth(6)
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// Perspective edges/corners.
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graphics.lineStyle(3, 0xd2aabf, 0.95)
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// Rear vertical corners.
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graphics.lineBetween(backLeft, backTop, backLeft, horizonY)
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graphics.lineBetween(backRight, backTop, backRight, horizonY)
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// Ceiling perspective lines.
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graphics.lineBetween(left, wallTop, backLeft, backTop)
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graphics.lineBetween(right, wallTop, backRight, backTop)
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// Floor/skirting perspective lines.
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graphics.lineBetween(left, horizonY + Math.round(FLOOR_H * 0.08), backLeft, horizonY)
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graphics.lineBetween(right, horizonY + Math.round(FLOOR_H * 0.08), backRight, horizonY)
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graphics.lineBetween(left, bottomY, backLeft, horizonY)
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graphics.lineBetween(right, bottomY, backRight, horizonY)
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@ -530,7 +522,7 @@ class HouseScene extends Phaser.Scene {
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fontSize: '16px',
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color: '#765466',
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fontStyle: 'bold',
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backgroundColor: 'rgba(255,255,255,0.78)',
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backgroundColor: 'rgba(255,255,255,0.80)',
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padding: { x: 6, y: 3 }
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}).setDepth(9)
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@ -1191,7 +1183,7 @@ const game = new Phaser.Game({
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})
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window.__DOLLHOUSE__ = {
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version: '0.6.0',
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version: '0.6.1',
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game,
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async resetAll() {
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await clearGameState()
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