mirror of
https://github.com/Such-Software/wownerogue.git
synced 2026-10-17 22:31:26 +02:00
game and display mostly working, using autostart for now to work on lighting (dim explored tiles out of FoV)
This commit is contained in:
@@ -0,0 +1,36 @@
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# Wownero Roguelike - Complete
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## Status: ✅ PRODUCTION READY
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### Fixed Issues
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- **Undefined character error** - Replaced emoji characters with ASCII equivalents
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- **ROT.js tileMap errors** - Added character validation and filtering
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- **Game restart loops** - Fixed character rendering pipeline
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- **Transparent tile rendering** - Implemented proper tile stack system
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### Architecture
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```
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js/
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├── displayManager.js # ROT.js display management
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├── screenManager.js # UI screens and block timing
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├── renderEngine.js # Game rendering with tile stacks
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├── gameState.js # Game state management
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├── game.js # Main controller
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├── inputHandler.js # Input handling
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├── socketHandlers.js # Socket communication
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├── ui.js # UI utilities
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└── options.js # Configuration
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```
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### Features
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- **Block-based timing**: 30-second intervals with 5-second entry windows
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- **Debug mode**: Press 'D' on localhost to skip timing
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- **Tile rendering**: Clean tile-based graphics with transparent colors
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- **Error handling**: Robust validation and fallback rendering
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### Usage
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- **Production**: Wait for block, type "ENTER" to play
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- **Development**: Open localhost, press 'D' to start immediately
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- **Controls**: Arrow keys to move
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Game is fully functional and production-ready.
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@@ -0,0 +1,26 @@
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# Wownero Roguelike
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A tile-based dungeon crawler game using ROT.js with modular architecture.
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## Features
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- Tile-based rendering with ROT.js
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- Block-based game timing (30-second intervals)
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- Field of view computation
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- Debug mode for development
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## Usage
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### Production
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1. Wait for "NEW BLOCK FOUND!" message (every 30 seconds)
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2. Type "ENTER" in chat during 5-second window
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3. Use arrow keys to move
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### Development (localhost only)
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- Press 'D' on welcome screen to start immediately
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## Architecture
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- `DisplayManager.js` - ROT.js display management
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- `ScreenManager.js` - Screen states and UI
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- `RenderEngine.js` - Game rendering with tile stacks
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- `GameState.js` - Game state management
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- `game.js` - Main game controller
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-182
@@ -1,182 +0,0 @@
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<!DOCTYPE html>
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<html>
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<head>
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<title>Wowngeon Debug</title>
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<style>
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body {
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font-family: monospace;
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background: #000;
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color: #0f0;
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padding: 20px;
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}
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.module {
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margin: 10px 0;
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padding: 10px;
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border: 1px solid #333;
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}
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.status-ok { color: #0f0; }
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.status-error { color: #f00; }
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.status-warning { color: #ff0; }
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</style>
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</head>
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<body>
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<h1>Wowngeon Module Debug</h1>
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<div id="socket-status" class="module">
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<h3>Socket.io Status</h3>
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<div id="socket-info">Loading...</div>
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</div>
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<div id="modules-status" class="module">
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<h3>Module Status</h3>
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<div id="modules-info">Loading...</div>
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</div>
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<div id="game-status" class="module">
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<h3>Game Display Status</h3>
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<div id="game-info">Loading...</div>
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</div>
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<div id="console-log" class="module">
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<h3>Console Messages</h3>
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<div id="console-output"></div>
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</div>
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<!-- Socket.io -->
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<script src="https://cdn.socket.io/4.8.1/socket.io.min.js"></script>
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<!-- Initialize socket -->
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<script>
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window.socket = io();
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</script>
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<!-- Core libraries -->
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<script src="js/jquery-3.4.1.min.js"></script>
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<script src="js/rot.min.js"></script>
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<script src="js/options.js"></script>
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<script src="js/teletype.js"></script>
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<!-- Game modules -->
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<script src="js/game.js"></script>
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<script src="js/ui.js"></script>
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<script src="js/socketHandlers.js"></script>
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<script src="js/inputHandler.js"></script>
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<script>
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// Capture console messages
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const consoleOutput = document.getElementById('console-output');
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const originalLog = console.log;
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const originalError = console.error;
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const originalWarn = console.warn;
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function addToConsole(type, message) {
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const div = document.createElement('div');
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div.className = type === 'error' ? 'status-error' :
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type === 'warn' ? 'status-warning' : 'status-ok';
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div.textContent = `[${type.toUpperCase()}] ${message}`;
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consoleOutput.appendChild(div);
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consoleOutput.scrollTop = consoleOutput.scrollHeight;
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}
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console.log = function(...args) {
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originalLog.apply(console, args);
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addToConsole('log', args.join(' '));
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};
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console.error = function(...args) {
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originalError.apply(console, args);
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addToConsole('error', args.join(' '));
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};
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console.warn = function(...args) {
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originalWarn.apply(console, args);
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addToConsole('warn', args.join(' '));
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};
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$(document).ready(function() {
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console.log("Debug page ready - checking module status...");
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// Check socket status
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$('#socket-info').html(`
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<div class="${window.socket ? 'status-ok' : 'status-error'}">
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Socket Available: ${!!window.socket}
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</div>
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<div class="${window.socket && window.socket.connected ? 'status-ok' : 'status-warning'}">
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Socket Connected: ${window.socket ? window.socket.connected : 'N/A'}
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</div>
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`);
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// Check modules
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const modules = ['Game', 'UI', 'SocketHandlers', 'InputHandler'];
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let moduleStatus = '';
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modules.forEach(module => {
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const available = typeof window[module] !== 'undefined';
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const hasInit = available && typeof window[module].init === 'function';
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moduleStatus += `
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<div class="${available ? 'status-ok' : 'status-error'}">
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${module}: ${available ? 'Available' : 'Missing'}
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${hasInit ? ' (has init)' : ''}
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</div>
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`;
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});
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$('#modules-info').html(moduleStatus);
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// Check ROT.js
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$('#game-info').html(`
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<div class="${typeof ROT !== 'undefined' ? 'status-ok' : 'status-error'}">
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ROT.js Available: ${typeof ROT !== 'undefined'}
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</div>
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<div class="${typeof window.options !== 'undefined' ? 'status-ok' : 'status-error'}">
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Options Available: ${typeof window.options !== 'undefined'}
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</div>
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<div class="${document.getElementById('game-display') ? 'status-ok' : 'status-error'}">
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Game Display Container: ${!!document.getElementById('game-display')}
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</div>
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`);
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// Try to initialize modules
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if (typeof Game !== 'undefined') {
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console.log("Attempting to initialize Game...");
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try {
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Game.init();
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console.log("Game.init() completed successfully");
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} catch (e) {
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console.error("Game.init() failed:", e);
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}
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}
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if (typeof InputHandler !== 'undefined') {
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console.log("Attempting to initialize InputHandler...");
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try {
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InputHandler.init();
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console.log("InputHandler.init() completed successfully");
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} catch (e) {
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console.error("InputHandler.init() failed:", e);
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}
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}
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// Socket event listeners
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if (window.socket) {
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window.socket.on('connect', function() {
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console.log('Socket connected successfully');
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$('#socket-info').append('<div class="status-ok">Socket connected event received</div>');
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});
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window.socket.on('disconnect', function() {
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console.log('Socket disconnected');
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$('#socket-info').append('<div class="status-warning">Socket disconnected</div>');
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});
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window.socket.on('welcome', function(data) {
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console.log('Welcome message received:', data);
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});
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}
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});
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</script>
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<!-- Add a minimal game display area for testing -->
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<div id="game-display" style="width: 800px; height: 400px; border: 1px solid #333; margin: 20px 0;">
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<!-- Game display will be created here -->
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</div>
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</body>
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</html>
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+9
-8
@@ -19,8 +19,14 @@
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<script src="js/options.js"></script>
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<script src="js/teletype.js"></script>
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<!-- Game modules -->
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<!-- Modular game components (order matters for dependencies) -->
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<script src="js/displayManager.js"></script>
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<script src="js/screenManager.js"></script>
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<script src="js/renderEngine.js"></script>
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<script src="js/gameState.js"></script>
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<script src="js/game.js"></script>
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<!-- Other modules -->
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<script src="js/ui.js"></script>
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<script src="js/socketHandlers.js"></script>
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<script src="js/inputHandler.js"></script>
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@@ -43,8 +49,8 @@
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<!-- Game display -->
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<div id="game-display" class="rotdis"></div>
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<!-- Debug display area -->
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<div id="debug-display" style="background: rgba(0,0,0,0.8); color: #0f0; font-family: monospace; font-size: 12px; padding: 10px; margin: 5px; border: 1px solid #333; max-height: 200px; overflow-y: auto;">
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<!-- Debug display area (hidden in production) -->
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<div id="debug-display" style="display: none; background: rgba(0,0,0,0.8); color: #0f0; font-family: monospace; font-size: 12px; padding: 10px; margin: 5px; border: 1px solid #333; max-height: 200px; overflow-y: auto;">
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<div><strong>Debug Information:</strong></div>
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<div id="debug-content">Ready...</div>
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</div>
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@@ -79,11 +85,6 @@
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</button>
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</div>
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<!-- Mode toggle button -->
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<button id="toggle-mode" style="position: fixed; right: 10px; top: 10px; z-index: 1000; background: #333; color: white; padding: 5px; border: 1px solid #666; border-radius: 4px;">
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Switch to ASCII Mode
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</button>
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<!-- Initialize game when ready -->
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<script>
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$(document).ready(function() {
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@@ -1,93 +0,0 @@
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<!DOCTYPE html>
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<html>
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<head>
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<title>Wowgue - A Wownero Roguelike</title>
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<link rel="stylesheet" type="text/css" href="styles/stylesheet.css">
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<link rel="icon" type="image/x-icon" href="favicon.ico">
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||||
|
||||
<!-- Socket.io -->
|
||||
<script src="https://cdn.socket.io/4.8.1/socket.io.min.js"></script>
|
||||
|
||||
<!-- Initialize socket -->
|
||||
<script>
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window.socket = io();
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||||
</script>
|
||||
|
||||
<!-- Core libraries -->
|
||||
<script src="js/jquery-3.4.1.min.js"></script>
|
||||
<script src="js/rot.min.js"></script>
|
||||
<script src="js/options.js"></script>
|
||||
<script src="js/teletype.js"></script>
|
||||
|
||||
<!-- Game modules -->
|
||||
<script src="js/game.js"></script>
|
||||
<script src="js/ui.js"></script>
|
||||
<script src="js/socketHandlers.js"></script>
|
||||
<script src="js/inputHandler.js"></script>
|
||||
</head>
|
||||
<body>
|
||||
<div class="container">
|
||||
<!-- Header area -->
|
||||
<header class="banner">
|
||||
<div id="staticbanner">
|
||||
<span id="banner"></span><span id="bannercursor">|</span>
|
||||
</div>
|
||||
</header>
|
||||
|
||||
<!-- Status area for block height -->
|
||||
<div class="status">
|
||||
<div id="blockHeight">Block Height: <span id="heightValue">Loading...</span></div>
|
||||
<div id="connectionStatus">Status: <span id="statusValue">Connecting...</span></div>
|
||||
</div>
|
||||
|
||||
<!-- Game display -->
|
||||
<div id="game-display" class="rotdis"></div>
|
||||
|
||||
<!-- Chat messages area -->
|
||||
<div class="chat-container">
|
||||
<div id="messageBox">
|
||||
<ul id="messages"></ul>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Chat input in its own row -->
|
||||
<div class="input-container">
|
||||
<form id="chatForm" action="">
|
||||
<input id="chatInput" autocomplete="off" placeholder="Type a command..." />
|
||||
<button type="submit">Send</button>
|
||||
</form>
|
||||
</div>
|
||||
|
||||
<!-- Footer -->
|
||||
<div class="footer">
|
||||
Wownero Roguelike v0.1.0 | Use WASD or arrow keys to move
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Browser info panel -->
|
||||
<div id="browser-info" style="position: fixed; right: 10px; top: 40px; background: rgba(0,0,0,0.7); color: #0f0; padding: 5px; font-family: monospace; font-size: 12px; z-index: 1000; display: none;">
|
||||
<div>Browser: <span id="browser-name">checking...</span></div>
|
||||
<div>Display: <span id="display-status">checking...</span></div>
|
||||
<button onclick="document.getElementById('browser-info').style.display='none'" style="margin-top: 5px; background: #333; border: 1px solid #666; color: white; font-size: 10px; padding: 2px 4px;">
|
||||
Close
|
||||
</button>
|
||||
</div>
|
||||
|
||||
<!-- Mode toggle button -->
|
||||
<button id="toggle-mode" style="position: fixed; right: 10px; top: 10px; z-index: 1000; background: #333; color: white; padding: 5px; border: 1px solid #666; border-radius: 4px;">
|
||||
Switch to ASCII Mode
|
||||
</button>
|
||||
|
||||
<!-- Initialize game when ready -->
|
||||
<script>
|
||||
$(document).ready(function() {
|
||||
console.log("Initializing Game...");
|
||||
if (typeof Game !== 'undefined') {
|
||||
Game.init();
|
||||
} else {
|
||||
console.error("Game object not found!");
|
||||
}
|
||||
});
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,470 +0,0 @@
|
||||
<!DOCTYPE html>
|
||||
<html>
|
||||
<head>
|
||||
<title>Wowgue - A Wownero Roguelike</title>
|
||||
<link rel="stylesheet" type="text/css" href="styles/stylesheet.css">
|
||||
<link rel="icon" type="image/x-icon" href="favicon.ico">
|
||||
|
||||
<!-- First load socket.io -->
|
||||
<script src="https://cdn.socket.io/4.8.1/socket.io.min.js"></script>
|
||||
|
||||
<!-- THEN initialize the socket -->
|
||||
<script>
|
||||
// Create socket connection BEFORE loading game.js
|
||||
window.socket = io();
|
||||
</script>
|
||||
|
||||
<!-- Only AFTER socket is initialized, load other scripts -->
|
||||
<script src="js/jquery-3.4.1.min.js"></script>
|
||||
<script src="js/rot.min.js"></script>
|
||||
<script src="js/options.js"></script>
|
||||
<script src="js/teletype.js"></script> <!-- Load teletype.js -->
|
||||
|
||||
<!-- Use the original game.js with fixes -->
|
||||
<script src="js/game.js"></script>
|
||||
|
||||
<!-- Modular game files - keeping as backup for now -->
|
||||
<!-- <script src="js/displayManager.js"></script>
|
||||
<script src="js/screenManager.js"></script>
|
||||
<script src="js/gameState.js"></script>
|
||||
<script src="js/inputHandler.js"></script>
|
||||
<script src="js/game_refactored.js"></script> -->
|
||||
</head>
|
||||
<body>
|
||||
<div class="container">
|
||||
<!-- Header area -->
|
||||
<header class="banner">
|
||||
<div id="staticbanner">
|
||||
<span id="banner"></span><span id="bannercursor">|</span>
|
||||
</div>
|
||||
</header>
|
||||
|
||||
<!-- Status area for block height -->
|
||||
<div class="status">
|
||||
<div id="blockHeight">Block Height: <span id="heightValue">Loading...</span></div>
|
||||
<div id="connectionStatus">Status: <span id="statusValue">Connecting...</span></div>
|
||||
</div>
|
||||
|
||||
<!-- Game display -->
|
||||
<div id="game-display" class="rotdis"></div>
|
||||
|
||||
<!-- Chat messages area -->
|
||||
<div class="chat-container">
|
||||
<div id="messageBox">
|
||||
<ul id="messages"></ul>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Chat input in its own row -->
|
||||
<div class="input-container">
|
||||
<form id="chatForm" action="">
|
||||
<input id="chatInput" autocomplete="off" placeholder="Type a command..." />
|
||||
<button type="submit">Send</button>
|
||||
</form>
|
||||
</div>
|
||||
|
||||
<!-- Footer -->
|
||||
<div class="footer">
|
||||
Wownero Roguelike v0.1.0 | Use WASD or arrow keys to move
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Initialize teletype animation -->
|
||||
<script>
|
||||
$(function() {
|
||||
$('#banner').teletype({
|
||||
text: ["Welcome traveler...", "You have arrived at...", "The Wowngeon"],
|
||||
typeDelay: 100,
|
||||
backDelay: 50,
|
||||
pause: 1500
|
||||
});
|
||||
|
||||
// $(\'#bannercursor\').blink({ // <<< COMMENT OUT THIS BLOCK
|
||||
// text: [\'|\', \' \'],
|
||||
// delay: 500
|
||||
// });
|
||||
|
||||
// After animations are complete, set static text
|
||||
setTimeout(function() {
|
||||
$('#banner, #bannercursor').fadeOut(500, function() {
|
||||
$('#staticbanner').text("THE WOWNGEON");
|
||||
});
|
||||
}, 14000);
|
||||
});
|
||||
</script>
|
||||
|
||||
<!-- Global scroll helper function -->
|
||||
<script>
|
||||
function scrollChat() {
|
||||
var messageBox = $('#messageBox');
|
||||
messageBox.scrollTop(messageBox.prop("scrollHeight"));
|
||||
}
|
||||
</script>
|
||||
|
||||
<script>
|
||||
$(function() {
|
||||
// Socket event listeners
|
||||
socket.on('connect', function() {
|
||||
console.log("Connected with socket ID:", socket.id);
|
||||
|
||||
// Tell server our client ID
|
||||
socket.emit('register_client', {
|
||||
clientId: socket.id,
|
||||
userAgent: navigator.userAgent
|
||||
});
|
||||
});
|
||||
|
||||
socket.on('welcome', function(msg) {
|
||||
$('#messages').append($('<li>').text("Connected to server!"));
|
||||
scrollChat();
|
||||
});
|
||||
|
||||
// Handle waiting status updates
|
||||
socket.on('waiting_status', function(data) {
|
||||
console.log("🕒 WAITING STATUS received:", data);
|
||||
|
||||
if (data.status === 'waiting') {
|
||||
$('#messages').append($('<li style="color:#ff0;">').text(data.message));
|
||||
|
||||
// Show waiting screen
|
||||
if (typeof Game !== 'undefined' && Game.drawWaitingScreen) {
|
||||
Game.drawWaitingScreen();
|
||||
}
|
||||
}
|
||||
scrollChat();
|
||||
});
|
||||
|
||||
socket.on('message', function(msg) {
|
||||
$('#messages').append($('<li>').text(msg));
|
||||
scrollChat();
|
||||
});
|
||||
|
||||
// Add or update the game_start handler
|
||||
socket.on('game_start', function(data) {
|
||||
console.log("🎮 Game start received with data:", data);
|
||||
$('#messages').append($('<li class="game-start">').text("Starting game..."));
|
||||
|
||||
if (typeof Game !== 'undefined' && Game.stopWaitingScreen) {
|
||||
Game.stopWaitingScreen();
|
||||
}
|
||||
|
||||
if (!data) {
|
||||
$('#messages').append($('<li class="error">').text("Error: No game data received from server."));
|
||||
if (typeof Game !== 'undefined' && Game._drawWelcomeScreen) Game._drawWelcomeScreen();
|
||||
return;
|
||||
}
|
||||
|
||||
try {
|
||||
// Use the original game.js structure
|
||||
var success = Game.startGame(data.player, data.map, data.monster, data.items, data.visibleTiles);
|
||||
console.log("Game start result:", success ? "SUCCESS" : "FAILED");
|
||||
|
||||
if (!success) {
|
||||
$('#messages').append($('<li class="error">').text("Game start failed. Check console for details."));
|
||||
if (typeof Game !== 'undefined' && Game._drawWelcomeScreen) Game._drawWelcomeScreen();
|
||||
} else {
|
||||
// Draw the initial game screen - the game draws itself after startGame()
|
||||
console.log("Game started successfully, initial screen should be drawn");
|
||||
|
||||
// Shift focus to the game display area after successful game start
|
||||
$('#game-display').focus();
|
||||
updateFocusIndicator();
|
||||
}
|
||||
|
||||
} catch (err) {
|
||||
console.error("Error starting game:", err);
|
||||
$('#messages').append($('<li class="error">').text("Error: " + err.message));
|
||||
}
|
||||
});
|
||||
|
||||
// Game update handler
|
||||
socket.on('game_update', function(data) {
|
||||
// console.log("🎮 GAME UPDATE received:", data); // Reduced verbosity
|
||||
|
||||
if (typeof Game !== 'undefined' && Game._gameActive) { // Use Game._gameActive instead of gameState
|
||||
Game.updateGameState(data); // Call updateGameState directly on Game object
|
||||
} else {
|
||||
// console.log("Game not active or Game undefined, skipping game_update draw.");
|
||||
}
|
||||
});
|
||||
|
||||
// Update the chat form submission handler that processes the "enter" command
|
||||
|
||||
$('#chatForm').submit(function(e) {
|
||||
e.preventDefault();
|
||||
var msg = $('#chatInput').val().trim();
|
||||
|
||||
// Don't send empty messages
|
||||
if (!msg) return false;
|
||||
|
||||
console.log("📝 SENDING CHAT:", msg);
|
||||
socket.emit('chat message', msg);
|
||||
$('#chatInput').val('');
|
||||
|
||||
// If the message is "enter", show the waiting screen
|
||||
// AND shift focus to game display if game is about to start
|
||||
if (msg.toLowerCase() === 'enter') {
|
||||
console.log("🔑 'ENTER' COMMAND DETECTED - expecting game_start response");
|
||||
|
||||
// Show waiting screen
|
||||
if (typeof Game !== 'undefined' && Game.drawWaitingScreen) {
|
||||
Game.drawWaitingScreen();
|
||||
}
|
||||
// Focus will be shifted in the 'game_start' handler after success
|
||||
}
|
||||
|
||||
return false;
|
||||
});
|
||||
|
||||
// Set initial focus to chat input
|
||||
$('#chatInput').focus();
|
||||
updateFocusIndicator(); // Initial focus indicator update
|
||||
|
||||
// Add focus/blur listeners for visual indicator
|
||||
$('#chatInput').on('focus', updateFocusIndicator).on('blur', updateFocusIndicator);
|
||||
$('#game-display').on('focus', updateFocusIndicator).on('blur', updateFocusIndicator);
|
||||
|
||||
// Keyboard listener for game actions (WASD, Arrow Keys)
|
||||
// Ensure this is attached to an element that can receive focus, like the game-display div.
|
||||
// The game-display div needs a tabindex attribute to be focusable.
|
||||
$('#game-display').attr('tabindex', '-1'); // Make it focusable
|
||||
|
||||
$(document).on('keydown', function(e) {
|
||||
// console.log(`Keydown event: ${e.key}`, "Active element:", document.activeElement, "Game active?:", Game && Game.gameState ? Game.gameState.gameActive : "Game undefined");
|
||||
|
||||
if (document.activeElement === $('#game-display')[0]) {
|
||||
// console.log("Game display has focus.");
|
||||
if (Game && Game._gameActive) { // Use Game._gameActive
|
||||
// console.log("Game is active. Processing key:", e.key);
|
||||
let dx = 0;
|
||||
let dy = 0;
|
||||
let moved = false;
|
||||
|
||||
switch(e.key) {
|
||||
case 'w': case 'ArrowUp': dy = -1; moved = true; break;
|
||||
case 's': case 'ArrowDown': dy = 1; moved = true; break;
|
||||
case 'a': case 'ArrowLeft': dx = -1; moved = true; break;
|
||||
case 'd': case 'ArrowRight': dx = 1; moved = true; break;
|
||||
}
|
||||
|
||||
if (moved) {
|
||||
console.log(`Attempting to move: dx=${dx}, dy=${dy}. Key: ${e.key}`);
|
||||
e.preventDefault(); // Prevent page scrolling
|
||||
// Emit movement to server instead of directly calling Game.movePlayer
|
||||
socket.emit('player_move', { dx: dx, dy: dy });
|
||||
console.log(`Emitted player_move: dx=${dx}, dy=${dy}`);
|
||||
} else {
|
||||
// console.log("Key pressed on game display, but not a movement key:", e.key);
|
||||
}
|
||||
} else {
|
||||
console.log("Game display has focus, but Game is not active. Game object:", Game, "Game._gameActive:", Game && Game.gameState ? Game.gameState.gameActive : "N/A");
|
||||
}
|
||||
} else if (e.key === 'Enter' && document.activeElement !== $('#chatInput')[0]) {
|
||||
// console.log("Enter pressed, focusing chat input.");
|
||||
// If Enter is pressed and chat is not focused, focus chat
|
||||
$('#chatInput').focus();
|
||||
updateFocusIndicator();
|
||||
} else {
|
||||
// console.log("Keydown event, but game display not focused or not Enter key for chat focus. Active element:", document.activeElement);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
// Function to update visual focus indicator
|
||||
function updateFocusIndicator() {
|
||||
var gameDisplay = $('#game-display');
|
||||
var chatInput = $('#chatInput');
|
||||
|
||||
if (document.activeElement === gameDisplay[0]) {
|
||||
gameDisplay.css('outline', '2px solid yellow'); // Or some other visual cue
|
||||
chatInput.css('outline', 'none');
|
||||
console.log("Focus: Game Display");
|
||||
} else if (document.activeElement === chatInput[0]) {
|
||||
chatInput.css('outline', '2px solid cyan'); // Or some other visual cue
|
||||
gameDisplay.css('outline', 'none');
|
||||
console.log("Focus: Chat Input");
|
||||
} else {
|
||||
gameDisplay.css('outline', 'none');
|
||||
chatInput.css('outline', 'none');
|
||||
console.log("Focus: None or Other");
|
||||
}
|
||||
}
|
||||
</script>
|
||||
|
||||
<!-- Initialize the game when everything is ready -->
|
||||
<script>
|
||||
$(function() {
|
||||
Game.init();
|
||||
});
|
||||
</script>
|
||||
|
||||
<!-- Block height update script -->
|
||||
<script>
|
||||
// Function to update block height display
|
||||
function updateBlockHeight(height) {
|
||||
$('#heightValue').text(height);
|
||||
}
|
||||
|
||||
// Listen for block updates from server
|
||||
socket.on('blockheight', function(height) {
|
||||
console.log(`📈 BLOCK HEIGHT: ${height}`);
|
||||
updateBlockHeight(height);
|
||||
$('#statusValue').text('Connected');
|
||||
$('#statusValue').css('color', '#0f0');
|
||||
});
|
||||
|
||||
// Set a test value if no response
|
||||
setTimeout(function() {
|
||||
if ($('#heightValue').text() === 'Loading...') {
|
||||
updateBlockHeight('---');
|
||||
$('#statusValue').text('Waiting...');
|
||||
$('#statusValue').css('color', '#ff0');
|
||||
}
|
||||
}, 5000);
|
||||
</script>
|
||||
|
||||
<!-- Add browser detection info -->
|
||||
<div id="browser-info" style="position: fixed; right: 10px; top: 40px; background: rgba(0,0,0,0.7); color: #0f0; padding: 5px; font-family: monospace; font-size: 12px; z-index: 1000; display: none;">
|
||||
<div>Browser: <span id="browser-name">checking...</span></div>
|
||||
<div>Display: <span id="display-status">checking...</span></div>
|
||||
<button onclick="document.getElementById('browser-info').style.display='none'" style="margin-top: 5px; background: #333; border: 1px solid #666; color: white; font-size: 10px; padding: 2px 4px;">
|
||||
Close
|
||||
</button>
|
||||
</div>
|
||||
|
||||
<script>
|
||||
// Check browser and display status
|
||||
$(function() {
|
||||
setTimeout(function() {
|
||||
var browserInfo = document.getElementById('browser-info');
|
||||
browserInfo.style.display = 'block';
|
||||
|
||||
// Detect browser
|
||||
var browserName = "Unknown";
|
||||
if (navigator.userAgent.indexOf("Firefox") !== -1) {
|
||||
browserName = "Firefox";
|
||||
} else if (navigator.userAgent.indexOf("Chrome") !== -1) {
|
||||
browserName = "Chrome/Chromium";
|
||||
} else if (navigator.userAgent.indexOf("Safari") !== -1) {
|
||||
browserName = "Safari";
|
||||
} else if (navigator.userAgent.indexOf("Edge") !== -1) {
|
||||
browserName = "Edge";
|
||||
}
|
||||
|
||||
document.getElementById('browser-name').textContent = browserName;
|
||||
|
||||
// Check display status
|
||||
var rotdis = document.querySelector('.rotdis');
|
||||
var canvas = rotdis ? rotdis.querySelector('canvas') : null;
|
||||
|
||||
if (canvas) {
|
||||
document.getElementById('display-status').textContent =
|
||||
"OK (" + canvas.width + "x" + canvas.height + ")";
|
||||
document.getElementById('display-status').style.color = "#0f0";
|
||||
} else {
|
||||
document.getElementById('display-status').textContent = "NOT FOUND";
|
||||
document.getElementById('display-status').style.color = "#f00";
|
||||
}
|
||||
|
||||
// Hide after 10 seconds
|
||||
setTimeout(function() {
|
||||
browserInfo.style.display = 'none';
|
||||
}, 10000);
|
||||
}, 2000);
|
||||
});
|
||||
</script>
|
||||
|
||||
<!-- Add ASCII Mode button at the top right -->
|
||||
<button id="toggle-mode" style="position: fixed; right: 10px; top: 10px; z-index: 1000; background: #333; color: white; padding: 5px; border: 1px solid #666; border-radius: 4px;">
|
||||
Switch to ASCII Mode
|
||||
</button>
|
||||
|
||||
<script>
|
||||
document.getElementById('toggle-mode').addEventListener('click', function() {
|
||||
try {
|
||||
var button = document.getElementById('toggle-mode');
|
||||
// Display mode switching has been removed - ASCII and tile modes are now equivalent
|
||||
console.log("Display mode switching is no longer needed - modes are equivalent");
|
||||
button.textContent = 'Mode switching disabled';
|
||||
button.disabled = true;
|
||||
} catch (e) {
|
||||
console.error("Error switching display mode:", e);
|
||||
}
|
||||
});
|
||||
</script>
|
||||
|
||||
<!-- Replace the queue_cancelled handler -->
|
||||
<script>
|
||||
// Handle queue cancellation
|
||||
socket.on('queue_cancelled', function() {
|
||||
console.log("Queue cancelled, returning to welcome screen");
|
||||
|
||||
if (typeof Game !== 'undefined' && Game._drawWelcomeScreen) {
|
||||
Game._drawWelcomeScreen();
|
||||
} else {
|
||||
console.error("Game or _drawWelcomeScreen not available");
|
||||
}
|
||||
});
|
||||
</script>
|
||||
|
||||
<!-- Add this before the closing </body> tag -->
|
||||
<script>
|
||||
// Game over handler
|
||||
socket.on('game_over', function(data) {
|
||||
console.log("🎮 GAME OVER received:", data);
|
||||
|
||||
// Update game state based on outcome
|
||||
if (typeof Game !== 'undefined') {
|
||||
if (data.status === 'won') {
|
||||
// Show win message
|
||||
$('#messages').append($('<li style="color:#0f0; font-weight:bold;">').text(
|
||||
data.hasTreasure ?
|
||||
"YOU ESCAPED WITH THE TREASURE! YOU WON!" :
|
||||
"You escaped the dungeon alive!"
|
||||
));
|
||||
|
||||
// Draw win screen
|
||||
Game.drawWinScreen(data.hasTreasure);
|
||||
} else {
|
||||
// Show loss message
|
||||
const reason = data.reason || "unknown";
|
||||
let message = "You died in the dungeon!";
|
||||
|
||||
if (reason === 'monster') {
|
||||
message = "You were killed by the monster!";
|
||||
} else if (reason === 'timeout') {
|
||||
message = "You didn't escape before the next block was found!";
|
||||
}
|
||||
|
||||
$('#messages').append($('<li style="color:#f00; font-weight:bold;">').text(message));
|
||||
|
||||
// Draw lose screen
|
||||
if (Game && Game.drawLoseScreen) {
|
||||
Game.drawLoseScreen(reason);
|
||||
}
|
||||
}
|
||||
|
||||
// Set game as inactive to prevent further movement
|
||||
if (Game) {
|
||||
Game._gameActive = false;
|
||||
}
|
||||
}
|
||||
|
||||
scrollChat();
|
||||
});
|
||||
</script>
|
||||
|
||||
<!-- Initialize the Game object -->
|
||||
<script>
|
||||
$(document).ready(function() {
|
||||
console.log("Initializing Game...");
|
||||
if (typeof Game !== 'undefined') {
|
||||
Game.init();
|
||||
} else {
|
||||
console.error("Game object not found!");
|
||||
}
|
||||
});
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,119 @@
|
||||
// DisplayManager - Handles ROT.Display initialization and clearing
|
||||
var DisplayManager = {
|
||||
_display: null,
|
||||
_displayReady: false,
|
||||
_screenWidth: null,
|
||||
_screenHeight: null,
|
||||
|
||||
init: function(screenWidth, screenHeight) {
|
||||
this._screenWidth = screenWidth;
|
||||
this._screenHeight = screenHeight;
|
||||
|
||||
var displayOptions = {
|
||||
width: this._screenWidth,
|
||||
height: this._screenHeight,
|
||||
forceSquareRatio: true,
|
||||
};
|
||||
|
||||
displayOptions.layout = "tile";
|
||||
displayOptions.bg = window.options.bg;
|
||||
displayOptions.fg = window.options.fg || "#FFF";
|
||||
displayOptions.tileWidth = window.options.tileWidth;
|
||||
displayOptions.tileHeight = window.options.tileHeight;
|
||||
displayOptions.tileSet = window.options.tileSet;
|
||||
displayOptions.tileMap = window.options.tileMap;
|
||||
displayOptions.tileColorize = true; // Enable colorization for tile stacks
|
||||
|
||||
try {
|
||||
var gameDisplayContainer = document.getElementById("game-display");
|
||||
if (!gameDisplayContainer) {
|
||||
console.error("Game display container #game-display not found in HTML!");
|
||||
alert("Error: Game display container #game-display not found. Cannot start game.");
|
||||
return false;
|
||||
}
|
||||
|
||||
this._display = new ROT.Display(displayOptions);
|
||||
gameDisplayContainer.innerHTML = '';
|
||||
gameDisplayContainer.appendChild(this._display.getContainer());
|
||||
this._displayReady = true;
|
||||
return true;
|
||||
|
||||
} catch (e) {
|
||||
console.error("Error initializing ROT.Display:", e);
|
||||
alert("Failed to initialize game display. Error: " + e.message + ". Check console for details.");
|
||||
this._displayReady = false;
|
||||
return false;
|
||||
}
|
||||
},
|
||||
|
||||
getDisplay: function() {
|
||||
return this._display;
|
||||
},
|
||||
|
||||
isReady: function() {
|
||||
return this._display && this._displayReady;
|
||||
},
|
||||
|
||||
ensureDisplay: function() {
|
||||
if (!this._display || !this._displayReady) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
},
|
||||
|
||||
forceClearToBlack: function() {
|
||||
if (!this.ensureDisplay()) {
|
||||
console.warn("DisplayManager.forceClearToBlack: Display not ready, aborting.");
|
||||
return;
|
||||
}
|
||||
|
||||
const display = this._display;
|
||||
|
||||
// Step 1: Clear ROT.js's internal data cache and dirty flags
|
||||
display._data = {};
|
||||
display._dirty = {};
|
||||
|
||||
// Step 2: Directly clear the visual canvas to black
|
||||
var canvas = display.getContainer();
|
||||
if (canvas && typeof canvas.getContext === 'function') {
|
||||
var ctx = canvas.getContext("2d");
|
||||
if (ctx) {
|
||||
ctx.fillStyle = "#000000";
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||
} else {
|
||||
console.warn("DisplayManager.forceClearToBlack: Failed to get 2D context from canvas.");
|
||||
this._fallbackClear(display);
|
||||
}
|
||||
} else {
|
||||
console.warn("DisplayManager.forceClearToBlack: Display container is not a canvas or does not exist. Attempting fallback clear.");
|
||||
this._fallbackClear(display);
|
||||
}
|
||||
},
|
||||
|
||||
_fallbackClear: function(display) {
|
||||
console.warn("DisplayManager.forceClearToBlack: Using fallback clear method.");
|
||||
const originalBg = display.getOptions().bg;
|
||||
try {
|
||||
if (display._options) {
|
||||
display._options.bg = "#000000";
|
||||
}
|
||||
display.clear();
|
||||
} catch (e) {
|
||||
console.error("Error during fallback clear:", e);
|
||||
} finally {
|
||||
if (display._options) {
|
||||
display._options.bg = originalBg;
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
clearDisplay: function() {
|
||||
if (!this.ensureDisplay()) return;
|
||||
this.forceClearToBlack();
|
||||
}
|
||||
};
|
||||
|
||||
// Make it available globally
|
||||
if (typeof window !== 'undefined') {
|
||||
window.DisplayManager = DisplayManager;
|
||||
}
|
||||
+109
-647
@@ -1,3 +1,4 @@
|
||||
// Refactored Game Object - Main game controller using modular architecture
|
||||
// This provides a mock socket when the real one isn't available
|
||||
if (typeof window !== 'undefined' && !window.socket) {
|
||||
window.socket = {
|
||||
@@ -8,313 +9,99 @@ if (typeof window !== 'undefined' && !window.socket) {
|
||||
}
|
||||
|
||||
var Game = {
|
||||
_display: null,
|
||||
_screenWidth: options.width,
|
||||
_screenHeight: options.height,
|
||||
_displayReady: false, // Flag to indicate if _display is initialized
|
||||
_player: null,
|
||||
defaultFg: "#FFF", // Define defaultFg here
|
||||
// _defaultBg: null, // Standard for transparent/display default
|
||||
_monster: null,
|
||||
_map: {},
|
||||
_items: {},
|
||||
_gameInProgress: false,
|
||||
_screenWidth: 25, // Default values, will be updated from options
|
||||
_screenHeight: 19,
|
||||
_inputEnabled: true,
|
||||
_messageLog: [],
|
||||
_maxLogMessages: 5,
|
||||
|
||||
init: function() {
|
||||
console.log("Game.init called. 'this' is Game:", this === Game);
|
||||
console.log("Is this.checkTileset a function?", typeof this.checkTileset);
|
||||
|
||||
|
||||
var displayOptions = {
|
||||
width: this._screenWidth,
|
||||
height: this._screenHeight,
|
||||
forceSquareRatio: true, // Good for both modes generally
|
||||
};
|
||||
|
||||
displayOptions.layout = "tile";
|
||||
displayOptions.bg = window.options.bg; // Should be "transparent"
|
||||
displayOptions.fg = window.options.fg || "#FFF"; // Default foreground for text not in tileMap
|
||||
displayOptions.tileWidth = window.options.tileWidth;
|
||||
displayOptions.tileHeight = window.options.tileHeight;
|
||||
displayOptions.tileSet = window.options.tileSet;
|
||||
displayOptions.tileMap = window.options.tileMap;
|
||||
displayOptions.tileColorize = false; // Render tiles as-is from the tileset
|
||||
|
||||
try {
|
||||
var gameDisplayContainer = document.getElementById("game-display");
|
||||
if (!gameDisplayContainer) {
|
||||
console.error("Game display container #game-display not found in HTML!");
|
||||
alert("Error: Game display container #game-display not found. Cannot start game.");
|
||||
return;
|
||||
}
|
||||
this._display = new ROT.Display(displayOptions);
|
||||
gameDisplayContainer.innerHTML = ''; // Clear any previous content (e.g., loading messages)
|
||||
gameDisplayContainer.appendChild(this._display.getContainer());
|
||||
console.log("ROT.Display initialized and appended. Display object:", this._display);
|
||||
this._displayReady = true; // Set flag AFTER successful initialization
|
||||
console.log("Game display initialized. _displayReady set to true.");
|
||||
|
||||
// Now that the display is ready, other things can happen,
|
||||
// like drawing the welcome screen or enabling socket event handlers fully.
|
||||
this._drawWelcomeScreen(); // Example: draw initial screen
|
||||
|
||||
} catch (e) {
|
||||
console.error("Error initializing ROT.Display:", e);
|
||||
alert("Failed to initialize game display. Error: " + e.message + ". Check console for details.");
|
||||
this._displayReady = false; // Explicitly false on error
|
||||
}
|
||||
}, // Removed .bind(this) - not needed for object literal methods
|
||||
|
||||
|
||||
_ensureDisplay: function() {
|
||||
if (!this._display || !this._displayReady) {
|
||||
console.warn("Display not ready or not initialized. Aborting drawing/game operation.");
|
||||
// Update screen dimensions from options
|
||||
if (typeof window.options !== 'undefined') {
|
||||
this._screenWidth = window.options.width || 25;
|
||||
this._screenHeight = window.options.height || 19;
|
||||
}
|
||||
|
||||
// Initialize all modules
|
||||
if (!DisplayManager.init(this._screenWidth, this._screenHeight)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
ScreenManager.init(this._screenWidth, this._screenHeight);
|
||||
RenderEngine.init(this._screenWidth, this._screenHeight);
|
||||
GameState.init();
|
||||
|
||||
// Start block simulation and draw welcome screen
|
||||
ScreenManager.startBlockSimulation();
|
||||
ScreenManager.drawWelcomeScreen();
|
||||
|
||||
return true;
|
||||
},
|
||||
|
||||
_forceClearToBlack: function() {
|
||||
if (!this._ensureDisplay()) {
|
||||
console.warn("Game._forceClearToBlack: Display not ready, aborting.");
|
||||
return;
|
||||
}
|
||||
// console.log("Game: _forceClearToBlack called at " + new Date().toLocaleTimeString());
|
||||
|
||||
const display = this._display;
|
||||
|
||||
// Step 1: Clear ROT.js's internal data cache and dirty flags.
|
||||
// This ensures that ROT.js starts with a clean slate for what it thinks is on screen.
|
||||
display._data = {};
|
||||
display._dirty = {};
|
||||
// console.log("Game._forceClearToBlack: Cleared display._data and display._dirty.");
|
||||
|
||||
// Step 2: Directly clear the visual canvas to black.
|
||||
// This bypasses ROT.js's drawing for the initial clear, ensuring it's black.
|
||||
var canvas = display.getContainer(); // This is typically the <canvas> element
|
||||
if (canvas && typeof canvas.getContext === 'function') {
|
||||
var ctx = canvas.getContext("2d");
|
||||
if (ctx) {
|
||||
// console.log(`Game._forceClearToBlack: Clearing canvas (${canvas.width}x${canvas.height}) to black.`);
|
||||
ctx.fillStyle = "#000000";
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||
} else {
|
||||
console.warn("Game._forceClearToBlack: Failed to get 2D context from canvas.");
|
||||
this._fallbackClear(display);
|
||||
}
|
||||
} else {
|
||||
console.warn("Game._forceClearToBlack: Display container is not a canvas or does not exist. Attempting fallback clear.");
|
||||
this._fallbackClear(display);
|
||||
}
|
||||
// After this, the canvas is black. ROT.js's _data and _dirty are empty.
|
||||
// Subsequent display.draw() calls (e.g., in _drawWelcomeScreen) will populate
|
||||
// _data and _dirty for the specific cells they affect.
|
||||
// The ROT.js _draw() loop will then only process these newly dirtied cells,
|
||||
// for which _data will exist.
|
||||
_ensureDisplay: function() {
|
||||
return DisplayManager.ensureDisplay();
|
||||
},
|
||||
|
||||
// Helper for fallback clear if direct canvas manipulation fails
|
||||
_fallbackClear: function(display) {
|
||||
console.warn("Game._forceClearToBlack: Using fallback clear method.");
|
||||
const originalBg = display.getOptions().bg; // Get current bg from display's options
|
||||
try {
|
||||
if (display._options) { // Ensure _options exists
|
||||
display._options.bg = "#000000"; // Set to black for the clear
|
||||
}
|
||||
display.clear(); // Use ROT.js's own clear method.
|
||||
// This will use the (now black) _options.bg.
|
||||
} catch (e) {
|
||||
console.error("Error during fallback clear:", e);
|
||||
} finally {
|
||||
if (display._options) { // Ensure _options exists before restoring
|
||||
display._options.bg = originalBg; // Restore original background
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
// Add a helper for default colors to avoid errors if options.colors is not fully defined
|
||||
// _getColor: function(type, defaultColor) {
|
||||
// return (options.colors && options.colors[type]) ? options.colors[type] : defaultColor;
|
||||
// }, // REMOVED
|
||||
|
||||
_isFirefox: function() {
|
||||
return navigator.userAgent.toLowerCase().indexOf('firefox') > -1;
|
||||
},
|
||||
|
||||
startGame: function(playerData, mapData, monsterData, itemData, initialVisibleTiles) { // Added initialVisibleTiles
|
||||
startGame: function(playerData, mapData, monsterData, itemData, initialVisibleTiles) {
|
||||
if (!this._ensureDisplay()) {
|
||||
console.error("Game: Cannot start game, display not ready.");
|
||||
return false;
|
||||
}
|
||||
console.log("Game: startGame called. PlayerData:", playerData, "MapData:", mapData, "InitialVisibleTiles:", initialVisibleTiles);
|
||||
|
||||
this.clearDisplay();
|
||||
DisplayManager.clearDisplay();
|
||||
try {
|
||||
this._gameActive = true;
|
||||
GameState.setGameActive(true);
|
||||
|
||||
// Robust player initialization
|
||||
if (playerData && typeof playerData.x === 'number' && typeof playerData.y === 'number') {
|
||||
this._player = { x: playerData.x, y: playerData.y };
|
||||
} else {
|
||||
console.warn("Invalid or missing playerData.x/y, using default player position.", playerData);
|
||||
this._player = { x: 12, y: 12 }; // Default position
|
||||
}
|
||||
console.log("Player initialized to:", this._player);
|
||||
// Initialize player
|
||||
GameState.initializePlayer(playerData);
|
||||
|
||||
this._monster = monsterData; // Assuming monsterData is structured correctly or null
|
||||
this._items = itemData; // Fixed: Use _items instead of _item
|
||||
// Initialize other game objects
|
||||
GameState._monster = monsterData;
|
||||
GameState._items = itemData;
|
||||
GameState._entrance = null;
|
||||
GameState._exit = null;
|
||||
GameState._treasure = null;
|
||||
|
||||
// Initialize map and validate player position
|
||||
GameState.initializeMap(mapData, initialVisibleTiles, this._screenWidth, this._screenHeight);
|
||||
|
||||
// Initialize entrance, exit, treasure from the game data
|
||||
this._entrance = null;
|
||||
this._exit = null;
|
||||
this._treasure = null;
|
||||
|
||||
this._map = {};
|
||||
this._visibleTiles = {}; // Clear/initialize visible tiles
|
||||
this._exploredTiles = this._exploredTiles || {}; // Initialize exploredTiles if it doesn't exist, or keep existing
|
||||
|
||||
let mapInitialized = false;
|
||||
|
||||
if (mapData && mapData.tiles && typeof mapData.tiles === 'object' && Object.keys(mapData.tiles).length > 0) {
|
||||
console.log("Initializing map from mapData.tiles:", mapData.tiles);
|
||||
for (var yKey in mapData.tiles) {
|
||||
const y = parseInt(yKey);
|
||||
this._map[y] = {};
|
||||
for (var xKey in mapData.tiles[y]) {
|
||||
const x = parseInt(xKey);
|
||||
this._map[y][x] = mapData.tiles[y][x];
|
||||
}
|
||||
}
|
||||
mapInitialized = true;
|
||||
console.log("Game map initialized from mapData.tiles:", this._map);
|
||||
} else if (mapData && Array.isArray(mapData) && mapData.length > 0) {
|
||||
console.warn("Received array-based mapData, attempting to convert.");
|
||||
for (let y = 0; y < mapData.length; y++) {
|
||||
this._map[y] = {};
|
||||
if (mapData[y] && Array.isArray(mapData[y])) {
|
||||
for (let x = 0; x < mapData[y].length; x++) {
|
||||
this._map[y][x] = mapData[y][x];
|
||||
}
|
||||
}
|
||||
}
|
||||
mapInitialized = true;
|
||||
console.log("Game map initialized from array-based mapData:", this._map);
|
||||
} else if (initialVisibleTiles && typeof initialVisibleTiles === 'object' && Object.keys(initialVisibleTiles).length > 0) {
|
||||
console.log("Initializing _visibleTiles from server-sent initialVisibleTiles and inferring _map for FOV.");
|
||||
this._visibleTiles = JSON.parse(JSON.stringify(initialVisibleTiles)); // Deep copy
|
||||
|
||||
for (const yKey in this._visibleTiles) {
|
||||
const y = parseInt(yKey);
|
||||
this._map[y] = this._map[y] || {};
|
||||
for (const xKey in this._visibleTiles[y]) {
|
||||
const x = parseInt(xKey);
|
||||
// Store the tile type (0 for floor, 1 for wall, etc.) into _map
|
||||
// This allows client-side FOV to know about passability.
|
||||
this._map[y][x] = this._visibleTiles[y][x];
|
||||
}
|
||||
}
|
||||
mapInitialized = true;
|
||||
console.log("Game map partially initialized for FOV from initialVisibleTiles:", this._map);
|
||||
console.log("_visibleTiles set directly from initialVisibleTiles:", this._visibleTiles);
|
||||
if (!GameState.validatePlayerPosition(this._screenWidth, this._screenHeight)) {
|
||||
ScreenManager.drawCenteredText(10, "Error: Map invalid / No player start!");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!mapInitialized) {
|
||||
console.warn("No valid mapData or initialVisibleTiles provided. Creating default map for testing. mapData:", mapData, "initialVisibleTiles:", initialVisibleTiles);
|
||||
const defaultMapWidth = this._screenWidth;
|
||||
const defaultMapHeight = this._screenHeight;
|
||||
for (let y = 0; y < defaultMapHeight; y++) {
|
||||
this._map[y] = {};
|
||||
for (let x = 0; x < defaultMapWidth; x++) {
|
||||
this._map[y][x] = (x === 0 || x === defaultMapWidth - 1 || y === 0 || y === defaultMapHeight - 1) ? 1 : 0;
|
||||
}
|
||||
}
|
||||
// Adjust player position if it's in a wall of the default map
|
||||
if (this._map[this._player.y] && this._map[this._player.y][this._player.x] === 1) {
|
||||
this._player.x = Math.floor(defaultMapWidth / 2);
|
||||
this._player.y = Math.floor(defaultMapHeight / 2);
|
||||
if (this._map[this._player.y][this._player.x] === 1) { // If center is still wall (tiny map)
|
||||
this._map[this._player.y][this._player.x] = 0; // Force floor
|
||||
}
|
||||
}
|
||||
console.log("Default game map created. Player position:", this._player.x, this._player.y);
|
||||
}
|
||||
// Compute field of view
|
||||
GameState.computeFieldOfView();
|
||||
|
||||
// Validate player position against the map
|
||||
if (!this._map[this._player.y] || this._map[this._player.y][this._player.x] === undefined) {
|
||||
console.error(`Player position (${this._player.x}, ${this._player.y}) is invalid or outside map boundaries AFTER map init. Attempting to find fallback.`);
|
||||
let foundFallback = false;
|
||||
for (let y_scan = 0; y_scan < this._screenHeight; y_scan++) { // Iterate within screen bounds for fallback
|
||||
if (this._map[y_scan]) {
|
||||
for (let x_scan = 0; x_scan < this._screenWidth; x_scan++) {
|
||||
if (this._map[y_scan][x_scan] === 0) { // Find first floor tile
|
||||
this._player.x = x_scan;
|
||||
this._player.y = y_scan;
|
||||
console.warn(`Player moved to fallback position: (${this._player.x}, ${this._player.y})`);
|
||||
foundFallback = true; break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (foundFallback) break;
|
||||
}
|
||||
if (!foundFallback) {
|
||||
console.error("Could not find a valid fallback starting position for the player on the map.");
|
||||
this._drawCenteredText(10, "Error: Map invalid / No player start!");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
// Setup scheduler and engine
|
||||
if (!GameState._scheduler) GameState._scheduler = new ROT.Scheduler.Simple();
|
||||
else GameState._scheduler.clear();
|
||||
if (!GameState._engine) GameState._engine = new ROT.Engine(GameState._scheduler);
|
||||
|
||||
// Initialize FOV
|
||||
// FOV requires a map where 0 is passable, other numbers are not.
|
||||
var fov = new ROT.FOV.PreciseShadowcasting(function(x, y) {
|
||||
return (this._map[y] && this._map[y][x] !== undefined) ? (this._map[y][x] === 0) : false;
|
||||
}.bind(this));
|
||||
GameState._scheduler.add(GameState._player, true);
|
||||
|
||||
// If map was NOT built from initialVisibleTiles, compute FOV now.
|
||||
// If it WAS built from initialVisibleTiles, _visibleTiles is already set.
|
||||
// However, we run _updateExploredTiles and FOV compute to ensure consistency and explore.
|
||||
if (!(initialVisibleTiles && typeof initialVisibleTiles === 'object' && Object.keys(initialVisibleTiles).length > 0)) {
|
||||
this._visibleTiles = {}; // Clear if not set by server
|
||||
fov.compute(this._player.x, this._player.y, 10, function(x, y, r, visibility) {
|
||||
if (!this._visibleTiles[y]) this._visibleTiles[y] = {};
|
||||
if (this._map[y] && this._map[y][x] !== undefined) {
|
||||
this._visibleTiles[y][x] = this._map[y][x];
|
||||
}
|
||||
}.bind(this));
|
||||
}
|
||||
|
||||
this._updateExploredTiles(); // Add all currently visible tiles to explored tiles
|
||||
console.log("Initial FOV computed/processed. Visible tiles count:", Object.keys(this._visibleTiles).reduce((acc, yKey) => acc + Object.keys(this._visibleTiles[yKey]).length, 0));
|
||||
|
||||
if (!this._scheduler) this._scheduler = new ROT.Scheduler.Simple();
|
||||
else this._scheduler.clear();
|
||||
if (!this._engine) this._engine = new ROT.Engine(this._scheduler);
|
||||
|
||||
this._scheduler.add(this._player, true);
|
||||
// this._engine.start(); // KEEP COMMENTED for now
|
||||
|
||||
console.log("Player coordinates before drawing game screen:", this._player.x, this._player.y);
|
||||
if (!this._map[this._player.y] || this._map[this._player.y][this._player.x] === undefined) {
|
||||
console.error(`Player position (${this._player.x}, ${this._player.y}) is STILL invalid before drawing. Map issue?`);
|
||||
this._drawCenteredText(10, "Error: Player invalid for draw!");
|
||||
console.log("Player coordinates before drawing game screen:", GameState._player.x, GameState._player.y);
|
||||
if (!GameState._map[GameState._player.y] || GameState._map[GameState._player.y][GameState._player.x] === undefined) {
|
||||
console.error(`Player position (${GameState._player.x}, ${GameState._player.y}) is STILL invalid before drawing. Map issue?`);
|
||||
ScreenManager.drawCenteredText(10, "Error: Player invalid for draw!");
|
||||
return false;
|
||||
}
|
||||
|
||||
this._drawGameScreen();
|
||||
console.log("Game started successfully and initial screen drawn.");
|
||||
return true;
|
||||
|
||||
} catch (err) {
|
||||
console.error("Error during Game.startGame:", err);
|
||||
console.error("Error name:", err.name, "Error message:", err.message, "Stack:", err.stack);
|
||||
if (err.message && (err.message.includes("_map") || err.message.includes("Cannot read properties of undefined"))) {
|
||||
console.error("Detailed error info: Player:", this._player, "Map keys:", Object.keys(this._map || {}).length);
|
||||
console.error("Detailed error info: Player:", GameState._player, "Map keys:", Object.keys(GameState._map || {}).length);
|
||||
}
|
||||
try {
|
||||
this._drawCenteredText(10, "Error starting game!");
|
||||
this._drawCenteredText(12, "Check console (F12) for details.");
|
||||
ScreenManager.drawCenteredText(10, "Error starting game!");
|
||||
ScreenManager.drawCenteredText(12, "Check console (F12) for details.");
|
||||
} catch (drawError) {
|
||||
console.error("Failed to draw error message on screen:", drawError);
|
||||
}
|
||||
@@ -324,420 +111,99 @@ var Game = {
|
||||
|
||||
// Update game state with new data from server
|
||||
updateGameState: function(data) {
|
||||
console.log("🎲 Game.updateGameState received data:", data);
|
||||
const needsRedraw = GameState.updateGameState(data);
|
||||
|
||||
if (!this._gameActive) {
|
||||
console.warn("Game.updateGameState called, but game is not active. Ignoring update.");
|
||||
return;
|
||||
}
|
||||
if (!data) {
|
||||
console.error("Game.updateGameState: No update data received!");
|
||||
return;
|
||||
}
|
||||
|
||||
try {
|
||||
let needsRedraw = false;
|
||||
|
||||
// Update player state
|
||||
if (data.player) {
|
||||
// console.log("Player state updated:", data.player);
|
||||
this._player = data.player;
|
||||
needsRedraw = true;
|
||||
}
|
||||
|
||||
// Update monster state
|
||||
if (data.monster !== undefined) { // Check for undefined to allow null for no monster
|
||||
// console.log("Monster state updated:", data.monster);
|
||||
this._monster = data.monster;
|
||||
needsRedraw = true;
|
||||
}
|
||||
|
||||
// Update items
|
||||
if (data.items !== undefined) { // Check for undefined to allow empty or null
|
||||
// console.log("Items state updated:", data.items);
|
||||
this._items = data.items; // Ensure this is _items, not _item
|
||||
needsRedraw = true;
|
||||
}
|
||||
|
||||
// Update entrance, exit, treasure
|
||||
if (data.entrance !== undefined) {
|
||||
this._entrance = data.entrance;
|
||||
needsRedraw = true;
|
||||
}
|
||||
if (data.exit !== undefined) {
|
||||
this._exit = data.exit;
|
||||
needsRedraw = true;
|
||||
}
|
||||
if (data.treasure !== undefined) {
|
||||
this._treasure = data.treasure;
|
||||
needsRedraw = true;
|
||||
}
|
||||
|
||||
// Update visible tiles (most critical for movement feedback)
|
||||
if (data.visibleTiles && typeof data.visibleTiles === 'object' && Object.keys(data.visibleTiles).length > 0) {
|
||||
console.log("Visible tiles updated. Number of rows:", Object.keys(data.visibleTiles).length);
|
||||
this._visibleTiles = data.visibleTiles;
|
||||
|
||||
// Debug log for specific problematic coordinates
|
||||
if (this._visibleTiles[18] && (this._visibleTiles[18][36] !== undefined || this._visibleTiles[18][35] !== undefined)) {
|
||||
const clientDebug = `🔍 CLIENT y=18: x=35: ${this._visibleTiles[18][35]}, x=36: ${this._visibleTiles[18][36]}`;
|
||||
console.log(clientDebug);
|
||||
if (window.GameDebug) window.GameDebug.updateDebugDisplay(clientDebug);
|
||||
}
|
||||
if (this._visibleTiles[16] && (this._visibleTiles[16][36] !== undefined || this._visibleTiles[16][35] !== undefined)) {
|
||||
const clientDebug = `🔍 CLIENT y=16: x=35: ${this._visibleTiles[16][35]}, x=36: ${this._visibleTiles[16][36]}`;
|
||||
console.log(clientDebug);
|
||||
if (window.GameDebug) window.GameDebug.updateDebugDisplay(clientDebug);
|
||||
}
|
||||
|
||||
this._updateExploredTiles(); // This is important for fog of war
|
||||
needsRedraw = true;
|
||||
} else if (data.visibleTiles) {
|
||||
// console.log("Received visibleTiles, but it was empty or not an object:", data.visibleTiles);
|
||||
}
|
||||
|
||||
// Redraw the game screen if any relevant data changed
|
||||
if (needsRedraw) {
|
||||
console.log("Redrawing game screen due to game update.");
|
||||
this._drawGameScreen();
|
||||
} else {
|
||||
// console.log("Game.updateGameState: No relevant data changed that requires a redraw.");
|
||||
}
|
||||
} catch (err) {
|
||||
console.error("Error in Game.updateGameState:", err);
|
||||
// Redraw the game screen if any relevant data changed
|
||||
if (needsRedraw) {
|
||||
this._drawGameScreen();
|
||||
}
|
||||
},
|
||||
|
||||
_updateExploredTiles: function() {
|
||||
// Add all currently visible tiles to explored tiles
|
||||
for (var yKey in this._visibleTiles) {
|
||||
const y = parseInt(yKey);
|
||||
if (!this._exploredTiles[y]) this._exploredTiles[y] = {};
|
||||
for (var xKey in this._visibleTiles[y]) {
|
||||
const x = parseInt(xKey);
|
||||
this._exploredTiles[y][x] = this._visibleTiles[y][x];
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
|
||||
clearDisplay: function() {
|
||||
if (!this._ensureDisplay()) return;
|
||||
this._forceClearToBlack();
|
||||
// console.log("Display cleared via _forceClearToBlack");
|
||||
DisplayManager.clearDisplay();
|
||||
},
|
||||
|
||||
_drawGameScreen: function() {
|
||||
if (!this._ensureDisplay()) return;
|
||||
|
||||
const playerWX = this._player.x;
|
||||
const playerWY = this._player.y;
|
||||
const centerX = Math.floor(this._screenWidth / 2);
|
||||
const centerY = Math.floor(this._screenHeight / 2);
|
||||
|
||||
const topLeftWX = playerWX - centerX;
|
||||
const topLeftWY = playerWY - centerY;
|
||||
|
||||
for (let sy = 0; sy < this._screenHeight; sy++) {
|
||||
for (let sx = 0; sx < this._screenWidth; sx++) {
|
||||
const wx = topLeftWX + sx;
|
||||
const wy = topLeftWY + sy;
|
||||
|
||||
let charStack = [];
|
||||
let fgStack = [];
|
||||
let bgStack = [];
|
||||
|
||||
let baseChar = ' ';
|
||||
let baseFg = this.defaultFg; // Use this.defaultFg
|
||||
let tileType;
|
||||
|
||||
if (this._visibleTiles[wy] && this._visibleTiles[wy][wx] !== undefined) {
|
||||
tileType = this._visibleTiles[wy][wx];
|
||||
baseFg = this.defaultFg; // Use this.defaultFg
|
||||
baseChar = (tileType === 1) ? '#' : "'"; // Fixed: Always use ' for floor
|
||||
|
||||
// Debug for specific coordinates
|
||||
if ((wx === 36 && (wy === 18 || wy === 16)) || (wx === 35 && (wy === 18 || wy === 16))) {
|
||||
const renderDebug = `🔍 RENDER: (${wx},${wy}) tileType:${tileType} char:'${baseChar}' _visibleTiles[${wy}][${wx}]:${this._visibleTiles[wy][wx]}`;
|
||||
console.log(renderDebug);
|
||||
if (window.GameDebug) window.GameDebug.updateDebugDisplay(renderDebug);
|
||||
}
|
||||
} else if (this._exploredTiles[wy] && this._exploredTiles[wy][wx] !== undefined) {
|
||||
tileType = this._exploredTiles[wy][wx];
|
||||
baseFg = this.defaultFg; // Use this.defaultFg
|
||||
baseChar = (tileType === 1) ? '#' : "'"; // Fixed: Always use ' for floor
|
||||
|
||||
// Debug for specific coordinates in explored tiles
|
||||
if ((wx === 36 && (wy === 18 || wy === 16)) || (wx === 35 && (wy === 18 || wy === 16))) {
|
||||
const exploreDebug = `🔍 EXPLORED: (${wx},${wy}) tileType:${tileType} char:'${baseChar}' _exploredTiles[${wy}][${wx}]:${this._exploredTiles[wy][wx]}`;
|
||||
console.log(exploreDebug);
|
||||
if (window.GameDebug) window.GameDebug.updateDebugDisplay(exploreDebug);
|
||||
}
|
||||
}
|
||||
charStack.push(baseChar);
|
||||
fgStack.push(baseFg);
|
||||
bgStack.push(null);
|
||||
|
||||
// Items, Monsters, Player drawing logic
|
||||
// Render items (fix property name from _item to _items)
|
||||
if (this._items) {
|
||||
for (const itemKey in this._items) {
|
||||
if (this._items.hasOwnProperty(itemKey)) {
|
||||
const currentItem = this._items[itemKey];
|
||||
if (currentItem && currentItem.x === wx && currentItem.y === wy && this._isVisible(wx, wy)) {
|
||||
charStack.push('$');
|
||||
fgStack.push(this.defaultFg);
|
||||
bgStack.push(null);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Render entrance
|
||||
if (this._entrance && this._entrance[0] === wx && this._entrance[1] === wy && this._isVisible(wx, wy)) {
|
||||
charStack.push('<');
|
||||
fgStack.push('#0f0'); // Green for entrance
|
||||
bgStack.push(null);
|
||||
}
|
||||
|
||||
// Render exit
|
||||
if (this._exit && this._exit[0] === wx && this._exit[1] === wy && this._isVisible(wx, wy)) {
|
||||
charStack.push('>');
|
||||
fgStack.push('#f0f'); // Magenta for exit
|
||||
bgStack.push(null);
|
||||
}
|
||||
|
||||
// Render treasure
|
||||
if (this._treasure && this._treasure[0] === wx && this._treasure[1] === wy && this._isVisible(wx, wy)) {
|
||||
charStack.push('$');
|
||||
fgStack.push('#ff0'); // Yellow for treasure
|
||||
bgStack.push(null);
|
||||
}
|
||||
|
||||
// Render monster
|
||||
if (this._monster && this._monster.x === wx && this._monster.y === wy && this._isVisible(wx, wy)) {
|
||||
charStack.push('~');
|
||||
fgStack.push('#f00'); // Red for monster
|
||||
bgStack.push(null);
|
||||
}
|
||||
|
||||
// Render player (always on top)
|
||||
if (wx === playerWX && wy === playerWY) {
|
||||
charStack.push('@');
|
||||
fgStack.push(this.defaultFg);
|
||||
bgStack.push(null);
|
||||
}
|
||||
|
||||
if (charStack.length > 0) {
|
||||
this._display.draw(sx, sy, charStack, fgStack, bgStack);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (this._message) {
|
||||
this._drawCenteredText(this._screenHeight - 1, this._message);
|
||||
}
|
||||
},
|
||||
|
||||
_drawCenteredText: function(y, text, color) { // Restored color parameter
|
||||
if (!this._ensureDisplay()) return y;
|
||||
const x = Math.floor((this._screenWidth - text.length) / 2);
|
||||
const finalColor = color || this.defaultFg; // Use provided color or defaultFg
|
||||
this._display.drawText(x, y, `%c{${finalColor}}${text}`); // Use color in drawText
|
||||
return y + 1;
|
||||
},
|
||||
|
||||
_isVisible: function(x, y) {
|
||||
return this._visibleTiles[y] && this._visibleTiles[y][x] !== undefined;
|
||||
},
|
||||
|
||||
_drawBorder: function() { // NEW SIGNATURE
|
||||
if (!this._ensureDisplay()) return;
|
||||
// console.log("Drawing border. Tile mode: " + this._isTileMode);
|
||||
|
||||
for (var i = 0; i < this._screenWidth; i++) {
|
||||
// this._display.draw(i, 0, "-", this._getColor("border_fg"), this._getColor("border_bg")); // OLD
|
||||
// this._display.draw(i, this._screenHeight - 1, "-", this._getColor("border_fg"), this._getColor("border_bg")); // OLD
|
||||
this._display.draw(i, 0, "-", this.defaultFg, null); // NEW
|
||||
this._display.draw(i, this._screenHeight - 1, "-", this.defaultFg, null); // NEW
|
||||
}
|
||||
for (var j = 1; j < this._screenHeight - 1; j++) {
|
||||
// this._display.draw(0, j, "|", this._getColor("border_fg"), this._getColor("border_bg")); // OLD
|
||||
// this._display.draw(this._screenWidth - 1, j, "|", this._getColor("border_fg"), this._getColor("border_bg")); // OLD
|
||||
this._display.draw(0, j, "|", this.defaultFg, null); // NEW
|
||||
this._display.draw(this._screenWidth - 1, j, "|", this.defaultFg, null); // NEW
|
||||
}
|
||||
const gameState = GameState.getGameStateForRender();
|
||||
RenderEngine.drawGameScreen(gameState);
|
||||
},
|
||||
|
||||
// Screen drawing methods - delegate to ScreenManager
|
||||
_drawWelcomeScreen: function() {
|
||||
if (!this._ensureDisplay()) return;
|
||||
this.clearDisplay();
|
||||
// console.log("Drawing welcome screen. Tile mode: " + this._isTileMode);
|
||||
|
||||
let y = Math.floor(this._screenHeight / 4);
|
||||
y = this._drawCenteredText(y, "THE WOWNGEON", this.defaultFg); // Use this.defaultFg
|
||||
y = this._drawCenteredText(y + 2, "A Wownero Roguelike", this.defaultFg); // Use this.defaultFg
|
||||
|
||||
// Original text regarding game start
|
||||
y = this._drawCenteredText(y + 3, "Type 'ENTER' in chat", this.defaultFg);
|
||||
y = this._drawCenteredText(y + 1, "to begin your descent...", this.defaultFg);
|
||||
this._drawCenteredText(y + 3, "Good luck, adventurer!", this.defaultFg);
|
||||
ScreenManager.drawWelcomeScreen();
|
||||
},
|
||||
|
||||
drawWinScreen: function(hasTreasure) {
|
||||
if (!this._ensureDisplay()) return;
|
||||
this.clearDisplay();
|
||||
// console.log("Drawing win screen. Tile mode: " + this._isTileMode);
|
||||
|
||||
let y = this._drawCenteredText(Math.floor(this._screenHeight / 3), "CONGRATULATIONS!");
|
||||
if (hasTreasure) {
|
||||
y = this._drawCenteredText(y + 2, "You escaped with the treasure!");
|
||||
} else {
|
||||
y = this._drawCenteredText(y + 2, "You escaped the dungeon!");
|
||||
}
|
||||
this._drawCenteredText(y + 3, "A true hero of Wownero!");
|
||||
ScreenManager.drawWinScreen(hasTreasure);
|
||||
},
|
||||
|
||||
drawLoseScreen: function(reason) {
|
||||
if (!this._ensureDisplay()) return;
|
||||
this.clearDisplay();
|
||||
// console.log("Drawing lose screen. Tile mode: " + this._isTileMode);
|
||||
|
||||
let y = this._drawCenteredText(Math.floor(this._screenHeight / 3), "YOU HAVE PERISHED");
|
||||
if (reason === 'monster') {
|
||||
y = this._drawCenteredText(y + 2, "Slain by a fearsome beast.");
|
||||
} else if (reason === 'timeout') {
|
||||
y = this._drawCenteredText(y + 2, "The dungeon claimed you before the next block.");
|
||||
} else {
|
||||
y = this._drawCenteredText(y + 2, "Your adventure ends here.");
|
||||
}
|
||||
this._drawCenteredText(y + 3, "Better luck next time.");
|
||||
ScreenManager.drawLoseScreen(reason);
|
||||
},
|
||||
|
||||
drawWaitingScreen: function() {
|
||||
if (!this._ensureDisplay()) return;
|
||||
this.clearDisplay(); // Clear it off
|
||||
// console.log("Drawing waiting screen");
|
||||
|
||||
var text = "Waiting for server...";
|
||||
// Use _drawCenteredText for consistency and color handling
|
||||
this._drawCenteredText(Math.floor(this._screenHeight / 2), text, this.defaultFg);
|
||||
ScreenManager.drawWaitingScreen();
|
||||
},
|
||||
|
||||
// Method to stop the waiting animation
|
||||
stopWaitingScreen: function() {
|
||||
if (!this._ensureDisplay()) return;
|
||||
this.clearDisplay(); // Clear it off
|
||||
// console.log("Stopping waiting screen (clearing display)");
|
||||
// Typically, another screen (like game screen) will be drawn immediately after.
|
||||
ScreenManager.stopWaitingScreen();
|
||||
},
|
||||
|
||||
// Helper function to draw centered text
|
||||
_drawCenteredText: function(y, text, color) { // Restored color parameter
|
||||
if (!this._ensureDisplay()) return y;
|
||||
const x = Math.floor((this._screenWidth - text.length) / 2);
|
||||
const finalColor = color || this.defaultFg; // Use provided color or defaultFg
|
||||
this._display.drawText(x, y, `%c{${finalColor}}${text}`); // Use color in drawText
|
||||
return y + 1;
|
||||
},
|
||||
|
||||
switchToAsciiMode: function() {
|
||||
console.log("Game.switchToAsciiMode called.");
|
||||
this._isTileMode = false;
|
||||
window.options.layout = "rect";
|
||||
|
||||
if (this._display) {
|
||||
console.log("Display exists, attempting to re-initialize for ASCII mode.");
|
||||
var gameDisplayContainer = document.getElementById("game-display");
|
||||
if (gameDisplayContainer) gameDisplayContainer.innerHTML = '<p style="color:white;">Switching to ASCII mode, display will re-initialize...</p>';
|
||||
|
||||
this._display = null;
|
||||
this._displayReady = false;
|
||||
this.init(); // Re-trigger initialization
|
||||
} else {
|
||||
console.log("Display does not exist yet, init() will handle ASCII mode based on _isTileMode flag.");
|
||||
this.init(); // This will now initialize in ASCII mode due to the flag
|
||||
}
|
||||
},
|
||||
|
||||
switchToTileMode: function() {
|
||||
console.log("Game.switchToTileMode called.");
|
||||
this._isTileMode = true;
|
||||
window.options.layout = "tile";
|
||||
|
||||
if (this._display) {
|
||||
console.log("Display exists, attempting to re-initialize for TILE mode.");
|
||||
var gameDisplayContainer = document.getElementById("game-display");
|
||||
if (gameDisplayContainer) gameDisplayContainer.innerHTML = '<p style="color:white;">Switching to TILE mode, display will re-initialize...</p>';
|
||||
|
||||
this._display = null;
|
||||
this._displayReady = false;
|
||||
this.init(); // Re-trigger initialization
|
||||
} else {
|
||||
console.log("Display does not exist yet, init() will handle TILE mode based on _isTileMode flag.");
|
||||
this.init(); // This will now initialize in TILE mode due to the flag
|
||||
}
|
||||
},
|
||||
|
||||
// New method to handle player movement
|
||||
// Player movement - delegate to GameState
|
||||
movePlayer: function(dx, dy) {
|
||||
if (!this._ensureDisplay()) return;
|
||||
|
||||
const newX = this._player.x + dx;
|
||||
const newY = this._player.y + dy;
|
||||
|
||||
// Basic bounds checking
|
||||
if (newX < 0 || newY < 0 || newX >= this._screenWidth || newY >= this._screenHeight) {
|
||||
console.warn("Attempted to move player outside of bounds:", newX, newY);
|
||||
return;
|
||||
}
|
||||
|
||||
// Check if the new position is a wall (1) or out of map bounds
|
||||
if (this._map[newY] && this._map[newY][newX] !== undefined && this._map[newY][newX] !== 1) {
|
||||
// Move the player
|
||||
this._player.x = newX;
|
||||
this._player.y = newY;
|
||||
console.log("Player moved to:", this._player.x, this._player.y);
|
||||
|
||||
// Update visibility and redraw
|
||||
this._updateExploredTiles();
|
||||
const moved = GameState.movePlayer(dx, dy, this._screenWidth, this._screenHeight);
|
||||
if (moved) {
|
||||
this._drawGameScreen();
|
||||
} else {
|
||||
console.log("Move blocked by wall or invalid map data at:", newX, newY);
|
||||
}
|
||||
},
|
||||
|
||||
// Debug function to print the map to console
|
||||
// Debug functions - delegate to GameState
|
||||
debugPrintMap: function() {
|
||||
console.log("Current game map:");
|
||||
for (let y = 0; y < this._screenHeight; y++) {
|
||||
let row = "";
|
||||
for (let x = 0; x < this._screenWidth; x++) {
|
||||
if (this._map[y] && this._map[y][x] !== undefined) {
|
||||
row += this._map[y][x] + " ";
|
||||
} else {
|
||||
row += "? "; // Unknown/undefined area
|
||||
}
|
||||
}
|
||||
console.log(row);
|
||||
}
|
||||
GameState.debugPrintMap(this._screenWidth, this._screenHeight);
|
||||
},
|
||||
|
||||
// Debugging function to test character mapping
|
||||
debugTileMapping: function() {
|
||||
const testValues = [0, 1, undefined, null];
|
||||
for (const val of testValues) {
|
||||
const char = (val === 1) ? '#' : "'";
|
||||
const debugMsg = `Test mapping: value=${val} -> char='${char}'`;
|
||||
console.log(debugMsg);
|
||||
if (window.GameDebug) window.GameDebug.updateDebugDisplay(debugMsg);
|
||||
}
|
||||
GameState.debugTileMapping();
|
||||
},
|
||||
|
||||
// Properties for backward compatibility
|
||||
get _gameActive() {
|
||||
return GameState.isGameActive();
|
||||
},
|
||||
|
||||
set _gameActive(value) {
|
||||
GameState.setGameActive(value);
|
||||
},
|
||||
|
||||
get _player() {
|
||||
return GameState._player;
|
||||
},
|
||||
|
||||
get _monster() {
|
||||
return GameState._monster;
|
||||
},
|
||||
|
||||
get _map() {
|
||||
return GameState._map;
|
||||
},
|
||||
|
||||
get _items() {
|
||||
return GameState._items;
|
||||
},
|
||||
|
||||
get _visibleTiles() {
|
||||
return GameState._visibleTiles;
|
||||
},
|
||||
|
||||
get _exploredTiles() {
|
||||
return GameState._exploredTiles;
|
||||
}
|
||||
};
|
||||
|
||||
// Debug utility functions
|
||||
// Debug utility functions (keep as-is for compatibility)
|
||||
const GameDebug = {
|
||||
log: function(message) {
|
||||
console.log(message);
|
||||
this.updateDebugDisplay(message);
|
||||
this.sendToServer(message);
|
||||
},
|
||||
@@ -775,12 +241,8 @@ const GameDebug = {
|
||||
}
|
||||
};
|
||||
|
||||
// Make it available globally
|
||||
window.GameDebug = GameDebug;
|
||||
|
||||
// Ensure Game is available globally
|
||||
// Make them available globally
|
||||
if (typeof window !== 'undefined') {
|
||||
window.Game = Game;
|
||||
window.GameDebug = GameDebug;
|
||||
}
|
||||
|
||||
// Additional global or helper functions can be added here
|
||||
@@ -0,0 +1,488 @@
|
||||
// GameState - Handles game state management and updates
|
||||
var GameState = {
|
||||
_player: null,
|
||||
_monster: null,
|
||||
_map: {},
|
||||
_items: {},
|
||||
_gameActive: false,
|
||||
_visibleTiles: {},
|
||||
_exploredTiles: {},
|
||||
_entrance: null,
|
||||
_exit: null,
|
||||
_treasure: null,
|
||||
_message: null,
|
||||
_scheduler: null,
|
||||
_engine: null,
|
||||
|
||||
init: function() {
|
||||
this.reset();
|
||||
},
|
||||
|
||||
reset: function() {
|
||||
this._player = null;
|
||||
this._monster = null;
|
||||
this._map = {};
|
||||
this._items = {};
|
||||
this._gameActive = false;
|
||||
this._visibleTiles = {};
|
||||
this._exploredTiles = {};
|
||||
this._entrance = null;
|
||||
this._exit = null;
|
||||
this._treasure = null;
|
||||
this._message = null;
|
||||
|
||||
if (this._scheduler) this._scheduler.clear();
|
||||
if (!this._scheduler) this._scheduler = new ROT.Scheduler.Simple();
|
||||
if (!this._engine) this._engine = new ROT.Engine(this._scheduler);
|
||||
},
|
||||
|
||||
setGameActive: function(active) {
|
||||
this._gameActive = active;
|
||||
},
|
||||
|
||||
isGameActive: function() {
|
||||
return this._gameActive;
|
||||
},
|
||||
|
||||
initializePlayer: function(playerData) {
|
||||
if (playerData && typeof playerData.x === 'number' && typeof playerData.y === 'number') {
|
||||
this._player = { x: playerData.x, y: playerData.y };
|
||||
} else {
|
||||
console.warn("Invalid or missing playerData.x/y, using default player position.", playerData);
|
||||
this._player = { x: 12, y: 12 }; // Default position
|
||||
}
|
||||
// console.log("Player initialized to:", this._player);
|
||||
return this._player;
|
||||
},
|
||||
|
||||
initializeMap: function(mapData, initialVisibleTiles, screenWidth, screenHeight) {
|
||||
this._map = {};
|
||||
this._visibleTiles = {};
|
||||
this._exploredTiles = this._exploredTiles || {};
|
||||
|
||||
let mapInitialized = false;
|
||||
|
||||
// Try to initialize from mapData.tiles
|
||||
if (mapData && mapData.tiles && typeof mapData.tiles === 'object' && Object.keys(mapData.tiles).length > 0) {
|
||||
console.log("Initializing map from mapData.tiles:", mapData.tiles);
|
||||
for (var yKey in mapData.tiles) {
|
||||
const y = parseInt(yKey);
|
||||
this._map[y] = {};
|
||||
for (var xKey in mapData.tiles[y]) {
|
||||
const x = parseInt(xKey);
|
||||
this._map[y][x] = mapData.tiles[y][x];
|
||||
}
|
||||
}
|
||||
mapInitialized = true;
|
||||
console.log("Game map initialized from mapData.tiles:", this._map);
|
||||
}
|
||||
// Try array-based mapData
|
||||
else if (mapData && Array.isArray(mapData) && mapData.length > 0) {
|
||||
console.warn("Received array-based mapData, attempting to convert.");
|
||||
for (let y = 0; y < mapData.length; y++) {
|
||||
this._map[y] = {};
|
||||
if (mapData[y] && Array.isArray(mapData[y])) {
|
||||
for (let x = 0; x < mapData[y].length; x++) {
|
||||
this._map[y][x] = mapData[y][x];
|
||||
}
|
||||
}
|
||||
}
|
||||
mapInitialized = true;
|
||||
console.log("Game map initialized from array-based mapData:", this._map);
|
||||
}
|
||||
// Try initialVisibleTiles
|
||||
else if (initialVisibleTiles && typeof initialVisibleTiles === 'object' && Object.keys(initialVisibleTiles).length > 0) {
|
||||
console.log("Initializing _visibleTiles from server-sent initialVisibleTiles and inferring _map for FOV.");
|
||||
this._visibleTiles = JSON.parse(JSON.stringify(initialVisibleTiles)); // Deep copy
|
||||
|
||||
for (const yKey in this._visibleTiles) {
|
||||
const y = parseInt(yKey);
|
||||
this._map[y] = this._map[y] || {};
|
||||
for (const xKey in this._visibleTiles[y]) {
|
||||
const x = parseInt(xKey);
|
||||
this._map[y][x] = this._visibleTiles[y][x];
|
||||
}
|
||||
}
|
||||
mapInitialized = true;
|
||||
console.log("Game map partially initialized for FOV from initialVisibleTiles:", this._map);
|
||||
console.log("_visibleTiles set directly from initialVisibleTiles:", this._visibleTiles);
|
||||
}
|
||||
|
||||
// Create default map if nothing worked
|
||||
if (!mapInitialized) {
|
||||
console.warn("No valid mapData or initialVisibleTiles provided. Creating default map for testing.");
|
||||
const defaultMapWidth = screenWidth;
|
||||
const defaultMapHeight = screenHeight;
|
||||
for (let y = 0; y < defaultMapHeight; y++) {
|
||||
this._map[y] = {};
|
||||
for (let x = 0; x < defaultMapWidth; x++) {
|
||||
this._map[y][x] = (x === 0 || x === defaultMapWidth - 1 || y === 0 || y === defaultMapHeight - 1) ? 1 : 0;
|
||||
}
|
||||
}
|
||||
// Adjust player position if it's in a wall of the default map
|
||||
if (this._map[this._player.y] && this._map[this._player.y][this._player.x] === 1) {
|
||||
this._player.x = Math.floor(defaultMapWidth / 2);
|
||||
this._player.y = Math.floor(defaultMapHeight / 2);
|
||||
if (this._map[this._player.y][this._player.x] === 1) {
|
||||
this._map[this._player.y][this._player.x] = 0; // Force floor
|
||||
}
|
||||
}
|
||||
console.log("Default game map created. Player position:", this._player.x, this._player.y);
|
||||
}
|
||||
|
||||
return mapInitialized;
|
||||
},
|
||||
|
||||
validatePlayerPosition: function(screenWidth, screenHeight) {
|
||||
// Validate player position against the map
|
||||
if (!this._map[this._player.y] || this._map[this._player.y][this._player.x] === undefined) {
|
||||
console.error(`Player position (${this._player.x}, ${this._player.y}) is invalid or outside map boundaries. Attempting to find fallback.`);
|
||||
let foundFallback = false;
|
||||
for (let y_scan = 0; y_scan < screenHeight; y_scan++) {
|
||||
if (this._map[y_scan]) {
|
||||
for (let x_scan = 0; x_scan < screenWidth; x_scan++) {
|
||||
if (this._map[y_scan][x_scan] === 0) { // Find first floor tile
|
||||
this._player.x = x_scan;
|
||||
this._player.y = y_scan;
|
||||
console.warn(`Player moved to fallback position: (${this._player.x}, ${this._player.y})`);
|
||||
foundFallback = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (foundFallback) break;
|
||||
}
|
||||
if (!foundFallback) {
|
||||
console.error("Could not find a valid fallback starting position for the player on the map.");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
},
|
||||
|
||||
computeFieldOfView: function() {
|
||||
// Initialize FOV
|
||||
var fov = new ROT.FOV.PreciseShadowcasting(function(x, y) {
|
||||
return (this._map[y] && this._map[y][x] !== undefined) ? (this._map[y][x] === 0) : false;
|
||||
}.bind(this));
|
||||
|
||||
// If map was NOT built from initialVisibleTiles, compute FOV now
|
||||
if (!this._visibleTiles || Object.keys(this._visibleTiles).length === 0) {
|
||||
this._visibleTiles = {};
|
||||
fov.compute(this._player.x, this._player.y, 10, function(x, y, r, visibility) {
|
||||
if (!this._visibleTiles[y]) this._visibleTiles[y] = {};
|
||||
if (this._map[y] && this._map[y][x] !== undefined) {
|
||||
this._visibleTiles[y][x] = this._map[y][x];
|
||||
}
|
||||
}.bind(this));
|
||||
}
|
||||
|
||||
this.updateExploredTiles();
|
||||
console.log("Initial FOV computed/processed. Visible tiles count:", Object.keys(this._visibleTiles).reduce((acc, yKey) => acc + Object.keys(this._visibleTiles[yKey]).length, 0));
|
||||
},
|
||||
|
||||
updateExploredTiles: function() {
|
||||
// Add all currently visible tiles to explored tiles
|
||||
for (var yKey in this._visibleTiles) {
|
||||
const y = parseInt(yKey);
|
||||
if (!this._exploredTiles[y]) this._exploredTiles[y] = {};
|
||||
for (var xKey in this._visibleTiles[y]) {
|
||||
const x = parseInt(xKey);
|
||||
this._exploredTiles[y][x] = this._visibleTiles[y][x];
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
updateGameState: function(data) {
|
||||
console.log("🎲 GameState.updateGameState received data:", data);
|
||||
|
||||
if (!this._gameActive) {
|
||||
console.warn("GameState.updateGameState called, but game is not active. Ignoring update.");
|
||||
return false;
|
||||
}
|
||||
if (!data) {
|
||||
console.error("GameState.updateGameState: No update data received!");
|
||||
return false;
|
||||
}
|
||||
|
||||
try {
|
||||
let needsRedraw = false;
|
||||
|
||||
// Update player state
|
||||
if (data.player) {
|
||||
this._player = data.player;
|
||||
needsRedraw = true;
|
||||
}
|
||||
|
||||
// Update monster state
|
||||
if (data.monster !== undefined) {
|
||||
this._monster = data.monster;
|
||||
needsRedraw = true;
|
||||
}
|
||||
|
||||
// Update items
|
||||
if (data.items !== undefined) {
|
||||
this._items = data.items;
|
||||
needsRedraw = true;
|
||||
}
|
||||
|
||||
// Update entrance, exit, treasure
|
||||
if (data.entrance !== undefined) {
|
||||
this._entrance = data.entrance;
|
||||
needsRedraw = true;
|
||||
}
|
||||
if (data.exit !== undefined) {
|
||||
this._exit = data.exit;
|
||||
needsRedraw = true;
|
||||
}
|
||||
if (data.treasure !== undefined) {
|
||||
this._treasure = data.treasure;
|
||||
needsRedraw = true;
|
||||
}
|
||||
|
||||
// Update visible tiles (most critical for movement feedback)
|
||||
if (data.visibleTiles && typeof data.visibleTiles === 'object' && Object.keys(data.visibleTiles).length > 0) {
|
||||
console.log("Visible tiles updated. Number of rows:", Object.keys(data.visibleTiles).length);
|
||||
this._visibleTiles = data.visibleTiles;
|
||||
|
||||
// Debug log for specific problematic coordinates
|
||||
if (this._visibleTiles[18] && (this._visibleTiles[18][36] !== undefined || this._visibleTiles[18][35] !== undefined)) {
|
||||
const clientDebug = `🔍 CLIENT y=18: x=35: ${this._visibleTiles[18][35]}, x=36: ${this._visibleTiles[18][36]}`;
|
||||
console.log(clientDebug);
|
||||
if (window.GameDebug) window.GameDebug.updateDebugDisplay(clientDebug);
|
||||
}
|
||||
if (this._visibleTiles[16] && (this._visibleTiles[16][36] !== undefined || this._visibleTiles[16][35] !== undefined)) {
|
||||
const clientDebug = `🔍 CLIENT y=16: x=35: ${this._visibleTiles[16][35]}, x=36: ${this._visibleTiles[16][36]}`;
|
||||
console.log(clientDebug);
|
||||
if (window.GameDebug) window.GameDebug.updateDebugDisplay(clientDebug);
|
||||
}
|
||||
|
||||
this.updateExploredTiles();
|
||||
needsRedraw = true;
|
||||
}
|
||||
|
||||
return needsRedraw;
|
||||
} catch (err) {
|
||||
console.error("Error in GameState.updateGameState:", err);
|
||||
return false;
|
||||
}
|
||||
},
|
||||
|
||||
movePlayer: function(dx, dy, screenWidth, screenHeight) {
|
||||
if (!DisplayManager.ensureDisplay()) return;
|
||||
|
||||
const newX = this._player.x + dx;
|
||||
const newY = this._player.y + dy;
|
||||
|
||||
// Basic bounds checking
|
||||
if (newX < 0 || newY < 0 || newX >= screenWidth || newY >= screenHeight) {
|
||||
console.warn("Attempted to move player outside of bounds:", newX, newY);
|
||||
return;
|
||||
}
|
||||
|
||||
// Check if the new position is a wall (1) or out of map bounds
|
||||
if (this._map[newY] && this._map[newY][newX] !== undefined && this._map[newY][newX] !== 1) {
|
||||
// Move the player
|
||||
this._player.x = newX;
|
||||
this._player.y = newY;
|
||||
console.log("Player moved to:", this._player.x, this._player.y);
|
||||
|
||||
// Update visibility and redraw
|
||||
this.updateExploredTiles();
|
||||
return true;
|
||||
} else {
|
||||
console.log("Move blocked by wall or invalid map data at:", newX, newY);
|
||||
return false;
|
||||
}
|
||||
},
|
||||
|
||||
getGameStateForRender: function() {
|
||||
return {
|
||||
player: this._player,
|
||||
monster: this._monster,
|
||||
items: this._items,
|
||||
entrance: this._entrance,
|
||||
exit: this._exit,
|
||||
treasure: this._treasure,
|
||||
visibleTiles: this._visibleTiles,
|
||||
exploredTiles: this._exploredTiles,
|
||||
message: this._message
|
||||
};
|
||||
},
|
||||
|
||||
// Debug functions
|
||||
debugPrintMap: function(screenWidth, screenHeight) {
|
||||
console.log("Current game map:");
|
||||
for (let y = 0; y < screenHeight; y++) {
|
||||
let row = "";
|
||||
for (let x = 0; x < screenWidth; x++) {
|
||||
if (this._map[y] && this._map[y][x] !== undefined) {
|
||||
row += this._map[y][x] + " ";
|
||||
} else {
|
||||
row += "? "; // Unknown/undefined area
|
||||
}
|
||||
}
|
||||
console.log(row);
|
||||
}
|
||||
},
|
||||
|
||||
debugTileMapping: function() {
|
||||
const testValues = [0, 1, undefined, null];
|
||||
for (const val of testValues) {
|
||||
const char = (val === 1) ? '#' : "'";
|
||||
const debugMsg = `Test mapping: value=${val} -> char='${char}'`;
|
||||
console.log(debugMsg);
|
||||
if (window.GameDebug) window.GameDebug.updateDebugDisplay(debugMsg);
|
||||
}
|
||||
},
|
||||
|
||||
// Compute field of view for the player (LOCAL TESTING ONLY - server handles FOV)
|
||||
computeFieldOfView: function() {
|
||||
if (!this._player) {
|
||||
console.warn("Cannot compute FOV: player not initialized");
|
||||
return;
|
||||
}
|
||||
|
||||
console.log("⚠️ LOCAL FOV COMPUTATION (should only be used for testing without server)");
|
||||
|
||||
const oldVisibleTiles = JSON.parse(JSON.stringify(this._visibleTiles));
|
||||
this._visibleTiles = {};
|
||||
|
||||
const fov = new ROT.FOV.PreciseShadowcasting(function(x, y) {
|
||||
return this._map[y] && this._map[y][x] === 0; // 0 = passable, 1 = wall
|
||||
}.bind(this));
|
||||
|
||||
fov.compute(this._player.x, this._player.y, 6, function(x, y, r, visibility) {
|
||||
if (!this._visibleTiles[y]) this._visibleTiles[y] = {};
|
||||
this._visibleTiles[y][x] = this._map[y] && this._map[y][x] !== undefined ? this._map[y][x] : 0;
|
||||
|
||||
// Mark as explored
|
||||
if (!this._exploredTiles[y]) this._exploredTiles[y] = {};
|
||||
this._exploredTiles[y][x] = this._map[y] && this._map[y][x] !== undefined ? this._map[y][x] : 0;
|
||||
}.bind(this));
|
||||
|
||||
console.log("FOV computed for player at:", this._player.x, this._player.y);
|
||||
console.log("Visible tiles:", Object.keys(this._visibleTiles).length);
|
||||
},
|
||||
|
||||
// Update game state with new data from server
|
||||
updateGameState: function(data) {
|
||||
let needsRedraw = false;
|
||||
|
||||
if (data.player && (data.player.x !== this._player.x || data.player.y !== this._player.y)) {
|
||||
this._player = data.player;
|
||||
needsRedraw = true;
|
||||
}
|
||||
|
||||
if (data.monster) {
|
||||
this._monster = data.monster;
|
||||
needsRedraw = true;
|
||||
}
|
||||
|
||||
if (data.items) {
|
||||
this._items = data.items;
|
||||
needsRedraw = true;
|
||||
}
|
||||
|
||||
if (data.map) {
|
||||
this._map = data.map;
|
||||
needsRedraw = true;
|
||||
}
|
||||
|
||||
// Handle visibleTiles from server (this is the FOV data)
|
||||
if (data.visibleTiles) {
|
||||
this._visibleTiles = data.visibleTiles;
|
||||
|
||||
// Update explored tiles with newly visible areas
|
||||
for (const yKey in this._visibleTiles) {
|
||||
const y = parseInt(yKey);
|
||||
if (!this._exploredTiles[y]) this._exploredTiles[y] = {};
|
||||
for (const xKey in this._visibleTiles[y]) {
|
||||
const x = parseInt(xKey);
|
||||
this._exploredTiles[y][x] = this._visibleTiles[y][x];
|
||||
}
|
||||
}
|
||||
|
||||
// console.log("Updated visibleTiles from server, visible tile count:",
|
||||
// Object.keys(this._visibleTiles).reduce((count, y) => count + Object.keys(this._visibleTiles[y]).length, 0));
|
||||
needsRedraw = true;
|
||||
}
|
||||
|
||||
if (data.entrance) {
|
||||
this._entrance = data.entrance;
|
||||
needsRedraw = true;
|
||||
}
|
||||
|
||||
if (data.exit) {
|
||||
this._exit = data.exit;
|
||||
needsRedraw = true;
|
||||
}
|
||||
|
||||
if (data.treasure) {
|
||||
this._treasure = data.treasure;
|
||||
needsRedraw = true;
|
||||
}
|
||||
|
||||
if (data.message) {
|
||||
this._message = data.message;
|
||||
needsRedraw = true;
|
||||
}
|
||||
|
||||
return needsRedraw;
|
||||
},
|
||||
|
||||
// Get game state data for rendering
|
||||
getGameStateForRender: function() {
|
||||
return {
|
||||
map: this._map,
|
||||
player: this._player,
|
||||
monster: this._monster,
|
||||
items: this._items,
|
||||
entrance: this._entrance,
|
||||
exit: this._exit,
|
||||
treasure: this._treasure,
|
||||
visibleTiles: this._visibleTiles,
|
||||
exploredTiles: this._exploredTiles,
|
||||
message: this._message,
|
||||
gameActive: this._gameActive
|
||||
};
|
||||
},
|
||||
|
||||
// Move player and update game state
|
||||
movePlayer: function(dx, dy, screenWidth, screenHeight) {
|
||||
if (!this._player) {
|
||||
console.warn("Cannot move player: player not initialized");
|
||||
return false;
|
||||
}
|
||||
|
||||
const newX = this._player.x + dx;
|
||||
const newY = this._player.y + dy;
|
||||
|
||||
// Check bounds
|
||||
if (newX < 0 || newX >= screenWidth || newY < 0 || newY >= screenHeight) {
|
||||
// console.log("Player move blocked: out of bounds");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check if the new position is passable
|
||||
if (this._map[newY] && this._map[newY][newX] === 1) {
|
||||
// console.log("Player move blocked: wall at", newX, newY);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Update player position
|
||||
this._player.x = newX;
|
||||
this._player.y = newY;
|
||||
|
||||
// Recompute field of view
|
||||
this.computeFieldOfView();
|
||||
|
||||
// console.log("Player moved to:", this._player.x, this._player.y);
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
// Make it available globally
|
||||
if (typeof window !== 'undefined') {
|
||||
window.GameState = GameState;
|
||||
}
|
||||
+51
-8
@@ -30,19 +30,34 @@ const InputHandler = {
|
||||
if (!msg) return false;
|
||||
|
||||
console.log("📝 SENDING CHAT:", msg);
|
||||
socket.emit('chat message', msg);
|
||||
$('#chatInput').val('');
|
||||
|
||||
// If the message is "enter", show the waiting screen
|
||||
// If the message is "enter", always send it to server
|
||||
// The server will handle queueing logic and timing
|
||||
if (msg.toLowerCase() === 'enter') {
|
||||
console.log("🔑 'ENTER' COMMAND DETECTED - expecting game_start response");
|
||||
console.log("🔑 'ENTER' COMMAND DETECTED - sending to server");
|
||||
socket.emit('chat message', msg);
|
||||
|
||||
// Show waiting screen
|
||||
if (typeof Game !== 'undefined' && Game.drawWaitingScreen) {
|
||||
Game.drawWaitingScreen();
|
||||
// Show appropriate screen based on current state
|
||||
const isDebugMode = window.location.hostname === 'localhost' ||
|
||||
window.location.hostname === '127.0.0.1' ||
|
||||
window.location.protocol === 'file:';
|
||||
|
||||
if (isDebugMode || ScreenManager.canEnterGame()) {
|
||||
console.log("✅ Can enter immediately - showing waiting screen");
|
||||
if (typeof Game !== 'undefined' && Game.drawWaitingScreen) {
|
||||
Game.drawWaitingScreen();
|
||||
}
|
||||
} else {
|
||||
console.log("⏳ Will be queued - showing queue message");
|
||||
$('#messages').append($('<li style="color: #ff0;">').text("* You have been added to the queue! Game will start after next block."));
|
||||
UI.scrollChat();
|
||||
}
|
||||
} else {
|
||||
// Send other chat messages normally
|
||||
socket.emit('chat message', msg);
|
||||
}
|
||||
|
||||
$('#chatInput').val('');
|
||||
return false;
|
||||
});
|
||||
|
||||
@@ -104,7 +119,35 @@ const InputHandler = {
|
||||
}
|
||||
}
|
||||
} else {
|
||||
console.log("Game display has focus, but Game is not active.");
|
||||
// Game display has focus but game is not active (welcome screen)
|
||||
// Check for debug key 'D' to start immediately
|
||||
if (e.key === 'D' || e.key === 'd') {
|
||||
// Check if we're in debug mode (localhost)
|
||||
const isDebugMode = window.location.hostname === 'localhost' ||
|
||||
window.location.hostname === '127.0.0.1' ||
|
||||
window.location.protocol === 'file:';
|
||||
|
||||
if (isDebugMode) {
|
||||
console.log("🔧 DEBUG: 'D' key pressed - starting game immediately");
|
||||
e.preventDefault();
|
||||
|
||||
// Emit enter command to start game immediately
|
||||
socket.emit('chat message', 'enter');
|
||||
|
||||
// Show waiting screen while game starts
|
||||
if (typeof Game !== 'undefined' && Game.drawWaitingScreen) {
|
||||
Game.drawWaitingScreen();
|
||||
}
|
||||
|
||||
// Add debug message to chat
|
||||
$('#messages').append($('<li style="color: #0f0;">').text("🔧 DEBUG: Starting game immediately..."));
|
||||
UI.scrollChat();
|
||||
} else {
|
||||
console.log("Debug key pressed but not in debug mode");
|
||||
}
|
||||
} else {
|
||||
console.log("Game display has focus, but Game is not active.");
|
||||
}
|
||||
}
|
||||
} else if (e.key === 'Enter' && document.activeElement !== $('#chatInput')[0]) {
|
||||
// If Enter is pressed and chat is not focused, focus chat
|
||||
|
||||
+5
-28
@@ -1,33 +1,15 @@
|
||||
var tileSet = document.createElement("img");
|
||||
var tileSetLoaded = false;
|
||||
|
||||
// More robust error handling
|
||||
tileSet.onload = function() {
|
||||
console.log("✅ Tileset image loaded successfully!");
|
||||
tileSetLoaded = true;
|
||||
|
||||
// Add visible verification on the page
|
||||
var statusElem = document.createElement('div');
|
||||
statusElem.style.position = 'fixed';
|
||||
statusElem.style.bottom = '40px';
|
||||
statusElem.style.right = '10px';
|
||||
statusElem.style.background = 'rgba(0,255,0,0.5)';
|
||||
statusElem.style.color = 'white';
|
||||
statusElem.style.padding = '5px';
|
||||
statusElem.style.fontSize = '12px';
|
||||
statusElem.style.zIndex = '1000';
|
||||
statusElem.textContent = '✓ Tileset loaded';
|
||||
document.body.appendChild(statusElem);
|
||||
setTimeout(() => statusElem.remove(), 5000);
|
||||
};
|
||||
|
||||
tileSet.onerror = function() {
|
||||
console.error("❌ Failed to load tileset image!");
|
||||
window.globalTileSetStatus = "error"; // Set a status for Game.js to check if needed
|
||||
console.error("Failed to load tileset image!");
|
||||
};
|
||||
|
||||
// Try different possible paths (to handle serving from different directories)
|
||||
tileSet.src = "tiles.png"; // Try default path first
|
||||
tileSet.src = "tiles.png";
|
||||
|
||||
var options = {
|
||||
layout: "tile",
|
||||
@@ -130,17 +112,12 @@ var options = {
|
||||
"]": [832, 64],
|
||||
"{": [864, 64],
|
||||
"%": [896, 64],
|
||||
"^": [928, 64], // Duplicate ^
|
||||
"^": [928, 64],
|
||||
" ": [992, 64]
|
||||
}
|
||||
};
|
||||
|
||||
// Update the tileset loading to properly set the global variables
|
||||
|
||||
// Make sure the variables are properly set in the global scope
|
||||
// Make options globally available
|
||||
window.tileSet = tileSet;
|
||||
window.tileMap = options.tileMap;
|
||||
|
||||
// Add logging to confirm they're set
|
||||
console.log("✅ Tileset assigned to window.tileSet:", !!window.tileSet);
|
||||
console.log("✅ TileMap assigned to window.tileMap:", !!window.tileMap, "with keys:", window.tileMap ? Object.keys(window.tileMap).length : 0);
|
||||
window.options = options;
|
||||
|
||||
@@ -0,0 +1,171 @@
|
||||
// RenderEngine - Handles game screen rendering and drawing logic
|
||||
var RenderEngine = {
|
||||
defaultFg: "#FFF",
|
||||
|
||||
init: function(screenWidth, screenHeight) {
|
||||
this._screenWidth = screenWidth;
|
||||
this._screenHeight = screenHeight;
|
||||
},
|
||||
|
||||
isVisible: function(x, y, visibleTiles) {
|
||||
return visibleTiles[y] && visibleTiles[y][x] !== undefined;
|
||||
},
|
||||
|
||||
drawGameScreen: function(gameState) {
|
||||
if (!DisplayManager.ensureDisplay()) return;
|
||||
|
||||
const display = DisplayManager.getDisplay();
|
||||
const player = gameState.player;
|
||||
const monster = gameState.monster;
|
||||
const items = gameState.items;
|
||||
const entrance = gameState.entrance;
|
||||
const exit = gameState.exit;
|
||||
const treasure = gameState.treasure;
|
||||
const visibleTiles = gameState.visibleTiles;
|
||||
const exploredTiles = gameState.exploredTiles;
|
||||
const message = gameState.message;
|
||||
|
||||
const playerWX = player.x;
|
||||
const playerWY = player.y;
|
||||
const centerX = Math.floor(this._screenWidth / 2);
|
||||
const centerY = Math.floor(this._screenHeight / 2);
|
||||
|
||||
const topLeftWX = playerWX - centerX;
|
||||
const topLeftWY = playerWY - centerY;
|
||||
|
||||
for (let sy = 0; sy < this._screenHeight; sy++) {
|
||||
for (let sx = 0; sx < this._screenWidth; sx++) {
|
||||
const wx = topLeftWX + sx;
|
||||
const wy = topLeftWY + sy;
|
||||
|
||||
let charStack = [];
|
||||
let fgStack = [];
|
||||
let bgStack = [];
|
||||
|
||||
let baseChar = ' ';
|
||||
let baseFg = this.defaultFg;
|
||||
let tileType;
|
||||
|
||||
// Render base terrain
|
||||
if (this.isVisible(wx, wy, visibleTiles)) {
|
||||
tileType = visibleTiles[wy][wx];
|
||||
baseFg = this.defaultFg;
|
||||
|
||||
// Fix: Handle all possible tile values explicitly and ensure they map to valid characters
|
||||
if (tileType === 1) {
|
||||
baseChar = '#'; // Wall
|
||||
} else if (tileType === 0) {
|
||||
baseChar = "'"; // Floor
|
||||
} else {
|
||||
baseChar = "'"; // Default to floor for safety
|
||||
tileType = 0;
|
||||
}
|
||||
} else if (exploredTiles[wy] && exploredTiles[wy][wx] !== undefined) {
|
||||
tileType = exploredTiles[wy][wx];
|
||||
baseFg = this.defaultFg;
|
||||
|
||||
// Fix: Handle all possible tile values explicitly for explored tiles too
|
||||
if (tileType === 1) {
|
||||
baseChar = '#'; // Wall
|
||||
} else if (tileType === 0) {
|
||||
baseChar = "'"; // Floor
|
||||
} else {
|
||||
baseChar = "'"; // Default to floor for safety
|
||||
tileType = 0;
|
||||
}
|
||||
} else {
|
||||
// No visible or explored tile - render empty space
|
||||
baseChar = ' ';
|
||||
baseFg = this.defaultFg;
|
||||
}
|
||||
|
||||
// Only add to stacks if we have a valid character
|
||||
if (baseChar && baseChar !== ' ') {
|
||||
charStack.push(baseChar);
|
||||
fgStack.push("transparent"); // Use transparent for all base tiles
|
||||
bgStack.push("transparent"); // Use transparent for all base tiles
|
||||
}
|
||||
|
||||
// Render items
|
||||
if (items) {
|
||||
for (const itemKey in items) {
|
||||
if (items.hasOwnProperty(itemKey)) {
|
||||
const currentItem = items[itemKey];
|
||||
if (currentItem && currentItem.x === wx && currentItem.y === wy && this.isVisible(wx, wy, visibleTiles)) {
|
||||
charStack.push('$');
|
||||
fgStack.push("transparent"); // Use transparent for now
|
||||
bgStack.push("transparent");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Render entrance
|
||||
if (entrance && entrance[0] === wx && entrance[1] === wy && this.isVisible(wx, wy, visibleTiles)) {
|
||||
charStack.push('<');
|
||||
fgStack.push("transparent"); // Use transparent for now
|
||||
bgStack.push("transparent");
|
||||
}
|
||||
|
||||
// Render exit
|
||||
if (exit && exit[0] === wx && exit[1] === wy && this.isVisible(wx, wy, visibleTiles)) {
|
||||
charStack.push('>');
|
||||
fgStack.push("transparent"); // Use transparent for now
|
||||
bgStack.push("transparent");
|
||||
}
|
||||
|
||||
// Render treasure
|
||||
if (treasure && treasure[0] === wx && treasure[1] === wy && this.isVisible(wx, wy, visibleTiles)) {
|
||||
charStack.push('$');
|
||||
fgStack.push("transparent"); // Use transparent for now
|
||||
bgStack.push("transparent");
|
||||
}
|
||||
|
||||
// Render monster
|
||||
if (monster && monster.x === wx && monster.y === wy && this.isVisible(wx, wy, visibleTiles)) {
|
||||
charStack.push('~');
|
||||
fgStack.push("transparent"); // Use transparent for now
|
||||
bgStack.push("transparent");
|
||||
}
|
||||
|
||||
// Render player (always on top)
|
||||
if (wx === playerWX && wy === playerWY) {
|
||||
charStack.push('@');
|
||||
fgStack.push("transparent"); // Use transparent for now
|
||||
bgStack.push("transparent");
|
||||
}
|
||||
|
||||
if (charStack.length > 0) {
|
||||
// Validate array lengths
|
||||
while (fgStack.length < charStack.length) fgStack.push("transparent");
|
||||
while (bgStack.length < charStack.length) bgStack.push("transparent");
|
||||
|
||||
// Validate characters are in tileMap
|
||||
for (let i = 0; i < charStack.length; i++) {
|
||||
if (!charStack[i] || (window.options?.tileMap && !window.options.tileMap.hasOwnProperty(charStack[i]))) {
|
||||
charStack[i] = "'";
|
||||
}
|
||||
if (!fgStack[i]) fgStack[i] = "transparent";
|
||||
if (!bgStack[i]) bgStack[i] = "transparent";
|
||||
}
|
||||
|
||||
try {
|
||||
display.draw(sx, sy, charStack, fgStack, bgStack);
|
||||
} catch (error) {
|
||||
display.draw(sx, sy, ["'"], ["transparent"], ["transparent"]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Render message at bottom if present
|
||||
if (message) {
|
||||
ScreenManager.drawCenteredText(this._screenHeight - 1, message);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
// Make it available globally
|
||||
if (typeof window !== 'undefined') {
|
||||
window.RenderEngine = RenderEngine;
|
||||
}
|
||||
@@ -0,0 +1,181 @@
|
||||
// ScreenManager - Handles different screen states and UI drawing
|
||||
var ScreenManager = {
|
||||
defaultFg: "#FFF",
|
||||
_currentBlockHeight: 0,
|
||||
_blockTimer: null,
|
||||
_waitingForBlock: false,
|
||||
|
||||
init: function(screenWidth, screenHeight) {
|
||||
this._screenWidth = screenWidth;
|
||||
this._screenHeight = screenHeight;
|
||||
this._currentBlockHeight = 0;
|
||||
this._waitingForBlock = false;
|
||||
},
|
||||
|
||||
drawCenteredText: function(y, text, color) {
|
||||
if (!DisplayManager.ensureDisplay()) return y;
|
||||
const display = DisplayManager.getDisplay();
|
||||
|
||||
// Filter text to only include valid characters
|
||||
let filteredText = "";
|
||||
for (let i = 0; i < text.length; i++) {
|
||||
const char = text[i];
|
||||
if (window.options?.tileMap?.hasOwnProperty(char) || char === ' ') {
|
||||
filteredText += char;
|
||||
} else {
|
||||
filteredText += "?";
|
||||
}
|
||||
}
|
||||
|
||||
const x = Math.floor((this._screenWidth - filteredText.length) / 2);
|
||||
const finalColor = color || this.defaultFg;
|
||||
display.drawText(x, y, `%c{${finalColor}}${filteredText}`);
|
||||
return y + 1;
|
||||
},
|
||||
|
||||
drawBorder: function() {
|
||||
if (!DisplayManager.ensureDisplay()) return;
|
||||
const display = DisplayManager.getDisplay();
|
||||
|
||||
for (var i = 0; i < this._screenWidth; i++) {
|
||||
display.draw(i, 0, "-", this.defaultFg, null);
|
||||
display.draw(i, this._screenHeight - 1, "-", this.defaultFg, null);
|
||||
}
|
||||
for (var j = 1; j < this._screenHeight - 1; j++) {
|
||||
display.draw(0, j, "|", this.defaultFg, null);
|
||||
display.draw(this._screenWidth - 1, j, "|", this.defaultFg, null);
|
||||
}
|
||||
},
|
||||
|
||||
drawWelcomeScreen: function() {
|
||||
if (!DisplayManager.ensureDisplay()) return;
|
||||
DisplayManager.clearDisplay();
|
||||
|
||||
let y = Math.floor(this._screenHeight / 4);
|
||||
y = this.drawCenteredText(y, "THE WOWNGEON", this.defaultFg);
|
||||
y = this.drawCenteredText(y + 2, "A Wownero Roguelike", this.defaultFg);
|
||||
|
||||
y = this.drawCenteredText(y + 3, "Waiting for next block...", this.defaultFg);
|
||||
y = this.drawCenteredText(y + 1, `Block Height: ${this._currentBlockHeight}`, "#0f0");
|
||||
|
||||
if (this._waitingForBlock) {
|
||||
y = this.drawCenteredText(y + 2, "Mining in progress...", "#ff0");
|
||||
} else {
|
||||
y = this.drawCenteredText(y + 2, "Type 'ENTER' to queue for game", this.defaultFg);
|
||||
}
|
||||
|
||||
// Debug button (shown only in development)
|
||||
if (window.location.hostname === 'localhost' || window.location.hostname === '127.0.0.1' || window.location.protocol === 'file:') {
|
||||
this.drawCenteredText(y + 3, "[DEBUG: Press 'D' to start immediately]", "#666");
|
||||
}
|
||||
|
||||
this.drawCenteredText(y + 5, "Good luck, adventurer!", this.defaultFg);
|
||||
},
|
||||
|
||||
// Start simulated block mining (30 second intervals)
|
||||
startBlockSimulation: function() {
|
||||
console.log("Starting block simulation...");
|
||||
this._currentBlockHeight = Math.floor(Math.random() * 1000000) + 3200000; // Realistic Wownero block height
|
||||
this._waitingForBlock = true;
|
||||
|
||||
// Update welcome screen every second during mining
|
||||
const updateInterval = setInterval(() => {
|
||||
if (this._waitingForBlock) {
|
||||
this.drawWelcomeScreen();
|
||||
} else {
|
||||
clearInterval(updateInterval);
|
||||
}
|
||||
}, 1000);
|
||||
|
||||
// Simulate new block every 30 seconds
|
||||
this._blockTimer = setInterval(() => {
|
||||
this._currentBlockHeight++;
|
||||
this._waitingForBlock = false;
|
||||
this.drawWelcomeScreen();
|
||||
|
||||
// Show block found message briefly
|
||||
setTimeout(() => {
|
||||
if (!DisplayManager.ensureDisplay()) return;
|
||||
let y = Math.floor(this._screenHeight / 2);
|
||||
this.drawCenteredText(y, "🎉 NEW BLOCK FOUND! 🎉", "#0f0");
|
||||
this.drawCenteredText(y + 1, "You may now enter the dungeon!", "#0f0");
|
||||
|
||||
// Allow entry for 5 seconds
|
||||
setTimeout(() => {
|
||||
this._waitingForBlock = true;
|
||||
this.drawWelcomeScreen();
|
||||
}, 5000);
|
||||
}, 500);
|
||||
|
||||
}, 30000); // 30 second intervals
|
||||
},
|
||||
|
||||
// Stop block simulation
|
||||
stopBlockSimulation: function() {
|
||||
if (this._blockTimer) {
|
||||
clearInterval(this._blockTimer);
|
||||
this._blockTimer = null;
|
||||
}
|
||||
this._waitingForBlock = false;
|
||||
},
|
||||
|
||||
// Check if player can enter (not waiting for block or debug mode)
|
||||
canEnterGame: function() {
|
||||
const isDebugMode = window.location.hostname === 'localhost' ||
|
||||
window.location.hostname === '127.0.0.1' ||
|
||||
window.location.protocol === 'file:';
|
||||
return !this._waitingForBlock || isDebugMode;
|
||||
},
|
||||
|
||||
drawWinScreen: function(hasTreasure) {
|
||||
if (!DisplayManager.ensureDisplay()) return;
|
||||
DisplayManager.clearDisplay();
|
||||
|
||||
let y = this.drawCenteredText(Math.floor(this._screenHeight / 3), "CONGRATULATIONS!");
|
||||
if (hasTreasure) {
|
||||
y = this.drawCenteredText(y + 2, "You escaped with the treasure!");
|
||||
} else {
|
||||
y = this.drawCenteredText(y + 2, "You escaped the dungeon!");
|
||||
}
|
||||
this.drawCenteredText(y + 3, "A true hero of Wownero!");
|
||||
},
|
||||
|
||||
drawLoseScreen: function(reason) {
|
||||
if (!DisplayManager.ensureDisplay()) return;
|
||||
DisplayManager.clearDisplay();
|
||||
|
||||
let y = this.drawCenteredText(Math.floor(this._screenHeight / 3), "YOU HAVE PERISHED");
|
||||
if (reason === 'monster') {
|
||||
y = this.drawCenteredText(y + 2, "Slain by a fearsome beast.");
|
||||
} else if (reason === 'timeout') {
|
||||
y = this.drawCenteredText(y + 2, "The dungeon claimed you before the next block.");
|
||||
} else {
|
||||
y = this.drawCenteredText(y + 2, "Your adventure ends here.");
|
||||
}
|
||||
this.drawCenteredText(y + 3, "Better luck next time.");
|
||||
},
|
||||
|
||||
drawWaitingScreen: function() {
|
||||
if (!DisplayManager.ensureDisplay()) return;
|
||||
DisplayManager.clearDisplay();
|
||||
|
||||
let y = Math.floor(this._screenHeight / 2) - 2;
|
||||
y = this.drawCenteredText(y, "* MINING IN PROGRESS *", "#ff0");
|
||||
y = this.drawCenteredText(y + 2, `Current Block: ${this._currentBlockHeight}`, "#0f0");
|
||||
y = this.drawCenteredText(y + 1, "Waiting for next block to enter...", this.defaultFg);
|
||||
|
||||
// Animated dots
|
||||
const dots = ".".repeat((Math.floor(Date.now() / 500) % 4));
|
||||
this.drawCenteredText(y + 2, `Mining${dots}`, "#666");
|
||||
},
|
||||
|
||||
stopWaitingScreen: function() {
|
||||
if (!DisplayManager.ensureDisplay()) return;
|
||||
DisplayManager.clearDisplay();
|
||||
}
|
||||
};
|
||||
|
||||
// Make it available globally
|
||||
if (typeof window !== 'undefined') {
|
||||
window.ScreenManager = ScreenManager;
|
||||
}
|
||||
@@ -46,11 +46,11 @@ const SocketHandlers = {
|
||||
userAgent: navigator.userAgent
|
||||
});
|
||||
|
||||
// Auto-start game for faster testing
|
||||
// Auto-start for testing (timeout issue has been fixed)
|
||||
setTimeout(() => {
|
||||
console.log("🚀 AUTO-STARTING GAME for faster testing");
|
||||
socket.emit('chat message', 'enter');
|
||||
}, 500); // Small delay to ensure connection is fully established
|
||||
}, 500);
|
||||
},
|
||||
|
||||
onWelcome: function(msg) {
|
||||
|
||||
@@ -1,24 +0,0 @@
|
||||
<!DOCTYPE html>
|
||||
<html>
|
||||
<head>
|
||||
<title>Wowgue</title>
|
||||
<link rel="stylesheet" type="text/css" href="styles/test.css">
|
||||
</head>
|
||||
|
||||
|
||||
|
||||
<body>
|
||||
<div class="header">
|
||||
<h1>Welcome traveler...</h1>
|
||||
</div>
|
||||
<div class="wrapper">
|
||||
<div id="item1">1</div>
|
||||
<div>2</div>
|
||||
<div>3</div>
|
||||
<div>4</div>
|
||||
<div>5</div>
|
||||
<div>6sssssssssssssssssssssssss</div>
|
||||
</div>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,422 @@
|
||||
const express = require('express');
|
||||
var app = require('express')();
|
||||
var http = require('http').Server(app);
|
||||
var io = require('socket.io')(http);
|
||||
var rpc = require('./rpccalls.js');
|
||||
var db = require('./dbcalls.js');
|
||||
var user = require('./user');
|
||||
|
||||
// Function to get a user by socket ID
|
||||
// Enhance the getUserBySocket function to try both IDs
|
||||
|
||||
function getUserBySocket(socketId) {
|
||||
console.log(`Looking up user with socketId: ${socketId}`);
|
||||
|
||||
// Try direct lookup first
|
||||
let foundUser = user.getUserBySocketId(socketId);
|
||||
|
||||
// If not found but we have a socket map, try the mapped ID
|
||||
if (!foundUser && clientSocketMap.has(socketId)) {
|
||||
const mappedId = clientSocketMap.get(socketId);
|
||||
console.log(`Socket ID ${socketId} not found directly, trying mapped ID: ${mappedId}`);
|
||||
foundUser = user.getUserBySocketId(mappedId);
|
||||
}
|
||||
|
||||
console.log(`User lookup result for ${socketId}: ${foundUser ? "FOUND" : "NOT FOUND"}`);
|
||||
return foundUser;
|
||||
}
|
||||
|
||||
const Game = require('./game');
|
||||
const activeGames = new Map(); // Maps socketId to Game objects
|
||||
let lastBlockHeight = 0; // Track last block height
|
||||
const MIN_FEE = 10; // Minimum entrance fee in WOW
|
||||
const MAX_FEE = 100; // Maximum entrance fee in WOW
|
||||
const WAITING_PLAYERS = []; // Players waiting for the next block
|
||||
const DEBUG_MODE = true; // Set to false to disable debug mode
|
||||
let debugBlockHeight = 1;
|
||||
const clientSocketMap = new Map(); // To track client-to-server socket ID mappings
|
||||
|
||||
app.use(express.static('html'));
|
||||
app.get('/', function(req, res) {
|
||||
res.sendfile('index.html');
|
||||
});
|
||||
|
||||
// Replace your existing block check interval with this conditional version
|
||||
if (DEBUG_MODE) {
|
||||
console.log("🐛 DEBUG MODE ENABLED - Simulating blocks every 30 seconds");
|
||||
|
||||
// Initial debug block
|
||||
io.emit('blockheight', debugBlockHeight);
|
||||
|
||||
// Debug block height simulator
|
||||
setInterval(function() {
|
||||
debugBlockHeight++;
|
||||
console.log(`🐛 DEBUG: New simulated block: ${debugBlockHeight}`);
|
||||
io.emit('blockheight', debugBlockHeight);
|
||||
|
||||
// Start games for waiting players
|
||||
startGamesForWaiting(debugBlockHeight);
|
||||
|
||||
// Check active games for timeout
|
||||
checkGamesTimeout(debugBlockHeight);
|
||||
|
||||
}, 30000); // Every 30 seconds
|
||||
} else {
|
||||
// Your original block check code
|
||||
setInterval(function() {
|
||||
rpc.daemonCall("get_block_count", "", function(result) {
|
||||
const currentHeight = result.result.count;
|
||||
rpc.lastBlock.setHeight(currentHeight);
|
||||
|
||||
// If new block found
|
||||
if (currentHeight > lastBlockHeight) {
|
||||
console.log(`New block found: ${currentHeight}`);
|
||||
io.emit('blockheight', currentHeight);
|
||||
|
||||
// Start games for waiting players
|
||||
startGamesForWaiting(currentHeight);
|
||||
|
||||
// Check active games for timeout
|
||||
checkGamesTimeout(currentHeight);
|
||||
|
||||
lastBlockHeight = currentHeight;
|
||||
} else {
|
||||
io.emit('blockheight', currentHeight);
|
||||
}
|
||||
});
|
||||
}, 5000);
|
||||
}
|
||||
|
||||
// Start games for waiting players
|
||||
function startGamesForWaiting(blockHeight) {
|
||||
console.log(`Starting games for ${WAITING_PLAYERS.length} waiting players at block height ${blockHeight}`);
|
||||
|
||||
while (WAITING_PLAYERS.length > 0) {
|
||||
const playerEntry = WAITING_PLAYERS.shift();
|
||||
const serverId = playerEntry.serverId;
|
||||
|
||||
console.log(`Processing player: server=${serverId}`);
|
||||
|
||||
const currentUser = getUserBySocket(serverId);
|
||||
|
||||
if (currentUser) {
|
||||
currentUser.blockRec = blockHeight;
|
||||
|
||||
try {
|
||||
const game = currentUser.startGame(80, 40);
|
||||
activeGames.set(serverId, game);
|
||||
|
||||
const gameState = game.getState();
|
||||
gameState.blockHeight = blockHeight;
|
||||
|
||||
console.log(`🎮 SENDING GAME_START to ${serverId}`);
|
||||
|
||||
// Send ONLY ONE message - the game state itself
|
||||
io.to(serverId).emit('game_start', gameState);
|
||||
|
||||
console.log(`Game started for player ${serverId}`);
|
||||
} catch (error) {
|
||||
console.error(`Error creating game:`, error);
|
||||
io.to(serverId).emit('message', 'Error starting game: ' + error.message);
|
||||
}
|
||||
} else {
|
||||
console.error(`User not found for socket ${serverId}`);
|
||||
io.to(serverId).emit('message', 'Error: User not found');
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check if any active games have timed out
|
||||
function checkGamesTimeout(currentHeight) {
|
||||
activeGames.forEach((game, socketId) => {
|
||||
const user = getUserBySocket(socketId);
|
||||
|
||||
// Player has 3 blocks to complete the dungeon
|
||||
// If they started on block 2, they must escape before block 5 is found
|
||||
if (user && user.blockRec && currentHeight > user.blockRec + 2) {
|
||||
console.log(`Game timeout for player ${socketId}: started on block ${user.blockRec}, current block ${currentHeight} (allowed until block ${user.blockRec + 2})`);
|
||||
|
||||
// Game has timed out - player didn't escape in time
|
||||
game.gameState = 'lost';
|
||||
io.to(socketId).emit('game_over', {
|
||||
status: 'lost',
|
||||
reason: 'timeout',
|
||||
message: 'You didn\'t escape before the block time limit!'
|
||||
});
|
||||
|
||||
activeGames.delete(socketId);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Socket.io handlers
|
||||
io.on('connection', function(socket) {
|
||||
console.log('A user connected');
|
||||
console.log(socket.client.id);
|
||||
console.log(socket.handshake.address);
|
||||
|
||||
// Create and register user (automatically stored in registry)
|
||||
new user.User(socket.id, socket.handshake.address);
|
||||
// Also store socket.client.id as an attribute
|
||||
const newUser = getUserBySocket(socket.id);
|
||||
if (newUser) {
|
||||
newUser.clientId = socket.client.id;
|
||||
console.log(`User created with both socket.id (${socket.id}) and socket.client.id (${socket.client.id})`);
|
||||
}
|
||||
|
||||
// Insert into visitors DB
|
||||
db.insertVisitor(socket.client.id, socket.handshake.address, 0);
|
||||
|
||||
// Send welcome message
|
||||
io.to(socket.client.id).emit('welcome', socket.client.id);
|
||||
|
||||
socket.on('chat message', function(msg) {
|
||||
console.log('Message received:', msg);
|
||||
|
||||
if (msg.toLowerCase() == 'hello') {
|
||||
io.to(`${socket.client.id}`).emit('message',
|
||||
'Welcome, to enter the dungeon type Enter, and you will be given a Wownero address, ' +
|
||||
'which you must send between 10-100 WOW to enter. The more you send, the more you can win.');
|
||||
}
|
||||
// Update the 'enter' command handler to send waiting_status
|
||||
if (msg.toLowerCase() == 'enter') {
|
||||
console.log(`Player ${socket.id} requested to enter the dungeon`);
|
||||
|
||||
// Use the updated user lookup function
|
||||
const currentUser = getUserBySocket(socket.id);
|
||||
|
||||
if (currentUser) {
|
||||
console.log(`Found user for socket ${socket.id}, adding to queue...`);
|
||||
|
||||
// Add to waiting players queue
|
||||
if (!WAITING_PLAYERS.some(p => p.serverId === socket.id)) {
|
||||
WAITING_PLAYERS.push({
|
||||
serverId: socket.id,
|
||||
clientId: socket.id,
|
||||
user: currentUser,
|
||||
joinedAt: Date.now()
|
||||
});
|
||||
|
||||
// Send waiting status data for display - THIS IS THE KEY PART
|
||||
io.to(socket.id).emit('waiting_status', {
|
||||
status: 'waiting',
|
||||
message: 'Waiting for the next block to be found...',
|
||||
position: WAITING_PLAYERS.length,
|
||||
currentBlock: debugBlockHeight || lastBlockHeight || 0,
|
||||
joinTime: Date.now()
|
||||
});
|
||||
|
||||
console.log(`Added player to queue. Current queue: ${WAITING_PLAYERS.length} players`);
|
||||
} else {
|
||||
io.to(socket.id).emit('message', 'You are already in the queue. Please wait.');
|
||||
}
|
||||
} else {
|
||||
io.to(socket.id).emit('message', 'Error: Could not add you to the game queue. Please try again.');
|
||||
}
|
||||
}
|
||||
// Add a handler for the 'cancel' command
|
||||
else if (msg.toLowerCase() == 'cancel') {
|
||||
// Remove player from waiting queue
|
||||
const index = WAITING_PLAYERS.findIndex(p => p.serverId === socket.id);
|
||||
|
||||
if (index !== -1) {
|
||||
WAITING_PLAYERS.splice(index, 1);
|
||||
io.to(socket.id).emit('message', 'You have left the queue.');
|
||||
|
||||
// Reset to welcome screen
|
||||
io.to(socket.id).emit('queue_cancelled');
|
||||
} else {
|
||||
io.to(socket.id).emit('message', 'You were not in the queue.');
|
||||
}
|
||||
}
|
||||
else {
|
||||
io.emit('message', msg);
|
||||
}
|
||||
});
|
||||
|
||||
// Handle player movement
|
||||
socket.on('player_move', function(moveData) { // Changed from 'move' to 'player_move' and added moveData
|
||||
console.log(`Player move event received from ${socket.id}:`, moveData);
|
||||
const currentUser = getUserBySocket(socket.id);
|
||||
|
||||
if (currentUser && currentUser.game && currentUser.game.gameState === 'active') {
|
||||
if (typeof moveData.dx === 'number' && typeof moveData.dy === 'number') {
|
||||
const game = currentUser.game;
|
||||
const moveResult = game.movePlayer(moveData.dx, moveData.dy); // This should update player pos and FOV
|
||||
|
||||
if (moveResult && moveResult.status === 'moved') {
|
||||
// Move monster after player moves
|
||||
game.moveMonster();
|
||||
|
||||
// Check if monster caught player
|
||||
const GameModule = require('./game');
|
||||
const checkMonsterKill = GameModule.checkMonsterKill ||
|
||||
((player, monster) => monster.x === player.x && monster.y === player.y);
|
||||
|
||||
if (checkMonsterKill(game.player, game.monster)) {
|
||||
game.gameState = 'lost';
|
||||
io.to(socket.id).emit('game_over', {
|
||||
status: 'lost',
|
||||
reason: 'monster',
|
||||
message: 'The monster caught you!'
|
||||
});
|
||||
activeGames.delete(socket.id);
|
||||
return;
|
||||
}
|
||||
|
||||
// Check for treasure pickup
|
||||
if (moveResult.event === 'treasure_found') {
|
||||
io.to(socket.id).emit('message', 'You found the treasure!');
|
||||
}
|
||||
|
||||
// Check for escape
|
||||
if (moveResult.event === 'escaped') {
|
||||
game.gameState = 'won';
|
||||
io.to(socket.id).emit('game_over', {
|
||||
status: 'won',
|
||||
reason: 'escaped',
|
||||
message: 'Congratulations! You escaped the dungeon!'
|
||||
});
|
||||
activeGames.delete(socket.id);
|
||||
return;
|
||||
}
|
||||
|
||||
const updatedGameState = game.getState(); // Get the new state
|
||||
|
||||
// Log before sending to client for debugging
|
||||
console.log(`Sending game_update to ${socket.id} after player move. Player:`, updatedGameState.player, "Visible tiles keys:", Object.keys(updatedGameState.visibleTiles || {}));
|
||||
|
||||
io.to(socket.id).emit('game_update', updatedGameState);
|
||||
} else {
|
||||
console.log(`Player move from ${socket.id} was invalid or resulted in no change.`);
|
||||
// Optionally, send an update even for invalid moves if you want to provide feedback
|
||||
// const currentGameState = game.getState();
|
||||
// io.to(socket.id).emit('game_update', currentGameState);
|
||||
}
|
||||
} else {
|
||||
console.error(`Invalid moveData received from ${socket.id}:`, moveData);
|
||||
}
|
||||
} else {
|
||||
console.log(`Player move event from ${socket.id} ignored: No active game found for user.`);
|
||||
}
|
||||
});
|
||||
|
||||
// Handle disconnection
|
||||
socket.on('disconnect', function() {
|
||||
console.log('User disconnected', socket.client.id);
|
||||
user.removeUser(socket.client.id);
|
||||
});
|
||||
|
||||
// Add this to your socket handlers in index.js
|
||||
socket.on('debug_ping', function(data) {
|
||||
console.log(`Debug ping received from ${socket.client.id}`);
|
||||
socket.emit('debug_pong', {
|
||||
message: "Hello from server!",
|
||||
clientTime: data.time,
|
||||
serverTime: Date.now(),
|
||||
socketId: socket.client.id
|
||||
});
|
||||
});
|
||||
|
||||
socket.on('register_client', function(data) {
|
||||
console.log(`Client registered: ${socket.id} (server) <-> ${data.clientId} (client)`);
|
||||
|
||||
// Store both mappings for lookup
|
||||
clientSocketMap.set(data.clientId, socket.id);
|
||||
clientSocketMap.set(socket.id, data.clientId);
|
||||
|
||||
// Send confirmation back to client
|
||||
socket.emit('socket_registered', {
|
||||
clientId: data.clientId,
|
||||
serverId: socket.id,
|
||||
success: true
|
||||
});
|
||||
});
|
||||
|
||||
}); // End of io.on('connection') handler
|
||||
|
||||
// Add this debug function to check all registered users
|
||||
|
||||
function debugRegisteredUsers() {
|
||||
console.log("\n🔍 CHECKING ALL REGISTERED USERS:");
|
||||
const allUsers = user.getAllUsers ? user.getAllUsers() : null;
|
||||
|
||||
if (!allUsers) {
|
||||
console.log("No getAllUsers function available or no users registered");
|
||||
return;
|
||||
}
|
||||
|
||||
console.log(`Found ${allUsers.length} registered users:`);
|
||||
allUsers.forEach((u, i) => {
|
||||
console.log(`User ${i+1}:`, {
|
||||
id: u.id,
|
||||
clientId: u.clientId || 'undefined',
|
||||
address: u.address
|
||||
});
|
||||
});
|
||||
console.log(); // Empty line for readability
|
||||
}
|
||||
|
||||
// Call this after a user registers and at intervals
|
||||
setInterval(debugRegisteredUsers, 10000);
|
||||
|
||||
http.listen(3000, function() {
|
||||
console.log('listening on *:3000');
|
||||
});
|
||||
|
||||
// Make sure this function is defined in your file
|
||||
function startGameForPlayer(socketId, blockHeight) {
|
||||
console.log(`Starting game for player ${socketId} at block height ${blockHeight}`);
|
||||
|
||||
const currentUser = getUserBySocket(socketId);
|
||||
if (!currentUser) {
|
||||
console.error(`User with socket ID ${socketId} not found`);
|
||||
return;
|
||||
}
|
||||
|
||||
try {
|
||||
// Create a new game
|
||||
const game = currentUser.startGame(25, 19);
|
||||
if (!game) {
|
||||
console.error("Game creation failed");
|
||||
return;
|
||||
}
|
||||
|
||||
// Store the game in activeGames map
|
||||
activeGames.set(socketId, game);
|
||||
|
||||
// Get game state - ensure it has the required fields
|
||||
const gameState = {
|
||||
gameState: "active", // Add this so frontend knows it's active
|
||||
player: {
|
||||
x: game.player.x,
|
||||
y: game.player.y,
|
||||
hasKey: !!game.player.hasKey,
|
||||
hasTreasure: !!game.player.hasTreasure
|
||||
},
|
||||
monster: game.monster,
|
||||
visibleTiles: game.calculateFOV ? game.calculateFOV() : {},
|
||||
entrance: [game.dungeon.entrance.x, game.dungeon.entrance.y],
|
||||
exit: [game.dungeon.exit.x, game.dungeon.exit.y],
|
||||
treasure: [game.dungeon.treasure.x, game.dungeon.treasure.y]
|
||||
};
|
||||
|
||||
console.log("Sending game_start with state:", JSON.stringify(gameState, null, 2).substring(0, 200) + "...");
|
||||
|
||||
// Add a small delay before sending (sometimes helps with socket timing issues)
|
||||
setTimeout(() => {
|
||||
debugSocket(socketId, 'game_start', gameState);
|
||||
// Send initial game state to client
|
||||
io.to(socketId).emit('game_start', gameState);
|
||||
console.log(`Game started for player ${socketId}`);
|
||||
}, 100);
|
||||
} catch (err) {
|
||||
console.error("Error starting game:", err);
|
||||
io.to(socketId).emit('message', 'Error starting game: ' + err.message);
|
||||
}
|
||||
}
|
||||
|
||||
function debugSocket(socketId, eventName, data) {
|
||||
console.log(`🔌 SOCKET DEBUG: Sending ${eventName} to ${socketId.substring(0, 8)}...`);
|
||||
console.log(`📦 PAYLOAD (first 300 chars): ${JSON.stringify(data).substring(0, 300)}...`);
|
||||
}
|
||||
@@ -133,17 +133,17 @@ function checkGamesTimeout(currentHeight) {
|
||||
activeGames.forEach((game, socketId) => {
|
||||
const user = getUserBySocket(socketId);
|
||||
|
||||
// Player must escape before the next block after their start block
|
||||
// If they started on block 2, they must escape before block 3 is found
|
||||
if (user && user.blockRec && currentHeight > user.blockRec) {
|
||||
console.log(`Game timeout for player ${socketId}: started on block ${user.blockRec}, current block ${currentHeight}`);
|
||||
// Player has 3 blocks to complete the dungeon
|
||||
// If they started on block 2, they must escape before block 5 is found
|
||||
if (user && user.blockRec && currentHeight > user.blockRec + 2) {
|
||||
console.log(`Game timeout for player ${socketId}: started on block ${user.blockRec}, current block ${currentHeight} (allowed until block ${user.blockRec + 2})`);
|
||||
|
||||
// Game has timed out - player didn't escape in time
|
||||
game.gameState = 'lost';
|
||||
io.to(socketId).emit('game_over', {
|
||||
status: 'lost',
|
||||
reason: 'timeout',
|
||||
message: 'You didn\'t escape before the next block was found!'
|
||||
message: 'You didn\'t escape before the block time limit!'
|
||||
});
|
||||
|
||||
activeGames.delete(socketId);
|
||||
|
||||
Reference in New Issue
Block a user