feat: lively tavern (NPCs + speech bubbles), spectator camera, dungeon render adapter

- tavernLife.js: client-side NPCs (bartender, patrons, cat) with autonomous
    movement, random speech bubbles, and real-player chat bubbles
  - T2b: spectator camera — watch live dungeon runs from inside the tavern
    (game list, spectate_start/update, ESC to leave)
  - R1: sceneFromGameState adapter — converts dungeon game state to render-kit
    Scene with lighting grid and entity mapping
  - R2: pre-populated Kenney roguelikeSheet tile defaults for the tiled renderer
  - Dungeon renderer support: TileRenderer + AsciiRenderer handle lightGrid,
    dungeon features/items/monster entities
  - 3 new tests (242 total, 36 suites, all passing)
This commit is contained in:
jwinterm
2026-07-09 06:31:35 -04:00
parent 4ee03f24a6
commit 8fa8b06b20
7 changed files with 789 additions and 6 deletions
+24 -1
View File
@@ -29,7 +29,7 @@
ctx.font = glyphFont;
// For a designed room, ASCII shows a floor-plan from the walkability grid.
var room = (window.RK && RK.roomReady && RK.roomReady()) ? RK.activeRoom.desc : null;
var room = (!scene.isDungeon && window.RK && RK.roomReady && RK.roomReady()) ? RK.activeRoom.desc : null;
for (var y = 0; y < scene.rows; y++) {
for (var x = 0; x < scene.cols; x++) {
if (room) {
@@ -39,7 +39,13 @@
} else {
var def = scene.legend[scene.grid[y][x]] || { char: '?', color: '#555' };
ctx.fillStyle = def.color;
// Dungeon lighting: dim tiles in shadow.
if (scene.lightGrid && scene.lightGrid[y] && scene.lightGrid[y][x] != null) {
var b = scene.lightGrid[y][x];
if (b < 1) ctx.globalAlpha = b;
}
ctx.fillText(def.char, x * cell + cell / 2, y * cell + cell / 2);
ctx.globalAlpha = 1;
}
}
}
@@ -49,6 +55,23 @@
var cx = e.x * cell + cell / 2, cy = e.y * cell + cell / 2;
ctx.font = glyphFont;
ctx.fillStyle = e.color || '#fff';
// Dungeon features and entities use their own char/color.
if (e.kind === 'feature' || e.kind === 'item' || e.kind === 'monster') {
ctx.fillStyle = e.color || '#fff';
ctx.fillText(e.char || '?', cx, cy);
if (e.you) {
ctx.strokeStyle = '#ffffff';
ctx.lineWidth = 1;
ctx.strokeRect(e.x * cell + 2, e.y * cell + 2, cell - 4, cell - 4);
}
if (e.label) {
ctx.font = '10px monospace';
ctx.fillStyle = '#d7dbe0';
ctx.fillText(e.label, cx, e.y * cell - 1);
}
continue;
}
ctx.fillStyle = e.color || '#fff';
ctx.fillText(e.char || '@', cx, cy);
if (e.you) {
ctx.strokeStyle = '#ffffff';
+9 -3
View File
@@ -109,9 +109,15 @@
'roguelike-interior': {
id: 'roguelike-interior',
label: 'Kenney Roguelike Interior',
tileset: { url: 'assets/kenney/roguelikeIndoor.png', tile: 16, spacing: 1 },
// Defaults are null until mapped via the tile-picker (localStorage overrides win).
tiles: { floor: null, wall: null, bar: null, table: null }
tileset: { url: 'assets/kenney/roguelikeSheet.png', tile: 16, spacing: 1 },
// Default tile picks from the sheet metadata ( roguelikeSheet_meta.json).
// The tile-picker overlay can override these per-user via localStorage.
tiles: {
floor: [5, 2], // tile 119 — floor_wood
wall: [13, 12], // tile 697 — stone wall
bar: [28, 0], // tile 28 — counter
table: [20, 3] // tile 191 — table
}
}
};
RK.activeThemeId = 'roguelike-interior';
+137
View File
@@ -74,6 +74,143 @@
AVATAR_COLORS: AVATAR_COLORS
};
// ---- Dungeon game-state adapter ------------------------------------------------
// Converts a game state (from the server's game_start/game_update/spectator_update) into a
// renderer-agnostic Scene, so the render kit can draw the dungeon just like the tavern.
// This is the bridge for milestone R1 (main game → render kit) and T2b (tavern spectator).
var DUNGEON_LEGEND = {
wall: { char: '#', color: '#2a2f38', solid: true },
floor: { char: '·', color: '#15191f', solid: false },
floor2: { char: '·', color: '#181c22', solid: false },
entrance: { char: '<', color: '#3fb950', solid: false },
exit: { char: '>', color: '#d29922', solid: false },
treasure: { char: '$', color: '#fbbf24', solid: false },
torch: { char: '#', color: '#3a3028', solid: true },
dark: { char: ' ', color: '#0a0c0f', solid: true }
};
// Map dungeon tile characters to scene tile kinds.
function dungeonTileKind(ch) {
if (ch === '#') return 'wall';
if (ch === 'torch') return 'torch';
if (ch === "'1" || ch === 0) return 'floor';
if (ch === "'2") return 'floor2';
if (ch === '<') return 'entrance';
if (ch === '>') return 'exit';
if (ch === '$' || ch === '$W' || ch === '$M') return 'treasure';
return 'floor';
}
function sceneFromGameState(state, opts) {
state = state || {};
opts = opts || {};
var visible = state.visibleTiles || {};
var explored = state.exploredTiles || {};
var lighting = state.lighting || {};
var rows = visible.length || (state.dungeonRows || 0);
var cols = 0;
for (var y = 0; y < rows; y++) {
if (visible[y]) cols = Math.max(cols, visible[y].length);
if (explored[y]) cols = Math.max(cols, explored[y].length);
}
if (!cols && state.dungeonCols) cols = state.dungeonCols;
var grid = [];
var lightGrid = [];
for (var y = 0; y < rows; y++) {
var row = [];
var lrow = [];
for (var x = 0; x < cols; x++) {
var ch = null;
var isVisible = visible[y] && visible[y][x] !== undefined;
if (isVisible) {
ch = visible[y][x];
} else if (explored[y] && explored[y][x] !== undefined) {
ch = explored[y][x];
}
if (ch === null || ch === undefined || ch === ' ') {
row.push('dark');
lrow.push(0);
} else {
row.push(dungeonTileKind(ch));
// Lighting: 0 = fully lit, higher = darker. Convert to brightness (1 = lit).
var la = (lighting[y] && lighting[y][x]) || 0;
lrow.push(isVisible ? Math.max(0.15, 1 - Math.min(la, 0.8)) : 0.25);
}
}
grid.push(row);
lightGrid.push(lrow);
}
var entities = [];
// Entrance / exit / treasure as entities (so they layer above tiles).
if (state.entrance) {
entities.push({ id: 'entrance', x: state.entrance[0], y: state.entrance[1], kind: 'feature', char: '<', color: '#3fb950', label: null });
}
if (state.exit) {
entities.push({ id: 'exit', x: state.exit[0], y: state.exit[1], kind: 'feature', char: '>', color: '#d29922', label: null });
}
if (state.treasure) {
var tChar = opts.cryptoType === 'XMR' ? '$M' : '$W';
entities.push({ id: 'treasure', x: state.treasure[0], y: state.treasure[1], kind: 'feature', char: tChar, color: '#fbbf24', label: null });
}
// Items.
if (state.items) {
for (var key in state.items) {
if (state.items.hasOwnProperty(key)) {
var item = state.items[key];
if (item && typeof item.x === 'number') {
entities.push({ id: 'item:' + key, x: item.x, y: item.y, kind: 'item', char: '$', color: '#fbbf24', label: null });
}
}
}
}
// Monster.
if (state.monster) {
entities.push({
id: 'monster', x: state.monster.x, y: state.monster.y,
kind: 'monster', char: '~', color: '#f85149', label: null
});
}
// Player.
if (state.player) {
var playerEntity = {
id: 'player', x: state.player.x, y: state.player.y,
kind: 'player', char: '@', color: '#9aa4b2',
facing: state.player.facing || 'down', label: null,
you: !state.isSpectating
};
// Attach the player's appearance if available (for render-kit character rendering).
if (opts.playerAppearance) {
playerEntity.avatar = opts.playerAppearance.avatar || 'default';
playerEntity.appearance = opts.playerAppearance;
} else {
playerEntity.avatar = 'default';
playerEntity.appearance = { avatar: 'default', tint: 'none', equipment: { body: 'none', head: 'none', shield: 'none', weapon: 'none' } };
}
entities.push(playerEntity);
}
return {
cols: cols,
rows: rows,
grid: grid,
legend: DUNGEON_LEGEND,
entities: entities,
lightGrid: lightGrid,
background: '#0a0c0f',
isDungeon: true
};
}
api.sceneFromGameState = sceneFromGameState;
api.DUNGEON_LEGEND = DUNGEON_LEGEND;
root.RK = root.RK || {};
root.RK.scene = api;
if (typeof module !== 'undefined' && module.exports) module.exports = api;
+459
View File
@@ -0,0 +1,459 @@
// TavernLife — client-side NPCs (bartender, patrons, cat) + speech bubbles that make the
// tavern feel alive. NPCs are decorative: they wander, sit, and chat. They're client-side
// only (no server round-trips), so each client sees its own lively room — the real players
// come from the server snapshot. Speech bubbles pop above any occupant (NPC or real player)
// when they speak.
(function (root) {
'use strict';
var RK = root.RK = root.RK || {};
// roundRect polyfill for older browsers.
if (!root.CanvasRenderingContext2D.prototype.roundRect) {
root.CanvasRenderingContext2D.prototype.roundRect = function (x, y, w, h, r) {
if (w < 2 * r) r = w / 2;
if (h < 2 * r) r = h / 2;
this.beginPath();
this.moveTo(x + r, y);
this.arcTo(x + w, y, x + w, y + h, r);
this.arcTo(x + w, y + h, x, y + h, r);
this.arcTo(x, y + h, x, y, r);
this.arcTo(x, y, x + w, y, r);
this.closePath();
return this;
};
}
// ---- Speech lines -----------------------------------------------------------
var BARTENDER_LINES = [
"What'll it be, traveler?", "Ale's fresh today.", "Tab's full, friend.",
"Watch the monsters out there.", "Block's coming — hurry back.",
"I've seen braver than you not return.", "House special: liquid courage.",
"No credit — coin on the barrel.", "Heard someone found treasure last block.",
"The dungeon's hungry tonight.", "Keep your wits about you.", "One ale, coming up."
];
var PATRON_LINES = [
"Another round!", "I almost made it out...", "The dungeon claims another.",
"Heard someone found the bag!", "Cheers!", "This ale is questionable.",
"Anyone seen my shield?", "Last time I swear it was right there...",
"The monster was RIGHT behind me.", "Need more credits...", "One more run.",
"I used to be an adventurer too.", "Bloody hell, that was close.", "Pour me another.",
"You new here?", "Don't go in unprepared.", "The exit was so close..."
];
var CAT_LINES = ["meow", "mrrrow", "prrrrp", "hisss", "...", "mew"];
var WELCOME_LINES = ["Welcome!", "Pull up a stool.", "New face — nice.", "Come in, sit down."];
function pick(arr) { return arr[Math.floor(Math.random() * arr.length)]; }
// ---- NPC definitions --------------------------------------------------------
// NPCs are identified by a prefix so they don't collide with real socket ids.
var NPC_PREFIX = 'npc:';
function makeNPC(id, kind, avatar, x, y, opts) {
opts = opts || {};
return {
id: NPC_PREFIX + id,
kind: kind,
avatar: avatar,
appearance: { avatar: avatar, tint: 'none', equipment: { body: 'none', head: 'none', shield: 'none', weapon: 'none' } },
x: x, y: y, facing: 'down',
targetX: x, targetY: y,
moveCooldown: 0,
sitTimer: 0,
speechTimer: 0,
speech: null, speechUntil: 0,
color: opts.color || '#d7dbe0',
label: opts.label || null,
role: opts.role || 'patron',
roamArea: opts.roamArea || null
};
}
function bartendersArea(cols, rows) {
// Bartender roams along the top interior (bar counter row ~ y=2).
return { minY: 1, maxY: 3, minX: 2, maxX: Math.max(5, cols - 3) };
}
function patronsArea(cols, rows) {
// Patrons roam the middle/lower floor.
return { minY: 3, maxY: rows - 2, minX: 1, maxX: cols - 2 };
}
function catArea(cols, rows) {
return { minY: 1, maxY: rows - 1, minX: 1, maxX: cols - 2 };
}
// ---- Speech bubbles ---------------------------------------------------------
var BUBBLE_FONT = '12px ui-monospace, Menlo, Consolas, monospace';
var BUBBLE_PADDING = 8;
var BUBBLE_RADIUS = 6;
var BUBBLE_TAIL = 7;
var BUBBLE_DURATION = 4200;
var BUBBLE_FADE = 500;
function measureBubble(ctx, text) {
ctx.font = BUBBLE_FONT;
var metrics = ctx.measureText(text);
var w = Math.ceil(metrics.width) + BUBBLE_PADDING * 2;
var h = 22 + BUBBLE_PADDING * 2;
return { w: w, h: h };
}
function drawBubble(ctx, x, y, text, alpha) {
if (alpha <= 0 || !text) return;
var dim = measureBubble(ctx, text);
var bw = dim.w, bh = dim.h;
// Clamp so the bubble stays on screen.
var bx = Math.max(4, Math.min(x - bw / 2, ctx.canvas.width - bw - 4));
var by = y - bh - BUBBLE_TAIL;
if (by < 4) by = y + BUBBLE_TAIL + 4; // flip below if no room above
ctx.save();
ctx.globalAlpha = alpha;
ctx.font = BUBBLE_FONT;
ctx.textBaseline = 'middle';
ctx.textAlign = 'center';
// Bubble body (rounded rect).
ctx.fillStyle = 'rgba(18,24,32,0.94)';
ctx.strokeStyle = 'rgba(120,140,165,0.55)';
ctx.lineWidth = 1.5;
ctx.beginPath();
ctx.roundRect(bx, by, bw, bh, BUBBLE_RADIUS);
ctx.fill();
ctx.stroke();
// Tail pointer.
var tailX = Math.max(bx + 12, Math.min(x, bx + bw - 12));
ctx.fillStyle = 'rgba(18,24,32,0.94)';
ctx.beginPath();
ctx.moveTo(tailX - 5, by + bh);
ctx.lineTo(tailX + 5, by + bh);
ctx.lineTo(tailX, by + bh + (by < y ? BUBBLE_TAIL : -BUBBLE_TAIL));
ctx.closePath();
ctx.fill();
// Text.
ctx.fillStyle = '#e8edf3';
ctx.fillText(text, bx + bw / 2, by + bh / 2);
ctx.restore();
}
// ---- The TavernLife controller ----------------------------------------------
function TavernLife(host, getScene, getCell) {
this.host = host;
this.getScene = getScene;
this.getCell = getCell || function () { return 24; };
this.npcs = [];
this.bubbles = {}; // occupantId -> { text, until, born }
this._overlay = null;
this._octx = null;
this._raf = null;
this._lastTick = 0;
this._spawned = false;
this._realBubbles = {}; // socketId -> { text, until } from real chat
}
TavernLife.prototype._ensureOverlay = function () {
if (this._overlay && this._overlay.parentNode) return this._octx;
var cv = root.document.createElement('canvas');
cv.className = 'tavern-life-overlay';
cv.style.cssText = 'position:absolute;inset:0;pointer-events:none;z-index:10;';
this.host.style.position = this.host.style.position || 'relative';
this.host.appendChild(cv);
this._overlay = cv;
this._octx = cv.getContext('2d');
return this._octx;
};
TavernLife.prototype._syncOverlaySize = function (w, h) {
var ctx = this._ensureOverlay();
if (!ctx) return;
if (this._overlay.width !== w) this._overlay.width = w;
if (this._overlay.height !== h) this._overlay.height = h;
return ctx;
};
TavernLife.prototype.spawn = function () {
if (this._spawned) return;
this._spawned = true;
var scene = this.getScene();
if (!scene) return;
var cols = scene.cols, rows = scene.rows;
var grid = scene.grid;
// Find walkable tiles for spawning.
function isFloor(x, y) {
return y >= 0 && y < rows && x >= 0 && x < cols && grid[y] && grid[y][x] === 'floor';
}
function findFloor(cx, cy) {
for (var r = 1; r < 8; r++) {
for (var dy = -r; dy <= r; dy++) {
for (var dx = -r; dx <= r; dx++) {
var x = cx + dx, y = cy + dy;
if (isFloor(x, y)) return { x: x, y: y };
}
}
}
return { x: 1, y: 1 };
}
// Bartender near the bar (top area).
var barSpot = findFloor(Math.floor(cols / 2), 3);
var bartender = makeNPC('bartender', 'bartender', 'char-merchant', barSpot.x, barSpot.y, {
label: 'Bartender', color: '#c9a25e', role: 'bartender',
roamArea: bartendersArea(cols, rows)
});
this.npcs.push(bartender);
// 2-3 patrons near tables (middle area).
var patronAvatars = ['char-villager', 'char-elder', 'char-bard', 'char-wizard', 'char-ranger', 'char-rogue'];
var patronColors = ['#7eb6c9', '#c9a0d4', '#a0c97e', '#d4b0a0', '#8fa0d4'];
var numPatrons = 2 + Math.floor(Math.random() * 2);
for (var i = 0; i < numPatrons; i++) {
var px = 4 + Math.floor(Math.random() * (cols - 8));
var py = 5 + Math.floor(Math.random() * (rows - 8));
var spot = findFloor(px, py);
this.npcs.push(makeNPC('patron' + i, 'patron', patronAvatars[i % patronAvatars.length],
spot.x, spot.y, {
label: 'Patron', color: patronColors[i % patronColors.length],
roamArea: patronsArea(cols, rows),
sitTimer: 2000 + Math.random() * 4000
}));
}
// Cat — a small wandering creature.
var catSpot = findFloor(3, rows - 3);
this.npcs.push(makeNPC('cat', 'cat', 'char-goblin', catSpot.x, catSpot.y, {
label: null, color: '#e8a060', role: 'cat',
roamArea: catArea(cols, rows)
}));
};
TavernLife.prototype._pickTarget = function (npc, scene) {
var area = npc.roamArea;
if (!area) return;
var grid = scene.grid;
var cols = scene.cols, rows = scene.rows;
for (var tries = 0; tries < 12; tries++) {
var tx = area.minX + Math.floor(Math.random() * (area.maxX - area.minX + 1));
var ty = area.minY + Math.floor(Math.random() * (area.maxY - area.minY + 1));
if (ty >= 0 && ty < rows && tx >= 0 && tx < cols && grid[ty] && grid[ty][tx] === 'floor') {
npc.targetX = tx;
npc.targetY = ty;
return;
}
}
};
TavernLife.prototype._moveNPC = function (npc, scene, dt) {
if (npc.sitTimer > 0) {
npc.sitTimer -= dt;
return;
}
npc.moveCooldown -= dt;
if (npc.moveCooldown > 0) return;
// Arrived at target?
if (npc.x === npc.targetX && npc.y === npc.targetY) {
var sitTime = npc.role === 'cat' ? 1000 + Math.random() * 2000 : 3000 + Math.random() * 5000;
npc.sitTimer = sitTime;
this._pickTarget(npc, scene);
return;
}
// Step toward target (one tile, cardinal only).
var dx = npc.targetX - npc.x;
var dy = npc.targetY - npc.y;
var stepX = 0, stepY = 0;
if (Math.abs(dx) >= Math.abs(dy) && dx !== 0) stepX = Math.sign(dx);
else if (dy !== 0) stepY = Math.sign(dy);
else if (dx !== 0) stepX = Math.sign(dx);
var nx = npc.x + stepX, ny = npc.y + stepY;
var grid = scene.grid;
if (ny >= 0 && ny < scene.rows && nx >= 0 && nx < scene.cols && grid[ny] && grid[ny][nx] === 'floor') {
npc.x = nx; npc.y = ny;
if (stepX < 0) npc.facing = 'left';
else if (stepX > 0) npc.facing = 'right';
else if (stepY < 0) npc.facing = 'up';
else if (stepY > 0) npc.facing = 'down';
} else {
// Blocked — pick a new target.
this._pickTarget(npc, scene);
}
// Cat moves faster; bartender slower.
npc.moveCooldown = npc.role === 'cat' ? 280 : npc.role === 'bartender' ? 500 : 380;
};
TavernLife.prototype._maybeSpeak = function (npc, now) {
if (npc.speech && now < npc.speechUntil) return;
npc.speechTimer -= 16;
if (npc.speechTimer > 0) return;
var lines;
if (npc.role === 'bartender') lines = BARTENDER_LINES;
else if (npc.role === 'cat') lines = CAT_LINES;
else lines = PATRON_LINES;
npc.speech = pick(lines);
npc.speechUntil = now + BUBBLE_DURATION;
npc.speechTimer = 8000 + Math.random() * 12000; // next speech gap
if (npc.role === 'cat') npc.speechTimer = 6000 + Math.random() * 10000;
};
// Inject NPC entities into a scene so the renderer draws them.
TavernLife.prototype.injectInto = function (scene) {
if (!scene || !this._spawned) return scene;
if (!scene._npcInjected) {
for (var i = 0; i < this.npcs.length; i++) {
var npc = this.npcs[i];
scene.entities.push({
id: npc.id,
x: npc.x, y: npc.y,
kind: 'avatar',
avatar: npc.avatar,
appearance: npc.appearance,
color: npc.color,
char: npc.role === 'cat' ? 'c' : '@',
facing: npc.facing,
label: npc.label,
you: false,
_npc: true
});
}
scene._npcInjected = true;
}
return scene;
};
// Show a speech bubble for a real player (called on chat_broadcast).
TavernLife.prototype.showPlayerBubble = function (socketId, text) {
this._realBubbles[socketId] = { text: text, until: Date.now() + BUBBLE_DURATION };
};
// Get the screen position of an entity for a given renderer/cell size.
// This is renderer-agnostic: top-down uses grid coords * cell; iso uses projection.
TavernLife.prototype._entityScreenPos = function (e, scene, cell, mode) {
if (mode === 'iso') {
// Match IsoRenderer._project: originX = margin + rows * tileW/2 + tileW; originY = margin + imageH
var tileW = (RK.isoAssets && RK.isoAssets.tile && RK.isoAssets.tile.w) || 84;
var tileH = (RK.isoAssets && RK.isoAssets.tile && RK.isoAssets.tile.h) || 42;
var imageH = (RK.isoAssets && RK.isoAssets.tile && RK.isoAssets.tile.imageH) || 184;
var margin = 28;
var originX = margin + scene.rows * tileW / 2 + tileW;
var originY = margin + imageH;
return {
x: originX + (e.x - e.y) * tileW / 2,
y: originY + (e.x + e.y) * tileH / 2
};
}
if (mode === '3d') {
// 3D renderer uses Three.js — we can't easily get screen coords.
// Skip speech bubbles for 3D mode.
return null;
}
// top-down / ascii / fancy: grid coords * cell
return { x: e.x * cell + cell / 2, y: e.y * cell + cell / 2 };
};
TavernLife.prototype._drawBubbles = function (scene, cell, mode, now) {
var ctx = this._octx;
if (!ctx || !scene) return;
ctx.clearRect(0, 0, this._overlay.width, this._overlay.height);
// NPC bubbles.
for (var i = 0; i < this.npcs.length; i++) {
var npc = this.npcs[i];
if (!npc.speech || now >= npc.speechUntil) continue;
var alpha = 1;
var remaining = npc.speechUntil - now;
if (remaining < BUBBLE_FADE) alpha = remaining / BUBBLE_FADE;
var pos = this._entityScreenPos(npc, scene, cell, mode);
if (pos) drawBubble(ctx, pos.x, pos.y - cell * 0.3, npc.speech, alpha);
}
// Real player bubbles (from chat).
var occupants = scene.entities;
for (var j = 0; j < occupants.length; j++) {
var e = occupants[j];
if (e._npc) continue;
var bubble = this._realBubbles[e.id];
if (!bubble || now >= bubble.until) {
if (bubble) delete this._realBubbles[e.id];
continue;
}
var rAlpha = 1;
var rRemaining = bubble.until - now;
if (rRemaining < BUBBLE_FADE) rAlpha = rRemaining / BUBBLE_FADE;
var rPos = this._entityScreenPos(e, scene, cell, mode);
if (rPos) drawBubble(ctx, rPos.x, rPos.y - cell * 0.3, bubble.text, rAlpha);
}
};
// Main update — called every frame via rAF.
TavernLife.prototype.update = function (scene, cell, mode) {
if (!scene || !this._spawned) return;
var now = Date.now();
var dt = now - (this._lastTick || now);
this._lastTick = now;
// Update NPC movement and speech.
for (var i = 0; i < this.npcs.length; i++) {
this._moveNPC(this.npcs[i], scene, dt);
this._maybeSpeak(this.npcs[i], now);
}
// Update NPC entity positions in the scene.
for (var j = 0; j < this.npcs.length; j++) {
var npc = this.npcs[j];
for (var k = 0; k < scene.entities.length; k++) {
if (scene.entities[k].id === npc.id) {
scene.entities[k].x = npc.x;
scene.entities[k].y = npc.y;
scene.entities[k].facing = npc.facing;
break;
}
}
}
// Draw speech bubbles on the overlay.
var rendererCanvas = this.host.querySelector('.rk-canvas');
if (rendererCanvas) {
this._syncOverlaySize(rendererCanvas.width, rendererCanvas.height);
}
this._drawBubbles(scene, cell, mode, now);
};
TavernLife.prototype.start = function () {
var self = this;
function loop() {
var scene = self.getScene();
if (scene) {
var cell = self.getCell();
// Re-inject NPCs if the scene was rebuilt.
if (!scene._npcInjected) self.injectInto(scene);
self.update(scene, cell, self._mode || 'tiles');
}
self._raf = root.requestAnimationFrame(loop);
}
this._raf = root.requestAnimationFrame(loop);
};
TavernLife.prototype.setMode = function (mode) { this._mode = mode; };
TavernLife.prototype.stop = function () {
if (this._raf) root.cancelAnimationFrame(this._raf);
this._raf = null;
if (this._overlay && this._overlay.parentNode) this._overlay.parentNode.removeChild(this._overlay);
this._overlay = null;
this._octx = null;
};
TavernLife.prototype.welcomeBubbles = function () {
// Make the bartender greet when the player joins.
if (this.npcs.length > 0 && this.npcs[0].role === 'bartender') {
var now = Date.now();
this.npcs[0].speech = pick(WELCOME_LINES);
this.npcs[0].speechUntil = now + BUBBLE_DURATION;
this.npcs[0].speechTimer = 5000;
}
};
RK.TavernLife = TavernLife;
})(window);
+41 -1
View File
@@ -30,7 +30,7 @@
ctx.fillStyle = scene.background || '#000';
ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
if (window.RK && RK.roomReady && RK.roomReady()) {
if (!scene.isDungeon && window.RK && RK.roomReady && RK.roomReady()) {
// A designed room (imported .tmx) is loaded — draw its layered tiles.
RK.drawRoomCanvas(ctx, cell);
} else {
@@ -54,6 +54,14 @@
ctx.fillStyle = 'rgba(255,255,255,0.06)';
ctx.fillRect(px, py, cell, Math.max(1, cell * 0.14));
}
// Dungeon lighting: darken tiles based on the light grid.
if (scene.lightGrid && scene.lightGrid[y] && scene.lightGrid[y][x] != null) {
var brightness = scene.lightGrid[y][x];
if (brightness < 1) {
ctx.fillStyle = 'rgba(0,0,0,' + (1 - brightness) + ')';
ctx.fillRect(px, py, cell, cell);
}
}
}
}
}
@@ -61,6 +69,38 @@
var now = Date.now();
for (var i = 0; i < scene.entities.length; i++) {
var e = scene.entities[i];
// Dungeon features (entrance, exit, treasure) — draw as colored glyphs.
if (e.kind === 'feature') {
var cx = e.x * cell + cell / 2, cy = e.y * cell + cell / 2;
ctx.fillStyle = e.color || '#fff';
ctx.font = (cell - 4) + 'px monospace';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(e.char || '?', cx, cy);
continue;
}
// Dungeon items.
if (e.kind === 'item') {
var ix = e.x * cell + cell / 2, iy = e.y * cell + cell / 2;
ctx.fillStyle = e.color || '#fbbf24';
ctx.font = (cell - 4) + 'px monospace';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText('$', ix, iy);
continue;
}
// Dungeon monster.
if (e.kind === 'monster') {
var mx = e.x * cell + cell / 2, my = e.y * cell + cell / 2, mr = cell * 0.34;
ctx.beginPath();
ctx.arc(mx, my, mr, 0, Math.PI * 2);
ctx.fillStyle = e.color || '#f85149';
ctx.fill();
ctx.strokeStyle = 'rgba(255,100,100,0.4)';
ctx.lineWidth = 2;
ctx.stroke();
continue;
}
// Roguelike character sprite, or premium animated skin; else the fallback circle.
if (window.RK && RK.avatarVisuals && RK.avatarVisuals.drawTopdownWorld) {
var visual = RK.avatarVisuals.resolve(e.appearance || { avatar: e.avatar }, {
+55 -1
View File
@@ -20,6 +20,7 @@
<script src="js/render/fancyRenderer.js"></script>
<script src="js/render/isoRenderer.js"></script>
<script src="js/render/threeRenderer.js"></script>
<script src="js/render/tavernLife.js"></script>
<script src="js/render/renderModes.js"></script>
<style>
:root { --bg: #0f1216; --panel: #171b21; --line: #2a313a; --text: #d7dbe0; --accent: #3fb950; }
@@ -78,6 +79,21 @@
<button type="submit">Send</button>
</form>
</div>
<!-- Spectator camera: watch live dungeon runs from inside the tavern -->
<button id="watchGamesBtn" class="hidden" style="margin-top:8px;">👁️ Watch Live Games</button>
<div id="spectatorPanel" class="panel hidden">
<h3 style="margin:0 0 8px;font-size:14px;">Live Games</h3>
<div id="gameList" style="max-height:200px;overflow-y:auto;font-size:13px;"></div>
<button id="closeGameListBtn" style="margin-top:8px;">Close</button>
</div>
<div id="spectatorStage" class="hidden">
<div style="display:flex;justify-content:space-between;align-items:center;margin-bottom:8px;">
<span id="spectatorLabel" class="muted"></span>
<button id="leaveSpectateBtn">← Back to tavern</button>
</div>
<div id="spectatorRender" style="position:relative;min-height:300px;"></div>
</div>
</div>
<script>
@@ -120,6 +136,8 @@
var currentRenderer = null;
var currentMode = null;
var currentScene = null;
var tavernLife = null;
var rafActive = false;
function setStatus(msg) { statusEl.textContent = msg; }
function applyEntitlements(data) {
@@ -137,7 +155,26 @@
currentScene = RK.scene.sceneFromTavern(state, state.you);
}
function draw() {
if (currentRenderer && currentScene) currentRenderer.render(currentScene);
if (!currentScene) return;
// Inject client-side NPCs (bartender, patrons, cat) into the scene.
if (tavernLife) tavernLife.injectInto(currentScene);
if (currentRenderer) currentRenderer.render(currentScene);
}
// rAF loop for smooth NPC animation + speech bubbles.
function startRafLoop() {
if (rafActive) return;
rafActive = true;
function loop() {
if (!rafActive) return;
if (currentScene && tavernLife) {
// Re-inject NPCs if the scene was rebuilt by a snapshot.
if (!currentScene._npcInjected) tavernLife.injectInto(currentScene);
tavernLife.update(currentScene, currentRenderer && currentRenderer.cell || 24, currentMode || 'tiles');
}
root.requestAnimationFrame(loop);
}
root.requestAnimationFrame(loop);
}
function lockedModeMessage(mode) {
var meta = RK.modeMeta ? RK.modeMeta(mode) : null;
@@ -152,6 +189,7 @@
if (!RK.canUseMode(mode)) { setStatus(lockedModeMessage(mode)); return; }
if (currentRenderer) { currentRenderer.destroy(); currentRenderer = null; }
currentMode = mode;
if (tavernLife) tavernLife.setMode(mode);
RK.saveMode(mode);
updateModeButtons();
if (mode === 'fancy' && !RK.pixiReady()) setStatus('Loading Fancy renderer…');
@@ -199,6 +237,7 @@
});
socket.on('game_mode_info', function (data) {
if (data && data.entitlements) applyEntitlements(data.entitlements);
if (data && data.cryptoType) SocketHandlers_cryptoType = data.cryptoType;
});
socket.on('credits_update', applyEntitlements);
socket.on('session_token', function (data) {
@@ -231,6 +270,14 @@
rebuildScene();
buildModebar();
setMode(RK.loadMode('tiles'));
// Spawn client-side NPCs (bartender, patrons, cat) for a lively tavern.
tavernLife = new RK.TavernLife(stageEl, function () { return currentScene; }, function () {
return currentRenderer && currentRenderer.cell || 24;
});
tavernLife.setMode(currentMode || 'tiles');
tavernLife.spawn();
tavernLife.welcomeBubbles();
startRafLoop();
// Load the designed room (if the server is using one); re-render when ready.
if (state.roomUrl) RK.loadRoom(state.roomUrl, function (room) {
if (room && room.desc && room.desc.walkable) state.walkable = room.desc.walkable;
@@ -238,6 +285,7 @@
draw();
});
setStatus('You are in the tavern.');
watchGamesBtn.classList.remove('hidden');
});
socket.on('tavern_update', function (snap) {
@@ -261,6 +309,12 @@
socket.on('chat_broadcast', function (m) {
if (!m || !state.channel || m.scope !== state.channel) return;
addChatLine(m.username, m.message);
// Show a speech bubble above the speaker's avatar.
if (tavernLife && m.socketId) {
// m.message is server-escaped HTML; strip tags for the bubble.
var text = m.message ? m.message.replace(/<[^>]*>/g, '') : '';
tavernLife.showPlayerBubble(m.socketId, text);
}
});
socket.on('tavern_notice', function (n) {
if (n && n.message) addSystemLine(n.message);
+64
View File
@@ -53,3 +53,67 @@ describe('sceneFromTavern (render kit adapter)', () => {
]);
});
});
describe('sceneFromGameState (dungeon adapter)', () => {
const api = require('../html/js/render/sceneModel.js');
test('converts visible tiles, entities, and lighting into a dungeon Scene', () => {
const scene = api.sceneFromGameState({
visibleTiles: [['#', "'1", '>'], ["'1", "'1", "'1"]],
exploredTiles: [['#', "'1", '>'], ["'1", "'1", "'1"]],
lighting: [[0, 0.5, 0], [0, 0, 0]],
entrance: [0, 1],
exit: [2, 0],
treasure: null,
player: { x: 1, y: 1, facing: 'down' },
monster: { x: 2, y: 1 },
items: {},
isSpectating: true
});
expect(scene.isDungeon).toBe(true);
expect(scene.cols).toBe(3);
expect(scene.rows).toBe(2);
expect(scene.grid[0]).toEqual(['wall', 'floor', 'exit']);
expect(scene.grid[1]).toEqual(['floor', 'floor', 'floor']);
expect(scene.lightGrid[0][1]).toBeCloseTo(0.5, 1);
// Entities: entrance, exit, monster, player (no treasure)
const kinds = scene.entities.map(e => e.kind);
expect(kinds).toContain('feature');
expect(kinds).toContain('monster');
expect(kinds).toContain('player');
// Player entity should be marked as not-you for spectators
const player = scene.entities.find(e => e.kind === 'player');
expect(player.you).toBe(false);
});
test('treasure entity appears when treasure position is set', () => {
const scene = api.sceneFromGameState({
visibleTiles: [["'1", '$']],
entrance: [0, 0],
exit: [1, 0],
treasure: [1, 0],
player: { x: 0, y: 0 },
monster: null,
items: {},
isSpectating: false
});
const treasure = scene.entities.find(e => e.id === 'treasure');
expect(treasure).toBeTruthy();
expect(treasure.char).toContain('$');
});
test('unexplored tiles become dark', () => {
const scene = api.sceneFromGameState({
visibleTiles: [["'1", undefined]],
exploredTiles: [["'1", undefined]],
lighting: [[0, 0]],
player: { x: 0, y: 0 },
monster: null,
items: {},
isSpectating: true
});
expect(scene.grid[0][1]).toBe('dark');
expect(scene.lightGrid[0][1]).toBe(0);
});
});