fix(ui): tavern floor, play-area focus border, and Smirk locked-wallet UX

Tavern: revert the per-cell 'varied floor/wall' tiles to coherent single tiles — mixing wood/stone/plank per cell read as visual noise (assetPacks.js).

Play area: draw the keyboard-focus outline inset (outline-offset -2px) so the yellow border shows on the right edge, which the container's overflow:hidden was clipping (ui.js).

Smirk: a locked wallet now shows a friendly 'unlock in the extension, then Retry' hint instead of a red error, and the LOCKED error code is preserved through connect()/signMessage(). Current Smirk builds auto-open the unlock popup on connect(); older builds throw LOCKED, which the Retry button re-invokes (smirkAuth.js).
This commit is contained in:
jwinterm
2026-07-10 08:46:38 -04:00
parent 3643746c21
commit a05a10efd7
3 changed files with 31 additions and 16 deletions
+8 -9
View File
@@ -112,16 +112,15 @@
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.
// floor/wall are ARRAYS of [col,row] variants (sheet cols = 57): TileRenderer
// picks one deterministically per cell so a wall of stone doesn't read as a
// single flat texture. Single-pair kinds (bar/table/features) draw as-is.
// Each kind maps to a single [col,row] on the sheet (cols = 57). Per-cell "variant"
// arrays were tried but mixing wood/stone/plank tiles per cell read as noise, so we
// keep one coherent tile per kind. (TileRenderer still accepts an array here if a
// future theme wants subtle, same-material variation.)
tiles: {
// floor: sheet 119/120 (wood/stone) + 982-984 (planks)
floor: [[5, 2], [6, 2], [13, 17], [14, 17], [15, 17]],
floor2: [[6, 2], [13, 17], [15, 17]],
// wall: sheet 697-701 + 868/869/871-874 (stone masonry)
wall: [[13, 12], [14, 12], [15, 12], [16, 12], [17, 12],
[13, 15], [14, 15], [16, 15], [17, 15], [18, 15], [19, 15]],
floor: [5, 2], // tile 119 — wood floor (uniform)
floor2: [6, 2], // tile 120 — stone floor (accent)
wall: [13, 12], // tile 697 — stone masonry
bar: [28, 0], // tile 28 — counter
table: [20, 3], // tile 191 — table
// Dungeon features drawn as real tiles instead of monospace glyphs.