fix: fog-of-war entities, multi-level descend feedback, camera centering, fewer levels

- FOG: sceneFromGameState only emits exit/entrance/treasure/items once their cell is EXPLORED,
  and the monster only while IN VIEW — no more exit stairs leaking through the fog.
- DESCEND FEEDBACK: reaching a non-final exit descends (multi-level) and used to silently dump the
  player at a new entrance (read as a bug). Server now sends depth/maxDepth on game_event; the
  client shows "Stairs down! Level N of M — keep going". Also lowered level counts (WOW 4->2,
  BTC 8->3, XMR 2->1) — clearing 4-8 levels in one block was unwinnable; kept modest until proper
  multi-level calibration + UX.
- CAMERA: the host filled the very-tall #game-display so centering put the player low; it's now a
  bounded viewport (min(100%,78vh)) centered in #game-display, so the player stays on-screen-centered.
Suite 62/435 green.
This commit is contained in:
jwinterm
2026-07-12 11:50:40 -04:00
parent 75b0f7acfb
commit dd7d70aec8
6 changed files with 50 additions and 20 deletions
+5 -2
View File
@@ -65,9 +65,12 @@ class MovementManager {
this.spectatorManager.broadcastToSpectators(game.id, state);
}
// Handle special events from moveResult (escape / treasure)
// Handle special events from moveResult (escape / treasure / descend). Include depth for the
// multi-level descend so the client can tell the player they took the stairs down (not a bug).
if (moveResult && moveResult.event) {
this.io.to(socketId).emit('game_event', { event: moveResult.event });
this.io.to(socketId).emit('game_event', {
event: moveResult.event, depth: moveResult.depth, maxDepth: moveResult.maxDepth
});
}
}