Commit Graph
270 Commits
Author SHA1 Message Date
jwinterm ed24d43b56 chore: prepare the repository for public release
Removes operator-private material from the shipped tree, corrects documentation
that had drifted from the code, deletes dead code, and applies a consistent
prose style.

Private material moved out of the public tree (docs/private/, git-ignored):
  - the wallet keyfile recovery runbook and its helper scripts, which together
    published the mainnet wallet file path, the service account, backup snapshot
    filenames, and the wallet RPC listener state. The helper duplicated the same
    constants, so relocating the document alone would not have removed them.
  - the stagenet parallel-candidate runbook and its fixtures.
  - the dated production-state record, the internal remediation plan, and the
    TODO list. None are reference documentation for an outside reader.

Redacted or genericised:
  - operator home-directory paths in shipped scripts and units. The asset build
    script now takes KENNEY_ASSETS_DIR instead of a hard-coded path.
  - private LAN addresses in tests, env examples and deploy docs, replaced with
    RFC 5737 documentation addresses.
  - the default alert sender and the notification hub example.
  - the Monero wallet unit now matches the Wownero one: a dedicated service
    account and a config file, instead of the operator's login account with the
    wallet password in argv where any local user can read it from /proc.

Ignore rules now cover every .env variant rather than the bare name, plus local
agent state. The deployment docs instruct operators to create .env.mainnet and
.env.stagenet, which the exact-name rule would have allowed to be committed.

Documentation corrected against the code: per-chain dungeon level counts, the
premium unlock rule, Tavern chat scope, backup retention, the chain-profile
fallback, the environment template location, and several sections describing
shipped work as pending.

Dead code removed: configPersistence, rpccalls, a duplicate vendored ROT.js
bundle, the unused tile-picker overlay, the unreachable legacy game-size path
and its vestigial parameter, spectator stubs that shadowed the real
SpectatorManager, and commented-out debugging. nip98 now imports the shared
nostr loader rather than duplicating it.

Prose style: em-dashes removed throughout in favour of colons, semicolons and
commas; comments restated as present-tense descriptions of the code rather than
narration of past changes.

127 suites / 1015 tests pass.
2026-07-27 06:40:38 -04:00
jwinterm 1cbbae73b2 Merge ultra/prelaunch-review-and-graphics: pre-launch review fixes, renderer lighting pass, node failover 2026-07-26 08:00:06 -04:00
jwinterm b291bd3c13 docs: document optional fallback daemons in the env examples
Records the fallback list as an OPTION rather than an expectation, with the
caveat that matters here: a fallback only helps if it can fail independently.
A second daemon in the same office shares the outage that takes the first one
down. A node reachable over a separate path — a home node across the mesh, or a
public/community node — is what actually adds availability.

Also records the split the operator identified: free/credits instances only need
the daemon for block height, so a remote node is a reasonable fallback there.
Instances taking payments should prefer daemons they control, because block
height feeds match fairness and entropy. Either way each endpoint still has to
pass the chain-identity check, so a remote node cannot serve another chain.
2026-07-26 08:00:00 -04:00
jwinterm 2ff8d0be67 feat: multi-node daemon failover and graceful degradation when nothing answers
Closes the two findings left open from the pre-launch review.

Node redundancy (it was node reachability, not chain health)
  RPC_ENDPOINTS accepts any number of daemons in preference order; PRIMARY /
  FALLBACK still work and are appended. The list is deduplicated, which exposes
  that the stock config pointed both at the SAME host — what looked like
  redundancy was one node.

  One logical call now walks every endpoint before failing, instead of needing
  three consecutive failures to try exactly one alternate. Each node still has
  to pass the chain-identity check before it may answer, so failover cannot
  silently serve another chain's data. `failoverActive` is no longer a one-way
  latch: the preferred node is re-tested every RPC_PREFERRED_RETRY_MS, so
  recovery no longer requires a restart. healthCheck probes every node.

Graceful failure
  Entries are refused while no node is reachable. A run is measured in blocks
  and its entry block comes from the last successful poll, so a game admitted
  during an outage was anchored to an already-past block and killed as a timeout
  on the first recovered poll — the player lost a run, and in paid mode an
  entry, to our infrastructure. The gate sits in _runAdmission, ahead of any
  credit spend, and says so to the player.

Wallet: refused, not failed over
  Two wallet-rpc processes over one wallet file can build transactions from the
  same outputs and corrupt the cache. A standby wallet is a custody decision for
  the operator, not something this code may take on its own — daemons are
  read-only and interchangeable, wallets are neither. So a wallet outage
  declines paid intake cleanly and leaves credits and free play working.

Auth limiter evicts instead of refusing
  The bounded key map 429'd any NEW ip once full, turning a memory cap into a
  DoS primitive: a distributed source could hold it at capacity and lock every
  first-time caller out of Smirk login. It now reclaims expired entries and, if
  still full, evicts the oldest live windows. Same memory ceiling, still a
  working limiter.

129 suites / 1026 tests pass.
2026-07-26 07:49:18 -04:00
jwinterm dacbf356ed fix: close pre-launch review findings and light the premium renderers
Adversarial multi-agent review of the launch candidate produced 22 confirmed
findings (12 more were refuted). This closes the critical, high, and the
mediums/lows that are cheap and real, then does the iso/3D/Tavern art pass.

CRITICAL — unauthenticated remote kill switch
  Socket.IO does not wrap listener invocation, and this process treats
  uncaughtException/unhandledRejection as fatal, so ONE unguarded throw in ANY
  listener exits the server. `socket.emit('debug_ping')` with no argument did
  exactly that, and systemd restarts straight back into it. Every registration
  in handleConnection now goes through a safe-dispatch wrapper that contains
  sync throws and rejected promises to the offending socket; handleDebugPing
  also stops trusting its payload.

HIGH
  - NIP-98 login now binds the signed event to this deployment's host. The path
    check alone let an event signed for any other origin authenticate here, and
    linking ADOPTS the account owning that pubkey — full account takeover.
  - Fog of war is enforced server-side. getState() shipped absolute
    entrance/exit/treasure coordinates and the monster's exact position in every
    frame, with concealment implemented only in the browser. Discovery is sticky;
    the monster is reported only while in view.
  - NODE_ENV must now be explicit and recognized. Unset, every production gate
    read false while DebugManager reported production and silenced logging.
  - Tavern chat applies the lobby's ban list, rate limiter and user_id
    attribution before entering global chat.
  - userRegistry is deleted by socket.id (it was keyed by socket.id and deleted
    by socket.client.id, so nothing was ever freed).

MEDIUM / LOW
  - Payouts: a legitimately split transfer_split kept its transaction hashes
    instead of quarantining already-broadcast funds with tx_hash NULL, and
    provably pre-broadcast failures return to 'pending' rather than needs_review.
  - RateLimiter key parsing fixed — cleanup() freed nothing and expired windows
    never reset, because ids contain colons.
  - Enter no longer submits a paid entry from behind a modal.
  - Lobby chat no longer double-escapes server-escaped text.
  - Rate limits for identity:get / address:prompt / early_entry.
  - Spectators released when a game ends by disconnect, not just settlement.
  - movementManager / addressManager per-socket maps cleaned on disconnect.

Renderers
  Iso: opaque shading instead of translucent fog, additive torch/lantern/beacon
  light pools, crevice AO, embers, cold memory wash, and it stops reallocating
  the whole canvas every animation frame.
  3D: instanced level geometry (3 draw calls), procedural stone/flagstone
  materials, torch lights + shadows, real meshes for stairs/chest/monster
  (they were humanoid capsules), dust motes, wall cutaway, and lighting
  rebalanced now that fog is measured from the camera.

Tavern
  Block height and hash fragments drift around the stage edge and ripple when a
  block lands, fed by a cosmetic chain tip added to the blockheight broadcast.
  Speech bubbles work again (they keyed off a socketId the server stopped
  sending).

126 suites / 1005 tests pass.
2026-07-26 07:29:47 -04:00
jwinterm a5a210e426 docs: record renderer Tavern and production state 2026-07-25 08:37:52 -04:00
jwinterm a9d6f8a1bd fix: wait for Tavern session readiness 2026-07-25 08:13:31 -04:00
jwinterm 57048546de fix: restore game focus and ship local 3d 2026-07-25 07:52:11 -04:00
jwinterm 28112e1f6f docs: isolate stagenet canary funding RPC 2026-07-24 11:23:20 -04:00
jwinterm 842fb6bb2c chore: clear production dependency advisories 2026-07-23 20:34:46 -04:00
jwinterm ca8e189b20 fix: enforce operated paid mode contracts 2026-07-23 20:31:20 -04:00
jwinterm 05197925d9 fix: version monerogue direct-only disclosure 2026-07-23 15:12:46 -04:00
jwinterm 14c8014dc4 fix: make monerogue direct-entry only 2026-07-23 14:49:34 -04:00
jwinterm 6a3d5f8191 feat: expose immutable release identity 2026-07-23 13:27:17 -04:00
jwinterm 578f6ce1a0 feat: polish deterministic pvp capture framing 2026-07-23 11:42:10 -04:00
jwinterm cbaca7d45b fix: enforce operated product boundaries 2026-07-23 10:44:32 -04:00
jwinterm 80d7f35e1f feat: preserve solo runs across production restarts 2026-07-22 15:05:49 -04:00
jwinterm b2772ff73b fix: distinguish payout and refund terminal states 2026-07-22 13:07:42 -04:00
jwinterm 05aa436ac5 fix: accept final recorded refund audits 2026-07-22 12:59:36 -04:00
jwinterm 91f139eeaa feat: harden operated production release 2026-07-22 12:56:00 -04:00
jwinterm dfe4d1ad97 feat: export confirmed payments as financial events 2026-07-22 12:04:19 -04:00
jwinterm 89398335c7 feat: productionize paid modes and PvP capture 2026-07-21 20:41:27 -04:00
jwinterm 8fb284f8ed fix(smirk): re-check link status after token rotation (fixes one-click after reload)
Even with the anon_token status query, Smirk one-click stayed disabled after a reload: the server
ROTATES the session token on every resume (sessionManager), so the initial SmirkAuth.checkStatus()
raced the rotation and 403d with the now-stale token, leaving _isLinked=false. Re-run checkStatus
right after the fresh token is persisted (session_token / session_resumed) via _refreshSmirkLinked,
so _isLinked reflects the current token before the user buys — restoring the Smirk payment popup.
2026-07-18 04:37:53 -04:00
jwinterm 8c36f40efc fix(payment): kill double invoice + restore Smirk one-click (status 403)
1) Double invoice: the "Buy Selected Package" button carries BOTH id=buy-credits-btn AND
   class=mode-option, so a click fired the generic .mode-option handler (no data attrs -> defaulted
   to single_game -> a spurious 1-credit invoice) AND its own buy-credits handler (the real pack).
   Guard the generic handler to ignore #buy-credits-btn and intentless clicks.

2) Smirk one-click payment never opened: /api/auth/smirk/status 403d, leaving _isLinked=false so
   onPaymentCreated skipped the Smirk path. The BOLA-hardened query matched socket_id AND anon_token,
   but socket_id is VOLATILE (changes every refresh) so it returned 0 rows after a reload. Match on
   the anon_token alone — the actual ownership secret — same protection, no refresh fragility.
2026-07-18 04:01:19 -04:00
jwinterm 534e713010 feat(iso): floor pip on every walkable cell (dark gaps are clearly not floor)
Marking only the adjacent walkable cells was not enough — a dark wall-gap/void still read as a
hole you could walk into. Now every visible floor cell gets a soft cyan pip, so the WALKABLE
ground is explicit everywhere; a dark gap with no pip is unambiguously not floor. Keeps the
stronger pulsing outline on the immediately-adjacent walkable cells.
2026-07-18 03:50:07 -04:00
jwinterm d54c906dec feat(iso): highlight walkable adjacent cells (openings vs wall-gaps)
The Kenney iso wall tiles are single-cell segments that leave triangular gaps between slabs, which
read as doorways but are solid wall. Rather than chase perfect wall continuity, flag the cells the
player can actually step to: a soft pulsing cyan diamond outline on each orthogonally-adjacent
walkable+explored floor cell. A reliable "you can go here" cue regardless of wall rendering.
2026-07-18 03:40:04 -04:00
jwinterm 0a98e297c2 fix(iso): fog of war — skip unexplored + distance-fade explored
Iso revealed the WHOLE map from move 0: unexplored (dark) cells fell back to the floor tile
(_tileUrl(dark) -> tiles.floor) and rendered as floor. Now skip dark cells entirely (unexplored =
void), and dim explored tiles by the lightGrid brightness (globalAlpha, floor to 0.16) so the
remembered area fades to black with distance — parity with the 2D modes and 3D (which already
skips dark + uses THREE distance fog).
2026-07-16 04:09:18 -04:00
jwinterm 175effd6fa fix(iso): zoom direction + wall cutaway for readable openings
Zoom: the wheel handler based its step on a hardcoded 1.7, but iso defaults to 1.0 — so the first
scroll (either direction) jumped up to ~1.7 and read as "always zoom in". Base the step on the
CURRENT effective zoom via SP._defaultZoom() instead. Same mode-aware default now used by the camera.

Iso occlusion: tall walls (184px) hide the floor/openings behind them (inherent to iso painter
order). Add a cutaway — walls between the camera and the player (higher x+y, within ~3 cells) draw
at 0.28 alpha so you can see yourself and the openings right in front of you.
2026-07-16 03:23:46 -04:00
jwinterm df6a270d2d fix(iso): infer facing (not always down) + render features as tiles not avatars
Two iso bugs from reusing the tavern renderer for the SP dungeon:
- Character always faced down/SW: sceneFromGameState hardcoded facing:"down", so the renderers
  ignored their movement-inferred facing (truthy default won). Now facing defaults to null (SP
  server sends none) so iso/3D infer it from movement; facingDelta(null)=down keeps tiled fine.
- "Copy of himself at the origin": the iso renderer drew EVERY entity via _charFrame, so the
  entrance feature rendered as a male character at the start. Features/items now draw as pack tiles
  (stairs/chest) or a glyph; monsters get a red tint so they do not read as a second player.
2026-07-14 14:45:50 -04:00
jwinterm 263bfb1cf4 fix(render): iso/3d face movement dir; 3d crash-proof; brighter ASCII walls
- Iso & 3D character faced the wrong way: the SP game never sends player.facing (only the tavern
  does) so it defaulted to down/SW. Both renderers now INFER facing from the movement delta they
  already track (explicit e.facing still wins for the tavern).
- 3D could break the game: wrap ThreeRenderer construction (createRenderer) and the _animate RAF
  body in try/catch — a 3D failure now falls back to Tiled / stops the loop instead of throwing.
- ASCII walls/floors were near-invisible (legend colours are near-black, tuned for tile fog): use
  brighter glyph colours for wall/floor in ASCII (features keep their own colours).
2026-07-14 14:24:51 -04:00
jwinterm 11732531d2 fix(render): iso black — override max-height/object-fit on the SP canvas
Root cause of iso rendering fully black: `.rotdis canvas { max-height:100%; object-fit:contain }`
(styling meant for the legacy ROT canvas) also applied to the render-kit canvas. SP only overrode
max-width. A canvas TALLER than the host (iso: ~2445px vs ~900px host) got object-fit-shrunk to
~0.37x while the CAMERA translate is computed in buffer space — so the player landed far off-screen
(black). Tiled/ascii canvases usually fit the host, so they escaped it. Fix: override max-height:none
+ object-fit:fill so the buffer maps 1:1 and the camera transform alone controls scale/position.
Iso default zoom set to 1.0 (its 84px tiles are large); tiled/ascii keep 1.7.
2026-07-14 12:12:26 -04:00
jwinterm b45c0851c5 fix(render): 3D lazy-loads THREE; ASCII torch lights; iso never-black placeholder
Three mode-switch issues:
- Picking 3D gave "original": SP._ensureRenderer used the sync createRenderer, which falls back to
  Tiled when THREE (lazy CDN load) is not ready. Now it kicks off RK.ensureThree and re-mounts as
  real 3D once loaded (renders Tiled meanwhile so it is not blank).
- ASCII torches were inert glyphs: they now draw a warm flickering radial glow (actual light source)
  with the glyph at full brightness, driven by a throttled ~22fps RAF (cancelled on destroy).
- Switching to iso could show black while the pack images load: tiles now draw a legend-coloured iso
  diamond placeholder until the real image is ready, so the dungeon shape + camera always read.
2026-07-13 14:55:26 -04:00
jwinterm aabf20405f feat(3d): fog-of-war parity (hide unexplored + distance fog on explored)
3D built every tile including unexplored, revealing the whole map. Now: _buildTiles skips
unexplored (dark) cells so they never render (void), and the scene gets THREE distance Fog
(black, 14->32) which — since the camera follows the player — fades explored tiles to black away
from you. Background set to pure black to match. Entities are already fog-gated at the scene
level (features on seen, monster in-view). Net: unexplored hidden, explored fades with distance,
no map-edge leak — matching the 2D modes.
2026-07-13 08:53:43 -04:00
jwinterm 4c7b256c9a feat(3d): real player-follow camera (not fit-to-view)
3D is a paid rung and should behave like the other modes. Rework the THREE camera to FOLLOW the
player instead of framing the whole level: canvas now sizes to the host (setSize updateStyle),
the ortho frustum is a fixed player-centered zoom (span 8) with host aspect, and _animate re-targets
the camera to the player world position every frame (keeps the iso (8,9,8) offset; glides smoothly
since the player mesh lerps). SP._applyCamera no longer CSS-transforms the 3D canvas (it fills the
host and THREE owns the camera). Handles host resize via _fitToHost.
2026-07-13 08:49:23 -04:00
jwinterm 2bbdffe867 fix(render): switching to ASCII mid-game no longer blacks out (+3D fit guard)
The ASCII renderer never set focusPoint, so switching to it mid-game left the SP camera with no
focus → scale-only transform pinned the grid to the corner and the explored area sat off-screen
(black). AsciiRenderer.render now sets focusPoint on the player cell (sticky), and the camera
fallback covers name==="ascii" too (cell-based, same as tiled). Iso already reports focusPoint.
3D drives its own THREE camera + sizes its canvas to the level, so _applyCamera now scale-to-FITS
the 3D canvas into the host (centered, no player-follow) instead of applying a broken zoom.
2026-07-13 08:43:03 -04:00
jwinterm c4c7d71191 fix(camera): derive focus from last player pos when renderer focusPoint is missing
The SP camera still intermittently pinned the whole level to the top-left at game start: the
per-frame _applyCamera read renderer.focusPoint as null (a start-of-game race, or a tick reading
a just-(re)created renderer instance before its first render) and fell back to a scale-only
transform. Add a fallback: when focusPoint is absent, derive it from SP._lastState.player (tiled
coords, cell=24) so the camera always has a target and centers the player. Also read host dims
via clientW/H||offsetW/H for resilience.
2026-07-13 08:32:59 -04:00
jwinterm b1b103c9d7 fix(fog): fade explored memory to black + unify off-map dark (no map-edge leak)
Explored-but-not-visible tiles rendered at a flat 0.25 brightness — a hard-edged grey block
that outlined the explored map (and its edge). Now explored memory dims AND fades toward black
with distance from the player, so the remembered area melts into the dark with no revealing
edge. Also set the render host background to pure #000 so the area beyond the map edge is the
SAME black as an unexplored in-bounds tile (previously #0a0c0f vs #000 — a shade seam that
traced the boundary). Currently-visible lighting unchanged.
2026-07-13 08:24:48 -04:00
jwinterm ea23ba404d fix(fx): drop per-step red monster flash; big banner on descend/treasure
Red pulse: _fxOnPlayerMoved fired a full-screen red FX.flash whenever a monster was within 3
tiles (throttled 550ms) — the monster usually IS within 3 tiles, so it pulsed on nearly every
step. Removed it; the monster is already on-screen, so proximity needs no flash. FX.flash is now
reserved for genuine one-shots (win/lose).

Descend feedback: taking the stairs only logged a tiny chat line. Add showEventBanner() — a big
centered pop-in/hold/fade banner over the game view (pointer-events:none, auto-removed) fired on
descend ("LEVEL n / N") and treasure ("TREASURE SECURED"), with a soft one-shot colored flash.
Chat lines kept as the log trail.
2026-07-13 07:58:43 -04:00
jwinterm e9650f9843 fix(render): reliable SP camera fill, clean wall torches, subtler wait juice
Camera: mount the render-kit host with inset:0 (fill #game-display) instead of
min(100%,78vh)+translate(-50%) centering. #game-display is grid-bounded (container is
100vh/overflow-hidden), so filling it gives the camera reliable clientWidth/Height every
frame — fixes the intermittent "player stranded in a top band, black below" off-centering.

Torches (in-game): drop the pack torch SPRITE composite — several sheets place it off-center/
rotated, reading as misaligned. Keep wall base + procedural RK.fx flame: a clean wall-mounted
torch that looks right in every pack.

Wait animations: shrink the juice bursts (18-24 -> 6-7 particles, spread 1.8-2.4 -> 0.6-0.7)
and remove the red death/caught bursts, so a grab/escape reads as a tight glint on the hero
instead of an explosion spraying onto the wall torches.
2026-07-12 21:08:16 -04:00
jwinterm 164cfff8e5 fix(wait): correct swapped labels + juice the waiting animations
Text: the block-QUEUE wait runs drawPaymentAnimation (printed "Awaiting payment") and the
payment wait runs the epic scene (printed "Awaiting next block") — the labels were backwards.
Both now derive the label from Game._awaitingPayment so it always matches the real state.

Juice: add a tile-agnostic particle-burst helper (window.FX.sparkle) and fire one-shot bursts
on the dramatic beats — gold on treasure grab, green on escape, red on death/caught — in BOTH
animations. Particle-based, so it is identical and safe in every pack; no-op if FX is absent.

Note: the ROT waiting display is independent of the render-kit pack (always the classic tileset),
so these animations work in all packs but do not visually swap to match a non-original pack.
2026-07-12 20:40:07 -04:00
jwinterm d30e62f02f fix(render): dungeon torches mount on walls with a fixture sprite
Torches replace WALL cells adjacent to floor (dungeon.js), but the Tiled renderer based the
torch on a floor tile and drew only a procedural flame — so they read as flames floating on
the floor. Base the dungeon torch on `wall` and draw the pack torch sprite over it, then RK.fx
animates the flame/glow on top: a proper wall-mounted sconce. Fire fixtures now composite
base + sprite + flame (hazards keep base + pulse, no sprite).
2026-07-12 20:18:15 -04:00
jwinterm ad4e10d363 revert(render): waiting screen back to the ROT treasure-hunt animation
The render-kit "waiting room" replaced the beloved scripted drama (player races for a
pulsating treasure, grabs it, escapes or is devoured by a monster pack, death shockwave +
ESCAPED! celebration, randomized variants) with a static lit room — a big downgrade. Restore
BOTH ROT waiting animations (block-wait AND awaiting-payment, selected via Game._awaitingPayment)
by hiding the render-kit host and letting the ROT display own the waiting screen. Remove the
now-unused SP.showWaiting/hideWaiting/waitingScene bridge code. The pack/mode still applies in
actual gameplay, which is what matters.
2026-07-12 20:14:11 -04:00
jwinterm ce0ad5c0d0 fix(queue): free "Next block" no longer pops the payment modal
The consolidated entry modal Free Play + Next block path emitted a bare join_queue with no free
intent, so handleGameQueue ran full payment eligibility and (on a mixed paid+free instance) fired
show_payment_options — the old "Choose How to Play" modal appeared on top of an already-queued free
game. Thread the free flag end-to-end, mirroring auto_start{free}: join_queue{free} -> handleJoinQueue
-> handleGameQueue (skips _checkPaymentEligibility when free+freePlayEnabled, tags the queued entry
free) -> queueManager.addPlayer stores free -> startGamesForWaiting/startGameImmediately pass
{ forceFree } into processGameStart, so the block-landing start takes no credit/payment and lands on
the Pleb board. Ranked queued path (plain join_queue) unchanged. Suite 62/435 green.
2026-07-12 19:58:49 -04:00
jwinterm 6879d3d943 fix(ui): clear transient entry/starting console lines once game is live
The "Free game — dropping in…" (begin) and "Starting game…" (onGameStart) console lines were
permanent log entries, so a running game sat next to text reading as if it were perpetually
starting. Tag both as transient: entry-progress is removed when onGameStart fires (kept during
the real block-wait for the queued variant); the game-start "Starting game…" line is removed once
Game.startGame succeeds. The server status_update "Game started! Escape before the next block!"
remains the standing confirmation.
2026-07-12 19:45:08 -04:00
jwinterm 46f3cc204d feat(render): waiting screen renders through the render kit (pack/mode)
The next-block wait now draws a small lit "mining room" Scene through the ACTIVE renderer
(RK.SPGame.showWaiting) — floor/walls/torches in your chosen pack (Tiled/Iso/3D), camera
centered, torches flickering via the FX loop — with the "Mining the next block" text as an
overlay. So the wait inherits your tiles/mode instead of being the plain ROT animation.
Falls back to the ROT WaitingScreenAnimator if the kit is unavailable. SP.render clears the
overlay when the real game starts.
2026-07-12 19:33:07 -04:00
jwinterm 9eb3cf10be feat(ui): bottom console — chat log + command input under the game (#3)
Roguelike layout on desktop: sidebar left, play area filling the top, and the message log
(row 3, 132px) + command input (row 4) span full-width BELOW the game. The chat panel flips
from a left-column (border-right) to a bottom bar (border-top); the sidebar now scrolls if
its controls are tall. Mobile (<=820px) keeps its existing single-column stack untouched.
2026-07-12 15:54:49 -04:00
jwinterm 59de1f2b36 feat(ui): regroup the sidebar into labeled sections (Loadout / Explore / Progress)
Per the menu redesign: PLAY on top, then Loadout (Character + Style/render-picker), Explore
(Watch + Tavern), Progress & account (Shop + Anim + the hud-chip toolbar). Pure reorder +
group headers — every id/handler preserved, no grid change. Bottom-console (#3) is next.
2026-07-12 15:42:07 -04:00
jwinterm 8a3b254935 fix(ux): honest block-time wording + smooth (lerped) SP camera
- Modal: "Safe — full block window" overstated it (blocks arrive randomly, Poisson). Now
  "Start fresh · blocks land at random" / "Jump in · race the time left".
- Camera: was snapping to the player every frame (jerky on canvas resize / level teleport).
  Now glides (lerp 0.3) and only snaps on a big jump; snap-centers on new-game start.
2026-07-12 15:38:53 -04:00
jwinterm 0dbdb387b4 feat(entry): one consolidated Enter-the-Dungeon modal (kill the double-modal)
Replaces the timing-only modal (which then triggered the server payment/options modal) with
a single dialog: a timing toggle (Next block / Right now) + stakes cards (Free / Ranked +
Buy credits). Each card emits the FINAL intent so the server never re-prompts:
- Free -> auto_start {free:true} / join_queue  (free:true skips the options modal)
- Ranked + credits -> auto_start / join_queue (uses a credit)
- Ranked no-credits / Buy -> PaymentUI.show() (the real payment, not a redundant choose)
Nothing starts until a card is clicked, so the game never renders behind the modal.
2026-07-12 13:12:34 -04:00
jwinterm 03fd82c44c fix(camera): sticky focusPoint + per-frame camera loop (stop corner-snap mid-run)
The player-centered camera snapped the dungeon to the top-left corner after a while: the
renderer nulled focusPoint on a transient player-less frame, so the transform lost its
translate. Fix: focusPoint is now sticky (keep the last if the player is momentarily
absent), and the SP bridge re-applies the camera every frame via its own RAF loop, so a
canvas resize or a stale frame can no longer break centering.
2026-07-12 12:32:35 -04:00