The shared "juice" layer, pure-canvas (CSP-safe, no WebGL/shaders), driven off a
clock so both renderers light a scene the same way:
- html/js/render/fxLayer.js (NEW): RK.fx — layered-sine flame flicker, additive
warm glow, a dancing two-layer canvas flame, and pulsing hazard overlays
(lava/poison/spikes) with a footprint-clip callback so it fits square cells
and iso diamonds alike.
- Tavern now has FIRE: 4 corner braziers + a hearth on the left wall throw real
flickering light. Placed along walls, clear of spawn/aisles/tables.
- Both renderers: torch/hearth/hazard tiles draw only their FLOOR base in the
static pass (no more solid amber block), then RK.fx paints the animated flame
/ hazard pulse in the live loop. Tiled caches emitter positions and draws them
over the vignette so light punches through the dark edges; iso adds them as
depth-sorted fx items and keeps its RAF alive while any fire/hazard is onscreen.
- Dungeon hazard zones wired end-to-end in the scene model (lava L / poison P /
spikes ^ chars -> pulsing tiles) — they render the moment the generator emits
them; no client-authoritative fakes.
- fxLayer.js included in tavern.html + match.html.
Suite 58/419 green; render files node --check clean.
The black boxes around furniture/windows were transparent object tiles drawn
straight onto the dark canvas. Fix at the pipeline level, not as a tavern one-off:
- tileRenderer: a tile kind whose legend declares `over` (the ground it sits on)
now draws that base tile FIRST, then the object on top — so the object's
transparent areas show the floor/wall. Works for any scene, atlas or flat-colour
fallback. Wall-grounding shadow strip now only applies to real walls, not objects.
- sceneModel TAVERN_LEGEND: declares over='floor' for bar/keg/shelf/table/chair/
barrel/crate/rug and over='wall' for windows.
- catSprites: the cat occupies ~40% of its 50x50 frame, so scale to ~2x the cell
and centre it — it now reads about tile-sized instead of tiny.
Client-only. Suite 57 suites / 413 tests green.
The old 'cat' used a char-goblin sprite (green monster). Replaced with actual
pixel cats from the Pet Cats Pack (CC-0, commercial-ok):
- html/assets/cats/cat1..6-idle.png — 6 cats, 10-frame 50x50 idle strips.
- catSprites.js: loads + animates a cat sprite (RK.drawCatCanvas), flips to face left.
- tileRenderer: draws entities with kind 'cat' via the cat sprite path (shadow + frame).
- tavernLife: spawns a RANDOM cat that wanders the customer floor (not behind the
bar), injected as kind 'cat' with its catSprite id. Degrades to a villager if
catSprites.js isn't loaded.
- tavern.html loads catSprites.js.
Client-only (no server change). Suite 57 suites / 413 tests green.
Two tavern rendering bugs in Tiled mode:
1. The 'you' cell looked like a flaming dot. The warm torch light + drifting
embers are a DUNGEON effect (the player carries the torch) but _composite/
_ensureEmbers ran on every scene, so in the tavern they painted a flame on
the 'you' avatar while other players rendered normally. Gate both to
scene.isDungeon.
2. Tavern tiles showed as flat 'blocks' that never refreshed. The tile atlas
image loads async; switching INTO the tiled renderer (e.g. entering the
tavern) before it's ready paints the flat-colour fallback once and never
repaints until the next scene update. Hook atlas.onReady to re-render the
last scene the moment the atlas is ready.
Client-only; no server change. Deploy = git pull + restart (or just pull, it's
static assets).
- 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)